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Messages - Imrahil3

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26
Dominion General Discussion / Re: Your Favorite Expansions
« on: December 16, 2022, 02:28:48 pm »
Seaside will always be a favorite. I only got into Dominion a couple years ago, so I’m not sure I’m entitled to be a “nostalgic Seaside guy,” but when I got Seaside I was just getting my friends into Dominion. They’re not into gaming much - party games like Apples to Apples are preferred in our group - but they loved Dominion! And when I got Seaside and they got to see Orange cards and a Pirate Ship that let you collect coins, I felt like Santa Claus watching my friends gasp in awe and read through the new Duration cards. I still remember the look of intense satisfaction on my friend’s face as she confidently discarded her hand to Tactician for the first time.

Hinterlands is just a blast. Every card in Hinterlands feels like you’re pulling a cool gadget out of your pocket, or just pulled off a 12-card combo. To my dying day I will tell everyone who asks that Hinterlands is the best expansion for a new player to get after Intrigue, maybe even before.

Menagerie and Renaissance are also favorites. I know Adventures and Empires are looked upon as solidifying what Dominion is and how engines should be played, but to me Renaissance and Menagerie are peak Dominion. Except for a couple expansion-specific elements, everything that makes Dominion wonderful is there; they take the depth of Adventures and Empires, the zaniness of Nocturne, the absurdity of Prosperity, the outrageous fun of Seaside and Hinterlands, and boil it all back to the elegant simplicity that makes Dominion one of the best games of all time.

27
Dominion General Discussion / Re: * Plunder Previews #5: More Stuff *
« on: December 16, 2022, 10:43:41 am »
Also cards like Pillage will be really weird. I play a Pillage, it self-trashes, then my opponent gains it ...

That’s hilarious. Can’t wait to play that exact kingdom.

28
Dominion General Discussion / Re: * Plunder Previews #5: More Stuff *
« on: December 16, 2022, 07:53:29 am »
I think Journey might have a shot at most beginner-friendly extra turn. Most of the extra-turn features have weird drawbacks like limiting card plays that less-hardcore fans will have a tough time remembering, much less making good use of, but just leaving all of the cards you can’t use out of your deck anyways will automatically keep the restriction in mind - you can’t draw what isn’t in your deck, after all.

On top of that, newbies never draw deck anyways, so a Journey turn will usually be as good as a regular turn for them.

29
Apologies! Let me elaborate instead of throwing snark like I have been: I define a Landscape as something that exists on its own, and can impact the game apart from, cards that may refer to it or trigger it to be included. My understanding is that one of points of contention was whether or not Boons do that, which I mistakenly took as mutual agreement to my initial definition. Your post above clarified for me that that is not necessarily how you define landscapes.

Could I ask what your definition of Landscape is? If your definition of Landscape is “a card-shaped element of the board that requires setup and is in landscape orientation,” I’m not going to sit here and say “akshually that’s not landscape orientation.”

30
It doesn't make all Boons a setup landscape. Just the ones that get set aside during setup.

It would be similarly unhelpful to say that Workshop is a Reaction because it was the Way of the Mouse and you played a Sheepdog as Workshop on someone else’s turn. I am interested in what IS inherently a landscape, not what sometimes acts like a landscape.

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And again, those Boons can’t impact the game outside of Druid. Allies can impact the game even if you never touch a single Liaison in the kingdom.

But regardless it's a distinction without a difference: an Ally when Liasons are a present and the Boons when Druid is present are all setup landscapes--even if Druid is the only Fate card or Liasons are the only thing they have an effect through (as is particularly the case with Allies that need more than one favor to ever do anything)

With Allies, it is categorically possible for them to impact play without a Liaison being played. Some don’t, but functionally it is possible. The rules for Allies do not inherently require you to play a Liaison, it is just generally advisable. Allies require Favors, not Liaisons, it just so happens that Liaisons are how you get favors.

Could you please explain how you could ever receive a Boon without somebody playing a Fate card?

31
Dominion General Discussion / Re: * Plunder Previews #3: Loot *
« on: December 15, 2022, 01:02:00 am »
Inevitably there'll be kingdoms where the only card that gives Loot is Jeweled Egg, and the kingdom has no trashers

Literally unplayable.

/s

On a serious note, it’s genius design to give +1 Buy there so that it’s never useless.

32
Indeed its 3 boons *are* relevant setup landscapes when Druid is on the board.

I already said that’s irrelevant. That is the only Fate card to work that way and it is clearly a departure from how Boons normally function.

And again, those Boons can’t impact the game outside of Druid. Allies can impact the game even if you never touch a single Liaison in the kingdom.

Druid doesn’t make Boons a landscape any more than Necromancer makes Zombies a supply pile.

33
Dominion General Discussion / Re: * Plunder Previews #3: Loot *
« on: December 14, 2022, 02:34:33 pm »
Giving Loot-gainers a type would have required either not doing events and traits that give you loot or introducing dual-type landscapes, which we've never seen.

Spoiler…?

34
Allies are a landscape because they affect what other cards in the kingdom, namely the Liasons, are good for. They have their own setup rule though, since they need a Liason to do meaningful work.
By this reasoning, Boons are also landscapes: They affect what another card in the kingdom, namely Druid, is good for.

Druid doesn’t count; it’s the exception. Boons normally don’t work that way.

It is inherent to how Allies are played that specific Allies are chosen for each game, and the rest are NOT chosen. Boons are never  (other than the exception) singled out and are essentially a d12 for modifying Fate cards. Allies are specific things that exist and impact decision-making regardless of the cards referring to them; Boons cannot impact the game outside of being called by a Fate card.

35
Landscape just means horizontal orientation, i.e. aligned with the horizon line. So, you know, whatever word you like best.

The fact that Boons, Hexes, Artifacts, States are also horizontal isn't interesting to me, but apparently someone cares and needs a way to exclude those, because reasons.

Seconded. It’s not a huge jump to exclude those; they aren’t entities on their own, they’re attached to specific cards. True landscapes affect how the kingdom is played regardless of what else is on the board (with a few exceptions); these extraneous non-cards can’t even impact the game without their specific card coming being played.

Allies blur the line a bit, but (A) they’re still static entities that can alter kingdoms in specific ways and (B) the setup favor means many of them can impact the game without using a Liaison anyways.

36
Dominion General Discussion / Re: Interview with Donald X.
« on: December 04, 2022, 10:45:15 pm »
Thanks for explaining! I’m going to be up all night having an existential crisis over that. As much as I’d like to, I can’t find any fault with your reasoning.

37
Dominion General Discussion / Re: Interview with Donald X.
« on: December 02, 2022, 10:53:24 am »
Landmarks and Allies are actually exactly the same thing functionally except for the setup rules.

Could you elaborate?

I see they are the same except for the part where Allies have an entire card type dedicated to them which are a prerequisite for their inclusion in the kingdom and also use a brand-new currency common to all of them to manage access to their benefits… at which point I think, if anything, Allies are closer to Events than Landmarks.

38
weaver also reacts to scavenger, which I found weird because I am pretty sure that other discard cards like tunnel don't react to Scavenger.

It shouldn't... "put your deck into your discard pile" is not "discarding".

Honk, does Awaclus need to go stalk your Dominion Online history again?

39
Dominion General Discussion / Re: Dominion: Plunder
« on: September 21, 2022, 11:43:29 am »
Guys, it’s not confusing.

How often does anyone walk into a room and shout “I love Menagerie” with no context? Does anyone say “Menagerie is my favorite!” with no introduction? Don’t we usually say “Menagerie is my favorite card!” or “Menagerie is my favorite expansion!”

When someone asks “What expansion should I get next?” and someone says “Plunder,” does anyone seriously think the person is suggesting someone go out and individually order a single stack of cards when the OP asked for expansion ideas? When someone says “I used Plunder to win a game the other day,” does it make sense to think they used an entire expansion to win a single game?

40
Not sure if defensive combos count here, but Horse traders is a great counter to archer.  The reaction makes you have 4 cards in hand ergo it nullifies the Archer attack.  Also is helpful against the warrior, but really shines vs the annoying AF archer.

Isn't that just the entire point of the Horse Traders reaction? To defend against handsize attacks? Or is there something about Archer I'm missing?

I think he just means Horse Traders is specifically well-suited to combatting Archer

Contrast with Militia, where you still end up discarding a card. Horse Traders returns and draws you a card, so you have the opportunity to discard a bad card and draw a good one, but you might have already had all your good cards in hand and then draw a Copper. Against Archer, Horse Traders negates the attack entirely and draws you a card on your turn, putting you in strictly a better position than you would have been without Archer being played.

41
2/5 opening with Inheritance and Desperation - bought Inheritance on Turn 2! Even more useful, Ratcatcher happened to be in the kingdom, making the Curse very easy to deal with

My best was Baker/Borrow/Inheritance/Tournament. Opened Inherit/Province and managed to get a T3 Followers before they resigned.

Okay, this looks really cool but I’m not quite following. How did you open $7/$8?

42
I think we all know by now that Trail interacts with trashing. It, like, says it right on the card itself.

This is off topic.  This thread is to discuss Neat and potentially useful card interactions, not what you think that we all know.

This is off topic. The fact that a card does what it says is not neat.

Unless it is… in which case, Workshop pairs great with Silver.

43
How about this for nasty - Barbarian and Knights. Barbarian turning everything into something that can be trashed by knights.
This is wrong on two levels. First, there is no interaction. Second, Barbarian can downgrade cards below or above the Coin range that is relevant for Knights.

Just because a Knight can trash a Barbarian (and vice-versa) without the Knights’ usual retaliatory trashing coming into play doesn’t mean the interplay of downgrading and then trashing isn’t a factor.

Sure, technically Barbarian will downgrade things out of Knights’ range, but although Dave’s statement is technically incorrect, the opponent is usually worse off gaining a $2 than losing a card outright.

44
Dominion General Discussion / Re: What cards do you ban and why?
« on: July 20, 2022, 09:48:35 am »
We do have that info available.

https://docs.google.com/spreadsheets/d/1zjm0G-dQWvUlghlBMeryRGJmHUH_4Miey2n5-O-kV9I/edit#gid=0

My bans are:


Most are probably self-explanatory. Lighthouse is just dumb overall because if it's relevant, its contribution to the game is that it's a vanilla split-over-two-turns Silver that everyone needs to have a few copies of, and a bunch of other cards that used to have player interaction are now also vanilla (except when your opponent gets blessed by the RNGsus and their attack actually goes through). Keep is very memory-intensive and once you've had the realization that buying a Gold with Keep in the kingdom is this close to being strictly better than buying Province (which is a fun realization to have, to be fair), it's not that exciting to play the games where both players will just buy Golds for a really long time.

I just checked the list and it seems that all the info is the same (and I know I at least un-banned ghost ship so that # should have changed).  Can you list this again, but updated?  I am curious to see how many people have banned OP Barbarian like I am going to do.

It's just so Op and literally dominates any game, even ones with other super strong attacks.  Here is an example of why people hate barbarian, and what many Barbarian games end up looking like—three piles of Barbarian, curses, and the lowest available action card.



Posting about Barbarian in every thread doesn’t make any of the rest of us agree with your assessment. I’m sorry you’re having a rough time of it but I look at Barbarian and see nothing more than an alternate Knight. Attacks add variety to the game by forcing you to play differently. If Barbarian wasn’t affecting anything it would have been a wasted slot.

Um this thread wasn't about barbarian only.  But I would say that asking about the frequency of barbarian banning in a thread on what cards you have banned is on point. 

And I love attacks, and I love Barbarian, but neither of those changes the fact that Barbarian is mad OP.  Not sure why some people are so butt hurt about the fact that a card is OP.  many cards are, and this one certainly is.

But it is hilarious that you think that my mission here is to change your opinion on Barbarian.  Frankly I could give two shits about how you value the card, I just like discussing cards and don't mind mocking people who are wrong.  And anyone who says "barbarian is just ok and doesn't really dominate a board". probably hasn't played very much with it.

I wasn’t criticizing you for bringing up Barbarian here specifically, I was criticizing you for talking about it everywhere you could in a one-man campaign to prove Barbarian is the worst thing since ever. I’ll admit I don’t have experience to back up my assertions about Barbarian, but most of the people here that I recognize as particularly experienced, skilled, or knowledgeable don’t have a problem with Barbarian, so I don’t think I’m off the mark in thinking it’s fine.

Everyone has something they don’t like: cloud-guy hates that Donald axed copper-focused cards; experienced players hate non-engine cards; I hate that we throw cards out for being non-engine cards; you hate Barbarian. It’s fine for everyone to have their own opinion, but at some point we need to question what the purpose of continued discussion is. If you want to keep complaining about Barbarian, that’s great! I love reading everyone’s posts here and I’ll continue to try and refute you as long as it interests me and I can do it without being toxic.

Keep on banning it; time will tell whether the community comes around to hating it or accepts it as-is.

45
Dominion General Discussion / Re: What cards do you ban and why?
« on: July 19, 2022, 08:26:02 pm »
We do have that info available.

https://docs.google.com/spreadsheets/d/1zjm0G-dQWvUlghlBMeryRGJmHUH_4Miey2n5-O-kV9I/edit#gid=0

My bans are:


Most are probably self-explanatory. Lighthouse is just dumb overall because if it's relevant, its contribution to the game is that it's a vanilla split-over-two-turns Silver that everyone needs to have a few copies of, and a bunch of other cards that used to have player interaction are now also vanilla (except when your opponent gets blessed by the RNGsus and their attack actually goes through). Keep is very memory-intensive and once you've had the realization that buying a Gold with Keep in the kingdom is this close to being strictly better than buying Province (which is a fun realization to have, to be fair), it's not that exciting to play the games where both players will just buy Golds for a really long time.

I just checked the list and it seems that all the info is the same (and I know I at least un-banned ghost ship so that # should have changed).  Can you list this again, but updated?  I am curious to see how many people have banned OP Barbarian like I am going to do.

It's just so Op and literally dominates any game, even ones with other super strong attacks.  Here is an example of why people hate barbarian, and what many Barbarian games end up looking like—three piles of Barbarian, curses, and the lowest available action card.



Posting about Barbarian in every thread doesn’t make any of the rest of us agree with your assessment. I’m sorry you’re having a rough time of it but I look at Barbarian and see nothing more than an alternate Knight. Attacks add variety to the game by forcing you to play differently. If Barbarian wasn’t affecting anything it would have been a wasted slot.

46
I don’t think Pirate is great for new players because it’s a really unexpected reaction. Reactions were 99% focused on deflecting Attacks until Hinterlands, I believe. The one Reaction that did not explicitly respond to attacks was Watchtower, but Watchtower can essentially only respond to junking attacks until you get to cards like Cache or Ball.

It’s not bad, but I think it does mess up an otherwise smooth continuity of learning Reactions.

Tide Pools is definitely fine. It’s no worse for new players than Chapel, imo. Yeah, some more newbie is going to burn a couple turns playing too many Tide Pools, but how many of us flooded our decks with terminal actions and swamped ourselves while learning the game?

47
Mind you, "cards that let you play cards outside of their intended phase" has been in the game for a very long time; Black Market was one of the earliest cards released.
Playing Treasures out of phase is an entirely different animal to playing Actions out of phase. Treasures do the same thing in the Action phase, but Actions in the Buy phase draw Treasures you can’t always play and give you Actions that you can’t usually use and are overall a mess for inexperienced players.

48
Sure, but does your group not pay any attention to what other players are doing? Between one person wanting to not get a Curse and another person wanting to stop someone else from getting a good card unpunished, I can’t imagine Blockade being forgotten all that much.

49
I agree very much with the general idea but less so your specific examples.

Trail I think is fine, the reaction is basically the only thing the card does, and anyways Hinterlands already had weird Reactions. Clerk is awful for new players though, that’s Adventures-level complexity in what used to be one of the best newbie sets.

Blockade sets a card aside, which is only a little less visible than Embargo tokens. Besides, the player blockading is going to be watching others pretty closely to make sure they don’t forget.

50
Dominion General Discussion / Re: Interview with Donald X.
« on: July 02, 2022, 04:02:00 pm »
How come then that you are constantly asking for rulings on some cards yet somehow disagree with these very rule intricacies at the same time?
I'm asking for rulings because I maintain a rules document. Also, what I like or dislike has no bearing on the actual rules or rulings that exist.
So tell us, do you want the game to evolve or be static? You cannot have both, you cannot at the same time desire rule updatings and complain about them.

Did you read what he said? He is trying to keep track of what rules are changing so he can continue to follow them - which he already said has nothing to do with if he likes the rulings or not.

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