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Author Topic: Banning 5 Cards  (Read 23958 times)

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cascadestyler

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Banning 5 Cards
« on: August 26, 2017, 11:17:13 am »
+7

Donald X recently said he'd appreciate a system where each player can ban up to 5 kingdom cards and still play rated games where the union of the two sets of banned card is banned.

1 - Is this a good idea?
2- What would you ban?

I think it's probably a good idea, and I'd ban the following:

Rebuild
Governor
King's Court
Embassy
Tournament
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ehunt

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Re: Banning 5 Cards
« Reply #1 on: August 26, 2017, 11:49:16 am »
0

Like.


if there's no strategy to it:

Possession
Rebuild
Sauna/Avanto (does that count as two??)
Urchin
Tournament


It's more interesting if you get to change each game. Generally you want to eliminate high skill cards and cards that require strong tactical decisions if the opponent is better than you, and you want the opposite against weaker players. Also, if you know you are second player, you should ban cards that greatly benefit first player (Governor comes to mind), and first player should ban cards that favor longer games. I suppose first player should also ban Tax.
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Awaclus

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Re: Banning 5 Cards
« Reply #2 on: August 26, 2017, 12:15:50 pm »
+3

I'd ban Lighthouse and Possession.
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ThetaSigma12

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Re: Banning 5 Cards
« Reply #3 on: August 26, 2017, 12:18:49 pm »
+10

I'm hardcore:

Province
Duchy
Estate
Copper
Curse
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Jack Rudd

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Re: Banning 5 Cards
« Reply #4 on: August 26, 2017, 12:28:13 pm »
+2

Jack of All Trades
Embassy
Trader
Bureaucrat
Masterpiece
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Re: Banning 5 Cards
« Reply #5 on: August 26, 2017, 12:32:33 pm »
0

Possession
Tournament
Cultist
Rebuild
Page
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teamlyle

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Re: Banning 5 Cards
« Reply #6 on: August 26, 2017, 01:00:03 pm »
+2

If I were playing for enjoyment, I would ban:

Tournament
Urchin
Swindler
Chapel
Cultist

They're just too swingy, too much luck and the only skill aspect of all those cards I can see is "buy it because it's good." But if I were more concerned about my rating, my list would be

Apothecary
Tactician
Prince
Young witch
Trade route

Mostly just because I know those are all "good" cards, but I suck at playing them.
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Re: Banning 5 Cards
« Reply #7 on: August 26, 2017, 01:10:31 pm »
0

Possession
Chariot Race
Page
Swindler
Governor

If I could do more I'd add Cultist and Peasant
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Mic Qsenoch

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Re: Banning 5 Cards
« Reply #8 on: August 26, 2017, 01:11:35 pm »
+32

All I ever learn from these threads is that people hate fun.
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teamlyle

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Re: Banning 5 Cards
« Reply #9 on: August 26, 2017, 01:13:25 pm »
0

All I ever learn from these threads is that people hate fun.

Losing isn't fun!
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Re: Banning 5 Cards
« Reply #10 on: August 26, 2017, 01:39:16 pm »
0

Possession
Swindler
Harvest
Mandarin
Another card no one ever buys...Stash
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Re: Banning 5 Cards
« Reply #11 on: August 26, 2017, 01:41:25 pm »
+7

Another card no one ever buys...Stash

Now that you mention it, I'm pretty sure I haven't seen anyone buy a Stash this year.
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faust

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Re: Banning 5 Cards
« Reply #12 on: August 26, 2017, 02:21:29 pm »
+4

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Someone really doesn't like Silver!
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Re: Banning 5 Cards
« Reply #13 on: August 26, 2017, 03:10:03 pm »
0

I'd ban Lighthouse and Possession.
Why lighthouse?

Rebuild
Familiar
Possession

don't really dislike any other cards (yet atleast). About half my games are against a real life friend and we often put black market in the board and randomize the rest, banning possession if available.

I've grown to think that BM might be my slice of dominion heaven.
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Awaclus

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Re: Banning 5 Cards
« Reply #14 on: August 26, 2017, 03:43:11 pm »
0

I'd ban Lighthouse and Possession.
Why lighthouse?

Because games with Lighthouse and a strong attack are dumb. Lighthouse, too, is strong enough that both players will have to buy it in those games, and then there's a good chance that exactly one player is actually protected against the other's attack while the other has a silly nonterminal Copper/Peddler effect and still gets attacked.
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Chris is me

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Re: Banning 5 Cards
« Reply #15 on: August 26, 2017, 04:17:15 pm »
+1

For fun / strategic depth:
Possession
Rebuild
Swindler
Harvest
Bureaucrat

The bottom two are just shitty cards. Swindler is swingy, Rebuild is either ignorable or not, Possession has lots of problems.
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Awaclus

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Re: Banning 5 Cards
« Reply #16 on: August 26, 2017, 04:19:52 pm »
+3

Rebuild is either ignorable or not

Hard to argue with that.
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Chris is me

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Re: Banning 5 Cards
« Reply #17 on: August 26, 2017, 04:25:02 pm »
0

Rebuild is either ignorable or not

Hard to argue with that.

If it's ignorable, it wastes space. If it's not, it ruins the rest of the board. Nothing positive there, even if the latter is a lot less common.
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Awaclus

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Re: Banning 5 Cards
« Reply #18 on: August 26, 2017, 04:48:16 pm »
0

Rebuild is either ignorable or not

Hard to argue with that.

If it's ignorable, it wastes space. If it's not, it ruins the rest of the board. Nothing positive there, even if the latter is a lot less common.

Well, you don't always know if it's ignorable or not.
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Re: Banning 5 Cards
« Reply #19 on: August 26, 2017, 07:33:22 pm »
+1

Isn't this only a question for Shuffle IT?  Offline we can ban as many cards as we like.  :P

In our offline games we generally ban:
Cultist
Rebuild
King's Court
Alchemy

We don't have copies of Black Market or Sauna/Avanto.  I would consider banning those too, because Black Market has a cumbersome setup and Sauna/Avanto is OP.

Among the 1st edition cards, we un-ban Tribute.
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crj

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Re: Banning 5 Cards
« Reply #20 on: August 26, 2017, 09:49:10 pm »
0

Rebuld
Fool's Gold (it's fine in a kingdom hand-crafted to be fine with it, but will otherwise often dominate boringly)
The Gathering cards: Farmers' Market, Temple, Wild Hunt
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Re: Banning 5 Cards
« Reply #21 on: August 27, 2017, 12:17:15 am »
0

My list has changed a lot since this idea was first endorsed by DXV. I like that I can ban 1-N cards temporarily; if I get annoyed by a certain card I can just "mute" it until I feel like playing with it again.
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Re: Banning 5 Cards
« Reply #22 on: August 27, 2017, 01:51:53 am »
+1

Rebuld
Fool's Gold (it's fine in a kingdom hand-crafted to be fine with it, but will otherwise often dominate boringly)
The Gathering cards: Farmers' Market, Temple, Wild Hunt

Fool's Good is pretty rarely dominant; most fools gold rush strategies will lose to even weak engines.
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Re: Banning 5 Cards
« Reply #23 on: August 27, 2017, 02:33:41 am »
0

To answer #1, I think it's a perfectly fine idea.  I don't know if I'd really use it (though I'd be tempted to toss Rebuild and Urchin aside) but there are just so many kingdom cards nowadays that it's not going to sway the game strongly in any direction even if someone's five banned cards are all junkers or trashers or whatever.
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Re: Banning 5 Cards
« Reply #24 on: August 27, 2017, 09:24:20 am »
0

Fool's Good is pretty rarely dominant; most fools gold rush strategies will lose to even weak engines.
But on a board where there are engines, I find that more often than not you need to pick one that exploits Fool's Gold, or get squashed. And it's not good to let one player flood their deck with it, so it's often necessary to compete/mirror.

I'd certainly go for it in any non-Colony game with a source of +Buy and even light trashing.
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