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Author Topic: Guilds on Goko immediately after physical release  (Read 23951 times)

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LastFootnote

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Re: Guilds on Goko immediately after physical release
« Reply #75 on: June 14, 2013, 10:14:01 am »
0

EDIT: Finally won one. I think judicious use of Butcher to turn Curses into Coppers helped a lot. I think it's the overpay cards that are killing me, especially Stonemason. The bots can just gain a crapton of VP all at once with it. I did get a $9 Doctor that trashed 6 cards in one game, though. That was awesome even though I later lost through terrible play.
Why butcher something at all then?

I'm perplexed by your question. You still net 2 Coin tokens when you Butcher a Curse into a Copper. Beats losing 1 to turn a Curse into a Silver.
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Watno

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Re: Guilds on Goko immediately after physical release
« Reply #76 on: June 14, 2013, 10:17:49 am »
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Ah sorry, i thought you had said coppers into coppers.
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mameluke

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Re: Guilds on Goko immediately after physical release
« Reply #77 on: June 14, 2013, 11:09:33 am »
+3

They appear to have changed the Name a Card/Show All Cards mechanic, so it has the cards on the table at the beginning (was a problem with Ruins, Shelters, etc.) before. Great!!
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joel88s

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Re: Guilds on Goko immediately after physical release
« Reply #78 on: June 14, 2013, 12:36:21 pm »
+2

You mean you didn't enjoy scrolling through 150 cards to name your Young Yak?
I agree, such an improvement.
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Stealth Tomato

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Re: Guilds on Goko immediately after physical release
« Reply #79 on: June 14, 2013, 01:41:35 pm »
0

You mean you didn't enjoy scrolling through 150 cards to name your Young Yak?
I agree, such an improvement.

Suddenly I am thoroughly disappointed there is no Dominion card called Young Yak.
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shMerker

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Re: Guilds on Goko immediately after physical release
« Reply #80 on: June 14, 2013, 02:02:21 pm »
0

I think overpay and "use a coin token" could be improved if they had a 10x version next to the regular button. I had a pretty big Merchant Guild turn in one game and ended up hitting the "use a coin token" button 40 times on my next turn[/firstworldproblems].
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Beyond Awesome

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Re: Guilds on Goko immediately after physical release
« Reply #81 on: June 14, 2013, 02:09:02 pm »
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Coins are interesting and skill testing. I am surprised at how many times I end up saving coins.
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joel88s

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Re: Guilds on Goko immediately after physical release
« Reply #82 on: June 14, 2013, 02:56:16 pm »
0

You mean you didn't enjoy scrolling through 150 cards to name your Young Yak?
I agree, such an improvement.

Suddenly I am thoroughly disappointed there is no Dominion card called Young Yak.

Hear that, Donald?
We want Dominion: Wild Kingdom!
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Re: Guilds on Goko immediately after physical release
« Reply #83 on: June 14, 2013, 02:57:41 pm »
+1

So far, I have to say I'm enjoying the coin tokens a lot more than I thought I would.  It's as if they're the missing thing in Dominion I always wanted but never realized it.
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joel88s

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Re: Guilds on Goko immediately after physical release
« Reply #84 on: June 14, 2013, 02:59:04 pm »
0

I think overpay and "use a coin token" could be improved if they had a 10x version next to the regular button. I had a pretty big Merchant Guild turn in one game and ended up hitting the "use a coin token" button 40 times on my next turn[/firstworldproblems].

Well just think how much worse it would be IRL, like paying for groceries with pennies.
Actually does anyone know if the set comes with $5 or $10 tokens?
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Re: Guilds on Goko immediately after physical release
« Reply #85 on: June 14, 2013, 03:44:55 pm »
0

I found the first bug! Taxman lets you gain Action cards.
I found that too right away.  I tried telling my apponent sangatsu but he never replied.  I was good and didn't break the rule, cause turning coppers into schemes would have been sick.  Btw Stealth, I saw that you stayed up til guilds came out just like I did.  Diehards, that's what we are!  ;)
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Re: Guilds on Goko immediately after physical release
« Reply #86 on: June 14, 2013, 08:01:05 pm »
0

I think overpay and "use a coin token" could be improved if they had a 10x version next to the regular button. I had a pretty big Merchant Guild turn in one game and ended up hitting the "use a coin token" button 40 times on my next turn[/firstworldproblems].

Well just think how much worse it would be IRL, like paying for groceries with pennies.
Actually does anyone know if the set comes with $5 or $10 tokens?

Based on the rulebook, I think it does not.
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Re: Guilds on Goko immediately after physical release
« Reply #87 on: June 15, 2013, 01:00:29 am »
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[confessionbear]I just use all the tokens interchangeably, using the context to distinguish what they mean[/confessionbear]
(on a pile is trade route or embargo), or depending on which mat they are on thats what kind of token they are... Mostly applies for subbing other tokens to use as VP counters.
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BBL

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Re: Guilds on Goko immediately after physical release
« Reply #88 on: June 15, 2013, 09:24:27 am »
0

Fun things to do in Guilds: Finishing the game by butchering a Province into a Province and then buying the last Duchy with the coins you've got from butchering. :-)
« Last Edit: June 15, 2013, 10:15:32 am by BBL »
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Re: Guilds on Goko immediately after physical release
« Reply #89 on: June 15, 2013, 10:23:21 am »
+2

The fun thing about Butcher is that you can still play it for the Coins even if you don't want to trash anything. Another "one-up" over Remodel.

So...
Remodel - $4 - forced trash, up to $2 more
Butcher - $5 - free trash up to the number of coins more (at least $2)
Expand - $7 - forced trash, up to $3 more

Is it me or does Expand seem even more overpriced now?
If you use Butcher as a $1 more the first time, you get an Expand for the next round.
And if you just trash for the same card, you can trash for $4 more the next time around, that's just crazy!

I'm glad Butcher is only costed $5, but now that I start comparing it to Expand, it wouldn't have been that far fetched to make it cost $6.
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Re: Guilds on Goko immediately after physical release
« Reply #90 on: June 15, 2013, 10:29:49 am »
0

I'm glad Butcher is only costed $5, but now that I start comparing it to Expand, it wouldn't have been that far fetched to make it cost $6.

Or to go back in time and make Expand cost $6. I don't think it would be overpowered there.
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werothegreat

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Re: Guilds on Goko immediately after physical release
« Reply #91 on: June 15, 2013, 10:48:55 am »
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I'm glad Butcher is only costed $5, but now that I start comparing it to Expand, it wouldn't have been that far fetched to make it cost $6.

Or to go back in time and make Expand cost $6. I don't think it would be overpowered there.

Eh.  I love how Rebuild is essentially just what we all wanted to use Expand for in the first place, except better.
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Re: Guilds on Goko immediately after physical release
« Reply #92 on: June 15, 2013, 01:54:02 pm »
+1

Rebuild and Butcher exist, therefore Expand sucks.
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werothegreat

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Re: Guilds on Goko immediately after physical release
« Reply #93 on: June 15, 2013, 02:01:55 pm »
+4

Rebuild and Butcher exist, therefore Expand sucks.

I still think Cellar is better than Warehouse.
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Re: Guilds on Goko immediately after physical release
« Reply #94 on: June 16, 2013, 01:47:07 am »
0

The fun thing about Butcher is that you can still play it for the Coins even if you don't want to trash anything. Another "one-up" over Remodel.

I did that one time too, I didn't want to trash anything, so I just played it for the coins.
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

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Re: Guilds on Goko immediately after physical release
« Reply #95 on: June 17, 2013, 04:04:38 pm »
0

Rebuild and Butcher exist, therefore Expand sucks.

I still think Cellar is better than Warehouse.

In an engine deck with any sort of draw (which is almost all the time), I agree with you.
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Re: Guilds on Goko immediately after physical release
« Reply #96 on: June 17, 2013, 05:01:30 pm »
0

Warehouse and Inn, which let you discard after drawing, are great with Menagerie:
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