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Topics - Pizzaelemblast

#1
Card Bugs / Tower miscounts split piles
03 May 2020, 12:13:17 PM
Played a game with tower, and the encampment/plunder pile.

At the end, tower counted encampment cards for points, but did not count plunder cards.



"When scoring, 1VP per non-Victory card you have from an empty Supply pile."

Seems to me plunders count as being from that pile, (and also they are not victory cards, despite using the VP token mechanic).
#2
Some games are just fast-ending non-games due to the 3-pile rule. Particularly games with both ruins and curses. They would play out as much more interesting proper games if they didn't end by the 3-pile rule.


So that's why it would be great if this rule could be adjusted in the advanced options, or even better in the autoplay options. There could be multiple options: extend to 4-pile or 5-pile instead of 3-pile, end only by provinces running out, or just give an exact number of turns and then the game ends at that point (I'll bet experts would have fun crafting challenge games with that option). I can think of some more cool options but I think I'll leave it at that now for brevity.


I surmise that the 3-pile rule was originally made to accommodate the base game, which didn't have so many powerful cards, and on top of that to accommodate the game as experienced by new players. Because, for new players, they could reasonably both build dysfunctional decks, and no one's deck would have been strong enough to buy provinces often, except through the occasional lucky hand. And so in that case the game would have just dragged on and on, so it needed an alternate end condition in the 3-pile rule. If new players experienced the game dragging on and on while failing to be able to buy provinces, it would've seemed like the game didn't "work", which could be a thing to cause bad reviews, so I surmise that the 3-pile rule was important when Dominion was still a new game.


But today, Dominion is very established and popular, and the conditions of playing online are different from playing with cards in so many ways. We have tons of expansion sets with more powerful cards on average than the early sets, and this makes it much more rare that the board is so weak that tedium occurs before all 8 provinces get bought.


Do people agree with my assessment? Even if you don't agree perfectly with it, would you still prefer if there was a way to turn off the 3-pile rule or select other options that cause the game to end?
#3
Feature Requests / You can be tricked into resigning
14 December 2018, 06:49:26 PM
If you request an undo, the opponent can say "brb" and then disappear a while. Then it allows him to force you to resign, as if YOU were the idle one... even though it's waiting on him to either deny or grant your undo request.

Looking at you, MrDemon77.
#4
I think that we be really great if the game could tell you the size of your discard pile, unless there's a reason that it doesn't.
#5
Cards like Knights, Rogue, Giant, certain Hexes that trash your cards etc.

If the text line can just be a unique bright shade of red or pink, this would help a lot.

The way it works now, in games with these cards, either:

-You have to play very slowly so you notice when one of these cards trashes something on top of your deck
-Or, you don't notice what card was trashed quickly enough to adapt your strategy. If you don't notice for just one turn, that a unique card was trashed, it may be easily be too late to adapt your strategy before you get enough coins again/before you deck reshuffles.

Whenever these cards are involved, I have to play REALLY slowly as well as squint and look up the log to see if I missed anything, which isn't fun, I know I see a lot of people complaining about time constraints.

I just thought of another solution to this: play a unique sound when one of your cards is trashed. But not when an opponent's card is trashed. The idea is to be made aware when something your opponent does changes something in your deck. The sound could also happen when an opponent causes your to gain something, commonly a curse or copper, that wouldn't hurt.