|
Toshimo posted:Marauder over Death Cart because Spoils. Ah, yeah, you're right.
|
# ? Oct 24, 2017 20:12 |
|
|
# ? Jun 7, 2024 10:30 |
|
Clever using Young Witch to pull in a split/traveller pile. I guess it doesn't really matter what configuration you use, just as long as you are using as many kindgom cards that provide 2+ unique cards as part of their deal. And before split piles you had Hermit/Madman and Urchin/Mercenary, so really only Castles increased the value in Empires. I can easily see one of the 4 remaining heirlooms having another spirit attached. Plus we still have to hear about Boons and Hexes, if any of the cards that access those access a third card (or if those are all unique/mixed) that could blow it up further.
|
# ? Oct 24, 2017 20:26 |
|
Guy A. Person posted:Clever using Young Witch to pull in a split/traveller pile. I guess it doesn't really matter what configuration you use, just as long as you are using as many kindgom cards that provide 2+ unique cards as part of their deal. And before split piles you had Hermit/Madman and Urchin/Mercenary, so really only Castles increased the value in Empires. Yeah, I'd assume that getting it from the current 62 (updated math to use Marauder instead) to the next break-point at 65 will be within the realm of possibility - so a 13 point Fairground. Although I can't even imagine how many turns it'd take you to get every unique card in that set-up.
|
# ? Oct 24, 2017 20:53 |
|
Add museum as a landmark for extra point fun! Anyway I just wanted to say Heirlooms are amazing. So are night cards, but Heirlooms feel much more awesome. It's so cool!
|
# ? Oct 24, 2017 23:08 |
|
H2Omelon posted:Add museum as a landmark for extra point fun! ...or Wolf Den for maximum pain
|
# ? Oct 24, 2017 23:50 |
|
Guy A. Person posted:...or Wolf Den for maximum pain The first time I played with Wolf Den, my score was lower than if I had just sat there and bought nothing every turn. No junking attacks, just bad planning / greed. I'd like to play a Wolf Den / tournament board. Not a Swindler/ Wolf Den though.
|
# ? Oct 25, 2017 00:18 |
|
rchandra posted:The first time I played with Wolf Den, my score was lower than if I had just sat there and bought nothing every turn. No junking attacks, just bad planning / greed. First time I played with it I was in the black but similarly poorly planned and went from "would have handily won" to "got dead last" by knocking 12 points off my score. It was hilarious fun. Loving Nocturne so far but it is going to be hard for anything to top Empires. I think Landmarks are my favorite mechanic thus far.
|
# ? Oct 25, 2017 05:05 |
|
Day 3. Boons mechanic is pretty simple, random one-shot events that certain cards will let you access. Druid in particular sounds fun, if not incredibly useful based on the boons shown so far. Also three boons are shown but all twelve will be available for gameplay.
|
# ? Oct 25, 2017 10:22 |
|
Nocturne is starting to feel like a half dozen tiny expansions crammed into a large size box. Not that that's a bad thing...but there's just SO MUCH STUFF. Edit: there's apparently a new promo coming, Dismantle Edit 2: Today's bonus preview for Fool introduces yet ANOTHER landscape card-shaped-thing...a State jivjov fucked around with this message at 14:00 on Oct 25, 2017 |
# ? Oct 25, 2017 13:47 |
|
Current Approximate Nocturne Card Composition: 33 Kingdom Cards -- ~332 Cards (Currently 1 known Victory Pile) 33 Randomizers -- 33 Cards 7 Heirlooms -- 42 cards (6 copies each) 3 Spirits -- 31 cards (12 Will O Wisps, 6 Ghosts, 13 Imps) 12 Boons -- 12 cards 1 State -- 1 card So we currently know about 451 cards in the box. jivjov fucked around with this message at 17:24 on Oct 25, 2017 |
# ? Oct 25, 2017 14:09 |
|
The tug-of-war aspect with States seems interesting. I'd be curious to see if there's another state that's raw VP, and only one player can end the game with it.
|
# ? Oct 25, 2017 15:28 |
|
sector_corrector posted:The tug-of-war aspect with States seems interesting. I'd be curious to see if there's another state that's raw VP, and only one player can end the game with it. I really hope not because that would probably shift balance back to a significant first player advantage.
|
# ? Oct 25, 2017 15:46 |
|
sector_corrector posted:Yeah, I'd assume that getting it from the current 62 (updated math to use Marauder instead) to the next break-point at 65 will be within the realm of possibility - so a 13 point Fairground. Although I can't even imagine how many turns it'd take you to get every unique card in that set-up. So it turns out Boons are not gainable cards BUT since Fool has an heirloom and enables Will-O-Wisp it gives 3 cards to the split piles' 2. So that gets us one card closer.
|
# ? Oct 25, 2017 16:26 |
|
Guy A. Person posted:So it turns out Boons are not gainable cards BUT since Fool has an heirloom and enables Will-O-Wisp it gives 3 cards to the split piles' 2. So that gets us one card closer. Does a State count towards Fairgrounds?
|
# ? Oct 25, 2017 16:30 |
|
Toshimo posted:Does a State count towards Fairgrounds? Hmmm, I highly doubt it, it's not in your deck
|
# ? Oct 25, 2017 16:36 |
|
jivjov posted:Current Approximate Nocturne Card Composition: 33 randomizers brings the known cards to 451.
|
# ? Oct 25, 2017 16:42 |
|
Got Nocturne preordered at my FLGS, life is good
|
# ? Oct 25, 2017 18:30 |
|
There's at least one other State card that I remember playtesting. It's a negative one, had to do with a swamp in some way, and I can't remember any relevant details because we just made Shrek jokes all game
|
# ? Oct 25, 2017 20:12 |
|
Archenteron posted:There's at least one other State card that I remember playtesting. It's a negative one, had to do with a swamp in some way, and I can't remember any relevant details because we just made Shrek jokes all game Hell, I don't blame you
|
# ? Oct 26, 2017 02:18 |
|
You have to have watched Shrek movies to make Shrek jokes
|
# ? Oct 26, 2017 02:22 |
|
Toshimo posted:I really hope not because that would probably shift balance back to a significant first player advantage. I'm not sure about that. States aren't necessarily gained in any certain way, right? You could make it something that requires strategy (absent first player advantage) to achieve.
|
# ? Oct 26, 2017 03:02 |
|
Played a live 3-player game today, with cards from Empires/Dark Ages/ Guilds/Prosperity: Tax Defiled Shrine Sage Enchantress Temple Armory Contraband City Merchant Guild Graverobber Baker Expand I was 3rd player - Alfred opened Baker (5/2) , Kano Baker as well (4/3), but I was 3/4 so couldn't follow (the only card with no debt is Baker, if I buy a $3 I will have debt and can't reach $5 turn 2). I decided on silver/Temple - Alfred used his $2 hand to Tax Silver so no others got bought. Curse was bought generally at 4-5 tokens, since it wasn't hard to trash one with Temple. The others used a bunch of Bakers and picked up Temples once they had points, I thinned, bought a gold and Expand and started on Cities - once Alfred followed me Kano was kind of trapped into it, I managed to finish with 5 of them thanks to the Expand. I overdrew my deck once and tried some armory shenanigans, but picked up too many and the deck was just hovering at "draw self" for too long, sometimes stalling, but never overdrawing again. I picked up some merchant guilds for my own coin tokens, and a Graverobber to set up more cheating, but the armories got in the way too much. I accidentally passed on opportunity to basically always have an enchantress for +2 cards (playing my last sage before the Armory, hoping to hit another city). Alfred's deck with only 2 cities was basically dead, Kano had been stashing his coin tokens and took some solid turns, the first picked up 3 enchantress and the second played two of them and bought 2 provinces, so I knew I needed to win the next turn. Another stall, but I at least emptied pile #2 with Expand after the first City, so with the money and a bunch of Armories I emptied the Sage pile, and bought Province + Estate for the 20 VP tie (the only points being Provinces and VP chips, knowing the exact scores was easy). A tie when starting last in a 3-player game isn't terrible but after winning the city split and being the first to really get going, I feel like I should have done better. I think Merchant Guild was a distraction, with Graverobber and Expand I should just be using those to get Province points, not worrying about buys and coin tokens.
|
# ? Oct 26, 2017 04:25 |
|
I think P2 made a mistake not opening Temple. I think the buy priorities in this game are: Enchantress (2) Temple (1 in 1st cycle, additional at 4VP) City (2) Graverobber (1) Baker (2-3) Expand (1, More if you hit more 7s) Maybe a couple silvers or gold, depending on taxes. Curses at 5 VP. Basically, just jam everything upwards until you are Expanding/Graverobbing into Provinces every turn. Make sure you are upconverting Temples into Expands.
|
# ? Oct 26, 2017 04:43 |
|
That seems about right... I don't do 3P too often, but I think sidling into VP at that point might be your best bet. What was the overall turn count?
|
# ? Oct 26, 2017 04:46 |
|
Also I loving hate Tax. It and Ghost Ship are probably two of my least favorite cards.
|
# ? Oct 26, 2017 04:46 |
|
sector_corrector posted:Also I loving hate Tax. It and Ghost Ship are probably two of my least favorite cards. I like to play Tax on a Cornucopia-centric kingdom, it's a fuckin blast
|
# ? Oct 26, 2017 05:37 |
|
Current Approximate Nocturne Card Composition: 33 Kingdom Cards -- ~332 Cards (Currently 1 known Victory Pile) 33 Randomizers -- 33 Cards 7 Heirlooms -- 42 cards (6 copies each) 3 Spirits -- 31 cards (12 Will O Wisps, 6 Ghosts, 13 Imps) 10 Bats -- 10 cards 12 Wishes -- 12 cards 12 Boons -- 12 cards 12 Hexes -- 12 cards 3 States -- 13 cards (Deluded/Envious, and Miserable/Twice Miserable each have 6 copies) So we currently know about 497 cards in the box. jivjov fucked around with this message at 11:10 on Oct 27, 2017 |
# ? Oct 26, 2017 10:16 |
|
Day 4. Shockingly enough, Hexes are bad Boons. Also, a card with four labels. Also, Cursed Village doesn't give a Curse (unless you draw a Hex that gives a Curse, I guess). Go figure.
|
# ? Oct 26, 2017 10:24 |
|
What's the art on Envy? A fish-man trapped in a bottle giving us side eye as other fish frolic in a storm?
|
# ? Oct 26, 2017 12:16 |
|
sector_corrector posted:That seems about right... I don't do 3P too often, but I think sidling into VP at that point might be your best bet. What was the overall turn count? I'm not really sure. when I overdrew my deck was City x5, Gold, Silver, Copper x3, Merchant Guild x2, Expand, Sage x?, Temple, I think that turn added Graverobber Curse Armoryx3, the game lasted around 3-4 turns after that. Yeah I think I especially undervalued the consistency of Enchantress' delayed Moat.
|
# ? Oct 26, 2017 13:40 |
|
Mega64 posted:Day 4. Shockingly enough, Hexes are bad Boons. Also, a card with four labels. I am disappointed the Werewolf shows a smithy and not the werewolf he becomes at night. Boo!
|
# ? Oct 26, 2017 15:21 |
|
Courtier has a lot to talk about, with the hirsute, nocturnal Smithy.
|
# ? Oct 26, 2017 15:32 |
|
Cinnamon Bear posted:I am disappointed the Werewolf shows a smithy and not the werewolf he becomes at night. Boo! It should be one of those holographic cards that change the picture depending on which way you tilt it. Also lol: Mega64 posted:Also, Cursed Village doesn't give a Curse (unless you draw a Hex that gives a Curse, I guess). Go figure.
|
# ? Oct 26, 2017 16:24 |
|
Surprise, Leprechaun is loving weird.
|
# ? Oct 26, 2017 21:00 |
|
Mega64 posted:Surprise, Leprechaun is loving weird. Yeah that is super weird. I haven't touched it yet because it scared me but I guess a $3 Gold gainer is still worth it even if you're getting hexed. Getting Wish seems hard but that is a hilarious bonus. The people over at dominionstrategy.com are flipping out about Hexes but I don't think they're all that strong (although they seem to overvalue attacks in general over there). Buying a Cursed Village sometimes doesn't do anything since a bunch of the effects are hand reducers and those don't matter at that point. Most of them are weaker versions of regular attacks with a few nasty ones, but in general they're not as bad as getting consistently cursed. The biggest issue seems to be the randomization of who gets what effect: maybe your opponent gets a copper on top of his deck while he has an Upgrade but you meanwhile get hit with War early game when you only have a few decent cards, etc. But that to me sounds like "I drew my opening terminals together and my opponent didn't so the game is too swingy" levels of complaint.
|
# ? Oct 26, 2017 21:50 |
|
Yeah I wasn't sure how I would feel about hexes and boons, but in the end, I think Hexes are fun, but boons are extremely unimpressive. Except when druid turns into a Will-o'-Wisp factory and there's highway... ---- Just had a game with Altar, Nobles, Inn, Watchtower, Rogue, Golem, Scavenger and Ill-Gotten-Gains. But there was no +buy. It was enormous amount of clicking and choices for these low-economy turns, but at least the cursing was fast when it got going. Gain IGG with Altar, Trash with Altar, gain again with Rogue, etc. Must have been so boring for my opponent before he resigned, but it was boring for me too at the end.
|
# ? Oct 26, 2017 22:47 |
|
H2Omelon posted:Yeah I wasn't sure how I would feel about hexes and boons, but in the end, I think Hexes are fun, but boons are extremely unimpressive. Except when druid turns into a Will-o'-Wisp factory and there's highway... Yeah I think I feel the same way, I like Hexes a lot but I'm kind of underwhelmed by Boons. A lot of that is probably expectation and perception tho. "A random bad thing happens to my opponent (or me but I get something cool in exchange)" is pretty consistent, sometimes it doesn't work like you wanted but that's the same thing as your Witch getting Moated. Boons you're kind of hoping for something great and it sucks when it's totally worthless. I think the implementation matters a lot too. Blessed Village you're probably buying just as a village anyway and paying an extra $1 for a potential bonus is fun and not a huge expense. Druid is like a cool Pawn/Squire variant where the choices are randomized every game; sometimes it sucks but maybe you're just buying it for the +buy that game, and it's only worth $2 anyway. Idol you're probably going for the cursing more than anything and the Boon is a cool bonus. Fool is probably my least favorite Fate card but I've admittedly mostly been playing against bots who don't use it and it might be ridiculous fun when I have 3 or 4 players at the table and we're passing the Lost card around repeatedly. I'm extremely interested to see the rest of the Fate/Doom cards and especially see what new thing is getting previewed tomorrow. My guess is we'll get the full run down on what "Spirit" means outside of just being out of supply cards, and maybe any other interesting out of supply cards are left.
|
# ? Oct 26, 2017 23:30 |
|
There's only 13 cards worth of space left in the box, so I doubt we'll see too terribly many more new concepts
|
# ? Oct 26, 2017 23:59 |
|
Anyone know if .NET is going to get the Nocturne update? It's gotten everything else, but these new mechanics seem fairly complex.
|
# ? Oct 27, 2017 03:35 |
|
|
# ? Jun 7, 2024 10:30 |
|
Just saw the bonus preview. Three zombies! Nocturne Card Composition: 33 Kingdom Cards -- 332 Cards (1 Victory Pile) 33 Randomizers -- 33 Cards 7 Heirlooms -- 42 cards (6 copies each) 3 Spirits -- 31 cards (12 Will O Wisps, 6 Ghosts, 13 Imps) 10 Bats -- 10 cards 3 Zombies -- 3 cards 12 Wishes -- 12 cards 12 Boons -- 12 cards 12 Hexes -- 12 cards 3 States -- 13 cards (Deluded/Envious, and Miserable/Twice Miserable each have 6 copies) jivjov fucked around with this message at 13:56 on Oct 27, 2017 |
# ? Oct 27, 2017 13:50 |