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Dominion: Hinterlands» Forums » General

Subject: A little dissapointed rss

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Jayrad Ryerson
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For a big box expansion to Dominion I'm pretty dissapointed really doesn't change the game like Intrigue, Seaside, or Prosperity...probably ranks below them and above Alchemy but still not worthy of the big box expansion to me and seems to be a bit of the same.
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Roberta Yang
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I think it changes the game far more than Seaside did. The on-gain abilities add a lot of new tactical decisions to the game that didn't exist before. When you get to $5 late-game, maybe you'll buy a Duchy as normal... but maybe buying a Mandarin to bounce your Treasure so you have a good chance of a Province next turn is more worthwhile. Or when you enter the stage of the game where you normally just buy whatever Victory cards you can afford, even Estates, because you'll never see any of your purchases before the game ends, suddenly Nomad Camp provides an alternative option. And that's to say nothing of the new Reactions, the fundamental difference between Ill-Gotten Gains and regular Curse-distributors, and so on and so forth.

Seaside was definitely fun, but its "next turn" theme, while providing nice flavor, often didn't actually alter decision-making in the game very much. Hinterlands' "this turn" theme, on the other hand, adds new types of tactics not previously present.
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Nate S
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It changes the game way more than any other expansion IMO. By like a factor of 2 over Prosperity, which was already a huge game-changer. The idea that it doesn't is not even coherent to me!
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Matthew Saloff
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I have to agree with the posters above me. Hinterlands changes up the game a TON. It's the most advanced of any of the expansions yet, I'd say.
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Tiwaz Tyrsfist
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Yeah, I'm gonna have to agree that the "When Gained" powers are a HUGE thing.

You really need look no further than Ill-Gotten Gains to see why. There is, in that card, the potential to curse everyone BEFORE THE FIRST SHUFFLE. That's crazy.

With the right setup, GAINING Border Village (Buy or otherwise) could net you three, four, maybe Six (I have to check that idea better) Cards in one go. Not sure if that would be a GOOD play, but it depends on the card set as always.


While it didn't add a new "Type" of card like Seaside, nor a Profusion of Non-Action Kingdom Cards like Prosperity, the On Gain/On Buy one time powers on most of Hinterlands cards really DO give the set a strong theme AND make a lot of changes to the game.
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Derek Thompson
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Gonna echo everyone else. Play with them more. Get spanked by weird combos on isotropic. You'll grow to appreciate it.
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Rick Teverbaugh
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Yep. Hinterlands is a big game changer and in only positive ways.
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The Compulsive Completist
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I'd like to be the first to say that Hinterlands is a game changer...er...nevermind.

But I do have to agree. It is a fun set that changes things quite a bit.

OPP: I feel about Cornucopia how you feel about Hinterlands. Not a lot that excites me. Don't hate it. Don't love it.
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Craig Groff-Folsom
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What everyone above me said. The first two turns are no longer guaranteed to be scripted. Thoughts about the "right" play keep changing. Even the inclusion of a single Hinterlands card like Trader (for example) shakes up what came before it.
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Jayrad Ryerson
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While I appreciate you all telling me about the game and as I've played the last couple of days I agree with you. I can't help but feel a little cheated money wise...Seaside, Prosperity, and Intrigue all came with money, mats, or something that added to the game more than this. It's not a bad game but would like a little more than just balancing out the game or more cards that do the same is all.
 
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Ryan Kelly
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JaredR111 wrote:
While I appreciate you all telling me about the game and as I've played the last couple of days I agree with you. I can't help but feel a little cheated money wise...Seaside, Prosperity, and Intrigue all came with money, mats, or something that added to the game more than this. It's not a bad game but would like a little more than just balancing out the game or more cards that do the same is all.


The MSRP on Hinterlands was a little less than most of the others for precisely that reason. I'm sympathetic, but if you think that Hinterlands really represents "more cards that do the same," keep playing on Isotropic. You'll figure it out sooner or later. ;-)
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Rick Teverbaugh
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JaredR111 wrote:
While I appreciate you all telling me about the game and as I've played the last couple of days I agree with you. I can't help but feel a little cheated money wise...Seaside, Prosperity, and Intrigue all came with money, mats, or something that added to the game more than this. It's not a bad game but would like a little more than just balancing out the game or more cards that do the same is all.


But I think there has been great detail shown that Hinterlands does much, much more than what you say it does. I agree with a post above. Eventually you'll figure it out.
 
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Roberta Yang
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JaredR111 wrote:
While I appreciate you all telling me about the game and as I've played the last couple of days I agree with you. I can't help but feel a little cheated money wise...Seaside, Prosperity, and Intrigue all came with money, mats, or something that added to the game more than this. It's not a bad game but would like a little more than just balancing out the game or more cards that do the same is all.

When Seaside came out, everyone complained that the mats and tokens drove up the price without making the game better. Now that we have a full-sized expansion with a lower price and no such extra bits, people are complaining that it doesn't have enough random shiny things thrown in?

If you think that the extent to which an expansion improves a game is determined entirely by the physical size and material of the components, then by all means, consider this a black mark against Hinterlands. But few would agree with that heuristic.
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enfynet enfynet
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MSRP ($USD) per part

Dominion $45 (500 cards, no mats, no coins, no tokens. $0.09 per part)

Intrigue $45 (500 cards, no mats, no coins, no tokens. $0.09 per part)

Seaside $45 (300 cards, 18 mats, 25 coins, 15 tokens. $0.126 per part)

Alchemy $30 (150 cards, no mats, no coins, no tokens. $0.20 per part)

Prosperity $45 (300 cards, 9 mats, 8 coins, 31 tokens. $0.129 per part)

Cornucopia $30 (150 cards, no mats, no coins, no tokens. $0.20 per part)

Hinterlands $40 (300 cards, no mats, no coins, no tokens. $0.133 per part)

Sm Exp 2012 $___

Lg Exp 2012 $___

-----

Based on this, I don't think Hinterlands is hurt by the missing parts as the small expansions are significantly higher cost per item than the large boxes. If I had a bit longer to do the math, I'd be glad to speculate the MSRP based on everything in the box, including the box, tray, and instructions. However, I do not expect to see a significant change in relation to the per item of the 3 large expansions.
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Nate S
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My bad, my comments were based on the huge degree to which the cards in this expansion change the strategy space of the game. Since it's a strategy game, not a dexterity game. Or maybe... ?

Motley Totem
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Take a Chaos Token and flip it onto the Supply from a height of at least one foot. If it turns over completely at least once during the flip, trash all cards it touches.
Trash this.
+1 Buy.
 
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Mark Judd
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ghorsche wrote:
My bad, my comments were based on the huge degree to which the cards in this expansion change the strategy space of the game. Since it's a strategy game, not a dexterity game. Or maybe... ?

Motley Totem
$5
Action

Take a Chaos Token and flip it onto the Supply from a height of at least one foot. If it turns over completely at least once during the flip, trash all cards it touches.
Trash this.
+1 Buy.

Nah - you'd have to flip the card itself instead of a token. And if the player wants to, they have the option to tear the card into little pieces so it can touch as many other cards as possible.

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Nate S
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Beaveman wrote:

Nah - you'd have to flip the card itself instead of a token.

Yes, that was the original version of the post before the edit, but I realized it failed to address the OP's dire concern about the lack of additional fiddly bits in this expansion. Give the people what they want!
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jood shine
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i tend to agree with jared - for sure some of the hinterland cards are great and different but there does see far too many that are just the same as so many other cards - i said to my partner this and that its not as good as seaside or prosperity..maybe we are missing something....??
i am encouraged to see so many of you disagree with me!
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Dennison Milenkaya
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If the release order were:

... Hinterlands, Seaside, Prosperity

would you instead complain that Prosperity didn't offer anything new much over Hinterlands or Seaside? If the answer is "yes" then the only problem is release order. If the answer is "no" then you don't agree with the original guy's claim that bigger Treasure and Victory cards aren't new as much as different versions of older cards. Or you feel the little victory tokens are fantastically radical. Certainly the "on gain" effects of Watchtower and Royal Seal would be old hat to a tired Hinterlands player.

But what's amazing is that any new implementation of even the same-old effect changes the way a game is played. I'd say that Fishing Village is very different than Bazaar, even though both have the same ultimate effect of

Bazaar
+2 Actions, +1 coin
+1 Card

Fishing Village (second turn)
+2 Actions, +1 coin
+1 Card

only difference is that in the first turn, Fishing Village didn't give +1 Card. Please understand, dear reader, that the above version of Fishing Village isn't "as printed" but "as gross effect if played the second time instead of held-over from first turn" and there's only a little bit of consequence from it being a Duration card, such as it is easier, once an action chain has begun to draw your explosive action card needed to start such chains but the lingering Fishing Village guarantees you begin your next turn with that extra action to spend. Also, Fishing Villages don't get shuffled into the new deck, can't be lost to too many Torturers, and prevent pairing a Throne Room used on it last time with something else this time while awaiting their subsequent turn. So yeah, it plays quite differently even though it is basically another Bazaar.

So, even though neither of those cards are from Hinterlands, the point is that no matter how much the cards seem like they do the same thing, they really don't. There are far more complexities at work here than "Does it get me more money? Does it take an Action to play?" Ultimately, if it still feels like you are still playing Dominion no matter which sets you pile on, that's because you are still playing Dominion.
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Jayrad Ryerson
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Its not bad I might just wait for a deal before I bought it. Not much of a game changer.
 
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jood wrote:
maybe we are missing something....??


Yeah, play the game a few times and you'll find out.

One poster commented that Hinterlands is an expansion better played with other expansions. I only played two games, but am inclined to agree. OTOH, If you didn't like Intrigue, I don't think Hinterlands would be a good expansion to play.

Feel free to wait for a deal, but, if you liked Intrigue (and have played through all the other Dominion expansions), you'll regret it.
 
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Mr Bawn
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JaredR111 wrote:
While I appreciate you all telling me about the game and as I've played the last couple of days I agree with you. I can't help but feel a little cheated money wise...Seaside, Prosperity, and Intrigue all came with money, mats, or something that added to the game more than this. It's not a bad game but would like a little more than just balancing out the game or more cards that do the same is all.


You're joking, right? The mats and tokens add little value to the game. I've used my jar of change in place of the tokens when I didn't want to transport them with the cards. And the mats just take up space. I've been using the Prosperity mats as coasters. Really, I'm thankful that Hinterlands *doesn't* have this added cruft. I'd say that the recommended sets of 10 add more value than the tokens.
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Jayrad Ryerson
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MrBawn wrote:
JaredR111 wrote:
While I appreciate you all telling me about the game and as I've played the last couple of days I agree with you. I can't help but feel a little cheated money wise...Seaside, Prosperity, and Intrigue all came with money, mats, or something that added to the game more than this. It's not a bad game but would like a little more than just balancing out the game or more cards that do the same is all.


You're joking, right? The mats and tokens add little value to the game. I've used my jar of change in place of the tokens when I didn't want to transport them with the cards. And the mats just take up space. I've been using the Prosperity mats as coasters. Really, I'm thankful that Hinterlands *doesn't* have this added cruft. I'd say that the recommended sets of 10 add more value than the tokens.


As far as value in a game something more than a deck of cards makes me feel like I'm getting a little more for my money. I think it adds more to the theme of the game especially seaside with pirate ships and tokens.
 
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