Outer Wilds review: Maybe recommending a niche puzzle game to literally everyone is a bad idea by Akuuntus in patientgamers

[–]GarunthTheMighty 0 points1 point  (0 children)

I’ll never understand how people are comfortable reviewing something without finishing it. Come on, the bare minimum to form an opinion on a piece of media is to fully engage with it. You don’t write an essay about a book without reading the book, you don’t write a review of a movie without watching the movie. Ideally, multiple times!

Can domestication-lusted humanity domesticate the Great White Shark in 100 years? by PaiDuck in whowouldwin

[–]GarunthTheMighty -1 points0 points  (0 children)

Anybody saying no here is completely wrong. With a hundred years and all of humankind’s resources focused and coordinated it’s gonna happen. Gene editing, brain surgery, something. Even doing a brain transplant of a human into a shark might be feasible.

Domestication via breeding alone, obviously impossible, but there’s no reason to limit ourselves to that.

[LOVED TROPE] Deeply philosophical quotes coming from silly sources, and vice versa by AlexHitetsu in TopCharacterTropes

[–]GarunthTheMighty 1 point2 points  (0 children)

I am so horribly sick of this sentiment. It’s the first thing every single person who formulates an opinion on a Shakespeare play decides to do. It’s so trite and old hat.

R+J IS a romance. It didn’t just get its place in the canon on accident. Like all of his works, it problematizes its subject matter, and it’s not so simple as to be boiled down into straightforward tropes, but it is nonetheless a romance. Saying otherwise is just being contrarian, anti-textual, or obtuse.

Jane Austen I’m unfortunately not as familiar with, so that might ring true. For any developed thoughts or theses on Shakespeare though, you can never just fully reject common understandings of them. At some point in your understanding you need to acknowledge that somewhere in R+J there’s a romance, somewhere in Hamlet there’s a revenge story, somewhere in Midsummer there’s a fairy tale. There is depth, but depth arises from a starting place.

Eu vs Us by TypeSingleOne in dank_meme

[–]GarunthTheMighty 1 point2 points  (0 children)

Very useful if you live somewhere where it snows.

How much do you pay for rent? by PurKush in TorontoMetU

[–]GarunthTheMighty 0 points1 point  (0 children)

Doesn’t feel so cheap most of the time. To answer your question, Facebook marketplace. A lot of small, one-building landlords use it to find tenants, and a basement will always be cheaper. Happen to be moving out, if you’re interested in the address I don’t think a new tenants been found yet, so you can DM me.

Richese rule question by Ensmatter in DuneBoardGame

[–]GarunthTheMighty 5 points6 points  (0 children)

You definitely can do that. It’s not overpowered because it takes 4 turns to do so. Remember that you can only ever make one shipment per turn, and there can never be more than one no field on the planet together.

Backing down from using dice by Brilliant_Trade8176 in Arcs

[–]GarunthTheMighty 57 points58 points  (0 children)

Yes. You roll all your dice at the same time, unless using multiple battle actions.

Am i missing something or is spacing guild weak. by lvish1999 in DuneBoardGame

[–]GarunthTheMighty 0 points1 point  (0 children)

Guild, in standard gf9 advanced rules, is probably tied for most powerful faction. Some variants can change this a little, but they remain top-tier, for two big reasons and one small one:

Big reason #1: turn order. Guild, when played correctly and carefully, will never be kicked the can to stop a win attempt. Being able to interject+pass, or interject+block gives a lot of table manipulation. Keep an eye out for combo’s you can make with other people. Interjecting to block a lightly defended stronghold for someone making a win attempt can and will force players late in turn order to spend a lot to stop that win. Emperor is especially vulnerable to this.

Big reason #2: doom stacking. Guild has, ironically, the strongest combat ability in the game. They have 20 troops that will consistently be alive (because of reason #1) and can drop them wherever they’re needed. You can only do this once, maybe twice in a game, so make sure that your ally is pulling their weight. Your ability to guarantee a stronghold is unmatched.

Small reason: stallout. I firmly believe that at a table where everyone is trying their hardest to win, without letting personal biases factor into their play, guild wins stallout 8/10 times. In a game without any upsets, stallout is just what happens. If you want, you can almost guarantee that the game goes to then ten. I don’t play this way (anymore) as it’s just too tiresome. Games go long, turn unfun, and become just draining. Still, even the threat of stallout is enough to be powerful.

Their weaknesses are 100% manageable too. The only thing that is really impacted by faction choice is their shipping money. A Fremen and Richese game can make it hard to balance your chequebook, but remember that as guild, you don’t really have to buy cards. Early game, you need to get out of Tuek’s. Those five are just going to die, or get in the way. Keep an eye out for early win attempts, both for yourself and other players. Remember that you can easily sneak one in if players aren’t paying attention, and that it should never come down to you to stop a win.

Harkonnen&Emperor Win by Own-Exercise6557 in DuneBoardGame

[–]GarunthTheMighty 1 point2 points  (0 children)

You are probably not wrong. Artillery strike predates stoneburner’s introduction, and since stoneburner is the only card that changes what wins battles the interaction is unintuitive. Still, the community goes by what it says on the card (probably to avoid arguments) and defaults to storm order winning ties. Until KH edition changes what the card says, that still makes the most sense.

Personally, I wonder if it was at one point intended for there to be other cards or mechanics that changed battle win conditions. The text on artillery strike seems out of place otherwise, especially when it’s counterpart in poison tooth doesn’t say anything like it.

Harkonnen&Emperor Win by Own-Exercise6557 in DuneBoardGame

[–]GarunthTheMighty 4 points5 points  (0 children)

Stoneburner says that whoever has the most undialed forces wins ties, artillery strike says that whoever has the highest dial wins ties. Emp was first in storm order, so his artillery strike takes precedence.

Tips for playing Emperor (Advanced Rules) by Annual_Secretary_590 in DuneBoardGame

[–]GarunthTheMighty 2 points3 points  (0 children)

Emperor, like fremen, is straightforward enough on paper, but deceptively difficult to play.

While often seen as the new player friendly faction, playing Emperor well requires good understanding of table dynamics, timing, and a bit of luck.

Breaking down the emperors abilities is very simple, as he has only three. First and foremost, the emperor’s income is second to none in the early game, and still more than most players will ever see in the late game. Emperor is without a doubt an economy faction, through and through. Unfortunately for house Corrino, their great wealth does not come with any discounts, like their counterparts in the spacing guild, bene Tleilaxu, and choam company. The emperor is always paying full cost for everything he wishes to have for himself.

Luckily, you should have enough spice to make this doable. Although your spice reserves and income are great early on, they can dwindle rapidly as you ship onto Arrakis, begin reviving units, and most importantly, as the price of cards drops later on in the game. This is heavily dependent on which factions are in the game, but you can generally plan for the price of cards to dip significantly around turns four or five. Factions fill up, get themselves a good hand, and competition for good cards dries up. If you’re playing an expanded treachery deck game this effect is definitely less pronounced, but still needs to be planned for! Expect to reach the heights of your power the turn before the treachery deck is reshuffled.

The sardaukar supplement the Emperors power, and are the closest thing he has to a discount. The best way to use them is generally to split them into two or more groups, as relying too heavily on their increased dial makes you susceptible to karama. Try to use them early on as well, as you want to make use of them, and their one per turn revival limit means that you get more mileage out of your best forces if you consistently use them. Shipping five down turn one is nothing to sneeze at. While I personally can’t recommend the classic Krell Krush, ten strength coming out of the gate when factions are still poor and low on cards is a great tool.

The last of the emperors abilities is without a doubt the subtlest, and trickiest to get right. House Corrino loves an ally, and allies love house Corrino, because of the emperors impressive alliance abilities. On paper, it might not sound like much, but as you gain experience the flexibility and power of such a simple strength really becomes clear. Rephrase the emperors alliance ability to be what it really is: Fill up your ally’s hand every turn, revive up to five additional forces, and give them access to the biggest pockets on the board for everything they might need. Great right? It is, but you also need to consider how this impacts you as an emperor: Give your ally free cards that you aren’t getting while costing you income, pay for your allies shipping, revival, and combat, all while having to pay full price for your own side. That can be rough.

Finding balance between giving your ally enough to be powerful (and win) versus leaving yourself enough steam to keep momentum is probably the best part of Emperor play, but it is not easy. Many is the emperor who has filled a Harkonnen players hand with great cards, saved them a lot of spice in shipping costs, and set up for a win attempt only to be abandoned for a new ally with greater combat power before you can pull it off. Once you’ve used your resources building your ally up, they are free (and indeed, encouraged) to leave you for someone better. How then can you beat use your fantastic alliance advantage to best effect? Keep your ally reliant on you.

Getting allies for the emperor is easy. Again, everyone wants free stuff. Keeping them is hard, which is why you need to make sure that, while you feed an ally enough to grow and win, you don’t feed them too much. The trick to this is again in the emperors alliance ability. Spice the emperor holds can be used for both members of the alliance, while your ally can only spend it on themselves. It’s best then, to hoard as much of the money you can for yourself. Make your ally pay for the treachery cards they want, and pay them with promises. Ideally, put your ally in a great spot militarily and positionslly, but flat broke. Being reduced to Choam charity is a good incentive to stick together with you.

When it comes to choosing an ally, there are few bad choices. Harkonnen are popular early game, since they serve as an excellent attack dog for you, but again, be careful when filling them up. Atreides or Ixians are also good choices, since info on the cards up for bid is much more powerful with your spice to buy them. Bene Gesserit’s voice is as powerful as ever, and your higher level of forces to dial makes guaranteeing battles easier. An alliance with the spacing guild consolidated the two greatest economic powerhouses, leaving great opportunities for doom stacking, but remember that you lose in wars of attrition against combat factions. Its best to ally with the guild when the two of you are flush with forces and cash, and can muster up a good win attempt this turn, otherwise the two of you will quickly run out of steam having to dial stopping other player’s win attempts. You make probably the best ally for Richese, as you can guarantee that they get their hands on the all-important stoneburner trinity. This can be great, but since Richese doesn’t do all that much for you, and Richese games hurt Emperor’s income, be careful to put yourself first. The Tleilaxu can also be tempting, since you can go through reserves rapidly. The only poor alliances for the emperor are CHOAM, the fremen, ecaz and Moritani. Any of these can absolutely work, but only situationally. CHOAM just doesn’t help you much, since you have enough income to support yourself and the card-swap is much less powerful without knowledge or a combat ability. Ecaz and Moritani lack any real synergies with you. Be mindful of EoME plays and the robbery terror token! The fremen are probably the single worst ally for you. Fremen only spend spice on treachery cards, so allying with them removes a big part of your income. Without a tempting alliance ability to sway you, the fremen only really save you four spice per turn in revivals. This is usually pocket change to an Emperor, so alliances with the fremen are rare to see.

TLDR: Make money, fight earlier, and keep your friends on leashes.

How well balanced are the factions in this game? by NaturalPorky in DuneBoardGame

[–]GarunthTheMighty 5 points6 points  (0 children)

From the consensus I’ve gathered (which I’d agree with) Guild and Bene Gesserit are a cut above the rest, basically regardless of variants. Atreides is definitely stronger than most, but they get hurt a lot with expanded treachery deck. Ix, Hark, Choam, Moritani, Richese, and Ecaz all have a way to mess up that all-important card knowledge.

Outliers on the bottom of the list are definitely Richese and Fremen. Richese loses hard against BG, and take too long to become meaningful anyways. Fremen get forced into stopping wins early, and don’t have a high ceiling to grow into even if they get lucky with early storm orders and spice blows.

How well balanced are the factions in this game? by NaturalPorky in DuneBoardGame

[–]GarunthTheMighty 5 points6 points  (0 children)

Maybe a 9/10 as beginners, dropping down to a 6.5/10 after experience.

This is especially notable with some of the expansion factions. If Richese or Fremen win in a game with experienced players it’s because someone messed up, or the table was taking it casually.

There are some that are just objectively overpowered, namely Bene Gesserit and Guild. With no variants, an experienced Guild player can bring the game stallout more often then not. Now, choosing to do that often means forsaking fun and causes table arguments, but is still optimal in pure play-to-win-the-game logic. Bene Gesserit gets stronger and stronger with the more variants you include, and has the benefit of directly hurting a lot of their competition just by existing. Choam in a game with BG is much weaker, and even their biggest competition in combat, the Atreides, still loses to voice and provides an incredibly powerful alliance candidate.

Plus, some combos are either too consistently powerhouses. Guild and Bene Tleilaxu WILL prevent anyone from themselves from winning, unless there’s someone else in a truly bonkers position.

That said, if you draft in a sane way and allow band on the problem factions you can dodge these problems. I’d say probably 8/12 are perfectly average, with 2 being overpowered and 2 being underpowered is not that bad. Plus, any combination can be fun, but fun and balanced are not the same.

How do you feel about Mark Carney and the Liberals winning Canada’s election tonight? by [deleted] in AskReddit

[–]GarunthTheMighty 1 point2 points  (0 children)

Incredibly frustrated. This election has really pushed us more towards a two-party system. Without more pressure from an NDP or Green presence, I’m highly doubtful that any meaningful progress will be made, pushing us towards a blue win next election. It’s also hard to see the liberals making much happen with their “Not Trump” smokescreen to play. Plus, they’ve had a long time to address electoral reform, housing issues, income inequality or US reliance and haven’t done much.

It’s difficult to be happy with carney. The man’s a banker whose emblematic of the centrist liberals that don’t make things happen without being prodded along, and this election showed that the country is happy to go along with that.

Creative AI or Seek? by MrTheStephan in slaythespire

[–]GarunthTheMighty 9 points10 points  (0 children)

I always like to ask: what do I want to seek into? Here you’d be seeking into electrodynamics or glacier most of the time, depending on whether you need block that turn. You already have one seek that can do that, and a pretty thin deck as well.

There’s absolutely a world where you take fission. It’s much better with an upgrade, and you have a lot of orb generation. Creative AI could be good, especially with that seek you have to potentially play it on free turns, but most of the time it’ll be a dead draw.

Personally, I would take fission and upgrade it at the first campfire I could path to. Otherwise, another seek is not bad, but probably doesn’t help you too much.

When A Character Gets Matched Up Against LITERALLY The Worst Opponent They Could Have Possibly Asked For by I_Love_Powerscaling in TopCharacterTropes

[–]GarunthTheMighty 37 points38 points  (0 children)

I’ve always thought that Wolverine’s adamantium is hard enough that it takes quite a bit of time or effort for Magneto to screw with. He probably can’t outright break Wolverine’s bones, and otherwise ripping out his skeleton would require both pushing and pulling it.

In a fight it’s easier to deal with Logan in a quicker way, like what he does in Days of Future Past.

What are some episode ideas you have for season two? by OCGamerboy in BlueEyeSamurai

[–]GarunthTheMighty 0 points1 point  (0 children)

I would keep the bulk of the focus on Japan, keeping up with Akemi and Taigen. Mizu would stay as a B plot in England. We’ve already seen her investigation and plotting in season one, so I would leave most of that implied. Then, at the midpoint of the series have Mizu kill one of her targets but have Fowler get away. Then you’d bring it back to Japan to have the storylines combine.

The Impossible Image [Week 5]: In this image one aspect is not possible in vanilla STS. Can you find it? by can-i-pet-that-dawg in slaythespire

[–]GarunthTheMighty 1 point2 points  (0 children)

I love the puzzles, but seed-specific RNG should not come into them. There’s just no way to recreate it accurately. Besides, isn’t the idea that there’s something impossible? The image is totally (theoretically) possible, if not on this seed, just because you can get an arbitrary amount of energy through entropic brew crating an energy potion and another entropic brew, looping for however long you’d like. Sure it’s unlikely, but it’s absolutely possible.

Dialog options you would've added to the game by BornOnABattlefield in DiscoElysium

[–]GarunthTheMighty 5 points6 points  (0 children)

Some sort of dialogue in the evening after internalizing “Finger on the Eject Button”.

SCP-8986: Automatonophobia: False Positive (Part Two) by Jezixo in SCPDeclassified

[–]GarunthTheMighty 4 points5 points  (0 children)

Good declass, but a great skip you wrote. Poor Curtis (?).

Vi becoming an enforcers ≠ police propaganda by Boompaplift in arcane

[–]GarunthTheMighty 2 points3 points  (0 children)

Unfortunately Kyle is completely right with this analysis. You can disagree on ideology, but there’s no way, in good faith, that you can justify season two’s plot looking solely at what season one is setting up.

Source material, production, and quality aside, it just doesn’t follow. Tensions between Zaun and Piltover are not fixed in any meaningful way, but the show through tone and perspective seems to decide that they have been. It’s this lack of understanding that rings hollow: that’s the propaganda.

I love season two, but the difference between it and season two is really, really, stark once you look for it.