Dominion Strategy Forum

Dominion => Dominion General Discussion => Topic started by: werothegreat on April 25, 2015, 06:17:26 pm

Title: IRL Adventures stories
Post by: werothegreat on April 25, 2015, 06:17:26 pm
Calling two Royal Carriages on Swamp Hag is delicious. Also, babies are evil and should be kept a good three meters away from any Dominion cards.
Title: Re: IRL Adventures stories
Post by: enfynet on April 25, 2015, 11:33:45 pm
Also, babies are evil and should be kept a good three meters away from any Dominion cards.
The box does have an age suggestion on it...
Title: Re: IRL Adventures stories
Post by: werothegreat on April 25, 2015, 11:34:21 pm
God damn Lost City is insane.  The "draw a card" penalty is absolutely nothing compared to how great the card is.  Whoever gets the LC split is going to have a very easy time of things.  Similar effect if you put +1 Card token on Ports, and just take all of them.
Title: Re: IRL Adventures stories
Post by: enfynet on April 26, 2015, 12:17:01 am
God damn Lost City is insane.  The "draw a card" penalty is absolutely nothing compared to how great the card is.  Whoever gets the LC split is going to have a very easy time of things.  Similar effect if you put +1 Card token on Ports, and just take all of them.
Play "Village Idiot" with Port then put the +1 Card token on the pile. Hooray!
Title: Re: IRL Adventures stories
Post by: DLloyd09 on April 26, 2015, 12:52:54 am
Miser + Raze: Buy an extra Copper at some point. Take your deck down to 1 card (8 Coppers to the Tavern, 3 Estates and then Raze itself get Razed). Then buy a Province every turn, 4 in a row before you run the risk of drawing totally dead. Speed things up with a Royal Carriage or two, if you can buy them early enough. (Much easier with Ferry on the table.)

Bonus points: Use your first $8 to buy a Prince, Prince your Miser, and then let your deck be completely green without a care in the world.

May not be the best strategy in the world (in fact it's probably definitely not, I haven't been playing Dominion all that long), but it was certainly very different and that was fun in its own way.

Edit: Obviously way too dangerous if there's a trashing attack on the board.
Title: Re: IRL Adventures stories
Post by: bedlam on April 26, 2015, 04:46:15 am
Just played Adventures IRL with my game group and I have a couple of thoughts.
I played with the suggested set Adventures & Hinterlands: Raid / Haunted Woods, Lost City, Page, Port, Wine Merchant / Develop, Farmland, Haggler, Spice Merchant, Trader

and the suggested set Adventures & Cornucopia: Travelling Fair (we added Alms) / Artificer, Miser, Page (we played Peasant instead), Ranger, Relic / Fairgrounds, Farming Village, Horse Traders, Jester, Menagerie

-It can get very difficult to remember how many cards your opponenet gained on his turn when playing with the Treasure Hunter, especially after your opponent has already cleaned up his hand.

-Miser is very good, especially if you can get your +action or +buy token on it.

-Relic is very strong. Get a good engine going and you can handicap your opponent on every turn, very nice. I very handily beat my group due to a couple of relics in my deck.

-Alms is a nice event to have around. You can open 4/4 virtually and it gives you a nice boost up when you don't want to buy another silver with your $3 hand.

-Champion feels like cheating. 'I get to play all of my action cards and your attacks don't affect me.' It's almost like I'm playing a different game than my opponents at that point. Also, Champion is not a traveler type card so it does not count toward the Warrior attack.

-Farming village and the -1 card token don't affect each other. The wording on Farming village doesn't say 'draw that card' so the -1 card token doesn't apply to it. I played that one wrong the first few shuffles.

Also, isn't traveler spelled with only one 'L'? On all the traveler cards it is 'traveller' which my spell-check tells me is the wrong spelling.

Also, what happens when a traveller type card is revealed to a jester? I guess since that card is not in the supply (unless it is page/peasant) that it is just discarded and no one gains anything?

Overall, I enjoyed it a lot, but I've been looking forward to it and reading the previews and things for a month now. My group seems a bit overwhelmed by it and a bit unimpressed but maybe it'll just be nice to learn the cards little by little as they get randomized into future games.
Title: Re: IRL Adventures stories
Post by: Throwaway_bicycling on April 26, 2015, 09:02:33 am
Just played Adventures IRL with my game group and I have a couple of thoughts.

Well, my set is now kicking back until Monday in...Horsham, PA. Which wikipedia tells me is a census designated place with a population of 14,842 and my personal copy of Dominion Adventures. On Monday, it likely boards a truck headed to the DC suburbs, and on Tuesday, it will reach my doorstep. I think. Anyway:

Quote
-It can get very difficult to remember how many cards your opponent gained on his turn when playing with the Treasure Hunter, especially after your opponent has already cleaned up his hand.

So I was thinking about this before, and I am guessing people will both begin to get better at tracking gains, plus it might be nice for people to announce just before clean-up "so I gained a total of four cards this turn" (or whatever). Also, you will often have the Treasure Hunter in hand to remind you to pay attention to this, although I guess your Wharf (or whatever) may only draw it right before you play.

Quote
-Miser is very good, especially if you can get your +action or +buy token on it.

So I was trying to work out some Miser possibilities with my un-Adventurous cards (since I thought it was a cool idea), but I kept getting hung up on the opportunity cost of the thing. Because it's $4, you can't generally open Miser/Miser, so you only "tavern" one Copper per shuffle unless you buy multiples, but then, yes, it is terminal. It works quite nicely with Throne Room...but so does everything else, pretty much. It should be pretty nice in some engines, but is a slow card to help you build the engine. Conceptually, it is also a nice fit for Tactician or double-Tac, but, again, so are many other things. You mention putting your +Action token on it, but I'm having a problem imagining a board where that would be the best use of the token. Putting +Buy on it with Seaway seems more promising (but costs $5) since if you have built it up to $5 or so, having it also give you the Buy is nice (assuming +Buy is otherwise scarce).

Am I missing anything very obvious here? I would love to love this card.

Quote
Overall, I enjoyed it a lot, but I've been looking forward to it and reading the previews and things for a month now. My group seems a bit overwhelmed by it and a bit unimpressed but maybe it'll just be nice to learn the cards little by little as they get randomized into future games.

My IRL group had similar "overwhelmed" issues with durations in Seaside, but quickly got over it. Adventures does add a lot of stuff.

And...nope; my copy is still in Horsham. Package tracking is such a mixed blessing.
Title: Re: IRL Adventures stories
Post by: ConMan on April 26, 2015, 10:12:00 am
Well, my set is now kicking back until Monday in...Horsham, PA. Which wikipedia tells me is a census designated place with a population of 14,842 and my personal copy of Dominion Adventures.
Boy, Wikipedia is getting specific these days.
Title: Re: IRL Adventures stories
Post by: joel88s on April 26, 2015, 10:19:00 am
Also, isn't traveler spelled with only one 'L'? On all the traveler cards it is 'traveller' which my spell-check tells me is the wrong spelling.
My dictionary has traveller as an alternative spelling, Chiefly British. Does Donald have an Anglophile streak? Or maybe to fit the medieval theme...
Quote
Also, what happens when a traveller type card is revealed to a jester? I guess since that card is not in the supply (unless it is page/peasant) that it is just discarded and no one gains anything?
Yes that's right, like Tournament Prizes, Mercenaries, and other non-supply cards. But I assume Page/Peasant would be doled out normally.
Title: Re: IRL Adventures stories
Post by: Chris is me on April 26, 2015, 10:57:21 am
Duplicate + Hireling is fantastic, and if you have the Actions to spare in order to get them in play, it's sure pretty hard to lose with a 10 card hand every turn... I won one of my first games just by quickly getting that going.

Along similar lines, Duplicate makes Giant and Ranger much better cards in the presence of +Actions. In multiple games, I got two Giant and two Ranger going, used my excessive number of Actions to play around the Journey token and draw either 10 cards or attack twice, depending on what I needed. Love this stuff.

Miser is quickly joining the large pile of Kingdom cards that everyone can kick my ass with but I can't play to save my life (along with Saboteur, Swindler...). It's really, really slow, and most of the time using it you'll just do nothing, waste your Action on it and just have a shitty buy that turn. Sure you can stack it to $5+ and thin your deck, but by then you could have gotten something else going. I don't see Miser being a huge force unless I'm playing it really, really wrong. Maybe with Fishing Village type support.

God damn Lost City is insane.  The "draw a card" penalty is absolutely nothing compared to how great the card is.  Whoever gets the LC split is going to have a very easy time of things.  Similar effect if you put +1 Card token on Ports, and just take all of them.
Play "Village Idiot" with Port then put the +1 Card token on the pile. Hooray!

I think it's a lot less stupid to buy a bunch of Ports than to buy a bunch of Villages. You basically give up 2, maybe 3 Buys to ensure you never really have to think about Actions for the rest of the game. It's crazy how good Port is. Of course, Lost City is just incredible.

Ugh, I wish we could play this online. It's on Isotropic... can't they just let people with Online accounts who own the physical copy play on that? :(
Title: Re: IRL Adventures stories
Post by: Donald X. on April 26, 2015, 12:23:36 pm
Also, isn't traveler spelled with only one 'L'? On all the traveler cards it is 'traveller' which my spell-check tells me is the wrong spelling.
My dictionary has traveller as an alternative spelling, Chiefly British. Does Donald have an Anglophile streak? Or maybe to fit the medieval theme...
Quote
Also, what happens when a traveller type card is revealed to a jester? I guess since that card is not in the supply (unless it is page/peasant) that it is just discarded and no one gains anything?
Yes that's right, like Tournament Prizes, Mercenaries, and other non-supply cards. But I assume Page/Peasant would be doled out normally.
Correct. I used the old form Traveller because it's a medieval game and I like the old-timey look of it. And Jester can't gain non-supply cards.
Title: Re: IRL Adventures stories
Post by: werothegreat on April 26, 2015, 12:33:28 pm
Even with the arrows, it's hard to remember to exchange your Travellers every turn.  I guess mostly because they get covered up by other cards anyway, and because you're thinking of a thousand different things at the end of your turn.  I have the same problem with remembering to Scheme things.  :/
Title: Re: IRL Adventures stories
Post by: Throwaway_bicycling on April 26, 2015, 02:19:50 pm
Well, my set is now kicking back until Monday in...Horsham, PA. Which wikipedia tells me is a census designated place with a population of 14,842 and my personal copy of Dominion Adventures.
Boy, Wikipedia is getting specific these days.

Well, I get special treatment from Wikipedia since I make an automatic monthly donation.  :)

UPDATE: my personal copy of Dominion Adventures has departed Horsham and its "humid subtropical climate" which is "characterized by hot, humid summers and generally mild to cool winters." 
Title: Re: IRL Adventures stories
Post by: joel88s on April 26, 2015, 11:46:14 pm
Even with the arrows, it's hard to remember to exchange your Travellers every turn.  I guess mostly because they get covered up by other cards anyway, and because you're thinking of a thousand different things at the end of your turn.  I have the same problem with remembering to Scheme things.  :/
You need a mantra, like, say, "I want me my Champion! I want me my Champion!"
Title: Re: IRL Adventures stories
Post by: AJD on April 27, 2015, 01:03:18 am
I think putting my +Action token on Bridge Troll might be the most fun I've had in Dominion in a while.
Title: Re: IRL Adventures stories
Post by: markusin on April 27, 2015, 10:00:02 am
How does Miser compare with Moneylender? They both get rid of your Coppers one at a time, but Moneylender gives you $2 up front for each Copper, while Miser gives you bursts of money later. I would think having money early with Moneylender is better than getting it later with Miser unless the games goes on for a long time or you get multiple Miser plays per shuffle. I guess the cool thing about Miser is that it will generate coin if it doesn't connect with Copper and doesn't want to be removed from your deck once your Coppers are gone.

My local game store doesn't have Adventures yet. They said it should be in stock sometime this week.
Title: Re: IRL Adventures stories
Post by: TheOthin on April 27, 2015, 10:24:53 am
Moneylender+Copper gives you $2 more than just Copper, but $3 more than Miser+Copper.
Title: Re: IRL Adventures stories
Post by: Masterdinadan on April 27, 2015, 11:24:45 am
Got it on Saturday and played two games.
"Gentle Intro" was a little bit boring. I don't have a lot to say about it. I didn't think much about the cards. Everyone was a crazy about distant lands but ultimately it came down to provinces in the end.

Then we played one of the Adventure+Intrigue kingdoms.. Don't remember the name but it had Borrow, Ball, and Bridge. Fun set.  I liked the combo of bridge+ball to pick up extra 5-cost cards (and having Borrow to help land it if you were a bit short when bridge was drawn)
Title: Re: IRL Adventures stories
Post by: Witherweaver on April 27, 2015, 11:36:10 am
I expected a story about an adventure had while playing Adventures in real life.  Maybe something Jumanji-esque. Calling A Drowned Kerenel.
Title: Re: IRL Adventures stories
Post by: GendoIkari on April 27, 2015, 11:55:37 am
Even with the arrows, it's hard to remember to exchange your Travellers every turn.  I guess mostly because they get covered up by other cards anyway, and because you're thinking of a thousand different things at the end of your turn.  I have the same problem with remembering to Scheme things.  :/

This happened a lot in DC too. When there hadn't been a reshuffle yet, we allowed players to do it later when they remembered.
Title: Re: IRL Adventures stories
Post by: crlundy on April 27, 2015, 06:54:40 pm
What do most people do: lay out the Events separate from the rest of the Supply cards, or arrange them together in order of cost?
Just curious, and there may be a better thread to ask this in.
Title: Re: IRL Adventures stories
Post by: werothegreat on April 27, 2015, 07:23:29 pm
What do most people do: lay out the Events separate from the rest of the Supply cards, or arrange them together in order of cost?
Just curious, and there may be a better thread to ask this in.

Separate.
Title: Re: IRL Adventures stories
Post by: joel88s on April 27, 2015, 08:08:38 pm
I maintain my position that since Event Cards don't move throughout the game, they are simply begging for someone to design a little vertical stand to mount a couple of them on, perhaps with slots that the cards slip into.
Title: Re: IRL Adventures stories
Post by: enfynet on April 27, 2015, 11:25:35 pm
I maintain my position that since Event Cards don't move throughout the game, they are simply begging for someone to design a little vertical stand to mount a couple of them on, perhaps with slots that the cards slip into.
Like a tray from Scrabble, or a business card holder?
Title: Re: IRL Adventures stories
Post by: sudgy on April 28, 2015, 01:26:18 am
So, I got Adventures!

...and everybody is going to bed :(
Title: Re: IRL Adventures stories
Post by: enfynet on April 28, 2015, 02:46:53 am
So, I got Adventures!

...and everybody is going to bed :(
Sorry, I was watching Netflix/TV. Now I am going to bed.
Title: Re: IRL Adventures stories
Post by: werothegreat on April 28, 2015, 08:57:02 am
So, I got Adventures!

...and everybody is going to bed :(

Skype???  :D
Title: Re: IRL Adventures stories
Post by: drsteelhammer on April 28, 2015, 10:08:05 am
This thread reminds me daily that I really want adventures aswell :'(
Title: Re: IRL Adventures stories
Post by: sudgy on April 28, 2015, 11:51:49 am
So, I got Adventures!

...and everybody is going to bed :(

Skype???  :D

There's a lot of people at my house, and some people would probably think I'm really weird if I did it...
Title: Re: IRL Adventures stories
Post by: enfynet on April 28, 2015, 11:54:51 am
So, I got Adventures!

...and everybody is going to bed :(

Skype???  :D

There's a lot of people at my house, and some people would probably think I'm really weird if I did it...
See... I consider that an incentive.
Title: Re: IRL Adventures stories
Post by: Beyond Awesome on April 28, 2015, 03:03:40 pm
Well, my copy is out for delivery.
Title: Re: IRL Adventures stories
Post by: Witherweaver on April 28, 2015, 03:05:07 pm
Well, my copy is out for delivery.

It's going on an adventure!
Title: Re: IRL Adventures stories
Post by: crlundy on April 28, 2015, 04:06:29 pm
Well, I finally played my first Adventures games last night! Gentle Intro and Expert Intro. I love Reserve cards and Events. Still haven't played enough with the tokens or with Events to say anything interesting about those.

I guess my "Adventures story" is that Swamg Hag is rough with 4 players.
Title: Re: IRL Adventures stories
Post by: Voltaire on April 29, 2015, 12:00:36 am
Gear is optional, everyone. PSA. I lost a game because I thought it was mandatory.
Title: Re: IRL Adventures stories
Post by: A Drowned Kernel on April 29, 2015, 12:01:29 am
Gear is optional, everyone. PSA. I lost a game because I thought it was mandatory.

I didn't even notice that you were setting aside cards every time. That's pretty funny.
Title: Re: IRL Adventures stories
Post by: sudgy on April 29, 2015, 01:13:34 am
Well, I finally played the first set of 10!

Me and my dad both went for the engine, with slight variation between us based on support cards.  He should have won, but made a tactical error that let me swipe the game.
Title: Re: IRL Adventures stories
Post by: sudgy on April 30, 2015, 05:01:19 pm
I learned today, that +Card token on Magpie is ridiculous...  Especially if you're getting them uncontested...
Title: Re: IRL Adventures stories
Post by: GendoIkari on April 30, 2015, 05:03:30 pm
I learned today, that +Card token on Magpie is ridiculous...  Especially if you're getting them uncontested...

I had the +Card token on Magpie once. Though sadly they were pretty contested; I think I only ended up with 3 or 4 (it was more than 2 players).
Title: Re: IRL Adventures stories
Post by: harryparry on May 01, 2015, 10:41:33 am
Has anyone already got the combination alms, borrow on the board? I'm pretty interested in how a 6/4 (or even a 7/4 with baker alongside) opening is gonna influence the rest of the game.
Title: Re: IRL Adventures stories
Post by: GendoIkari on May 01, 2015, 12:20:19 pm
I'm not sure that opening a $7 is good, even when you can.

King's Court... seems similar to opening Throne Room, except swingier. It still relies on a lot of luck to pair it with your action for the first couple shuffles.
Forge... seems like a weaker version of Chapel at the beginning of the game.
Bank... not better than Gold for a while.
Expand... slow way to build your deck up.
Title: Re: IRL Adventures stories
Post by: jsh357 on May 01, 2015, 12:24:37 pm
Opening Forge would be great.  Even if it's weaker than Chapel, it's still basically a Chapel, and 2 Estates -> $4 card is awesome.
Title: Re: IRL Adventures stories
Post by: Deadlock39 on May 01, 2015, 02:13:04 pm
I think most of the $7 opening discussion has been centered around opening with Inheritance. Removing 3 junk cards and gaining 3 of a decent $3 or $4 card is probably much better than opening with the other $7s.  Obviously dependent on the availability of a good target.

Seeing a Inheritance, Borrow, Baker, Ironmonger board and opening 5/2 is by very rough calculation < 1/1,000,000 odds, but it would certainly be pretty sweet.
Title: Re: IRL Adventures stories
Post by: LastFootnote on May 01, 2015, 03:17:24 pm
I'm not sure that opening a $7 is good, even when you can.

King's Court... seems similar to opening Throne Room, except swingier. It still relies on a lot of luck to pair it with your action for the first couple shuffles.
Forge... seems like a weaker version of Chapel at the beginning of the game.
Bank... not better than Gold for a while.
Expand... slow way to build your deck up.

A agree with all of these except Expand. Expanding your Estates into good $5 cards immediately would be very strong. Obviously depends on which $5 cards are available, but certainly a good move in a lot of cases.
Title: Re: IRL Adventures stories
Post by: Seprix on May 01, 2015, 10:43:26 pm
If you can get it set up quickly, a Princed Miser is insane.
Title: Re: IRL Adventures stories
Post by: Jimmmmm on May 02, 2015, 03:00:43 am
King's Court... seems similar to opening Throne Room, except swingier. It still relies on a lot of luck to pair it with your action for the first couple shuffles.

Really? In most KC engine games, the early game is a race to get to KC. One King's Court can pretty quickly get you a second.
Title: Re: IRL Adventures stories
Post by: Witherweaver on May 02, 2015, 12:05:54 pm
King's Court... seems similar to opening Throne Room, except swingier. It still relies on a lot of luck to pair it with your action for the first couple shuffles.

Really? In most KC engine games, the early game is a race to get to KC. One King's Court can pretty quickly get you a second.

But in those games you usually have some of the engine parts.  Here you wouldn't have anything KC can connect with until like turn 6 or 7.
Title: Re: IRL Adventures stories
Post by: harryparry on May 03, 2015, 06:21:09 am
What about opening KC Bridge? Off course you need the collission, but when you get it. Man!
Title: Re: IRL Adventures stories
Post by: belugawhale on May 03, 2015, 02:56:42 pm
I went for Pages too late in a multiplayer game. Opponents decided not to upgrade their Treasure Hunters, leaving me with only one. Also, playing with all of the events is a terrble idea.
Title: Re: IRL Adventures stories
Post by: AJD on May 03, 2015, 04:12:22 pm
I just played a whole game without realizing that Artificer is supposed to put the gained card on your deck.
Title: Re: IRL Adventures stories
Post by: werothegreat on May 03, 2015, 05:20:40 pm
I just played a whole game without realizing that Artificer is supposed to put the gained card on your deck.

I've done that with Develop before.
Title: Re: IRL Adventures stories
Post by: crlundy on May 04, 2015, 02:12:14 pm
I Duplicated a Province last night, that was nice.

On a related note, the Duration aspect of Bridge Trolls makes it way easier to align multiples.
Title: Re: IRL Adventures stories
Post by: tylorlilley on May 05, 2015, 01:21:52 pm
Apologies if this has been posted already, but I finished a game last night and immediately thought of this thread!

So, okay, it turns out Baron is as ridiculous with Inheritance as it sounds like it would be. I got an early 7 thanks to Baron and inherited Advisers. Soon I had 15+ advisers in my deck between the Barons letting me buy/gain two or three estates a turn and the actual advisers pile. Add in a dash of Nobles and Plaza and what followed was a crazy game where I played my deck through Advisers every turn... 13 or so Advisers every turn... I don't think I've ever seen my partner so brain dead as when we finished that game! Having to make so many choices on each of my turns really got to her haha. I really don't think I could convey in words how frazzled she was by the end, constantly second guessing which cards to give me haha.

And yes, I did win that game after several grueling turns where I used Advisers to draw my 7 coppers and my 1 silver and get enough actions out to Baron a few estates to buy two provinces. I came from behind and beat her after being down 2 provinces and a few nobles to nothing at the start!
Title: Re: IRL Adventures stories
Post by: Seprix on May 05, 2015, 01:26:26 pm
Apologies if this has been posted already, but I finished a game last night and immediately thought of this thread!

So okay, it turns out Baron is as ridiculous with Inheritance as it sounds like it would be. I got to an early 7 thanks to Baron and inherited Advisors. Soon I had 15+ Advisors in my deck between the Barons letting me buy/gain two or three Estates a turn and the actual Advisors pile. Add in a dash of Nobles and Plaza and what followed was a crazy game, where I played my deck with 13 or so Advisors every turn! I don't think I've ever seen my partner so brain dead as when we finished that game! Having to make so many choices on each of my turns really got to her, haha. I really don't think I could convey in words how frazzled she was by the end, constantly second guessing which cards to give me haha.

And yes, I did win that game after several grueling turns where I used Advisors to draw my 7 coppers, my 1 silver and get enough actions out to Baron a few Estates to buy two provinces. I came from behind and beat her after being down 2 provinces and a few Nobles to nothing at the start!

Yes, Baron is a very fun card with Inheritance. :)
Title: Re: IRL Adventures stories
Post by: FishingVillage on May 05, 2015, 04:34:05 pm
I've played a few games with Adventures so far, but I haven't actually played with any events yet.

So what's up with Gear? Apparently in the rulebook, it says that if no cards were reserved on Gear the turn it is played, it is discarded on that turn instead of staying out like a Duration normally does. There's no wording on Gear which would indicate this, and I don't know if there were any formal rules for "if a Duration was not fully applied, discard it this turn" or something like that.

I really really like Guide and Coin of the Realm :) Fun cards that help me push forward a lot.

Lost City is definitely quite strong, even when it gave the free draw on gain to everyone else.

I underestimated Port. Never again.

Hireling is fantastic, some folks in my group think it's undercosted and might be even worth $7, or $8 (at which point I said it was silly to buy a Hireling over a Province).

Haunted Woods can spectacularly backfire by letting players save their cards for future turns.

Whenever Story Teller showed up in any of the games I played, nobody ever bought one. What sort of kingdom would be good for a Story Teller?
Title: Re: IRL Adventures stories
Post by: sudgy on May 05, 2015, 04:40:16 pm
In the Seaside rulebook and the Adventures rulebook, they say that Durations stay out until they are done doing whatever they are doing.  Hireling doesn't even need the "(this stays in play)", it's just there to remind you.  Playing a Tactician without discarding anything doesn't stay out, Playing a Haven without reserving any cards doesn't stay out, and I don't even know if I should bring up Outpost.
Title: Re: IRL Adventures stories
Post by: LastFootnote on May 05, 2015, 04:46:35 pm
Whenever Story Teller showed up in any of the games I played, nobody ever bought one. What sort of kingdom would be good for a Story Teller?

Cards that gain Treasures (Treasure Hunter, Hero, Treasure Trove) are great Storyteller combos. It's a good card in other situations too, but that's a big one.
Title: Re: IRL Adventures stories
Post by: AJD on May 05, 2015, 04:49:52 pm
Whenever Story Teller showed up in any of the games I played, nobody ever bought one. What sort of kingdom would be good for a Story Teller?

My second game of Adventures included Bridge Troll, Swamp Hag, Storyteller, Treasure Trove, and Lost Arts. The key thing here was: I used Lost Arts on Bridge Troll to make it non-terminal, and had the aim of playing as many Bridge Trolls per turn as I could. But Storyteller was the only draw; and so I used the +$3 from Swamp Hag and the Golds gained from Treasure Trove to fuel my Storytellers so I could draw big hands to try and find my Bridge Trolls.
Title: Re: IRL Adventures stories
Post by: FishingVillage on May 05, 2015, 05:46:19 pm
Hmm, basically the only super bad situation that comes to mind is when you draw into Story Teller late in your chain, especially if you've already got a lot of money on the table. Otherwise, for the particular deck that you have, the question is would you benefit more from +$X or +X cards?

That sound about right? I guess +X cards is generally better if you know that those X cards can do better than +$X. The tradeoff doesn't seem much better than Cellar or Stables for example, but I will keep that question in mind the next time I see Story Teller.
Title: Re: IRL Adventures stories
Post by: belugawhale on May 06, 2015, 12:26:07 am
I played a game where I stacked most of my tokens on Lost City (it was also that one horrendous game where we played with ALL events), while my friend stacked his on Magpie. Since none of us contested Magpies, he pretty much had Labs that either became activated Menageries or Labs that gain more Labs. He won :(
Title: Re: IRL Adventures stories
Post by: hockeysemlan on May 08, 2015, 03:26:34 am
Pathfinder + Lost Arts + Ghost Ship = My friends hates me from now on..  :'(

Nah, it was really fun for all of us.. We like us those crazy games, but oh boy. People that dislike KC will have a rough time in a lot of Adventures games...
Title: Re: IRL Adventures stories
Post by: belugawhale on May 08, 2015, 06:10:02 pm
Lost Arts on Moat with a board filled with attacks?
YEAHHHHHHHHHHHHHHHHH
Title: Re: IRL Adventures stories
Post by: Seprix on May 08, 2015, 07:52:23 pm
Lost Arts on Moat with a board filled with attacks?
YEAHHHHHHHHHHHHHHHHH

Laboratory
Title: Re: IRL Adventures stories
Post by: FishingVillage on May 08, 2015, 08:39:48 pm
I tried Storyteller again last night... and I have to say, it still seems rather underwhelming. I think Storyteller needs easy ways of generating Gold or Silvers in the kingdom to feed it, or high value treasures of some sort, or else a bunch of non-terminal actions that make money. There was no trashing or cursing in the kingdom, so I thought I could at least get a lot of use out of cycling my deck with Coppers, but that never seemed especially helpful.

There was Relic, but it doesn't have any strong synergy with Storyteller anyway.

There was Magpie, which I got two copies of but one other player managed to pile it out quickly.

The other 2 players bought Bakers for most of the game, and while I could cycle through my deck a little faster, the other players could hit $6 and $8 way more consistently than I could.

Unfortunately I don't remember what the rest of the kingdom was like, but I'm pretty confident I lost that game.
Title: Re: IRL Adventures stories
Post by: enfynet on May 08, 2015, 09:26:39 pm
Played Adventures with my girlfriend on Wednesday night. Gentle Intro. I ended up "losing" because my 58VP was more than her 19VP, and because my Giant kept trashing her +Action cards (Port, mostly). I had two Hireling (because of Duplicate), and a few Dungeons and enough Ports to play a Giant and two Rangers each turn.
Title: Re: IRL Adventures stories
Post by: Seprix on May 08, 2015, 09:39:16 pm
I tried Storyteller again last night... and I have to say, it still seems rather underwhelming. I think Storyteller needs easy ways of generating Gold or Silvers in the kingdom to feed it, or high value treasures of some sort, or else a bunch of non-terminal actions that make money. There was no trashing or cursing in the kingdom, so I thought I could at least get a lot of use out of cycling my deck with Coppers, but that never seemed especially helpful.

There was Relic, but it doesn't have any strong synergy with Storyteller anyway.

There was Magpie, which I got two copies of but one other player managed to pile it out quickly.

The other 2 players bought Bakers for most of the game, and while I could cycle through my deck a little faster, the other players could hit $6 and $8 way more consistently than I could.

Unfortunately I don't remember what the rest of the kingdom was like, but I'm pretty confident I lost that game.

Storyteller is awful. I used it one game, and I lost to a terrible strategy. Maybe I'm not using Storyteller right, but I'm going to go out and say this card is bad.
Title: Re: IRL Adventures stories
Post by: jsh357 on May 08, 2015, 09:40:54 pm
Your one experience of playing Storyteller against a "bad strategy" is solid evidence that Storyteller is terrible.  I'm convinced.
Title: Re: IRL Adventures stories
Post by: Seprix on May 08, 2015, 09:50:40 pm
Your one experience of playing Storyteller against a "bad strategy" is solid evidence that Storyteller is terrible.  I'm convinced.

That's my initial impression. I don't have to play devil's advocate and list JoaT every single time alongside bad impressions to show that I am only stating impressions.

Besides, it might have been a terrible Storyteller board. Maybe I'm not playing it right. But it's very hard to play right.
Title: Re: IRL Adventures stories
Post by: belugawhale on May 09, 2015, 12:19:46 am
Has anyone tried playing Storyteller+Treasure Trove? I haven't been able to play Adventures recently.
Title: Re: IRL Adventures stories
Post by: Dsell on May 09, 2015, 02:08:24 am
So I played my first adventures game tonight (late to the party, I know :-[) and it included hireling, miser, storyteller, and king's court in a colony game. It genuinely seemed like the best strategy was to go big (the kingdom was adapted from the adventures/prosperity kingdom "Go Big" so it's to be expected), so that's what I did. I was drawing 9 cards per turn and had six coppers on miser. One of my two opponents actually got set up a bit quicker and was looking better...until my king's courted giants started kicking in and clogging/trashing components like miser.

Best dominion experience in a long while.

Edit: it also included expedition and the event that gives you +2 buys and lets you put stuff on top of your deck...both were great for consistency and pairing KC with components.
Title: Re: IRL Adventures stories
Post by: AJD on May 09, 2015, 11:04:03 am
Has anyone tried playing Storyteller+Treasure Trove? I haven't been able to play Adventures recently.

Yes. I wouldn't have done it if Storyteller hadn't been the only draw on the board, but it was, and it worked out pretty well. I also had Swamp Hags giving me extra coin to convert to draw power at the beginning of the turn.
Title: Re: IRL Adventures stories
Post by: GendoIkari on May 09, 2015, 11:57:03 am
I got an early 7 thanks to Baron and inherited Advisers.

I had to read this 3 times before I realized what it was saying... it's written correctly, but ambiguously. I thought that "Baron and inherited Advisers" were the 2 things that helped you get to an early 7. Which was confusing, since you'd have to have an earlier 7 to get inherited Advisers in the first place.
Title: Re: IRL Adventures stories
Post by: joel88s on May 10, 2015, 01:17:55 am
I got an early 7 thanks to Baron and inherited Advisers.

I had to read this 3 times before I realized what it was saying... it's written correctly, but ambiguously. I thought that "Baron and inherited Advisers" were the 2 things that helped you get to an early 7. Which was confusing, since you'd have to have an earlier 7 to get inherited Advisers in the first place.

Well, there you go, you eliminated the reading that didn't make sense, and arrived at the one which did.
Yes, English is full of words that could be more than one part of speech; it's a system that offers tremendous flexibility, but sometimes at the cost of utter clarity.
Keep reading those 19th century English novels and you'll get lots of practice with long, convoluted, minimally punctuated sentences that require three readings to parse out!
Title: Re: IRL Adventures stories
Post by: jamfamsam on May 10, 2015, 11:15:52 pm
If you haven't played 'Prince of Orange' yet from the suggested sets, my group really enjoyed it.
Title: Re: IRL Adventures stories
Post by: gamesou on May 11, 2015, 03:29:29 pm
IRL game with Gardens, Squire, Travelling Fair & Ferry. Gain all the Squires by turn 3 and you feel like Celestial Chameleon.
(perhaps the most favourable board for P1 I've ever seen).
Title: Re: IRL Adventures stories
Post by: liopoil on May 11, 2015, 03:42:38 pm
Pretty lucky to draw the 3 squires on turn 3. EDIT: Oh travelling fair topdecks, right. You still needed 3/4, but that's a fair 5/12 chance.
Title: Re: IRL Adventures stories
Post by: Beyond Awesome on May 11, 2015, 03:45:16 pm
That's insane. So you opened ferry. Bought two traveling fairs and three squires top decking them all. That's pretty insane and awesome
Title: Re: IRL Adventures stories
Post by: Witherweaver on May 12, 2015, 05:31:38 am
Champion = terminal draw with reckless abandon.

Also, Develop is not too slow a trasher with Royal Carriages and draw/cycling.
Title: Re: IRL Adventures stories
Post by: belugawhale on May 12, 2015, 10:50:37 am
With Ferry on the board, you can guarantee opening with a $5 action. Alms counters Swamp Hag and works with Mission or Ferry. Trade is on par with Trading Post in BM, because you can make use of those $5 hands, but Trade needs the $5 every use and can gain up to two silvers, while Trading Post gains the silver to your hand and happens during your action phase but becomes a dead card later in the game.
Title: Re: IRL Adventures stories
Post by: convolucid on May 12, 2015, 07:25:11 pm
I'm surprised to see the "Storyteller is bad" posts. Last Friday, in my first game using it, I built the best engine I've ever made. One Mercenary, two Bridge Trolls (should have been more later), two Mining Villages, Two Havens (save a story), five Storytellers (trashed some with Mercenary eventually) and loads of Gold/Silver. After turn 7 or so, I drew my whole deck and my two opponents had 3 cards & -$1, every turn for the rest of the game. I got 9 provinces.

So I guess that's the kind of deck that's good for Storyteller :P
Title: Re: IRL Adventures stories
Post by: belugawhale on May 13, 2015, 11:01:42 am
Something that would be ridiculous:
Opening is 3/4
T1: Buy Ferry, putting -2 cost token on Page
T2: Buy Travelling Fair 4 times, and buy 5 Pages, top-decking them all.
T3: Play all of the Pages, exchange for all of the Treasure Hunters.

This would lock the opponent out of the entire Page chain, unless the opponent was lucky enough to go first and play pages on their T3.


EDIT: Oops, thought Travelling Fair cost $1.
Title: Re: IRL Adventures stories
Post by: Jimmmmm on May 13, 2015, 11:07:29 am
Something that would be ridiculous:
Opening is 3/4
T1: Buy Ferry, putting -2 cost token on Page
T2: Buy Travelling Fair 4 2 times, and buy 5 Pages, top-decking them all.
T3: Play all of the Pages, exchange for all of the Treasure Hunters.

This would lock the opponent out of the entire Page chain, unless the opponent was lucky enough to go first and play pages on their T3.

FTFY
Title: Re: IRL Adventures stories
Post by: Jimmmmm on May 13, 2015, 11:08:18 am
Something that would be ridiculous:
Opening is 3/4
T1: Buy Ferry, putting -2 cost token on Page
T2: Buy Travelling Fair 4 2 times, and buy 5 Pages, top-decking them all.
T3: Play all of the Pages, exchange for all of the Treasure Hunters.

This would lock the opponent out of the entire Page chain, unless the opponent was lucky enough to go first and play pages on their T3.

FTFY

Actually no it doesn't work.

It would work if Travelling Fair cost 1 or gave you +3 buys.
Title: Re: IRL Adventures stories
Post by: belugawhale on May 13, 2015, 01:56:46 pm
Oops, I thought Travelling Fair cost 1.
Title: Re: IRL Adventures stories
Post by: iguanaiguana on May 13, 2015, 02:05:32 pm
Also, locking the opponent out of the page line is only helpful when you don't want to upgrade treasure hunters for some reason, because as soon as you upgrade one, your oppont is unlocked.
Title: Re: IRL Adventures stories
Post by: werothegreat on May 13, 2015, 09:40:41 pm
King's Court/Giant is ridiculous. You have to play with them at least once.
Title: Re: IRL Adventures stories
Post by: convolucid on May 14, 2015, 12:31:47 pm
We had one game with Page and Ranger. My sister and I both went for it, but she had turn order. Her Warrior killed one of my travelers and she got to Champion first. It was a slaughter after that :'(
Title: Re: IRL Adventures stories
Post by: clb on May 14, 2015, 12:46:13 pm
King's Court/Giant is ridiculous. You have to play with them at least once.

The recommended set, go big, was awesome. Ferry on the hirelings until the pile ran (using ball), then buy Giants/story tellers/Kings courts. Starting with 9+ cards makes kc-kc-giant-giant-giant simple to do consistently, especially with a couple storytellers!
Thankfully the piles run quickly so after a couple colonies you can end the game before they hate you too much!
Title: Re: IRL Adventures stories
Post by: belugawhale on May 14, 2015, 05:10:44 pm
The Travellers seems to be slightly political in multiplayer, because opponents can collude to block another player from getting any. ("Don't upgrade your Warriors, because we need to stop <player> from getting any").

Also, it felt good to Disciple-Disciple-2xHireling. It was +4 cards for two hirelings and one disciple.
Title: Re: IRL Adventures stories
Post by: enfynet on May 15, 2015, 12:59:58 am
So I let the girlfriend pick the Kingdom tonight.

Caravan Guard, Port, Ranger, Duplicate, Magpie, Lost City, Relic, Artificer, Haunted Woods, Hireling
Save, Expedition

May last turn had 30 action cards in play, including 4 Hirelings (thanks Duplicate). Magpies get a little carried away.

I'm currently on the couch...


... because she has to get up for work 4 hours before me, and I'm not tired yet.
Title: Re: IRL Adventures stories
Post by: werothegreat on May 15, 2015, 12:58:53 pm
Two words: Seaway/Peddler.
Title: Re: IRL Adventures stories
Post by: TheEmerged on May 16, 2015, 08:10:28 pm
So, we finally got Adventures to the table this week.  We were running with just Base + Adventures today, we're going to try it with more sets next week.  We play by a house rule by which we always have a fourth Victory card and a fourth Treasure card (usually but not always random).  We've decided that when we use events, we will select 2 (usually but not always at random).  For the record we have Base, Prosperity, Seaside, Guilds, Dark Ages, and now Adventures available between the players at the table.  Amusingly, Intrigue is still "probably the next set one of us should buy" (that's been true since I just had Base & Prosperity). 

We did one time with the 'suggested' kingdom "Level Up", three semi-random ones, and one "let's try <insert here>" game.  For the <insert here> we wanted to try the Ferry (-2 cost token) and Inheritance (the Estate token) events at the same time with some choice cantrip\non-terminal events, and one of the players talked the rest of us into a kingdom that seemed to favor the Gardens victory card - including Magpie, Treasure Trove, Port, and Duplicate.  He wanted the Peasant line for Disciple too, but was outvoted because we'd already tried the Peasant chain twice and wanted to try Page.

Some overall talking points \ amusing incidents.
1> We had two separate cases where someone got 4 Silver cards at once from the Treasure Hunter.

2> Champion hasn't made it to the table yet - there were 2 in decks when that game ended - but on the Peasant line it became conventional wisdom that Disciple just might be a better card than Teacher (not being able to stack the tokens was disliked).  During the second random game the Page line was out and Distant Lands was the 4th Victory stack when one of the players played them together - and ended up getting 6 DL's onto his mat (only to come in third, by 2 points, if that tells you how tight that game was).  Yeah, there's no point in playing DL twice but that "play and then get a copy" thing worked out.  And yes, we did see a case where a Disciple discipled a Disciple who then discipled two other action cards, the player joking that normally she'd call it bad luck to have four terminal actions in hand...

3> Plan (the trashing token event) underwhelmed, to the surprise of several of us.  For us the jury is still out as to whether Amulet or Ratcatcher is the better trasher in this set (Amulet is more versatile and could potentially hit 2, but RC is targeted).  We only had Raze out once and as feared the problem seemed to be that most of the cards you want to trash are 0-cost cards.

4> As an aside on Amulet, I'm hoping to run some test games with it.  A couple of times there it looked like this might be a better choice in a 4/3 opener than a Silver.  It sure worked out well for me in one of the games when I opened Amulet\Silver just to see what would happen...

5> I wondered if Caravan Guard would make more sense when it hit the table, and it wasn't until the "Gardens" game that the lightbulb went on.  One of the players inherited it and we realized the strength is that it gives you a coin immediately instead of a turn later when an attack card comes out.  It's still not my favorite reaction card by any stretch, but I think I get it now.

6> Magpie is... I won't say "evil" because we saw it its downside during the "Gardens" game but I suspect it's going to stay popular.  However we almost saw it backfire spectacularly.  The first time it was on the table one of the players managed a string where he gained 3 of them during the same turn, bought a Magpie, then used Duplicate on it.  One of the other players then congratulated him... then held up the Swamp Hag he'd forgotten she had in play.  "Oh <curse word>, is that on Gain or on Buy?!?!?" was the frightened response.  During the "Gardens" game, where Ferry & Inheritance were available, two of the four players put the Estate token on Magpie.

7> So, the Gardens game came out much closer than it looked during play.  During play it looked like one particular player was running away with it, and it wasn't the player buying Gardens.  By the Gardens player's admission (ahem, me) he made the mistake of buying too many Magpies too early - when he should have started scoring Treasure Troves earlier.  So there was a point in the mid-game where Magpie kept revealing other Magpie but there weren't any Magpies left to gain, and he had too many turns with too few coins to buy anything useful.  The deciding factor turned out to be... the Soldier.  See, the Gardens player ended up with 7 Gardens (thanks primarily to Duplicate and Workbench), and 48 cards in the deck.  The margin of victory turned out to be only 6 points, so two more cards in deck and that player would have won.  Of course, that player had twice been victimized by the Soldier's "trash it if the card is value 3 or 4" ability when, of course, the card was a Magpie.  Oh, and I'd like to point out that game was 3 cards away from being ended due to 3 empty stacks when the final Province was bought.

8> The Save event turned out to be a better card than I might have thought.  I'm not calling it the most powerful or best event but it went from "meh, nice enough I guess" to "hey, I just bought a Province thanks to that Gold I set aside last turn after getting just a Gold & Copper for treasures that turn" and "hey, I just got away with double-drawing terminal actions and it wasn't a waste".  It had us wanting to try Gear's similar mechanic again (and yes, I read here and saw it was optional before we played).

9> One of our players tends to be more aggressive than the others - her favorite card is Thief, to the point her dad (one of the other players) does everything but disallow it  8) .  She kept going back and forth about whether or not she likes the token penalties - they hurt just as bad and sometimes worse than the others (I think Swamp Hag is now her 2nd favorite card) but kept complaining that they don't stack - if the -1 card token is already on the deck, there's no power to a second one.
Title: Re: IRL Adventures stories
Post by: adventure seeker on May 16, 2015, 09:58:24 pm
Bought a Miser and a Page to start. By getting Coppers out of my hand and onto the Tavern mat, my Page upgrades happened more quickly. When the Champion came around, my Misers (I now had three of them) showed up almost every hand in my thinned out deck, and I played them for the five Coppers on my mat, with Champion's unlimited actions. Provinces, Colonies, it didn't matter. The game was over quickly.
Title: Re: IRL Adventures stories
Post by: belugawhale on May 20, 2015, 08:03:06 pm
Kingdom was Amulet, Bridge Troll, Guide, Royal Carriage, Duplicate, Lost City, Miser, Relic, Haunted Woods, and Coin of the Realm. Events were Ball, Borrow, and Expedition.

My strategy was to use Amulet for trashing, Lost Cities and RC'd Haunted Woods for draw, and Bridge Troll + Relic for payload.
My opponent's strategy was to use Miser for deck-thinning, with Lost Cities as villages and Miser for coin afterwards.

I found out some time ago that calling Royal Carriage on Haunted Woods was very effective draw, equivalent to 6 Hirelings in play. With two of each in my deck, I could consistently get +6 Cards per turn, while having a deck-slowing attack in play constantly.

Highlights of the game:
Ball was very useful to me, since with one Bridge Troll, it could help me pick up the $5 cost engine components. Duplicate was also helpful in that it could build up my engine faster, and eventually duplicate provinces. Soon enough, I was drawing my deck and playing Bridge Troll+Relic every turn. Eventually in the game, my opponent was able to get all of his Copper onto his Tavern mat with his Misers, but was slowed significantly by my Haunted Woods. I pulled a small megaturn with $14 with four Bridge Trolls in play, allowing me to buy Ball twice for 4 Provinces, then buying 1 more Province and calling Duplicate for 6 Provinces total. Next turn, I emptied out the remaining provinces for the win.

Things learned: Haunted Wood's attack is not strong enough to completely discourage you from buying cards, but will slow your deck considerably. Since Relic is a Treasure, it can be played consistently. It works nice when buying Lost City, because it negates the on-gain effect. Duplicate and Ball are both especially useful with cost reducers. Miser seems quite slow, but is situational. I personally haven't tried Expedition, but it looks like 2 Hirelings for your next turn, except hand-size attacks destroy it.
Title: Re: IRL Adventures stories
Post by: enfynet on May 20, 2015, 11:13:14 pm
Played Seacraft and Witchcraft suggested set tonight. Beat my girlfriend by 2 points (that came from Followers)
Title: Re: IRL Adventures stories
Post by: convolucid on May 27, 2015, 07:06:40 pm
I managed to pull a cute trick with Messenger recently. My gf went first with $3, so she bought a Chapel, naturally. Seeing this, I bought something else with my $3 and used my $4 to get a Messenger and hand her a second Chapel. She was upset but also grudgingly impressed :D
Title: Re: IRL Adventures stories
Post by: Jimmmmm on May 27, 2015, 07:33:04 pm
I managed to pull a cute trick with Messenger recently. My gf went first with $3, so she bought a Chapel, naturally. Seeing this, I bought something else with my $3 and used my $4 to get a Messenger and hand her a second Chapel. She was upset but also grudgingly impressed :D

I feel like a free second Chapel isn't too bad. She'd be happy for the extra trashing if her first Chapel missed the reshuffle, and it'd be trashed to the other Chapel pretty quickly.
Title: Re: IRL Adventures stories
Post by: convolucid on May 29, 2015, 04:46:11 pm
Well, it's not so much that the second Chapel was bad as that I also got a Silver without any benefit to her. IIRC it was a Minion game, so getting Chapel and Messenger and hitting 5 so fast was pretty neat.
Title: Re: IRL Adventures stories
Post by: Sidsel on May 31, 2015, 05:38:00 pm
Gentle Intro game tonight. Gentle was not the word I'd use with Giant in 5player game. Mine got trashed before I got the big bonus from it, and while the others were getting Hirelings and Treasure Troves, I was barely scraping together a second. Oh and Port is a funny word. Port, port, port. After enough jokes, dear husband went to the wine cabinet to serve everyone a glass of ... Port. 12 villages is nice with so many players, but enough went bye, bye, thanks to Giant, that there were terminal issues.

People were a bit tired though so we ended on three piles (and had cleaned up before remembering the game should have gone to four). The winner had 2 provinces. I, the loser, had 4 curses - and a Distant Land I hadn't had the chance to play.

The cards are cool, the new mechanics are cool, the event (Scouting Party) was barely used. I bought it once, just to try it out. Another bought it because she had $11 and no +buy elsewhere. Maybe if I was better at tracking my deck, it might be more useful, but I'd rather spend $3 on another Dungeon, thankyou, or $2 on another Catratcher (sorry.. another injoke. Ratcatcher.).
Title: Re: IRL Adventures stories
Post by: Aleimon Thimble on July 29, 2015, 01:08:39 pm
Kingdom: Hireling, Distant Lands, Treasure Trove, Haunted Woods, Storyteller, Duplicate, Magpie, Amulet, Guide, Page // Ferry, Inheritance

So I’m now officially in love with the Adventures expansion. I just played the most awesome game of Dominion ever with the kingdom above.

I opened 4/3, buying Magpie/Page. My plan was to get a Champion as quickly as possible, which would require lots of cycling, and exchanging whenever possible. I bought Storyteller on the first 5, which is a pretty good cycling card, although with my low-income deck it turned out to be not as strong as I had hoped. In hindsight, I could have bought a single Treasure Trove to feed it and the Magpies that were starting to accumulate some more money, although I didn’t really need the money to buy stuff anyway, as we’ll soon see.

Anyway, I go for Ferry on the next 3, making Haunted Woods cheaper for me, and after some time (I almost depleted the Magpies at this point) I hit 7, buying Inheritance and turning my Estates into Duplicates. Soon after, I finally gain a Champion and get unlimited Actions. This is where the fun really starts.

With two Haunted Woods in play, I start my turn with an 11-card hand, almost drawing through my entire deck with the Magpies and the single Storyteller. I manage to play all three Estates and another Haunted Woods, buy a Distant Lands and call the Estates to gain three more Distant Lands.

Meanwhile, my opponent – who had opened 3/4, buying Ferry/Hireling, also an interesting strategy – is buying Provinces (after getting 1 Distant Lands early-game). He is playing a Big Money-ish strategy with a couple of Hirelings and an Amulet thrown in, but the large handsize and lack of +Buy makes his turns somewhat inefficient, spending 13 on a Province for example. What’s more, with me playing at least one Haunted Woods each turn, he is forced to put more and more Provinces back on his deck at the end of his turn. He had started greening a bit earlier, though, and he is still ahead as we reach the endgame.

Next turn, I manage to draw all three Estates again, and empty the Distant Lands pile. After my opponent grabs the sixth province, I gain four Haunted Woods. Next turn, I finally draw my entire deck, playing no less than five Haunted Woods, finishing up my Distant Lands, and buying four Estates.

After my opponent grabs Province number seven, I end the game with a bang. With five Haunted Woods entering play, I start with a 20-card hand, easily drawing my deck. I play seven Estates, buy a Duchy, gaining seven more Duchies in the process and finishing the third pile. I win the game 59-46, without ever buying a single Province against my opponent’s seven Provinces.

I love this expansion. Building up an insane engine like this is just so rewarding. :D
Title: Re: IRL Adventures stories
Post by: mail-mi on July 29, 2015, 02:22:05 pm
Kc plus hireling is awesome.

Do you guys think that switching Peasant's and Page's effects would fix the awful page/warrior lockout? I do.
Title: Re: IRL Adventures stories
Post by: belugawhale on July 29, 2015, 03:00:00 pm
I once had a kingdom with Duplicate as the only "+buy", but with Miser and Lost City. It turned into a rush for duchies, by stacking Duplicates onto the Tavern.
Title: Re: IRL Adventures stories
Post by: Sidsel on July 30, 2015, 05:43:29 am
Adventures/Dark Ages game last night, constructed by my darling son (for once without dozens of attack cards).

Bandit Camp, Hireling, Junk Dealer, Cultist, Giant, Ranger, Duplicate, Fortress, Hermit, Peasant. Ferry, Inheritance.

He opened Ferry/Hireling, I opened Ferry/Junk Dealer.

After a few JD I ferried bandit camps instead and kept my silver-cost, 'gold'-gaining villages for the rest of the game. He inherited fortresses (and Taught them +card), I inherited Rangers (and Taught them +action). I never bought any cultists (he did, and spammed them with disciple, and when the ruins ran out he went on to disciple giants..), but my JDs (with a Taught +card for good measure) took care of the junk quite handily.

His mistake; not buying more of his cheap hirelings, and occasionally even buying fortresses at full cost rather than just picking up estates, and far too late Teaching his cultists how to spend money wisely (+buy).

Result; on my second to last turn I had $38, raking in quadruple! provinces (+a duchy for good measure). Most of that money was from Spoils.

His last turn he had $17 (and 2 provinces in his deck), but he'd bought too few other greens, so took 3 duchies and an estate instead.

Too bad, on my last turn I still managed to regenerate enough Spoils to grab the last 2 provinces.

Inheriting Rangers is awesome! +5 cards and +2 buys for the price of a smithy and a buy? Yes, please :D Yes, you need the +actions from somewhere, but all terminal draw needs that.
Title: Re: IRL Adventures stories
Post by: Seprix on July 30, 2015, 08:59:40 am
Adventures/Dark Ages game last night, constructed by my darling son (for once without dozens of attack cards).

Bandit Camp, Hireling, Junk Dealer, Cultist, Giant, Ranger, Duplicate, Fortress, Hermit, Peasant. Ferry, Inheritance.

He opened Ferry/Hireling, I opened Ferry/Junk Dealer.

After a few JD I ferried bandit camps instead and kept my silver-cost, 'gold'-gaining villages for the rest of the game. He inherited fortresses (and Taught them +card), I inherited Rangers (and Taught them +action). I never bought any cultists (he did, and spammed them with disciple, and when the ruins ran out he went on to disciple giants..), but my JDs (with a Taught +card for good measure) took care of the junk quite handily.

His mistake; not buying more of his cheap hirelings, and occasionally even buying fortresses at full cost rather than just picking up estates, and far too late Teaching his cultists how to spend money wisely (+buy).

Result; on my second to last turn I had $38, raking in quadruple! provinces (+a duchy for good measure). Most of that money was from Spoils.

His last turn he had $17 (and 2 provinces in his deck), but he'd bought too few other greens, so took 3 duchies and an estate instead.

Too bad, on my last turn I still managed to regenerate enough Spoils to grab the last 2 provinces.

Inheriting Rangers is awesome! +5 cards and +2 buys for the price of a smithy and a buy? Yes, please :D Yes, you need the +actions from somewhere, but all terminal draw needs that.

Honestly, I would have opened Ferry/Cultist, and never looked back. After all the curses are gone, then I'd worry about building my deck. Cultist is just that good. I don't know if it's the strongest play here, but one thing I've learned is this: Cultist is strong.
Title: Re: IRL Adventures stories
Post by: Voltaire on August 03, 2015, 12:28:15 pm
Here's a tip that will change your in-person Dominion life, if you're like me and always forget that you have Events in a game:

Put Events in the middle of the kingdom cards (instead of up top with the treasures/victories, or off to the side, or wherever else you're used to putting "other" stuff).

If you normally put your kingdom cards in some sort of row like this:

Code: [Select]
X X X X
 X X X
 X X X

just put the Events in the middle like this:

Code: [Select]
X X X X
X E X X
  E
X X X

You will never have the Turn 6 "oh wait Borrow is in this game" experience again!
Title: Re: IRL Adventures stories
Post by: Beyond Awesome on August 03, 2015, 07:10:30 pm
Brilliant Idea.

Maybe a layout like this might work better though.

XXXXX
   EE
XXXXX
Title: Re: IRL Adventures stories
Post by: Seprix on August 03, 2015, 10:28:56 pm
Generally, I set-up like so:

V  V  V  V  C  R
M  M  M  M  T
      E  E
K  K  K  K  K
K  K  K  K  K

Anyone else set up like that? I also don't use the trash card at all, we just put the cards sideways, no confusion ever.
Title: Re: IRL Adventures stories
Post by: werothegreat on August 03, 2015, 10:54:05 pm
Generally, I set-up like so:

V  V  V  V  C  R
M  M  M  M  T
      E  E
K  K  K  K  K
K  K  K  K  K

Anyone else set up like that? I also don't use the trash card at all, we just put the cards sideways, no confusion ever.

Where do you put Potion?
Title: Re: IRL Adventures stories
Post by: Seprix on August 03, 2015, 10:56:12 pm
Generally, I set-up like so:

V  V  V  V  C  R
M  M  M  M  T
      E  E
K  K  K  K  K
K  K  K  K  K

Anyone else set up like that? I also don't use the trash card at all, we just put the cards sideways, no confusion ever.

Where do you put Potion?

I'd put it beside the Platinum. I don't own Alchemy yet.
Title: Re: IRL Adventures stories
Post by: Sidsel on August 04, 2015, 07:53:22 am
We use
Prov $3 5+ cost cards
Dutchy $2 4 cost cards
Estate $1 3- cost cards

Events, spoils, curses, ruins, traveller upgrades, madmen, etc, fill up any of the three lines that end up shorter than the others. (Trash goes in a lump on the far left.) Plat/Colony possibly makes a fourth line up top, and any 6+ costs are placed there. (We don't own alchemy either.)
Title: Re: IRL Adventures stories
Post by: belugawhale on August 04, 2015, 11:21:03 am
I usually set up as

Estate Duchy Province (Colony) Curse
 Events (Cards not in the supply)
Copper Silver Gold (Platinum) (Potion) Trash
K K K K K (Traveller upgrades and cards not in the supply that don't fit)
K K K K K (Anything else)

Also, my friend and I coined the term Duration Mat, where we put Duration Cards, because we always forget to keep them out.
Title: Re: IRL Adventures stories
Post by: Voltaire on August 04, 2015, 11:28:44 am
The big reason why I think putting events with "other" things (Madman, Spoils, Colonies, Travelers, etc.) doesn't work for most is the fundamental difference about events - you can buy them without putting them in your deck (and most of those other things you can't buy, so why are you even looking at them in your buy phase?). At least for me, my Dominion brain is not trained to consider purchasing things I won't put in my deck, so I have to force myself to consider Events - hence, a center-of-the-supply setup.
Title: Re: IRL Adventures stories
Post by: Witherweaver on August 04, 2015, 11:31:19 am
I just put them on the side, to the left of the regular Victory-Treasure-Kingdom grid.
Title: Re: IRL Adventures stories
Post by: sudgy on August 04, 2015, 12:52:04 pm
I usually setup like this: (T is Trash, and U is cUrse)

T X X X X X
U X X X X X
G S C P D E

Any extra cards are growing tumors on these.  Colony and Platinum extend the bottom row to make a hat, Potion usually goes next to Gold (if there's both, I'll wrap the bottom row up around the trash), any extra cards you can buy (other supply cards and Events) go to the right of this setup, and any other extra cards go to the left of it.
Title: Re: IRL Adventures stories
Post by: liopoil on August 04, 2015, 01:03:06 pm
You guys are all weird. Arrange them like this:

K T C S G K
K C E D P K
K K K K K K

With upper left being cheapest and upper right being most expensive. Extra cards can be inserted wherever makes sense (There's room to expand for anything)

Edit: I actually like sudgy's better, but I'd arrange the bottom row as E D P C S G, or even better actually, C E S D G P
Title: Re: IRL Adventures stories
Post by: AdamH on August 04, 2015, 01:34:36 pm
You guys actually use the Trash card? I gotta tell you, it's really satisfying to actually throw the cards "away" when you're trashing them (by "away" I mean away from you, not like in an actual trash can, though I guess that could work). Seriously, don't knock it until you've tried it.

I mean, for me it's easy to just keep my wooden box open next to the game and chuck the cards into that, but seriously, you all really need to give this a shot.
Title: Re: IRL Adventures stories
Post by: werothegreat on August 04, 2015, 01:42:42 pm
Since we're all doing this, here's my setup:

Es D Pr (Co)
Cp S (Po) G (Pt)
Ev Trash Cu
K K K K K
K K K K K
Title: Re: IRL Adventures stories
Post by: Voltaire on August 04, 2015, 01:45:12 pm
You people with apparently infinite table space are weird.
Title: Re: IRL Adventures stories
Post by: sudgy on August 04, 2015, 02:08:48 pm
Oh yeah, I order the kingdom cards by cost with most expensive on the left to least expensive on the right.
Title: Re: IRL Adventures stories
Post by: sc0UT on August 04, 2015, 02:31:22 pm
Too sad this forum only supports up to 2d matrix structures.
Title: Re: IRL Adventures stories
Post by: scott_pilgrim on August 04, 2015, 02:51:35 pm
Is there really no one else who does a separate row for each cost?  Like this:

CSGT
EDPU
$2's
$3's
$4's
$5's
$6's

Usually there won't be more than five rows, but if there are you can combine $6's and $7's or $1's and $2's if you really need to.  I haven't played Adventures yet but with this method you can just put Events into the appropriate cost row.  No one really agrees on where potion cost cards should go.  When we play in space we just have them float above the appropriate row to represent that it costs more than that row, but neither more than nor less than the next row.
Title: Re: IRL Adventures stories
Post by: Garth One-eye on August 04, 2015, 03:17:23 pm
Is there really no one else who does a separate row for each cost?  Like this:

CSGT
EDPU
$2's
$3's
$4's
$5's
$6's

Usually there won't be more than five rows, but if there are you can combine $6's and $7's or $1's and $2's if you really need to.  I haven't played Adventures yet but with this method you can just put Events into the appropriate cost row.  No one really agrees on where potion cost cards should go.  When we play in space we just have them float above the appropriate row to represent that it costs more than that row, but neither more than nor less than the next row.

That's what I do except I have the treasures along the top of the kingdom cards and the victory cards along the left side (or vice-versa).
Title: Re: IRL Adventures stories
Post by: Felyndiira on August 14, 2015, 06:06:14 pm
I had a few 4-player games a week ago with a few friends, one of which had adventurers (but we decided to not use events).  the board layout that I can remember was:

Peasant
Native Village
Candlestick Maker
Dungeon
Farming Village
Bridge Troll
Mountebank
Council Room
Expand
[Couldn't Remember Last Card]
[Using Shelters]

I don't think we played the kingdom very well.  All of us rushed Mountebank at the start (of course), and adding in the -1 coin tokens from some early Bridge Trolls, and all four players are struggling to get up above 4~5 on any hand.  We ended up fighting each other over estates and sometimes duchies, not even looking at provinces.

The game ended when we 3-piled Copper, Curses, and Estates, with the winning player scoring a total of 8 points.

That was the only Adventures game we had that night.  Adventures was included in our second game that night as well, though no cards from the set was picked by the randomizer (the kingdom was Pearl Diver, Cellar, Candlestick Maker, Remodel, Marauder, City, Merchant Guild, Torturer, Altar, King's Court).
Title: Re: IRL Adventures stories
Post by: Seprix on August 14, 2015, 08:45:01 pm
instrad of buying Estates, buy Candlestick. That way, you can save the tokens for a late Province.
Title: Re: IRL Adventures stories
Post by: Jimmmmm on August 15, 2015, 09:34:53 am
Is there really no one else who does a separate row for each cost?  Like this:

CSGT
EDPU
$2's
$3's
$4's
$5's
$6's

Usually there won't be more than five rows, but if there are you can combine $6's and $7's or $1's and $2's if you really need to.  I haven't played Adventures yet but with this method you can just put Events into the appropriate cost row.  No one really agrees on where potion cost cards should go.  When we play in space we just have them float above the appropriate row to represent that it costs more than that row, but neither more than nor less than the next row.

I do similar:

Cu E  D P
    Co S G
$5s
$4s
$3s

etc
Title: Re: IRL Adventures stories
Post by: ConMan on February 10, 2016, 12:59:39 am
Didn't want to set up a whole new thread just for this, so necro it is.

We played a quite fun game today - 3p, randomised from everything, but it did include a single Adventures offering.

Kingdom:
Beggar
Chapel
Herbalist
Throne Room
Tournament
Band of Misfits
Bazaar
Giant
Upgrade
Peddler

(Provinces and Shelters)

All players opened 3/4 and cursed their luck. One player tried for a bit of an off-the-wall strategy with Beggars that unfortunately didn't pan out, while the other two of us went for Chapel and Tournament. I had a little bad luck lining my stuff up early, while the other guy managed to get the rhythm of clearing out his junk and buying Peddlers fairly quickly, to the point where his deck was three Peddlers, a Tournament and a Chapel. He scored the first Province and first Prize, taking Trusty Steed, while I grabbed the Followers, and he then took Princess. I didn't hit 5 much, but when I did I got myself a couple of BoMs, a couple of Giants and a Bazaar. I think I played BoM as almost every possible card at some point - I definitely used it as Throne Room, Tournament and probably Herbalist once - and Throne Room-Giant gave me just enough of a boost to snag some key cards. In the end, I won with half the Provinces and a smattering of other victory cards, but only because I hit all the good Actions in my final hand after everyone else had lucked out.
Title: Re: IRL Adventures stories
Post by: Beyond Awesome on February 10, 2016, 03:27:50 am
Didn't want to set up a whole new thread just for this, so necro it is.

We played a quite fun game today - 3p, randomised from everything, but it did include a single Adventures offering.

Kingdom:
Beggar
Chapel
Herbalist
Throne Room
Tournament
Band of Misfits
Bazaar
Giant
Upgrade
Peddler

(Provinces and Shelters)

All players opened 3/4 and cursed their luck. One player tried for a bit of an off-the-wall strategy with Beggars that unfortunately didn't pan out, while the other two of us went for Chapel and Tournament. I had a little bad luck lining my stuff up early, while the other guy managed to get the rhythm of clearing out his junk and buying Peddlers fairly quickly, to the point where his deck was three Peddlers, a Tournament and a Chapel. He scored the first Province and first Prize, taking Trusty Steed, while I grabbed the Followers, and he then took Princess. I didn't hit 5 much, but when I did I got myself a couple of BoMs, a couple of Giants and a Bazaar. I think I played BoM as almost every possible card at some point - I definitely used it as Throne Room, Tournament and probably Herbalist once - and Throne Room-Giant gave me just enough of a boost to snag some key cards. In the end, I won with half the Provinces and a smattering of other victory cards, but only because I hit all the good Actions in my final hand after everyone else had lucked out.

I know you're playing full random, but I would have thrown in an Event or two into the kingdom.
Title: Re: IRL Adventures stories
Post by: ConMan on February 10, 2016, 04:51:01 pm
I know you're playing full random, but I would have thrown in an Event or two into the kingdom.
Yeah, I would've liked one but I didn't think to set the randomiser up to do so. Because of the way I was keeping everything, I actually did have Summon sitting quite close to the game that I could have brought in, but I don't think it would have made a massive difference (except possibly to speed up Peddler purchasing).