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Messages - Serialian

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1
Dominion: Adventures Previews / Re: Preview: Haunted Woods
« on: April 01, 2015, 01:36:02 pm »
I just don't understand why Robz hasn't said how this combos with Scout.

It seems like an obvious synergy.

2
Dominion: Guilds Previews / Re: Curser speculation
« on: June 04, 2013, 11:07:51 am »
I doubt a curse on overpay. IGG needed to be a copper+ to make it fair at a 5 price point. Tossing a curse into a deck with a buy is powerful.

You're talking costing at least +2 more for the curse effect, putting the cost around 7 or 8

3
Goko Dominion Online / Re: Stealth Avatar update...
« on: May 20, 2013, 11:18:38 pm »
silly me, that was the chrome extension that added that, not Goko.

Oh well.

4
Goko Dominion Online / Stealth Avatar update...
« on: May 20, 2013, 11:15:53 pm »
FYI, they at some point added the ability to replace your crappy avatar with a PNG. It works in some places but not all.

On the main page if you click on the little icon of your guy you can bring up the upload screen.

5
Goko Dominion Online / The adventures are still crap.
« on: April 12, 2013, 12:42:28 pm »
I thought that after the first batch of adventures they reduced the difficulty and made them more fun to play.

The adventures are still insanely hard... to the point where it's ridiculous. I'm supposed to beat someone who starts with 3 provinces? That's barely possible mathematically.

I've pretty much gotten to the point I start any of the adventures with adding 10 to 15 zaps without even thinking. Why waste more time with a possible loss?

The cash I get from playing multiplayer so it isn't costing me anything but a time sink... but it isn't fun either.

I want to be able to unlock the black market and stash when they come out, which I don't think is unreasonable. Right now I can't even do that if I beat all of the adventures available. You've got me goko.. I'm using my Google account I didn't want to use because of Walled Village, I've wasted hours playing your single player... and there isn't light at the end of the tunnel because what I want to do isn't even possible.

(sigh)

6
Goko Dominion Online / Re: Scrying Pool card
« on: March 07, 2013, 10:46:36 pm »

Also, why don't the cards list the artist's name?

It's a shame.. one thing about Goko I've noticed is I pay more attention to the art since you can blow it up and really get a good look at the pictures.


7
Dominion Articles / The things we do to track - IRL
« on: January 26, 2013, 01:05:17 pm »
I was just thinking about this playing a IRL game yesterday. When games start getting complex engines there are often a lot of things to track at a time.


I was wondering what 'techniques' players use to keep their sanity that aren't expressly mentioned in the rules. I've noticed that players around me start picking up some of my techniques without me explaining them. Not sure this is the 'right' forum to post this in, but I'm not sure there IS a right forum.



1. The christmas tree. This is a pretty obvious one for villages. You play a village, you can track the actions by playing off of the bottom corners of the card. This works for most villages pretty effectively.

2. The minion- Last night I had a game with a ton of grand markets and minions. I've found that if I lay the 'money minions' sideways and the discard minions in the proper orientation that I save a lot of headache trying to figure out what I did when I'm trying to figure out if I can afford both colonies or just a mere colony and a province.

3. Durations- Keep em in two columns solves most problems, but fishing villages can get confusing when you had some from last turn and some from this turn and you are using the christmas tree technique

Problem cards for tracking that I don't have a personal solution for...

Hamlet is one that contains more information that needs to be tracked. I don't have a cut and dried way of setting out the card to determine if I discarded for actions or if I got that extra buy.

City mid turn piles- Oh pity the player who has a lot of cities, empties a pile mid turn and then ambassadors a card back to a pile to get rid of that extra curse. This isn't a common problem, but I've definitely had it come up. Trying to figure out what the heck you did can be a nightmare

Pawn- Coin or Buy or Draw? I try to lay my pawns that count for money sideways keeping with my minion convention but I don't have a way to track the buys in particularly long games

Nobles- Usually not a problem, If I didn't christmas tree it, I used it for the draw.

Spice Merchant- Again usually not a problem because you don't chain 50 of them together. Now that I'm thinking about it, I should use the minion orientation thing here too.

Squire- This one I don't think is much of a problem because you wouldn't pick actions unless you were planning on Christmas treeing, and if you're going out of your way enough to get 2 additional buys, that's the sort of thing you'd remember.

Mining Village or Madmen- Sometimes those disappearing cards that gave you actions can be frustrating when you're trying to figure out how the heck you did that many things. Same thing can come from a 'phantom' card from a throne room or KC.

 
And there are likely more mid turn decisions that can be lost in an epic turn that I'm not thinking of.


So any tips or techniques that you guys use that I should adopt ?

(If the tip is remembering the past I'm not sure I'll be able to pull off that one.)

8
Dominion Articles / Re: Cartographer
« on: December 18, 2012, 11:16:59 pm »
Possession isn't really a nombo with cart, it just is one of those cards that it's particular brutal to have in your deck if you're fighting possession.

Envoy, Masquarade, remodel/expand spring to mind as other examples.

nombo isn't something that is particularly brutal, it's more something that at first glance looks like it works well together, but when actually put into practice it sucks.

9
Rules Questions / Re: Spoils and Mint
« on: December 09, 2012, 12:20:31 pm »
Knowing Goko's bugs, I called bullshit when I didn't get another spoils. I actually stopped paying attention to the game and opened up the rule book.

10
Rules Questions / Spoils and Mint
« on: December 06, 2012, 11:05:15 pm »
I was curious if there is an official ruling for this. Can you reveal a spoils to gain another spoils?

If not, why?

Mint says "You may reveal a Treasure card from your hand. Gain a copy of it.
When you buy this, trash all Treasures you have in play."

Is it purely because it's not coming from the supply and mint assumes everything must come from the supply to work?

The rules expressly say "You may only gain spoils from marauder, pillage or Bandit camp" so I guess that overrides mint text

Just curious. I'm actually surprised that I couldn't find discussion of this particular situation anywhere on here when I looked.

11
Dominion Articles / Re: Oasis
« on: November 28, 2012, 12:05:08 pm »
Oasis is one I thought could use a strategy article for a while. I'm nowhere near the skill of a lot of players on the board so I didn't decide to try to tackle it myself.

It's an interesting card. "A copper that requires me to use an action with it for the price of 3? Sign me up!" but it actually is kind of useful.

The only advantage it has over silver is the ability to cycle which really is pretty good.

Like poor house, oasis is a card that can make it up to a certain money threshhold and then has a hard time beating it. Getting higher than 5 is hard with an oasis... This makes it good for alternative VP strategies where A. You have a lot of trash to cycle and B. You're not really aiming that high coin wise.


It is much better in any situation where virtual money is superior to cash money. It works well as a starter for conspirators, excellent with minions, makes your peddlers cheaper and can help you clear out some of those copper to let you buy that grand market. It works well with double Tactician up to a point but you need to make sure that you are actually discarding something with the tact.

Menagerie was already mentioned but is excellent with it. Another nice pairing can be shanty town letting you get the cheap lab effect when you might otherwise miss it. Tunnel works OK, but I think that it alone is not enough to justify going tunnels.

To make the most use of it you need to have a large hand which means that you may want some draws. Non-terminal draws like lab, or caravan work well with that. Scrying pool loves them.

Like disappearing villages, it works well with static hand draws(Jack, Watchtower, Library) because you can discard the crap out of your hand and still have something to play with by ending with a library. 

It is not very good in colony games where your target cash is very high(unless you're using it to enable another card that can go high such as conspirator or grand markets)

12
Goko Dominion Online / Re: Goko Survey
« on: November 26, 2012, 08:50:11 pm »
I play with the randomizer deck and don't pull the cards. I thought it was an odd quirk that the backs were different sort of the way that stash is different. You know it's a black market card in the other guy's hand... you just have no idea which.

It isn't officially in the rules, but it makes for an easier house rule and a fairly sane setup.

13
Goko Dominion Online / Re: I unlocked the governor!
« on: November 25, 2012, 10:32:31 pm »
Right now I've unlocked envoy as well so I'm working on Walled Village. Mathematically it's impossible to unlock all three right now... I think the math I did the other day puts around 280 total Victory Tokens up for grabs.

I've been playing the seaside campaign averaging around 5 zaps a round. If I can somehow plow through seaside and prosperity(or they actually make the adventures fair) that would put me on track to get walled shortly after cornicopia.

I'm being kinda obsessive here....

14
Goko Dominion Online / Re: I unlocked the governor!
« on: November 09, 2012, 09:14:38 am »
Well, I love envoy, but the way I saw it is that there are other cards that do similar things to envoy(big draws at a price) but there is nothing that does anything like governor.

Actually, governor dominates games so much that when it is vetoed on Iso I'm usually happy. It definitely is one of the power 5s, woe to the player who ignores it.

Walled Village and Stash are pretty meh. "Oh a village that is good when it screws up" and "A silver that I'm not smart enough to pay enough attention to my deck to make you work"

I think that black market and governor are really the promos that change the game landscape and therefore I think I have to prioritize them personally.

15
Goko Dominion Online / I unlocked the governor!
« on: November 08, 2012, 09:06:38 pm »
And it was absurd!

I ended up beating all of the Act I's, half the dark ages act II and all of the main set's Acts...

I was using around 10 zaps a round for act III of the main set.

Luckily I was getting 20 coins a pop for a long time yesterday when I was trying to play multiplayer and it crashed right after start up a bunch of times in a row... circle of life?

I know it's being reworked, I know I should just be patient to get the promos... but I'm not a patient man and the grind was annoying at best.

Oh well... Only Envoy and Walled Village... and then Black market... and then Stash... damn it.

16
Dominion Articles / Re: Tunnel - (Feedback please)
« on: October 31, 2012, 04:32:05 pm »
I would mention a short sections about do nots for playing against a tunnel. Specifically that discarding attacks may inadvertently help your opponent and to make sure that you are gaining more benefit from them than your opponent.

It seems obvious, but I think a lot of us had the 'oh yeah' moment when they played their goons and the other player got a gold for our trouble.

I'm not high enough ranked to be an expert, but I would guess that Goons and Minion can still be worth it depending on the board, but militia and margrave a player should be highly cautious about.

Thief, pirate ship or noble brigands I think might be a wash, you might trigger a gold, but you are playing against a gold filled deck and it might work if other enablers are present.

17
In no particular order, mainly to get this off my chest...

1. Band of misfits should be more obvious to other players what was chosen. I would suggest a semi transparent copy of the cloned card be shown. It isn't a problem if YOU are playing it, you know what you picked.

2. Colonies and shelters should be determined by the standard prosperity, dark age random draw in professional games.  Or at least make that an option

3. Players should be able to toggle off and on expansions they own for professional play. Sometimes you just don't want to play alchemy. Additionally the 'deck is hidden until play' should be replaced with icons of all the sets included in the random draw. Players should know if they are playing the base game or a few expansions before the match starts even if they don't know the exact cards even in pro play.

4. Piles that are likely to run out should have priority for the main screen while piles that wont shouldn't... I should be able to glance and see how many ruins are left without toggling. Its ok I don't know how many spoils, mercs or madmen there are left since they aren't going to run out. At a minimum put the number of ruins left in parenthesis on the cultist, death cart and marauder. When there are more stacks due to the young witch's bane that should have priority to the main page. Potions need to have priority to the main page too when they come. Two pages at best is annoying, and at worst makes a dead hidden kingdom or a surprise empty pile.

5. Move the toggle viewable stacks icon.. it overlaps where the info on the other player is and it is hard to hit at times, especially when playing with more than 2.

6. Please let me get the promo cards without putting hours upon hours into the adventures. If that is ONE way to unlock them, that's great. But there should be a multiplayer method too.

7. Don't have me drag stuff onto piles, especially when it is discard or put back on my deck. Those are right next to each other. Do it with a button.. yes it is less cute, but at least nobody screws up because they dropped wrong

8. Have an option for a running game log to be on the screen. Most people wont care, but some will.

9. The avatars suck. I think it would be much better if you could make your icon look like card art. Tie in the unlocked card choices with the adventure mode and purchases. I would much rather be unlocking art with my adventure than cards I want to play with. Right now most the avatars look about the same and they range from a feminine man, to a woman wearing a fake beard.

10. Veto mode. Good idea, copy it.

11. Draft play? Give each player five cards, and choose one, repeat until there are ten kingdoms.   

12. Card counts at end of game. I would like to be able to easily pull open each players deck to see how many of card X he had.

13. The promo cards are insane to unlock right now. I beat 3 adventure acts and I'm not half way to unlocking my first promo card. It's not like they are in danger of running out of promos if they make it a little easier.. there's still Stash and Black Market to come with the other sets

18
Variants and Fan Cards / Retreat
« on: August 21, 2012, 02:32:40 pm »
I figured I'd give one of these creations a try

Retreat (4)

Victory card

Worth 1 VP
+ 1 VP per two retreats in the supply
+ 1 VP per two victory cards in the trash


First two are worth 4VP, that's big. Third is only worth 3VP and goes downhill fast from there.... unless there is heavy trashing in which case they can be worth a crazy amount of points.

Main problem with it is scaling for more than 2 players but I THINK it works out because the increased desirability reduces the actual value.

19
Seems like rats, hamlet and poor house would combo well enough together. Extra buys, extra actions and a deck o crap.

20
Variants and Fan Cards / Re: Ruins and Shelters
« on: May 25, 2012, 09:08:05 am »
I have to agree with the logic that it is a lousy vanilla trasher to make certain that games that count trash actually have the ability to have things in the trash.

I imagine that it would be something rather simple

0 - Shelter- Action

Trash one card from your hand

Overall it's pretty lousy but might be worth it with villages, BM or if there's some strategy for having stuff in the trash. My question is if you have a choice in deck composition or if it's pre-set for everyone(2 shelters, 1 shelter and 1 estate or the player's choice)

If that is the case, I could see some sub-set of players wanting to ALWAYS play with shelters just like some won't play without an attack defense card or trasher just because of curse fear.


I wouldn't be surprised if a stack of them were added if they were present at all. If it is a solution to the 'no trashers' I imagine that some cards would have an icon that made shelters available. That makes more sense than the random draw that determines colonies/plats.


As for ruins, my favorite is the speculation I saw on the geek where they cancel out one of your VP cards. You certain you want to trash that estate and make the ruin cancel out your duchy? Chapel decks just got more dangerous.

21
Variants and Fan Cards / Re: Team dominion- new take
« on: May 24, 2012, 10:16:48 am »
Trader I hadn't considered at all. I think that titandrake has the right of it though.

The gain goes to player B, but the draw goes to player A.

Perhaps though the best solution may be to avoid Hinterlands cards as they seem to have the tendency to devolve into fisticuffs as players read the card differently. If you do play them I think a discussion of HOW the card works in scenarios would have to be done prior to actual gameplay each time because one person reading it wrong could really piss them off.

But I suppose including Hinterlands lets you get that turn 2 gold with the nomad camp and everyone wants that, right?

Just for completeness I would mention that fool's gold would still let you trash when your partner gains the province.

(other thoughts)

Thief now lets you trash your partners copper, but since the gained card goes back to him, he can snatch back any useful treasure. Brigand can actually shove coppers into your deck.

Saboteur is just as random as normal.

Governor would give the remade card to the partner or reward your partner with the gold and you with the silver

remodelers(upgrade, expand, remake) would switch cards between decks.


22
Variants and Fan Cards / Re: Team dominion- new take
« on: May 23, 2012, 09:19:53 pm »
I even checked the forum before making the post to see if it was original. Oh well.

Possession and Masq would work the same as printed on the card. I assumed that it is arranged Team A, Team B, Team A, Team B so you are never directly interacting.

The idea of seeing your partner's hand I think isn't really workable IMO. It doesn't work well with possession and would be even worse if it was all the time. Plenty of card games make you make similar decisions without knowledge and I feel that 'table talk' should be forbidden.. but hell, it's your group, your rules. I think it's just the nature of the mutated beast that attack cards would be less interesting. Trying to band-aid the attacks with a special rules is a losing affair that would cause arguments.


As for gardens, vineyards, and fairgrounds I would have to expect they count whatever deck they are a part of.

23
Variants and Fan Cards / Team dominion- new take
« on: May 23, 2012, 03:26:45 pm »
I saw someone here posted team dominion variant and they said that it wasn't very different from the real game.

I've tried my own version of it that is different.

Here it is;

When you gain a card the card goes to your partner's deck/discard/hand not to your own.
At the end of the game the tally for both players are added together for a final score


It really changes how some cards play but not in a broken way, just in a different way. Suddenly mines are shoving your copper into your partner's hand as silver, develop is topdecking your partners next turn and nomad camp is helping your partner get you better cards early.

Possession would have the gained cards shoved to your partner, not you.

Attack cards are somewhat of a losing prospect but not entirely. Jester just got a lot friendlier. Even with sea hag you're doing damage to 2 foes and yourself, 2/3 ain't bad. Spy attacks are a boon for your partner. Minion's attack is a bit of a wash.

You can decide if you want one power deck and one green deck or green both decks somewhat. I'd imagine that would depend on both the card sets and the personality of the players.

Hinterlands made a few things tricky.

Border Village gives me a headache but I think that your partner would get the village and you'd get the freebie card.

Ill-gotten would give a curse to yourself and the ill-gotten to your partner I think

Cache would give yourself 2 copper and your partner the cache if I'm reading my own logic right.

Haggler would give both cards to your partner

Not sure if I got those logically right but you get the idea.

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