Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Markov Chain

Filter to certain boards:

Pages: [1] 2 3 ... 5
1
Here's a reason it needs to work the way it does.

Suppose that you overpay by $5 for Stonemason.  You can gain Dame Molly, but you have to finish gaining her (in order to reveal another Knight) before gaining Sir Bailey as your second gain.



2
Dominion General Discussion / Re: Edge-cases
« on: October 31, 2013, 08:35:15 pm »
You have five cards left in your deck, know that you will have enough buying power with those five, and want to buy a card and not have it and the Alchemist miss the reshuffle.

You don't want to decrease the value of a Philosopher's Stone which you know you will draw next turn.  (Example: you have 25 cards, and the last five are PS, Gold, Copper, Province, Estate.  If you discard the Alchemist, you can draw those five and the PS is worth 4, so you can buy a province.  If you keep the Alchemist and don't get all three treasures with it, you only have 7, and when you play the Alchemist, you now have those five cards plus one more, but the PS is only worth three, so if your extra card is a victory card, you can't buy a province.)


3
Dominion General Discussion / Re: Cards you always remember wrong
« on: October 02, 2013, 01:50:13 pm »
I forget that you can buy Duchess from the Supply.

I usually do the opposite, forgetting to gain a Duchess after buying a late Duchy.

4
Dominion Articles / Mine and Taxman.
« on: September 12, 2013, 11:10:19 pm »
Other combos: Mine or Taxman.  If you mine or tax a Masterpiece, it turns into gold, negating its disadvantage.  Also, the silvers which come with Masterpiece are good mining targets if you don't have the Masterpiece itself, and even better taxing targets if your opponents don't have Masterpiece themselves.

5
Dominion General Discussion / Re: Stupid Pet Tricks
« on: July 19, 2013, 08:03:07 pm »
Yes, it's allowed; you could trash them if you wanted, too. If Treasure Map said "and then put them on your deck", then you could reveal Watchtower before that resolved. Treasure Map says "putting them on your deck" though, which means they don't go via the discard pile, but the top of your deck is where they are supposed to be gained, so that's where Watchtower expects to find them.

And there's even a possible use for this.  With no cards left in your deck, play two Treasure Maps, gain four golds.  Use Watchtower to trash one of the four golds, then discard a Market Square to gain a gold to your discard.  Now you have three golds next turn, still enough to buy a Province, and your fourth gold won't miss the reshuffle.


6
Dominion Articles / Re: Article: Forager
« on: July 19, 2013, 07:56:22 pm »
Also add draw-to-X as cards which work well with Forager, since they allow you to recover from the lost hand size.  Forager/Library should be a good combo, as Library will draw a lot of money and the +Buy from Forager allows you to use it.

7
Dominion General Discussion / Face-to-face
« on: July 09, 2013, 09:57:18 pm »
Here's a face-to-face equivalent of a misclick.

4-player game with Baker and Soothsayer; everyone opened 5/3 as Soothsayer/Village or Soothsayer/Silver.  This led to a lot of quick plays of Soothsayer, as each play of Soothsayer caused everyone else to draw a card, putting Soothsayers into their hands and cycling the decks.

Wow, the Curse pile ran out quickly; that must be the result of all the Soothsayer plays.

With the Curses gone, Soothsayers producing a lot of gold, and Journeymen skipping curses, three of the four players had a lot of money and bought up the Provinces.  The fourth player kept on getting stuck with a lot of Curses (at least two turns with four Curses and a copper) and could never get anywhere.

When the game ended and we counted up the score, the Curse split turned out to be 4/5/6/15.  Apparently, when he reshuffled, the player next to the Curse pile picked up his "discard" pile which was the last nine Curses; that's why the Curses ran out so quickly. 

8
A lot of people, particularly less experienced players, are so adverse to gaining a Curse that they just discard their entire hand every turn.  And then the pin doesn't end.

But this works well in multi-player.  I got tortured six times between turns in a 4P game, and by discarding my hand, I avoided gaining any curses while the other players took about eight.

9
I think the main complaint is that when playing online, the other player has to respond to every torturer that is played, even after curses are gone, whereas with witch, the curse is given automatically.

There are times you will want to be tortured (Library, Menagerie discarding two Curses, Shanty Town with one bad action, Philosopher's Stone, protect against someone else's Minion, Pillage, or Bureaucrat).  Still, it would be useful in online games if you can choose to automatically decline the second discard once you have already declined the first.

10
Dominion: Guilds Previews / Re: Needed card titles
« on: June 15, 2013, 08:12:27 pm »
Since we already have Pawn, Knight, Bishop, and King('s Court), we need a Queen and a Castle.

The nobility has King, Princess, Duke/Duchess, Count, Margrave (equivalent to Marquis), Baron, Knights, and generic Nobles, so all we need is a Lord (to govern a Feodum) and possibly an Emperor.

Craftsmen don't have an order, but we have a Woodcutter, Coppersmith, Ironworks, Forge, Armory, and Ironmonger.  We still need a Mason and either a Goldsmith or a Jeweler, and we're a bit heavy on ironmongery.

Thanks primarily to Prosperity, the monetary trades are already covered.  We have a Counting House, a Mint, a Bank with a Moneylender to issue a Loan, a Venture for your investments, and a Trading Post with a Trader to change your money.  I don't see anything missing.
And from this list, all we got was the Stonemason, and a lot of additional craftstmen so that ironmongery no longer dominates.  We also have a Taxman to add to the monetary trades, which I should have suggested in the original post.  The Queen and Castle will need to wait for the next expansion, and I would also still like a Jeweler.

11
Despite its presumed perceptiveness, Watchtower considers King's Court and Throne Room as exactly the same card.

Not quite.  If you play Throne Room with Watchtower the only action in hand (say because a Golem led you to the Throne Room), you must climb the Watchtower.  King's Court is optional, so you can decide not to play the Watchtower and top-deck whatever you buy that turn.

12
Dominion: Guilds Previews / Re: Needed card titles
« on: May 12, 2013, 07:44:11 pm »
If you've ever played Amun Re, the icons that represent the cards look like cheese wedges to me so that's what I call them.

I have also heard them called wedges, particularly when they aren't being used for draw, "+3 VPs for seven wedges."  That's also what we call the tokens in Trivial Pursuit.

13
Dominion General Discussion / Re: The treasure kingdom
« on: May 12, 2013, 07:36:26 pm »
Counterfeit is the best way to get rid of copper (you are more likely to have one in hand than to hit one randomly with a Loan), and it's also good at the end for counterfeiting a Platinum or Bank to buy the last Colony or get an extra Duchy.  So I would open Silver/Silver on 4/3, then buy a Counterfeit, and open Counterfeit on a 5/2. 

I will buy Venture rather than Gold because the Ventures will be worth more quickly.  Bank will usually be $4 or $5 in a deck with Ventures, so I will buy Bank, Platinum, and counterfeit Copper and Silver.

14
Dominion: Guilds Previews / Needed card titles
« on: May 07, 2013, 10:02:19 pm »
Since we already have Pawn, Knight, Bishop, and King('s Court), we need a Queen and a Castle.

The nobility has King, Princess, Duke/Duchess, Count, Margrave (equivalent to Marquis), Baron, Knights, and generic Nobles, so all we need is a Lord (to govern a Feodum) and possibly an Emperor.

Craftsmen don't have an order, but we have a Woodcutter, Coppersmith, Ironworks, Forge, Armory, and Ironmonger.  We still need a Mason and either a Goldsmith or a Jeweler, and we're a bit heavy on ironmongery.

Thanks primarily to Prosperity, the monetary trades are already covered.  We have a Counting House, a Mint, a Bank with a Moneylender to issue a Loan, a Venture for your investments, and a Trading Post with a Trader to change your money.  I don't see anything missing.


15
Dominion General Discussion / What is your worst torture chamber?
« on: April 25, 2013, 11:10:23 pm »
I define a torture chamber as the number of Torturers you have to take between turns, while Curses are still available.

This was a 4-player game with the kingdom: Native Village, Pearl Diver, Pawn, Secret Chamber, Shanty Town, Caravan, Torturer, Apothecary, University, Familiar.

The obvious strategy is to use University to gain Torturers, and that is what the other three players did.  I opened Potion/Silver, and with $3P, chose Familiar rather than University, hoping to clog the Torturer engines by getting Curses out more quickly.  I wound up never getting a University, nor the $5 for a Torturer, but lots of Caravans for $4; as a result, the other players took all the Torturers, and played lots of them, torturing me and each other.

This led to one serious torture chamber.  In one round, all three of my opponents played University or Shanty Town with two Torturers.  Most of them took the curses to avoid destroying their own turns; I decided to take the discards (rather than keeping Caravan with three coppers, which might have been a Duchy), and after the third of six, I had no more cards to lose.

The three-pile ending was inevitable: with Torturers out quickly, and Familiars and Torturers exhausting the Curses, we had only one Caravan left at that point, and a University player took it to end the game.

The most successful player built a huge pile on his mat with Native Village, then took it all off the mat and played a megaturn for $9 and the sole Province in the game.  We were all sure he had won, but he wound up only tying me.  In order to build his deck, he had to take three Curses from Torturers as well as six from Familiars, and wound up with 0 VP.  I had only four Curses, and my fourth Estate gave me 0 VP as well.

16
Dominion Articles / Re: Haggler
« on: April 20, 2013, 06:21:51 pm »
Quote
Added.  Royal Seal is even better; Watchtower occupies a hand space which limits what you can buy, reducing the value of Haggler.
I'd go completely the other way. Generally, Haggler gets stronger the more you move towards engines and Watchtower is great engine bait.

Agreed.  Haggler works very well in building an engine, and Watchtower (with some type of village, particularly Hamlet) is a good engine component.  Haggler allows you to get Watchtower/Hamlet with just one additional copper.

But Royal Seal and Watchtower both work well for topdecking a combination, even when you can't build an engine; you can top-deck Expand/Peddler (Peddler costs $6 because of the Haggler, but expands to a Colony), or Province/Tournament, or Farmland/Remodel, or Gold/Counterfeit, or Bank/Venture, or Band of Misfits/Treasure Map.  The buying power of Royal Seal helps buy the expensive combinations, and you might buy Royal Seal after Haggler when you do not want too many terminals.

17
Dominion General Discussion / Re: Two Great Uses for Band of Misfits
« on: April 19, 2013, 11:24:57 pm »
I found another good use for Band of Misfits today: Baron.  If you have an Estate, Band of Misfits is $4.  If you don't have an Estate, Band of Misfits can be used for another purpose (in our game, Monument for $2 and 1 VP).  This eliminated the main problem with Baron: if you don't draw it with an Estate, it's useless until very late in the game. 

18
Dominion Articles / Re: Haggler
« on: April 16, 2013, 09:04:52 pm »
I think Watchtower should be added to the list of combos.  Yes, Watchtower can do this for any +Buy style card out there, but the nature of Haggler's gaining make the synergy exceptionally good.  During engine building phase, you can top deck 2 engine components ensuring a good next hand, mostly through pairing engine component that go together (e.g. KC/GM, Mountebank/TR, Smithy/Village).  It also helps during the greening stage in that you can continue top-decking gained engine components despite the fact that you are adding green to the deck.

Added.  Royal Seal is even better; Watchtower occupies a hand space which limits what you can buy, reducing the value of Haggler.

19
Dominion Articles / Re: Haggler
« on: April 15, 2013, 10:05:51 pm »
The article states that buying Apothecary, University or SP with Haggler will force you to take a Copper. This is not true. Aside from Ruins and Curses, you can take a $2 kingdom card. This latter point is worth mentioning because many players still get confused about how potion costs compare to non-potion costs. 2 < 2P.

Fixed; thanks for the correction.  Apothecary/Herbalist, for example, can be a good combination, but if there aren't any $2s, then the haggle is a disadvantage, and even if there are $2s, getting a $2 with a $2P isn't that much of a benefit. 

20
Dominion Articles / Haggler
« on: April 13, 2013, 09:05:23 pm »


Haggler is the better +Buy.  With +Buy, you can pick up an extra card, but must split your money; good cards with +Buy require a lot of money to get a benefit from the +Buy.  Haggler can get you a $4 and $3 with just $2 additional in cash, or a Province and a Gold with $6 additional in cash.  This works well with many different types of decks.

General Uses
Haggler reduces the stalling when you start greening.  You can gain a Gold or Grand Market with your Province, keeping your money density up, or gain a card such as a Laboratory which lets you play extra cards to compensate for the dead card.

Haggler works well with expensive cards, and the ability to buy them.  In Platinum/Colony games, if you have $11, you can get a Colony and a Platinum rather than needing to choose one.  If you have $7 and can buy a Bank or an Expand, adding a Gold makes for a much better deal.  If your hand is full of Curses and you need the Haggler to reach $3, the extra $2 card or Copper won't help much.

Haggler can also be useful for three-piling without losing VPs.  If you are trying to end the game on piles and the third pile costs $4 or less, Haggler allows you to buy the Duchy you want and still exhaust the third pile.

Deck types
In an engine, Haggler lets you pick up an extra component every turn, as long as you have components with different costs.  You can get a Village with your Smithy, a Worker's Village with another Haggler, an extra Haggler with your Gold, a Conspirator with your Bazaar, or a Hamlet with almost any purchase.  Multiple Hagglers, or Hagglers with +Buy, allow you to build the engine even faster.  When your engine buys a Province, you can pick up another engine card, keeping the engine tuned up; thus engines with Hagglers can start buying Provinces a bit earlier.

In a big money deck, keeping your money density up is important at the end of the game; gaining Gold with your Provinces and Silver with your Duchies helps keep your ability to buy more greens.  To get a mid-game benefit from the terminal Haggler, you need non-terminal $4 or $5 cards, as you don't want too many terminals in a big money deck.  If you don't want any $4 or $5 cards, then Haggler gaining Gold will only add another Silver, and turns with $4 will force you to buy a terminal unless you want Silver and Copper.  (With $5, you would probably choose not to play
the Haggler, or buy a Duchy and Silver.)

In alternate-VP rushes, keeping your money density up is even more important, as you will have more VP cards, and Silvers are enough for you to keep buying VP cards.  Haggler is best with Gardens and Feodum; not only can you gain a Silver with these cards to keep from stalling, but the Silver also increases the value of the VP cards.  You can also use it with Fairgrounds to get the $4 and $5 cards you are missing; the fact that you cannot take Gold as your extra card is likely to be irrelevant, as Fairgrounds decks do not need much Gold.  And even though it doesn't directly help Silk Road or Duke, those decks need a lot of VP cards, and Silver keeps them going.

Weaknesses
You cannot take a Victory card (except indirectly if Haggler gains Border Village), so Haggler is no substitute for a +Buy when you want three Provinces on one megaturn, and it doesn't help when the second card you want is a double-type Victory card such as Island.

You cannot gain two cards of equal value; this can be a problem if your engine components all have the same cost (such as Worker's Village/Caravan/Smithy or Bazaar/Laboratory/Rabble).  One-card engines (Hunting Party) may still work; you gain Hunting Party as your second card with Gold or Province, and gain some lesser card with Hunting Party.

Haggler doesn't work as well with Potion-cost cards, as the only less expensive cards are either other Potion-costs (and you cannot take Vineyard) or low-cost cards. Some combinations of Potion-cost cards will still work well, such as Alchemist/Apothecary, but Apothecary, Scrying Pool, and University will force you to take a Transmute or a Copper unless there are $2 kingdom cards.  (Vineyard is still worse, as Copper and Curse are the only cards costing less than it, but you have no need to play Haggler when buying a Vineyard unless you have a +Buy and are haggling the other card.)

And the card gain is mandatory; buying a $3 card with Haggler may force you to take a Copper if there are no useful $2 actions, and some engines with no card under $4 may be stalled if you must take a Silver with your $4.

Watch out for three-piling with Hagglers around, as the cheap piles will get taken.  If there are Hagglers but attacks are leading to weak turns, then $3 and $4 turns with Hagglers will exhaust the $2 and $3 actions.  And if there are high-demand $2 or $3 cards (Fool's Gold, Fishing Village, Lighthouse with attacks around), they will go quickly as second cards with Hagglers.

You do not gain additional extra cards if you Throne Room or King's Court a Haggler, but mutliplying the $2 bonus is still valuable, as the bonus can add to the value of your extra card, so this is not a major weakness.  KC/Haggler gets you at least a Gold and another Haggler, and with just an extra $2, it gets you a Province and another King's Court.

Openings
Haggler is a reasonable opening with a 5/2 start, although it isn't as good as the powerful attackers.  If the only $2 cards would conflict with Haggler (such as Moat or Secret Chamber), it's probably best to pass on the $2; if you need the $2 for defense, you should have bought the attack rather than the Haggler.  (Haggler/Lighthouse is still good, as they do not conflict, and you gain the defensive benefit from the Lighthouse.)

Councilroom says that the strongest opening, other than the obvious Chapel, is Haggler/Haven.  If you have both in hand, you can choose to use the Haggler this turn or next, whichever is better.

Synergies/Combos
Alternate VP, particularly Feodum and Gardens
Most engines
Non-terminals at $4 and $5
Royal Seal/Watchtower (to top-deck both parts of a combo)

Antisynergies
Megaturns without +Buy
Engines with all components at the same price
Potion-cost cards, particularly $2P
Powerful attackers (cursers, Ambassador) leading to weak turns

21
Dominion General Discussion / Re: Is Pillage a good opener?
« on: April 10, 2013, 11:30:16 pm »
I feel I should bring up multiplayer games, since no one ever does.

Being an attack, Pillager hits more people and is therefore better in multiplayer. If there's some particular card you're trying to knock out of opponents' hands (probably another attack?), you're much more likely to get a solid hit on someone when you have 3 possible targets. The thing is, you're also more likely to whiff against at least one player. So in that case, Pillager seems like a move to put yourself in the middle of the pack (the Spoils put you above the players you hit solidly). That may actually be a reasonable choice, if you're going last.

On the flip side, it's worse in multiplayer because it doesn't stack; it only discards from players with 5 or more cards in hand.

But the stacking shouldn't be too much of an issue; if an opponent Pillages you early when you have a Pillage in hand, he'll probably make you discard your Pillage, as it's likely to be your best card and this prevents the Pillage from hitting him back immediately.

22
Dominion Articles / Re: Article Request: Fairgrounds
« on: March 06, 2013, 09:42:57 pm »
Fairgrounds also works well in multi-player, because there are 12 available.  If you are one Fairgrounds player against two Province players, your opponents can't stop you from getting eight Fairgrounds unless they can exhaust the Provinces first, and eight Fairgrounds worth 6 each will match the Province players even if they split 8-4 (with none for you).  If there are two Fairgrounds players, each may get only six, and then the Fairgrounds players may need to three-pile the game before the Province player gets six.  (Unfortunately, Fairgrounds strategies are not good for three-piling.)

23
Rules Questions / Re: Outpost in my Outpost
« on: March 03, 2013, 10:33:29 pm »
If I play an Outpost during my Outpost turn, do I still draw only 3 cards at Clean-up, even though I won't be taking an extra turn?

This could be relevant if it's a Minion game and I Schemed my three best cards.

Another example: your last three cards are Fishing Village/Poor House/Poor House.  That's a guaranteed province, but only if you don't draw two more Coppers.

24
Dominion General Discussion / Re: Greatest Dominion moments 2013
« on: March 03, 2013, 10:16:23 pm »
Nice. Sounds like a riddle:

The Curse pile is empty. The only action card in your hand is Familiar. You play it, and your opponent winds up gaining a Curse. How can this be?

This has only one answer, as Masquerade doesn't cause your opponent to "gain" a Curse (for example, he can't gain a silver instead with Trader).

With multiple actions, your opponent could gain two Curses: Familiar draws Shanty Town, Shanty Town draws Ambassador and Familiar, Ambassador returns two Curses to the supply and your opponent gains one, and Familiar causes your opponent to gain another.

25
Dominion General Discussion / Re: Good second cards for Jack BM
« on: February 21, 2013, 09:15:08 pm »
Quote
If you open Jack/Silver for Big Money, you'll usually want to get a second Jack.

Not really. I think you should always look to the 5 cost cards in the kingdom so jack+markets, jack+witch, jack+margrave, jack+merchant ship, etc only need a second jack if the draws push you that way. Sound money strategies like jack+smithy and jack+monument will be stronger without a second jack too.

The reason I didn't do this in the actual game is that I never had $5.  There were good $5s (Library, Treasury, Lab), but I had either $3 or at least $6 every turn until it was Duchy time, so I wound up pure Big Money against the two engines.

Pages: [1] 2 3 ... 5

Page created in 2.058 seconds with 19 queries.