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Messages - ipofanes

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Star Chart is overrated. It should be with Scheme, the two cards do mostly the same thing.

Comments like these suggest how many players assume they can draw their deck each turn. Both cards guarantee to give you your favourite card next turn, yet one of these offers the choice out of your whole deck, even mid-turn.

Game Reports / Re: Temper Tantrum
« on: February 13, 2019, 07:35:43 am »
I have very limited exposure to the other expansions.  In this game I tried to be deliberate and methodical in strategizing - long-term and hand-to-hand - in order to minimize my chance of overlooking combinations, subtleties, nuances, etc.

I would guess your style of play will elicit similar reactions around your opponents, who will want to play the game with a whimsier approach. You made it very clear at the beginning that you were about to take a thinkier route, which is great, but be aware that this style of play is not for everyone.  Unfortunately the interface has no time control, and time taken for turns is not a matching criterion, so we are seeing these kind of encounters more often. I have been on both sides of this (including my oppponent falling asleep) and while I think you did nothing wrong regarding manners (and opponent did a lot wrong), both sides could have been more outreaching. In the way that he could have said "Look, this is not what I expected nor enjoy, so either you try to speed up or I'll resign".

Glad to see meaningful comments again with the rankings!

Pearl Diver (or any other Cantrips) not only increases number of Action played for Peddler and Conspirator, he also increases variety for Horn of Plenty, Masquerade, Imp and Conclave, and is an emergency target for Throne Room and King's Court, not to forget for Herald.

Advance also shines with Squire if there's a more powerful Attack in the Kingdom.

Let's Discuss ... / Re: Let's Discuss Renaissance Cards: Lackeys
« on: February 07, 2019, 10:59:12 am »
Not tried yet, but they should play well with the Page line. Lube the path all the way to Champion, after which they become Lost Cities.

This should exist for Lookout.

Variants and Fan Cards / Re: What are your most hated official cards?
« on: January 29, 2019, 07:53:31 am »
But in order to load up on pages to play warriors you need lots of free Actions. Hence, Champion.

(italicised text inserted)

Hireling / Changeling

In the particular game it turned out to be less successful than I expected it to be, but once Hireling is in play you are guaranteed a Hireling for every Changeling (which I got in lieu of Silver for my Lucky Coin).

Variants and Fan Cards / Re: What are your most hated official cards?
« on: January 29, 2019, 03:54:33 am »
Diplomat is one of my favourites as a hand-management challenge in the line of Cursed Village or Menagerie, with an enabling reaction part.

I think I hate Scrying Pool most as it leads to long turns with dragging interactions.

Dominion General Discussion / Re: The Dominion Cards Lists 2018 Edition
« on: January 29, 2019, 03:02:55 am »
I've finished all the by-cost card rankings, but the "all cards" ranking is just kind of absurd.  I really don't want to rate Tournament against every starting from the bottom.  And then do the same with Mountain Village.  And then with Border Village.  And then with Black Market...

My humble understanding about sorting algorithms tells me that once you have achieved by-cost rankings, you are 90 per cent done with total ordering.

Dominion Online at Shuffle iT / Re: Missing auto-plays
« on: January 25, 2019, 03:20:36 am »
If Advisor/Envoy doesn't draw Action cards or there are no Actions/Villages left to play them, discard the costliest Treasure.

Dominion Online at Shuffle iT / Re: Monastery + Sewers
« on: January 24, 2019, 03:20:58 am »
Then you would break the instructions of Lookout, which explicitly reads "Discard one of them. Put the other one on top of your deck." But this would be in line with "do as much as you can" and the triggered effect taking precedence. How about Watchtower effect? Would I be allowed to trash Mountebanks Copper with Sewers and Curse with Watchtower instead of both with Watchtower? Does it matter? (Edge case challenge.) How would same-place-Sewer react to Swindler, Giant, and Knight attacks?

I tend to think that Sewers as is is better and less confusing, even if the current version seems to have confused you..

Dominion Online at Shuffle iT / Re: Monastery + Sewers
« on: January 23, 2019, 11:51:36 am »
"Place" would be a new concept in Dominion rules, so I am getting my Occam's razor ready. Meanwhile, I prefer to trash a card from hand rather than from a Kingdom pile after Lurker.

Dominion FAQ / Re: Playing with 8P
« on: January 23, 2019, 08:10:06 am »
To my mind it assumes party-game-like traits above a player number of 6. Hilarious nonwithstanding, but tactic plays less of a role.

Dominion Online at Shuffle iT / Re: Slow-Playing Detection?
« on: January 22, 2019, 03:29:18 am »
In online Chess or Go, time control is normally exerted by variants of total time and time per move (normally added to total time). In Shuffle IT, time control applies to the maximum time per move. This is useful to penalize people who rage quit or got distracted  by a different browser tab or by the world out there. In pre-digital age, there were experiments on controlling time differences (by a pebble in a viscuous fluid that, by pressing the clock, would be tilted away from the player currently taking their time. I think a time difference mode (with optional force resign still in place) would solidly weed out slow-playing individuals but would also affect slow thinkers, who I confess to be one of (at least have been called out for it several times by juvenile-sounding opponents). A time-per-move profile as an additional matching criterion might be a good idea.

I think force-resign after a total time difference of 5 minutes, combined with playing speed matching, would tackle most of the problems.

Dominion General Discussion / Re: Interview with Donald X.
« on: January 16, 2019, 04:30:55 am »
I am really amazed over how the game is balanced, for instance in ways the Journey token has about similar significance for all applications (so there's no no-brainer strategy to get Guide only for preparing the next Pilgrimage) and in that Lurker warps but won't break the game. How Old Witch is a thunderstorm to your deck and a soothing Sun afterwards, how Saunavanto nets actions during midgame with little payload and loses the draw-your-deck ability once payload is added.

Dominion General Discussion / Re: A good two-colour kingdom?
« on: January 15, 2019, 10:10:07 am »
Hmm, with Island very slow "trashing" so I would forgo Fool's Gold, no attack so I would not spam Caravan Guard. Guess I'd go for Big Money and Mill/Tunnel, possibly open Mill/Silver, go for Mill with $4 and $5 and buy Crown later in the game.

Dominion General Discussion / Re: Interview with Donald X.
« on: January 14, 2019, 04:50:04 am »
While we're on the subject of strange treasures, am I the only person bugged by Fortune saying "x2" in the corner instead of "2"? Lower-case X and a multiplication sign are not the same!


If you think that's bad, don't look too closely at your Curse cards.

What's wrong with the Curse cards?

They cost you -1 each and they clog up space in your deck that could be better occupied by more useful cards, or by nothing at all.

Some people consider them worse than Silvers.

Dominion Articles / Re: The Top 20 Best Designed Cards
« on: January 07, 2019, 05:41:18 am »
Even understanding that you saw the itch of a bad end-of-turn draw needing to be scratched and you didn't want another tavern mat card in your list, to my mind Transmogrify is even better designed than Guide. Making possible to easily collide Treasure Maps or Urchins after proper setups without unbalancing the game must have taken a lot of playtesting.

Dominion FAQ / Re: Distant Lands + Triumphal Arch
« on: January 04, 2019, 08:57:39 am »
Distant Lands go well with Innovation. As they don't do too much for your deck, they can (and in case of Triumphal Arch should) be part of a threepiling strategy. Depending on how the other piles affect your engine, you could go for Distant Lands sooner or later (that is, sooner than Pearl Divers and Stonemasons triples and later than Peddlers).

In a 3-player IRL game today, I passed a Province when someone else played Masquerade in order to have all unique cards in my hand for Menagerie to kick off my engine so I could buy the last two Provinces. Otherwise my engine would have stalled that turn.

How confident were you that you weren't going to get passed a duplicate?
Maybe Duplicate wasn't in the kingdom. Also, LibraryAdvernturer could have trashed it if passed.

Dominion Articles / Re: The Top 20 Best Designed Cards
« on: January 02, 2019, 10:53:59 am »
I love juxtaposing your praise of Tomb with this (mame) lukewarm initial reaction.

In a game yesterday, while KCing Treasurers, after I had left all Copper behind and the key was mine, I untrashed-trashed Coppers for the few extra Tomb VPs.

Dominion Articles / Re: The Top 20 Best Designed Cards
« on: January 02, 2019, 10:47:29 am »
#12 - Golem
A lack of theming is a criticism that gets levelled at Dominion, but Golem is brilliantly thematic.
Funny how you mention theme here after mentioning Storyteller without a nod to the theme, while I found the "continues telling as long as people are throwing coins" bit so compelling.
This card's name, artwork and mechanics all tie together perfectly.
Agree about the artwork. This is Drew Tucker level.

Patron in the Black Market gave me a coin to my $3 but would not accept it to help buy him.

Dominion General Discussion / Re: Homage to the Best Card
« on: December 19, 2018, 04:02:13 am »

I always look for uses of Secret Passage, if the returned chaff can be dealt with by a Wandering Minstrel, Border Guard, Hunting Party, Scout, what have you.


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