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Messages - Jerk of All trades

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1
Dominion General Discussion / Re: How do you play this kingdom?
« on: August 22, 2014, 01:52:03 pm »
There are a number of cards that I simply wont play with in a game with more than 4 people: Torturer, swindler, cutpurse, and  sometimes ghost ship.  Because if you get hit by 2-3 of each per turn, or ghost ship every turn it makes the game almost unplayable.

I think your experience is a bit poisoned by the terrible AI in Androminion.  They simply dont have many good preprogrammed strategies, other than one of the bots that plays minion fairly well and another bot that plays big money + x.  In a game with real players, and soon as one person opened swindler, they other 5 probably would also open double swindler, and you'd end up with a completely luck based game with swindlers, estates, curses and fortune tellers gone by turn 8. 

2
Goko Dominion Online / Re: Prince playtested on playdominion
« on: August 08, 2014, 07:57:30 pm »
I already have finished all adventures and spent all of the shields on promo cards.  It's going to really suck if there's no way for me to get this card.  (although, I currently don't have walled village or stash for the same reason.)

3
it's much faster, you instantly win every game.

4
Goko Dominion Online / Re: Skip the Adventures code
« on: May 21, 2014, 11:20:18 am »
So, I did this last night and beat every adventure.  However I found that I ended up with only 364 shields and was only able to buy 3/5 of the promos.  (I own every expansion and paid the 500 coins for the last adventure in every expansion).

I'm also #4 in hte world in Adventures :o :-[

5
Rules Questions / Re: Haggler/Black Market
« on: December 18, 2013, 03:35:38 pm »
Is there a quick way to get "sheilds"  It seems like you have to win 50 boss battles, which means winning like 200 normal adventures to access the boss showdown.  This takes forever :(

6
Dominion General Discussion / Re: herald is so good
« on: December 02, 2013, 06:37:39 pm »
IMO herald is a fairly weak 4.  You'd never open with it, because then it's a cantrip with a low chance of doing anything other than replacing itself. and later on, unless you have an insane amount of deck inspection or trashing you will still miss actions with it.

Very skippable most of the time.  Even in a village/smithy style engine deck, most of the time I'd just rather have another smithy.

7
Game Reports / Re: What Makes 3 Player Games Interesting
« on: November 21, 2013, 05:29:02 pm »
This happens a lot with cursers like sea hag as well. If 2 people get 2 sea hags and 3p skips it for silver, you end up with curses split 5-5-10, but each of the 5s have 2 dead actions. meanwhile each of those sea hag plays could have been a silver.

Also, I love how 3p is 4 provinces per person. 4p can be so frustrating.  It comes down to 1p advantage and draw luck so much of the time, and without attacks most games will end in 10 or 11 turns.

8
Hearthstone / Re: Has anyone learned Hearthstone yet?
« on: October 22, 2013, 05:39:21 pm »
Been in the Beta for quite a while now, it's fun, but there are a few problems:

1) The game is totally pay-to-win. There are 3/2 (cost 2) cards with no special text and cards with identical base stats but potentially VERY powerful abilities. (Knife juggler I'm looking at you).  The game claims to have match-making based on player level, but numerous times I've used my mostly-base cards deck and been slaughtered by custom decks with units that are strictly superior to my own.

2) If you decide to "earn" cards/gold by playing and questing, almost all of the quests require winning against other players. And you only get gold for wins. So before the last wipe I was totally frustrated.  I had crappy cards, and couldn't complete any quests or get any gold/wins because I lost probably 4/5 games I played.  After the wipe, things have been better, fewer decks with all rare cards.

3) The game is EXTREMELY luck based.  There are some cards that can be useless or totally game breaking depending on a random roll of the die. Instantly gain control of a random minion, or play a random minion from your opponents deck.  And, largely the game is all about getting the right counter-card at the right time. And quite a few games come down to luck, with just a little skill. There are 3 card combos that can do 20 damage before your opponent can even react.

9
Game Reports / Re: Is Rats-Bishop a Thing?
« on: October 14, 2013, 05:28:30 pm »
Priority here is winning the hunting party split, and avoiding an early bishop.

Once the HP are gone, haggler a bishop and start in on the 15 point turns (buy colony + bishop a platinum + haggler a free platinum)

10
Help! / Re: How do you play Feodum/Wharf/Tournament?
« on: October 14, 2013, 05:17:49 pm »
Tournament is a great 4$ card, and becomes much much better if your opponent plays a strategy that wont get provinces. Alt-vp is a big trap on a tournament board.  Your wives fairgrounds were a nice kick to the face but should could have beat you easily just focusing on Province.

11
Power Grid General Discussion / Re: 5P game: removing plant 17?
« on: October 10, 2013, 03:18:17 pm »
This has always been my biggest complaint with Power Grid. So many of the early game plants are so terrible they need to be immediately replaced a turn or 2 after buying them.  And if you buy one of them and a lucky spike causes one of the low value 4s or 5s to pop up you give another player a huge advantage.

And yes, the 17 is beyond terrible. There's almost no way it can end up paying for itself.

12
Rules Questions / Sir Vander and trashing multiple times
« on: October 08, 2013, 06:38:55 pm »
I'm curious if Sir Vander can be trashed multiple times in one play to gain multiple golds?

Like if I king's courted  Sir vander and trashed multiple Knights, Or if you were in a 4 player game and 2 opponents trashed Knights.

I'm assuming it just gets trashed once, and then you "lose track" and cannot trash a second time.

13
probably too good.
Meld > score > achieve is basically a 3 step process to win.  If you shortcut that process I think it would change a lot of things.

Currently there are many ways to stop somebody from achieving by attacking their score pile or somehow removing their ability to score.  Dropping their score to 14 so they cannot achieve 3 is useless if they can just score a card from hand.

14
Game Reports / Re: I finally got KC/Bridge!
« on: September 27, 2013, 05:36:37 pm »
I would have completely skipped shanty town here. It really really hurts you most of the time when you played it.

You also had too many bridges, the object of a KC/bridge game is to just get Kc/Kc/bridge/bridge/bridge. With counterfeit trashing you can pretty quickly streamline your deck to get the end-game combo long before turn 20, even with ghost ship in the game.

This is how I'd play it:
3$ buy silvers (counterfeit these to get king's court)
4$ buy spies and 3-4 bridges (dont get more than 2 bridges until you have a KC or 2)
5$ get a couple counterfeit, then a couple ghost ships
6$ buy a gold or 2 to counterfeit
7$ get 3-4 KCs, this should be your #1 priority, even with 6$ and a bridge in play

Then just pray for a KC,KC,ghost ship hand, that should be enough to end the game if you've been able to trash most of your treasure.

When your opponant plays ghost ship, if you cannot get to 7 with any of your 3 card combos, stick the best cards back on top of your deck.  Getting to 7$ multiple times early will make or break you.

15
Innovation General Discussion / Re: Cities! :O
« on: September 24, 2013, 01:48:31 pm »
One City drawing solution is to make it optional. At all times if you were to draw a card into hand, you may draw a city of the same value instead.

A lot of the other city drawing rules have resulted in games with both players having massive hands, making bicycle and some of the hand stealing/attacking cards far too powerful.

16
Innovation General Discussion / Re: Cities! :O
« on: September 03, 2013, 07:31:10 pm »
Also, shouldn't the players get a city from their initial meld? Consistent with one of the cards being Echoes when those are in play.

I thought that too, but I think it says, when you take a meld action.  The initial meld is not an action.

17
Innovation General Discussion / Re: Cities! :O
« on: September 03, 2013, 05:52:15 pm »
I personally liked most of the old rules.  The attacks didnt work. Annex was too good, and many of the others were just terrible.  For example, if you had triple the icons of a city, well, that city wasn't very useful in the first place. Who cares if it destroyed, thanks for the free draw action!
The cit draw rules also were annoying, after you played the second card of an age, you had to play a city, or you just keep drawing cities.

I have not played with the new rules yet, but the flute example doesn't look quite right.  Plus splaying is already pretty strong in 8 or 9 achievement games, why make it even stronger, giving a free draw?  At the very least change it so you have to splay in a new direction, so you could still spam a combo of like, flute and a splay right. But no abusing flute or one of the other splayer dogmas.

I don't think the "new color" rule for drawing cities is good either. It gets you some early cities, but soon is useless, so the only way to draw cities after a while is by splaying, or re-splaying a color?

Here's a few other city drawing mechanics I thought of:
1) once per turn, remove a top card from the game, draw and meld a city of the same value
2) IMO, The old meld 2nd card of a value, draw a city worked. But to get more cities you could change it to: Any time a card is melded (even via dogma or inspire) if exactly 2 stacks have a top card of that value, draw a city of that value.
3) If you take a meld action to meld a card with a value different than all of your other top cards, draw a city of that value. (this would actually hurt many of the draw-and-meld tech up cards that are already quite powerful.)

18
Innovation General Discussion / Re: Cities! :O
« on: August 28, 2013, 05:55:54 pm »
I'm loving cities, it adds a LOT of options and strategies.  The new options to tech-up and splay are amazing.  Too often I've been stuck, unspayed, at level 2, or level 6 with all of the good tech-up cards gone, and my opponent at level 5.  and I just keep drawing and drawing.  now I can meld 2, 2s (get a free city).  And draw cities until I get a + or even better a ++.

Play ++ (draw 2 next level cards)
Meld 2 next level cards (get a free city)
....
Profit!

19
Game Reports / Re: Non-Luck
« on: August 21, 2013, 04:58:45 pm »
woooowww, Counterfeit and 4/5 of your golds for the final turn double province, that's just about the luckiest turn I've ever seen.

20
Game Reports / Re: The Trashing Kingdom (No Log)
« on: August 21, 2013, 04:51:53 pm »
I like Polks plan.

I'd go salv, then going for a duchy split and salv those duchies into provinces, taking cities over dukes once the duchies run out.

If he leaves duchies uncontested, obviously go duke.

21
Dominion General Discussion / Re: Best Randomizer App?
« on: August 14, 2013, 02:28:29 pm »
http://dominionsetgenerator.com/

works great on my 2 year old android.

By far the most options and control I've seen.  And it will also bias created games toward "fun" games. (different types and values of cards, rather than being totally random)

22
Dominion General Discussion / Re: Dominion School: Basic Knowledge
« on: June 25, 2013, 04:35:03 pm »
discard or lower hand size plus draw-to-x cards
(FV, watchtower, festival, oasis, Library, etc)

23
Dominion: Guilds Previews / Re: Preview #1: Baker
« on: June 03, 2013, 06:58:10 pm »
I feel that this card will be a fantastic opening buy (since you are guaranteed 5$) in games with other 5$ power cards or combo cards.  Especially starting with 1st player advantage.  Because it allows you to use/hoard the exact amount of currency you need to get the card you need without overspending.

There are many, many 4$ and 5$ cards that are worth overpaying for.  But each time you overpay, you put yourself at a disadvantage vs a player going for a similar strategy. It's rough when you are playing a game with Jack of all trades, but open 5/2 and never draw a 4.  Or you see an amazing apothecary combo, and never get a 4. (Who wants to overpay for a potion, ughhh).  Baker allows you to be strategic early as well as the province phase. I'd argue it's more valuable to bump a 4$ silver turn into a wharf or ghost ship, than bumping 7$ into a gold.

I've lost many games with powerful 5$ and 4$ cards because I'm constantly pulling 6$ and 3$.  There are times where even on turn 5 of 6, a silver would be slowing down your deck, so 3$ hands are just about the worst thing you could possibly draw. (minion, scrying pool, lots of discarding attacks).

Baker is like insurance, that you are going to get the exact amount of money you need to get your deck rolling. It reduces bad luck and swing, a perfect opening card if you already have 1p advantage. Fantastic combo with wharf/BM, embassy/tunnel, Haggler BM, minion engines, anything where there is a clear extremely powerful strategy and you are worried about a bad string of 6$/3$ splits, or those dreaded mountebank games where it seems like you never get to 5 or 6$

24
Necropolis, Nomad Camp, Hamlet, Watchtower, Copper

Yeah, but that is very board dependent.  I guess with shelters, nomad, hamlet, and watchtower, you have a pretty great draw engine already setup. But the result of that turn is probably just 7-8$ and 3 buys. Good, but not as game breaking as some of the perfect trashing/attacking third turns.

I'd also add Lighthouse+ minion + 3 estates and a great 3rd turn hand.

25
mmm, yeah wharf + chapel with an early gold is pretty beautiful. It'd end up like my perfect remake draw. Without some sort of attack counter, or equal luck, the rush to provinces would be very easy.

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