# Dominion Strategy Forum

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### Messages - Warfreak2

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1
##### Variants and Fan Cards / Re: Wording help for a workshop variant
« on: January 25, 2014, 07:59:49 am »
On Dominion cards, the phrasing is "Name a card". So it's "Name a card that is not a Victory card. Discard the top card of your deck. If the named card costs up to \$1 more than the discarded card, gain it."

While this doesn't say that "choose a card" is invalid, it strongly implies that it is. You corrected his valid "choose a card" wording by changing it to "name a card".

That "strong implication" is a fiction in your own mind. My statement makes no mention at all of validity-of-phrasing-on-Dominion-cards, which was a concept you introduced to the discussion. Nothing I said was false, and it's pretty darn silly to respond to "I think A!" with "I think A=>B, therefore I think you think B!". It's a simple matter of fact that Dominion cards use the phrasing "Name a card", to make any argument at all about that is totally ridiculous.

As for "what if nobody remembers whether the named card is a Victory card, and the card is not left in the supply?", then the card is not left in the supply so you aren't going to gain it anyway, number of problems = absolutely zero.

2
##### Variants and Fan Cards / Re: Wording help for a workshop variant
« on: January 25, 2014, 07:50:17 am »
I originally misread the card as "exactly \$1 more than".

3
##### Variants and Fan Cards / Re: Wording help for a workshop variant
« on: January 24, 2014, 01:43:17 pm »
So you are citing Band of Misfits, but Band of Misfits is one of the two most unusual cards in all of Dominion (alongside Possession), and needs to specify "in the supply" because no gaining takes place. Meanwhile, at least five published cards use the "name a card" phrasing (Rebuild, Journeyman, Wishing Well, Mystic, Contraband).

Contraband also shares the weird edge case of a particular chosen card being gained somehow (e.g. with Border Village, Haggler, Horn of Plenty, Stonemason or Farmland), revealing one underneath it with the same name which would then not be "the chosen card" but would still be a card of that name.

But sure, "choose a card" is a valid phrase to put on a Dominion card. What did I say that is false?

4
##### Dominion General Discussion / Re: Nonterminal percentage
« on: January 24, 2014, 01:26:22 pm »
If you get to play an action card without using one of your actions, then whatever allowed you to do that is non-terminal in the same sense as Throne Room, King's Court, Procession and Golem.

If Fishing Village only gave +1 Action on the current turn, but still +1 Action next turn, it would still be a village.

5
##### Variants and Fan Cards / Re: Wording help for a workshop variant
« on: January 24, 2014, 01:17:06 pm »
Edge case: you choose Gold, and discard a Tunnel, with five Highways in play (Gold costs \$1). Tunnel gains the Gold from the top of the supply pile, and then the particular card you chose is no longer in the supply.

What is false? That Dominion cards use the phrasing "name a card"?

Rebuild: "Name a card. Reveal cards from the top of your deck..."
Journeyman: "Name a card. Reveal cards from the top of your deck..."
Contraband: "When you play this, the player to your left names a card..."

What?

6
##### Variants and Fan Cards / Re: Wording help for a workshop variant
« on: January 24, 2014, 01:05:16 pm »
On Dominion cards, the phrasing is "Name a card". So it's "Name a card that is not a Victory card. Discard the top card of your deck. If the named card costs up to \$1 more than the discarded card, gain it."

It's not necessary to specify that it's a supply card, because strictly speaking you can only "gain" cards from the supply, unless specifically instructed to gain from elsewhere (e.g. "gain the trashed card" or "gain a Spoils from the Spoils pile").

Any particular reason you don't want to be able to gain Victory cards with it? Colony is never possible, and Province is only possible if you make a ridiculous gamble, or deliberately topdeck and then discard a good card, missing it this shuffle, in games with a \$7-cost (which aren't that often). I also think it's clumsy to specify that you're talking about the cost in coins of the discarded card, Potion-cost cards with costs differing by exactly \$1 are not very common and again represent a ridiculous gamble or a difficult topdecking trick.

7
##### Variants and Fan Cards / Re: How bad is too bad for a hand to be made by an attack
« on: January 24, 2014, 12:44:04 pm »
Sure, but in the meanwhile, I already have a headstart on greening, and I've been adding a Gold+Silver to my deck most turns so I have a fat deck with a high money density, which means I can just absorb a Curse per turn while I green. Any dud hands I get due to purple and green, I'll just take another Gold and I can at least buy an Estate, it could be worse. Curses taken later in the game hurt a lot less, and the game will likely end before I get all 10.

It's like facing a Torturer chain except instead of having dud turns while you try to avoid the Curses, you keep your Gold-buying turns and they come with a free Silver too. Also, it is more expensive than Torturer and doesn't draw cards to help your opponent play Midas multiple times in a turn to give you Curses faster.

8
##### Variants and Fan Cards / Re: How bad is too bad for a hand to be made by an attack
« on: January 23, 2014, 02:51:50 pm »
Interestingly, if Midas had a "or gain a curse" option (and cost 6 not to be strictly better than soothsayer), it would be strategically better to take the gold+hand  more often than not.

I doubt this is actually true.
Really? Often, buying a Gold was what you were going to do with your turn anyway.

9
##### Variants and Fan Cards / Re: Heir: The Victory Card with post-game choices.
« on: January 21, 2014, 06:36:06 pm »
So there are two things that happen separately: firstly, you do the trashing for each copy of Heir, then (remembering which decision you made for each Heir), you count the value of each card in your deck. That means the cards have state, and it's a bit counterintuitive if the choices are "do A and this is worth X, or do B and this is worth Y" but A and X aren't acted on consecutively.

10
##### Variants and Fan Cards / Re: Heir: The Victory Card with post-game choices.
« on: January 21, 2014, 06:08:29 pm »
I'm not sure what you mean.  I don't think of scoring as an event that is part of the game.
But it's not specified in the rules, other players might, and it's easy to imagine people arguing about whether they have to trash before or after scoring their Gardens. Scoring a card doesn't have to be "part of the game" if the trashing happens "at the end of the game" (i.e., not part of the game), scoring also happens at the end of the game, that's the same time, why can't I choose which order I resolve it in?

11
##### Variants and Fan Cards / Re: An Alt-VP card Idea
« on: January 21, 2014, 05:41:29 pm »
Garrison
\$6 - Victory
Worth 1 VP for every set of 3 action cards with the same name.

This may be too powerful as it is,
It's too weak; it's strictly worse than Vineyard, so a Potion cost is not possible. It's probably \$4, but besides not needing Potions, it wouldn't really play any differently to Vineyard.

12
##### Variants and Fan Cards / Re: Heir: The Victory Card with post-game choices.
« on: January 21, 2014, 05:27:00 pm »
The other problem is timing. In Dominion, when multiple things happen at the same time to the same player, the player chooses the order to resolve them in. Is "scoring a card" an event which happens at the end of the game, for each of my cards, or is there a "when you are about to score" event which happens before actually counting the score? Can I score my Gardens/Silk Roads before I start trashing things from my deck with Heir? If so, can I score one Heir (for Estates) before trashing another Estate from my deck? This could get confusing if Heirs can be worth different values even when I make the same choices for them.

13
##### Dominion General Discussion / Re: Other types of attack?
« on: January 21, 2014, 02:23:15 pm »
How could it not be worth buying? It literally bans your opponent from winning. Even if I can't draw my deck to play one every turn, I could just buy all 10.

14
##### Variants and Fan Cards / Re: An Alt-VP card Idea
« on: January 21, 2014, 02:12:14 pm »
Simpler wording: "Worth 1VP for each set of 5 matching cards in your deck."

15
##### Goko Dominion Online / Re: Did something good happen?
« on: January 20, 2014, 06:35:44 pm »
A forum where people like Goko? That would be new!

16
##### Advertisements / Re: BOXED, a new website for boardgamers
« on: January 20, 2014, 06:34:50 pm »
It shows me five games and each has a button to remove them from my collection, though I'm not sure why. It has box-back blurb for the games but the text does line-wraps in the middle of words li
ke this. I don't see the point, but I suppose it's not aimed at me.

17
##### Game Reports / Re: Workshop-Silk Road or KC-Saboteur
« on: January 19, 2014, 05:09:07 am »
Against workshop/silkroad, you actually don't need to double province. Once your kc/sab is up, your opponent won't maintain more than 11vp in his deck - 11 estates at max. 2 provinces is all you need, in total.

Edit: i guess moat complicates it, but not by much. Your opponent's deck will be too fat to reliably draw one.

18
##### Game Reports / Re: Wasit the Bot or was it me?
« on: January 18, 2014, 05:41:06 pm »
Rebuild makes the game much shorter if you do it deliberately. I doubt the bots were only trying to trash the Province pile, that wouldn't necessarily be a good idea anyway if they have each other to compete with. Also, in a three player game, there are 12 Provinces instead of 8, so it takes longer to trash them all (unless both Rebuild players cooperate, and it's a prisoner's dilemma). Ambassador also tends to make the game much longer, which is great for a Gardens player, besides the obvious reason of increasing his deck size.

Ambassador and Rebuild are each very good cards, but they really antisynergise - Ambassador wants to give away all your Estates, but Rebuild wants to turn them into Duchies. Also, Ambassador wars can take until turn 10+ just to hit \$5, whereas Rebuild wants to hit \$5 as early and often as possible.

19
##### Variants and Fan Cards / Re: Terminal draw Village
« on: January 18, 2014, 05:27:50 pm »
"Terminal village" is an oxymoron.

20
##### Variants and Fan Cards / Re: How many cards would be too many?
« on: January 18, 2014, 11:07:37 am »
I often find the different features of each village to be quite critical to the game. Except for Walled Village.

21
##### Dominion Videos and Streams / Re: WanderingWinder makes a YouTube Channel
« on: January 18, 2014, 08:19:26 am »
I'm not able to watch, it says "an error occurred" and then overlays that with "please stand by".

Edit: it works on my phone, for some reason.

22
##### Goko Dominion Online / Re: An attempt to determine what kind of behavior is badmanner and what isn't
« on: January 18, 2014, 05:17:07 am »
Do not ask for whom the bell trolls.

23
##### Dominion General Discussion / Re: Is Dominion dynamic enough?
« on: January 18, 2014, 05:12:06 am »
It's true that most boards have a dominant strategy; on those boards, yes, the hard part is identifying that strategy. But most is far from all, many boards do have a rock/paper/scissors dynamic. In 3+ player games, you also have phenomena like, "this strategy is the best only if another player doesn't play it too" and "this strategy is the best only if one other player plays it too". Complex tactical decisions occur in many games; just watch WanderingWinder's YouTube channel and see the kinds of decisions he has to make frequently. The potential for tactics appears more commonly in deck-drawing engines, where you can gain and play cards in the same turn. (That has strategic impact too, because you don't necessarily know in advance what attacks your opponent might play this turn.)

You're right that concealing your strategy usually doesn't matter; but especially on boards where there are multiple competitive strategies, it can be right to avoid committing to your own strategy until you've seen information about your opponent's strategy. Embargo often creates situations like that, where your opponent opens Embargo and your strategy is going to depend on what he Embargoes on turn 3/4.

24
##### Variants and Fan Cards / Re: Revised versions of published cards
« on: January 17, 2014, 12:25:08 pm »
To me pirate ship seems plently strong, especially with villages. Near the end of the game, you can easily be getting \$4 to \$6 or possibly even more from a \$4 cost card.
However, you have to play it as a do-nothing terminal for the first half of the game, which harms your own economy, and it even removes Coppers from your opponent's deck. Trashing your opponent's Coppers without even hurting his current hand, that's a big drawback. If your Pirate Ship is worth \$6, then you probably trashed at least 5 of your opponent's Coppers. Normally, he would have to buy a trasher (cost: one turn) and waste another few turns to get rid of those Coppers. (Of course, if there is a trasher, he can buy it and get rid of the rest of his Coppers, and then your Pirate Ships may never have anything to hit.)

25
##### Variants and Fan Cards / Re: Revised versions of published cards
« on: January 16, 2014, 07:12:21 pm »
Pirate Ship is already a weak card, I don't see the point in making it weaker.

edit: Oh, I see you made it a terminal Copper. Carry on.

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