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Messages - crj

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1
Dominion Articles / Re: Contraband
« on: June 21, 2018, 10:45:27 am »
On the contrary! For a mere $5 and a buy, you can force your more skilled opponent to tell you what you ought to be buying.

2
Thief and Pirate Ship are... not widely regarded as game-distortingly strong.

3
Other Games / Re: The Mind
« on: June 20, 2018, 12:21:44 pm »
Has anyone tried playing it with (other) musicians?

My assumption is that each round degenerates into counting 120bpm minims for 100 seconds. Or, if you're impatient and hardcore, 120bpm semiquavers for 25 seconds.

I know that even without any kind of reference, my absolute sense of time is accurate to within 3%. So consecutive cards would have to be spaced by about 30 for there to be any risk of collision. My feeling is that would happen rarely enough you could just spend a shuriken when it did.

4
Dominion General Discussion / Re: Kingdom Designs
« on: June 20, 2018, 12:08:22 pm »
I play almost entirely constructed kingdoms. One thing I'm very careful of is never to plan out my own strategy while building the kingdom; it would be deeply unfair - and boring - if I built a kingdom around combos I happened to know, or a sole dominant strategy.

One key advantage is that it's often quicker to construct a kingdom than to randomise. Another is that you can favour cards you don't think you've seen enough of recently.

But a major advantage is that you can tailor the kingdom to the players. Novices? Simpler cards. A slow player? Easy on the villages and cantrips. Not much time to spare? Include some obvious power cards and go easy on the attacks. If you're playing with people who demand the ability to defend against attacks, you can cater for them. You can even tweak the kingdom according to how much table space you have. (-8

5
Sorry - I forgot Exorcist was a Night card.

If it were an Action, the synergy with Gear would be rather stronger; as it is, maybe other things like Save and Haven which let you carry a card to your next hand are just as useful.

6
Hmm. Gear helps if you draw Estates but not Exorcist (save an Estate), Exorcist but not Estates (save Exorcist) or even when you draw an Exorcist dead with Gear (save Exorcist and an Estate). That's significantly better than alternatives such as Haven or Save. Nice!

7
There is a (large) middle ground between a big money strategy and a no-Treasures strategy.

Once upon a time, basic treasures were a common engine payload. And, to me, at least, basic treasures never being a good payload would be almost as boring as them always being a good payload.

8
I have literally never heard anyone argue that treasures as a class are worse.
Well, Awaclus did it again ^up there. And isn't the only person doing so on f.ds .

9
Dominion General Discussion / Re: Fix the worst cards
« on: June 19, 2018, 01:27:00 pm »
the rewards are not super impressive [...] but neither is the amount of effort that it takes — just play like 20 games every day and you'll become a top player within a year.
Uh... at 10 minutes a game, that's 200 minutes a day, three hours, 20% of your waking life, half your leisure time.

So no.

10
Making something a Treasure doesn’t automatically make it worse.
Personally, I agree with you. But I'm sensing some people don't.

The argument seems to be that cantrip money makes your engine run more smoothly by reducing the risk of drawing a dud hand. But then people seem to gush over non-cantrip virtual coin as well, so... *shrug*

11
Drat; miscounted.

OK, the second most different Treasures after the set called "Prosperity".

And Empires (a set apparently targeted at expert players) had seven different Treasures that can appear in the Supply, rather than starting hands.

My point was (and remains) that, if there is indeed a sentiment that Treasures shouldn't be bought by strong players, Donald X. doesn't seem to agree.

12
A trend I've noticed recently is for people on f.ds to look at, for example, Skulk and say things along the lines of "but you don't want Gold anyway in modern Dominion". The impression I get is that some people have decided Treasure-less engines are now the only game in town and you want virtual coin, VP tokens, gainers, etc. instead.

Once upon a time, Gold was just fine as an engine payload. Once upon a time, a key skill in the game - on a par with choosing when to start greening - was to balance your purchases of Treasure against Actions.

Is Treasure genuinely now playing second fiddle, or is this just groupthink, or hyperbole by a vocal minority?

I can't help noticing that Nocturne contains more kinds of Treasure than any previous set, as well as plenty of Treasure gainers. That suggests to me that Donald X., at least, thinks Treasures are still relevant.

13
Dominion General Discussion / Re: Fix the worst cards
« on: June 19, 2018, 10:17:34 am »
Consider this as a signal of "your point is noted but I disagree that f.ds should only be for people who are trying to get better at Dominion."
Even amongst people who do want to get better at Dominion, for most of us the game is a light-hearted hobby.

I started logging plays a couple of years back, and disregard online plays. I've played 247 different games. On the one hand, Dominion is my most-played game; on the other, that's still less than 5% of all my game playing.

Yes, I'd like to get better at Dominion. No, I don't want to devote a huge amount of time to that, let alone devote any non-fun time. No, I don't care about rankings, or winning tournaments, or any of that guff.

I suspect that in this respect I'm a more normal person than Awaclus.

14
Dominion Articles / Re: Contraband
« on: June 17, 2018, 09:11:17 am »
Relatively expensive cards that diminish in value over time isn’t really that special.
Contraband is still unusual: it's a cliff-edge, not merely a steep decline. If you bought an early Contraband because there were two expensive payload cards you wanted to buy in bulk and it didn't matter which you picked up on Contraband turns, when you start greening Contraband doesn't just diminish in usefulness, you can never play it again. Suddenly, you'd rather have Ruined Market!

15
Dominion General Discussion / Re: Fix the worst cards
« on: June 17, 2018, 09:07:15 am »
This board doesn't chase new players away, it causes them to improve at the game to the point where they can no longer be considered new players.
I liked it more back when theory et al. were posting enthusiastic commentary on interesting combos I was excited to try.

Nowadays, it's just you explaining over and over again that being good at Dominion is the opposite of having fun.

16
Dominion Articles / Re: Contraband
« on: June 15, 2018, 07:39:56 pm »
almost everything synergizes with TfB in the way Contraband does.
I'd say Contraband is special in that it's not cheap, and its usefulness drops off dramatically. Being able to recover your investment is particularly important.

17
Haunted Castle, Embassy, Governor, Messenger...

Even Council Room or Lost City, at an inconvenient moment!

18
Dominion Articles / Re: Contraband
« on: June 15, 2018, 12:47:13 pm »
Other points which occur to me:

Contraband interacts especially badly with virtual coin, because you have to reveal this turn's spending level before something is banned. If your spend comes from treasures it's harder for opponent to guess.

Contraband is better when there's trash-for-benefit. I've found it can be fine as an affordable early accelerator for picking up engine components, if it can be turned into something with fewer limitations before the endgame.

19
Dominion General Discussion / Re: Fix the worst cards
« on: June 14, 2018, 01:31:04 pm »
I  (largely deliberately) don't have Alchemy.

From the other sets, the cards I leave out as making the game less fun in one way or another are Saboteur, Fool's Gold, Rebuild and Fool.

The occasional sucky card is fine - people don't have to buy them!

20
Dominion General Discussion / Re: Fix the worst cards
« on: June 13, 2018, 11:28:52 am »
As long as we're on the subject of Transmute, a change that might be fun would be to let the card trash other Transmutes for a strong benefit
If - if - the card was fixed enough in other respects for something like that to be worthwhile, I feel it would be more interesting to make it a benefit for trashing any potion-cost card.

21
Dominion Articles / Re: Settlers/Bustling Village
« on: June 13, 2018, 05:05:23 am »
Interesting article, if only for putting into coherent words why I've always found that pile a little lacklustre.

A couple of minor points: I'm not sure it's realistic to compare BV drawing Settlers so favourably cost-wise with Lost City. BV-drawing-Settlers doesn't cost $5; it costs $7, two buys and an extra card in your deck. Also, in considering the value for money of a BV that's not drawing Settlers, it may be worth comparing with Port, which achieves the same effect for $4 plus an extra card in deck (which may actually be a good thing, since either copy could suffice to get your engine started).

22
Dominion Articles / Re: Ghost Town
« on: June 09, 2018, 09:35:25 pm »
As a stylistic point, it's probably better to avoid using the first person in this kind of article. "In my experience", "I usually prefer", etc. don't read well.


As a more substantive point, I'd say one killer use for a Ghost Town is as a turn 3 purchase when you bought terminals on your first two turns and drew neither of them on T3. Even if neither of the terminals gives you any draw, buying a Ghost Town gives you a 6/7 chance of getting to play both on T4.

Although there's still a risk (15%) of drawing both on T3, having the Ghost Town option available if needed is enough of a help that it could tip the balance in favour of buying two terminals when you would otherwise open something like terminal/Silver.

23
Dominion General Discussion / Re: Favorite/least favorite Landmarks?
« on: June 08, 2018, 11:59:11 am »
I have a soft spot for Tomb.

Although superficially it is indeed rewarding you for something you want to do anyway, in a kingdom with strong trashing what it really rewards is accumulating junk to trash, and cycling things through trash for benefit as hard as possible, even when there's no actual benefit. That can lead to memorably silly and unusual games.

24
To state the obvious: when going for the tree layout, you can overlap the cards so that only the names are showing. That's about as space-efficient as anything else I've seen.

25
Dominion FAQ / Re: Counterfeit Clarification
« on: June 04, 2018, 09:50:22 pm »
Spoils will not ever go to the trash in this case.
Just for the sake of clarity, Spoils can end up in the trash. Just not like that. (-8

For example, you might end up trashing one if attacked with Bandit.

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