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Messages - faust

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I have a plan.
Oh, I would like to have that.

Before Priest, how many ways were there to generate $ during your buy phase? Was it just +$1 token on Crown/Plunder/Rocks?
Well, almost all Treasure cards :P

The unique thing Priest does is generate $ after you have already bought a card in the same buy phase.

Recruiter / Fortress. Awesome Engine or just Village Idiot on steroids?
Just played that, I ended the game with 25 Villagers. There was also Priest...

Priest would be broken with Watchtower and Travelling Fair. If you play two Priests and have a Watchtower in hand, you can alternate between buying Travelling fairs and Coppers (then curses) for a net gain of 112 coins, giving you more than enough money to buy all the provinces.
The worst thing about this is how extremely tedious it would be to actually play out online.

Scholar is like Professor Oak from Pokémon, which is cute.
I had to squint a little, but I can see it now!

I've just noticed that 1 Scheme and any number of Mountain Villages would be self-sustaining:

Start your turn with a Mountain Village in hand. Cascade through playing and drawing all the Mountain Villages in your discard pile. When you play the final Mountain Village, draw Scheme and play it. During clean-up, topdeck one Mountain Village.

That's not overpowered. It might not even be a winning play. But messing about with these new cards is going to be so much fun!
This only works if you have at least 4 cards left in your draw pile at the end of your turn, so you don't cause a reshuffle.

Wow, the rest of turn part for Priest stacks. KC-Priest in at the beginning of a normal turn becomes "+$12. Trash your hand."
Priest combo decks are hilarious. My favorite so far is Priest-Mint (with +buy).

A guaranteed triple Lab via Seer after a 5/2 opening looks game-breaking crazy. If there is a junker at $5 you want Seer even more and if there is a trasher at $5 chances are extremly high that you can get it after the first shuffle.
Seer can't draw Coppers...

EDIT: Ninja'd

Simulation / Re: Non transitive challenges - 2nd Edition
« on: September 24, 2018, 07:24:01 am »
I feel that there should be some rule that disqualifies a triple (A,B,C) if there is a strategy D that beats all of A, B, C on the same board.

It's funny how Experiment is just Expedition turned into a card and they share the first 4 letters.

Hm, those Lab variants seem not too interesting to me, but, Mountain Village, Priest, Scholar are all rather exciting.

Random art complaint: It's nice that we get an equal share of female characters now, but I dislike the tendency of portaying them young and attractive. Here we have two old dudes and two younger women.

Puzzles and Challenges / Re: Easy Puzzles
« on: September 22, 2018, 04:57:11 pm »
I have another easy one. Although the Curse tile is empty I play a Sea Hag for a win. Why? Hint: It has absolutely nothing to do with Peddler, Leprechaun, Library or any other Action card interaction.

Well, i’d say you discard opponent’s tunnel and they accidentally take a gold with Bandit Fort, but i feel there’s another answer

If Sea Hag has to be the last thing to resolve before the win, then I don't really see another solution. If not, then there are tons - Swindler, Chariot Race, but also just discarding the opponent's Village to cause a dud for them.

It may also be
- something that cares about shuffling
from Renaissance.

Variants and Fan Cards / Re: Inheritance fix
« on: September 21, 2018, 10:01:19 am »
Well it leads to some unintended behaviour, like being able to play your Estate T1 and trash it with Bonfire.

Rules Questions / Re: Anything needed for Empires?
« on: September 21, 2018, 04:34:32 am »
Enchantress 4: Timing - If a player plays an Enchanted Attack card, Reactions and Urchin will trigger first, as normal.
Now how do you get to play an Enchanted Attack card while having Urchin in play? (There may totally be a solution for that puzzle.)

Dominion General Discussion / Re: Dutch Nocturne is 'expected'...
« on: September 21, 2018, 03:38:45 am »
On a tangent: How do you use "every other" in English so that it doesn't take the meaning of "Every other Wednesday I do sports"?
You could always say "all other things" rather than "every other thing".

Mafia Game Threads / Re: f.ds Mafia Language Reference Guide
« on: September 20, 2018, 10:21:41 am »
I think this should not be discussed in here any further as I believe it refers to an ongoing game. If you are unsure what a player means in an ongoing game, it is better to ask them directly in that thread.

Mafia Game Threads / Re: f.ds Mafia Language Reference Guide
« on: September 20, 2018, 09:31:40 am »

What is WV?
Not any standard abbreviation that I am aware of.

Mafia Game Threads / Re: f.ds Mafia Hub
« on: September 19, 2018, 02:43:21 am »
I read the first one (Justice?).  It was heavy.
I think the subsequent ones are easier reads because you're already familiar with the universe and also they don't have separate timelines.

Rules Questions / Re: Pilgrimage With Split Piles
« on: September 18, 2018, 11:18:40 am »
Yeah, I don't think there are other cards like this, where you choose several cards first, then gain them. But Dz is right; you choose the order. So it would be dumb to choose to gain Plunder before Encampment.

Edge case: you remembered after choosing your 3 cards, but before gaining them, that Wolf Den was in the game.
How is this an edge case? You need to have copies of Plunder and Encampment in your deck already in order to be able to choose them...

Exactly... so you don't want to get a second one. By choosing to gain Plunder first (and failing to do so), you don't have to get a second Plunder.

Dominion Articles / Re: Chariot Race
« on: September 18, 2018, 11:12:05 am »
I would blame it's low skill factor on the luck that is involved with playing it. Because the winner gains 3.7 CR and the loser 3.2 CR on average. If 3 was the correct number to aim at, you'd rather expect the 3.2 CR player to win more. It's actually 50% of the games when the better player gains up to 3 CR and 50% where they gain at least 4.
Maybe we are gaining too many, but then I'd rather have some example with a more realistic deck.
The example was not supposed to be related with the number 3 in any meaningful way, it's just a "not too many" caveat. I may do a more realistic example, but more realistic also means more complicated and harder to follow. It's always a trade-off.

Also, if the current meta is that you need to win the split, then of course the player with the better deck will win then split and the fact that they have more Chariot Races may be a result of them winning rather than the cause.

As always, there are multiple ways to interpret the given data. Surely randomness also accounts for the low skill factor, but that alone isn't it I think. Magic Lamp is also very luck-dependent and still Secret Cave has one of the highest skill factors in the game.

Dominion General Discussion / Re: Dominion Log Statistics
« on: September 18, 2018, 11:00:30 am »
Another surprising bit of data: Tax has a completely average first player advantage.

Dominion Articles / Re: Chariot Race
« on: September 18, 2018, 10:54:41 am »
Since I was just looking at markus' statistics, I went ahead and checked out Chariot Race.  Among highly ranked players, if they gain at least one Chariot Race, the average number gained is 4.  So if you need a rule of thumb, I would place it higher than 3.
Well if you look at those statistics they also state that Chariot Race has one of the lowest skill factors in the game, which I think indicates that optimal play is not that well understood yet.

I do agree that this particular rule of thumb may not be the best as I don't really have much in terms of solid facts to back it up. But making bold statements certainly helps encouraging discussion, so I don't really regret putting it there :)

Dominion Articles / Re: Chariot Race
« on: September 18, 2018, 10:25:21 am »
A couple things I'd point out: though you imply this in the section on how to make Chariot Race better, just as trashing is critical for increasing your average deck value (also, you could probably emphasize this point even more throughout the article--Chariot Race is often pretty bad on boards with no trashing), so too junking can be very good for decreasing your opponent's average deck value.
It's true I suppose. But if there is junking then both people junk; sure the Chariot Race player wants to junk their opponent more than they are junked themselves, but the same is true without Chariot Race, so I didn't think it particularly worth mentioning.

Also on specific card interactions, there are two especially important ones that are missing and/or criminally undersold.  First, Sea Hag is one of the most effective cards for manipulating the top card of your opponent's deck, by making them topdeck a Curse before playing your line of Chariot Races.
Sea Hag runs into two problems. A) It is terminal. B) By the time you have set up a consistent Chariot Race deck, the Curses are gone. It may be that there is a board where you wouldn't usually get Sea Hag that you might get it mid-game for this effect, so that might be worth mentioning, but as a general rule I don't like to point at specific 2-card combos in articles, and I don't think this is powerful enough to break with that rule.

Secondly, putting Secret Passage in the same category as Mandarin and Count for controlling the top of your deck is crazy--Secret Passage is so, so much better than these
Well, the categories weren't based on how good the cards are, but on their mechanics. Sure you can use Secret Passage for consistent points, but then you've spent $7 and two buys for what is essentially a Peddler with +1VP, which is not that impressive, and it still won't work if your opponent has a Province on top. Of course that is still way better than using Mandarin, and it also does its thing more consistently than deck inspection, but the problem is it doesn't do anything else, and those deck inspecting cards would also provide you with some other benefit while not being much worse at setting up Chariot Race.

Maybe that section could use clarification if that point doesn't come across.

Dominion Articles / Re: Chariot Race
« on: September 18, 2018, 10:12:42 am »
Chariot Race is an extremely tricky card which I don't totally get and it is pretty board- and play-dependent (yes, you gotta adapt to what the opponents are doing more so than otherwise). This is why I don't think that a rule of thumb like "get 3", is helpful.
I don't think an article without a rule of thumb is helpful.

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