Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - navical

Filter to certain boards:

Pages: [1] 2 3 ... 8
1
Dominion General Discussion / Re: Haggler and debt is bugged online
« on: July 23, 2020, 09:26:59 am »
Frustrating because I wanted to use city quarter as money source to pay off debt.

Now that the cost rule is sorted, what did you mean by this?
I'd guess they meant Haggler rather than City Quarter

2
Variants and Fan Cards / Re: Really bad card ideas
« on: May 14, 2020, 07:30:56 am »
Air

When you gain this, +1 buy and put this back on its supply

This wouldn't work for an AI player, because two Air is human.

That's fine, it's rare to have more than one Air anyway.

3
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 09, 2020, 05:18:09 am »
Tally by LibraryAdventurer
Dunno if this was intended, but the strategy here is to use it every turn and keep your coppers out of your deck. If you open with a +Buy card on turn 1, you can do this every turn beginning on turn 2 and build extremely quickly from there. I think it's stronger than chapel, and maybe beats donate on some boards because you keep your buying power while simultaneously thinning. It's kinda cool for that reason and I'd love to play a few games with it, but I can't select it for being so powerful. P.S. I did the math and this+travelling fair alone drains provinces in 9 turns while also buying a duchy and estate.
Wow, really?  (not sarcastic)
We've used this several times and always treated as a consolation buy when we ended up with only 2 or 3 coin with nothing worth buying at that cost, or later with an extra buy and a few coins left over after half my coppers are trashed (which is exactly what it's meant for). I actually find it hard to believe it can empty provinces in 9 turns with Travelling Fair. Maybe it'd work better if it said "up to 3 coppers"?
T1: play some coppers, buy Tally
T2: play 7 coppers, buy 2x Travelling Fair, Tally, 2x Copper.
T3: play 9 coppers, buy 3x Travelling Fair, Tally, 3x Copper.
T4: play 12 coppers, buy 5x Travelling Fair, Tally, 5x Copper.
T5: play 17 coppers, buy 3x Travelling Fair, Tally, Province, 2x Copper.
T6: play 19 coppers, buy 4x Travelling Fair, Tally, Province, 3x Copper.
T7: play 22 coppers, buy 6x Travelling Fair, Tally, Province, 5x Copper.
T8: play 27 coppers, buy 4x Travelling Fair, Tally, 2x Province, 2x Copper.
T9: play 29 coppers, buy 2x Travelling Fair, 3x Province.

If you have 4 or 5 T1 and get lucky with your T2 hand (ie have an Estate on the bottom of your deck) then you can buy an extra Copper T1 and an extra Copper T2, and you get the Duchy and Estate pubby mentions.

4
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 30, 2020, 10:16:41 am »


Collier, Action $4
+1 Card
+1 Action
You may gain a Copper to your hand.
Once this turn, when you discard a Copper from play, you may exchange it for a Silver.

Slowly turn your Coppers into Silvers. Or, play it as a Peddler that gains Silvers.

5
Variants and Fan Cards / Re: D782802859's Fan Cards
« on: March 13, 2020, 12:13:48 pm »
I think Judge would need to be phrased as
"Directly after another player finishes playing a card, if they have more than 5 cards in hand, you may play this from your hand."

However, the fact that Judge can react to itself being played seems bad, so I'd probably phrase it as

"Directly after another player finishes playing a card on their turn, if they have more than 5 cards in hand, you may play this from your hand."


6
Dominion General Discussion / Re: Interview with Donald X.
« on: March 10, 2020, 11:55:06 am »
Did you discover the Penultimate Province rule in playtesting (before the game was published)?

7
Dominion General Discussion / Re: Menagerie Previews 3: Exile
« on: March 04, 2020, 08:09:53 am »
The Exile mat says "may" - the Coppers, Estates and Provinces don't have to come back to your deck if you don't want them to (which usually you don't).

8
The one I've not seen mentioned yet is Moat (Lighthouse and Guardian, too, but Moat is the worst of the three). Anything that stops something happening is a pain.

9
Game Reports / Re: Dear My Opponent: I am Sorry
« on: March 19, 2018, 07:58:06 pm »
Platina is a regular Latin plural. English is a weird language where words derived from Latin sometimes take English plurals and sometimes Latin ones.
More precisely, English is a weird language where words with typically Latin endings (mostly -us, -a, -um) are sometimes given Latin plurals, regardless of whether they're actually derived from Latin or not.

10
Solo Challenges / Buy a Colony on Turn 1
« on: March 13, 2018, 01:32:51 pm »
Inspired by the other thread...

Using at most 2 Events or Landmarks, buy a Colony on turn 1 in a solo game.

11
Solo Challenges / Re: Buy a Colony on Turn 2
« on: March 12, 2018, 09:55:57 pm »
Double Colony turn 2:

Kingdom: Pooka, Tracker, Fool, Pixie, Fortress, Villa, Den of Sin, Baker; Advance, Borrow; Shelters.

Turn 1: Cursed Gold, Pouch, Lucky Coin, Necropolis, Hovel: Play treasures for $5 and 2 Buys, gaining Silver from Lucky Coin. Advance Necro -> Fortress, buy Den of Sin, play Den of Sin.
Turn 2: 3x Copper, Goat, OE. Den of Sin draws Cursed Gold, Fortress. 10x Advance Fortress -> Villa, play Villa. Play Fortress, drawing Pouch. Play Goat, trashing OE, drawing Silver. You have $11. Play Cursed Gold, Pouch, 3x Copper, Silver, spend Baker token, and buy Borrow, for $22 and 2 Buys.

Of course Borrow isn't necessary; replace it with Dominate and you can buy Dominate turn 2 and still have $7 and a buy spare.

12
Puzzles and Challenges / Re: Easy Puzzles
« on: March 10, 2018, 02:56:44 pm »
Kingdom cards: Counterfeit, Gladiator/Fortune, Venture, Ambassador, Rogue, Villa, Lighthouse.
Events: Pathfinding, Bonfire
+Card token on Villa.
Opponent has a Lighthouse in play.

Starting hand: Counterfeit, Counterfeit, Fortune, Gold, Venture. Deck: 5 Ventures. Discard empty.
Play Venture, chaining into 5 Ventures. $6
Counterfeit -> Counterfeit -> Gold & Fortune. 3 Counterfeit plays plus 2 Gold plays is $9, so we have $15 when we play Fortune, = $30 after.
Also we have 6 Buys (3 Counterfeit plays, 2 Fortune plays).

Buy Ambassador, Rogue. 4 Buys, $22.
Buy Villa, play Villa, buy Villa, play Villa; draw Rogue and Ambassador. 4 Buys, $16.
Play Rogue, gaining Gold. 4 Buys, $18.
Buy Villa, play Villa, draw Gold. 4 Buys, $15.
Play Ambassador, returning Gold.
Buy Bonfire x3, trashing 3x Villa, Rogue, Ambassador. 1 Buy, $6.
Buy Gold.

13
Puzzles and Challenges / Re: Easy Puzzles
« on: March 09, 2018, 09:07:58 am »
There are no Action cards that are considered "mine" (spare me the refreshing jokes). I buy a Gold. Later that same turn, there are still no Action cards that are "mine". I play the Gold that I bought. What happened in between?

Before you bought the Gold, you had $10 and 2 Buys from at least 3 differently named Treasures, a Venture and a Horn of Plenty in hand, and no Treasures in your draw or discard piles. After you bought the Gold, you then bought a Villa, returning to your Action phase, but immediately ending your Action phase without playing the Villa. You then played a Horn of Plenty, gaining a Cemetery, trashing the Villa. You then played a Venture, drawing the Gold, and playing it.

14
Dominion General Discussion / Re: How thematic are card names?
« on: February 05, 2018, 07:06:51 pm »
I've always read the theme of Chapel as being "the things you most want to trash are Curses, and so you go to the chapel to receive a blessing and remove your Curse". Which doesn't make so much thematic sense for trashing Coppers, or Estates.

(I suspect this theme makes some newbies slower to learn the power of trashing starting cards...)

15
Dominion General Discussion / Re: Forced Wins Training Sessions
« on: January 31, 2018, 06:28:00 am »
Observe that LR currently has the only Spoils not in the Spoils pile.

Stonemason Gold -> 2x Bandit Camp.
Play City Quarter to draw everything.
Play 2x Bandit Camp, gaining 2 Spoils.
Play 5x Forager trashing Graverobber, Wishing Well, City Quarter, 2x Copper = $20.
Play 3x Gold, 1x Copper, 2x Treasure Trove, gaining 2x Gold, 2x Copper = $34.
Pay off debt, $31. Buy 2x Province, 3x Duchy.

You have as many Golds and Coppers as you started with, and 2 more Spoils; that means LR is on at most 43 points, while you have at least 21 + 21 + 5 = 47 points.

You can do better than this by counting Keep points on other Treasures (how much better depends on exactly what's in your draw pile) but all that matters is the win

16
Dominion General Discussion / Re: Forced Wins Training Sessions
« on: January 29, 2018, 01:55:12 pm »
Play FV. Governor remodel Copper->CSM, topdecking with Watchtower. Hand is WT-WT-Gold-Prov-Bishop, so playing WT draws CSM. You still have an action, so play CSM. You have 3 buys, plenty of coins to buy 3 CSMs to pile them out, and a points lead.

17
Google Translate is malfunctioning?

No, it was just that the juxtaposition of Greybirdofprey's English "This may shed some light:" and then the looks-like-monkeys-at-a-keyboard-gibberish of Dutch was really funny.

Dutch is one of the closest living languages to English, actually. You should be able to understand a lot of words without trying too hard, especially if you also happen to know a bit of German.

Because Dutch is so close to English, a lot of the words look like plausible English words if you don't look too hard (and there are a few in there that are actual English words), and I think that actually makes it look more like gibberish to a native English speaker. Other foreign languages are clearly foreign at a glance (e.g. Spanish or Italian has far too many words that end in vowels, German has too many long compound words and the capitalised nouns, etc), but Dutch looks like something that might come out of a fake-English-words script.

(not a value judgement on Dutch, just an observation about the languages and their perception.)

18
Dominion General Discussion / Re: The Dominion Cards 2017 Edition: Hexes
« on: January 24, 2018, 05:05:52 pm »
Maybe we could get these 2017 Hexes results added to the wiki page for "List of Cards by Qvist Rankings"?

http://wiki.dominionstrategy.com/index.php?title=List_of_Cards_by_Qvist_Rankings&action=edit

19
Dominion General Discussion / Re: The more I read the worse I get?
« on: January 06, 2018, 08:10:41 pm »
You shouldn't be discussing the strength of Loan in this thread at all.

20
Dominion General Discussion / Re: Forced Wins Training Sessions
« on: December 17, 2017, 06:53:01 am »

Play Mill to draw Bridge Troll, play Stonemason trashing Bridge Troll for Wandering Minstrel and Stonemason, play Mill discarding Estate + drawn card to get you to $1, play 3 Copper and 1 Silver to get you to $6.
Buy Stonemason overpaying 3 for 2 Wandering Minstrels, Stonemason overpaying 1 for 2 Stonemasons.

21
Variants and Fan Cards / Re: Dominion: Ice Age
« on: December 05, 2017, 06:43:47 pm »
A compromise option would be once per shuffle with a maximum of one per turn. It's less elegant, though. And "at the end of your turn, if you shuffled this turn", which is more or less the same but prevents any gain-and-remove-ice shenanigans - is even less elegant.

22
Dominion General Discussion / Re: Interview with Donald X.
« on: December 05, 2017, 06:41:09 pm »
Donald's name does seem to be more prominent than most, though.

23
Rules Questions / Re: Trashing several cards with Monestary
« on: December 01, 2017, 06:56:49 am »
These are definitely edge cases, but it is possible:

You have two Catacombs in hand, no other cards in hand, and no cards in your deck and discard pile.
Blessed Village is in the Supply, and the top boon is The Wind's Gift.
If you trash the Catacombs one at a time, and gain a Blessed Village off the first, then The Wind's Gift will make you discard the second Catacombs, so you can't trash it.
If you trash both Catacombs at once, however, you can trash both at once.

Another way to get the same issue:
Cursed Village is in the Supply with your -2 Cost token on it. You have 4 Provinces in hand in addition to the two Catacombs, and Fear is the top Hex. (Or Haunting with 3 Provinces in hand - if you've trashed both Catacombs you don't have to topdeck a card, if you've only trashed one then you do).

These also work with Inherited Blessed/Cursed Villages and trashing Hunting Grounds.

24
Dominion FAQ / Re: Maximum Possible VP?
« on: November 29, 2017, 04:50:33 am »
In the sense that infinity is shorthand for an unbounded limit, I am completely fine with Awaclus' loop producing "infinite VPs" in the sense that for any real number, the loop can always produce more points than that.
Not distinguishing between infinity and an unbounded limit is a very dangerous thing to do if you wish to make true statements.

What's the difference?

Unbounded VP Action $notenough
+1 VP
You may play this again.

Infinite VP Action $notenough
+1VP per whole number greater than 0.

The first one can get you any number of VP, but at some point you have to stop, at which point you only have some finite number of VP.
The second one actually gets you infinite VP, because you get them all at once.

25
Puzzles and Challenges / Re: Empty the Changeling pile with one Action
« on: November 22, 2017, 05:49:10 am »
Kingdom: Duchess, Lurker, Changeling, Market Square, Watchtower, Death Cart, Necromancer, Trader, Hunting Grounds; Ferry, Inheritance.

Setup: Ferry then Inheritance on Hunting Grounds. Gain Zombie Mason from the trash with Lurker.
Hand: Zombie Mason, Market Square, Market Square, Trader, Watchtower.
Top of deck: Hunting Grounds.

We have Trader in hand, so can exchange anything for a Changeling.
Play Zombie Mason, trashing Hunting Grounds.
Gain 3 Estates, exchanging two for Changelings and trashing the third with Watchtower.
Repeat this n times, where n is the size of the Estate pile. By default n=8 but it can be increased.
From trashing the final Estate-Hunting Grounds, gain a Duchy, exchanging it for a Changeling, gaining a Duchess, exchanging that for a Changeling.
React to the first Hunting Grounds trash with two Market Squares, gaining 2 Golds, exchanging them for Changelings.
Zombie Mason lets you gain a card: gain a Death Cart, exchanging it for a Changeling, and with it get two Ruins, exchanging those for Changelings.

Total Changelings is 2n + 7, so 23 if n=8.

The maximum value possible for n is 12+3*6 = 30, in a 6 player game with Ambassador and Lighthouse. Although we only have one Kingdom card slot left, we could replace Trader, Watchtower and Lurker with Black Market to allow both Ambassador and Lighthouse.

Pages: [1] 2 3 ... 8

Page created in 0.077 seconds with 19 queries.