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Messages - Chris is me

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Ghost town should cost more. It's basically a lost city.

The delayed effect is a Lost City, but the delay comes with a price (mostly by missing reshuffles/being effective only every 2nd engine turns). Lighthouse is not a Peddler, Caravan is not a Laboratory.

The question is if there should be a penalty to being a Night card as opposed to a cantrip duration action card. Action card can be trashed for benefit by Sacrifice and Zombie Apprentice, they are not skipped by Wandering Minstrel, they don't interrupt a series of cards drawn by Scrying Pool, can be Advanced, can be played before Tactician and before Haunted Forest takes effect, deliver a +Action to Ironmonger and so on. The on-buy effect of some of these Night cards should balance this out, so I would agree that Ghost Town would be bought at $4 too.

In most games I would buy it at five

You'd also buy Tunnel at five tho

Dominion General Discussion / Re: Would you trash an estate worth 2VP?
« on: April 16, 2018, 10:44:33 pm »
Youíre not trashing the Estates early just because or even mostly because they arenít worth enough points. Itís the wrong time of the game for them to be in your deck.

Dominion Articles / Article / Outline Submission Form For DS Blog
« on: April 13, 2018, 05:21:11 pm »
Are you interested in writing articles for the Dominion Strategy blog? Cool! Here is a new way you can accomplish that.

While you are free to continue to submit articles onto this forum (as always), where they will be read and critiqued by all, not everyone loves this environment for posting articles, particularly for articles that are incomplete or just in the outline stage. Because of this, we've set up a Google form where you can submit your article or outline, along with some contact info so we can add you to the blog's Discord server for editing and collaboration.

The form can be found here.

One thing we'd like to emphasize is that you do not need to submit complete, ready to publish articles. In fact, we would encourage you to submit outlines of your article about the general points you'd like to make first. Pre-writing in the form of an outline helps keep articles concise and organized, and by submitting articles in the outline stage we can collaborate to figure out which parts need more - or less - emphasis. We will still as always be accepting fully written articles, but the hope is that allowing submission of outlines or partial articles, we can get the collaborative editing process started sooner.

Damn, I missed this by like four days! I picked a terrible week to not have internet at home.

Next time you do one of these, could you post a couple weeks in advance? :) Thanks!

Scheduling / Re: Season 27 - D4
« on: April 09, 2018, 10:19:07 am »
Hey yíall. I should have my home internet back on tonight, unless Comcast fucks me over again, so hereís my availability for the duration of the league:

Cannot Play At All: April 25 - April 28
Really Would Rather Not But Maybe: April 20 - April 24

Otherwise barring anything unusual here is my availability, all in CDT (GMT-5) (Chicago)
Weekdays: ~5:30 PM - 10 PM (as in, match finishes 10 PM, not match starting)
Weekends: ~9 AM - Midnight

I have Discord on my phone and PMing me there is your best chance at getting a quick match spontaneously.

I tend to stream and/or commentate my matches, so if that is a Problem let me know.

Variants and Fan Cards / Re: Transmute, Revised
« on: April 06, 2018, 02:58:29 pm »
Just for kicks, I would also have it give +1 Buy on-play. Then you donít *need* a gainer to sustain it if you trash down via some other method, and it forces people to buy it.

Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Conclave
« on: April 05, 2018, 07:10:44 am »
- Are there any cards you can compare it to? Maybe some Throne Room variants?
How about Festival? Costs $1 more, gives +Buy, getting two actions is unconditional.

This has now got me thinking about edge cases: Conclave plays a card at once, before it's finished resolving. Is there some useful hack you can do with that? The best I can think of is using Conclave to play a Royal Carriage then immediately calling the Royal Carriage on the Conclave.

The comparison is natural, but I think itís a bit misleading, because Conclave is way better than Festival. With Festival you essentially have to buy other sources of Coin to reach it, and then you have to skip other $5s repeatedly to stock up; itís a lot easier to fit Conclave buys in.

Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Conclave
« on: April 03, 2018, 03:07:26 pm »
Conclave lets you eek out more terminal plays in general, but in particular with some vanilla cantrips you can scatter in for extra uniques. Itís reasonable coin payload too, so youíll buy it for that a lot of the time. Itís rare that the split comes into play at all. Not a lot to say here - but it instead of Silver when appropriate and possible?

I would have traded two Navigators for two Merchant Ships, but I suppose itís not that important.

Itís always hard for me to spot boards like this where you can actually keep your NV mat under control for most of the game.

Just make it the Obelisk pile.

Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Tragic Hero
« on: March 30, 2018, 10:40:53 pm »
So you are saying that the Necromancer and TR interactions were irrelevant and the fact that Tragic Hero did not have
Pixie's wording, i.e. "trash this to gain a Treasure", which looks fine as well is purely coincidental?

ďToĒ is generally used for when you have the choice to do something, to make clear that the effect happens because of your choice. If the effect absolutely must only happen once, like Madman, there tends to be an ďif you didĒ.

Youíll see a lack of ďtoĒ in a lot of places with trashing, like Altar.

Let's Discuss ... / Re: Lets discuss intrigue cards:coppersmith
« on: March 29, 2018, 09:44:53 pm »
Not 100% guaranteed is an understatement. Can you give an example of a plausible Coppersmith engine that's got even a 1 in 3 chance of drawing your deck?

Decks with limited or no copper trashing and a couple terminal payload cards get built all the time. Just throw a couple Dungeons at it.

Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Tragic Hero
« on: March 29, 2018, 09:33:09 pm »

No but really, it plays just like a Draw To X card with a fun suicide clause for the endgame.

Honestly you could just gain the Silver to your hand. It's not that broken, right?

Help! / Re: I will try to post a game here every day.
« on: March 26, 2018, 12:26:08 am »
+Action on Hounds gives you draw for an engine there, and then you can put +Card on Oasis / Shanty Town and +Buy on something (Monument?). That shouldn't take too long to get set up, and then you can try and play a bunch of Monuments every turn. Stonemason and Trader aren't great thinning, but you can get an early Trader to make Estates into something and you'll just naturally end up with the Stonemasons to work on Coppers anyway. Colony buys you lots of time to set up, as you just don't contest the Provinces if they go for those for some reason. Eventually you buy some Colonies, and your Monument scoring forms your margin.

Dominion Articles / Re: How to be good at Dominion
« on: March 25, 2018, 01:51:34 pm »
I think you could expand on this idea to make it a great short article. Right now it has a bit of that "Awaclus-ism" where it makes some absolute and sweeping statements to make a greater point, and it alludes to a concept that it invites the reader to draw conclusions about themselves. I think you could give the reader a little bit more help and qualify your advice a bit more.

It's totally valid - you cannot improve by being stagnant, and you absolutely should experiment, try the weird shit, go for the "too-hard" engine in low stakes games. I think you could give a few examples on what exactly this actually means, if not literally saying here is a kingdom, this is what an exploring player might try, etc. Just maybe even another paragraph or two to really drive it home - experience is the best teacher, the game is won at the highest levels by those who have learned when to go out on a limb and go for it, you can only learn how to do that by forcing oyurself to collect positive and even negative experiences in that realm. Spoon feeding this concept to the reader can help round this out to a length that's a bit longer than a tweet and really emphasize the key point and avoids people getting hung up on the parts you didn't mean to emphasize as much.

I think it oversteps itself in saying that not trying to do this in just-for-fun unranked games necessarily means you will never get better at Dominion. It's okay to have fun and fuck around sometimes, you can choose to get better at Dominion even if not literally every Dominion game you ever play exists to further this purpose. Hey, maybe sometimes you're just hanging out with friends, or you're just passively clicking cards against a bot while you're watching TV. I don't think this means you're doomed to be bad at dominion. Top players do this too.

Variants and Fan Cards / Re: Rebuild as a Remodel variant
« on: March 17, 2018, 01:39:35 pm »
I don't know... I think the simplest fix for Rebuild is to just remove the +1 Action.  That takes care of about 80% of the issue...

If anything, this makes Rebuild less interesting - when you go for it, you have no hope of incorporrating anything else in the deck at all. Itís not that much weaker as a monolithic strategy, though obviously a nerf.

I think the fix in the OP is actually cool and interesting.

Tournaments and Events / Re: Cage Match Tournament 1: Nocturne
« on: March 16, 2018, 04:43:18 pm »
Gazbag 3 - Chris is me 2

12655373 -c bought idol and won
12655790 -nobody bought, g won
12656204 - g bought idol, c won
12656750 - both bought, g won
12657189 - both bought, g won

Hireling kind of sucks for all the reasons mentioned, but I do want to add that Hireling gets MUCH better the earlier you play it. Playing it by the second shuffle is a lot better than playing it before the 4th or 5th.

Variants and Fan Cards / Re: Addressing the first player advantage
« on: March 14, 2018, 05:36:13 pm »
Ideas Iíve had:
-Give second player a coin token
-Second player gets to choose opening hands and order
-Second player can trash a card at the first shuffle

Ideas Iíve actually liked after trying them:
-Just dealing with it. Coin token is alright tho.

Let's Discuss ... / Re: Lets discuss hinterlands cards:tunnel
« on: March 14, 2018, 12:00:30 am »
This is one of my favorite cards. I think it should be five not three


Dominion General Discussion / Re: Fix the worst cards
« on: March 09, 2018, 09:55:16 am »
Iíve been working on a lot of these for a personal project, so hereís where I think they all could go.

Duchess: No player interaction, just the +$2.
Beggar: Fine as-is. Itís a narrow card, it can stay narrow, it has uses where itís amazing.
Masterpiece: Iíve considered making it a $2 cost.
Fortune Teller: The effect is kind of slow, just use the -1 Card token (I also do this for Bureaucrat)
Fool: Fine.
Pirate Ship: Shit dude, I donít know if this is fixable. Iíd consider it always both attacking and paying?
Bureaucrat: -1 Card token instead of weird Victory card thing, top decking the Silver is optional.
Navigator: Fine as is, itís just narrow.
Noble Brigand: Make it trash treasure that isnít Copper, rather than only Silver or Gold.
Harvest: LF had a fix I canít really remember, but really like a lot of bad cards just give it +Buy.
Cache: Give it +Buy and itís perfectly fine.
Mine: Itís a decent card at $4 cost, and thereís no reason to prevent Mine openings.
Mandarin: Itís always gonna be narrow. Maybe just get rid of the top-deck thing on the top.
Royal Seal: $4 cost as is.
Harem: $5 cost, rename it ďManorĒ, remove the generally objectifting art. I think this is LFís idea.
Transmute: Iíve tried a lot for Transmute. +1 Buy, and replace ďgain a TransmuteĒ with ďgain an ActionĒ makes it really fun. Iíve tried cost-restricting the Action but I honestly think itís more fun to not do that.
Philosopherís Stone: $1 per 3 Action cards you have in play. Easier to count, actually sort of does something with Alchemy, and rewarding for certain kinds of decks.

Tournaments and Events / Re: Cage Match Tournament 1: Nocturne
« on: March 06, 2018, 08:48:43 am »

Dominion League / Re: Season 27 - Signups
« on: March 05, 2018, 03:05:58 pm »
Returning to the league, but in a new time zone  :o

Chris is me
US-Central (GMT-5 during DST)
Last in 25
Was in C, finished second to last I think :(

Dominion General Discussion / Re: very short strategy article
« on: February 26, 2018, 06:08:28 pm »
Anyway Nomad Camp is of course intended to be Woodcutter with a bonus. Most players do not regularly draw their deck, even if they'd like to. Sometimes you are lamenting not having +Buy, and Nomad Camp gets it into your next hand. But when you're drawing your deck and decide oops now you need +Buy, putting Nomad Camp on top hurts your chance of drawing your deck next turn, since it's a "stop card." And some players draw their deck often enough that therefore overall Nomad Camp looks worse than Woodcutter to them.
To be fair I also think that back when you made Nomad Camp engines occured a bit more rarely in games than today. Or is that just my distorted perception due to Adventures and the second editions featuring less terminals?
This is true. Nomad Camp was released in Hinterlands, the last expansion on isotropic, and the last expansion before Dark Ages. In that era, engines were often good, but not always, and sometimes would require top-notch piloting to outperform more straightforward strategies. In the end game of non-engine strategies, when you miss Duchy at $4, then buying a Nomad Camp can be an OK way to increase the chance of Duchy or Province the next turn.

IGG also came out in Hinterlands and IGG rushes were often strong. Spending your first turn's $4 on Nomad Camp is a pretty reasonable thing to do in an IGG kingdom.

Nomad Camp was always considered a weak card, but at the time I think it would have been rated above Woodcutter. Qvist's 2012 ranking put Nomad Camp at 133 and Woodcutter at 151. Oops, that was a "favorite" list, not a "best" list.

The other big thing was Fool's Gold, which a Nomad Camp opening let you get two of in combination with terminal +Buy. This was pretty good for Fool's Gold money strategies which back then were really popular.

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