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Messages - Chris is me

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1
Variants and Fan Cards / Re: The 12 old removed dominion cards
« on: October 17, 2018, 01:52:07 pm »
The main thing to keep in mind when doing fan edits to these is that they weren't just eliminated for being too weak - often they were too boring (Great Hall), slowed the game down too much (Spy), or they were just sorta pointless (Feast). A lot of this design space was explored in the replacement cards, and the rest I don't particularly miss.

So if your design approach is "the old card, but with some new, more complicated stuff", you're not really improving them.

2
Scheduling / Re: Season 30 - C4
« on: October 14, 2018, 08:06:34 pm »
Yo sup y'all
My general availability:
M-R: 6 PM - 10 PM
F: 6 PM - 11 PM
S: 8 AM - 10 PM
Sun: When the Packers aren't playing.

I'm of course sometimes busy with other things. Set stuff up in advance.

3
Puzzles and Challenges / Re: Most Potions in 1 turn?
« on: October 10, 2018, 05:30:23 pm »
If you want to disallow Villa as well, then the answer probably becomes 64 and goes something like this:

Have Innovation project
Crown all 16 Potions
gain a TR variant with HoP, triggering Innovation, and set up some mad chain by which you gain Mandarin, topdeck all that stuff, draw it back and Crown all the Potions again.

EDIT: I think the actual answer is more. Will try to write up a solid solution sometime later.

+1 card token on Crown

play 10 Crowns and 10 Potions
play Horn of Plenty for Mandarin (topdeck 10 Crowns)
play Horn of Plenty for Cultist, revealing Watchtower to trash
repeat this 9 times

play 6 Potions

106 Potions I can earn.

Any more if you Inherit Crown? That would let you get 16 at least, right?

4
Dominion Articles / Re: Draw-to-X engines
« on: October 10, 2018, 05:21:27 pm »
I feel like a draw to X deck article should include Minion, Scholar, and Tragic Hero. These play somewhat similarly.

5
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Storyteller
« on: October 09, 2018, 01:54:38 pm »
I think we have to refresh this topic since its article is still conjecture based. My list of synergies and antisynergies:

Synergies:
- Scheme and Star Chart are very good.
- Cards that enable topdecking are good substitutes for above (and Royal Seal is definitely the superior one here).
- Fool's Gold, especially with +Buy
- Cards that benefit from shifting like Travellers or Highway
- Silver gainers, like Lucky Coin and Jack of Trades
- Gold Gainers, like Treasure Trove and
- Almost any Kingdom treasure, really.

Antisynergies
- Traditional engines.
- It's generally poor with virtual money.
- Cards that dislike treasures, like City Quarter and Poor House 
- Slogs

You may wish to check the blog for a great Storyteler article published recently. https://dominionstrategy.com/2018/10/04/storyteller/

6
Dominion General Discussion / Re: card ranking lists
« on: October 09, 2018, 11:06:59 am »
Embargo is better than Transmute. You heard it here.

Definitely; there's tons of times you want a one shot Silver, and don't care that it's terminal. The cursing thing I can take or leave - honestly I usually just Embargo Embargo (or Curse) so I don't have to think about it.

Transmute is a pretty special breed of awful. It's really contrived finding a situation where it is decent. It's really rarely okay with Bonfire and limited other trashing options available. And I guess in some games with other Potion cards it's a Duchy gainer late.

I've had some really sloggy games where it was fine, but mostly because you were picking up a potion anyway for Familiar or Vineyard and there was no better terminal.

The most novel use of it I've seen was to increase Scrying Pool draw consistency in a deck with no other trashing. I think it was a Stef game.

But yeah, it takes quite the contrived scenario.

7
Puzzles and Challenges / Re: Most Potions in 1 turn?
« on: October 09, 2018, 09:27:06 am »
Oh, right, I assumed Storyteller spends all the money and not just all the coin. This isn't especially interesting then. Is there anything here if there's no BM or Storyteller?

8
Dominion General Discussion / Re: card ranking lists
« on: October 09, 2018, 09:23:37 am »
Embargo is better than Transmute. You heard it here.

Definitely; there's tons of times you want a one shot Silver, and don't care that it's terminal. The cursing thing I can take or leave - honestly I usually just Embargo Embargo (or Curse) so I don't have to think about it.

Transmute is a pretty special breed of awful. It's really contrived finding a situation where it is decent. It's really rarely okay with Bonfire and limited other trashing options available. And I guess in some games with other Potion cards it's a Duchy gainer late.

9
Puzzles and Challenges / Re: Most Potions in 1 turn?
« on: October 08, 2018, 05:04:00 pm »
As with basically every puzzle question posted since Empires, the answer is almost certainly "infinite".

I'm sure it is as well, but this one is at least nominally interesting as you have to play Treasures repeatedly for it to work. Hard mode: no Black Market

10
Puzzles and Challenges / Most Potions in 1 turn?
« on: October 08, 2018, 03:08:51 pm »
What's the highest number of Potions you can have in one turn? Not cards named Potion, but Potion as in the unit of coin. E.g. when you Crown a Potion, you would have PP, or two Potions...

11
Variants and Fan Cards / Re: Docks: The "coffers"/"villagers" of +Card
« on: October 05, 2018, 10:59:54 pm »
The big thing this never mentions is that the mechanic implemented this way makes every card that does it useless if you draw your deck. It also creates situations where key cards you need that turn are inaccessible to you. Overall, it makes the cards it affects much worse.

12
Dominion General Discussion / Re: card ranking lists
« on: October 05, 2018, 04:28:56 pm »
The main thing to note is that this is one guy's opinion, while Qvist is an aggregate of many people's opinions, weighted by ranking.

13
Variants and Fan Cards / Re: Printing Fan Made Expansions and Online Play
« on: October 04, 2018, 06:21:38 am »
Though there surely ought to be some middle ground. The concepts of gold siver copper buys actions cards 1vp 3vp 6vp are present in many games and uncopyrightable. There should be some good electronic forum for your personal set. Right?

I get the objection "we don't want to". But I struggle to beleive "it's impossivble"

That they are present in many games doesn't make them "uncopyrightable" - you do realize all of these other games copied Dominion, right? Not saying they are definitely subject to copyright either, but I don't think anyone here is interested in exploring the limits of a legally safe Dominion knockoff. We know the people that make it and it's kinda rude.

You alluded to this point above, and then decided it was okay because a lot of other people were doing it. What does that have to do with the morality of knocking off this game? It just means some other people aren't ascribing to that moral value, it doesn't actually make anything okay.

14
I believe that I recall reading a discussion about this before.  I think the answer was that there is just one group of things waiting to happen, so one gets to select any item from the group, irrespective of when it was added to the group.  The other thing I believe is that I think my memory is not as reliable as it once was, so perhaps the first two sentences need to be taken with a pinch of salt.

But the Rats effect isn't being added to the "when Chapel trashed cards" group, because Rats wasn't triggered by Chapel.

My hunch here is that there is a stack of sorts - the Rats trigger has to resolve first because it is part of resolving the Sewer trigger from before, which you have not yet completed.

15
Rules Questions / Re: What does Enchantress and Royal Carriage do?
« on: October 01, 2018, 07:07:31 am »
What you're saying is fine for English in general. The problem is that in this context "when" already means "after", so as far as I can see it's not relevant.

I don't follow.

Ok. In Dominion and most similar games, "when" means "after". "When you gain" means after you're done gaining, and gaining entails moving the card. "When you buy" happens after buying, which entails non-physical act of updating Buys, Coins and potions, and taking Debt tokens. Playing entails announcing a card, putting it in play and resolving its play ability. You're not done until you've reached the end of that list. Saying that "when/after you play" happens after the second thing on that list is completely arbitrary.

It doesn't necessarily entail resolving its play ability. You're essentially asserting that when Enchantress is out, you don't actually play the first Action card you play in a turn. That's nonsense.

This is a super weird hill to die on. Nobody is hung up on this except you. I truly don't get why you think Action cards only count as having been played if you did exactly what was said on the card.

16
Most of the obscure bugs are known about, and are just a much lower priority than the other work. And in most cases, what people would encounter arenít actually bugs at all, so I donít think this would help. They donít have the problem of not enough things to do.

17
Noticed it in a game.  Just tried it again on sim and it's doing same thing.  (load game 18825460 to see it)

When you use the priest you get you card +2 but when you trash the next card via sewer you do not get the +2 coins.  Actually lost a game earlier b/c of this...  but no worries unrated anyway.

This is correct. Sewer's trash is triggered on the other trash, and the second effect hasn't yet occurred as it happens after the Priest trash resolves.

18
It's a smithy variant, the other thing it does doesn't have to be consistently good.

19
Dominion Online at Shuffle iT / Re: Cannot reliably get Rennaisance Previews
« on: September 28, 2018, 10:34:59 am »
Uncheck the preview option and then click it again.

20
I'm wondering if I figured out part of the Teaser:
If I have Innovation, and I buy the last copy of Outpost which is the third pile to be emptied (endgame trigger), then can I play Outpost, and then take an additional turn after the game is technically over?

No, end of turn conditions are evaluated before you take additional turns. Using Innovation on the last Outpost isn't any different than playing an Outpost from your deck the same turn you pile out.

21
Not liking Flag Bearer open on 4/3 as you immediately draw 6 and get a bad shuffle at the start of turn 2, I'll pass.

A kinda-bad shuffle that ends two turns early isn't exactly worse than a good shuffle much later. Your Turn 3 hand is no worse than $4, and if it is $4 that means your turn 2 hand was a $5. That's totally fine.

Good cards missing the shuffle can suck, but you don't need to be so terrified of it that you completely ignore openings like this.

22
Silk Merchant looks great, I dunno why you guys are down on it.

In the opening, if your first hand is $4 it lets you buy another $4 cost card. You can play it T3 or T4 to get a clear deck leading into the second shuffle, and you have a Villager in case you dead draw your other $4. Even outside of that opening, it's cheap draw that you can gain nonterminally with any Workshop variant, it's good Remake fuel, etc.

Ducat seems fine. Sometimes you want a Candlestick Maker, but you would prefer to be able to dead draw it. Or there's the copper thing. You probably buy it over Silver at some point in big money (after the first or second? I dunno).

Villain sure is a card.

23
You could also use Travellinng Fair and Bonfire with 4 or more Priests to produce $3 or more per card you have in play. Could be a useful last turn gambit, and hey that's just a two card combo.

24
Mountain Village seems quite strong for a village. It acts like an accelerant when you're not drawing deck, letting you replay key cards one shuffle, or the new card you just bought last turn. Once you are drawing deck it behaves just like a normal village (with maybe some mid-turn gain shenanigans), but by that point, it's done a lot of extra work for you.

It has a slight drawback in that it anti-synergizes with sifting, because you are forced to draw stuff that you wanted to discard. But in most cases I agree it seems very strong.

Sort of - it's as if your sifter discarded one less card. Obviously you'd prefer a regular Village there, but it's not quite a Necropolis.

25
Sser is really quite good. If there's a board with mediocre cantrips, a vague amount of trashing, and maybe a Silver gainer, Seer turns that into a board where you could actually see your whole deck most turns. Even with just a couple of cards in that price point, the deck inspection isn't nothing. Topdecking instead of discarding the cards is what stops it from being incredibly powerful (along with not drawing Coppers as Tristan ran into up there).

Experiment is fantastic, there's tons of times when you want it. Occasionally in the opening, often with spare buys, especially in the beginning of the endgame. The big thing is, you don't really want to save it. I mean if saving it is the right move you save it, but you also probably shouldn't have bought it if you end up saving it, you know? It's no longer a net draw benefit if you save it. I mean, sunk cost fallacy comes into play here.

Mountain Viillage will be occasionally a bummer but more often than not will save you from bad shuffles and get you precisely the card you need. Very cool.

Priest seems alright, I'm sure there's some gain and trash stack that gets crazy, but even just as like a utility trasher it's fine.

Scholar is like Professor Oak from Pokťmon, which is cute.

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