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Messages - CavJes

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Game Reports / Re: Stonemason/Apothecary w/ Vineyard
« on: August 31, 2015, 11:53:18 pm »
I hadn't realized the potential of getting Familiars to split down or curse at the worst. Seems like it would certainly smooth the build.

Game Reports / Re: Stonemason/Apothecary w/ Vineyard
« on: August 31, 2015, 07:36:09 pm »
I think in a mirror the attacks are going to be more important, also I might open Chancellor instead of Silver since it can be Processioned.

Even it's on-play is useful for shuffle control, especially for getting to the one or two Potions in a mirror. Maybe it's better to Chapel down and use Chancellor for economy. Thinning also improves Procession's chances of colliding enormously, which is why I avoided it without Chapel.

Getting up to Margrave looks better in a mirror and Inn can obviously be quite important throughout the game with attacks afoot. It seems mostly a question of if there's time for 5s after rushing Apothecaries(/Familiars), with the exception of Inn gains to kickoff.

Game Reports / Re: Dear My Opponent: I am Sorry
« on: August 31, 2015, 04:29:15 pm »
Dear Jerry Thomas,

I am sorry that on turn 18, certain you had me on piles at any moment yet finally holding a playable hand of TR-TR-Moat-Scheme-Scheme in a Cultist/Rebuild game I was behind the whole time, I said "Behold my awesome engine", only to line up a TR with my Rebuild on turn 20, trashing Duchies into Provinces and buying the final Estate for a 1-point victory. I hope you realize I was mocking my deck and felt a bit of an arse snaking out the victory.

Shouldn't invite nasty comebacks emptying remaining Estates lest you, I suggest, win even after Rebuild.


Game Reports / Stonemason/Apothecary w/ Vineyard
« on: August 31, 2015, 04:09:44 am »

Code: [Select]
Vineyard, Chapel, Stonemason, Apothecary, Chancellor, Familiar, Advisor, Procession, Inn, Margrave

When I saw the board I figured I wouldn't have many opportunities to try this out as I don't own the necessary cards. I opt to completely ignore Familiar and only pick up a Chapel during the endgame off a Stonemason due to pile concerns, though likely would have picked up the latter sooner had my opponent gone for the former earlier. I figured I wanted the Coppers for economy and draw from Apothecary.

I open Potion/Silver and essentially aim to fill my deck with Stonemasons and Apothecaries, Advisors and the 5s instead when I can or need to. My opponent opts to go Silver/Chapel and trash down into a slim engine with Margrave and money to snag Provinces as he empties the Curse pile into my deck with a couple Familiars. I trash them occasionally only with Stonemasons when they line up. Then I use Apothecaries to line up SMs with other Apothecaries to trash into double Vineyards during the final shuffle.

My opponent resigns on turn 19 when he realizes what is happening, perhaps out of a feeling of helplessness, though he still had some pile control and I could have stalled (for all he knew though I could get 2 more Vineyards next turn).

What would you do here? It was a really fun game and would have been totally different in a mirror. I know I made some mistakes, including a misclick on turn 8 which resulted in getting 2 Stonemasons instead of 2 Apothecaries. I trashed an Estate for two Coppers at one point and bought Copper once or twice. Perhaps I should have ignored Silver as well though I was hoping to spike an early Margrave or Inn or both. Chapel even with Apothecaries?

Maybe someone will point out how Procession is integral in whatever strategy, but Advisor is easily spammable and doesn't collide with Apothecary whereas Margrave seemed meh for what I was doing due to SM and my endgame plan. Perhaps turning Advisors into Inns would be great, or just Processing Apothecaries for the draw and buying double 5s.

So it seemed like there were a lot of possibilities here and I chose what looked like the cleanest. Thoughts?

Dominion League / Re: Season 7 - Results
« on: May 02, 2015, 06:17:57 pm »
D2: CavJes 4 - 2 pplatypus

Dominion General Discussion / Re: CARD OF THE WEEK #5: Steward
« on: April 26, 2015, 08:17:59 pm »
Like Remake, Steward gets stronger as a builder when useful $2s are around to pick up on early turns post-trashing. Whether this is generally better than trashing more cards like Chapel is questionable.

I've seen some use the +$2 to spike an early 6 or 7, though the situations in which one would do this seem scarce...thoughts?

Shuffle control can definitely an important factor in the +2 Cards, especially once your deck is thin enough.

Puzzles and Challenges / Re: Solo Turn 2 Province with Estates
« on: April 20, 2015, 12:45:00 pm »
I don't think we really need spoiler tags as the solutions pile up; it seems more a light topic of interest. Speak up I guess if you feel keeping them around is better flavor.

A few that don't need Inheritance:

Turn 1: Buy Expedition with EE3C.
Turn 2: Draw up to E6C, Borrow-Baker Token(bread).

Turn 1: Travelling Fair into Death Cart with bread on 5C.
Turn 2: Death Cart, 2C, Borrow.

Turn 1: Travelling Fair into Throne Room and Poor House with Borrow-bread.
Turn 2: Draw with 2E.

Puzzles and Challenges / Re: Easy Puzzles
« on: April 20, 2015, 12:37:47 pm »
Gain a Province on turn 3 without playing any treasures on any turn.

Puzzles and Challenges / Re: Solo Turn 2 Province with Estates
« on: April 17, 2015, 12:22:07 am »
I found Wishing Well and Death Cart.

Edits: You can get a colony with Mining Village.

I was disappointed to find that advisor doesn't quite work.

Magpie also works (for province).

Cool, didn't think Colony was doable. For Province I also noticed Ironmonger.

Puzzles and Challenges / Solo Turn 2 Province with Estates
« on: April 16, 2015, 11:26:54 pm »
Typically, as far as I've noticed, getting a turn 2 Province involves a Necro. So now that it's possible to turn your Estates into low-cost actions on turn 1, how many ways can you buy a Province? I found two and there may well be more. Remember you'll only have 4 cards to start your turn.

Edit: Travelling Fair opens things up quite a bit...

Game Reports / Treasure Map collision vs. Scrying Pool...slog?
« on: April 04, 2015, 03:17:20 pm »

Code: [Select]
Transmute, Chapel, Moat, Scrying Pool, Ambassador, Cutpurse, Pirate Ship, Smithy, Treasure Map, Tactician

I just played this board with vsiewnar today as part of the league. I opened Potion/Chapel to my opponent's TMap/Chapel, which I understand is viable. We both ignore Ambassador in the face of Chapel. I plan on building a Scrying Pool "engine" of sorts, picking up a Pirate Ship along the way to deal with TMap collision. I considered Tactician but never got around to it as I needed to start scrambling for points once vsiewnar picked up a 3-0 Province lead. I end up trashing my Potion once I get 4 Pools as at that point I'm either buying money or green. I start catching up and hit a few golds and we tie, at a point buying Estate after Estate until I can purchase the last Province to eke it out.

I don't know what is optimal here, but we were both pretty sure we made some mistakes and could've built something tighter. Did I get very lucky for it to be this close? What would you have done?

Dominion League / Re: Season 7 - Results
« on: April 04, 2015, 03:03:12 pm »

CavJes 3.5 - vsiewnar 2.5

Adventures Previews / Re: Previews #5 - Lost Arts, Borrow, Inheritance
« on: April 03, 2015, 02:52:00 pm »
Oh, hey. I bet this was brought up yesterday, but Bridge and Highway don't reduce Event costs.

So you mean I can't ever Procession the Borrow I just bought from the Black Market deck into the last Inheritance in the pile to end the game?  ;)

Adventures Previews / Re: Previews #4 - Expedition, Trade, Mission
« on: April 02, 2015, 12:21:45 pm »
On another note, Kevin is one of my favorite events.

I had no idea!

Variants and Fan Cards / Re: Misconcoction: Cycle/Build for a price
« on: March 27, 2015, 07:06:40 pm »
Post a card idea day?

$5 Misconcoction Action/Cost/Benefit

When you can play this, do.
+2 Cards, +2 Actions, +2 Coin
Discard down to 3 cards in hand. Gain a Curse.

When would you buy it? When would it be worth it? And when is it OP?

No accountability to force a player who has one to play it. Other than that, looks pretty week. Might even be balanced without the gain a curse or the forced playing.

Do you mean there is no accountability within the framework of the game to allow a forced play as such?

Variants and Fan Cards / Misconcoction: Cycle/Build for a price
« on: March 27, 2015, 06:26:11 pm »
Post a card idea day?

$5 Misconcoction Action/Cost/Benefit

When you can play this, do.
+2 Cards, +2 Actions, +2 Coin
Discard down to 3 cards in hand. Gain a Curse.

When would you buy it? When would it be worth it? And when is it OP?

Variants and Fan Cards / Re: Some multi-purpose cards
« on: March 25, 2015, 03:10:50 pm »

On play effect is really weak (compare with Candlestick Maker).  The reaction is extremely political, which goes against Dominion design philosophy (though if you like that kind of card, by all means try it).  You can also use the reaction on yourself, but that would just be a restrictive version of Workshop.  As it is, I'd start testing at $2. 

But again, the political aspect of it is not great.  Like, imagine it's a 4 player game.  I play Witch.  Player to my left gains the first Curse, then I and other players all discard Carnival.  Maybe some even discards 2.  That guy gets 4+ Curses all at once.  Maybe the pile was close to emptying as well and nobody else has to take a curse.  Not fun.

I'd try having it just gain you a copy of the card.  Then you could use it as a restrictive workshop or alternatively a mini-Smugglers that can target more players (other than just the one to your right).


Yes it should have the attack typing.  The wording could be tighter:

Trash 2 cards from your hand.  Choose a card in the supply with cost exactly equal to the total cost in coins of the trashed cards.  Either you gain a copy of it or each other player does, your choice.

The main change here is that now you don't have to choose a card for each player.  This removes some of the politics and also speeds up action resolution.  Seems alright.  It should play a lot like Ambassador early except that it's harder to get and it's going to drain the Estates pile.  Later on, you can use it as a mini-Forge.

The on-buy effect looks fine for balance, but it makes the card as a whole too complex.  I'm not sure it will all comfortably fit on one card.  If you do keep it, I don't see a good reason to forbid Till from gaining itself.  You can't empty the entire pile since it is an on-buy effect, not on-gain.


Definitely not going to fit on a card.  Take a look at the hybrid VP cards and note how the VP shield already takes up half the available space.  Also note that it goes below the line, so adding an overpay as well would be kind of ugly even if it could fit.  But it really won't.

Card space aside, I don't know how to feel about the on play.  I'd like it better if the Estate gain was mandatory.  I don't like the overpay.  Seems too dangerously powerful to me.

Re: Carnival

I realize the on-play compared to CM it is weak. I considered +1 Card over action, which I think fits the flavor better by a bit as its reaction makes it sort of non-terminal. I had it that way until I began comparisons to Festival, but I see no reason to remain stuck on that comparison.

And hey, the reaction doesn't need to do everything. I like that it could be used to double junk, but play with it would be clunky and potentially very annoying. I'll switch it to just you gain, which is cleaner. It may still be a lot to have the option on every gain 4 or less, but once it's discarded it's gone.

Re: Till

Wording looks better, thanks, I was struggling with that. The main reason I prevented gaining Till with the on-buy is I just didn't like the idea of trashing a Curse or Copper and still getting a Till for further trashing. But that's not so strong and omitting the the restriction does make it tighter.

Re: Parade

Yeah this was the riskiest and I see what you mean about space on the card. The overpay isn't necessary though I do like the flavor. I'll edit it a bit to address these points...could it still be a Victory card if I just took out the worth 2VP and kept the overpay?

Dominion League / Re: Season 7 - Signups
« on: March 24, 2015, 06:21:02 pm »
I would like to play as highly ranked as possible.

Variants and Fan Cards / Re: Some multi-purpose cards
« on: March 24, 2015, 02:41:12 pm »
Carnival is an attack that you have to choose whom to hurt with it; so that could be an issue. It shouldn't have the attack type; just like IGG, because you can't use moat when someone reveals a reaction.

Edited out. I was mostly pointing out it could be used as such, though I do mention it below. Thanks for the clarification.

On another note I see how it could get messy on Goko, it being so oft revealable.

Variants and Fan Cards / Some multi-purpose cards
« on: March 24, 2015, 02:08:39 pm »
Here are a couplefew cards which affect or can affect all players. I have yet to playtest them (cannot afford pack space for a set etc. of IRL cards), but I am curious what people think of their power level at cost and versatility and would be interested in testing them for fun. I've given some of my own thoughts beneath each card's text.

$4 Carnival Action/Reaction
+1 Card, +1 Buy, +1 Coin
When any player gains a card costing up to 4, you may discard this. If you do, gain a copy of that card.

Terminal monies, but the option to keep it in hand for its reaction.
I thought about a no-Victory card clause, but figure if you get your Duchies or Provinces down it's not OP. Gardens and Silk Road rushes would like it anyway.

$5 Till Action(/Attack?)
Trash 2 cards from your hand.
Choose a card from the supply with cost exactly equal to the total cost in coins of the trashed cards. Either you gain it or each other player does, your choice.
When you buy this you may trash it and a card from your hand.
Gain a card with cost exactly equal to the total cost in coins of the trashed cards.

Is this too much like Ambassador, and too much better than it at that?
Its $5 cost prevents opening with two of them, but it might get annoying and swingy.
I like the on-buy and don't think it's too strong, but may be in games looking for early spikes like with Tournament.
For space concerns, perhaps on-buy you can just trash up to 2 cards from hand?

$6 Parade Action/Victory
Worth 2VP
+1VP. Gain an Estate.
Each player takes a coin token.

Pretty straightforward. It has the potential both to lengthen games with VP chips, or shorten them on Estate piling and extra coin to spend for both players.
Plus I like the thought of a Parade tossing out candy (though in New Orleans it tends to be condoms and hand grenades), so why not spread the wealth?
Had an overpay, giving +1VP per coin paid. Thoughts on how this could be incorporated in a blanced way?

I may edit in other card ideas here if they relate thematically.

EDITED addressing first couple comments

Counterfeit/Fool's Gold is a fun and potentially useful one
Huh, I wonder where you thought of that one...

Yes, I dropped a little crumb for the multi-topic browsers... :P

Puzzles and Challenges / Re: Too early to green?
« on: March 22, 2015, 07:04:58 pm »
Nice! Yes that seems to work, though I did not use Stonemason or Governor.

I disallowed KC and Doctor mainly as being common puzzle enablers which I did not use, but which on second thought would not be used by a player who is forbidden from buying or playing actions.

Yes to your other questions.

I was not going for max-VP once I figured ways to bump up SR and Fairgrounds. Just working to think of puzzles which I haven't seen on the boards.

Counterfeit/Fool's Gold is a fun and potentially useful one

Puzzles and Challenges / Too early to green?
« on: March 22, 2015, 06:25:07 pm »
So I realize now the perfect shuffle luck puzzles I was posting do not belong in the Solo Challenges subforum, which is reserved primarily for challenges encouraging one to play out a strategy and submit a log. This is no such challenge, and so here it is, here.


With perfect shuffle luck in a 2-player game,
Without buying or playing any action cards all game,
On turn 5, using only treasures you start your turn with,

Buy a Duchy, a Farmland, a 2-point Silk Road and a 4-point Fairgrounds (these values are counted at end of turn).

NO: Noble Brigand
Bonus points for including Duchess.

Hints are masked of course, lest I sabotage your chances!

The solution I have come up with (finally) is quite precise but I hope the turn limit is low enough to encourage people to try it out. I came close a couple different ways but am not yet convinced my solution is the only way. I will post it if there is another sufficient solution posted or if there is no correct solution in due course.

Happy puzzling!


Dominion Articles / Re: Spy
« on: March 21, 2015, 02:08:19 pm »
More serious notes: Mystic and Scrying Pool.

A fun one in which I Prince a Spy to enable a thin Mystic deck with a single Woodcutter which amasses 4 Colonies and 2 Provinces by turn 17!:

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