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Messages - Accatitippi

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I'm a level 55ish player. I generally (around 80%?) go for rebuild when it's in the kingdom, and in my limited experience it's very rare that I lose to a non-rebuild strategy, playing the vast majority of my games against players of level 45-60.

I don't doubt that rebuild is beatable on a lot of boards, but if you need to be an excellent player to reliably figure out how, that isn't a great proof of rebuild's weakness.

No other card lets me put the same amount of pressure on a more skilled opponent.

There once was a poor Vagrant who wandered from town to town, accomplishing virtually nothing. One day, a kindly business owner with wares to sell took pity upon him and gave him some job Training. He's now very successful, gathering even more green than the other Peddlers.

When Vagrant + Training came up in an IRL game, I had to laugh at Vagrant + Training = Peddler. It's even something worth doing.

It is not too surprising to me that the Adventure card enhancer tokens have on average a better return on investment on cheap pedestrian cards than on the Grand Markets. Vagrants being able to draw themselves is an awesome bonus of course.

I suspect you're mixing that up with Inherited Vagrants... :)

Imp, on the other hand, is a very good Prince target.

Oh sorry wrong thread.

Dominion General Discussion / Re: The Fool is a pity
« on: January 10, 2018, 05:29:02 pm »
I do not dislike Fool. It's not even close to being one of the cards that I actually find annoying to play with (namely Cultist, Rebuild, Possession, Smugglers, Save, Scrying Pool, King's Court).
Smugglers, Save, and King's Court are all pretty sweet as-is. I would drop the attack from Scrying Pool, and use the fix someone here suggested of having Cultist either play another or hand out Ruins, your choice. I would not do Rebuild and Possession; I don't think I would try to fix them up, I would just abandon those concepts.

How much of a problem a card is though depends a lot on what kind of players you have, and whether or not they're online. For a typical casual group IRL, Rebuild isn't a problem at all. It's some card, they might buy it or not, it doesn't dominate. You have to say, no no guys, read these threads, to cause a problem. Whereas Fool makes that group's first Nocturne game painfully slow.

I'm not saying that Smugglers, Save and KC should be any different. Of course you cannot please everybody.

Game Reports / Re: Figuring out the golden deck here
« on: January 10, 2018, 02:40:42 pm »

 I strongly believe you want a catapult here. I’m not sure about the optimal realisation; the best version I can spot is

T1 buy catapult
T2 donate, keep 5 coppers
T3 catapult copper, pay debt (granted, there‘s a 1/6 risk to miss catapult, but I think the extra coin is worth trying).
T4 catapult copper,  buy silver
T5 catapult copper, buy silver
T6 catapult copper, buy goons
T7 play goons, buy artificer

In the next turns, we get diplomats/artificers/goons while catapulting the remaining copper and the silvers.

I think that this beats any non-catapult-strategy handily which will have a hard time to get a T6 goons under permanent attack, and still has some leftover coppers on top.

In practice, it will play out quite differently if both players get catapults, but that‘s the whole point: you need a catapult here.

My opponent hit 6 on turn 3 so this would probably not have applied in my game, but in general Silver/Silver/[Silver/Donate/Payback]/Goons would be unaffected by the discard attack, right?
aku_chi's version gets Goons one turn earlier than our solutions but it suffers from the catapult.
Of course later in the game you get to catapult the Silvers, but between Diplomat and Donate I was suprised by how little the curses hurt me.

Variants and Fan Cards / Re: Meld
« on: January 10, 2018, 02:24:30 pm »
They seem interesting!
Nimble seems perfect, and I wouldn't add +Buy for the reasons you stated.
Majestic seems very weak. Considering that it's in a trio of can-be-necropolis and terminal draw, using it as draw seems awkward, and as a support card I can see it being enraging when it makes your good-but-unique cards miss the shuffle (eg. potion or meld, as you said).
Raging Chimera could maybe be more straightforward by simply setting an amount of allowed Treasures (or Actions)?
Something like: "every other player reveals their hand. If they revealed three or more Treasures, they discard down to 3 cards in hand. Otherwise, they gain a Curse."
Then you can make it stack really weird by adding: "...and draw a card."

Maybe the better limit is 2 treasures, but that wouldn't curse very often...

Anyway, my only other criticism is that it's 3 draw cards. Maybe the Majestic spot can be filled by some sort of funky non-attack payload card?

Dominion General Discussion / Re: The Fool is a pity
« on: January 10, 2018, 01:57:31 pm »
I do not dislike Fool. It's not even close to being one of the cards that I actually find annoying to play with (namely Cultist, Rebuild, Possession, Smugglers, Save, Scrying Pool, King's Court).

It does have a very steep learning curve, though, requiring you to learn 16 cards during the course of the first game with it, 12 of which are not openly available for you to read at all times. That's twice as much as the Castles, which are definitely not considered a newbie-friendly card. No other Fate card churns through the Boons that fast, and revealing one boon at the time, they require less imput from the player. Normally boons happen to you, but with Fool you really have to make a bit more effort to understand in what order to play the three you drew.

I've already said it elsewhere, but I think that the coupling of Lucky coin and Fool was unfortunate. It makes players more likely to get an early Fool even when they'd usually not, just because Silver is so much less attractive. This makes almost every Fool game a Fool game.

I think Lost in the Woods is definitely the most fun part about Fool. If they told me that Fool was being magically errataed into "If you don't have LitW, +2 coins, and take LitW", I would not object.

Game Reports / Figuring out the golden deck here
« on: January 10, 2018, 08:59:26 am »
Today I played a very interesting game against Angalagon91. Unfortunately, he had to leave and the game was really going to be a slow one, but I'd have loved to play it out.
The game number is 10475297. Unfortunately my subscription has run out so I cannot load it, but going by memory:

Not entirely sure about mine, but it's irrelevant.

We both stumbled a lot in the beginning, he tried to curse me with IGG-Catapult (which is definitely inefficient thanks to Donate) and I bought cards a bit randomly before spotting the triple Goons golden deck. (Donating each turn, and ending the game on Estate, Curse and Chapel/Beggar)
As I was getting ready to fire the deck, Angalagon had to leave.
Now the interesting part: the simple Dip-Goon golden deck needs your opponent to play Goons to work. So, I believe an appropriate response for Angalagon would have been to stop playing goons and switch to Wild Hunt-Money. He was ahead on points so he might have been able to put toghether the golden deck before I caught up, I'm not sure. I got ready to make the switch to WH, but I don't think it was the right move.

After the game I noticed that using Artificer, the golden deck wouldn't need the opponent's goons. So I think the deck here is 3x Goons, 2x Diplomat, 1x Artificer and a Gold which is not strictly necessary but speeds up the endgame.
Still, it was a fun board to try and figure out.

Edit: fixed IGG's image in kingdom

Other Games / Re: Zachtronics Games
« on: January 10, 2018, 07:51:03 am »
Reading the first posts I thought, "this really reminds me of Codex of Alchemical Engineering", and it turns out it was an apt connection.  ;D

I loved it, and I think I also tried KOHCTPYKTOP but didn't get very far with it...

I'll look into their new games, thanks for the suggestion!

Dominion General Discussion / Re: Nocturne: Yay or nay?
« on: January 04, 2018, 08:00:03 pm »
We need more empire style expansions.

What exactly makes an expansion "empire-style"?

All in all I'm happy about Nocturne. It has a sort of "rough-around-the-edges" feel that we hadn't seen in an expansion in a long time, but it also tries to do a lot of different stuff, more so than Empires for sure. There's only a few cards that I really wish were different or didn't exist, and none seems to be as bad as Cultist or Rebuild, not even close.

Variants and Fan Cards / Re: Crazy Night/Victory card idea
« on: January 03, 2018, 06:23:45 am »
Cost 4 - Night / Victory
If you have more victory cards in play than tokens on your constellation mat and haven't put any tokens on the mat this turn, put a token on your constellation mat.
If you have no cards in your discard pile, take Clear Skies.
This is worth 1VP for every two tokens on your constellation mat.

Clear Skies
While you have this, you may play Estates, Duchies, and Provinces as if they were action cards with "+$1".
At the end of your buy phase, return this.

It seems very weak.
Clear Skies is very hard to get because you have to skip your buy phase or only buy events, and gives a very small benefit, unless you really have plenty of actions and draw.
Astrologers build up very slowly, and have a very low cap: uncontested, they'll give you 5 points per card if you have a monster deck able to repeatedly draw 10 dead cards, ignoring Clear Sky which is unwieldy to get and even worse to profit from.
Also, I suspect that some form of vp-token Night card might do what this wants to do more smoothly, and with fewer balance problems with regard to the split and so on.

Dominion General Discussion / Re: More reliable: Hexes or Boons?
« on: January 02, 2018, 07:02:34 pm »
My impression is that Hexes are both somewhat more reliably bad, and also have a much higher power ceiling, so they are still way more swingy than Boons.

A Locusts, Poverty or Envy at the right moment can make or break a game, while I don't think a single Boon draw has ever decided one of my games. I could see it happening with Earth, Forest, and maybe River and Wind I guess.

But Boons might just be less in-your-face about their long-term effects, idk.

Dominion General Discussion / Re: Interview with Donald X.
« on: January 02, 2018, 10:29:12 am »
Individually, Heirlooms seem to impact gameplay much more than the three Shelters put together.
If you were to make Shelters nowadays, would you make them more impactful?

Dominion General Discussion / Re: Interview with Donald X.
« on: January 02, 2018, 09:49:29 am »
The obvious follow up: when will you ask?
Well of course I'm waiting at least until you stop beating your wife.

I didn't know you cared that much about your playtesters' winrate against their significant others.

Variants and Fan Cards / Re: Revised versions of published cards
« on: January 02, 2018, 08:59:08 am »
Before Miserable was revealed, I wouldn't have been surprised by a Doom card that sets aside two Hexes at setup, letting players choose which one hits them Torturer style.

I guess I could work that into an Event or a card with Miserable banned or something.

I think it could work even with Miserable included. -4 points is fairly relevant, and card-shaped things need not always be awesome.  :)
I would be more concerned about having two indefinitely stackable attacks out (War, Locusts, Greed), or Deluded plus an indefinitely stackable attack.

Dominion General Discussion / Re: The Fool is a pity
« on: December 28, 2017, 07:00:10 pm »
It might be my impression, but the amount of confusion/rule questions generated by HoP when it first came out was higher than the confusion generated by the Night mechanic.

Let's Discuss ... / Re: Let's discuss Alchemy cards: Transmute
« on: December 26, 2017, 04:37:53 am »
The solution to Transmute is to have it gain e.g. Will-o’-Wisp when you trash a Treasure. That way you get something for trashing that Potion.
This might be it.
I'm going to try this with a random Action pile chosen at setup.  :)

Dominion General Discussion / Re: Christmas Kingdoms 2017
« on: December 26, 2017, 04:19:55 am »
Eagerly waiting for the Secret History of Dominion: Holy Days!

Dominion General Discussion / Re: Which Removed Cards Do You Use IRL?
« on: December 25, 2017, 04:57:39 pm »
I have all the expansions/2nd editions and include all the banned cards. I don't have the problems/issues with any of the cards that others have.

We draw random and deal with what we get. Any card, good or bad, can be useless/useful in any given set. Every kingdom we draw is fun to play. Some kingdoms are just tougher to figure out, which is what it's about, right?

No veto. No exclusions. No whining about likes and dislikes.

I would argue that weak cards make for kingdoms that are easier to figure out, but this was discussed ad nauseam when second edition came out so maybe I should have kept my mouth shut.
I only miss those cards for sentimental reasons, and have used them all as proxies for fan cards.
I wish something could be done for the rest of Dominion, but I am afraid that the only solution is to houserule the extreme outliers in power level, and to endure them online. Looking forward to ban lists online.

two Urchins
Magic Lamp

Magic Lamp gives you three Wishes, but you can only ever do it once.


Is Magic Lamp really a bigger deal than Tournament and Treasure Map?

One also has to take into account that Tournament prizes and Gold Treasures are topdecked (= no reshuffle before they take effect) while the cards gained with Wishes take two reshuffles before taking effect. The difference between "four Golds now" and "three strong cards some time later" is considerable (even though in many cases only 2 2/3 of the 4 topdecked Golds are effectively used so that four Golds shuffled into draw pile might even be stronger).

One reshuffle. Wishes gain to hand. It's like lamp said, gain three cards costing up to 6. But it gives you wishes instead, so you get a bit more flexibility.

Dominion General Discussion / Re: Homage to the Best Card
« on: December 20, 2017, 10:02:18 am »
I thought we were all               Moat    !

Dominion General Discussion / Re: The Fool is a pity
« on: December 20, 2017, 09:58:12 am »
I like Fool.
I like the implications of letting your opponent get the only one. I like the hot-potato Lost in the Woods and wish there were a couple more positive states in Nocturne. The three boons are nice, and unlike the other Fates you're pretty much guaranteed to get something nice.
I think that, paradoxically, the fact that it's coupled with Lucky Coin is what makes it so slow. In games in which you don't need to buy Silver, you are more likely to get Fool, even if you don't really need it. So a lot of the time you end up getting Fool because without Silver, it's the best thing to get at 3.
It's a slowish card, and everybody got it without really needing it, so everybody at the table is soured towards it. A bit like Scrying Pool, but worse if you don't know the Boons, and better if you do. And you generally want SP, while you get Fool for lack of better purchase options.

Or to make another example, Great Hall with Lucky Coin as Heirloom would be bought much more often.

Dominion General Discussion / Re: The Fool is a pity
« on: December 19, 2017, 03:48:35 am »
I haven't played nocturne irl, but I can see it being extra-heavy to get used to in a nocturne-heavy game.
It does add more new mechanics than any other expansion.
So maybe try to dilute it a bit?

Also, Fool is probably weaker than you think, so the game could have been faster with less fool-ish players ;)
It reminds me of the awfully long tribute wannabe-engine games that we imposed on ourselves back when intrigue was new.

I don't have that experience, it looks weird but that's really the only thing. If i mix my english cards with the dutch cards of my friends, some people say "Hey, half of these cards are in english, why is that", and then we have to give a short explanation, but that's that. I really don't mind. Maybe i even like the weirdness.
If you ever ended up mixing Dutch and English base cards, you could get some interesting interactions with things that care about a card's name!

Are there two different cards which have the same name in two different language?
Like Magpie being "Cardname" in German, and Cultist being "Cardname" in Finnish.

What do the rules say about mixing languages? Nothing, as far as I know.

Not a perfect match, but Adventurer is Esploratore in Italian, and Explorer is Avventuriero.
I also know that in Spanish Dominion, Explorer is Exploradora while Scout is Explorador.

Dominion General Discussion / Re: The Dominion Cards Lists 2017 Edition
« on: December 15, 2017, 08:49:29 am »
Seeing all those removed cards made me feel nostalgic.  :'(

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