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Messages - majiponi

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1
Variants and Fan Cards / Re: Market Town
« on: January 14, 2019, 03:49:42 am »


See "Secret History" of Bandit Camp. Gaining Treasures is not so good, even if you gain into your hand.

2
Rules Questions / Innovation and Haggler
« on: January 11, 2019, 09:52:50 pm »
I bought Innovation.

While a Haggler is in play, I bought Province. I gained and set aside another Haggler. I played it.

Do I gain another card cheaper than Province?

3
Variants and Fan Cards / Re: Possession as a one-shot Event
« on: January 04, 2019, 11:01:23 pm »
I don't think this is a good idea. This will be "auto-buy" thing. You almost always buy, don't you? Possession is good because you have a choice (although I hate Possession). And it will be too swingy. Sometimes I have no Treasures in hand, sometimes 5 Golds.

I think $6 is proper. Like Fleet.

4
Puzzles and Challenges / Re: Repeat Teacher
« on: January 04, 2019, 08:43:23 am »
You've bought Capitalism and 4 Summons(4 Black Markets).

Hand: Teacher, Bridge, 3 Ironworks

play Black Markets
- play Bridge, Teacher
call Teacher for +1 card token on Ironworks

Hand: 3 Ironworks

play Black Market
- play Ironworks
--- gain Mandarin, topdecking 2 Black Markets, Bridge, Ironworks, Teacher
- play Ironworks to draw Teacher
--- gain Duchy
--- draw Ironworks
- play Teacher
call Teacher for +1 Action token

Hand: 2 Ironworks

play Black Market
- play Ironworks to draw Bridge
--- gain Mandarin, topdecking 2 Ironworks, Teacher
- play Ironworks to draw Teacher
--- gain Duchy
--- draw Ironworks
- play Teacher
call Teacher for +1 Buy token

Hand: Ironworks, Bridge

play Black Market
- play Ironworks to draw Ironworks
--- gain Mandarin, topdecking 2 Ironworks, Teacher
- play Ironworks to draw Teacher
--- gain Duchy
--- draw Ironworks
- play Teacher
call Teacher for +$1 token

5
Variants and Fan Cards / Re: Really bad card ideas
« on: December 31, 2018, 09:14:43 pm »
Happi New Year
cost $2019 - Treasure
Let your children wear the best dress you have.

6
Variants and Fan Cards / Re: Dominion Wild Lands
« on: December 29, 2018, 03:02:32 am »


Okay so I changed the wording. Also I made it so you would get both attacks but separated them out -1 coin token first. Then at the start of your next turn each player would get the -1 Card token and dropped the benefit down to 3 cards instead of 4 cards. So that should be balanced a little better than it was. And thanks again GendoIkari for better wording.

How about making this non-Attack? Masquerade, Tribute, Possession are non-Attack. "While this is in play, when other player plays a Lion, it doesn't affect you." will work, too.

7
Variants and Fan Cards / Re: Dominion Wild Lands
« on: December 25, 2018, 08:51:46 pm »


Now itís like a lighthouse itself. So you donít have to worry about reacting to attacks.

Can I reveal Moat to stop Lion? Watchtower to stop Witch? Tunnel and Market Square to Knights? Patron to Scrying Pool?

8
Variants and Fan Cards / Re: [Release] Dominion: Antiquities!
« on: December 25, 2018, 04:21:30 am »
When you buy the last Duchy from Supply, do I...

shuffle this into Duchy's pile and reveal Discovery to gain it, Gold, and Duchy I bought?

9
Variants and Fan Cards / Re: Dominion Wild Lands
« on: December 21, 2018, 06:06:27 pm »

Nile Crocodile is overpowered, I guess. It can gain anything, even a Colony. You should say "one of the trashed cards".
It can only gain a Colony if somebody else has previously trashed a Colony via a different card. Crocodile cannot trash Victory cards.

I don't think it is that strong. Sure, you have to test it and it might be best at $5 but it is not crazy as there is rarely non-Victory stuff that costs more than 6 whereas there is a lot of non-Estates junk that costs less than 3. So relative to Knights this will often help the opponents. Sure, later in the game you can trash&gain, like 2 Rogues in one, but note that the very presence of Crocodile incentivzes you to (if this is feasible) thin less and sift more.

I think that this is the most interesting trashing Attack that CouduHieh has posted so far as it differs significantly from existing cards.
Play with Remodel, Swindler, Salvager, Apprentice, or a kind of thing. Although you use Crocodile and one of them is rare (around 15%), its pover governs the game.

10
Variants and Fan Cards / Re: Dominion Wild Lands
« on: December 21, 2018, 08:19:29 am »

Nile Crocodile is overpowered, I guess. It can gain anything, even a Colony. You should say "one of the trashed cards".

11
Puzzles and Challenges / Re: Easy Puzzles
« on: December 18, 2018, 09:45:44 am »
Who has no child? Write as much as possible.

Answer example: Overlord

12
Solo Challenges / Re: Win without reshuffling.
« on: December 09, 2018, 12:13:20 am »
If Inn effect is allowed you can do it with just Inn and Mandarin (21103487).
Inn shuffles.

How many VPs can I get in a game without reshuffling?

13
Solo Challenges / Re: Win without reshuffling.
« on: December 08, 2018, 10:38:39 am »
Travelling Fair/Counting House/Banquet should do the trick.

T1: 5 Coppers, buy Tfair, Banquet for CHouse, topdeck everything.

T2: Hand is CHouse, 4 Coppers. CHouse gives you $9 to spend. Travelling Fair for Banquet *2, gaining CHouse and 5 Coppers, topdeck CHouse, 4 Coppers, repeat. From here it is trivial to end the game without shuffling.

EDIT: Now with sample game. I added Baker to make starting off easier: 21096371.

Wow! Fantastic! I've never imagined using Banquet. My idea was gaining Mandarin to topdeck everything, including capitalized Haggler. I am finding a way not to use multiple landscapes.

14
Solo Challenges / Win without reshuffling.
« on: December 07, 2018, 11:19:50 pm »
End a game without any shuffle after drawing your first hand.

15
I need only 3 turns and an old old card I like.


Kingdom: Lurker, Develop, Watchtower, Coppersmith, Fortress, Villa, Band of Misfits, Counting House, Border Village, King's Court
Events: Advance, Travelling Fair

Hand: 4 Coppers, Necropolis
Deck: 2 Coppers, Overgrown Estate, Hovel, Copper


Turn 1

play 4 Coppers
buy Travelling Fair, Lurker(topdeck)
buy Advance to trash Necropolis to gain Border Village(topdeck), Develop(topdeck)

Hand: Develop, Border Village, Lurker, 2 Coppers
Deck: Overgrown Estate, Hovel, Copper
Discard: 4 Coppers


Turn 2

play Lurker to trash Fortress
play Develop to trash Border Village to gain King's Court, Band of Misfits
play 2 Coppers
buy Travelling Fair
buy Advance to trash Fortress to gain Border Village(topdeck), Fortress(topdeck)
buy Advance to trash Fortress to gain Border Village(topdeck), Counting House(topdeck)

Hand: Counting House, Border Village, Fortress, Border Village, Band of Misfits
Deck: King's Court, Overgrown Estate, Hovel, Copper
Discard: 6 Coppers, Lurker, Develop, Fortress


Turn 3

play Border Village to draw King's Court
play Border Village to draw Overgrown Estate
play King's Court to play Band of Misfits(as Coppersmith) 3 times
play Counting House to put 6 Coppers in hand
play 6 Coppers (1 Act, $24, 1 Buy, 53 Coppers left)

Hand: Fortress, Overgrown Estate
Deck: Hovel, Copper


buy Travelling Fair 12 times
buy 7 Coppers
buy Advance to trash Fortress to gain Develop(topdeck)
buy Advance to trash Fortress to gain Border Village(topdeck), Watchtower(topdeck)
buy Advance to trash Fortress to gain Border Village(topdeck), Fortress(topdeck)
buy Advance to trash Fortress to gain Border Village(topdeck), Counting House(topdeck)
buy Advance to trash Fortress to gain Watchtower(topdeck)
buy Advance to trash Fortress to gain Villa

play Villa
play Fortress to draw Watchtower
play Watchtower to draw Counting House, Border Village, Fortress, Border Village, Watchtower
play Border Village to draw Border Village
play Border Village to draw Develop
play Develop to trash Border Village to gain Band of Misfits, King's Court
play Watchtower to draw King's Court, Band of Misfits, Hovel
play King's Court to play Band of Misfits(as Coppersmith) 3 times
play Counting House to put 7 Coppers in hand
play 7 Coppers (1 Act, $50, 1 Buy, 46 Coppers left)

Hand: Fortress, Overgrown Estate, Hovel
Deck: Copper


buy Travelling Fair 25 times
buy 21 Coppers
buy Advance to trash Fortress to gain Develop(topdeck)
buy Advance to trash Fortress to gain Border Village(topdeck), Watchtower(topdeck)
buy Advance to trash Fortress to gain Border Village(topdeck), Counting House(topdeck)
buy Advance to trash Fortress to gain Watchtower(topdeck)
buy Advance to trash Fortress to gain Villa

play Villa
play Fortress to draw Watchtower
play Watchtower to draw Counting House, Border Village, Watchtower, Border Village
play Border Village to draw Develop
play Develop to trash Border Village to gain Band of Misfits, King's Court
play Watchtower to draw King's Court, Band of Misfits, Copper
play King's Court to play Band of Misfits(as Coppersmith) 3 times
play Counting House to put 21 Coppers in hand
play 22 Coppers (0 Act, $221, 1 Buy, 25 Coppers left)

buy Travelling Fair 48 times
buy 25 Coppers, 8 Provinces, 8 Duchies, 8 Estates

16
Learning from other players is more important. Let's read logs. For example,

Quote
Kingdom: Bridge, Caravan, Sentry, Swamp Hag, Treasure Trove (no Villages)

T1
I bought Bridge.
Alice bought Caravan.

Can you guess why she bought Caravan?

Quote
T3
I bought Sentry.
Alice bought Sentry.

T4
I bought Caravan.
Alice bought Caravan.

Seems correct?

Quote
T5
I bought Sentry.
Alice bought Treasure Trove.

Now you can see the reason. She wanted to cycle her deck to play Treasure Trove more often. She knew that she could not utilize +1 Buy and drawing more was much more important. She imagined this vision before her first buy.

You may think trashing Estates can kill her, as she didn't buy Bridge. Don't worry. She bought Bridge, too (after buying 3 Caravans), and she did earn $14, 2 Buys (cost -$1) !


Let's start another game!

17
Dominion Articles / Guildhall and Masterpiece
« on: November 19, 2018, 02:55:48 am »
Open Silver-Silver. Buy Guildhall when you first earn $5. After that, buy 2 Masterpieces, overpaying as much as possible. You'll get a full refund even if you use up your Coffers.

See here for Guildhall&Begger article.
http://4cost2buy-sir-martin.hatenablog.com/entry/2018/11/14/180000

18
How about this?

play Ambassador
your opponent plays Caravan Guard (from Black Market)
she calls Royal Carriage 4 times
reveal Emporium

This game doesn't use any other Durations or Reserves. Emporium cannot be 1st to 3rd order interaction in this game.

19
Treat Empires as Prosperity.

20
Rules Questions / Re: Capitalism and Black Market
« on: November 14, 2018, 10:14:11 am »
These days, I explain Dominion as having "three or four" phases (ignoring Night for a moment):
  • Action
  • Buy
    • Play treasures
    • Actually buy
  • Clean-up
Viewed that way, things are clear: during "play Treasures" you may play Treasure cards, but not use your Buys; during "actually buy", you may use your Buys but not play Treasure cards.

Throne Room telling you to play a card (twice) does not use up one of your Actions, and would cause you to play an Action card even in circumstances when you normally couldn't (e.g. you buy Throne Room during "actually buy" while you have the Innovation project). The fact you played some Actions doesn't mean you're back in the Action phase - you're still in the "actually buy" sub-phase.

In exactly the same way, if you use Capitalism to play Black Market during "play Treasures" that does not use up one of your Buys, and lets you buy a card even though you couldn't normally. The fact you bought something during "play Treasures" doesn't mean you've moved to the "actually buy" sub-phase - you're still in the "play Treasures" sub-phase.

So, I can still play other treasures BECAUSE I am in Play-Treasure phase, and the rule I quoted from Prosperity has got an errata like "after you moved to Actual-Buy phase, you cannot play Treasures", right?

21
Rules Questions / Capitalism and Black Market
« on: November 14, 2018, 08:34:17 am »
Maybe someone has asked, but I am not sure.

From Prosperity rulebook:
Quote
During the Buy phase, a player must play all of the Treasures he wishes to play before he buys any cards, even if he has +Buys; he cannot play more Treasures after Buying a card.

Magically buying a card during the treasure-playing portion via Black Market doesn't stop you from playing more treasures afterwards.

I don't see the reason. I think this problem is similar to this one.

You can't buy cards from the Black Market on a Mission turn. "Can't" wins.

Maybe prohibiting another playing makes another problem like...

I Crowned Venture to reveal Black Market. I bought Grand Market. Do I resolve Venture again?

22
Puzzles and Challenges / Re: Empty the Supply in 1 Turn (Now with Priest!)
« on: November 11, 2018, 07:16:52 am »
Less Expansion, less Kingdom cards, less probable method.

Kingdom: Tracker(t), Fortress(f), Priest(p), Villa(v), Cursed Village(V), Pooka
Events: Advance, Travelling Fair

Deck: Hovel(h), Overgrown Estate(o), 3 Coppers(C)
Hand: Cursed Gold(U), Pouch(P), Necropolis(n), 2 Coppers

play P, 2C, U(c)
(1 Action, $6, 2 Buys)

buy f, Travelling Fair, Advance (n -> V)
receive War(reveal h, o, 3C, shuffle, reveal f)
(1 Action, $0, 1 Buy)

buy Advance (f -> v, hand)
play v
repeat this 5 times

buy 3 Travelling Fairs
(7 Actions, $0, 4 Buys)

Deck: V, c
Discard: h, o, 3C
Hand: f

buy Advance (f -> p), Advance (f -> f, deck), Advance (f -> V)
receive Locusts (f -> t)
buy Advance (f -> v, hand)
(8 Actions, $0, 0 Buy)

play v, f, V (draw c, shuffle, draw p, V, C, t)
play p (trash c)
play t (receive The Earth's Gift)
discard C (gain Priest, deck)
play V (draw p, h, o, 2C)
play p (trash o, shuffle, draw C)
play 3C
(9 Actions, $11, 1 Buy)

Deck: (empty)
Discard: (empty)
Hand: f

Do as you like.

23
Variants and Fan Cards / Re: Really bad card ideas
« on: November 01, 2018, 11:54:56 am »
Ship
cost $33 - Action
Put this on your Tavern mat.
-
At the start of your turn, you may call Rio Grande. If you do, gain a Renaissance set.

24
Lose track rule itself. (ex:scheming Hermit)

25
Variants and Fan Cards / Re: Ruined cards
« on: October 10, 2018, 07:58:22 pm »
(+2 Buys so it's not strictly worse than Ruined Market except for edge cases...)

Ruined Bridge
+2 Buys
Cards cost an additional $2 this turn.

play 4, play Forge to trash 2 Curses.

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