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Messages - Cave-o-sapien

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Rules Questions / Re: 5-6 player number of cards.
« on: Today at 04:45:02 pm »
It matters if a Treasure pile runs out, it has an effect on various cards and contributes to ending the game. But the intention is to mostly have them not run out. If it had been a computer game from day one, they would have been infinite. So, just have enough Treasures for 5-6, and don't worry about having a particular number.

I would miss Beggar/Tower.

Dominion Articles / Re: Chariot Race
« on: September 20, 2018, 02:52:33 pm »
  • This is missing discussion of the variance of Chariot Race. I think this is important. If you have 3 Chariot Races and your opponent has 7, then their average VP per turn may not be much larger, but it comes in big bursts that can quickly change who has the VP lead in the endgame. This makes Chariot Race a better pickup when you're behind. It also means you need to be more careful about VP leads than you normally would be.

I think this is a crucial aspect of the card (and incidentally, probably why some people dislike it).

Dominion General Discussion / Re: Dominion Log Statistics
« on: September 18, 2018, 03:11:51 am »
What is very interesting to me is that a lot of trashers have negative gain advantage. Amulet is at -11%, Raze even at -18%, and Chapel and Steward both at -4% (numbers where only 1 player gains it). That seems to indicate that trashing is overvalued in the current metagame.

Or people are choosing the wrong trasher when presented with several options.

Dominion General Discussion / Re: Kingdom Randomizers
« on: September 12, 2018, 05:45:24 am »
Randominion is an iOS app that was just updated/overhauled. It includes Nocturne

Dominion General Discussion / Re: Sloggiest cards?
« on: September 11, 2018, 08:04:31 pm »
Avoid any card that requires a lot of shuffling or synchronous shuffling.

For example, I have to wait to resolve my Jester until my RHO, who just finished her turn, has shuffled her deck.

Choose a card at random from your right-hand opponent's incompletely shuffled deck. Declare that the top card, resolve Jester, then they can keep shuffling.

My RHO doesn't believe that is equivalent, despite my best efforts to convince her otherwise.

Dominion General Discussion / Re: Sloggiest cards?
« on: September 11, 2018, 06:39:58 pm »
Avoid any card that requires a lot of shuffling or synchronous shuffling.

For example, I have to wait to resolve my Jester until my RHO, who just finished her turn, has shuffled her deck.

Puzzles and Challenges / Re: Easy Puzzles
« on: August 23, 2018, 12:37:53 pm »
What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.
There are a couple of three-letter things (Tax, Bat, Spy, Imp...) which seem obvious, so I assume the answer to this should be something with 1 or 2 letters. I can't think of any 2-letter named thing though... Ox seems like something that might one day be a Dominion card.

Inn seems like the shortest, simplest name.

Dominion Articles / Re: Feodum
« on: August 22, 2018, 02:06:18 pm »
Maybe mention Conquest?

It can be a Silver-gainer (to complement other gainers) for going after Feodum points OR Feodum trashing can be a means of generating more Conquest points.

Dominion Articles / Re: Groundskeeper-- Draft
« on: August 22, 2018, 12:58:39 pm »
If you take nothing else from this, understand that we’re talking about specific situations where Groundskeeper is weak, and you need to look for reasons not to buy it-- most of the time it plays a pivotal role in the game’s outcome and shouldn’t be ignored.

I like this point -- and think it's one of the most important for the crowd that already accepts that GK is powerful -- but it doesn't seem to match the subheading.

Perhaps you should change the subheading to "Signs to Not Go for Groundskeeper"?

Dominion General Discussion / Re: Most hated attacks?
« on: August 21, 2018, 02:05:48 pm »
I chose Urchin however. I've been trying for a while to always open Urchin/Urchin and I have yet to feel that that was the wrong choice. The chance to get a salty opponent yelling about "luck" when you hit Mercenary turn 3 is rather high too. Could be without, honestly.

I had a game not too long ago where I went Urchin/Urchin, hit it early, and it was absolutely the wrong choice. Struggling to remember what my opponent did, unfortunately.

Dominion General Discussion / Re: Most hated attacks?
« on: August 20, 2018, 07:36:00 pm »
Disappointed that Hauted Castle didn't make the list in the "not really an attack" category.

Only happening once makes it pretty bearable.

Hey, I had a game recently were I "attacked" with it multiple times.

Nice! A mere 58 turns later and I've alphabetized the Knights pile.
Given you can take multiple Overlords and/or BoMs, and get them all back into the supply once you're done, is that really the smallest possible number of turns? Given perfect shuffle luck, etc.

Oh, I'm sure it can be done in many fewer turns. That was just my first attempt.

Replace seems like it fills some of this design space.

Puzzles and Challenges / Maximum Wishes gained in a turn?
« on: August 13, 2018, 05:23:51 pm »
This question came up in a league match chat today. What are the maximum number of wishes you can gain in a turn?

I would just do boring old Silver+Sauna, then grab an Engineer on my first $4 post-Saunas.

I would skip Overlord here, I think.

It sounds like my dream of adding a rondel to Dominion will have to wait for another expansion.

Gear/Trade might be the fastest BM option out there. I happened to stumble upon it recently:

I forgot about that post (despite upvoting it).  When it comes to 2-card money strategies, Gear + Trade is only behind Donate + Market Square (if that counts) and Donate + Windfall, I believe.  However, it's possibly more likely that there's something on board to compete with those monolithic Donate strategies (still unlikely).  I was also able to get 4 Provinces in 9 turns with Envoy + Trade once, but it's less reliable and less elegant.

What do you deny on your opponent's Envoy in that situation? Preference for Estates then Coppers?

Dominion General Discussion / Re: Question- What is an Engine
« on: July 27, 2018, 12:21:14 pm »
I guess the terminology confusion is partly due to other boardgames.
What is called a golden deck in Dominion is called an engine in a tableau builder. For example if you consistenly make x VPs via consuming in Race for the Galaxy.

For obvious mechanic differences it makes no sense to use the term engine for a deckbuilder in which setting up a static, VP-generating deck is a rare exception instead of, like in the case of tableau builders, the norm that occurs in a large fraction of games.

I think you're spot on.

This is kind of where I was going with my question about the build process being the engine. In many games, you spend some turns building an engine that can generate points, then just fire that engine every turn until you force game end.

In many (but not all) engine boards in Dominion, the engine's performance peaks before you start greening, then starts to degrade as you gain points.

Dominion General Discussion / Re: Question- What is an Engine
« on: July 26, 2018, 05:12:18 pm »
Is the engine the thing you're building? Or is the engine the process of building it?

Dominion Online at Shuffle iT / Re: Conspirator Bug?
« on: July 26, 2018, 05:07:46 pm »
It's correct. There's an official ruling somewhere.

Dominion General Discussion / Re: Question- What is an Engine
« on: July 26, 2018, 02:24:56 pm »
I think my response was something like: "A deck with the goal of drawing itself every turn."

I was going for parsimony, so I didn't feel like over-qualifying it.

My definition also doesn't make any effort to judge whether the engine is good or not. To me, a deck can be an engine even if it has shitty payload. That just means it's a poor engine.

Counting House + Night Watchman

This is beyond neat and certainly more than potentially useful!

You can receive Swamp's Gift several times per turn, but Field's Gift is kept until clean-up in front of you. So it would miss a shuffle of the Boons pile.

I guess the point there is to remind you that you get the +?

Lurker + Pixie

Cycle through the Boons, when you find a good one (like say, Swamp's Gift), trash the Pixie, then grab it from the trash with Lurker.

Great minds? :)

I can't think of any real uses for this beyond rare edge cases, weird pile control, or maybe an unnecessarily fancy TfB strategy, but I recently discovered that you can move $3+ cost Action cards from the trash directly back to the Supply using Lurker to gain from the trash, and then exchange for Changeling.  Lurker gains the card out of the trash and then Changeling exchanges it back to the Supply.  Kinda neat (albeit usually not very helpful) interaction.

This definitely falls under the categories of edge cases and fancy TfB, but it could be useful if say, the Hunting Grounds/Cultist/Squire/Catacombs supply pile is empty, but you really want to trash one this turn. With 2 Lurkers in hand you could gain one back to the supply, then trash it for the benefit.

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