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Messages - ThetaSigma12

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1
Feedback / Re: Whoa - Cool Donald X replied
« on: December 14, 2018, 10:09:14 am »
Just wait until you get a PM for one of his "random 30 people who are online" polls.

2
Feedback / Re: Chrome Extension for f.ds!
« on: December 12, 2018, 08:41:28 am »


I think it requires multiple cards.

3
Dominion General Discussion / Re: 2nd Edition - New cards only
« on: December 03, 2018, 08:48:34 am »
Yes, they're called Dominion Update Packs. The one for intrigue is still available from Amazon and online for about $15, but the Base Set one seems harder to track down. There are a couple Ebay listings for $40, but the complete 2nd edition is only $30 on Amazon right now so that might be the way to go.

4
Dominion General Discussion / Re: Renaissance First Impnressions
« on: December 02, 2018, 10:18:47 pm »
The Unabashedly Good:

Recruiter is super strong. Its favourite target is the early Estates, which is what you'd want to be trashing anyways. It's a trashing Lost City! And its a Masq with Copper after that, and then it's a powerful village with decent targets (Silver, old engine pieces, unnecessary recruiters).

Innovation has so many good combos (Workshop variants come to mind), and if you can figure out how to make it work then it can really jumpstart an engine.

Seer needs a particular type of deck, but it's usually a Lab, often a Double Lab, and at certain stages a Triple Lab. There are so many fun ways to make it work.

Inventor, oh man, such a megaturn card. It feels very similar to Bridge but unlike Bridge, it's much better at picking up multiple early engine / components. You can explode an engine out of the ground and then gain half or more of the Provinces. See very few games where you'd want to skip this one, it being at least a workshop with a pseudo +.

Cathedral is a super strong trasher. It gets worse in really long games, but guess what, trashing makes games go faster. Usually, it's a good opener, but perhaps you want to wait for a few turns.

Sinister Plot is also something you need to get early. Even if you activate it every other turn, then it's still for a Caravan that gets played every turn. Caravan is good, but this is more flexible, so it turns out this is pretty great. See very few reasons why you'd want to skip.

Other mentions: Star Chart, Priest, Treasurer, Cargo Ship, Sewers.
 
The Awkwardly Bad:

Lackeys feels like a trap a lot of the time. Overall it's a good card, don't get me wrong, but I think it will be really overgained.

Silos felt really good originally, but with any Copper trashing, it becomes a hefty investment. The early cycling can be superb with, say, travellers.

Barracks could have gotten away at , Academy often feels like a better bet on a solid board.

Villain, it's bad, what more. +2 Coffers and a mediocre attack can be worth throwing in some decks, but hey, usually the attack does next to nothing and you have better routes for economy.

Road Network is good in multi-player I presume, but again has steep competition. Late game it can get you some draw, but against typical Province/Duchy rushes I'm guessing it will get you about 5 cards total. The best case scenario is early/frequent greening such as a Castles, Silk Road, or Nobles opponent.

Exploration can be worth it, spamabble events can activate it, but honestly, it's not worth it.

Improve has been hailed as the "strongest card in Renaissance" by some people, but I'm not buying it. So far I've used it as a silver that upgrades itself into an important , but outside of classic enablers (Fortress, King's Court), it feels very mediocre.

Other Mentions: Ducat, City Gate.

The Tricky-To-Play

Capitalism is super funky. It's either broken or not, and I think the most important part of this one will be being able to get a good read on the power level on a given board then the overall power level.

Sceptre is a Throne Room/Silver, so I think it's pretty good. But know what actions to use it on and how to use them needs some finesse. It's not all that hard, Junkers, Economy, Trashers, and Sifters all make automatically good targets. The main advantage over Throne Room is more flexibility and no drawing dead, but it doesn't do anything until the Buy phase.

Scholar, if I had to guess, will be really good. But just as with all Draw-to-X activating could be hard. The sheer cycling is insane though!

Fleet could be a delayed Duchy usually, but hey, maybe it could be more. Just like Capitalism, the read on the combos with the board will be more important than general statements.

Other Mentions: Flag Bearer, Spices, Border Guard.

5
I think so. I think in general the policy would be, why not fix this when we can. Surely there won't be enraged fans with their no-dividing-lines Treasuries to prevent us from fixing it.

Donald, I am enraged and personally offended that the no-dividing-line Treasury is no longer available. This is a huge blow to us fans and represents a steep decline in my respect for Rio Grande Games. I could stomach the needlessly sexy Vampire card art and was able to turn a blind eye to your immature "your mom" jokes. But this is the final straw, and I'm sure that the loss of a valued customer such as myself will mean the imminent downfall of RGG. Please return Dominion to the simpler times when everybody was happy and we didn't have unnecessary and inconsistent dividing lines ruining our fun.

Best regards, a concerned customer.

6
The anti-synergy is that when you call a Reserve card you don't play it. Scepter says you can replay an action you played this turn. So if you play Mountebank, and then call Royal Carriage, you can't use Scepter to immediately return that Royal Carriage to the Tavern mat, although at first glance it feels entirely possible.

7
Rules Questions / Re: Strange Inventor question
« on: November 26, 2018, 04:04:30 pm »
In fact, I think it's edge case-free impossible to occur since curses/ruins, coppers and estates need to be out for that to even be considered.

The obvious edge case is pile them all out with a Bridge megaturn, then buy Villa and play Inventor.

8
Isn't Changeling a Feast-variant?

Oh, so that's what they do with the baby...

9
A Guildhall strategy that hasn't come up is Guildhall + Treasure Trove. It's quite good, especially with Gear as an enabler.

10
Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: November 18, 2018, 07:55:44 am »
C plays an Envoy.
C reveals a Copper and 4 Estates.

Should have had a Scout.

Should have had Inheritance.

But that would be even worse, if CC didn't have any more actions.

Should have had Inheritance + Capitalism

11
Dominion General Discussion / Re: old cards that have gotten better
« on: November 17, 2018, 05:20:10 pm »
Beggar has gotten two new combos with Triumph and Monastery.

And more importantly, Guildhall.

12
Dominion General Discussion / Re: old cards that have gotten better
« on: November 17, 2018, 04:00:31 pm »
Theif

13
General Discussion / Re: Maths thread.
« on: November 13, 2018, 04:28:36 pm »
Disclaimer: the riddle is very hard and the smallest correct numbers have 20+ digits. Far fewer than 5% of all people could solve this.

I took a crack at it. I got (relatively) pretty close with 7, 1, and 1, to 3 and 3/4. Made the numbers bigger and with 23, 3, and 3 I got roughly 4.064, so I assumed you would just keep on using a similar method until it worked. Didn't seem worth taking it to oblivion, and I'm glad I didn't.

14
Dominion General Discussion / Re: Interview with Donald X.
« on: November 12, 2018, 05:44:00 pm »
Well I pace a lot.
Is that pace as in take things slowly, or pace as in walk around the room?
Walk around the room.
At what pace do you pace? Do you pace your pacing, or are your paces unpaced?

15
Variants and Fan Cards / Re: Dominion Card Image Generator v1.5
« on: November 10, 2018, 06:18:54 pm »
Also, adding the option for Italics would be nice, last I checked there was no way properly format things like (This stays in play.) and (This is not in the Supply.).

16
Dominion General Discussion / Re: Pirate Ship + Capitalism
« on: November 08, 2018, 02:45:23 pm »
It seems pretty damaging, but certain strategies could probably do really well against it. Maybe a coffers-heavy strategy, or something like Lurker/Hunting Grounds. I imagine you'd want to get Capitalism pretty fast to stop terminal collision.

17
Dominion General Discussion / Re: Interview with Donald X.
« on: November 07, 2018, 02:19:19 pm »
(zigzags, polka dots, etc.)

Please, please, no.

18
Let's Discuss ... / Re: Let's Discuss Renaissance Cards: Inventor
« on: November 07, 2018, 02:10:54 pm »
Based on my wealth of experience over the last almost 3 days, I can confidently say that this card is definitely pretty good in many respects, but weak in others. On certain boards, it has a significant advantage over Bridge, but it's hampered by certain key factors, especially on unfavourable boards. It can be used as a gainer, and your second Inventor can gain you a key . But one must not overlook the potential for megaturns, with the possibility of multiple Province gains a potential prospect on supporting boards. As a Workshop variant, it is better than the original Workshop, but unique in comparison to variants such as Ironworks and Engineer. They all have particular niches and within them their strength needs to be re-evaluated, likely to a significant extent. An inability to play more than one inventor will likely be a major factor against this card, although, depending on the kingdom, certain decks could be strengthened with the addition of one or possibly more inventors.

19
Dominion General Discussion / Re: Interview with Donald X.
« on: November 07, 2018, 10:54:40 am »
I remember when I asked Donald X. about it, he had at least 10 dimensions of complexity/simplicity that he considers (some of which would fall under your three), but I expect it's the additional things that Donald X. is trying to optimize that makes it near impossible to satisfy all the types of simplicity.

But seriously, you should ask him about it.  The statement that you quoted from me is something I've seen him say many times.

Summoning Donald X. to enlighten us. What are your 10 dimensions of complexity/simplicity? Will number 7 shock us? And when can we expect the secret history for renaissance?

20
Dominion: Renaissance Previews / Re: Renaissance Initial Impressions
« on: November 06, 2018, 09:19:35 pm »
Outside of that Futurama episode, I've never heard anyone use "horn" that way.

It's very Shakespearean, I remember coming across that particular double entendre in Taming of the Shrew in 9th grade.

21
Dominion: Renaissance Previews / Re: Renaissance rulebook is up
« on: November 05, 2018, 09:55:02 pm »
  With that in mind, I think games would be interesting if players only had one Project Cube to use, forcing you to choose between two potential projects.

I see where you're coming from, but I feel like usually, this would just cause the more powerful projects to overpower the more niche ones. Capitalism, Star Chart, Pageant, and others would often be the obvious winners and in 9 games out of 10 the decision wouldn't be that hard to make. Whereas with 2 project tokens, you can have more interactions and really let them shine. The strategy becomes about when to pick them up rather than which to pick up, which I think makes it actually much more interesting.

22
Variants and Fan Cards / Re: Asper's Cards
« on: November 05, 2018, 01:35:57 pm »
Also, Headhunter is like an interesting version of Borderguard which I find extremly bland.

Extremely bland? It has two whole artefacts that change the way it gets played. Seems pretty interesting to me.

23
Dominion General Discussion / Re: Het Koninkrijk Dominion
« on: November 05, 2018, 11:35:11 am »
How soon until we get a Dominion set of just the 15 most complicated cards? Looking forward to picking up a set with Black Market, Crown, Inheritance, Capitalism, Page, Peasant, Vampire, and Possession.

24
Dominion: Renaissance Previews / Re: Renaissance rulebook is up
« on: November 05, 2018, 09:50:05 am »
What does patron do when revealed by Black Market? Does the player who play BM get the coffers?

Yes.

25
Variants and Fan Cards / Re: Asper's Cards
« on: November 05, 2018, 09:07:26 am »
Thumbs up for Minister being similar to Inventor!

Actually, Inventor was more or less created here years ago. In the mini-set design contest there's clerk
Quote
Clerk - - Action
All cards cost less this turn, but not less than . Gain a card costing up to .
Functionally, it's pretty much identical* to Inventor. And I wouldn't be surprised if this was an earlier Inventor, with the effects being reorganised to make the card more intuitive.

*Putting the gaining first on inventor could matter with, e.g. Border Village

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