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Messages - tim17

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1
Trying to see how beggar/tower does, I've gained beggar, settlers, displace (obelisk), mastermind, and a bunch of coppers. Lord Voldebot hexes me with war.

2
Way of the Horse and Villa in the setup
Hand: 4 Merchant Guilds and a Goons
4 Villagers in Villagers Mat

1 Play the 4 Merchant Guilds
2 Play Goons
3 Buy Villa Gain 1 VP from Goons Gain 4 Coffers from Merchant Guilds
On gain Villa goes to hand, give + 1 action and returns game to action phase
4 Play Villa as Way of the Horse Villa returns to its pile
5 Play 4 Coffers
Repeat steps 3 to 5 indefinitely for infinite VPs


I think this doesn't work? If you play Villa as Way of the Horse, you don't get the +buy back, so you run out of buys.

3
Hostelry + Watchtower is pretty nice if you can gain the hostelries mid-turn. Discard all your treasures for horses, topdecking the hostelry and the horses, and then play the watchtower to draw them all.

4
Lord Rattington's trashing choices leave something to be desired. Final decks:

dagron:
10 Coppers, an Estate, a Duchy, 10 Goons, 10 Worker's Villages, 6 Chariot Races, 5 Imps, 3 Recruiters and 5 Covens

Lord Rattington:
9 Curses and a Junk Dealer

5
I had $6 and 2 buys and tried to stonemason for destriers when they cost 4, then realized that the second one would cost 3, so I gained a cavalry instead, drawing a copper, which allowed me to buy 2 more destriers :)

6
Had a game with a couple nice scepter interactions:

1. Scepter + Delay: Use scepters on draw cards, and then delay any actions you draw (if you have the buys). Gets around a lack of villages quite nicely.

2. Scepter + Kiln: If you've drawn your deck, scepter your kilns to get more scepters/golds/etc and then scepter a draw card to draw and play them.

7
Groom + Highway has a couple things going for it beyond just cost reduction + extra gains. The horses really help you move through the deck to find more highways and grooms, and then the cantrip effect makes it a lot easier to find/play all your grooms when you go for the megaturn. It's interesting to compare groom to cantrip +buy (e.g. market, seaway) in the context of highway. Groom is worse in that it's a terminal stop card when not greening (though the horse sort of offsets the lack of +card), but better in that you only need 4 of the highways to get provinces.

8
Wayfarer + Replace interaction is neat. Replace a Wayfarer into a province, and then the curse your opponent gets makes Wayfarer cost 0, so it should be easy to replace it buy another one.

9
A couple more I came across today:

rats + way of the horse: replace all your junk with horses
sculptor + feodum: Turns out feodum likes nonterminal silver gaining to hand; this one turned out to be a bit stronger than I would have guessed.

10
Scepter + Cavalry is an interesting way of getting +actions when there are no villages. Play scepters on your nonterminals to get extra actions, and then buy cavalry so that you can actually use them.

11
Turn 16 - Lord Rattington
L plays a Bandit Camp.
L draws a card.
L gets +2 Actions.
L gains a Spoils.
L plays a Remake.
L trashes a Remake.
L gains a Bandit Camp.
L trashes a Province.
L shuffles their deck.
L draws 5 cards.

12
Played a Paddock. Was confused why it was giving me +6 actions. Then I realized it was because 6 supply piles were empty.

How did you get 6 empty supply piles?

I KC'ed 6 inventors earlier in the turn.

13
Played a Paddock. Was confused why it was giving me +6 actions. Then I realized it was because 6 supply piles were empty.

14
Turn 12 - Lord Voldebot
L plays 2 Silvers, a Gold and 2 Coppers. (+$9)
L buys and gains a Province.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Wine Merchant and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Copper and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d shuffles their deck.
d draws a Copper and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Silver and a Night Watchman.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws an Overgrown Estate and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Copper and a Wine Merchant.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Scepter and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Silver and a Scepter.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Copper and a Wine Merchant.
L gains a Curse.
d discards 9 Black Cats.
L shuffles their deck.
L draws 5 cards.

Was that 4 Black Cats in the starting hand?! There were 9 Black Cats that reacted, and only 5 that were drawn, unless I'm missing something.

Yep, 4 black cats in the starting hand. I had piled the black cats after I got my champion.

15
Turn 12 - Lord Voldebot
L plays 2 Silvers, a Gold and 2 Coppers. (+$9)
L buys and gains a Province.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Wine Merchant and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Copper and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d shuffles their deck.
d draws a Copper and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Silver and a Night Watchman.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws an Overgrown Estate and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Copper and a Wine Merchant.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Scepter and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Silver and a Scepter.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Copper and a Wine Merchant.
L gains a Curse.
d discards 9 Black Cats.
L shuffles their deck.
L draws 5 cards.

16
Dominion General Discussion / Re: Dominion: Menagerie
« on: February 28, 2020, 12:02:41 pm »
There is no Menagerie subforum yet! Maybe there won't be one, dunno, but, this would go there if there was one.

Menagerie previews start Monday, and as usual I have a teaser. I like trying different things with the teasers, and well this time the teaser is little bits of text from 10 cards or card-shaped things. See what you can make of them.

"5 or fewer"
"$1 less per"
"a different thing"
"an unused Action"
"either now or"
"hand three times"
"instead, and vice-versa"
"instead of paying"
"province, a duchy"
"they discard their"

I'm 98% sure that all of these are right. The last one was a tip from Jeff Kornberg.

Setup: In games with 5 or fewer players, add dummy players until there are 6 players in the game, and add Messenger to the kingdom.

Menagerie costs $1 less per copy of Dominion: Menagerie you own.

When you gain this, you may instead (for no additional cost) buy a different thing that is card-shaped of equal or lesser printed cost.

+1 Card, +1 Action. If you have an unused Action, discard your hand.

At the start of each of your turns for the rest of the game, +10 cards. Either now or at the start of your next turn, the player to your left gains all the victory cards in the supply.

Compute by hand three times seven. If the answer is prime, gain all the curses from the supply.

When you buy a copper, you may gain a curse instead, and vice-versa.

When you buy this, you may pay $4 for it instead of paying $5 for it.

Compared to province, a duchy is worth 3 fewer points. (This has no effect on gameplay; it is merely a statement taking up valuable space on a card-shaped thing)

they discard their detonator and drop eight bombs on the continent of their choosing, killing everybody on it. Flip them over so you know they're dead.

17
If we want a bottom 10 list:

1. Any one-shot
2. Diplomat
3. Menagerie
4. Poor House
5. Library
6. Jack of All Trades
7. Cursed Village, Watchtower, Scholar

Also Tactician (though I once attempted to design a board where the optimal strategy involved putting +Card on Tactician)

18
Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: September 26, 2019, 04:16:15 pm »
The day before yesterday, after the second shuffle in turn 5, I held the cards in hand I had bought through turns 1 to 4.

Were they 4 stewards?

19
Artificer + Cursed Village

Really this is just artificer + any draw to X, but this one is particularly nice for two reasons:

1. Cursed village is nonterminal, so you don't need to pick up other villages to make this work.
2. Cursed village draws to exactly 6, which means you can play your artificer and discard 5 non-cursed village cards to gain either an artificer or cursed village topdecked.

Once I had a few of each, I was regularly gaining one more 5 for each artificer I had, which blows up pretty fast. Obviously, some trashing helps, but you may not need that much, just enough to be able to see both components in each hand of 6.

20
Started a turn with 7 captains in play and played them all as leprechauns.

Wow, that is a really great start to a turn. How many of the wishes and gold did you draw that turn?

I don't think I bothered getting around to them, I had a pileout anyway. Lord Voldebot wasn't putting up much of a fight.

21
Started a turn with 7 captains in play and played them all as leprechauns.

22
Tournament + Herald

Used Herald overpay to topdeck province and tournament. I bought an early province and got 3 prizes with it on my next shuffle.

23
Artificer + Crypt + Triumph

Played a game with this where I was drawing my deck with a few artificers left over and a crypt in hand. Realized I could discard nothing to topdeck coppers and draw them, boosting triumph points and then setting the coppers aside with crypt.

24
Lackeys + Ironworks (or other workshop)

Played with this the other day, the board had another village; it was nice to be able to ironworks a lackeys when I needed it to work as a village, and otherwise ironworks the village or something else.

Ironworks was nice as opposed to another workshop in this respect, as it didn't require me to use both villagers to get the village effect.

25
Variants and Fan Cards / Re: Really bad card ideas
« on: April 19, 2019, 06:27:43 pm »
Communism
Landmark

Every treasure card, instead of producing coin, is worth VP equal to the amount of coin it normally produces.

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