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Messages - werothegreat

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(is 'orderable' even a word?)

In English, anything can be a word

Rules Questions / Re: Anything needed for Empires?
« on: September 19, 2018, 11:14:09 pm »
As printed, Overlord comes after Royal Blacksmith in the rules (presumably because RB was supposed to be called Old Blacksmith until Alayna Lemmer happened).  It should probably come before, going alphabetically.  Same for the box insert.

Rules Questions / Re: Pilgrimage With Split Piles
« on: September 17, 2018, 01:11:55 pm »
Lose Track is not involved here.

Clearly, this is why Bridge Troll is the single best card in the game. :)

Dominion General Discussion / Re: Wiki etiquette?
« on: September 05, 2018, 10:22:43 pm »
Please feel free to just change the advice.  That's the whole point of the wiki format!  I don't always catch when someone puts something stupid up there.

Rules Questions / Re: Watchtower+Market Square
« on: September 01, 2018, 05:14:55 pm »
After you buy the Copper you gain it.  And it is yours.  I'm not really seeing why this might provoke confusion.

But while you buy it?

For the purposes of Watchtower and Market Square, the question of whether or not you own a card while you're buying it doesn't matter.  It only matters for Inheritance.

Rules Questions / Re: Watchtower+Market Square
« on: September 01, 2018, 12:46:11 pm »
After you buy the Copper you gain it.  And it is yours.  I'm not really seeing why this might provoke confusion.

Dominion Articles / Re: Feodum
« on: August 22, 2018, 04:54:06 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.

I think Conquest can be implied.  It's not the best Feodum enabler, though.  Feodum giving more Conquest points might be better off in a Conquest article.

Dominion Articles / Feodum
« on: August 22, 2018, 01:52:39 pm »

Feodum, like its counting Victory card brethren, is a rather niche card.  In a few instances, it can be worth a staggering amount of VP, vastly outweighing Provinces; however, it is also often ignorable, and can sometimes be worth nothing at all.  There does exist a middle ground, though, where it can be treated like a pinata full of Silver, or where it can help add a few tie-breaking points in a sloggier game.

If Feodum is on the board, quickly run through this mental checklist:
* Is there a way to gain Silver very quickly?
* Is there a way to gain Silver more slowly?
* Is there a way to trash Feodum?
Letís look at each of these individually.

Feeding the Feoda

The time Feodum shines brighter than a supernova is when there is a powerful Silver gainer.  Masterpiece and Delve are the cream of the crop here, letting you buy multiple Silvers per turn.  Also noteworthy is Raid, which has the added benefit of hurting your opponent, though it does require you to gain a few Silvers the hard way first.  All of these are helped by any kind of strong draw: Masterpiece and Delve want as much $ as possible to spend on a Buy, while Raid wants you to get as many Silvers into play as you can.

If you find yourself in this optimal situation, your aim should be to empty out the Silver pile as quickly as possible, picking up Feoda along the way (assuming your opponent mirrors).  In this specific combo instance, winning the Silver split is more important than getting more Feoda (though if you donít get any, youíre screwed); if you get 27 Silvers and 3 Feoda (27 VP total), that will beat an opponent with 13 Silvers and 5 Feoda (20 VP total).  If your opponent goes for Provinces instead, emptying the Silver pile isnít strictly necessary; you just need enough to make sure your Feoda give more points than their Provinces, so make sure you actually grab Feoda before the game ends!

In a Masterpiece game, ideally you want to finish with a three pile ending: Silvers, Masterpieces, and Feoda.  However, if the Masterpieces donít quite run out (or youíre using an Event gainer), your deck jammed full of Silver is perfect for buying Provinces, and can easily end the game conventionally.

If your opponent doesnít try to mirror you, youíre looking at a maximum of 8 Feoda worth up to 13VP each - more than Colony!  In such a case, run down the Silver and Feodum piles as quick as you can while your opponent dawdles trying to get Provinces.  Do not buy any Provinces yourself until youíve secured enough VP to trounce them.

The Middle Ground

Unfortunately, most Silver gainers are not as dramatic as those mentioned above.  However, that doesnít mean Feodum is down for the count!  In a game with Bureaucrat or Squire, while emptying the Silver pile entirely is unrealistic, itís perfectly reasonable to expect to have 10 or more Silvers by the end of the game.  In such cases, Feodum becomes a cheaper Duchy, and another option for three-piling.  While itís no longer the star of the show, it can still be a nice supplement to your main VP from Provinces.

If youíre aiming to use Feodum in this way, try to get your Silver gainer early.  Not only do the Silvers help your Feoda, they also, as previously discussed, make buying Provinces easier.

Some Silver gainers can also trash.  Jack of All Trades, Hermit, and Amulet can also fill this middle ground role, but donít mind if you get a Feodum early, just to trash for the Silvers inside.  Jack and Hermit are better for this, as they can trash and gain Silver at the same time.  In such cases, if youíre uncontested, the Feodum pile is unlikely to empty, so youíre not really losing any VP, as you can always just pick up another one, now worth 1VP more!

A word of warning, though: in a lot of these cases, thereís usually something better to do on the board than just slowly trickle Silvers into your deck, so keep an eye out for faster or more productive strategies.

Silver Slogs

In junking games, particularly with Cultist, the game can be extended significantly as players wade through Ruins or Curses.  In such cases, you might end up buying 12 or more Silvers throughout the course of the game, making Feodum particularly attractive as the game drags on.  In these cases, try to keep track of how many Silvers you think youíll have by the end of the game; if itís at least 9, start buying Feodum over Duchy, and keeping adding more Silver as you can.

Popping the Pinata

But what about trashers that donít gain Silver?  Mass trashers like Chapel and Donate see Feodum as an early game boost; in this case, you donít really care about the VP, but the 3 Silvers are very nice.  Working with only a single card trasher is a little risky, as itís harder to line them up, but with Remodelers like Upgrade or Remake, or trash for benefit cards like Salvager or Bishop, it can be worth it, especially since a popped Feodum provides three more pieces of fodder for later use.  Upgrade can actually get a significant amount of VP from Feoda, as it can convert Estates into Silvers, Silvers into Feoda, and Feoda into more Upgrades.

Trader is an interesting example: it can generate a lot of Silvers for Feodum, but requires fodder to do so.  Popping open a Feodum gives you 7 Silvers, while Tradering a Silver gives it back to you with two more.  Itís not quite as reliable as Masterpiece or Delve, and you need to make sure you donít trash too many Feoda, but it can be very potent, though you may still want to supplement with Provinces.

If you have a single card trasher that doesnít scale, like Forager or Trade Route, itís probably not worth the trouble.  An exception would be Ratcatcher, as itís cheap, and a lot easier to line up with a target.

Being able to trash a Feodum on gain can also be quite nice - Watchtower and Salt the Earth are prime examples, essentially letting you pay $4 for 3 Silvers, and a little bonus.


Feodum provides a decent defense against trashing Attacks, particularly Knights.  If it gets hit, you still get 3 Silvers, which then in turn are preferred targets of the Attack, keeping your more valuable cards safe.

At first thought, it might seem like Treasure Hunter would be a good Feodum rush enabler, but it can be pretty easy for your opponent to play around letting you gain lots of Silvers with it, and Feodum and Silver are both prime targets for Warriors.

Dominion Articles / Re: Gear
« on: August 19, 2018, 09:28:27 pm »
Also, Haven is a pretty good card!

I despise Haven.  Though not as much as Tax.

Imp/Conclave and Reserves

This isn't a huge combo but as the Reserve is not in play anymore it makes Imp/Conclave a little bit better.

Then Prince the Imp so you can call the Reserve on the same turn. :)

Rules Questions / Re: Gain copy of heirlooms?
« on: August 13, 2018, 10:27:43 pm »
There is no Goat pile, or Pouch pile, or Cursed Gold pile.  There is no way to gain an Heirloom, just as there is no way to gain a Shelter.  You can be passed one by Masquerade, or it can start in your starting deck: that's it.

On a related note, does anyone know the url path for the larger background images?  Would like to get some of those on the wiki, specifically the ones that are expansion cover arts.

Hearthstone / Re: Boomsday Project
« on: August 07, 2018, 11:03:22 pm »
So I popped Mecha'Thun, and I'd actually really like to make a deck with him.  I was thinking Warlock might be the best fit, since you can draw a lot with your hero power, and Dark Pact and the mech cost reducer would let you play and destroy Mecha'Thun on the same turn.  Anyone else have any ideas?

I've seen people use Bloodbloom and Cataclysm with Mecha'thun. That way you don't need to worry about cleaning out the rest of your hand before the combo.

Yeah, that sounds good, might try that.  Would need two mech cost reducers, but that's fine.  Was definitely thinking of throwing in the Soularium to speed up deck cycling.  Then just fill the rest of the deck with cheap stuff, Loot Hoarders, Novice Engineers, Acolytes of Pain, maybe a couple Twisting Nethers.

Hearthstone / Re: Boomsday Project
« on: August 07, 2018, 04:40:13 pm »
So I popped Mecha'Thun, and I'd actually really like to make a deck with him.  I was thinking Warlock might be the best fit, since you can draw a lot with your hero power, and Dark Pact and the mech cost reducer would let you play and destroy Mecha'Thun on the same turn.  Anyone else have any ideas?

Dominion General Discussion / Re: A Dominion Chronology
« on: August 07, 2018, 03:51:48 pm »
I'm also noticing the main gaping holes in European history left are the Reformation and the Crusades.  While both have those have a fair amount of war involved, which the Germans might not like, it might be cool to have an African or Middle Eastern themed set, or maybe a far-north Viking-ish set.

Dominion General Discussion / Re: A Dominion Chronology
« on: August 07, 2018, 03:46:57 pm »
My argument is that increased prosperity lead to increased leisure time which lead to the Renaissance, hence putting Prosperity before Renaissance.

I went back and forth between Adventures closer to Nocturne (folktale stuff) or Hinterlands (exploration), and settled for somewhere in the middle.  It definitely feels medieval-y in flavor.

The Portuguese were colonizing the African coast before the Renaissance really took off.  Venice colonized the Balkans during the Crusades.  The idea of "colonies" is not something that started with the Age of Exploration - Carthage started off as a Phoenician colony.

Dominion General Discussion / A Dominion Chronology
« on: August 07, 2018, 11:55:25 am »
What order do Dominion expansions take place in?  I don't mean their release order; I mean how would they be ordered in a way that makes sense historically.  Here's my attempt:

This set clearly takes place first.  It's evoking the Roman empire, and has a lot of ancient/classical references, most pre-Christian.

Dark Ages
The medieval era started with the fall of the Roman empire, beginning what is commonly called the European Dark Ages.

Here we are still in an age full of superstition and paganism, though we have fully left the old Romans behind.

The first set most closely evokes a traditional medieval setting, just starting to pull out of a Dark Age.

The medieval era is in full swing, now with Game of Thrones style backstabbing and political games.

Quality of life has improved enough that a small minority of people have leisure time enough to start exploring their own continent.

More leisure time!  People have started to poke and prod at things and have begun to do what will eventually become science.

All that proto-science has started to do the trick, and farm yields are bigger than ever, sparking a boom in population.

The harvest has been bountiful, and the kingdom is rich.  It might be time to set our sights on other kingdoms...

For the first time since the Romans, European powers can afford to field large navies.

All that prosperity and leisure time means there is now suddenly a middle class.  They form proto-unions.

Contact between Europeans and Asians is fully re-established, and the silk road gets into full swing.  Europeans bring back cool new inventions from China and India.

Artists and proto-scientists rediscover techniques known to the ancient Greeks and Romans, and apply them.  The medieval era is officially over.


Other Games / Villainous
« on: August 04, 2018, 11:03:21 am »

Has anyone here played this yet?  Just got my copy today, gonna play it by Tuesday at the latest.

Dominion General Discussion / Re: Question- What is an Engine
« on: July 26, 2018, 01:02:13 pm »
I, like, literally wrote an article with this exact title

Wow, that's pretty legit.

It's worth noting, this strategy plays very differently than most Dominion games, and counter to many of your intuitions, so it's worth practicing if you want to be able to execute properly when it comes up.

I feel the same way about Hermit/Market Square, and never remember how to do it properly.  Unlike H/MS, though, this seems like it'd do fine in a mirror.

Rules Questions / Re: "in play" on Royal Carriage
« on: July 17, 2018, 10:26:41 pm »
Rules as written, I'd say yes.  You managed, through shenanigans, to play an Action belonging to another player, and it is in play.

Lighthouse is "while this is in play", and if you managed to shift that to another player, they'd be the one protected by an Attack, though you would still get the + at the start of your next turn.

Grand Castle is just "in play" and counts all players' Victory cards.

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