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Messages - brokoli

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1
Dominion General Discussion / Re: Official Dominion Strategy Podcast
« on: September 17, 2017, 08:26:00 am »
I think the podcast would have more audience if it were shorter, I'am a bit discouraged by this 50min lenght (however, I'm not the main audience since I do not understand english very well, especially listening)

2
Game Reports / Re: Tricky engine board : how would you play it ?
« on: September 07, 2017, 04:21:01 pm »
Very interesting comments, thanks !

I completely ignored familiar in this game. It seemed to me that the card is obsolete here due to masquerade and good apothecary cycling. But Shark_bait has serious arguments to prove me it's untrue.

About masquerade, is the trashing ability useful with apothecary (digging for coppers) and expand (expanding estates ?) on the board ?

3
Game Reports / Tricky engine board : how would you play it ?
« on: September 07, 2017, 08:22:18 am »
Just had this interesting game :

Apothecary, Tunnel, Familiar, Masquerade, Mill, Ranger, Artificer, Haggler, Royal Carriage, Expand

Event : Travelling fair
Landmark : Aqueduct

How would you play it ?
I won with a lot of apothecaries and a few royal carriage using one tunnel I activated a few times with mill / artificer to gain gold. But I'm not very satisfied by my play : I think there is potential for a more efficient engine, using ranger for more draw, and maybe even masquerade ?

4
Building engines with Festival for splitting is almost as awkward as building engines with Ranger for draw. Council Room, on the other hand, makes it super easy to build engines.
Makes engines super easy for the opponent too. Ok I know this is obvious.
Still for me that benefit for the opponent is so huge for me. Even with discard attacks, you are still giving to your opponent some kind of sifting. So overall that drawback of cr is a bigger weakness than the lack of +cards in festival, which is quite important too but can be mitigatened by some cute combos (menagerie-watchtower), non-terminal draw (advisor, lab, opponent's council room lol), or sifters / deck inspection. Really all you need on a village is +2 actions, the usual +1 card is just a a bonus that makes things easier.

5
I would rank Festival, Duke and Treasure Trove way higher.
Winemerchant and council room lower (cr better than festival really ? :o ).
I think the new cards Charm and Forum are overrated. They are both useful but are rarely the $5 that you focus on.

I still have absolutely no understanding of artificer, it seems so strong on paper but i never had a game where it was really useful.

6
I'm very surprised to see that there are many people on this forum that actually dislike some of the expansions. To me, all expansions are fun to play with, adds very cool cards and have only very few flaws.

That's how I rank today :

1- Cornucopia - I like basically all cards except Tournament (but still, I sometimes find pleasure in using the prizes in specific contexts) and Hunting party in IRL plays. Now that a lot of new expansions are released, my excitement about cornucopia diminished a little but I still feel a nostalgic love for this little expansion.

2- Adventures - I do not like everything in this set (I'm not too fond of travellers, not very excited by all events and I don't get why caravan guard is so pointlessly weird), but the things I like, I really like them. Reserve cards adds lot of very interesting tactical decisions to the game. Guide and Transmogrify are awesome. Lost arts, Pathfinding, Training and Seaway allows to reinvent the cards in a creative ways (and that's what made me love dominion : the creativity of the deck-building concept). And Swamp Hag and Haunted woods are very balanced and brillantly designed attack cards. So this set is really interesting.

3- Dark Ages - DA have very interesting kingdom cards that plays in very unique ways. I'm thinking about Procession, Rats, Fortress, Poor house, Death Cart, Rogue or Beggar… I'm very disappointed by Cultist, I think it could have been better designed, like, with no chaining effect I would be very happy. Using the ruins for only three cards is also disappointing. And the fact that every game with knights turns into knight battle… another disappointed. But overall, this set is very nice.

4- Empires - I'm still discovering this expansion, I haven't even tried all the cards yet. But Landmarks is the reason why I rank this expansion high. I love alternative ways to gain victory points. I think some of these landmarks could have been old simple alt vp cards (palace, tower) and I miss these alt-vp that creates so interesting assymetric games. But the interaction around VP added by some landmarks and gathering cards is very interesting as well and adds more hard decisions. I'm less convinced by the new kingdom cards, but as I said, it's still too new for me.

5- Hinterlands - I like how this set made Big Money better again, and more interesting to play. A lot of cards in this set involve very subtle tactical decisions. I particularly enjoy Tunnel and Develop.

6- Seaside - I find the duration cards introduced in this set very fun to play, especially tactician and Outpost. Overall I like a lot of cards in this set, for different reasons. Even the simplest cards like Bazaar or Warehouse.

7- Intrigue 1st and 2nd edition - Both Intrigue have a bunch of interesting cards. I always enjoy playing with Conspirator, Bridge, Baron, Mining Village, Duke, or… Coppersmith :( from the new edition cards, I like Mill, Replace, Diplomat and Lurker. These 4 could almost comfort me for the loss of coppersmith. Almost.

9- Guilds - I like a lot of the cards there, with no real preference. Coin tokens and overpay are nice concept that could have been used more, in a bigger expansion. Overpay especially is not very well used, it's just a small bonus for herald or doctor that rarely matters (and I really dislike the chance factor on doctor).

10- Prosperity - A cool set. My favorite cards are the $7 cost. I'm less excited by the rest and I dislike Mountebank and Goons because they are simply too strong and almost always worth it. And trade route is rarely more than just a weak trasher that sometimes provides money.

11- Dominion 2nd edition - Base game is fine, but I like expansions even more. Also, witch and chapel are too dominant but I'm ok with that, because new players won't necessarly see it and knowing that they are dominant don't make the game unintersting. The 2nd edition cards are fine as replacement for the 1st edition cards.

12- Alchemy - There are few problems about alchemy : the attack on scrying pool, the cost of familiar, the weakness of transmute and that's already 1/4 of the set. That's why I rank this expansion low, despite the funny cards.

13 - Dominion 1st edition - Because of the 6 duds replaced in the 2nd edition.

7
Game Reports / Lurker + Fortress ends the game in 9 turns
« on: January 25, 2017, 10:01:23 am »
In a game on Shuffle it :
Plan, Witch, Fortress, Lurker.
I put plan on Lurker, then rush on lurkers, and gain a lot of fortress

Here is my last turn.
Code: [Select]
.
A
plays a Fortress
.
A
draws a Lurker
.
A
plays a Witch
.
A
draws a Curse
and a Lurker
.
M
gains a Curse
.
A
plays a Lurker
.
A
trashes a Fortress
.
A
puts a Fortress
into their hand.
A
plays a Fortress
.
A
draws a Secret Passage
.
A
plays a Lurker
.
A
trashes a Fortress
.
A
puts a Fortress
into their hand.
A
plays a Fortress
.
A
shuffles their deck.
A
draws a Fortress
.
A
plays a Secret Passage
.
A
draws a Copper
and a Fortress
.
A
topdecks a Copper
.
A
plays a Fortress
.
A
draws a Curse
.
A
plays a Fortress
.
A
draws a Lurker
.
A
plays a Lurker
.
A
trashes a Fortress
.
A
puts a Fortress
into their hand.
A
plays a Fortress
.
A
draws a Lurker
.
A
plays a Lurker
.
A
trashes a Fortress
.
A
puts a Fortress
into their hand.
A
plays a Fortress
.
A
draws a Copper
.
A
plays a Messenger
.
A
moves their deck to the discard.
A
plays a Silver
and 2 Coppers
.
A
buys a Lurker
.
A
trashes a Curse
.
A
gains a Lurker
.
A
buys a Lurker
.
A
trashes a Curse
.
A
gains a Lurker
.
A
shuffles their deck.
A
draws a Copper
, a Silver
, a Witch
and 2 Fortresses
.

To sum up : Fortresses and curses are gone. 2 lurkers are remaining, I buy both trashing two curses at the same time because of plan. That curse-trashing give me a win by one point above my opponent. (-1VP / -2VP)

I think my opponent didn't see the trick and that if he did, the game would be even crazier.

8
Dominion General Discussion / Re: Favorite cards, and why - 2017
« on: January 25, 2017, 09:03:09 am »
Coppersmith is still living in my heart...

Overall I like cards with a bonus that only in specific conditions : Menagerie, Baron, Wishing Well...

I feel a burning love Develop - building engines with develop (with sometimes the help of something like King's court) is so satisfying. Also, I like the tricks we can do with the top-deck effect.

Adventures is still too new for me, but I love the events that adds bonus to a card (lost arts, pathfinding, seaway, training) and plan. Also, Guide and Transmogrify because they can save an otherwise really bad turn.

I have to name also Horn of plenty, Rats, Forge, Tactician, Island, Procession, Highway and other I'm forgetting.

9
Dominion Online at Shuffle iT / Re: Lord Rattington
« on: January 10, 2017, 05:45:23 am »
Contraband is overpowered against Lord Rattington : he names copper every single time

10
Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 27, 2016, 06:09:38 pm »
But there are tons of awful cards in Seaside! There's Pearl Diver, Embargo, Explorer, Island, Pirate Ship, Haven, Lookout, Smugglers, and Navigator!
On this forum there is a general tendency to dislike weak cards and I really don't understand why. Except the unbalanced ones like Scout, weak cards are fine and add sometimes a lot more subtlety than strong cards. And using them just a little could sometimes be the key to win the game. They are never going to be the most important engine pieces, but they still have an influence on how the game plays. And we need them, otherwise the game would always be too heavy. I would prefer so much a board with Witch + Navigator + Pearl Diver than, say, Witch + Goons + Tournament.

Really, except pirate ship which is unbalanced, they are all fine.

I think updating the few broken-strong cards is more a priority

11
Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 25, 2016, 11:22:18 am »
I don't know in which thread I have to post my thoughts, nevermind.
About Intrigue :
Removed -
Secret chamber : SC was always a weird card, certainly not an uninteresting one, but both part could have been stronger. The reaction was sometimes useful but never really exciting. And the relation between the action and reaction part exists (trading bad cards for another thing) but not so much obvious. I'm pleased that Donald used SC's concepts for new cards.
Great Hall : I like Great hall in the same way I like Pearl Diver. Both are never more than slightly useful, but they are never useless. Of course, they can hurt in some decks. If in every dominion game we had 10 game-changing card, it would be too much. So I think there were no need to remove Great Hall. But now, I'm happy with Mill.
Coppersmith:'(
Scout : I'm very happy with the new fixed version of scout. It's very different now that it's a terminal card, but the spirit is not lost.
Saboteur : I think Saboteur is quite a high-skill card, but I agree that it was too often useless. I would have liked a slightly improved saboteur, but losing saboteur is not the end of the world.
Tribute : Tribute was too swingy, otherwise I think the design idea was really great. I'm not very satisfied with Courtier.

New cards :

Courtier : The thing is, it's too easy. You just reveal the card that has the most types, but there is no difference between revealing a harem or a militia, in contrary to the old tribute. I think it lacks of interesting decisions. I would have loved a card that said "reveal a card from your hand, if it's a [card type], you get [bonus], etc for all card types" that would fix the thing I dislike from tribute (randomness) and at the same time creates more interesting decisions.
Patrol : Love this new scout.
Replace : That's an unexpected new remodel. You may want to gain estates only for the junk part. I like it.
Diplomat : Seems awesome against hand-reducers, and hand-reducers tend to be sometimes quite boring, so I really like this card. I think activating the village effect will be almost as satisfying as revealing a hand without duplicates with menagerie. And I like how it's kind of the opposite of shanty town.
Mill : Mixing great hall and secret chamber was a clever idea.
Secret passage : I fear that this may slow down the game a lot, when played in chain. And I think "putting anywhere in your deck" will, in practice, mean either the top either the bottom of the deck. So I think I don't like it so much.
Lurker : I think I like it. It could be quite strong in games with TfB (replace!), otherwise if you manage to play it two times in a turn, which won't be so hard I guess, it could be very powerful.

I think unlike base game, there were no particular need to update Intrigue. Only Scout and Secret chamber were the bad-designed cards IMO (maybe tribute too because it scales too much on the number of players wrong). I'm a bit disappointed by courtier and secret passage, but maybe I will enjoy them after all. Otherwise, nice new cards.

12
Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 25, 2016, 08:43:38 am »
Thoughts on base game :
Removed -
Adventurer : Fine, it was too weak and even when it shined it wasn't that interesting anyway. Venture is the fixed version.
Spy : Not interesting, too annoying, it was a nice cantrip for conspirator but we have ton of those
Thief : Too weak and i'm glad with the corrected versions anyway (noble brigand has more flavor than bandit though)
Feast : I like feast, all cards don't have to be game-changers. But I can live without
Chancellor : We have messenger and Scavenger now, so it's ok to lose it. I liked the "puzzler" thing.
Woodcutter : No love for this card. I liked its simplicity, that's all.

New -
Artisan : Great, I like cards that gain things in hand, it creates interesting tactic decisions.
Bandit : I'm not so fond of gold-gainers, I'm the kind of guy who often skip gold just to buy more engine pieces. But why not.
Sentry : I like the trash/discard choice, if i remember correctly, lookout is the only other card who does that. Good spy variant.
Poacher : Interesting. I don't think this discard thing will hurt very often (late game, so can discard victory cards easily) so I guess this will be rarely more than peddler.
Harbinger : I would've like this card to be named "pearl diver"
Vassal : Interesting simpler version of herald

Overall I think Donald did a good job at designing simple cards that still link to the old ones. Maybe we needed another garden enabler, because workshop is a little bit boring.

13
Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 25, 2016, 06:47:24 am »
The problem with Coppersmith was that was largely useless in the expansion that it was present in. Intrigue is an early expansion that I imagine many people tend to buy when their only other set is Base, and there are pretty much zero effective uses for coppersmith in Intrigue and Base.

So given that the early sets are more likely to be played in a situation where the pool of cards to choose from is at its lowest, it's much better all round to have the cards in Intrigue provide much more general purpose utility and variety. This way the expansion is more interesting at the time when it needs to provide the most impact. Coppersmith was simply too narrow and weak.
That's a good point. As someone who always play all set mixed anyway, I deplore that dominion cards depends so much on the expansion they are in. Like, Cultist is a broken card I would be glad to see updated, but it is neither from base game nor from intrigue…

14
Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 25, 2016, 05:26:54 am »
Seriously, I don't get it.
Dominion is a great game because there is no stated strategies, not every game of dominion is about trashing coppers and creating an engine.
Coppersmith was rather a weak card but there is nothing wrong about that. Bureaucrat is also a weak card, that has more text and that is harder to remember, yet it stays.
I will miss coppersmith / apothecary / bank combos so much. All the new cards are nice, but none is unique like coppersmith.

I feel very frustrated because that's the only card I will really miss. Well, not quite, I will also miss Saboteur a little. But I'm glad to see all the other go.

15
Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 25, 2016, 05:02:16 am »
Coppermisth…  :'( :'( :'(

17
Let's Discuss ... / Re: Let's Discuss Adventures Events: Pathfinding
« on: September 24, 2016, 06:32:04 am »
I love the fact that :
Lost arts ($6) on Laboratory ($5) = +2 cards, +2 actions, cost $11
Pathfinding ($8) on village ($3) = +2 cards, +2 actions, cost $11.

18
Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 22, 2016, 10:18:55 am »
Coppersmith is one of the funniest cards of the game, i would be so terribly sad if it were out.
Making coppers better fits nicely the intrigue sub theme "make base cards better" Baron (estate) and Duke (duchy).

19
Actually I prefer the full-size Hunting party art.

20
Just had my first hireling lesson :
Familiar game. Curse split : 8-2 in my favor. I was playing a Bazaar-Margrave engine, with one moneylender and a few storerooms. My opponent just took as much hirelings as he could, a few bazaar and storerooms too.
My engine was very slow (and poorly played as well), he had enough time to have four hirelings at the beginning of each turn, and storeroom was of course absolutely amazing for him. He crushed me.

From my earlier experience I thought hireling was weak because in good engine deck, by the time it gets in play you can just buy a lot of cards and play them each turn, sometimes ending up drawing your deck. But now I realize that in deck with no fast thinning and/or junk, hireling can be very powerful.

21
Quote from: Seprix
Haunted Woods as an attack is great late game. The draw bonus is great. It's a bit wonky when it is the only draw, but hey. It's overall not bad.

Swamp Hag is not very good. The opportunity cost is high and it's just so often worth it to buy something anyways. If Swamp Hags can be stacked, nice. But it's an awful Duration with the likes of what you get next turn. Not high on this one.

I think the opposite. Swamp hag and haunted woods both have the potential of hurting a lot. Swamp hag, with the presence of other cursers, is useless. Haunted wood, with the presence of discarding, can sometimes help the opponent instead of hurting him.
But overall, the attack of swamp hag, especially when stacked, hurt more than haunted woods. I would definitely not say that swamp hag is not very good. The vanilla bonus is ok.

22


Lost City, Distant Lands, Haunted Woods, Relic, Swamp Hag and Artificier would like to have a word with you.
Distant lands and Relic maybe, time will tell. Haunted wood's attack is quite situationnal (but when it's good, it's really good), I overrated Artificer a lot, very situationnal too. Swamp Hag and Lost City are solid $5, not more than that.

23
Treasure Trove: The idea of being  treasure flooded does not excite me and usually there is better payload such as Wine Merchant. This card is overrated. Okay, in slogs and BM, this is great, but usually engines win out in the end and if you don't have a way to deal with all the treasures coming your way, your engine is going to get gunked up. So, I would say it has met my expectations and the community is still overrating this card. That's not to say this card is bad. It's roughly on the same power-level as Hoard. But, Hoard usually sucks in an engine and so does this.
I disagree with this, treasure trove is so much better than hoard. Of course, not awesome for engine but treasure trove make very often BM stronger than engines when it is on the board, in a similar way Jack of all trades does. Treasure trove being a treasure, you can add another terminal action card in your BM deck and that's a big benefit. The fact that it gains Copper + Gold instead of Silver + Silver makes it awesome with sifters or even copper trashers.
Even in engines, it could be a nice playload, quite often better than wine merchant I think. Like, if I'm playing some Wharf-Village engine, I would often want a treasure trove (more than wine merchant) and my economy is made for the rest of the game. Also, Tfb...
Right now, I think it's the second strongest $5 of the set, after Bridge Troll.

24
Let's Discuss ... / Re: Let's discuss Alchemy cards: Vineyard
« on: July 04, 2016, 09:16:45 am »
As a joke, I tried a vineyard strategy using Rats self gaining for points. Did surprisingly well...didn't win though. Probably because that was a colony board.
Rats and vineyard is a well-known synergy, but of course it doesn't work in every board.

25
Dominion Articles / Re: How to play Lost Arts.
« on: June 24, 2016, 04:00:16 pm »
sometimes it's not about adding lost arts to an engine and do some kind of magic, but it's about playing an engine around lost arts.
For example, if for some reason, I want to play a kind of engine with a lot of different terminal engine pieces, I would consider putting lost arts on pearl diver.

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