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Messages - Reykjavik

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Peasant -> Teacher becomes much stronger. Getting ridiculous quantities of coin from soldier is much easier with treasure soldiers, getting treasure peasants for +buys lets you spend that money. All you need for support is a decent draw card (preferably an attack), and some way to get your teacher relatively quickly (sifting or trashing works). Making your soldier a treasure with an early capitalism also lets you use that draw card without fear of drawing it dead, though that doesn't help the fugitive or disciple.

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I just bought research for the first time, and I am significantly underwhelmed.

Most duration cards are great for reliability, starting with extra stuff next turn is strong. Not so much research, if you have a strong enough engine to draw the deck and want some reliability, research can't do it. You set the cards aside when you play it, you don't draw extra at the start of next turn. All the cards that you set aside can't be played until next turn.

It isn't a bad trasher, it does fine on estates, and at least it isn't terminal for other junk, and doesn't miss reshuffles if you don't set aside cards. Once the junk is trashed though, it isn't so great.

I suppose it could be strong with storeroom, but that is a lot of work to get working, first I need two researches because duration, then I need a couple villages, and some other source of draw, and then at least one storeroom, preferably two (one to sift the junk I set aside every turn to ensure I don't have a dud turn, and one to turn the junk into coin after it is redrawn). Maybe it could be a little sleeker than that if the right enablers are on the board, but I think I'd rather have a couple silvers and golds.

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Rules Questions / Re: Scepter and Throne Rooms
« on: November 06, 2018, 03:01:22 am »
The plus actions do become relevant if you have diadem or buy a villa.

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Mountain village is one of my new favorite cards, the synergy with scrying pool is pretty sweet, it also does beastly things with travelers, and any time you need to line two specific cards up (prince, legionnaire, encampment, tournament, etc). It doesn't play well with some sifters, but it isn't unplayable there. It actually does play pretty nice with cellar, because for each mountain village in your hand you can discard an extra good card to be picked back up, which isn't any better than playing a vanilla village first, then cellar, but it isn't any worse either.

Mountain village just gives you a lot of control, and drawing 1 card of your choice out of a potentially fairly large pool is pretty strong. It doesn't cycle your deck as much, but what you get in return is so much more flexibility.

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Dominion: Renaissance Previews / Re: Teaser
« on: September 21, 2018, 09:50:31 pm »
We could still have new victory cards, cards can have multiple types, we could have an action-attack-victory, or a reaction-victory

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Dominion Articles / Re: Etiquette in Dominion Online
« on: December 25, 2017, 03:42:49 pm »
You should not say gg until the game is over. You can say gg and resign, ending the game, but saying gg while you are either winning or it isn't clear who will win is poor etiquette.

Resigning is also fine if you have no chance of winning. I think playing it out if you have a slim chance is the way to go but if it is extremely improbable, I don't mind a resignation.

As for ending the game quickly, not everyone knows how close a margin they can get away with and still guarantee victory, and not everyone knows when they have clearly lost, and sometimes the margin needed is quite large. In an engine with explosive potential for points, for example with goons, groundskeeper, or kings court/monument, with loads of vp per turn, a large margin is necessary to safely approach the endgame. New players also may not spot that they are down too far to have any possibility of winning, and keep playing even though they will lose when the game ends no matter what. Further, if you aren't confident of your deck tracking and you don't know if your alt-vp will quite be enough buying just the last silk road, it is fine to play a slightly longer turn to ensure you get the points you need.

One thing I would add is to not play attacks that aren't necessary. Don't make them discard to militia unless you need the coins, don't play a witch when they could have a moat unless you need the cards, or the curse vp will make a difference. You playing 3 actions doesn't take much time, but forcing them to make a decision takes a lot longer.

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Tunnel and Shepard. Ooh boy.

I also had some other enablers, like Border Village, Catacombs, Wine Merchant, and Storyteller. Fast payload, fast cycling. It was so explosive I'm not sure trashing would even help much. I ended the game on turn 11 with 6 provinces and 12 golds, but I'm pretty sure it is possible to do better.

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Fool's gold and keep. I just had a game where I was down in provinces, but had won the fools gold split handily. Duchies and fools gold were empty, down to a few estates, and 1 province. I was desperately trying to make up the difference by winning all the treasures for keep, I bought banquets to get coppers and silvers, and gold when I could afford it. But alas, my opponent bought the last province. While I had 3 fools gold in my hand. Trashing one gained me 4 points, trashing a second cost him 4, which was enough to overcome his lead.

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Variants and Fan Cards / Re: Really bad card ideas
« on: November 17, 2017, 10:04:38 pm »
RNGesus.

Action, cost 5, you win the game.

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Dominion Articles / Re: Bard is not weak
« on: November 17, 2017, 09:37:43 pm »
You don't get to pick though. That is a huge downside. It makes it tough to build and execute a plan. It might be worth picking up, but not over something more reliably good.

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Dominion: Nocturne Previews / Re: Bonus Preview #5: Necromancer
« on: October 28, 2017, 12:54:53 am »
So, Lurker/Necromancer/Catacombs is a thing.

Lurker trashes Catacombs, gains you a necromancer, and lets you play that Necromancer as the Catacombs. My game also had Page in the kingdom, so it was pretty engine friendly.

Necromancer is really flexible, if there is good trashing, and decent action cards, you can just stock up on Necromancers. Engines stall when you get your actions out of order, with Necromancers that just does not happen.

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