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Messages - jonvs

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1
Dominion League / Re: Season 33 - Signups
« on: March 17, 2019, 05:02:34 pm »
Me again! My first tournament was Season 28, when I placed fifth in Division F2 ... not great, but my opponents were wonderful and left kind comments about me, so that was nice.

Season 29 went better for me, when I got first in Division F11!  :D That was the last season I played.

If you don't have my info, here it is:

ShuffleIT: jonvs
Discord: @jonvs#6003
Timezone: Europe/London

2
Variants and Fan Cards / All Durations?
« on: March 05, 2019, 02:27:21 pm »
Occasionally I like to change things up a bit, like my virtual-treasure only variant. My latest idea is less radical: to have only Duration cards in the kingdom. With the expansions I have, I’d just barely have enough: Haven, Lighthouse, Fishing Village, Enchantress, Caravan, Outpost, Tactician, Wharf, Archive, and Merchant Ship. I feel it’ll be weird leaving all your cards out for Cleanup, and the interaction with Outpost could be interesting. It could be horribly broken or complex, or maybe it won’t be bad. We’ll see! Just need to find some people to try it out.

3
Dominion: Renaissance Previews / Re: Capitalism Questions
« on: February 20, 2019, 05:41:22 am »
It’s actually not quite as OP as it sounds, though it does bend the game enough to be really fun.

The main difference between Capitalism and no Capitalism is that you can play more of certain types of Action cards in your turns. Either way you still have to buy all the cards to play, so the effect isn’t all that massive. Also, it isn’t an ability like an Artifact that only one person could get; it’s relatively cheap so anyone can buy it.

Granted, there are some cards that become significantly more powerful with Capitalism (Poor House springs to mind, since you can play it after your treasures and get $4 for $1), but much of the time, the only effect is being able to play more Action cards.

4
Dominion: Renaissance Previews / Re: Capitalism Questions
« on: February 20, 2019, 03:46:20 am »
hey, i know this is late but im still wondering what you mean by treasure-action. when we played we had a debate on whether or not capitalism allows one to utilize the perk in the action. so for example, if my friend has capitalism, does that mean during the buy phase and my friend has 6 mountebanks, does that mean my friend can use all 6 mountbanks as if they were used in the action phase? meaning not only will they have 12 coppers gained from the 6 mountebanks, but also give each player 6 curses and coppers, just like during the action phase.

any clarification would be great. thanks
You can’t play a card in the Action phase and then again in the Buy phase, but when you keep it until the buy phase and use it as a Treasure because you’ve bought Capitalism, then yes, all of its other effects activate.

In your example, if you had Capitalism activated, you could play all six Mountebanks in your buy phase (as Treasures), and the cursing would happen 6 times as well.

5
Dominion General Discussion / Re: Card Sleeves in Bulk?
« on: December 29, 2018, 02:50:41 pm »
I don't sleeve Dominion, but for games I do sleeve, I use Ultra Pro ProMatte, in clear and in in a variety of colours. They were recommended to me by friends who play Magic: The Gathering and I can see why! The bad news is that, from GamesLore 2,650 of them would cost £100.20 (including their 5% discount for orders over £100). )-8
Unfortunately, it looks like they aren't the right size for Dominion cards anyway (too wide and not tall enough). :(

6
Dominion: Renaissance Previews / Re: Capitalism Questions
« on: December 29, 2018, 02:36:24 pm »
That's not true, and potentially somewhat misleading. Capitalism makes those Action cards be Treasures for all purposes. You could buff them with Mine, duplicate them with Mint, discard them to Stables, gain them with Hero... whatever!
That's a good point. I shouldn't have been so hasty with my oversimplification there. Capitalism can actually get really complicated when, for example, you play a Black Market as a Treasure with Storyteller, play a bunch of other treasures for your Black Market selection, then try to figure out how many cards Storyteller should officially let you draw. ;D

It even lets you play them twice with Crown!
Nice. :)

7
Dominion General Discussion / Re: Why is Possession hated so much?
« on: December 29, 2018, 02:24:31 pm »
Part of why Possession is hated (or at least why I hate it) is because you can end up sitting around forever while your opponent takes multiple turns.  Especially when Throne room variants are involved.
This is pretty much exactly what I was going to say. Possession is very polarising. In England, it'd be known as a Marmite card: you either love it or you hate it. I have friends that refuse to play with Alchemy unless Possession is involved, and there are others (like me) who'd really rather avoid it. Here are my reasons for disliking it:

  • My biggest complaint is that it lengthens the game considerably. The player has to get out of their seat, peer over their neighbour's shoulder, make all their decisions, and wait for clean-up, sometimes more than once. Then the Possessed player has to take their own turn. In multiplayer games, you can usually go make a sandwich and eat it by the time it's your turn again.
  • It's such a dominating strategy that as soon as someone buys Possession, their neighbour needs to buy it too for fear of having their own strategies turned against them.
  • Combinations not covered by the rules can lead to absolutely devasating consequences, so you have to suddenly be picky about your Kingdoms instead of relying on random selections. Yes, I'll admit to a certain degree of hypocrisy here, because occasionally I will request new Kingdoms when certain combos come up, such as Apprentice and Rats, or Shepherd and Tunnel. But those combos aren't nearly as devastating as when Possession is combined with Throne Room variants (especially King's Court) to give the opponent multiple turns with their opponent's hands. But those aren't the only cards to avoid with Possession. Masquerade and Ambassador are especially evil in two-player games, when Possessing players can steal Victory cards (or even other Possession cards) from their opponents. They could also Inherit a useless card to steal their opponent's chance at something better. They could even activate Cathedral to force their opponents to trash something every turn for the rest of the game. So if you don't want a complete runaway victory every time, you have to cherry-pick your Kingdom, which flies in the face of the intercompatibility that makes Dominion so great.

For these and many other reasons, I avoid Possession. I have enough base cards for multiple games, so I usually let my friends play with Possession while I play with a different Kingdom around the corner. ;)

8
Dominion General Discussion / Card Sleeves in Bulk?
« on: December 29, 2018, 01:10:54 pm »
Hi friends!

I wanted to ask this community about card sleeves. I know I'm not the first to raise the topic; I looked at some of the old threads, but a warning dialogue suggested I start a new thread because the newest thread hadn't been updated in almost 2 years.

I have quite a few Dominion cards: Base Set (1st ed. + updates), Intrigue (1st ed. + updates), Seaside, Prosperity, Dark Ages, Empires, and several promos, for a total of 2,621 cards (well, originally, anyway ... I may have lost a Copper or two at some point). I've been saving up to try to buy sleeves, because some of the more commonly used cards are showing their age, and I don't want someone spilling their drink (for example) and ruining my investment.

I live in England now, and I've found a website that's selling the Mayday sleeves in groups of 500 for £8.50, which could get me 3,000 sleeves for £56; that's significantly cheaper than anywhere else I've seen. What concerns me is that the ratings for Mayday sleeves seem abysmal overall. Lots of people are saying they don't shuffle well, some are the wrong size, some crack at the corners, and some come with creases that make them unusable. Admittedly, there are a few positive reviews, so it could just be the classic case of the vocal minority flooding the Internet with criticism while millions of satisfied customers forget to comment.

Basically what I want to know is whether you think it's worth the £56 to sleeve all my cards and get a few dud sleeves (or perhaps all duds, if they really are terrible), or whether I should save up the few hundred pounds I'd probably need in order to sleeve them with premium sleeves.

As for alternatives, the results are not encouraging, and I'd appreciate suggestions. I've been looking at SleeveDominion.com, and they seem reasonably priced but they've been completely out of stock for months now, so I don't want to pin all my hopes on a restock. Fantasy Flight sleeves are the highest rated but look to cost a fortune (around £200 for all my cards), and lots of other manufacturers don't make the right size sleeves at all.

I'd appreciate any advice!
- J.

9
Dominion: Renaissance Previews / Re: Capitalism Questions
« on: December 29, 2018, 04:14:31 am »
Does capitalism always make city a treasure? Or only once 2 piles are empty?
Yes, the card becomes a Treasure regardless of the circumstances. For example, you could play a Pawn in your buy phase for +1 Card and +1 Buy and not use the +$1. I’ve learned from playing Dominion Online that all Capitalism essentially does is let you play certain Action cards during your Buy phase.

10
Keep in mind that the value of Poor House goes down as you get more, because they're all treasures. Two can be good but the third is just a Silver, and the fourth is a Copper.

Yeah, but the difference is you could play your Poor Houses after all your other Treasures. With a $5/$2 opening and good shuffling luck, you could literally buy a Province on your third turn.

11
Dominion: Renaissance Previews / Re: Capitalism Questions
« on: November 06, 2018, 01:58:11 am »
Thanks, everyone!  :)

I just realised that because you can play Treasures in any order (which affects certain cards such as Bank), you could play all your Treasures before you play a Poor House, and suddenly a card that costs $1 is better than a Gold. A Copper and two Poor Houses, played in that order, could buy you a Province, so if you opened $5/$2 and your opponent didn’t, it could be a very short game.

(Suddenly I have the Smarties theme song in my head: “When you play your Treasures do you play the Poor House last?”) ;D

It’s one of those massive game-changers where I’m not sure if it’s going to be really fun or just broken and OP, haha.

12
Dominion: Renaissance Previews / Capitalism Questions
« on: November 05, 2018, 05:00:12 pm »
I LOVE the idea of the Capitalism Project, but I have so many questions about its execution that don’t seem to be answered in the rule book.

1. Does it add the Treasure type to an Action card (that would of course affect things like Courtier or Inheritance acting on Action cards) or replace its type, or is it merely played as a Treasure while retaining its type of Action?

2. Can this Project be used on conditional +$__ cards like Minion or Pawn? Or can it only be ones like Market that give you the +$__ no matter what?

3. I assume the other effects of the card don’t get played—because if they did, a Monument becomes a Plunder for $1 cheaper—but what happens to cards like Goons which have text below the line that affect what happens when it’s played?

This changes so much!

13
Rules Questions / Re: Tactician and +1 Card Token
« on: August 08, 2018, 05:38:26 am »
Thought so. I just tried a sample game on Dominion Online and it worked perfectly. Thanks!

14
Rules Questions / Tactician and +1 Card Token
« on: August 08, 2018, 05:18:42 am »
Hi folks!

Suppose I use Pathfinding to place my +1 Card token on Tactician. Because Pathfinding states that +1 Card happens "first", I could actually play King's Court with Tactician to get 15 extra cards, 3 extra actions, and 3 extra buys next turn, correct?

I'm sure this has already been answered, given the long list of convoluted scenarios people have posted here so far, but I couldn't find it.

15
Puzzles and Challenges / Re: Idea: Treasure-Free Dominion!
« on: June 18, 2018, 02:25:48 pm »
Well, I tried it (actually, I tried it the day after I posted this but didn’t update it)!

Here was our game:

Starting Decks: 3 Shelters, 2 Mills, 1 Poacher, 1 Village, 1 Pawn, 1 Woodcutter, and an Estate.
Kingdom: Lighthouse, Courtyard, Masquerade, Workshop, Feast, Monument, Festival, Market, Minion, Band of Misfits.

After the first two turns or so it actually felt like a relatively normal game of Dominion. The only thing was that the turns took extra time because of all the chains of cantrips. But once you got a good hand you could buy some money cards and trash your junk cards with Masquerade, so it became relatively normal after a while.

I’d do it again with two or three players … we played with five, and it took a long time between turns, so I’d advise against that. But just in case anyone is wondering: it can be done! :D And it does pose an interesting challenge!

16
Dominion League / Re: Season 27 - Signups
« on: March 20, 2018, 06:50:17 pm »
I'm down for this! :D I have also not played in a league before. (My score on Dominion Online hovers around a 40.)

Username: jonvs
Timezone: Europe/London

17
Puzzles and Challenges / Idea: Treasure-Free Dominion!
« on: February 25, 2018, 09:42:07 am »
Hi, all! Apologies if this is the wrong category to post this.

After looking at my first-edition Dominion cards, I was thinking to myself earlier, 'Why would Donald X. have created a card like Feast in the first place, when Silver is cheaper and much more valuable? I'm not surprised it was removed in the update.' But then I thought, 'What if buying Silver were no longer an option? Then Feast might actually be worth the purchase.' And that's what gave me the idea for a special game of Dominion where there are no treasure cards: no starting coppers, and no options to buy Silver, Gold, etc. later.

Obviously if I were to do this variant, the kingdom choice would have to be carefully selected. There would also have to be a village or two and several options for +$1/+$2. It also could make the game a lot longer and make Duchies more important. I feel there would likely be a three-pile ending, because Provinces might be difficult to snag without Gold (but maybe not).

An idea for the starting decks:
- (Shelters)
- Cellar
- Pawn
- Poacher
- Village
- Vassal
- Woodcutter

One potential Kingdom:
$2
- Lighthouse
- Courtyard (or Smithy)

$3
- Shanty Town (or Fishing Village, etc.)
- Steward
- Workshop (or Ironworks or Armory)

$4
- Feast
- Mill

$5
- Festival
- Market
- Vault

Some other options that could work:
- Band of Misfits
- Bridge (or Highway, etc.)
- Caravan
- Masquerade
- Minion
- Monument
- Sauna & Avanto

I'm not sure if cards like Lurker or Remodel (or Upgrade, Replace, etc.) would make the game too swingy, or if you'd need one or two of those to make the game more playable.

Some cards that would definitely not work well with this setup, if at all:
- Adventurer
- Bandit, Thief, Cutpurse, Noble Brigand
- Black Market
- Coppersmith
- Loan, Venture, etc. (though I suppose they're Treasures, so they wouldn't be included anyway)
- Mine (or Mint)
- Moneylender
- Mountebank
- Poor House
- Squire (or Count, Courtier, etc.)
- Treasure Map
... etc.

Also, having strong attacks might make the game last forever (can you even imagine this setup with Enchantress? or Cultist?), and you couldn't play almost anything from Alchemy.

What are everyone's thoughts on this? Would you be willing to try it? :)

18
Dominion General Discussion / Re: Nocturne: Yay or nay?
« on: January 20, 2018, 09:30:58 am »
I am also of the “meh” opinion. I’ve played probably 20-30 games of it online so I could get familiar with it first. Would I buy it? Maybe eventually, but it won’t likely be the next expansion I’ll get. Here’s why:

1. Really my biggest reason is that it feels like a fan expansion, since it goes in so many directions thematically. The zombie/vampire/ghost theme changes the genre of the game series from historical fiction to fantasy, which is a bit disappointing, even though it doesn’t affect gameplay. (I know there were a bunch of magic-themed cards, especially in Alchemy, but those still felt almost Arthurian.)
2. It introduces 7 new card types, not all of which are necessary, in my opinion (Zombies, Spirits, etc.)
3. Boons are a good idea in theory, but if you apply them randomly, it’s difficult to strategise too much, and if you get to choose them, I personally prefer to buy a card that has a guaranteed effect each turn just in case your favourite boon doesn’t resurface.
4. Hexes are too swingy depending on the draw. Greed only gives you a copper to your deck, whereas Misery can cost you 4 victory points.
5. The Heirlooms are cool, if perhaps a bit predictable (after Ruins/Shelters in Dark Ages). But they’re a nice change to setup.
6. I like the idea of the extra turn phase after the buy (Night), and some of the Night cards are kinda fun.

Ultimately, it gets a “not bad” rating for me. So many of the other expansions add more to the gameplay, in my opinion, than Nocturne, but I wouldn’t object to Nocturne cards being added to the Kingdom of a new game.

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