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Messages - Jack Rudd

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1
Dominion Articles / Re: Miser/Fountain Miser/Gardens
« on: June 22, 2017, 07:02:22 pm »
My guess would be that Miser isn't a great addition to a Gardens rush or Gardens slog, but Gardens might be good alt-VP for an engine built with Miser as its trashing/economy card.

2
Game Reports / Re: Funny in a sad, WTH way
« on: June 17, 2017, 02:08:16 pm »
Prince is one of the best engine enablers out there. What nonsense is it that says it won't see much use in an engine?

3
An action card that cost $0.
There are plenty of those. A kingdom card that cost $0 would be one that hasn't happened yet, though.

4
Dominion General Discussion / Re: Comparing power cards
« on: June 08, 2017, 12:13:17 pm »
I did explicitly say "for deck drawing purposes" when talking about the pitfall of Bandit Camp. I'm not sure I would call it a mistake to strongly emphasize the importance of deck-drawing engines. They aren't just a little bit better than engines that only draw some of your deck. They're exponentially better. In fact, some players would say that if you're playing a bunch of actions but not drawing deck, it's not really an engine.
Not sure I'd go with exponentially. Quadratically, possibly.

5
Dominion General Discussion / Re: Playing Vassal
« on: June 05, 2017, 11:02:57 am »
My favourite Vassal enabler is Pearl Diver, just because it's great so see something that actually combos with Pearl Diver.

7
Bridge Troll/Ferry/Villa

Because occasionally, you just want to empty a pile in one turn to prove you can.

#4110076

8
Dominion General Discussion / Re: New Promo card 2017 "Höflinge"
« on: June 01, 2017, 07:08:21 am »
Otherwise known as Courtier. Really enjoys the company of Dame Josephine.

9
Dominion General Discussion / Re: Taking Notes - Against the Rules?
« on: May 27, 2017, 11:40:13 am »
I usually view taking notes during a board game as a "competition-level" rule rather than a "game-level" rule. (Of course, I'm coming at this from chess, where there are loads of competition-level rules, none of which you need to know if you're just playing a friendly game.)

10
"The player to your left takes an extra turn after this one, in which you can see all cards they can and make all decisions for them. They can't trash cards on that turn, and any cards or tokens they would gain, you gain instead."

…with the understanding that "can't" always trumps "do". That should leave room for a "If this is the first time you played Possession this turn" clause.
Needs some clarification as to what cards like Lookout do when they get played in that situation, but could work.

11
Dominion General Discussion / Re: Best Dominion moments 2017
« on: May 25, 2017, 05:20:42 pm »
I just won a Familiar game that ended on a 3-pile. Nothing surprising about that, except that Curse was not one of the three piles.

#3888874, in case you wanted to look it up.

12
Variants and Fan Cards / Re: Convert coin into coin tokens, but...
« on: May 19, 2017, 09:13:37 am »
Should playtest in games with Watchtower.

13
Game Reports / Re: Dear My Opponent: I am Sorry
« on: May 15, 2017, 07:59:18 pm »
Dear MMO,

I'm sorry that game #3631138 contained Bishop, Fortress, Prince and Summon, and my golden deck was slightly faster to establish than yours. That must have been painful.

14
Rules Questions / Re: Effect of Outpost in a Possession'ed turn?
« on: May 11, 2017, 07:17:35 am »
Bob would first take a 3-card Outpost turn, as part of the resolution of the Outpost played while he was being Possessed. That concludes the effects of the Possession turn; it then moves on to Bob's normal turn.

15
Let's Discuss ... / Re: Let's discuss Alchemy cards: Transmute
« on: April 28, 2017, 05:47:10 pm »
Resurrecting this to point out game #3143840, in which Transmute was vital to my victory.

And the point made earlier was right: Transmute would be good if it had +1 Action.

16
Dominion Articles / Re: Refreshing the Dominion Paradigms
« on: April 28, 2017, 05:42:12 pm »
This is just begging for some edge-case discussion, though.

Hermit/Market Square draws itself for one turn, followed by big money.
Native Village/Bridge doesn't draw itself, until the last turn.
Oh, and there was that one in the Game Reports forum where someone alternated between drawing deck, playing 3 goons and buying lots of copper, and the next turn buying Donate to trash all the copper.

Awaclus, I'm curious what your take is.  Am I wrong to think of these as "hybrid" strategies?  Are they actually either BM or Engine?  Or maybe rushes or slogs or whatever?  Or are they another category that we don't need to talk about because they're rarely any good?

They're combo decks. They rely on the specific interactions between the cards that make them up.

17
Dominion General Discussion / Re: Best Dominion moments 2016
« on: April 27, 2017, 02:30:52 pm »
Winning a game thanks to an early Transmute buy.

#3143840

18
Other Games / Re: Some Miscellaneous Game Reviews
« on: April 03, 2017, 05:47:08 pm »
The online implementation of Splendor allows you to play to 15 or 21.

19
Miser is quite good. A sort of self-targeting Pirate Ship.

20
Game Reports / Three-pile out of nowhere
« on: March 26, 2017, 05:12:03 pm »
Governor and Border Village can both lead to games with strange three-piles. Here's one with both, where I gain four Border Village/Torturer pairs in the last turn.

Kingdom: Border Village, Torturer, Governor, Replace, Envoy, Cutpurse, Smugglers, Oasis, Fool's Gold and some other card that impacted not at all.

Code: [Select]
m
starts with 7 Coppers
and 3 Estates
.
m
shuffles their deck.
m
draws 4 Coppers
and an Estate
.
J
starts with 7 Coppers
and 3 Estates
.
J
shuffles their deck.
J
draws 3 Coppers
and 2 Estates
.

Turn 1 - mark1878
m
plays 4 Coppers
.
m
buys and gains a Cutpurse
.
m
draws 3 Coppers
and 2 Estates
.

Turn 1 - Jack Rudd
J
plays 3 Coppers
.
J
buys and gains a Smugglers
.
J
draws 4 Coppers
and an Estate
.

Turn 2 - mark1878
m
plays 3 Coppers
.
m
buys and gains a Smugglers
.
m
shuffles their deck.
m
draws 3 Coppers
, an Estate
and a Cutpurse
.

Turn 2 - Jack Rudd
J
plays 4 Coppers
.
J
buys and gains a Cutpurse
.
J
shuffles their deck.
J
draws a Copper
, 2 Estates
, a Cutpurse
and a Smugglers
.

Turn 3 - mark1878
m
plays a Cutpurse
.
J
discards a Copper
.
m
plays 3 Coppers
.
m
buys and gains a Governor
.
m
draws 2 Coppers
, 2 Estates
and a Smugglers
.

Turn 3 - Jack Rudd
J
plays a Smugglers
.
J
gains a Governor
.
J
draws 4 Coppers
and an Estate
.

Turn 4 - mark1878
m
plays a Smugglers
.
m
gains a Governor
.
m
plays 2 Coppers
.
m
buys and gains a Fool's Gold
.
m
shuffles their deck.
m
draws 3 Coppers
, an Estate
and a Cutpurse
.

Turn 4 - Jack Rudd
J
plays 4 Coppers
.
J
buys and gains an Oasis
.
J
shuffles their deck.
J
draws 3 Coppers
, an Estate
and an Oasis
.

Turn 5 - mark1878
m
plays a Cutpurse
.
J
discards a Copper
.
m
plays 3 Coppers
.
m
buys and gains a Replace
.
m
draws 2 Coppers
, an Estate
, a Fool's Gold
and a Governor
.

Turn 5 - Jack Rudd
J
plays an Oasis
.
J
draws a Smugglers
.
J
discards an Estate
.
J
plays a Smugglers
.
J
gains a Replace
.
J
plays 2 Coppers
.
J
buys and gains an Oasis
.
J
draws 3 Coppers
, an Estate
and a Cutpurse
.

Turn 6 - mark1878
m
plays a Governor
.
m
gains a Gold
.
J
gains a Silver
.
m
plays a Fool's Gold
and 2 Coppers
.
m
buys and gains an Oasis
.
m
draws 2 Coppers
, an Estate
, a Smugglers
and a Governor
.

Turn 6 - Jack Rudd
J
plays a Cutpurse
.
m
discards a Copper
.
J
plays 3 Coppers
.
J
buys and gains a Governor
.
J
shuffles their deck.
J
draws a Copper
, a Silver
, an Estate
, a Smugglers
and a Governor
.

Turn 7 - mark1878
m
plays a Governor
.
m
trashes a Copper
.
m
gains a Fool's Gold
.
J
trashes an Estate
.
J
gains an Oasis
.
m
plays a Smugglers
.
m
gains a Governor
.
m
shuffles their deck.
m
draws a Copper
, 2 Estates
, a Cutpurse
and a Governor
.

Turn 7 - Jack Rudd
J
plays a Governor
.
J
draws 2 Coppers
and a Governor
.
m
draws a Copper
.
J
plays a Governor
.
J
draws a Copper
, a Replace
and an Oasis
.
m
draws a Copper
.
J
plays an Oasis
.
J
draws an Oasis
.
J
discards a Replace
.
J
plays an Oasis
.
J
draws an Estate
.
J
discards an Estate
.
J
plays a Smugglers
.
J
gains a Governor
.
J
plays 4 Coppers
and a Silver
.
J
buys and gains a Border Village
.
J
gains a Torturer
.
J
draws 3 Coppers
, an Estate
and a Cutpurse
.

Turn 8 - mark1878
m
plays a Governor
.
m
draws a Replace
and 2 Fool's Golds
.
J
shuffles their deck.
J
draws an Estate
.
m
plays a Replace
.
m
trashes a Copper
.
m
gains an Estate
.
J
gains a Curse
.
m
plays 2 Fool's Golds
and 2 Coppers
.
m
buys and gains a Border Village
.
m
gains a Torturer
.
m
draws 3 Coppers
, an Oasis
and a Governor
.

Turn 8 - Jack Rudd
J
plays a Cutpurse
.
m
discards a Copper
.
J
plays 3 Coppers
.
J
buys and gains a Governor
.
J
draws a Silver
, a Replace
, a Torturer
, a Border Village
and a Governor
.

Turn 9 - mark1878
m
plays an Oasis
.
m
draws a Gold
.
m
discards a Copper
.
m
plays a Governor
.
m
draws an Estate
, a Smugglers
and a Governor
.
J
draws an Oasis
.
m
plays a Governor
.
m
trashes an Estate
.
m
gains an Envoy
.
J
trashes a Replace
.
J
gains a Border Village
.
J
gains a Torturer
.
m
plays a Smugglers
.
m
gains a Governor
.
m
plays a Copper
and a Gold
.
m
buys and gains a Torturer
.
m
shuffles their deck.
m
draws a Copper
, a Smugglers
, a Border Village
and 2 Governors
.

Turn 9 - Jack Rudd
J
plays a Border Village
.
J
draws a Copper
.
J
plays a Torturer
.
J
draws a Smugglers
, an Oasis
and a Governor
.
m
gains a Curse
.
J
plays a Governor
.
J
trashes an Oasis
.
J
gains a Governor
.
m
trashes a Curse
.
J
plays an Oasis
.
J
draws a Copper
.
J
discards a Copper
.
J
plays a Governor
.
J
draws 2 Coppers
and a Governor
.
m
draws a Copper
.
J
plays a Governor
.
J
shuffles their deck.
J
draws a Copper
, a Cutpurse
and an Oasis
.
m
draws an Oasis
.
J
plays an Oasis
.
J
draws an Estate
.
J
discards an Estate
.
J
plays a Smugglers
.
J
gains a Governor
.
J
plays 4 Coppers
and a Silver
.
J
buys and gains a Province
.
J
draws an Estate
, a Torturer
, a Border Village
and 2 Governors
.

Turn 10 - mark1878
m
plays a Border Village
.
m
draws a Gold
.
m
plays an Oasis
.
m
draws an Estate
.
m
discards an Estate
.
m
plays a Governor
.
m
draws a Copper
, a Fool's Gold
and a Governor
.
J
draws a Curse
.
m
plays a Governor
.
m
draws a Copper
, a Torturer
and a Fool's Gold
.
J
draws a Copper
.
m
plays a Torturer
.
m
draws an Estate
, a Torturer
and an Envoy
.
J
gains a Curse
.
m
plays a Governor
.
m
gains a Gold
.
J
gains a Silver
.
m
plays a Torturer
.
m
draws a Replace
, a Cutpurse
and a Governor
.
J
discards a Copper
and an Estate
.
m
plays 2 Fool's Golds
, 4 Coppers
and a Gold
.
m
buys and gains a Province
.
m
shuffles their deck.
m
draws a Copper
, an Estate
, a Replace
, a Fool's Gold
and a Governor
.

Turn 10 - Jack Rudd
J
plays a Governor
.
J
trashes a Curse
.
J
gains a Fool's Gold
.
m
trashes an Estate
.
m
gains an Oasis
.
J
plays a Governor
.
J
trashes a Curse
.
J
gains a Fool's Gold
.
J
plays a Border Village
.
J
draws a Copper
.
J
plays a Torturer
.
J
shuffles their deck.
J
draws a Copper
, an Estate
and an Oasis
.
m
gains a Curse
.
J
plays an Oasis
.
J
draws a Fool's Gold
.
J
discards an Estate
.
J
plays a Fool's Gold
and 2 Coppers
.
J
buys and gains an Envoy
.
J
draws a Copper
, 2 Silvers
, a Torturer
and an Oasis
.

Turn 11 - mark1878
m
plays a Governor
.
m
draws a Copper
, a Gold
and an Envoy
.
J
draws a Fool's Gold
.
m
plays a Replace
.
m
trashes an Envoy
.
m
gains a Border Village
.
m
gains a Torturer
.
m
topdecks a card
.
m
plays a Fool's Gold
, 2 Coppers
and a Gold
.
m
buys and gains a Gold
.
m
draws a Copper
, a Torturer
, a Smugglers
, a Border Village
and a Governor
.

Turn 11 - Jack Rudd
J
plays an Oasis
.
J
draws a Governor
.
J
discards a Copper
.
J
plays a Governor
.
J
draws a Copper
, an Estate
and a Cutpurse
.
m
draws a Copper
.
J
plays a Cutpurse
.
m
discards a Copper
.
J
plays a Fool's Gold
, a Copper
and 2 Silvers
.
J
buys and gains a Province
.
J
draws a Copper
, a Province
, a Smugglers
and 2 Governors
.

Turn 12 - mark1878
m
plays a Border Village
.
m
draws a Cutpurse
.
m
plays a Torturer
.
m
draws a Torturer
, an Oasis
and a Governor
.
J
gains a Curse
.
m
plays a Governor
.
m
trashes a Cutpurse
.
m
gains a Border Village
.
m
gains a Torturer
.
J
trashes a Curse
.
m
plays an Oasis
.
m
draws a Gold
.
m
discards a Smugglers
.
m
plays a Governor
.
m
draws an Estate
, a Border Village
and a Fool's Gold
.
J
draws a Copper
.
m
plays a Border Village
.
m
draws a Governor
.
m
plays a Torturer
.
m
draws a Copper
, an Estate
and a Province
.
J
gains a Curse
.
m
plays a Governor
.
m
trashes an Estate
.
m
gains an Envoy
.
J
trashes a Curse
.
m
plays a Fool's Gold
, 2 Coppers
and a Gold
.
m
buys and gains a Border Village
.
m
gains a Replace
.
m
shuffles their deck.
m
draws 2 Coppers
, a Replace
, a Border Village
and a Governor
.

Turn 12 - Jack Rudd
J
plays a Governor
.
J
draws a Copper
, a Border Village
and a Governor
.
m
draws a Province
.
J
plays a Governor
.
J
shuffles their deck.
J
draws a Border Village
, an Envoy
and a Governor
.
m
draws a Smugglers
.
J
plays a Border Village
.
J
draws a Copper
.
J
plays a Border Village
.
J
draws a Torturer
.
J
plays a Torturer
.
J
draws an Estate
, a Fool's Gold
and a Governor
.
m
discards a Province
and a Smugglers
.
J
plays a Governor
.
J
trashes an Envoy
.
J
gains a Border Village
.
J
gains a Torturer
.
J
plays a Governor
.
J
draws a Copper
, a Fool's Gold
and an Oasis
.
m
draws an Oasis
.
J
plays an Oasis
.
J
draws a Cutpurse
.
J
discards an Estate
.
J
plays a Governor
.
J
trashes a Cutpurse
.
J
gains a Border Village
.
J
gains a Torturer
.
J
plays a Smugglers
.
J
gains a Border Village
.
J
gains a Torturer
.
J
plays 2 Fool's Golds
and 5 Coppers
.
J
buys and gains a Border Village
.
J
gains a Torturer
.
J
draws a Copper
, 2 Silvers
, an Estate
and an Oasis
.

21
Other Games / Re: Watno's Online Greed
« on: March 26, 2017, 09:43:10 am »
I've played a few games on there. Looks good.

22
Rules Questions / Re: Inheritance on Hireling
« on: March 20, 2017, 07:31:53 am »
Ah. That makes sense.

23
Rules Questions / Inheritance on Hireling
« on: March 20, 2017, 07:09:41 am »
I'm not sure whether this works in the way I think it does, so stop me if I'm wrong about something.

You get the cost of Hireling down to $4 by means of Bridge or some such card. Wheee, you can Inherit it! Your Estates are now Action-Duration-Victory cards.

You play an Estate or several. Each of them is a Hireling, and gives you +1 Card per turn forever.

You then buy Inheritance again, and Inherit a different card...

...
Hireling's effect is on-play, not "while this is in play", so your Hirelings are still giving you +1 Card/turn
But the Estates are no longer Hirelings, so they aren't tracking anything, and thus get discarded in clean-up.

24
Variants and Fan Cards / Re: Dominion: Conquest
« on: March 17, 2017, 03:31:57 pm »
Strategist combos well with Tactician. Jack Rudd likes this.

25
Dominion General Discussion / Re: Rules mess ups you've seen?
« on: March 06, 2017, 07:55:39 pm »
Was playing just now against someone who'd misread Forager; he thought it referred to differently named cards, rather than differently named treasures, in the trash.

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