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Topics - kn1tt3r

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Game Reports / For all the Stefs and Marins: Can you beat Jack here?
« on: June 26, 2013, 07:07:56 am »
I recently played this kingdom, where I went basically for Jack/Money (with one Governor later, but prioritizing Gold over Govorner). My opponent tried to go for Governors (had a 5/2 opening), with one Jack mixed in later, and I won quite handily.

Jack of All Trades

Ok, no trashing except for Jack, no sifting except for Haven. So Governor doesn't look that interesting to me here (maybe at some point, but not primarily). I just think Jack will crush most engine attempts, and I would probably even open Jack with a 5/2 split (which should beway worse here though).

But well, what do all the engine experts here say about it? Can you possibly do something around Governor, Tactician, Haven, maybe Coppersmith? Especially if you think about a 5/2 opening split against a 4/3 of the starting playing player going for Jack - could it be worth it to try the alternative in that case, or will it be just too slow no matter what?

Dominion: Guilds Previews / Card Photos
« on: June 13, 2013, 10:15:11 am »
Some twitter link posted on BGG:

Dominion: Guilds Previews / Image teaser?
« on: April 04, 2013, 10:37:32 am »
When I search for Guilds on the RGG site, I get to this picture:


Maybe an image section of some card artwork?

Game Reports / HoP megaturns are really nice
« on: March 02, 2013, 11:07:28 am »

Goko Dominion Online / Game freezes
« on: January 31, 2013, 12:03:28 pm »
When a game freezes, is this due to the opponent quitting or just some random bug?

I always thought it was Goko's fault, but today I got two frozen games, both after rather decisive turns.

Goko Dominion Online / Estate Supply with Shelters
« on: January 13, 2013, 05:25:57 am »
I don't know if this has been addressed yet, but in Adventure mode (in multiplayer games this isn't the case), when you have a game with Shelters, you still have 14 Estates in total (i.e. 13 if your opponent has 1 etc.).

Goko Dominion Online / Resigning?
« on: December 21, 2012, 07:13:27 am »
Do you always get 0 points when you're opponent resigns? It seems rather odd to me...

EDIT: Or has my opponent left some other way? How do you see the difference?

EDIT 2: I think I've figured it out. If the opponent just leaves, you get 0 points, if he resigns, you win the game. Still doesn't make sense.

Rules Questions / Market Square and on-trash effects
« on: October 29, 2012, 08:27:23 am »
I'm not sure if this has been brought up before, but just for claritiy:

If I trash for example a Cultist, and one of the three cards I draw is Market Square - can I reveal it to gain a gold?

The point is, if you have Cultist, Market Square and a trasher in hand, and you trash Cultist, you should be allowed to choose which effect is triggered first (since there are 2 effects happening at the same time). So you can first gain a Gold, then draw cards, or you can draw cards and then reveal Market Square.

Now, since your opponents cannot know whether you've had the Market Square before or whether you've just drawn it, you should be allowed to reveal it for Gold either way. Right? Or is this some weird case of fair play, reveal hands or whatever that's not exactly covered by the rules?

Variants and Fan Cards / Idea for non-terminal drawer
« on: September 10, 2012, 07:19:28 am »
Exploiter, $5 (?)

+1 Action

Each other player may discard a card.
+X cards according to the cost of the cheapest card discarded.

If no card is discarded: +2 Cards, +1 Coin

I'm not sure if this is too strong. Early game it is usually a lab or a non-terminal cutpurse, but it might become quite ugly later, especially when stacked.


Dominion General Discussion / News on forthcoming expansions
« on: January 15, 2012, 11:57:47 am »

As promised, we have recently released . These include Friday, Power Grid: First Sparks, Power Grid: the Robots, and Puerto Rico Anniversary Edition, (which we have sold out of - as it was a limited edition, we will not reprint it). Other games we planned to release have been delayed by the German publishers and printers and we expect to release them in a few weeks. These include Upon a Salty Ocean, South Pole, and Stone Age: Style is the Goal. We will also soon be releasing Lamborghini, Leader: Hell of the North, Hawaii, and Last Will. For Dominion, we  still plan to release a digital version early this year. We are also planning to release a set of all base cards (treasure, victory, and curse) that players can use to replace used cards from the base game or Dominion: Intrigue, or to use with the expansions that do not include these base cards. The planned release for this product is March, 2012. We have changed the schedule a bit and will release the large expansion Dominion: Dark Ages at Gencon to accompany the Dominion World Masters Tournament that will be held there. The expansion previously announced for the spring: Dominion: the Guilds will be released in the spring of 2013. We are continuing to work on Arctic Scavengers, Cavemen, Carcassonne: the Castle Falcon expansion, Those Pesky Garden Gnomes, Rattlebones, Credit Mobilier, Mogul, Monster Factory, and several others. These will appear beginning in the spring of 2012.

The Dominion World Masters Tournament will be held this year at Gencon. We have invited our partners from around the world to hold tournaments in their countries and send the winner. For the US, we are asking local conventions to sponsor “regional” tournaments so the winners can participate in the US finals prior to Gencon. We plan to hold those in June. We are also asking those who have held Dominion tournaments at conventions since October to contact us as we may offer those winners entry into the finals.

Variants and Fan Cards / Reaction Idea: Blockade
« on: January 12, 2012, 06:52:51 am »
BLOCKADE ($4) / Action-Reaction

+1 Action
+1 Buy
When another player plays an action card, you may reveal this from your hand. If you do, the playing of the action card has no effect.
You may reveal Blockade only once each turn.

What do you think?
Not sure about the exact wording since I'm no native speaker, but what I wanted to express is that after a revealed Blockade the played card has no effect whatsoever, i.e. it also doesn't consume an action.
I originally had it at "+1 card, +1 action, +1 buy", which might be a bit too strong, but i'm not sure.

Council Room Feedback / CouncilRoom game search results
« on: November 17, 2011, 03:19:38 am »
I just looked through my recent games (, and found two "bugs":

1. The most recent ones aren't shown
2. If you scroll down to the link for this match it says that 16 Possessions have been bought, which is just an audacious lie...  (to find it more easily just type Ctrl+F in the search results page and search for "16 Possessions")

Dominion General Discussion / Oracle/BM
« on: November 14, 2011, 01:23:32 pm »
I just tried this in a solitary game because I thought it might be quite decent being a weaker but selective Smithy, and it worked out surprisingly well.

I opened Silver/Oracle and bought a second Oracle soon. I had some shuffle luck but 5 Provinces by turn 13 is not bad at all.

And well, the attack effect is not considered at all in a solitary game...

Variants and Fan Cards / Buying cards for your opponents
« on: November 04, 2011, 10:27:12 am »
A bit similar to the Hinterlands "on gain" theme, I've had the idea to make cards that can also be bought for your opponents. Of course they have to be either very situational or with a corresponding bonus/penalty, but I think it could work.

Here are some possible (not really thought through) examples:

Carriage ($2), Action
+2 Cards
When you buy this choose one: You gain it yourself, or every other player does.


Ambrosia ($3), Action
+1 Card
+1 Action
Discard 2 cards from your hand.
When you buy this choose one: You gain it yourself, or every other player does.
If you've gained it yourself you may gain a card costing 2$.


Contagion ($6); Victory
[-2 VP]
When you buy this choose one: You gain it yourself, or every other player does.
If you've gained it yourself gain a Province. Otherwise gain two Coppers.


Dud ($4), Victory
[0 VP]
When you buy this choose one: You gain it yourself, or every other player does.
If you've gained it yourself gain two Silvers.


Investment ($2), Treasure
When you play this, it is worth $3 more for each Investment in play.
When you buy this choose one: You gain it yourself, or every other player does.

Game Reports / Chapel / Explorer opening
« on: September 21, 2011, 01:16:03 pm »
I've tried this recently with the idea to push my buying power really fast and - due to a very thin deck - combine Gold gains with Province buys (sort of a reverse Hoard). It worked, however, I'm not sure how strong this is in general.

Here's the game:

EDIT: Now that I look through the log again... damn, did I get good draws in this game...

Game Reports / Chapel / Bishop
« on: August 22, 2011, 04:42:55 am »
The infamous 5-cards Bishop deck (Bishop, Silver, Silver, Gold, Province) was already mentioned in the Bishop article, but I think it's worth discribing it seperately. The best possible combo card is (obviously) Chapel, and maybe it's also the only support that makes this strategy viable against other faster approaches.

The idea is easy: Get Chapel and Bishop, trash down to said sort of hand asap and afterwards trash the Province every turn for 5 VP and buy a new one. With good draws this should be possible by turn 8. Here is an example (I got a Great Hall on the way which doesn't do anything - I just could've bought nothing):

It is also possible in Colony games, yet not as effective (you "lose" 4 VP instead of 1 VP when you Bishop a Colony instead of a Province). I still tried it once and succeeded (with some draw luck admittedly):

I'm not sure about the opening Chapel/Bishop. Maybe Chapel/Silver (with a Bishop in turn 3/4) is a bit safer, but Chapel/Bishop potentially faster.

The natural enemies of this strategy are of course most attacks, except those that affect your draw pile.

Dominion Isotropic / Possession / Outpost bug?
« on: August 19, 2011, 11:52:57 am »
I just played a game with Possession and Outpost, and every time I played Outpost AFTER a Possession turn of my opponent (so it was my next regular turn), I didn't get the additional Outpost turn.

This shouldn't be correct... if i'm not mistaken.

Here's the log (Turn 16 and 17):

Dominion General Discussion / Stash
« on: August 08, 2011, 12:29:04 pm »
Quite an unpopular card (and obviously not great), but as it has turned up in the "when bad cards shine" thread, I played a bit with the simulator:

- the implemented Chancellor/Stash strategy is quite bad => if you buy Stash strictly over Gold until you have 4 Stashs and let the simulator buy more than one Chancellor, it beats the implemented one (Gold over Stash w/o conditions) by 56.4 - 36.9

- this Chancellor/Stash is really strong: it beats Big Money Ultimate by 77.3 - 18.5, BM-Envoy by 53-41, BM-Lab by 70-24 (!), it just gets crushed by hand decreasing attacks (against BM-Militia 36-59), however it is quite resistant against curses

- Simple Stash (just the above combo w/o Chancellor) is still slightly better than BM Ultimate (45.8 - 44.7)

If feel Stash gets also very much improved by Warehouse-like cards that accelerate cycling, but I it's still tricky to play because you have to carefully trigger your shuffles. Not that easy to simulate.

Game Reports / How would you play this setup?
« on: July 26, 2011, 02:53:29 am »
Inspired by Blooki's post I remembered a setup (also with Remake) I recently played in real life, and would really like to know how you would play it.
IMO this set of cards is like a huge mess of different and all incomplete strategy fragments:

Ghost Ship
Merchant Ship
Native Village
+ Colony
+ Platinum

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