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Topics - Jerk of All trades

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Rules Questions / Sir Vander and trashing multiple times
« on: October 08, 2013, 06:38:55 pm »
I'm curious if Sir Vander can be trashed multiple times in one play to gain multiple golds?

Like if I king's courted  Sir vander and trashed multiple Knights, Or if you were in a 4 player game and 2 opponents trashed Knights.

I'm assuming it just gets trashed once, and then you "lose track" and cannot trash a second time.

2
After getting a perfect shuffle the other night and carrying a game easily (5 provinces by turn 13) I'm wondering what you might consider the best possible third turn hands to draw? (Ignoring 4 player shenanigans where it is technically possible to have gold in your 3rd turn hand via market square, thief, and noble brigand). And you cannot assume any other cards on the board other than your current hand. (No Apprentice+ squire with goons/familiar, or Deathcart + silver assuming platinum on board)

My hand was Remake,estate,estate, estate, copper.  Then I got a gold on my 4th turn. and easily ran away with the game.

Other potential "monster" third turns:
Mint, fool's gold, copper, estate, estate (3fg, 3 estate, mint, 2cp after turn 3)
Mountebank + 4 copper (3rd turn gold, nasty attack)
Witch/torturer/margrave, crossroads, 3 estates (witch = gives curse + second witch, torturer/margrave attacks and guaranteed gold, all the cards will reshuffle before 4th turn)
throne room, swindler, 2 copper, 1 estate (2 early swindles and a gold)

3
Innovation General Discussion / Drawing rules with echoes
« on: April 02, 2013, 07:34:35 pm »
I'm a bit confused by the blue backed cards and the brown/yellow backed cards when playing with echoes.
When do you draw 1 or the other?
When do you draw "up" a level. Like if your highest card is a 3 on your board, when is the 3 pile "empty" and you start drawing 4s?
When a card says "draw and meld a 1" or draw and tuck a "4" does the pile have to be completely empty, or is it only when all of the yellow cards are gone?

I didnt see anything about this in the echoes rules. In fact those rules just said to like shuffle up 3 expansion and 6 base cards per level, but this is not how the ISO version works.  Where did the "blue"/"gold" card rules and mechanics come from?

4
Game Reports / Last second victory
« on: February 01, 2013, 02:04:13 pm »
http://www.councilroom.com/game?game_id=game-20130131-215023-8d1b4b32.html

Fun game, where I was trying for some KC/lab engine to draw up everything.  Unfortunately my moneylender/ bank anti-synergy was kind of stupid, causing me to not generate enough money after my wife started pounding colonies hard. And everything started going wrong. I held onto a feast for a couple turns, hoping to KC it, but it never happened. 

Then I got mostly lucky and she stopped being able to hit 11 or 8 regularly, and I finally caught up on the very last turn.

5
Dominion General Discussion / Why only 12 Provinces for 4 people?
« on: January 21, 2013, 02:10:55 pm »
I'm wondering why 2 and 3 player games have 4 per player, while 4 player games have only 3 per player.

When we play 4 player it always feels like the game ends before an engine can really get going.

Is it just because 3-piling happens so much more often in a 4 player game with required/engine cards?

Are there any other choices/changes people like playing to make 4p a little more interesting?

6
General Discussion / Probability paradoxes
« on: January 09, 2013, 07:32:42 pm »
Reminds me of that old logic quiz/ problem.

You're on a game show, and Monty Hall shows you 3 doors.  2 of them are empty, and behind one of them is 1,000,000$.

You pick one door, but before you open it, Monty opens up one of the remaining doors and shows you that it is empty.  If you want to maximize your odds of winning the million, do you:
A: Switch your pick to the door that you did not chose, and Monty did not open,
B: Or do nothing, because it doesn't matter

The answer is A. If you switch, your expected return is 666k, while if you stay it's only 333K. I've known college educated people that refuse to believe this is true.

7
1 rule I like from Androminion is that for plat and shelter use you get a 10% chance per card from that expansion (prosperity and DA).  SO if you had all DA cards it'd be a 100% chance for shelters, 50% with 5.  Simple right?

A quick way to do this is to make a deck of 10 cards with all copper plus 1 gold for each prosperity card in the supply. Draw 1 card, if it's the gold, use platinum.  Then do the same thing again with 1 gold per DA card in the supply.  If you pull the Gold, use shelters instead of estates.

After DA came out we played with shelters every game, but then we realized it makes certain cards like Baron, upgrade and remake a LOT weaker.  And it's ok to have useless cards in the supply, but it was lame having a bunch of cards significantly weaker in every game.  Also we could never decide on when to use Platinum. I still love it when my friends buy remake with poorhouse in the game though. (oh God, so many terminal collisions, ahhh!)

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