Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - allanfieldhouse

Filter to certain boards:

Pages: [1]
Dominion General Discussion / Strength of Delayed Effects
« on: October 26, 2017, 11:35:05 am »
There was a big discussion in one of the Nocturne threads about how strong Ghost Town is. To illustrate its strengths and weaknesses, the discussion got derailed onto Caravan and Tactician variants (because, obviously). People looking to discuss the new cards don't want to see that stuff though, so hey, here's a new thread for it!

First an (arbitrary) definition. When I say "delayed effect", what I mean is an effect that triggers at the start of your next turn.

One side of the argument was that delayed effects are inherently weaker than an immediate effect. An easy example of this is comparing Lab and Caravan (we all agree Caravan is weaker than Lab). Each card gives you net +1 card, but Caravan waits until next turn to do it.

The counter argument is that Caravan is weaker, not because the draw is delayed, but only because the card has to stay out for 2 turns every time it's played.

After thinking about it, I tend to agree with the second opinion. An extra card drawn at the very start of your turn is much more valuable than an extra card at some point in the middle. To illustrate this, imagine a card called DiscardCaravan. The text is exactly the same as Caravan, except there's a new line that says "Discard this card during cleanup on the turn you played it." This means that in a draw-your-deck engine, you can play all of your DiscardCaravans every turn (and get a bonus from each of them at the start of each turn).

Now compare having 5 DiscardCaravans to 5 Labs. If you're drawing your deck, both situations would give you +5 cards per turn. The DiscardCaravan is way better though because you get your bonus cards right at the start of your turn rather than the middle, and it's pretty hard to dud when you're starting with a 10 card hand.

Obviously you will want different things in different situations, but this example clearly indicates that all things being equal, in a draw-your-deck engine, delayed draw is simply better than immediate draw.

What do you guys think? Are there holes in my analysis? Does any of this actually make a difference in how card strength is evaluated? Does it make any difference if the draw card was terminal or not? Do delayed +actions behave similarly to delayed +cards?

Dominion General Discussion / Night cards are not action cards
« on: October 23, 2017, 03:56:19 pm »
While trying to Process Witches into Raiders (you gain nothing), I realized that the fact that Night cards are not Actions has some pretty serious implications for some of the older cards. Which cards get the biggest buffs and nerfs from this new card type?

In addition to Procession interactions, I'll start off with Shanty Town. This is a big buff for Shanty Town because you can have a hand full of Night cards, and Shanty will still draw for you!

Goko Dominion Online / Goko Logs
« on: February 15, 2017, 11:32:05 am »
Are the Goko logs still available anywhere? From gokosalvager maybe? I wrote a script that was downloading them from goko's amazon s3 storage, but I only got a couple of months of data, and it looks like they turned it off this morning (getting a 403 error now).

Dominion General Discussion / Trashing estates on a Inheritance board
« on: April 21, 2015, 09:48:48 am »
I played a game the other day with Intrigue cards plus Inheritance. My general plan was: steward for trashing, minions, inheritance on conspirator, something else for +buy. Once I got all that set up, it was great. The problem is that it took forever to get it going because of all my starting estates clogging everything up. Should I have trashed the estates initially even though I really wanted them once I got my inheritance?

How often do you guys think it will be viable to save estates for the inheritance vs needing to trash them early. Obviously some cards like baron make it way easier to just keep the initial estates.

Dominion General Discussion / Custom Base + Intrigue Travel Set
« on: August 21, 2013, 11:19:50 am »
I just got into Dominion this summer, and so far I have the base set and Intrigue. I'm going to be traveling soon, and I'd like to bring Dominion with me to play with family and friends. I don't want to bring both boxes or make a custom storage solution right now, so I was thinking of bringing half of the cards from each set (exact proportion doesn't matter to me).

Here's some info on how we'll be playing. I'm going to be the only one who has read any sort of dominion strategy articles or ever played online. Most of the other "experienced" players have probably played 5-20 games, but I've given them enough strategy advice that they at least know some basics like to not undervalue treasure cards or buy only villages. We will also be playing with people who have never heard of Dominion before...probably also with people who haven't played games like catan either. I imagine the vast majority of our games will be 3-4 players, but we might play a game or two of 2-player.

Including the two empty slots in the box (and bringing a randomizer deck), I can fit in 27 kingdom cards. Considering these requirements and how we'll be playing, what would you recommend as the best combination of cards to bring (or even just a general strategy for how to pick the cards myself).


Pages: [1]

Page created in 0.063 seconds with 18 queries.