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Dominion: Adventures Previews / Don't Use Pathfinding on Knights
« on: May 19, 2015, 10:33:46 am »
Playing an Adventures game yesterday (the recommended set Groovy Decay), I managed to get a fairly early 8-coin hand, and I decided to see how Pathfinding would be on Knights - I didn't have very many action cards yet, so I thought I could start focusing heavily on Knights, having a nice extra boost on my attacker.

This was dumb.

For one, I didn't take into account that my wife could easily contest the Knights, which not only lowered my potential supply, but handily destroyed the ones I had acquired. Also, she had some crazy Rats & Ratcatcher jargle going on, and even if my Knights hit her Rats, that only helped her. In short, I made the worst possible decision of what to Pathfind (except for Ruins... or maybe it would be better on Ruins in this case if she went Cultist-heavy!). I likely would've been better served just buying a Province, or maybe even a Gold.

What other cards are usually quite stupid to Pathfind?

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Dominion: Adventures Previews / Recommended Set: Prince of Orange
« on: May 18, 2015, 11:18:05 am »
I just recently got Dominion Adventures, and the first two games were a lot of fun! Reserve cards, travelers and events were a whole lot of fun! I do have a question about the recommended set Prince of Orange:

Amulet, Dungeon, Haunted Woods, Page, Swamp Hag,
Caravan, Fishing Village, Merchant Ship, Tactician, Treasure Map,
Mission

I was wondering about Mission's place in this set. I know the card is quite situational, but it doesn't seem like this set particularly shows its strengths. I assume that its purpose is to activate duration cards in the extra no-buying turn, but it seems to me that you're just as likely to make your main-turn duration cards fizzle in worthlessness. I would rather their effects on my next real turn! And this at a cost of 4, precluding me from buying something like a Caravan!

"Then don't buy Mission when you have duration cards out," you could rightly say. But with 8 of the 10 kingdom cards being durations, that's unlikely. Is Mission included here for those rare cases where you have lots of duration cards in your deck but just didn't happen to get any during your main turn? I can see Mission shining more if there were any non-buy gaining besides Treasure Map, or more trashing besides Amulet, or non-duration attacks.

Please show me where I'm wrong-headed on this! Mission, like Outpost, just doesn't seem like something I'd usually want to buy instead of something that will actually add to my deck.

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Long time lurker, first time poster. I took a look at my CouncilRoom stats and I noticed some strangely high values in my Effect With and Effect Without columns. It says I do 26.99 standard deviations better than normal when I buy Woodcutter (a card I really dislike); nothing is even close to that, with Farmland in second with 4.45. I have three cards with a huge Effect Without, King's Court, Fishing Village, and Tunnel are all in the 20s, and Forge with 5.22 is next.

What's causing those huge numbers? Am I that much better at playing Woodcutter and ignoring those other three than most people? I doubt it.

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