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Topics - FishingVillage

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1
So here we go have at it: http://globalnews.ca/news/3687647/mumbai-factory-dogs-blue/

It's not exactly a happy fun story, but by the accounts available it looks like consequences were met and the dogs are being treated.

2
Let's Discuss ... / Let's Discuss Empire Events: Wedding?
« on: July 01, 2016, 02:49:18 pm »

Wedding is a powerful event, but it also taught me the value of being able to divide the cost of a card over multiple turns, and made me less apprehensive about the super high debt cost of certain cards in empires.

I think Wedding could've not had the +1 VP rider along with gaining the Gold, and it would still be a great deal at $4 and 3 debt. I think Wedding could've been a straight up $7 for a Gold and +1 VP, and while that might seem like an iffy choice sometimes I'd still go for it over Duchies until the game starts looking like it'll end soon. But having the choice to put off some of the cost (minimum $4), and to get a Gold that comes with a VP which doesn't clog your deck? This thing is insane.

As long as the board doesn't have something which demands my immediate attention, I'm usually happy to use Wedding at the start of the game. A 5/2 or 4/3 split would be the most ideal opening, as I'd end up with a Gold in my deck by turn 3 and +1 VP on the side, which is quite nice. A 3/4 split isn't completely disastrous though; I'd still use Wedding on my second play and deal with the debt cost next turn.

Going into mid game, I'm very happy to flood my deck with Gold that come with VPs as often as I can. I guess the question is if Gold and 1VP over two turns is better or worse than whatever else one can get on the board, but the choices that beat that are probably very few.

And then going into late game and greening... I mean I've been flooding myself with Gold this entire time, and I probably don't have much else taking up space in my deck, mostly thanks to debt actually. My chances of getting a hand with 3 or more Gold will be pretty high, so even nasty attackers will have some trouble stopping me from brute forcing my way to Provinces.

I'm curious how strong Wedding is in a game involving Platinum and Colonies though. Do I still want to go deep on Wedding, then ratchet up to Plats and Colonies? Or can I actually flood myself with Gold so quickly that I'll deplete the Province pile before anyone else can get enough of a lead with Colonies?

So anyways...
- Do you think the Wedding is event is good?
- If Wedding is in the game and you plan to use it, how long will you use it before you stop?
- What other cards work well with Wedding? When do you find the turns to go for these cards over Wedding?

3
Variants and Fan Cards / Horse Archer! The scourge of civility!
« on: May 05, 2015, 09:00:36 pm »
Quote
Horse Archer $5
Action - Attack - Reaction

Draw up to 5 cards in hand, then trash 1 or discard 1 card from hand.
Each other player discards down to 3 cards in hand.
---
When another player plays an Attack card, you may set this aside from your hand. If you do, then at the start of your next turn, play this.
Horse Archer is indeed a attack that can counter-attack. It does so by leaving your hand and attacking at the start of your turn, as if you'd played a Horse Archer from your hand and didn't have to use an action for it.

Admittedly, even without the Reaction portion, Horse Archer is a fairly useful Attack on its own. It can sift through your deck and clean out unwanted cards (triggering Tunnel or Market Square along the way), while also hitting everyone else with a discard attack. Horse Archers never increases your final hand-size beyond 4, but unlike Militia it can help you find more cards in your deck that might be better than +$2.

The Reaction portion does have some other consequences outside of protecting against attacks. If you're playing a kingdom that has cards which give +Actions but doesn't increase hand size (such as Warehouse), you can purposely reduce your card count in hand to trigger Horse Archer! The Attack from a set-aside Horse Archer would be delayed until your next turn, but would prevent multiple Horse Archers from being dead in your hand. You could also trigger the Reaction during your Buy phase by playing as many Treasures as you can and having no more than 2 dead cards left besides Horse Archer.
Nope that stuff is dumb, maybe better on another card for comboing but not this one.

Old version:
Quote
Horse Archer $5
Action - Attack - Reaction

Draw up to 6 cards in hand, then trash 1 or discard 1 card from hand.
Each other player discards down to 3 cards in hand.
---
When you have fewer than 4 cards in hand, you may set this aside from your hand. If you do, then at the start of your next turn, play this.

4
Variants and Fan Cards / Fan Expansion: Dominion - Eureka
« on: August 28, 2012, 10:05:00 pm »
Hi folks. This is my fan expansion set, salvaged from my previous expansion, Piston Town. In the interest of making something more focused, I ended up pulling out a bunch of cards (for later) and tried focusing on a more specific theme. Some of these cards will probably seem familiar!

Mechanically, it’s about using every card in your hand every turn; using your entire deck would be even better. Some cards get better when a low hand size is achieved, other cards discard or trash cards out of hand. Handsize draw cards benefit greatly in particular.

Any feedback I can get on these cards would be welcome. I’ve included a FAQ to clarify each card, in case there might be some ambiguities/questions:

https://docs.google.com/document/d/1-PkjkUWqUcitKqQ12XxGQsQ0aAD8eJv3s5lgsLRA5dU/edit

If the FAQ doesn’t happen to cover something, just ask and I’ll answer to the best of my ability.

Edit001: Changed Future Machine to be more in line with the rest of the set and more like its original version. I want to refrain from personal elaborations or comments for now, mostly because I’d like to know how other folks interpret the cards without my intervention. I’ll try to spruce up the thread over time as well.

Quote
Panhandler $2
Action

+1 Action, +$1
______________________________

In games using this, when another player plays an Attack card, you may gain a Panhandler, putting it on top of your deck. If you do, you are unaffected by that Attack.

Quote
Enlist $3
Action

+2 Actions

Discard any number of cards. Gain an Action card with cost in coin up to the number of cards discarded.

Quote
Telescope $3
Action - Reaction

Look at the top 3 cards of your deck, then put them back in any order. You may draw card.

+1 Action
______________________________

When another player plays an Attack card, you may reveal this from your hand. If you do, draw until you have 7 cards in hand, then put cards from your hand on top of your deck until you have 5 cards in hand.

Quote
Incinerator $3
Action

Each player may trash up to 2 cards from his hand. +$1 per 2 cards trashed in total, rounded down.
______________________________

When this is trashed, +1 Card and +$2.

Quote
Vigilante $3
Action - Attack - Reaction

+$2

If you have 2 or fewer cards in hand, each other player gains a Curse.
______________________________

When another player buys a Victory card, you may reveal this from your hand. If you do, that player puts that card on top of his deck.

Quote
Toymaker $3
Action

+1 Action
______________________________

While this is in play, after you play an Action card, +1 Card, then discard a card.

Quote
Civil Disorder $4
Action - Attack

Reveal your hand. Discard all revealed Victory cards, then draw up to 5 cards in hand.

Each other player reveals the top 4 cards of his deck, discards the revealed non-Victory cards, discards a card per revealed Victory card, then puts the revealed Victory cards into his hand.

Quote
Erratic Engineer $4
Action

Gain a card costing up to $3.
______________________________

While this is in play, cards cost $1 less this turn, but not less than $0.

Quote
Flying Machine $4
Action - Reaction

Choose one: +2 Cards or +3 Actions.
______________________________

When you discard this other than during a Clean-Up phase, you may set this aside. If you do, then at the start of your next turn, return it to your hand.

Quote
Demolition Team $4
Action - Reaction

Reveal the top 3 cards of your deck. Trash any number of them, then discard the rest.

When you gain this or play it, each other player may reveal the top card of his deck and trash it or discard it.
______________________________

At the start of your turn, you may trash this from your hand.

Quote
Assistant $4
Action

+1 Card, +1 Action, +1 Buy

Play any number of Treasure cards from your hand.

Quote
Construction Yard $4
Action

+1 Buy

If you have 2 or fewer cards in hand, +$3. Otherwise, +$2.

Quote
Freight Train $5
Action - Reaction

Draw up to 7 cards in hand.
______________________________

At the start of your turn, you may reveal this from your hand. If you do, discard any number of cards.

Quote
Femme Fatale $5
Action - Attack

+1 Card, +1 Action

Each other player discards a card, then each player (including you) draws up to 3 cards in hand.

Quote
Impulsive Inventor $5
Action

+1 Action

Trash an Action card from your hand. Gain an Action card costing up to $2 more; put it into your hand.

Quote
Rickety Contraption $6
Action

+4 Cards, +1 Action

Discard one card per Rickety Contraption in play (including this one).

Quote
Mad Mechanic $6
Action

Do this three times: +1 Card; +1 Action; +1 Buy; +$1. (Each choice can be picked more than once.)

Quote
Future Machine $7
Action - Reaction

If this is the first time you played a Future Machine this turn, discard your hand. If you discarded any cards this way, +10 Cards, +2 Actions and +1 Buy.
______________________________

When another player plays an Attack card, you may set this aside from your hand. If you do, take an extra turn immediately after that player’s turn. This can’t cause you to take more than two consecutive turns. At the start of Clean-Up on your next turn, trash this.

Quote
Saltpeter $0*
Treasure

Worth $3 and $1 less per Card in your hand, but not less than $0.
______________________________

At the start of your turn and during your turn (after you play, draw or discard a card) this costs $1 per card in your hand.

Quote
Territorial Borders $5
Victory

Worth 1VP for every Victory card with cost in coins equal to $8 or more in each other player’s deck.

Quote
Prodigy $6
Victory - Reaction

Worth 1VP for every 2 Reaction cards in your deck (rounded down).
______________________________

When any player plays an Action card, you may discard this. If you do, gain a copy of that card from the Supply; put it into your hand.

5
Variants and Fan Cards / Potion cards!
« on: August 11, 2012, 06:24:39 pm »
Well, I was late on the draw, and I forgot to submit my entry in time. Whoops! But anyway I thought the entry I had in mind was unique and also useful, so I'll just post it here for critique if that's ok. I had some other entries in mind that I was eventually going to post here for non-contest related critique.

Quote
Quicksilver $2P
Action

+1 Action

When you buy this or play it, choose twice: +$1; or trash a card from your hand.
Quicksilver would've been my entry into the Potion contest. It seemed like a great card to me, and I would pick it up even if it was by itself due to it being a non-terminal trasher and a non-terminal Silver (or something inbetween), so it would continue being useful once it has flushed all the cruft out of my deck. It doesn't explicitly say (it also doesn't explicitly say otherwise), but you can make the same choice twice.

Quote
Elixir $2P
Action

+1 Action

You may discard a Potion from your hand. If you do, +$4. Otherwise, gain a Potion; put it into your hand.
Hello... don't you seem familiar? Maybe I should've named this one Vizier, which is also a title of nobility (like Baron) but I couldn't figure out a way to associate Potions with Viziers without it being weird. Oh well! Elixirs let you get Potions on demand, which can be quite useful if you don't immediately have a spare Potion to buy Potion cards (or in case you don't want to let your Alchemists go to discard). It's also less of a problem if you stock up on a bunch of Potions, since Elixir helps you convert them back into coin. Being non-terminal is probably a pretty big deal as well here (though the +Buy might've been more useful, considering the decisions Potion cards force on players).

Quote
Zeppelin $3P
Action

+2 Actions

Discard any number of Potion cards from your hand. +1 Card per Potion card discarded. If you discarded any Potion cards this way, +2 Cards.
______________________________

In games using this, during your Action phase, you may discard 2 Potions from your hand. If you do, gain a Zeppelin; put it into your hand.
Zeppelin doesn't draw cards by itself, but it's got great mileage (if you've got the right fuel!). Basically, the first Potion you discard will be worth 3 Cards; every Potion after the first will get you one card further. Similar to Elixir, Zeppelins make it less of a problem if you end up going a little Potion crazy; if you've got 2 Potions, discard them and put a Zeppelin directly into your hand! And you can do this as much as you like! Now that's service.

Quote
Homunculus P
Action

+1 Card, +1 Action

You may trash this immediately. If you do, +1 Card.
______________________________

When you buy this, +1 Buy.
Okay after seeing Rats today I'm going to figure that Homonculus is possibly undercosted here. It's a very simple cantrip, but you can choose to trash it immediately for a makeshift Laboratory. It also doesn't use up a Buy during your Buy phase, so even if you end up with a hand of CCCPE, you can still get a Homonculus and a Silver. All in all Homonculus doesn't do much but it's nice to have and isn't as strict a commitment as other Potion cards.

Quote
Liquid Gold $4P
Treasure

Worth $3P
Something similar showed up during the contest, but I'm going to conveniently ignore it. At its current cost, Liquid Gold is probably rather prohibitive, and with no other Potion cards in the supply it's probably not really worth it. Consider this though; when you draw Liquid Gold, all you need to play is a Copper to get more Liquid Gold. After a couple of turns, buying Liquid Gold will probably end up being pretty easy (maybe easier than buying Gold?).

Quote
Fountain of Youth $4P
Victory

Worth 1VP per 5 turns you’ve played this game.
Just from personal experience, my games tend to last around 18 to 20 turns, so $4P for around 4 or 5 VP at that point sounds fine. Maybe this is a little overcosted. Perfect for the games in which everyone's been beating each other up for awhile, or when everyone's been playing Ghost Ship each turn (that is, games that everyone hate). Extra turns from Outpost and Possession count towards VP for Fountains of Youth.

6
For Challenge #7 (Villages) I submitted the following:
Quote
Flying Machine (Thyme) $4
Action - Reaction

Choose one: +2 Cards or +3 Actions.

When you discard this from play, you may put it on top of your deck.
______________________________

When you discard this other than during a Clean-Up phase, you may reveal it. If you do, set this aside, then at the start of your next turn, return it to your hand.
As it turns out, Flying Machine was considered possibly too strong or too sticky to cost $4. I do feel it is probably on the strong end of the $4 cards, but I don't think it's strong enough to be a $5 card, even as it is now.
If I had to weaken Flying Machine, I think what I'm most likely to do is remove the top decking ability. That seemed to be the biggest problem when Flying Machine was reviewed, and given how reliable it is otherwise, I imagine I'd have to make the constraints on top decking very strict if I intend to keep it. It also seemed to be the most self serving part of the card, and I imagine being able to get +3 Actions with no strings attached, or having it fly back to your hand next turn when discarded would have more interesting potential. Would Flying Machine be more acceptable without top decking? What could change to keep the top decking?



For Challenge #8 (Non-Attack Interaction) I submitted the following:
Quote
Incinerator (Grape) $3
Action

Each player may trash up to 2 cards from his hand. +$1 per 2 cards trashed in total, rounded down.
Incinerator on the other hand, turned out to be far too weak. Originally it was this:

Quote
Incinerator $3
Action

Each player may trash up to 2 cards from his hand. +$1 per card trashed this way.

This was probably way too strong and I don't think the other players would ever opt in if it was like that. In the new version, two separate players trashing a card would still net you $1 but at least the choice didn't seem as dumb. Depending on what's in the kingdom, the other players could take advantage of the trashing such that it wasn't really beneficial (no good $4 cards, play Incinerator, trash 2 cards for +$1, other two players trash 1 card and 2 cards for another +$1, I have 2 Coppers left for $4 to buy a Silver and the "contribution" from other players wasn't meaningful). I'm just adding this point to address the idea that Incinerator would become too strong in 3+ player games (and the choice to trash is optional anyway).
I think Incinerator's in a good place personally, I actually tried it out once (but only once) with a couple of friends and it didn't seem too awful. If I had to strengthen Incinerator, I might just add +$1 to it. If anyone has suggestions or concerns though, I'm all ears.

7
Dominion Articles / Request - Inn
« on: June 13, 2012, 08:13:56 pm »
I have been getting a lot of plays with Inn lately, so I thought it would be interesting to see what strategies or experiences other players have come across when using it. I would like to do an article on Inn myself, but I do not know if I can make it very in depth and accurate.

From my experiences, I've found that Inns are fantastic for maintaining momentum with an action engine and are great fun with +Buy and lots of money involved, but I don't want to depend on actually playing them too much. While sifters such as Cellar and Warehouse have the problem of shrinking hand sizes with increased use and risk dead draws with terminal actions, the +2 Actions on Inn makes that less of a problem. Inns really need a source of +Cards to justify them though (preferrably +3 Cards or more to counteract shrinking hands), otherwise they're very inefficient for their cost.

Positives!
- Inn works really well with sources of big +Cards such as Wharf, Smithy or Tactician.
- Hand refilling cards such as Watchtower and Library remedy Inn's shrinking hand problem without risking dead draws.
- When played, Inn is a cross between a village and a sifter, which can be beneficial with cards such as Tunnel and Menagerie (and the aforementioned hand refillers).
- Good control over reshuffles with Inn buys allows you to keep using Action cards without other crap getting in the way.
- If you want to leave Action cards for your next turn, you could discard them using Inn and buy an Inn to shuffle them into your deck.

Negatives...
- Inn is not very reliable on its own; without the right Action cards, an Inn is a very expensive Warehouse.
- Inn is very inefficient for big money strategies.
It dies against hand reduction.  On the one hand, it's like warehouse so after playing Inn, you have 2 cards.  The other, you built up this perfectly timed hand with Inn purchase and now you can take 5 great (not random) cards and you have to discard 2.

Anyone with better advice/experience?

8
Variants and Fan Cards / Fan Expansion - Dominion: Piston Town
« on: March 23, 2012, 05:28:00 am »
This fan expansion is a collection of cards that I thought would be fun to play around with. For the most part I tried using verbiage that already exists in Dominion when designing the cards, but I did have to get a bit wordy in some cases (and I think I introduced maybe one or two unofficial terms).

Feedback and criticism would be great! The most up to date formats of the cards can be found in the doc linked below, but I've also posted the list here for easier quoting.

https://docs.google.com/document/d/1zADmxoJx5xbjOxG2W96IIxIcKlwO6aEShG1UN7eEbZ8/edit

------------------------------------------------------------------------------------------------

Orator $0
Action

+2 Actions

------------------------------------------------------------------------------------------------

Telescope $2
Action - Reaction

+1 Action

Look at the top 5 cards of your deck, then put them back in any order.
______________________________

When another player plays an Attack card, you may reveal this from your hand. If you do, draw until you have 8 cards in hand, then put cards from your hand on top of your deck until you have 5 cards in hand.

------------------------------------------------------------------------------------------------

Replace $2
Action

+1 Action

Reveal a card from your hand. Return it from your hand to the Supply. Gain a card with the same cost; put it in your hand.

------------------------------------------------------------------------------------------------

Drunkard $2
Action - Attack

Each player (including you) reveals the bottom card of his deck and either discards it or puts it on top, your choice.

------------------------------------------------------------------------------------------------

Luxury Tax $2
Action

+$2

Trash this. Put a Tax token on top of a Supply pile.

Each card cost $1 more per Tax token on its pile.

------------------------------------------------------------------------------------------------

Aerial Crank $3
Action - Reaction

Choose one: +3 Actions; or +1 Action and +2 Buys.

When you discard this from play, you may put it anywhere in your deck.
______________________________

When you discard this other than during a Clean-Up phase, you may reveal it. If you do, set this aside, then at the start of your next turn, put it in your hand.

------------------------------------------------------------------------------------------------

Saloon $3
Action

+$1

Discard any number of Action cards from your hand. +$2 per Action card discarded.

------------------------------------------------------------------------------------------------

Gate Watcher $3
Action - Reaction

+1 Action

You may reveal a card from your hand. If you do, return it to the Supply.

Each other player reveals his hand. For each Attack card revealed, +1 Card.
______________________________

When another player plays an Attack card, you may reveal this. If you do, you may reveal a card from your hand. Return the revealed card to the Supply or put it on the top or bottom of your deck.

------------------------------------------------------------------------------------------------

Philanthropist $3
Action

+1 Card, +1 Action, +1 Buy, +$1

Each other player draws a card.

------------------------------------------------------------------------------------------------

Runaway Train $3
Action - Attack

Each other player discards down to 3 cards in hand. For each card he discarded from hand, he discards that many cards from the top of his deck.

------------------------------------------------------------------------------------------------

Scoundrels $3
Action - Attack

Reveal a card from your hand. Each other player discards a copy of that card from his hand (or reveals a hand with no copy of that card).

------------------------------------------------------------------------------------------------

Reassemble $3
Action

Reveal any number of Reassemble cards from your hand, then trash a card from your hand. You may gain a card costing up to $1 more per revealed card than the trashed card.

/******
Such awkward wording :(

Example 1:
- I play Reassemble
- I reveal 3 Reassembles from my hand
- I trash a Curse from my hand
- I gain a Silver ($1 per Reassemble revealed, and since I revealed 3 I can gain something costing up to $3)

Example 2:
- I play Reassemble
- I reveal 2 Reassembles from my hand
- I trash a Reassemble from my hand (can be any one I revealed)
- I gain a Duchy
******/

------------------------------------------------------------------------------------------------

Assistant $4
Action

+1 Card, +1 Action

Reveal cards from your deck until you reveal a Copper card. Put it into your hand and discard the rest.

Play any number of Treasure cards from your hand.

------------------------------------------------------------------------------------------------

Aerial Freighter $4
Action

Choose one: +2 Cards or +$2.

When you discard this from play, you may put it anywhere in your deck.

------------------------------------------------------------------------------------------------

Prospector $4
Action - Attack

Each other player reveals the top 2 cards of his deck. If they revealed any any Treasure cards, you play one of them of your choice. They discard the other revealed cards. Any treasure cards you play this way are set aside and returned to their owners’ discard piles at end of turn.

------------------------------------------------------------------------------------------------

Outlaw $4
Action - Reaction

While this is in play, when you would gain a card, you may immediately discard this. If you do, each other player gains a copy of that card instead.
______________________________

When another player uses a Reaction card, you may discard this. If you do, that Reaction card is immediately discarded and has no effect.

/******
This guy likes to break the rules!

The wording should allow your Outlaw to fizzle other Reaction cards like Moat or Secret Chamber, but should also allow other players to use Outlaw to shoot your Outlaw! The only problem I have is with Outlaw shooting Reaction cards during another player’s turn for things like +2 Cards (Moat) or drawing up to 6 cards in hand (Watchtower), which isn’t intended. I would think that playing a Moat for cards counts as playing an Action card, not as using a Reaction card, but I am unaware of any verbiage which singles out Reactions. There is verbiage for singling out Attack cards, which is what I base Outlaw off of.

“Using” a Reaction card is when a player is doing something with the bottom half of a Reaction card. It has nothing to do with buying or gaining the card, or using the card as an Action card for its top half. There isn’t a defined term for this, so unfortunately I don’t have any way to explain it cleanly.
******/

------------------------------------------------------------------------------------------------

Squatter $4
Action

+1 Buy, +$2

If you gain this, set aside another copy of this from the Supply. At the start of Clean-up this turn, put that copy into your discard pile.

------------------------------------------------------------------------------------------------

Demolition Team $4
Action - Reaction

Reveal the top 5 cards of your deck. Trash any number of them, then discard the rest.
______________________________

When this is trashed, each player trashes a card from his hand.

------------------------------------------------------------------------------------------------

Gas Geyser $4
Action - Attack

You may discard 2 cards. If you discard 2 or more cards this way, each other player gains a Curse card, putting it on top of his deck.

Each other player discards his hand, then draws 4 cards.

------------------------------------------------------------------------------------------------

Wayward Wanderer $5
Action

+4 Cards
______________________________

In games using this, during your Action phase, you may discard four Victory cards from your hand. If you do, reveal cards from your deck until you reveal a Wayward Wanderer card. Put it into your hand and discard the rest.

------------------------------------------------------------------------------------------------

Steam Locomotive $5
Action

+1 Action

Look at the top 4 cards of your deck. Put them back on top of your deck in any order.

Draw until you have 6 cards in hand.

------------------------------------------------------------------------------------------------

Femme Fatale $5
Action - Attack

+1 Card, +1 Action

Discard a card. If you do, each other player discards an Action card from his hand (or reveals a hand with no Action cards).

------------------------------------------------------------------------------------------------

Counterfeiters $5
Action - Attack

Draw until you have 5 cards in hand. For each card you draw, +$1 and each other player gains a Copper.

------------------------------------------------------------------------------------------------

Impulsive Inventor $5
Action

+1 Action

Trash an Action card from your hand. Gain an Action card costing up to $2 more; put it into your hand.

------------------------------------------------------------------------------------------------

Mad Mechanic $6
Action

Choose three: +1 Card; +1 Action; +1 Buy; +$1. (Each choice can be picked more than once.)

------------------------------------------------------------------------------------------------

Drilling Machine $6
Action

Reveal cards from the top of your deck until you reveal a card that costs $5 or more. Discard that card and put the other revealed cards into your hand.

------------------------------------------------------------------------------------------------

Diplomat $6
Action

+3 Cards

Reveal any number of cards from your hand. Return the revealed cards to the Supply.

------------------------------------------------------------------------------------------------

Mastermind $6
Action - Attack

+1 Action

Each player (including you) reveals the top 10 cards of his deck, then puts them back on top of his deck in any order you choose.

------------------------------------------------------------------------------------------------

Aerial Legion $7
Action - Attack

Each other player reveals his hand and discards a card of your choice from his hand.

When you discard this from play, you may put it anywhere in your deck.

------------------------------------------------------------------------------------------------

Gracious Charity $0
Treasure

$2

When you discard this from play, return it to the Supply.

------------------------------------------------------------------------------------------------

Blood Money $5*
Treasure

$1

When you play this, you may trash a card from your hand. If you do, +$2.
______________________________

During your Buy phase, this costs $2 less per Attack card you have in play, but no less than $0.

------------------------------------------------------------------------------------------------

Buried Ore $5
Treasure

$3
______________________________

In games using this, before you shuffle, look through your discard pile, reveal all Buried Ore cards and 2 other cards per Buried Ore and set them aside. Shuffle your discard pile into your deck, then put the set aside cards at the bottom of your deck in any order.

/******
Arrrrrrr. So wordy :(

Basically buries itself and 2 cards each at the bottom of your deck whenever you reshuffle.
******/

------------------------------------------------------------------------------------------------

Tenant Housing $0
Victory

1VP

When you gain this, return a card from your hand to the Supply.

------------------------------------------------------------------------------------------------

Blue Blood $4
Victory - Reaction

Worth 1VP for every 3 Reaction cards in your deck (rounded down).
______________________________

When you gain a card, you may reveal this from your hand. If you do, return that card to the Supply or put it anywhere in your deck.

When you discard this other than during a Clean-Up phase, you may reveal it. If you do, +1 Card and +1 Action.

------------------------------------------------------------------------------------------------

Frontier $5
Action

2VP

If you gain this, set aside another copy of this from the Supply. At the start of Clean-up this turn, put that copy into your discard pile.

------------------------------------------------------------------------------------------------

Land’s End $6
Victory

1VP

Worth an additional 2VP for each empty Supply pile.

------------------------------------------------------------------------------------------------

9
Game Reports / Ventures are so lovely
« on: December 26, 2011, 09:23:26 pm »
I think if I wanted to do a deck that is primarily made of Treasure (with only 1 or 2 Actions in it), mass Ventures is what I'd shoot for, unless the game had trashing attacks like Saboteur, Thief or Swindler. A deck like that would basically be the complete opposite of an Actions engine; it wouldn't care much about the deck getting gunked up from victories or curses, so I wouldn't be worried about picking up Duchies or Estates along the way. As long as I've killed off the Coppers in my deck, everything is peachy keen. At the same time, I get to maximize my use of Treasure from my deck, so I don't feel too dependent on requiring a good draw (as long as I have a Venture or two, something good will happen).

In addition to the supply not having trashing attacks, I think having a fast trasher like Remake or Chapel is optimal in order to clear out the Coppers quickly. Remake is better, since I can build up Silvers to $4 cards to multiple Ventures if necessary.

Here's the game I just played which motivated me to start this thread. You'll see that it takes me a really long time to get a bunch of Ventures, even with multiple Remakes breaking my deck down, but the other two players are also taking their time, and I don't think any trashing attacks were available in the Black Market. My first Colony is turn 12, but by that time I can pretty much pick up victory cards at will. A fair trade for exciting mega turns.

http://dominion.isotropic.org/gamelog/201112/26/game-20111226-175628-71463272.html

Now with that said... I felt that the strategy seemed kind of slow. Any recommendations on how I can harvest Ventures faster on this board? Was there an alternative strategy I should've tried which would've gotten Colonies faster? I imagine someone's going to come in and tell me that Venture's a trap card or something, which would be an interesting to elaborate on :P

10
Game Reports / FishingVillage's Showboating Theatre
« on: July 06, 2011, 06:58:49 pm »
Hi folks! Rather than flooding the forum with all of my noteworthy games, I decided to put them all into one thread for maximum concentrated amusement. Marvel in the stupidly long action chains that I always seem to favor over sensible deck building, laugh at the missteps I take in determining the right buys for any particular board!

You can always see the games I've played here, but I'll post some here that are a little more special to me. If anyone's willing to discuss anything cool, any comboes I should've tried, or what mistakes I've made and how to correct them, I'd be happy to read up on any constructive post. If my formatting or writing needs any fixing, I won't mind reading about that too! Just as a heads up, I purposefully make the little blurbs as minimal as possible since I usually don't want to spoil the games.

Chancellor's a decent guy after all
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He needed some help from friends, but it turns out Chancellor helps me pull ahead very quickly. My opponent tries a similar strategy, but it only works half as good for two turns. It's a pretty bland game overall but it was the one instance that I'd buy Chancellor over Silver.

Looking forward to it
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I end up with the fattest deck in the game, but I was able to play through it much faster than my opponents could through their own. Coppers were a good investment this time around!

Brutality!
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This was overall a pretty one sided match involving my favoritest card in the game (and as it turns out on councilroom statistics, it's nearly everyone else's favoritest as well). I think this was one instance that my opponent did an about face on his/her screen name (sure seemed like it in the chat log).

Curses, Curses Everywhere
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Whoops! I play conservatively and lose big on this game. I try going for a very slow build up, spreading out my money over a variety of cards, but nomadic quickly squashes me. In retrospect, I'm not sure what the ruling is but if I've played Tactician I should probably just choose to discard cards every time (even when I'm at 0 cards) and draw the 5 from Tactician for a normal turn (so that I don't eat Curses all day).

You're too slow!
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Another one of my more embarassing moments. Meg goes straight for a big money deck and I can't buy fast enough to keep up. I seemed pretty sure of a win at first, but I only started worrying when meg got her second Province, which was way too late by that point.

Go Big, Then Go Home
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This is probably the tiniest deck I've ever played with :) Not sure where it went wrong for either of my opponents, but I was more than happy to buy a Province per turn for five straight turns.

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