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Topics - McGarnacle

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1
Help! / Best strategy on this board?
« on: May 23, 2017, 12:01:54 pm »



I think the best plan here is to go for Alchemists, and especially if your opponent does not, get Gladiators and name Alchemist or Potion, correct?

2
Clickbaity title, huh? Seriously though, a disclaimer: This thread is entirely speculation and guesswork on my part, albeit educated guesswork and informed speculation. Ever since the release of Adventures, I've been trying to predict what the next Dominion expansion will contain (assuming there is another one). And while for the most part I'm off, my crazy predictions have a habit of coming true:

I hope we get some cards that give +3 actions.

That was my first ever post on f.ds

So with that in mind, I'm wondering what the next Dominion expansion will contain. Every time, Donald surprises us with new and exciting content, but I believe there is a rhyme of reason to what the next expansion will contain. And with that in mind, here is what I think the next Dominion expansion will contain in terms of theme and mechanics.

Adventures was, in many ways, a sequel to Seaside. Though it added plenty of new mechanics, it saw the re-release of Durations, as well as other cards which have an effect later. After that, we had Empires, which picked up were Prosperity left off. New, strong and expensive cards and VP tokens. Coincidentaly, Seaside and Prosperity are, in order, the large Dominion expansions which add new card types. So, what comes after Prosperity, well, Cornucopia, but that is a small set. After that is Hinterlands, but that doesn't add too many new things. So we have Dark Ages. Dark Ages is the next in line of big Dominion sets with mechanis and features which could be fleshed out.

So, to stop beating around the bush, I think the next Dominion set will be a sequel of sorts to Dark Ages. I think we will see plenty of attack cards, maybe more Curse and Ruins type cards, as that seems the logical step after VP and then Treasure type cards. I believe the theme will be more dark and gritty then we have seen recently; Guilds was about Business, Adventures was about fun adventures (go figure) and Empires was about being great and powerful. This new set will be about conquest, warfare and other terrific stuff like that. I think we will see a Paladin, Arsenal, Seige, and more Knight-like stuff.

So those are my thoughts. Again, pure speculation, but we all love speculation, and I've given this quite a bit of thought. What do you guys think?

3
General Discussion / UEFA Champions League
« on: March 10, 2017, 09:19:40 am »
Who do you think will win? I realize this might not interest too many of my fellow Americans, but there are plenty of Europeans on f.ds, so there. My money is on Bayern or Real. Discuss.
I wish Atletico would win

4
Variants and Fan Cards / Fan Card Art
« on: February 27, 2017, 06:50:28 pm »
Were does everyone get their fancard art? I always get very MTGy art, or can't find any at all. Some of the cards I've seen here have awesome art, so let me in on the secret, where do you find it?

5
Variants and Fan Cards / Dominion: Conquest
« on: February 27, 2017, 09:20:14 am »
Storm clouds are gathering on the horizon, and not the good kind of storm clouds. There was an age of prosperity and there was a really lousy age of poverty. But this is an age of conquest. Youíre tired of just living in peace and prosperity while your armies rust and your weapons get bored, itís time to flex youíre muscles. The kingdoms around you are gathering for war, and you want to beat them to it. Itís a dog-eat-dog world, after all. Except that the dogs donít eat other dogs, they eat people, and people donít eat dogs, they eat their enemies. Itís still a good expression, though.
This is an unofficial addition to the game of Dominion. The central theme is cards that do something when they are trashed, as well as attack cards and cards which care about cards in your hand.

This is a fan expansion I've been working on for some time now. It is supposed to function almost as a sequel to Dark Ages, so uses Ruins and similar themes. I will post a few cards at a time, and any suggestions would be greatly appreciated. Here are the first 5:

Strategist - Action $5
+3 Cards
Put any number of cards from your hand on top of your deck, and then + $1 per card you put back.

Countess - Action $3
Choose one; Trash a card from your hand and gain a card costing up to $1 more than the trashed card, or + $2 and put a card from your hand on top of your deck.

Barbarian - Action - Attack - Looter $5
+ $2
Each other player reveals the top card of their deck. If it is a Victory card, they gain a Ruins, otherwise, they gain a Curse. Discard the revealed cards.

Weaponsmith - Action $5
+1 Card
+1 Action
+ $1
Gain an equipment from the Equipment pile.

Equipment - Action - Attack $0*
+1 Card
+1 Action
+ $1
Each other player discards down to 4 cards.
Return this to the Equipment Pile.
-
(This is not in the supply)

Crypt - Action $4
+1 Card
+2 Actions
-
When you trash this, gain a card costing up to $5.

Arsenal - Action $5
Gain an card costing up to $4.
You may play an equipment from your hand twice.
-
When you gain this, gain 2 Equipment from the Equipment pile.

Coat of Arms - Treasure - Victory $3
Gain a Silver, putting it into your hand.
-
1VP

Wages - Treasure $3
$1
Choose one; Gain an Equipment, or reveal an Equipment from your hand for + $3.

Paladin - Action - Attack $5
+ $2
Choose one; each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $5, and discards the rest, or gain a Paladin.

Archer - Action - Attack $4
+2 Cards
Discard 2 Cards
Each other player reveals the top 3 cards of their deck, trashes one of costing from $4 to $5, and discards the rest.

Army - Action - $6 (Split pile with Bastion)
+4 Cards
Put a treasure card from your hand on top of your deck.
Gain a Duchy.

Bastion  - Victory - $6
Worth 1vp per Bastion and Army you have.

Deserted Village - Action $2
+2 Actions
Choose one; gain a Ruins, or reveal a Ruins from your hand for +2 Cards.

Metallurgist - Action $5
Play any number of Treasure cards from your hand. Pay all of your $. Trash them and gain a treasure worth $1 per $ you have in play, putting it into your hand.

Audience Hall - Action $3
+1 Card
+1 Action
Discard a card.
Gain a Gold or an Duchy.
-
When you trash this, gain a Gold or an Duchy

Architect - Action $5
+ $2
Trash a card from your hand. Gain 2 differently named Victory cards costing up to $2 more than it.

Citadel - Action $5
+1 Card
+3 Actions
While this is in play, when you trash a card, +$1.

Cavalry - Action $4
+4 Cards
Discard 2 cards, +1 Buy per Treasure discarded.

Falconer - Action $5
Trash a card from your hand and then reveal your hand. Gain a card costing up to $5 that is not a copy of a card in your hand or in play.

Guards - Action - Reaction $2
+ $2
+1 Buy
-
When another player plays an attack card, you may reveal this from your hand. If you do, trash this and gain a copy of the attack card.

Commander - Action - $5
+1 Buy
+ $3
Reveal your hand. - $1 per Commander you reveal.
-
When you gain this, gain a copy of it.

Will had links to all the cards later.

6
Other Games / Anyone play LOTR or Hobbit SBG?
« on: January 25, 2017, 09:17:04 am »
Anyone play LOTR or Hobbit Strategy Battle Game? I was curious because the forums for it are dead, and I wondered if anyone here played.

7
I though it would be cool to see all the synergies for NAPUCI in one thread without having to sift through all the commentary. So here they are. This is a major work in progress, currently I have the first two five pages worth of synergies from the original thread, crediting the first author of each synergy. If you see any repeats, please let me know.

Quarry/Stonemason (AdamH)
Apothecary/Shanty Town (AdamH)
Doctor/Foolís Gold (AdamH)
Highway/Horn of Plenty (AdamH)
University/Inn (AdamH)
Mint/Apprentice (WanderingWinder)
University/Apprentice (WanderingWinder)
University/City  (WanderingWinder)
Chancellor or Scavenger/Hunting Party (ehunt)
Scavenger/Venture (pubby)
Ghost Ship/Wishing Well (Titandrake)
Ghost Ship/Fortune Teller (Titandrake)
Develop/Herald (Titandrake)
Courtyard/Native Village (Markusin)
Bishop/Market Square (werothegreat)
Chancellor/Scout (Flip5side)
Swindler/Peddler (Jimmmmm)
Counterfeit/Foolís Gold (CavJes)
Junk dealer/Apprentice (iguanaiguana)
Scout/Apothecary (WanderingWinder)
Prince/Counting House or Coppersmith (Asper)
Apprentice/Explorer (faust)
Forge/Spice Merchant (faust)
Candlestick Make/Gardens (Chris is me)
Gardens/Soothsayer (Gherald)
Cache/Doctor (Chris is me)
Band of Misfits/Shanty Town or Mining Village (LastFootnote)
Sage/Potion (xyz123)
Quarry/Talisman (AdamH)
Menagerie/Warehouse (AdamH)
Doctor/Fortress (WanderingWinder)
Storeroom/Philosopherís Stone (Asper)
Scheme/Conspirator (iguanaiguana)
University/Watchtower (iguanaiguana)
Quarry/Grand Market (Polk5440)
Band of Misfits/Conspirator (xyz123)
Stables/Crossroads (WanderingWinder)
Hunting Party/Altar (iguanaiguana)
Council Room/Pillage (AdamH)
Governor/Black Market/Minion (Jack Rudd)
Scrying Pool/Saboteur (Polk 5440)
Scrying Pool/Knights (Polk 5440)
Scrying Pool/Tribute (Polk 5440)
Scrying Pool/Swindler (JW)
Feodum/Raid (Orange)
Band of Misfits/Ferry (Orange)
Ferry/Workshop (Orange)
Fortune Teller/Saboteur (nickchack)
Ferry/Grand Market (eHalcyon)
Prince/Inheritence (ConMan)
Prince/Ferry (Beyond Awesome)

8

If the village REALLY bustling???

1. How often do you actually get to use it?
2. How good is + 3 Actions
3. How many of these to you need for a standard Village/Smithy engine?
4. Why is the image so small?

9
With all the cool Action cards, its often easy to forget about Treasures. But I think Empires shifts this balance somewhat, and Treasures are once again an important part of our games. The million-dollar question is: What is the strongest Treasure Card?

I made a thread like this when I just started on the forums. Wow, this brings back some awesome memories!

10
Variants and Fan Cards / McGarnacle's Fan Expansion
« on: December 16, 2016, 11:46:33 am »
Using Violet CLM's fantastic Dominion Card Image Generator, I've made some Fan Cards I would like your opinions on. They are supposed to work with Alchemy and Cornucopia specifically (2 of my fav expansions), using some ideas I've seen previously (like the + mechanic, which is awesome.

http://shemitz.net/static/dominion3/?title=Magic%20Book&description=%2B1%20Card%0A%2B1%20Action%0A%2B%20%241%0A%2B%20%5E%0A&type=Action&price=%245&preview=&picture=http%3A%2F%2Fimg03.deviantart.net%2F8a6e%2Fi%2F2011%2F010%2F1%2F9%2Fspell_books_by_tsabo6-d36v4sp.jpg&color0=0&color1=0

http://shemitz.net/static/dominion3/?title=Enchanted%20Wood&description=At%20the%20end%20of%20the%20game%2C%20worth%20%25%20per%20copy%20of%20this%20left%20in%20the%20supply.%0A&type=Victory&price=%244&preview=&picture=https%3A%2F%2Fs-media-cache-ak0.pinimg.com%2Foriginals%2F63%2Ff9%2Fd5%2F63f9d51a6928cedb47fff6e7fd1b9ed4.jpg&color0=2&color1=0

http://shemitz.net/static/dominion3/?title=Royal%20Banquet&description=%2B1%20Buy%0ATrash%20this%20and%20another%20copy%20from%20the%20supply.%20Worth%20%241%20per%20copy%20of%20this%20in%20the%20supply%20pile.%0A&type=Action&price=%246&preview=&picture=https%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2F7%2F72%2FA_Boyar_Wedding_Feast_(Konstantin_Makovsky%2C_1883)_Google_Cultural_Institute.jpg%2F1200px-A_Boyar_Wedding_Feast_(Konstantin_Makovsky%2C_1883)_Google_Cultural_Institute.jpg&color0=0&color1=0

http://shemitz.net/static/dominion3/?title=Antiquarian&description=%2B1%20Action%0A%2B%20%5E%0AReveal%20the%20top%205%20cards%20of%20your%20deck%2C%20discard%20the%20duplicates%20and%20put%20the%20rest%20back%20on%20top%20in%20any%20order.&type=Action&price=%244&preview=&picture=https%3A%2F%2Fencrypted-tbn2.gstatic.com%2Fimages%3Fq%3Dtbn%3AANd9GcR4oVCLXJsPCJ2B6ROEFpIm1KdqyAaZ-8zqc9LinHWW5zuOzXEM8W6REQ&color0=0&color1=0

http://shemitz.net/static/dominion3/?title=Haunted%20House&description=Each%20other%20player%20gains%20a%20Curse.%20Gain%20a%20Potion%2C%20putting%20it%20into%20your%20hand.%20If%20you%20did%2C%20set%20this%20aside.%20Return%20it%20to%20your%20deck%20at%20the%20end%20of%20the%20game.%0A-%0A-1%20%25&type=Action%2FAttack%2FCurse&price=%243&preview=&picture=https%3A%2F%2Fs-media-cache-ak0.pinimg.com%2Foriginals%2Fa9%2F78%2F51%2Fa97851798e69852474278744b480b988.jpg&color0=0&color1=7

http://shemitz.net/static/dominion3/?title=Carnival&description=%2B1%20Card%0AReveal%20you%20hand.%20%2B1%20Action%20per%20differently%20named%20card%20in%20your%20hand.&type=Action&price=%244&preview=&picture=http%3A%2F%2Fwww.oldlouisville.com%2FArtShow%2FMedievalFair.jpg&color0=0&color1=0

http://shemitz.net/static/dominion3/?title=Panacea&description=%2B1%20Buy%0AReveal%20your%20hand.%20Worth%20%241%20for%20every%202%20differently%20named%20cards%20in%20your%20hand.%20%2B1%20%5E%20for%20each%20Potion%20in%20your%20hand.&type=Treasure&price=%245&preview=&picture=http%3A%2F%2Fvignette2.wikia.nocookie.net%2Fpowerlisting%2Fimages%2F1%2F1f%2FAlchemy_news_item.jpg%2Frevision%2Flatest%3Fcb%3D20120610050849&color0=1&color1=2









11
Dominion Articles / Artificer
« on: December 16, 2016, 09:13:00 am »
(Re-posted here because it is an article)

Okay, so Artificer. Artificer is neat; nice name, cool mechanics, and not really hated by anyone. But Iím not here to tell you why I like Artificer. Iím here to tell you why I think it is one of the best cards in Adventures. We will start by looking at this versatile cardís many uses, and then talk about when to get Artificer and what to get with it.

Artificer as a Gainer

Artificerís main strength lies in its versatility. However, the most obvious use for this guy is as a gainer. The topdecking ability means you can just discard 5 Coppers instead of playing them and get to use that Mountebank (or just another Artificer) next turn (or even this turn, if you have more draw). Being able to quickly acquire engine components is vital early game, and often gives you a huge edge on those first few turns.

Artificer as a +Buy

Though Artificer is a gainer, it can also function as a source of +Buy. Say you have an Artificer in play and  from 4 Coppers and a Silver. You can discard it all to topdeck a , spend it all on a , or split it by discarding some and saving some for your buy phase. Additionally, with enough draw itís entirely feasible to discard 8 or 11 cards to land that Colony or Province. Once you start greening, you can discard dead cards to get more VP or keep you engine running by also gaining Action cards.

Artificer as a Sifter/Enabler

The third and perhaps most subtle use for Artificer is a sifter and enabler. Remember, you donít need to gain anything for discarding. Enabling Tunnels, Menageries, or Coppers for Counting House is useful, not mention that since it says ďgain a card costing  per card discardedĒ, with cost reduction, you can gain stuff without discarding anything, or just gain Copper if you need them. Draw-to-X is also great, and you can even trigger it repeatedly in a turn with enough Artificers.

Case Study: Artificer/Menagerie

While none of Artificerís abilities are groundbreaking by themselves, it is when they can be used together that Artificer becomes a power card. Itís synergy with Menagerie is a case in point: Discard duplicates to gain Menageries (or Artificers) while enabling you other Menageries to draw more. While any sifter can do this, Artificer has the added advantage of actually gaining the combo components while sifting. Once you draw lots of cards, you donít need to worry about a lack of +Buy, because Artificer has that base covered, too.

When itís hot

So when is Artificer good? Since it is so versatile, itís almost always useful to some extent, but Kingdoms with no gainers or +Buys really let Artificer shine. The presence of cantrips or Peddler variants also boosts Artificer, as you can quickly acquire them and play them.

When itís not

Regardless, there are circumstances when Artificer is not a good option. It is almost completely useless in Big Money (which is why this article has no section on it), and kingdoms with good trashing mean you have nothing to discard. Likewise, handsize reduction attacks like Goons or Militia really hurt, as it makes gaining those key s harder with fewer cards in hand.

Summing it up

In conclusion, Artificer is an often underrated but very strong card. Itís worth considering on most boards, and the key card more often that it would seem. Itís versatility ensures that it can perform well in a variety of roles, often combining with other cards to be a real power card.

Synergies

Scrying Pool
Counting House
Menagerie
Tunnel
Poor House
Alms
Inheritence
Cantrips and Peddler variants

Antisynergies

Big Money strategies
Strong Trashing
Opponentís handsize reducers

12
Dominion General Discussion / Artificer
« on: December 12, 2016, 08:57:57 am »
Man, I missed you guys. Glad to be back. I've decided to come back by contributing something meaningful to these forums, rather than a few pithy lines in General Discussion or some wild accusations in mafia. So I thought an article would be appropriate. This is my first strategy article, and what better way to start than with one of my favorite cards in the whole game, Artificer.

Okay, so Artificer. Artificer is neat; nice name, cool mechanics, and not really hated by anyone. But Iím not here to tell you why I like Artificer. Iím here to tell you why I think it is one of the best cards in Adventures. We will start by looking at this versatile cardís many uses, and then talk about when to get Artificer and what to get with it.

Artificer as a Gainer

Artificerís main strength lies in its versatility. However, the most obvious use for this guy is as a gainer. The topdecking ability means you can just discard 5 Coppers instead of playing them and get to use that Mountebank (or just another Artificer) next turn (or even this turn, if you have more draw). Being able to quickly acquire engine components is vital early game, and often gives you a huge edge on those first few turns.

Artificer as a +Buy

Though Artificer is a gainer, it can also function as a source of +Buy. Say you have an Artificer in play and from 4 Coppers and a Silver. You can discard it all to topdeck a , spend it all on a , or split it by discarding some and saving some for your buy phase. Additionally, with enough draw itís entirely feasible to discard 8 or 11 cards to land that Colony or Province. Once you start greening, you can discard dead cards to get more VP or keep you engine running by also gaining Action cards.

Artificer as a Sifter/Enabler

The third and perhaps most subtle use for Artificer is a sifter and enabler. Remember, you donít need to gain anything for discarding. Enabling Tunnels, Menageries, or Coppers for Counting House is useful, not mention that since it says ďgain a card costing per card discardedĒ, with cost reduction, you can gain stuff without discarding anything, or just gain Copper if you need them. Draw-to-X is also great, and you can even trigger it repeatedly in a turn with enough Artificers.

Case Study: Artificer/Menagerie

While none of Artificerís abilities are groundbreaking by themselves, it is when they can be used together that Artificer becomes a power card. Itís synergy with Menagerie is a case in point: Discard duplicates to gain Menageries (or Artificers) while enabling you other Menageries to draw more. While any sifter can do this, Artificer has the added advantage of actually gaining the combo components while sifting. Once you draw lots of cards, you donít need to worry about a lack of +Buy, because Artificer has that base covered, too.

When itís hot

So when is Artificer good? Since it is so versatile, itís almost always useful to some extent, but Kingdoms with no gainers or +Buys really let Artificer shine. The presence of cantrips or Peddler variants also boosts Artificer, as you can quickly acquire them and play them.

When itís not

Regardless, there are circumstances when Artificer is not a good option. It is almost completely useless in Big Money (which is why this article has no section on it), and kingdoms with good trashing mean you have nothing to discard. Likewise, handsize reduction attacks like Goons or Militia really hurt, as it makes gaining those key s harder with fewer cards in hand.

Summing it up

In conclusion, Artificer is an often underrated but very strong card. Itís worth considering on most boards, and the key card more often that it would seem. Itís versatility ensures that it can perform well in a variety of roles, often combining with other cards to be a real power card.

Synergies

Scrying Pool
Counting House
Menagerie
Tunnel
Poor House
Alms
Inheritence
Cantrips and Peddler variants

Antisynergies

Big Money strategies
Strong Trashing
Opponentís handsize reducers


13
Dominion General Discussion / McGarnacle's good bye
« on: November 29, 2016, 08:43:38 am »
Hi everyone-
Due to an unpleasant situation in IRL Dominion recently, I will be taking a hiatus from Dominion and by extension f.ds. In case I donít return, Iíd like to take this opportunity to say how much Iíve enjoyed my time here and what great people all of you are. I came here because I loved Dominion but Iíve stayed because of all the awesome things which happen on this forum. I hope to be back soon, but if I donít, it was great interacting with all of you. Thanks for being awesome!

McGarnacle

14
Dominion General Discussion / Black Market
« on: November 13, 2016, 03:37:48 pm »
Okay, so I just got the early Promos, and I don't really get Black Market. Is it me, or is it an incredible hassle? I mean, its cool and all, but boy does it increase setup time if you play IRL!

Does anyone have any quick, efficient ways to make a randomized Black Market deck. Also, do most randomize or actually choose what will be in it.

15
Dominion General Discussion / A game where Relic was actually good.
« on: October 12, 2016, 07:54:32 am »




Relic is so good here because nothing actually increases your handsize. Milita/Relic means the other player had two bad turns in a row, and Spy can discard their good cards, while synergizing with Spy. BoM can be nice, because there are a few handy cards it can be, but do you really want it over a Mystic or Relic? I want Spy/Mystic/Relic with one BoM and Militia, and ended up winning fairly comfortably.

16
Introductions / McGarnacle introduces himself.
« on: September 23, 2016, 11:42:04 am »
Hi everyone! Since this is my 500th post, I thought an introduction of sorts was in order.

I'm a 15-year-old High School student who likes soccer, board/video games and history. My favorite soccer player is Antoine Griezmann, my favorite board game is Dominion (it counts as a board game, right?) and my favorite video game is Star Wars Battlefront 2.

I joined f.ds because I wanted to find more people obsessed with Dominion. I've really learned a lot and enjoyed my time here. I am in one Forum Game, but I hope to be in more in the future.

17
Dominion General Discussion / What title do you get for 450 posts?
« on: September 12, 2016, 09:42:56 am »
I'm really curious what title you get for 450 posts, but I'm too impatient to post three times now to find out.

18
Is there a thread were you can find all Dominion fan cards? You can find all the real Dominion cards in quite a few places. With so many cool ideas, it seems like there should be.

19
Variants and Fan Cards / Surveyor
« on: August 28, 2016, 09:49:07 pm »
This is an idea for a fan card I came up with. I'm worried it might be too strong for $4 though, because of how well it pairs with Tournament, Crossroads and others. What do you guys think?

Surveyor-$4-Action
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.


20
Dominion General Discussion / How good is Alchemy?
« on: August 17, 2016, 04:24:46 am »
So I have all Dominion expansions IRL but Intrigue, Alchemy and Empires. I was planning on getting Alchemy next, but the people I play with don't think they will like it. So how good is Alchemy? Is it worth getting before Intrigue and Empires, after, or not at all?

21
Dominion General Discussion / 20 best kingdom cards
« on: August 04, 2016, 01:14:43 pm »
I'm going on a trip soon, and I'm going to bring some Dominion cards in a custom case. I've calculated I have space for about 20 kingdom cards. Since I will be playing exclusively with these, I'm wondering what everyone thinks is a good choice of cards that provides with an interesting spread of possibilities. I will most likely take a few of each card type (village, draw, trasher, attack, etc.).

22
Dominion General Discussion / McGarnacle's Dominion Musings
« on: August 04, 2016, 11:16:39 am »
I'm creating this thread so we (but mostly I  :) ) can talk about random theoretical Dominion ideas and observations. So gather around children, and hearken to my words of wisdom:

Band of Misfits is like Young Witch because its effectiveness is based heavily on the other cards in the kingdom. Band of Misfits is also like Count because they are both from Dark Ages, and both are versatile. Thematically, if the Young Witch and the Count had kids, they would be a Band of Misfits, because the Count would most likely disown them, instead of recognizing them as heirs.

Profound, right?

23
Dominion General Discussion / Let's discuss Guilds Cards: Journeyman
« on: August 02, 2016, 08:02:44 pm »


1. How good is Journeyman?
2. What are good combos?
3. When is it a good choice to go for Journeyman.
4. Why do the two people in the image have such cool hats?


24
Okay, so I will hopefully be able to make this a weekly series of posted kingdoms which we can discuss. I've personally created all of them, but there is always something new to find each time I play, so I thought I'd post this here.


Margrave's Tournament
Crossroads, Fool's Gold, Menagerie, Farming Village, Remake, Tournament, Silk Road, Hunting Party, Jester, Margrave.

What appears to be the optimal strategy?
How could I improve this kingdom?
Any redundant cards or something I should add?

25
Hello everyone, this is the start of a weekly series were I will show kingdoms I have created and we can discuss them. (Plus hopefully some of you will enjoy playing them). One of my favorite parts of Dominion is creating kingdoms with multiple, sometimes subtle, strategies. So without further ado, here is the first kingdom.

Cities and Knights

Advisor
City
Cultist
Fairgrounds
Inn
Jester
Knights
Magpie
Menagerie
Stonemason

1. What do you think are the main strategies to win. Which is the best?
2. Any redundant cards, traps, or ways to make the kingdom better?

I have created this kingdom and played it IRL probably 20 times, but I'm sure you guys will be able to find something new which I didn't notice.

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