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1
Dominion: Nocturne Previews / Nocturne Teasers
« on: October 20, 2017, 08:36:32 am »
Teasers are a little different this year. Instead of cryptic information about the content of the cards, you can guess their names. I've created a quiz here:

Guess the Dominion: Nocturne Cards

It only includes the 33 Kingdom cards, so it doesn't include non-Supply cards, etc. Feel free to post the names you successfully guess! Hopefully somebody will compile them somewhere. I may update this post with successfully guessed names, time permitting.

EDIT: Here are the names guessed so far, courtesy of jsh357 on Discord.

Bard, Cemetery, Changeling, Cobbler, Conclave, Crypt, Cursed Village, Den of Sin, Druid, Exorcist, Faithful Hound, Fool, Ghost Town, Guardian, Idol, Leprechaun, Monastery, Necromancer, Night Watchman, Pixie, Pooka, Raider, Sacred Grove, Secret Cave, Shepherd, Tracker, Vampire, Werewolf

Probably the spoiler tag isn't necessary, but hey maybe somebody wants to try to guess blind.

2
Game Reports / Princes of Coppersmiths
« on: June 09, 2016, 11:56:09 am »
http://gokosalvager.com/static/logprettifier.html/?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160609/log.0.1465487499301.txt



With Colonies

Code: [Select]
Expedition, Forager, Masquerade, Trade Route, Bridge, Coppersmith, Messenger, Contraband, Jester, Storyteller, Prince
OK, I'm well aware I played this very badly. But! It turns out that Expedition is a very good Coppersmith enabler. And more importantly it's a very good Prince of Coppersmiths enabler! The best part is that my opponent keeps handing me Coppers with Jester.

EDIT: Oh, also! I found out that proper width for Events in kingdom visualizations is 160 (assuming the Kingdom cards are the standard 100 width).

3
Goko Dominion Online / VP Counters and Resignations
« on: June 01, 2016, 11:57:24 am »
Although I have been an outspoken opponent of VP counters in the past, lately I have been playing with "Prefer ON" in order to be friendly to those who like to use them. And they're not bad! It's nice to be able to more easily read the flow of the game with confidence that you know where you stand.

But one thing I have noticed is that the number of my games that end in a resignation has risen dramatically lately, and I'm wondering if the VP counter is at least partially to blame. I think it discourages many players from finishing games, because they know (or think) that I have an insurmountable lead. And for somebody like me, who plays for fun rather than to make their rating number go up, it can be very frustrating.

It's possible that this is just a coincidence. I've been biasing my games toward Adventures cards since that set was released, and I do think Teacher and Champion are also strongly correlated with resignations. If you get yours significantly before your opponent, that can often be game over.

Anyway, what do you all think? Is there any connection? And bear in mind that I'm not arguing for the abolition of VP counters; I'm just trying to get a feel for whether they lead to more resignations, and whether the community even perceives widespread resignations as a problem.

4
Game Reports / Peasants in the Poor House
« on: May 16, 2016, 04:04:54 pm »
I never thought the first token I'd place with Teacher would be the +1 Buy token, but lo and behold, it was the right call here.



Code: [Select]
Poor House, Peasant, Doctor, Loan, Coppersmith, Fortress, Embassy, Explorer, Lost City, King's Court
http://gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160516/log.0.1463427021366.txt

I'm sure I didn't play this close to optimally, but it was fun to have a mega Poor House deck and buy 4 Provinces on the last turn. I was planning to put +1 Action on Poor House, but when it came down to it, +1 Buy on King's Court (or Poor House) was the way to go.

5
Empires Previews / Empires Bonus Preview #5: Castles
« on: May 13, 2016, 02:21:19 pm »
Looking at the other previews this week, you may have gathered that Empires’ theme is “different paths to victory”. You’ve got Landmarks that reward different strategies, and more uses for VP tokens than ever. But you may have wondered, where are the actual Victory cards? Today I’m previewing eight, though they’re all in the same pile.



Like a split pile, the Castles are sorted by cost, with the cheaper ones on top. In a 2-player game, you use one of each unique Castle card. In a game with more players, there are duplicates of four of them (Humble, Small, Opulent, King’s). I’ll say a quick word about each one.

Humble Castle: Hey, it’s a Victory card that counts other cards from its own pile! It’s rough to buy an early Copper for $3, but the potential reward in VP is pretty hefty. As Donald says, buying a Humble Castle is throwing down the gauntlet; declaring your intention to pursue Castles this game.

Crumbling Castle: Despite the big “1VP” on the top of this card, it’s always worth 2 VP for you, even if you trash it later! Plus you get a Silver (or two) to help mitigate Crumbling Castle’s effect on your deck.

Small Castle: Trash a card to gain another card from its pile; there’s a propostion that’s not usually attractive. But with Small Castle, it means that you can potentially pick up a very powerul Castle later in the game for a fraction of the price.

Haunted Castle: Ghost Ship’s attack sure is harsh. It’s a good thing that Haunted Castle’s only happens once per game. Plus you get a free Gold when you gain it!

Opulent Castle: Man, you sure have been slowing down your deck, buying all these Victory cards so early in the game. If only you had some way to convert them into buying power. Opulent Castle provides a generous +$2 per Victory card you discard to it.

Sprawling Castle: Now we’re getting to the end-game part of the stack, when you want cards that give you points. At $8 for 7 VP spread over two (or four) cards, Sprawling Castle isn’t particularly appealing to a Province player. But for a player who’s collecting Castles, it can be worth a lot more.

Grand Castle: While Silk Road gives you VP for each Victory card in your deck, Grand Castle gives you VP for each Victory card in your hand or play area when you gain it. Maybe that Sprawling Castle was a good investment after all.

King’s Castle: Finally we get to the capstone, which makes accumulating those smaller Castles worthwhile. It’s worth a whopping 2 VP per Castle you have (including itself, of course).

That’s it for the previews! I hope you enjoyed them.

6
Dominion General Discussion / How do you track your Duration cards?
« on: March 31, 2016, 12:55:25 pm »
I made a poll over on BGG to find out what people do in order to track when to resolve Duration cards. My IRL playgroup uses several different methods, and I'm wondering what's the most common.

https://boardgamegeek.com/thread/1552019/how-do-you-track-your-duration-cards-poll

I posted the poll there instead of here, since I figured there are lots of people here that only play online. But if you do play (or have played) Seaside and/or Adventures in real life, what's your favorite method for keeping track?

7
Dominion General Discussion / Dominion: Empires Announced!
« on: January 30, 2016, 04:46:00 pm »
http://riograndegames.com/Game/1306-Dominion-Empires

EDIT: Jay talks about the mechanics: https://boardgamegeek.com/article/21657662#21657662

Quote
A bit more to chew on: It has 300 cards and 96 metal tokens. There are cards you can buy now and pay for later, piles with two different cards, and Landmarks which add new ways to score. VP tokens and Events return from previous sets.

8
Dominion General Discussion / 5 Ways to Win Dominion
« on: January 11, 2016, 11:29:35 pm »


This makes me sad in so many ways.

EDIT: I should clarify that it mostly makes me sad because it encourages buying only Treasure and Victory cards. And apart from that it's a mixed bag. There's good advice like "Trash Coppers and Estates" as well as bad advice like "Always buy Gold with $6".

9
Game Reports / Unstoppable Torturer Chain
« on: September 01, 2015, 06:04:34 pm »
http://www.gokosalvager.com/static/logprettifier.html?/20150901/log.50675f6afca284ca61206e88.1441144747857.txt



Code: [Select]
Forager, Market Square, Shanty Town, Swindler, Urchin, Feodum, Scavenger, Scout, Duke, Torturer
I love games where my opponent goes for the tried-and-true strategy and it loses to an unconventional counter. It's easy to build a Torturer engine here, but I realize that Curses gained to your hand are just Forager food. So I ignore Torturer and instead buy 8 Foragers. My favorite part is when my opponent trashes Gold for me. Pure gravy.

10
For those of you who want to test your Dominion knowledge and your memory at the same time, I have created two fully up-to-date quizzes on Sporcle:

Kingdom Cards
Events and Landmarks

11
Variants and Fan Cards / Edicts: Straight-up Rule Changes
« on: July 17, 2015, 04:07:34 pm »
So probably if these work out I will put them in Enterprise, but they seem like they should be in their own thread, at least at first.

I'm trying to make some cards that change the rules in Dominion in minor ways, much like twists in Nefarious. Like Events, they'd be landscape cards. But you don't buy them; they're just always active for everybody. Basically they're like the bottom half of Duchess or a lot of the cards in Fragasnap's Greed expansion. Ideally they're things that either wouldn't work as Events, or at least wouldn't work nearly as well if they were Events. It's possible that Donald will do stuff like this one day, but probably that day is pretty far off if it ever arrives at all.

As much as possible I'm sticking to optional bonuses for these cards, so that you're not cheating if you forget them. It's easy to forget stuff like "Silver costs $1 less this game" for the purposes of Remodel, etc. I'm not totally ruling things like that out, but for now I'm shying away from them.

Apologies that none of these have been tested yet. I'm posting them here partly to get a general reaction (you like/dislike the idea) and also so others can point out if some of these have game-ruining combinations with existing cards (e.g. Fortress). Of course I'm also happy to discuss individual Edicts.


Charity: Edict
At the start of your Buy phase, you may reveal a hand with no Treasures. If you did, gain a Gold, putting it into your hand.

Commerce: Edict
When you shuffle during your Clean-up phase, you may add a Silver from the Supply to your deck (shuffling it in).

Coordination: Edict
At the start of each of your turns: +1 Action

Industry: Edict
Once per turn, when you play an Action card, you may draw 3 cards instead of following its instructions.

Prudence: Edict
At the start of Clean-up, you may put any number of cards from your hand on top of your deck.

Tyranny: Edict
Once per turn, after you resolve a non-Duration Action card, if it's still in play, you may play it again. If you did, trash it.

12
Game Reports / Who Needs Highways
« on: July 06, 2015, 01:38:42 pm »
Not sure why I felt compelled to post this. It's not every day that I let my opponent get 8 of the Highways and still win.



Code: [Select]
Crossroads, Pawn, Swindler, Baron, Mining Village, Trader, Walled Village, Highway, Stables, Stash
http://www.gokosalvager.com/static/logprettifier.html?/20150706/log.50675f6afca284ca61206e88.1436204069860.txt

Probably my opponent could have played better. Maybe held off on Swindler until they had enough Highways to really do some damage. The best card drawing (Stables) competes with Highway, though, so it's hard for them to really get an engine going while Highways remain in the pile.

13
Game Reports / Thief Comeback
« on: June 17, 2015, 02:00:49 pm »
http://www.gokosalvager.com/static/logprettifier.html?/20150617/log.50675f6afca284ca61206e88.1434563736204.txt



Code: [Select]
Village, Watchtower, Feast, Thief, City, Laboratory, Library, Venture, Bank, King's Court
He rushes Labs and Banks. I'm trying to play the long game with Cities, but I realize that I can't catch up. Then I get a Thief and steal his Banks. King's Court/Thief isn't quite as nice as King's Court/Saboteur, but it can be brutal on the right board.

14
Dominion General Discussion / How do you feel about Champion?
« on: June 08, 2015, 02:59:20 pm »
I knew that there would be some backlash in the community about Champion, but there seems to be way more than I expected. Maybe it's just a vocal minority. How do you feel about Champion? I'll post my opinions after I set up the poll.

15
So, I haven't had time to work on Enterprise cards lately, but I came up with this (untested) Attack card idea that I'd love feedback on. It uses Enterprise's Trade token mechanic, but like all Trade token cards the mechanic is pretty self-explanatory (cards refer to tokens; the tokens don't do anything outside of that).



Quote
Raider: Action–Attack, $5
+$2. Each other player reveals cards from his deck until he reveals one costing from $3 to $6 and discards the rest. He may pay a Trade token to discard that card. Otherwise, he trashes it and takes a Trade token.

It's like Saboteur in a lot of ways. It can't hit Provinces, though. Instead of downgrading a card into a cheaper card, it downgrades it into a Trade token. And you can then use that token to make the next Raider miss. Of course the interesting part is whether you want to spend the Trade token on saving your card or keep it for when a more valuable card is attacked.

As always, feedback is very much appreciated.

EDIT: Upped the cost from $4 to $5.

16
Adventures Previews / Preview: Transmogrify
« on: March 31, 2015, 01:59:14 pm »



trans•mog•ri•fy: verb
– transform, especially in a surprising or magical manner.

Today I’m here to tell you about my favorite Dominion card: Transmogrify. It has a strange name, but packs a lot of versatility. Transmogrify is all about giving you what you need right now. Does your starting hand have three terminal Actions? Poof! Now one of them is a Village. Have your Magpies been multiplying out of control? Abracadabra! One of them just became a Lost City. Have all the Curses run out? Shazam! That Witch in your hand just turned to Gold. The possibilities are endless!

It’s a terrific card for combos. Instead of buying Tournaments, you can simply keep your Transmogrify on your Tavern mat until your Province shows up and then gain that Tournament right into your hand. It’s especially powerful with cards that have on-trash abilities. You can transmogrify a Cultist into another Cultist just to draw 3 cards. And when you Transmogrify a Fortress, you keep the Fortress in your hand and gain a Wharf into your hand on top of that. Instant engine!

I hope you’re enjoying these little bonus previews. Come back tomorrow, when somebody else will be talking about some other card!

17
Variants and Fan Cards / Card Idea: Wanderer
« on: March 27, 2015, 04:39:37 pm »
Quote
Wanderer: Action, $3
+4 Cards. The player to your right gains this card.

Just the simplest possible version of a card that moves from player to player. Originally I was going to have it passed to the player on your right, but that's giving them a bonus card in hand, which I think is a bit much to swallow.

Opinions?

18
Dominion General Discussion / Library Tactics
« on: March 04, 2015, 03:31:23 pm »
Let's say you have exactly two Actions remaining and two Action cards in your hand. One is Library and the other is a terminal Action that doesn't draw. It used to be that I would always play Library first, hoping to keep my "engine" going, such as it was. Lately I've been second guessing myself on that. I've found that, assuming I have some decent amount of Treasure in my deck, I sometimes get better results by playing my other Action card first and then taking advantage of Library's ability to draw past Actions to my Silvers and Golds. Not surprisingly, this works best when the other Action card decreases my handsize by more than one, a la Remodel or Horse Traders.

Obviously this is highly board-dependent, etc., etc., but does anybody else do this? You know you could potentially draw more Actions, but go for the big Treasure payoff instead? Do you have a rigid Library policy, or is it more flexible?

19
Variants and Fan Cards / Village of Smithies
« on: March 03, 2015, 11:21:33 am »
This is an idea I had inspired by Co0kieL0rd's Poacher card.

Quote
Factory
Types: Action
Cost: $2
+2 Actions. +$1. The next time you play an Action card from your hand this turn, you may turn it face down and play it as if it were an Action card with the ability "+3 Cards". It is that card until it leaves play.

It's a village that allows you to play another Action card as a Smithy. Seems exotic. Tough to say whether it would play well. What do you all think?

20
Variants and Fan Cards / Card Idea: Monopoly
« on: February 25, 2015, 05:28:45 pm »
Trying to think of refreshingly new Attacks. This one is maybe a bit too much like Taxman, but let me know what you think.

Quote
Monopoly
Types: Action - Attack
Cost: $4
Gain a card costing up to $4. Each other player with 5 or more cards in hand discards a copy of it (or reveals a hand without it).

Once a pile runs out, it's immune to the attack. Maybe it's too harsh. Perhaps it could cost $5 and give a small vanilla bonus.

21
Variants and Fan Cards / Interactive Throne
« on: February 11, 2015, 04:14:32 pm »
Trying to think of good ways to fix Asper's Parliament card, I've stumbled across a few other Throne Room style ideas. This one seems promising.

Quote
You may play an Action card from your hand. The player to your left chooses one: you play that Action again; or you gain a Gold.

Any thoughts?

22
Variants and Fan Cards / The Opposite of Mint
« on: January 14, 2015, 09:30:40 pm »
No, it's not Mine. It's a Treasure that gains Actions.



Quote
Magic Mirror
Types: Treasure
Cost: $5
Worth $2. When you play this, you may discard an Action card. Gain a copy of it.

Apologies to pacovf for using the same name as a card he suggested. I couldn't think of another appropriate name for this card, but I am very open to alternative suggestions.

I've tried cards that gain you copies of cards in your deck before. Right now Enterprise has Committee, which is fun and provides a bit of player interaction, but is also one of the most complex cards in the set. I thought I'd try another option and see which one worked out better.

I was going to test this at least once before posting it, but you know how it is. I can't test it right now but I can mock up the image and post it on the internets right now. Initial feedback is appreciated!

24
Variants and Fan Cards / Copper-Based Spy/Witch Attack
« on: January 04, 2015, 05:29:28 pm »
In my search for fresh-feeling Spy attacks, here's an idea i came up with.

Magistrate
Types: Action – Attack
Cost: $3
+$2. Each other player looks through his discard pile. He may put a Copper from it onto his deck. Otherwise, he gains a Copper.

Any thoughts? Will the Copper pile run out too fast in a 4-player game? Too weak? Too strong?

25
Game Reports / Mega Forager
« on: October 24, 2014, 03:41:22 pm »


Code: [Select]
Forager, Loan, Sage, Armory, Marauder, Procession, Royal Seal, Stash, Vault, Venture
With both Colonies and Shelters.

Not a particularly close or exciting game, but interesting in one respect. I am confused by my opponent trying to buy one of every card until I realize he's trying to grab all the Foragers and build them up. They can be worth up to $9 on this board, and they reach $7 by the end of the game. Luckily I'm able to grab my share of Foragers and easily win by junking his deck with Ruins.

http://www.gokosalvager.com/static/logprettifier.html?/20141024/log.50675f6afca284ca61206e88.1414179370257.txt

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