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Topics - MainiacJoe

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Innovation General Discussion / Enterprise
« on: June 24, 2013, 11:24:45 am »
Enterprise is a strong card.  I have frequently been on the wrong end of it and it seems very difficult to overcome.  I'd appreciate learning how top players anticipate, exploit, and defend against Enterprise.

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Innovation General Discussion / Is Metalworking a trap card?
« on: June 19, 2013, 05:06:27 pm »
It seems to me lately that whenever I try to use Metalworking as an early scorer, I wish I hadn't.  If the scoring goes well and I get a lead in achievements, I still have a weak board and as often as not lose the mid-game.  If the scoring goes poorly, then I have the bad board and nothing to show for it.  Please help me out and discuss the best way to use this card.

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Innovation Articles / Coal
« on: June 12, 2013, 11:38:58 am »
I am surprised to see Coal so highly rated on theory's Age 5 blog post http://innovation.boardgamestrategy.net/age-5-tier-list/.  I'll admit that I've been hesitant to spam it for fear of becoming permanently behind in icons.  Clearly though you feel it's worth it to do so.  I'm having trouble though seeing how it doesn't run out of steam, leaving you with a crippled board. 

I see how draw-tuck-score eventually becomes draw-meld.  Looming on the horizon, though, are two problems.  The time will come when you've destroyed all your colors except red (which you can't without losing Coal) and now it's merely(!) a choice between meld a 5 or score a 5.  By then, your opponent will be sharing your Coal actions but with more board ammo to spend on it, and while your score pile is full of 5's and 6s he's now scoring two 7s 8s and 9s to your one (or four-to-one, if you need to spend a turn melding shares to be able to achieve) and can catch up to you.  Perhaps the good that Coal has gained you enables you to end the game before it over-extends itself like this?

I'm intrigued by the possibility and trust everyone's judgment, I'm just not seeing how it would work in practice.  Can anyone please share game logs that show Coal spammed effectively?

4
Dominion: Guilds Previews / Weak cards you hope get re-done in Guilds
« on: April 02, 2013, 11:15:29 am »
Thief later got reincarnated as Noble Brigand.  Spy later was "done right' as Rabble.

I've always liked Chancellor's "immediately put your deck into your discard pile" but it's trapped on a very weak card.  I'm hoping this idea gets another treatment in Guilds.

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Dominion General Discussion / Outpost + Chapel
« on: January 25, 2013, 11:36:30 am »
Last night FTF I played a kingdom with Chapel and Outpost.  I discovered that with strong trashing Outpost helped me very quickly get an extremely high money density in my deck.  For about three turns in a row, once I'd Chapeled down to a small hand, I was getting two turns in a row buying Gold on the 5-card turn and Silver with my three-card turns.  This led to a straightforward BM win.

Did I get lucky?  Given strong trashing, does Outpost help BM, or is it not worth its opportunity cost?

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Variants and Fan Cards / Scavengers - 3 - Action/Reaction
« on: February 21, 2012, 12:13:34 pm »
Scavengers – 3 – Action/Reaction
+1 Action
While this is in play, when you gain a card, you may put it on the bottom of your deck.
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When another player trashes a card, you may reveal this from your hand.  If you do, gain the trashed card.

-or a more multi-player friendly version-

Scavengers – 3 – Action/Reaction
+1 Action
While this is in play, when you gain a card, you may put it on the bottom of your deck.
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When another player trashes a card, you may reveal this from your hand.  If you do, return the trashed card to the supply and gain a copy of it.




I've lurked for a while, this is my first post.  Please tell me what you think about this card idea.  The inspiration is the Reaction, and the Action is just meant to fit the card name.

This Reaction is meant to be a soft counter to trash-for-benefit cards and a way to boost the trashing Attack cards.  It must disallow reaction to your own trashing or it would be broken.  I checked all the trashing Attacks and each is worded so that the attacked player is the one that does the trashing, so this strengthens these attacks (and they need it) instead of countering them.  So for instance, someone ahead in Provinces would be disinclined to Remodel one of them into another, or you can play Pirate Ship and get both the token and the treasure you stole.  Swindling a Province becomes, in effect, “gain a Province.”  It doesn’t unbalance the early game trimming, though, because who wants to gain those Coppers?

I’m wondering how much of a problem it is that only one player in a multi-player game can gain the trashed card.  I figure that the opportunity to gain the trashed card would go around the table from the player doing the trashing.  The second wording above is intended to address this issue.

The first Action I thought of was, “+1 Action, Put the top card of your discard pile on the bottom of your deck.”  The Fan Card Creation Guide killed that one, and I can see why.  What I have now is similar to Royal Seal, which when I compare it to Silver says that putting a gained card on top of the deck is worth $2.  I have a reaction, give +1 action but no money, and am putting cards on the bottom of the deck, so that’s how I came up with the 3 cost for the card.

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