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1
Rules Questions / Inheretance and the Trash
« on: April 26, 2016, 05:30:59 pm »
There are two statements on the Wiki for Inheritance, each of which seems to make sense, but they seem to contradict each other. Could you please help me sort this out?

Quote
If you Transmute an Inherited Estate, the Estate is in the trash and, thus, no longer yours when Transmute checks its type; therefore you would only get a Gold (for trashing a Victory card) and not a Duchy (since Estate cannot be an Action card in the trash).

Quote
If an Estate comes into your possession via a means not explicitly described in the Official FAQ, such as being put in your hand after being trashed as a Fortress, it is still "yours", and still has its Inherited properties.

Why is an Inherited Estate still "mine" in the trash as a Fortress, but not "mine" if trashed by Transmute?
If I trash an Estate-inherited-to-Fortress using Tansmute, would it come back to my hand? If yes, why wouldn't it also give me a Duchy?
The Inherited Type and Inherited Abilities should both apply while it is mine, and it stops being mine when it goes to the trash. It seems that the Estate-as-Fortress should remain in the trash.

Thank you for your insights.

2
Goko Dominion Online / Goko Butcher bug?
« on: June 27, 2013, 11:45:08 pm »
I am not on getsatisfaction, so if this is actually a bug, could someone please cross-post for me?

I played a Butcher on a Curse; I didn't really want a Copper, so I paid a single Coin Token, thinking that would let me attempt, but fail, to gain a $1 card. Goko had no option to do this, so I was stuck paying another token and gaining a $2.

Is this a bug, or was I trying to do something illegal (I thought I was sneaky :()

3
Goko Dominion Online / Alchemy on Goko
« on: January 14, 2013, 08:28:28 pm »
Beta is open! See you there.

4
Game Reports / Alternative to Double-Tac on this board?
« on: December 26, 2012, 02:28:49 am »
We just finished an IRL game with a deck suggested by Onigame's set generator. We swapped out Black Market for Mystic to make this just slightly less Double-Tac friendly:

Vagrant, University, Philosopher's Stone, Remodel, Mystic, Knight, Royal Seal, Tactician, Laboratory.

I am a sucker for double-Tac, so there really wasn't much option on what I was going to do. I played it pretty badly, and had to end the game on piles (Remodeling a Potion into a Duchy, gaining 3 Vagrants, buying a Duchy and an Estate) just as my double-Tac was starting to take off for a final score of 10 to 9 to 8.

Now, my question for the forum is sort of two parts.
1) is double-Tac the best way to go here? Can it set up fast enough? My gut says it can set up quickly - there are tons of things to help.
2) is there a strong counter in Knights? I have generally avoided Knights as they have typically seemed weak, esp in a 2-p game. However, I was eaten alive by a Warlord bot the other day on Goko who used Knights very effectively to ensure that I never had much of anything interesting in my deck. It felt very similar to be Saboteured into submission. Can you set something up with Lab and maybe Uni to churn out the Knight attacks to ensure that there are no Labs/Tacs/Markets/Mystics in the double-Tac deck? Would such a deck be able to generate enough economy to have the VP necessary to win?
I would suspect that the piles will run very quickly. There isn't good/fast trashing, so you have to compensate by getting more of the cards you need.
I think I am starting to ramble - any thoughts from the forum?
Thanks!

5
Dominion Articles / Possible combos: Rebuild/Feodum, Storeroom/Apothecary
« on: December 10, 2012, 05:30:06 pm »
I came across a couple of potentially interesting combos over the weekend, and I wanted to throw them out to the community for comment.
The first is Rebuild and Feodum. In the game we played, this combo was strongly augmented by Graverobber, though that is a 3-card combo and not as likely (Rouge would fit well, too). The basic idea is that you buy 2 or 3 Rebuilds and start hitting the Feodums hard. Depending on if your opponent is contesting Feodum or not, Rebuild your Estates into Feodum or go directly into Rebuilding your Feodums. You trash the Feodum, gain the 3 Silvers (making every other Feodum worth 1 VP more) and gain another Feodum to replace it. Effectively, you are leveling up your own Feoda while denying copies to your opponent. The timing and aggressiveness will certainly have to be tailored to your opponents approach. If you do happen to have a Graverobber or Rogue, you can be much more aggressive in your trashing. We baselined this against a BM approach that utilized Rebuild and Tunnel to gain disgusting amounts of Gold. In the 2-player game we had, my Feoda were worth more than provinces by the time he was able to drain the Province pile (I ended up helping once there were no more Feoda to buy Ė having 20-something silvers will go a long way to getting 4 in one hand). It might have ended sooner if he hadnít bought as many Tunnels. (He did go a little overboard, but gaining 8 Tunnels in one turn is so much fun!)
So, I donít think that Feodum + Rebuild is an ultra-power combo on its own, but I think that if there is something around to help it end quickly after the Feoda are gone, then it can be a solid approach. What do you think?
The other combo we came across was fun, but it is in no way a powerhouse. It needs a little something to make it solid. I believe it has already been pointed out that Storeroom likes Potions because it will help you find them quicker and also ensure you have enough coin to buy whatever you are looking to get (except Possession or perhaps Golem). Storeroom, paired with Apothecary turned out to be a nice pairing. It needed a little bit of help to be super fast (I am pretty sure it would have lost to the Catacombs + BM approach that no one felt like pursuing). The way the combo basically works is that after you have played all of your Apothecaries (this was 3-player, so I was only able to get 4 of them, which meant I usually played one or maybe 2 in a turn) you play the Storeroom to pick up the dead cards off the top of your deck, paving the way for a more beneficial next turn while not sacrificing any buying power this turn (and a +buy to boot). I donít think that this will be able to hit $8 consistently without either some additional draw or a few Gold thrown into the mix.
Thoughts? Are these combos not as good as I think they are? How could you improve them? Or should I just let them pass as a ďneat trickĒ that isnít powerful enough to hold on to? If there is something to the combo, then I will go ahead and take the feedback and make a real article out of it.

6
Game Reports / Odd shuffle luck
« on: November 15, 2012, 12:10:29 am »
http://dominion.isotropic.org/gamelog/201211/14/game-20121114-210458-a69d9bed.html

I played this game solo, just to see how fast a BM+masq deck would have been (cursing of course doesn't work in a solitaire game - I was just trying to get a benchmark). What was strange is that my T2 and T3 Masqs show up together in my starting 5 cards every shuffle with the exception of T10 (where I drew the other Masq as part of the 2 cards) and the last shuffle (where they were actually both played).
I know that I should expect some terminal collision, but every time except once seems exessive.
Mind you, I'm not complaining as it was solitaire and all - I just found it odd.
I expect there is someone on here who is better than me with statistics that could whip out a probability, though.

7
Game Reports / 6 Provinces in 15 turns with Apothecary??!
« on: July 15, 2012, 12:17:58 am »
Could anyone provide some insight on this? I got 6 provinces in 15 turns (7 in 18 to end it).
http://dominion.isotropic.org/gamelog/201207/14/game-20120714-210839-de40a6f0.html
I had a crossroads, a few apothecaries (which I mistook for alchemists when formulating my plan), a mountebank, and 2 King's Courts. Some of this has to be shuffle luck, right? My original plan was to hit the corssroads, pearl divers, apothecaries (I thought they were alchemists...) pretty hard and grab lots of vineyards. There wasn't +buy, so I didn't know how well it would work, but I was playing with my lovely wife, and she isn't as aggresive as most, so I thought it might work. I guess because I had to little else in my deck, I was able to draw lots of coppers for the early buys (and get 2 or 3 extra coppers from her mountebank) and then the KC/MB started lining up, ramming her full of curses and lining my pockets with unaticipated $.
Would you have seen this coming? Is this actually a good strategy, or did I just get the best luck possible, and I shouldn't expect this to do well ever again?
Thanks!

8
There have been a number of times where Rock-paper-scissors strategies are mentioned in various threads. The most recent I happened across was Ed Never's write-up (http://forum.dominionstrategy.com/index.php?topic=3126.msg55283#msg55283). Do you have a favorite R-P-S board, or a favorite board that allows players of various skill levels to have fun on the board? I will be getting a bunch of friends together to play, and it would be nice to have some balanced boards to start with. Your suggestions are much appreciated! Thanks!

9
Help! / Tournament + stables/apprentice - shuffle luck?
« on: June 01, 2012, 03:43:54 pm »
Hi all - could I get your opinions on this game? I know we aren't supposed to post wins, but I think I lucked into this one. The game was essentially a mirror match - tourneys with a bit of gentle +cards.
I have 2 basic questions for you:
1) Did I win this solely on shuffle luck?
2) Was there a better strategy? I considered doing something with venture + tunnel (seemed too slow). Caravan seemed like it would be too slow.

http://councilroom.com/game?game_id=game-20120531-161137-e81135b5.html

Thanks!!

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