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Messages - Zaphod

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1
Dominion: Nocturne Previews / Re: Bonus Preview #1: Crypt
« on: October 23, 2017, 03:18:53 pm »
It should be useful in a set with any card that functions better with a particular treasure card, like Alchemist or Merchant.

2
Dominion: Empires Previews / Re: Empires Previews #6 - Jack...
« on: May 26, 2016, 09:49:32 am »
Man, there's not even a fake Emperor card?

Fake Emperor $1

Declare yourself the winner.

Flip the table to the floor.

Quit the game.

3
Rebuild + Duplicate

In a Rebuild duel, one of the keys is getting more Duchies than your opponent.  Rebuilding an Estate into a Duchy, then calling Duplicates to gain additional Duchies, can be a real game changer.

4
Dominion General Discussion / Re: That disappointing moment when...
« on: August 01, 2013, 03:41:37 pm »
...you opened Baron, then realized it was a Shelters game.

Crossroads.

Or, and this is sadly easy to do on Goko...you draw 5 Coppers on turn 1, and don't realize it's a Shelters game until you have already bought a Rebuild.  It's easy to do.

5
Dominion General Discussion / Re: Tasty kingdom
« on: June 07, 2013, 01:57:45 pm »
Market would fit as well, I think.

6
Rules Questions / Re: Count and Market Square interaction
« on: October 23, 2012, 05:55:14 pm »
Here's what you do: Trash your hand.

There, your whole hand is in the trash now. Now let's check for things that triggered from that. Hey, you trashed a Cultist. That'll give you +3 cards. And you trashed a Catacombs. That'll gain you a card. And you trashed a Market Square, a Copper, and an Estate. Hm.

This brings up a combo I hadn't considered before...you play Count, put a Market Square from your hand on top or your deck, then trash your hand.  One of the cards in your hand was a Cultist, so you draw three cards, including that Market Square.  You trashed cards this turn, so can you discard that Market Square and gain a Gold?  I would think so, although it wasn't in your hand at the moment you trashed the cards.

Market Square is a really fun card, I think.

7
Dominion: Dark Ages Previews / Re: Trash feodum
« on: October 18, 2012, 01:59:44 pm »
We played a game recently with Feodum and Trader, just to see what would happen.  Let's just say, the Silver pile ran out very quickly.

I think it would be even more interesting with Rogue or Graverobber in the set.

8
Dominion: Dark Ages Previews / Re: Dark Ages combo ideas
« on: October 17, 2012, 08:50:03 pm »
Speaking of Counterfeit, I have to think it would partner nicely with Goons.  Goons encourages buying more Coppers and Counterfeit trashes them, at a benefit, with an extra buy and without costing an action.  I haven't had the chance to combine to two cards yet, but it seems like a good match.

9
Dominion Articles / Re: Storeroom - A "seemingly innocent" card
« on: October 14, 2012, 07:41:08 pm »
I didn't see any mention of a Storeroom/Alchemist combo, but I think these two cards would work well together.  It seems to me, the biggest problems with Alchemist are:

1. Oh no, I drew all these cards but didn't draw a Potion!  If only there was a way to draw more cards so I could get a Potion, and keep my Alchemists on the top of my deck!

2. Oh no, I drew all my Potions with my Alchemist chain!  This means I may not draw any next turn, and the extra Potions are useless to me, since I only have one buy, and nothing costs two Potions.  If only there was a way to draw out my deck, or turn the Potions into useful currency, or buy more than one card.

3. Oh no, the Alchemists allowed me to draw a ton of Treasure, but I only have one buy!  What a waste of coin!

Storeroom helps with all of these.

10
Death Cart... anyone?

When I read the Dark Ages rules for the first time, I laughed out loud at one point.  My wife asked why and I told her, "I just think it's funny that a card called Death Cart could combo so well with a card called Rats."  Bring out your dead!

11
Dominion: Dark Ages Previews / Re: Emptyng piles with DA
« on: August 21, 2012, 03:52:37 pm »
Much better is 2x Upgrades, 1 Fortress, and either a Watchtower or empty deck.  ;)

You can also empty loads of piles in one turn with Hop/Mandarin/Cultist/Watchtower combo.

Upgrade-Fortress is a nice one.

Wow, you could gain all the remaining Upgrades in one turn.  Each Upgrade played would pull the last one gained into your hand.  Then you could Upgrade Upgrades into Gold, or perhaps into Grand Markets...

12
Dominion: Dark Ages Previews / Re: Cards that DA makes fun again
« on: August 21, 2012, 01:36:46 pm »
I think all the trashers will get a boost from this set.  Even the lowly Transmute might get some action.

I really want to see Feodum and Trader in the same set.  With enough Feodums, one might even trash a Colony.

Rats/Remake is potentially awesome with a good $5 card in the set.

13
A four-card combo popped into my head the first time I read about the Dark Ages cards.  It might never come up in a real game, and I'm not sure how tenable it is, but I enjoy thinking about it.  The combo is Rats/Squire/Scrying Pool/Goons.

The idea is this: open Rats/Squire.  Let the Rats run rampant, eating your starters, and buy Squires whenever you can.  Then trash Squires with Rats to buy Scrying Pools and Goons.  Once the Rats have trashed all the starting cards, one Scrying Pool would pick up your entire deck.  You could use Squires for actions and chain your Goons together, buying only action cards every turn.

You would need to buy a Potion and get more Scrying Pools the old-fashioned way, I think.  You wouldn't want to trash all your Squires, and you wouldn't want too many Rats, but you would want to draw a Scrying Pool every turn, if possible.  I don't know if this would work - it might take too long to set up - and I probably will never get a chance to play it, because it requires four specific cards coming up in the same game.  Regardless I think it would be fun.

14
Star Trek Deep Space Nine

Wharf (Worf)
Spy (Garak, and later Bashir)
Bishop (or Vedek)
Mining Village (Terrok Nor used to be one)
Swindler (Quark)
Duke (Gul "Duke" at)
Saboteur (Changeling infiltrators)
Upgrade (the station gets one in season four)
Possession (by the Pah Wraiths)
Tunnel (The Wormhole)

I created a Star Trek set on the Dominion Deck Builder about a year ago.  My cards were:

Chapel
Ambassador
Chancellor
Bridge
Envoy
Navigator
Explorer
Outpost
Wharf
Adventurer

There are several other cards I could have used (Bureaucrat, Spy, Steward, Tactician, Nobles, etc.)  Quite a few cards fit the theme.

15
Dominion General Discussion / Re: Confusing Kingdom
« on: March 25, 2012, 10:39:11 pm »
According to councilroom.com, Caravan / Ambassador is the seventh-best opening combo to date.  You may want to pick up a Goons at some point for the attack and the VPs, but with no +action cards, you probably only want one.

16
Dominion Articles / Re: Mandarin
« on: March 24, 2012, 02:18:05 pm »
I've mentioned this before, but I think it bears repeating...Mandarin/Mandarin/Mandarin/Apprentice is a fun opening.  Trash the Mandarins to draw most of your deck early.

Mandarin's power comes mainly from it's on-gain ability, which can be very good if used in the right situation.  Say you play a Wharf chain and end up with 13 coin, and this is the point in the game where you would normally buy Duchies.  Instead of a Duchy, you might want to buy a Mandarin, so you can top-deck those Treasure cards and draw them all again next turn.

17
The Fishing Village plants a coin and an action for your next turn.  It should be called the Farming Village.

The Farming Village fishes through your draw pile for the next useful card.  It should be called the Fishing Village.

18
I recall the game that turned this card around for me; I got hit with an early Villager/Torturer chain, I decided to take the Curses, I was able to build up my own chain, and I came back to win, much to my surprise.  That took some of the fear out of it for me.

I'm not sure we can set hard-and-fast rules for when to take the Curse.  It depends on a number of factors.

If you have a bad hand anyhow, you obviously discard.  If Curses are out, you obviously "take a Curse."

Is it early in the game or late in the game?  Early Curses are worse because they'll keep turning up, but if you can get an early Torturer, don't discard.

Obviously, the action and reaction cards you're holding make a difference.  If you're holding Ambassador or Trader, you might want to be given a Curse.  OTOH, if you have Menagerie or Library in your hand, you may want to discard.  Watchtower and Jack of All Trades can go either way.

You should be conscious of how many actions your opponent has left.  Also, keep track of how many Villages and Torturers he has bought and whether he's played them since his last shuffle.  If you know you can only get tortured once this turn, your decision is easier.  If you may get hit with a chain, you need to know that when you're making the decision.

If the Torturer is Throne Roomed or King's Courted, you should make the decision based on the complete attack.  The attack of KC/Torturer is no worse than that of TR/Witch, if you play it right.

In 3- and 4-player games, taking a Curse may hurt you more if the other players aren't taking any.  You can't automatically discard every time, but you should keep track of how many Curses have been dealt and factor that into your decision-making process.

19
Dominion General Discussion / Re: The best 2-card combo
« on: February 22, 2012, 02:16:14 am »
Hmm, most of my favorites are already posted, but I'll throw a few more out there...

I nominate Chancellor+Stash. Two cards that by themselves can be rather underwhelming, but combine them in a game without discarding attacks and they become a Province factory.

I nominate Torturer+Fishing Village. Fishing Village makes chaining the Torturers together much easier, while Torturer draws additional Fishing Villages to continue the chain, and provides a powerful attack.

I nominate Golem+Goons. The key to Goons is playing more than one in a turn.  Both cards take a little time to acquire, but when you get this engine going, it can be a lot of fun.

I nominate Venture+Bank. Perhaps the ultimate Treasure combo.  This is even better with a + Buy action card.

I nominate Loan+Minion. Trashing your Coppers with Loan makes it more likely Minions will show up in the same hand.  You typically don't want a lot of Gold or Silver in a Minion deck, so Loan should be hitting mostly Coppers.

20
Dominion Articles / Re: Is develop REALLY that awful?
« on: February 09, 2012, 06:28:23 pm »
Typically, Develop works better once you have higher-priced cards in your hand, and only then if there's a good combo available.  If, say, you can trash a Gold and gain a King's Court and a Wharf, then put them atop the draw pile, that may be very useful.  As an early-game trasher, though, it's terrible.

I like the Scheme/Develop combo.  You play Scheme, Develop a card into two cards, top-deck them, then use Scheme to top-deck the Develop.  You are therefore drawing Develop with more expensive cards.  Use Develop to gain additional Schemes, so you can keep the chain going, and you can build an army of powerful actions in a relatively short time.

21
Dominion Articles / Re: Combo: Golem/Scheme
« on: January 31, 2012, 12:30:48 am »
I want to play a Golem/Scheme/King's Court game one of these days...consistently King's Courting the Golem would be fun.

22
Dominion Articles / Re: Combo : Border village + City + Trash for benefit
« on: January 25, 2012, 11:04:30 am »
Both links take me to the same game.

BTW, I love the idea of playing a Haggler, buying a Border Village and gaining two Cities from it.

23
Dominion Articles / Re: Combo: Apothecary/Native Village
« on: November 01, 2011, 02:11:19 pm »
I'm surprised this combo is so strong.  It seems to me that one would need a starting hand with at least two Apothecaries, or a very lucky draw, to get a Province this way.  But then, I haven't tried it, so I don't really know.

24
Dominion Articles / Re: Goons engine: Consistent 20 VP Chip each turn!
« on: November 01, 2011, 01:48:03 pm »
And I learned that it is much slower than KC-Wharf +Goons+Scheme. It s not funny, it can just draw the whole deck every time, it doesn't even need golem. And it s very fast and easy to build. It s also able to end pile quick.

Nice! Except that it shouldn't work. Scheme is "if you discard" which means it doesn't apply to duration cards like Wharf, or cards that are currently modifying a duration card like KC. It would be super-powerful to be able to snag your KC/Wharf back into your hand after throwing it off which is why Scheme doesn't allow it. You could probably make it work; you'd need to have an expiring Wharf and a KC that was played on something else, either Goons or Scheme, which makes it a bit more finicky.

It works on a Wharf or King's Court that you played the turn before, that is still in play.  Isotropic differentiates duration cards as "old" or "new" for this reason.

A few days ago, I played a game with Scheme, Inn and Wharf in the set.  By the tenth turn, I was able to put an Inn and two Wharves back on top of my deck.  I managed to get a two-Province turn before my opponent resigned.  It was fun.  I wish I'd been allowed to finish it.

25
Dominion General Discussion / Re: Mandarin
« on: October 29, 2011, 09:31:45 pm »
I was beaten yesterday by the dreaded Mandarin/Mandarin/Mandarin/Apprentice opening.  It was actually quite strong.

Cool!  Let me throw out another one, then...

Turn 1: 5 Copper, buy a Mandarin, put 5 Copper back on top of your draw pile
Turn 2: Buy an Inn, put the Inn and the Mandarin back in your draw pile and shuffle it
Turn 3: Play Inn, draw 2 cards, discard 2 Estates, play Mandarin, put the other Estate on your draw pile, play two Coppers, buy a Torturer

That gives you three cost-5 cards before your first shuffle.  Inn would combo well with Torturer because it draws two cards, making it more likely you'll pick up a Torturer.  Mandarin is useful in that set because if you draw it with a Torturer but not an Inn, you can put the Torturer on top of your deck, so it's easier to get a chain going.  If you played a Torturer chain but didn't reshuffle, it's a good time to buy an Inn.

I think we're going to find many ideas like this with the Hinterlands cards.  The "when you gain" dynamic is very interesting.

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