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Messages - ConMan

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1
Puzzles and Challenges / Re: Easy Puzzles
« on: January 15, 2018, 06:32:46 pm »
I play the same Action card from my hand twice, without playing any other cards. How?
You have your +$1 and +Buy tokens on Fortress. You play a Fortress from your hand, then call 6 Royal Carriages on it, giving $7. You buy Bonfire, trashing the Fortress so it goes back to your hand, then Villa to return to your Action phase. You play the Fortress from your hand again.

2
Puzzles and Challenges / Re: Easy Puzzles
« on: January 11, 2018, 05:32:59 pm »
My one thought is using the PS attack to discard stuff off the top of the opponent's deck, which may help if you're playing lots of Chariot Races and you already know the top card is too expensive.

3
That is such a weird way to play, especially given that for some kingdoms (e.g. Beggar-Gardens) it would be incredibly painful to try to empty the Provinces with such rubbish decks.

4
Dismantle / Ferry / a useful or Action

On 3/4 you can open Ferry/Dismantle, putting your cost reduction token on the other Action pile to take it down to or , so that you can then Dismantle your Estates for Gold and the Action. I suspect Pawn and Native Village are both good options, but there would be a lot of possibilities depending on what else is on the board.

5
Rules Questions / Re: Charm + Inn
« on: December 11, 2017, 07:31:31 pm »
First, you'd have to make sure that when you played Charm that you chose to get the on-buy effect rather than the +$2 +Buy.

You buy the Inn. At this stage, you haven't gained the Inn, so its bottom-line effect doesn't trigger, but Charm's on-buy does.

You gain the Witch. It goes to your discard.

You finally gain the Inn you bought. It goes to your discard and its on-gain triggers, so you can shuffle in both the Witch and the Inn.

If you did it the other way around (buy the Witch, gain the Inn), then you'd only be able to shuffle the Inn into your deck, since you hadn't gained the Witch yet.

If the online game doesn't let you do that, then that sounds like a bug.

6
Variants and Fan Cards / Re: Dominion: Ice Age
« on: December 07, 2017, 05:40:38 pm »
I think per turn is fine. Slog decks don't really need a system to keep them from bloating because that's the point of them, and I don't like the idea that you could game the thawing with an empty deck and a bunch of Secret Passages.

7
Dominion General Discussion / Re: How good is Fishing Village really?
« on: December 07, 2017, 05:21:32 pm »
It also really helps to know that you *will* start your turn with that extra action, so you won't have to worry about having a hand with your terminal draw and no way of actually turning that into a good engine turn. It's similar to why sometimes you want to Prince your Necropolis.

8
Variants and Fan Cards / Re: Fun with Setup
« on: December 04, 2017, 01:51:59 am »
The setup mechanic is a fun way to craft outlandish ideas onto cards. From Young Witch to the variety of Landmarks, it attacks Dominion design in bigger, bolder ways than your standard Village variant.

So, show me some fun designs utilizing a setup mechanic.

Compass - $4
Treasure
+$2
You may buy cards from the trash this turn.
-----
Setup: Put one of each Victory card in the trash.
Dame Joseph., Castles, what will happen?
If you make it "Move the top card of every Victory supply pile to the trash" then Dame Josephine won't get moved, but a Small Castle will.
My wording does though.
What is it that you have against Dame Josephine, that you don't want her to travel the world?
Given that Compass gives you a way of getting to the stuff in the trash, perhaps the more important question is how come it points at her? Is her armor magnetic?

9
Variants and Fan Cards / Re: Fun with Setup
« on: December 03, 2017, 08:02:27 pm »
The setup mechanic is a fun way to craft outlandish ideas onto cards. From Young Witch to the variety of Landmarks, it attacks Dominion design in bigger, bolder ways than your standard Village variant.

So, show me some fun designs utilizing a setup mechanic.

Compass - $4
Treasure
+$2
You may buy cards from the trash this turn.
-----
Setup: Put one of each Victory card in the trash.
Dame Joseph., Castles, what will happen?
If you make it "Move the top card of every Victory supply pile to the trash" then Dame Josephine won't get moved, but a Small Castle will.

10
General Discussion / Re: Brag Board
« on: December 03, 2017, 07:36:54 pm »
The daughter is talking quite a bit already. She could provide great advice now ;)
Just teach her to say "It depends on the board".

11
Dominion General Discussion / Re: Homage to the Best Card
« on: November 28, 2017, 06:02:50 pm »
As another pokemon illiterate person, may I just add that whatever that flower frog thing is, it gets progressively uglier as it grows.  I like the small one better.  It's kinda cute.
That sums up pretty a lot of the Pokemon evolutions, especially starter Pokemon (i.e. the ones you can choose when you start the game). The base form is quite cute, and then it grows up into something that I guess is meant to look badass.

And yes, it does go top left (Bulbasaur), top right (Ivysaur), bottom left (Venusaur), bottom right (Mega Venusaur). Which threw me, because I tend to assume that for things organised by quadrants you read them either clockwise or counterclockwise.

12
Dominion General Discussion / Re: Has anyone had any Nocturne sightings?
« on: November 26, 2017, 06:14:33 pm »
Action–Attack
+$2
Each other player removes one article of clothing.
This gets really weird in online games.

13
Dominion General Discussion / Re: Substrings in card names
« on: November 26, 2017, 05:37:08 pm »
Do you have a plain-text list of all of the card names? I could write a Python script in about ten minutes that would give you those answers.
Currently, no, it's all in an Excel spreadsheet. I could probably do it in R in about half an hour, too, I'm just enjoying the manual effort. I'll keep at it, and once I'm done I'll try to release it all in some kind of useful format.

14
Dominion General Discussion / Substrings in card names
« on: November 24, 2017, 01:27:21 am »
I've started looking for the minimal unique substrings in card names - in other words, what's the smallest set of consecutive letters that uniquely defines a card? I'm looking across all names of cards and card-shaped-things in the game (I'm debating whether to include both "Knights" and all the individual Knights, and I am counting split piles only as separate cards), ignoring punctuation (including spaces) and here are some of the interesting results so far (going alphabetically, I'm just finished the ones starting with "E", and where I give a substring it's the first one of that length in the card's name):

  • Every letter of the alphabet is used in at least two names, so a single letter will never be sufficient to define a card.
  • Several cards have minimum substrings of length 2 - for example, Bandit Ford (TF), Crypt (YP), Duke (UK), but 3 is usually the minumum.
  • The longest minimum substring I've found so far is 5, which is Cursed Village (RSEDV), because it shares so much of its name with both Curse and Blessed Village.
  • Of the 122 cards I've looked at, 9 cards have names that are completely contained in another card's name, and hence they have no unique substring.

15
Dominion General Discussion / Re: Words in card names
« on: November 22, 2017, 06:02:09 pm »
I have a related set of questions (assume all instances of cards also refers to uh-card-shaped-things):

1. How many cards can be uniquely identified by a character string of length n that is a substring of their name? (For example, "teb" is a string of length 3 that is only found in "Mountebank".) Ignore punctuation.

2. How many cards cannot be uniquely identified by a substring of any length? I guess that's basically what this list is about anyway (although also counting all the cases where the substring has no etymological connection, unlike this list).

3. How many cards can only be uniquely identified by their full name? Mint counts, since its length 3 substrings are "MIN" (shared with Mine) and "INT" (shared with Labyrinth). Mine, however, is part of the previous set, since its full name is shared with Abandoned Mine.

16
Dominion General Discussion / Re: Payload first
« on: November 22, 2017, 05:48:56 pm »
I feel like I just read most of this without understanding what is meant by the term "payload"...
I've always assumed it's "The payoff bit of your engine that is the whole point of building it". So it's the big attack, it's the Monuments, it's the Bridges that will let you buy all the Provinces.

I also assumed that you generally want to have a little bit of payload while you're building your engine because it can (a) help you get more engine pieces, or (b) attack your opponent to give you the time to finish building, or (c) require being in your deck for a while before it pays off (like Travelers).

17
General Discussion / Re: Brag Board
« on: November 21, 2017, 06:17:16 pm »
Nothing big compared to most people around here, but I now officially own a car, all taxed and paid for. It feels kinda surreal, even though I got my license 8 months ago. Sadly it gets dark at like 4:30pm at the moment, and it's been raining recently, so I might put off going for a proper drive until the weekend... but I did drive it home alone from a friend's house in the dark and rain, so there's that.
By comparison, I got my provisional driver's licence just over a month ago, despite owning a car for over a year, and I still feel slightly terrified every time I drive on my own.

18
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 21, 2017, 06:15:46 pm »
[Pixie+Flame's Gift is meant] to celebrate Bomb: to make it an official part of Dominion cannon.
First of all, notsureif spelling.

Second of all, I think canonizing fan cards is something Donald avoids as a General principle.
I think you may not be aware of the legend that is Bomb. Which I guess is ok, but 90-93% of the people here get the reference.

(So that you're in on the joke, the Gunpowder expansion, and particularly Bomb, were not well-regarded fan cards, made worse by the fact that the person who came up with them was not particularly open to the constructive criticism that people offered to the point where they were banned. And IIRC came back under multiple other accounts that became similarly belligerent, and were likewise banned. Also, I'm pretty sure the spelling thing is a deliberate pun.)

19
Dominion FAQ / Re: Maximum Possible VP?
« on: November 21, 2017, 05:01:42 pm »
In the sense that infinity is shorthand for an unbounded limit, I am completely fine with Awaclus' loop producing "infinite VPs" in the sense that for any real number, the loop can always produce more points than that.

20
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 16, 2017, 06:44:22 pm »
I find Changeling's wording interesting since you actually finish gaining the card, then you exchange it for the Changeling, unlike Trader which operates in the mysterious "would gain" space. Speaking of which, it has a very minor synergy (sorry) with Trader, since you can "would gain" a cheap card like Curse or Copper, reveal Trader to instead gain Silver, then exchange the Silver for a Changeling.

21
Dominion General Discussion / Re: Interview with Donald X.
« on: November 16, 2017, 06:18:21 pm »
Do you look much at the challenges people put together like "Empty the Supply in X turns" or "Let your opponent gain anything on the board using Smugglers"? Do you have a favourite, or one that you find particularly interesting either for its premise or solution?

22
Dominion General Discussion / Re: Male and female cards (again)
« on: November 16, 2017, 05:49:45 pm »
For the cards I'm referring to, it would be statistically probable that if you drew a random representant, you'd draw a male one, because they made up the majority. There were women who fought, but of all fighters, the percentage of women was still below the percentage of man, no? Still a woman was chosen for the card. That's what I mean. It's a less probable representant. I should probably have written "less probable" and not "improbable", but at some point you have to hope people try to see what you talk about, and not just what they can disagree with.
The problem is that when everyone says "There are more X than Y so I will choose X to represent my thing", then that's how you get overwhelming bias towards everything being X. If you've got a list of 10 professions that each has a 60-40 male-female representation and you apply your reasoning about picking whatever's "more probably", then your final list has 10 men on it when you should expect to have about 4 women. As someone who is in the majority group for most of the obvious categories, I appreciate that Donald went so far as to consider the gender split across an entire box of cards and picked not-always-typical options to make sure that the representation is fairer.

23
Rules Questions / Re: Changeling: rules bug?
« on: November 16, 2017, 05:36:06 pm »
The intent seems to be something closer to "You can't exchange for something whose cost cannot be directly compared with $3, such as Transmute (which costs a Potion) or Royal Blacksmith (which costs 8D)."

24
Dominion: Nocturne Previews / Re: Remaining mysteries
« on: November 14, 2017, 05:23:09 pm »
I don't believe in a Treasure Night Heirloom.

I can imagine a Reaction Heirloom, for example a Copper-Moat that comes with an Attack card. And a Copper-with-a-Buy. My third guess would be a Heirloom that is an Action card and that just says "+1 Action, +1$". I mean, why not?

I suspect it would matter too little too often. BM-Terminal draw is not that common any more.
Although the Heirloom mechanic means that even if a card is only useful in one particular circumstance, you can now guarantee that circumstance to happen. That said, an Action-Copper as Heirloom would need a pretty special associated kingdom card.

25
Dominion: Nocturne Previews / Re: What did we get wrong before?
« on: November 13, 2017, 06:09:16 pm »
No one saw Jack of all Trades, Rebuild or Ill Gotten Gains as single card strategies when they first came out. They were first thought to be weak, neutral and useless, respectively, IIRC.

And then it swung to, these are OP single card strategies that are impossible to counter when they are out and are ruining Dominion.

How many times has Dominion been ruined now? I've lost track.

Dominion itself can't get ruined by specific cards. Games with specific cards can well be.
Nah man, ever since Silver it's just been downhill all the way.

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