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Messages - ipofanes

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1
I just realized that it's a Ruins on first play, thought it was a Pawn. In this case I'd say it's a strongish $4 and weakish $5. Still would put it at $5 because of the many Workshop cards around.

2
Example given, Forge could be priced 7 debt.
My fear is that Forge would be an autobuy, at least in kingdoms sans Chapel. This would render the second turn uninteresting.
Hasn't Donate demonstrated that good trashing with a high Debt cost is far from uninteresting? Indeed, the bigger risk might be that a Debt-cost Forge would be seen as an inferior Donate rather than a fiddly mid-to-late-game trash for benefit.
But Donate is also an autobuy, just not an instabuy. The interesting part is its timing. While trashers like Chapel and Forge (should it be available at early game) take some turns to complete their trashing, allowing some alternate economy to build. Other than the one shot Donate, Forge would still be a late trash-for-benefit in the late game (and, admittedly, be a dead card for some turns in the mid-game). I may still buy Chapel over Debt-Forge, but then I buy Chapel over current Forge too.

3
Some cards cost 7$ or more, because at 5$, they would be too swingy if one player opens 5$ and the other doesn‘t. This risk can be solved by debt. Example given, Forge could be priced 7 debt. Similarly, Prince would be more interesting as a debt card.

My fear is that Forge would be an autobuy, at least in kingdoms sans Chapel. This would render the second turn uninteresting. The elegance about Royal Blacksmith and City Quarter is that you could open with them, it is just very ineffectual. Whereas Forge is exactly what you need at the start of the game.

4
Variants and Fan Cards / Re: Ideas for Adventure themed cards
« on: January 22, 2018, 04:40:19 am »
Quote
Robot (Action, $4)
Choose one: +1 action, +1$, +1 card or +1 buy. If this is the first time you played Robot this turn,
you may move your +action, +card, +buy or +$ token to its pile.
A card that moves teacher tokens to its own pile. It can become a strictly superior Grand Market, but it takes quite a few plays to get there. In that sense also a bit of a Traveller. I know a similar idea has also been brought in other threads, but I'd like to share it regardless.

I would more often than not buy it if it were at $5. Compare to City, how fast both cards develop to which level. At $4, it would be OP.

5
I didn't vote in these rankings but I think I would have been one of the madmen who voted ruined village somewhere other than last -- even as high as second.

~80% of games RV is the worst. But for probably 75% of those 80%, the impact of the other ruins not named ruined market amounts to something like "I played survivors once and discarded an estate".

In 20% of games RV thru one way or another becomes a cantrip. That's a hell of a lot better than any of the others (except ruined market, again) realistic optimal scenarios.

A surprising amount of ruins games don't become money slogs in my experience, too, which ups the odds of those scenarios slightly.

You must be confusing Ruined Village with Ruined Library.

draw to x and variants exist far more than champion or other arbitrarily free amounts of actions.

Is this true? There are like... maybe five draw-to-x cards, right? Library, Watchtower, Jack, Cursed Village, arguably Minion. There are a lot more ways to get a lot of +actions than that, I think.

yes, but in a small percentage of the game with +actions are you so overflowed with +actions that you're freely using ruined library, whereas ruined village works with draw to x a larger percentage of the time.

Also I'd add shanty town, conspirator, magic lamp, horn of plenty... as relevant to this discussion

Also, Diplomat and Shanty Town. And, very edge-casey, multiple ruins of same name with Menagerie.

We've come a long way to defend a card on merit of how easily we can put it out of sight.

6
Help! / Re: 2 Bold Strategies to Choose From, Which One Would You Go For?
« on: January 18, 2018, 10:23:04 am »
How about getting more Ports than needed, then Butcher them from Village idiot level down to the number you need (gaining Groundskeepers in the process)?

7
Dominion General Discussion / Re: New German Promo 'Abbruch'
« on: January 18, 2018, 06:58:20 am »
I can't say anything about Dismantle, but Nocturne translations were done by your fellow Dominion players, in-house, for Shuffle iT.  They could have gone with Teufelswerkstatt, but they felt Giftkuche was more evocative, and I agree with them.

Will the word "erhälst" also be seen on the printed cards?

8
Dominion Articles / Re: Etiquette in Dominion Online
« on: January 17, 2018, 09:13:10 am »
When up against someone I know would not forgive a misclick, I take a good look at the area my cursor is in everytime before my finger even touches the left button. Of course this takes longer. Want to play more games in the same time? Undo my misclicks and foolish mistakes.

9
Given that the first prizes would be handed out after a Province rush (i.e. you'd buy the first Province earlier than you would normally), Trusty Steed would do most for you in the given situation, while Princess unleashes her true power some turns down the road. Did anyone run a bot tournament pitting the strategies "pick Steed first"/"pick Followers first"/"pick Princess first" against one another?

10
Junk Dealer isn't too high- Sentry and Upgrade are too low! I actually have Junk Dealer as being the worst of the 3.

That would make Junk Dealer rank #3 at most, which would mean Junk Dealer is too high.

11
That's the stuff stashed Cobblers are good for. If needed, create a BM out of thin air. Otherwise, a Baron, or a Conspirator, whatever comes handy.

12
The uncapitalized "traveller" isn't accurate either, since a "journeyman" is a professional post-apprenticeship rank, and doesn't have anything to do with traveling.

Depends on what you mean by travelling, but it was not unusual that a journeyman had to attain mastership by moving to other places and learn his trade elsewhere. https://en.wikipedia.org/wiki/Journeyman#Origin

13
Variants and Fan Cards / Re: Dominion: Ice Age
« on: January 15, 2018, 11:29:57 am »
I don't think the word "first" belongs on the Beacon text, as it can only be used after the Attack is played but before it can resolve.

14
I used the first two examples in addition to my last statement as an argument that Villa has numerous powerful, if niche, applications, like Mission. The last statement underlined that even if those cases where those niches do not apply, Villa finds some use, such as being the only village in the Kingdom for players that like to set up an engine.

You may as well have a point by isolating another part of my argument and counter it by saying that most kingdoms don't sport Poor Houses, or Quarries.

15
Can someone explain why Plunder rose while Monument keeps falling?

16
Villa has too many shenanigans to be rated lower. Play Silver/Silver, buy Villa, play Villa, play Poor House/Poor House, get Platinum. play Quarry/Copper, buy Villa, play and trash two Engineers for four Goons. Like Mission (which was lauded to be top-ten material in expert hands), it is situational, but I have seen more games with Mission unused than games with 10 Villas left at the end.

17
Poor House. Stash away the treasure cards with a couple of passages, then play poor houses, then redraw treasures with more passages. Works best with a deck that is fairly thinned out of treasures.

18
Cursed Village + Fishing Village

Not only is FV a decent source of virtual coin, being able to play a bunch of terminals before playing a CV increases the CV draw significantly.

hm, I think I would go for Watchtower/Library and FV and skip CV if all three were available. Not sure if the additional actions justify the extra $2 expense and being Hexed (though many Hexes fizzle when issued during the Buy phase).

19
Lookout is essentially a cantrip trasher

I would call Sentry a cantrip trasher, but I don't have the energy to fuel a new kind of village/splitter war on words.

20
Possibly Watchtower was rated higher in the last round because people were swooning about how it pairs with Villa?

21
Dominion General Discussion / Re: $3 Cost Card Rankings Bottom Half
« on: January 11, 2018, 09:43:16 am »
Sorry, is this the real ranking?  Where are all the arrows and place changes and percentages and stuff?

You may want to read the first post, and Donald's post.

Seems you are somebody else wanting a change.

22
Variants and Fan Cards / Re: Meld
« on: January 11, 2018, 05:00:05 am »
The wording (or punctuating) seems to be a nod to the current Interview with Donald X. thread. I think no Dominion card uses a semicolon currently.

23
There once was a poor Vagrant who wandered from town to town, accomplishing virtually nothing. One day, a kindly business owner with wares to sell took pity upon him and gave him some job Training. He's now very successful, gathering even more green than the other Peddlers.

When Vagrant + Training came up in an IRL game, I had to laugh at Vagrant + Training = Peddler. It's even something worth doing.

It is not too surprising to me that the Adventure card enhancer tokens have on average a better return on investment on cheap pedestrian cards than on the Grand Markets. Vagrants being able to draw themselves is an awesome bonus of course.

24
Game Reports / Re: A ridiculous kingdom
« on: January 10, 2018, 04:02:35 am »
At least Hireling / Cursed Village should rule each other out, where my preference would be for the Village. Skulk is the only source of +Buy so you can't feed them all to Apprentice if you want to have multiple Buys. I would trash the first Skulk early to Apprentice though, use Apprentice to trash Copper when there is a Cursed Village in sight, get one Rogue to re-gain Skulk/Gold from trash (and ready the hand for the next CV), skip Potion for Skulk in the opening but would buy Potion with the next $4 hand, mostly ignore the generic hand-filler like Werewolf and Laboratory, relying on the Pool and Village to fill my hand, trying to manage the ebb and flow of drawing, playing and trashing.

25
Poor House should get a similar nod as a complimentary to Artificer as Faithful Hound gets. It can easily be picked up by dropping an Estate to Artificer, and later in the game Artificer could use all the Copper to power up the Poor Houses while baking himself a card, which makes Poor House + Artificer a guaranteed $5 buy plus >=$4 gain.

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