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Messages - ehunt

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1
my opponent opened Swindler, and only managed to play it three times due to bad shuffle luck.

moreover, all three of those times, it hit an estate.

moreover, on two of those three occasions, I had a sheepdog in hand.


2
Turn 1 - ehunt
e plays 5 Coppers. (+$5)
e buys Stampede.
e gains 5 Horses.
e draws 5 Horses.

...

Turn 2 - ehunt
e plays a Horse.
e draws an Estate and a Haunted Mirror.
e gets +1 Action.
e returns a Horse to the Horse pile.
e plays a Horse.
e draws a Copper and an Estate.
e gets +1 Action.
e returns a Horse to the Horse pile.
e plays a Horse.
e shuffles their deck.
e draws a Copper and an Estate.
e gets +1 Action.
e returns a Horse to the Horse pile.
e plays a Horse.
e draws 2 Coppers.
e gets +1 Action.
e returns a Horse to the Horse pile.
e plays 4 Coppers. (+$4)
e buys and gains a Cemetery.
e trashes 3 Estates and a Haunted Mirror.
e discards a Horse.
e gains a Ghost.
e shuffles their deck.
e draws 4 Coppers and a Horse.

3
Variants and Fan Cards / Price this event
« on: May 07, 2020, 08:22:22 pm »
Each other player gains a Curse.

4
Variants and Fan Cards / Re: Really bad card ideas
« on: April 27, 2020, 03:30:13 pm »
Ven Action-Attack 

+2 Buys
+1 Card
You may return a curse from Exile to the supply.

5
Turn 14 - StefanXXX
S plays a Giant using Way of the Mule.
S gets +1 Action.
S gets +$1.
S plays a Displace using Way of the Mule.
S gets +1 Action.
S gets +$1.
S plays a Camel Train using Way of the Mule.
S gets +1 Action.
S gets +$1.
S plays an Expand using Way of the Mule.
S gets +1 Action.
S gets +$1.
S plays a Potion.
S buys and gains a Golem.
S discards a Golem from Exile.
S draws 5 cards.

6
yes, the curse pile was empty, also sorry, improving french vocabulary for a social-distancing project

7
a Duchy purchase you might regret... (the turn before he had hit me with 4 of them for a province, too!)

e achète et reçoit un Duché.
i réagit avec un Chat noir.
i joue un Chat noir.
i pioche 2 cartes.
e reçoit une Malédiction.
i réagit avec un Chat noir.
i joue un Chat noir.
i pioche 2 cartes.
e reçoit une Malédiction.
i réagit avec un Chat noir.
i joue un Chat noir.
i pioche 2 cartes.
e reçoit une Malédiction.
i réagit avec un Chat noir.
i joue un Chat noir.
i pioche 2 cartes.
i défausse 4 Chats noirs.

8
village green makes rabble a lot worse than smithy

9
Stockpile is a good Minion starter. Makes Minion affordable early and then gets itself out of the way.

10
Dominion General Discussion / bounty hunter is really good, right?
« on: March 20, 2020, 03:54:09 pm »
it cleans up provinces, it gives huge money spikes when you most need it, even when it doesnt give money spikes it's non-terminal, you can sacrifice a middling action card for money in the end game, you can even get that action card back if you like, etc.

11
Dominion General Discussion / dear self
« on: March 20, 2020, 12:20:06 am »
if you play village green for next turn it's not a cantrip, that was just your last action

12
we emptied the horse pile thanks to livery and populate

13
if you Procession with Way of the Turtle out you can Turtle the second play and then you don't have to trash the card

apologies if that's been noted elsewhere, who has time to read anymore??

14
artisan can grab venture and topdeck a green card which venture discards

15
Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: September 21, 2019, 01:19:08 pm »
p plays a Treasure Hunter.
  p gets +1 Action.
  p gets +$1.
  p gains a Silver.
    p gets +1 Coffers. (Guildhall)
  p gains a Silver.
    p gets +1 Coffers. (Guildhall)
  p gains a Silver.
    p gets +1 Coffers. (Guildhall)
  p gains a Silver.
    p gets +1 Coffers. (Guildhall)
  p gains a Silver.
    p gets +1 Coffers. (Guildhall)
  p gains a Silver.
    p gets +1 Coffers. (Guildhall)
p plays a Treasure Hunter again. (Citadel)
  p gets +1 Action.
  p gets +$1.
  p gains a Silver.
    p gets +1 Coffers. (Guildhall)
  p gains a Silver.
    p gets +1 Coffers. (Guildhall)
  p gains a Silver.
    p gets +1 Coffers. (Guildhall)
  p gains a Silver.
    p gets +1 Coffers. (Guildhall)
  p gains a Silver.
    p gets +1 Coffers. (Guildhall)
  p gains a Silver.
    p gets +1 Coffers. (Guildhall)

16
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: September 21, 2019, 12:02:03 pm »
I think Cathedral is a hair overrated. It's game-breakingly good, but discard attacks are a huge counter, so much so that you should probably avoid it on a board with them. Still might be the best project, though, and certainly the most game-warping.

Capitalism is underrated by many ranks.

17
Dominion General Discussion / Re: COMBO: hunting party/patron
« on: September 16, 2019, 12:15:15 am »
This isn't really a combo; there isn't much of anything that makes hunting party differ from eg menagerie or any other reveal card here, and hunting party makes it difficult to actually find all your patrons

combo threads are generally for things that completely change the game when present: hermit / market square, lurker / hunting grounds, etc

(hunting party is much better than menagerie here because you reveal the patrons that you don't draw as well as the ones in your hand; point taken that the word "combo" is controversial)

18
Lurker + Tragic Hero + Mountain Village

Play Tragic Hero for draw, trashing it. Gain it from Trash with lurker. Draw it with Mountain Village, play it again. Wind up playing the same few Tragic Heroes many times per turn.

Game #30558163

(this interaction is very specific to that game, where there was an incentive (Obelisk) to hoard Lurkers + extra actions (Recruiter) to start your turn off.)

19
Dominion General Discussion / COMBO: hunting party/patron
« on: September 09, 2019, 11:54:22 pm »
so there's a mild thread for things that should be called combos but that intimidates people,
then there's a mildened version of that, which is the same thread except you're not allowed to make the argument ("that particular set of cards appears too rarely to be put in a thread.") So those are the two threads. And initially (as you can see if you are into thread archeaology) I was going to place Hunting Party + Patron in the mild but not extra-mild thread, since I mean that's just two cards, can't get more probable than that except if it's just one card, which really can't go in a thread about putting cards together.

BUT

this synergy is so good that it deserves to be called a combo, and now there is no combos thread so therefore one must start a thread just for this pair. If you see these two cards on the board together you should probably be dropping every other idea you had for the board and spamming it. You only need a couple of Patrons but you want lots of Hunting Parties. You'll be generating 8-12 coin tokens per turn in no time.

20
inheritance plus capitalism:

e plays an Ironmonger.
    e draws a Copper.
    e gets +1 Action.
    e reveals an Estate.
    e topdecks an Estate.
    e gets +1 Action.
    e gets +$1.
    e draws an Estate.

21
Game Reports / treasure chest
« on: August 07, 2019, 12:04:29 pm »
game number 29405675 on tokyo

key cards: mountebank, swashbuckler, forum-dungeon-silos, church, moneylender, mission, no +2 actions, nomad camp is only +buy (besides forum)

we have roughly symmetric strategies at first, mountebanking and trashing and sifting, but hekate picks up a swashbuckler early. at the moment i thought this was a mistake because there's no room for multiple terminals -- till i realize all-too-late that i can't contest the treasure chest at all. now in the middle of a sifting-cleaning-slog, hekate's gaining a gold per turn. it's an easy win for hekate once we get our decks cleaned up and i have to buy treasures manually the old-school way.

22
Dominion General Discussion / defiled shrine: when to take the points?
« on: August 03, 2019, 11:06:16 am »
I don't really know how you're supposed to play Defiled Shrine, especially early in the game where it's pretty common for the pile to be worth 5 or 6 while you're still in your second shuffe and a curse (and the opportunity cost of building your deck) really hurts. While there are some clear heuristics (e.g. it's better to take the curse if there's trashing and there's not a key card to buy), I'd like to see some numbers. Has anyone studied this?

23
game ended in a draw so it's not clear this was overwhelmingly good, but Dominate makes Contraband a much better card

24
I'll start:

Urchin - Urchin - Village x4 - Leprechaun - Urchin (trashing the first two urchins) - Leprechaun

25
academy + peddler

enough to sustain an engine without villages

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