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Messages - markusin

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1
General Discussion / Re: Random Stuff Part IV
« on: October 19, 2018, 09:12:13 am »
It's not a garden path sentence, but I always liked "Flying planes can be scary". Is that in a Wikipedia article? I forget. I think we talked about it in a linguistics class I took.
Time flies like an arrow; fruit flies like a banana.

I read this and wanted to see if the picture I had in my head was somewhere on the internet. I found something close enough at the top of the Google search:


2
I bought the deluxe version, so I have played with Artifacts; it's good! I like it a lot more than Cities, which adds too many easy special achievements for my taste. Artifacts has some of the most crazy Innovation cards yet, and the way to get them (melding an older Age over a newer one) requires an interesting tradeoff.

The deluxe version also has nerfed some of the base cards like Industrialization and Calendar, which is nice.

I didn't see any changes to Calendar specifically.

Sorry, I confused it with Fermenting.
Yeah, I believe Fermenting now draws an age 2 card for every colour you have on board with a leaf, rather than a [2] for every 2 leaf icons on your board. Basically the same nerf was given to Industrialization, where you tuck based on your number of colours with a factory rather than for every two factory icons.

3
I bought the deluxe version, so I have played with Artifacts; it's good! I like it a lot more than Cities, which adds too many easy special achievements for my taste. Artifacts has some of the most crazy Innovation cards yet, and the way to get them (melding an older Age over a newer one) requires an interesting tradeoff.

The deluxe version also has nerfed some of the base cards like Industrialization and Calendar, which is nice.

I didn't see any changes to Calendar specifically.

4
Hearthstone / Re: Has anyone learned Hearthstone yet?
« on: October 15, 2018, 07:36:21 pm »
Mana Wyrm is getting nerfed to two mana. Will it now join the ranks of Mana Baddict?

5
Dominion Articles / Re: Island
« on: October 05, 2018, 01:51:31 pm »
So X years later, the consensus seems to be that this is a very situational finesse card that you most likely buy at specific times depending on the board and your shuffle luck?

One problem with this card as an alternative to Duchy is that the action doesn't help you until two shuffles later.  Sometimes, that's too late, and you threw away 1 VP for nothing.  So in this case, it can still function as $4 consolation prize.  You don't always want to spend $4 on 2VP three or more shuffles before the game ends...

According to the stats markus has been collecting, Island is gained pretty often:

<Island stats>

Island is gained substantially more than Duchy, Gardens, and Silk Road - and just as often by the winner, unlike those three cards (which are gained more often by the loser).  Island is even gained more often than Distant Lands; I think there's a case that Island has been underrated in recent years.  Temple is also an interesting comparison point, and I think Island comes out looking better.

Comparing it to Distant Lands is interesting. It's two less VP than Distant Lands, but doesn't compete with other 5-cost cards, is in the Workshop price range, and even gets rid of another card from your deck along with itself when played.

It's still a tough card to evaluate when figuring out when to gain it, outside obvious stuff like Ironworks.

6
Dominion Articles / Re: Island
« on: October 04, 2018, 10:22:01 pm »
Kind of makes me wonder if gain-to-your-hand options make Island into a decent finesse play, or if setting aside a Province in the middle of the turn is just a feel-good substitute for something more powerful most of the time.

Island might do well as an addition to any engine in asymptotic Dominion, but no one actually plays that, so it could be a moot point.  You could even use your last Throne on Island after you draw your deck and Island with two other Victory cards at the end of most turns, but this is probably not a realistic goal for a finite Dominion...

Asymptotic Dominion with Labs requires gaining more Labs than Victory cards + Treasures; otherwise, you draw only green and eventually stop when "you have flipped 5 more Tails than Heads", which eventually happens with probability 1.  The probability of this catastrophe per turn in the long run is some function of what % of your deck is Laboratory, and catastrophe has probability 1 for P(Lab)<= .5.
https://en.wikipedia.org/wiki/Galton%E2%80%93Watson_process#Extinction_criterion_for_Galton%E2%80%93Watson_process

Of course, knowing that doesn't make me better at Dominion.  Demonstrably...  :(

Yeah, I'm sure someone can do the math to figure out under which circumstances does adding a literal Laboratory reduce chances of a dud more than removing a stop card from the deck.

Card draw gives you a higher ceiling for what you can do with your turn, but will often not be as good for deck reliability compared to removing stop cards from your deck. However, green cards are stop cards you usually need in your deck to win, and having a lower ceiling for deck output by removing stop cards rather than adding draw eventually makes it difficult to buy Provinces.

Island happens to be a card that can rid your deck of even other green cards without losing the VP on the islanded green card. That can be quite good if you have a convenient way to get Islands.

7
Not really. There is basically no such thing as a player 2 advantage. If there were, the first player would pass to become the second player. Sure, the timing of your shuffles don't quite make that always the best play, but that's a higher-order effect.

There's a second-mover advantage, though, which means that there's less incentive than usual to take the artifact first. By doing so, you're opening your opponent up to a much stronger play of stealing it from you. It's like taking Dame Josephine if she's the top Knight on the pile, but even more so.

I think this is totally wrong, and for a reason you have noted - the timing of shuffles. You seem to think this just occasionally might muck up your logic, but it totally nukes it every time. You don't get to pass in dominion. You get to put your hand into your discard pile and draw 5 more cards. That's absolutely not the same thing.

What complicates things is that you get the effect of the flag the turn you get flag bearer, so there could be times where spiking a card with Flag Bearer and likely getting to play the spiked card before player two is worth it for player one. The first mover gets the 6-card starting hand first, and only after several turns of losing the flag are they at a clear disadvantage. Also the opening it matters what order you get the Coppers and so player two might not be in a position to contest the Flag right away, say if player two has 4/3 or 5/2 and player one has 3/4.

Edit: oh you were talking about player one passing T1 completely, while I was specifically talking about Flag Bearer.

8
Dominion: Renaissance Previews / Re: Your reviews of the previews
« on: October 01, 2018, 09:20:20 pm »
I gave my impressions of the preview cards in a video recording that I uploaded to my YouTube channel.

Watch here:
https://www.youtube.com/watch?v=hWHyjnEjE0k

It took me an embarrassingly long time to figure out who Melisha was.

And it took me maybe ten seconds to figure out what you were talking about.

9
Dominion: Renaissance Previews / Re: Your reviews of the previews
« on: September 29, 2018, 11:57:11 am »
I gave my impressions of the preview cards in a video recording that I uploaded to my YouTube channel.

Watch here:

10
In short, I think these projects are awesome. They basically work like Events, so it's nothing we haven't seen before as a whole. I always found Events and Landmarks to be a very card efficient source of variety in the game.

The throne effect for the first action you play in a turn, that's been a thing since the Goko/MF campaign where one of the levels had it, I think at DXVs request.

11
Plunder getting the token benefits from the Adventures tokens originally put on Encampment.

12
Swashbuckler: Why does everything Pirate-related have to be weak?  :( Well, at least it's not borderline useless, like that other card...

My impression is that it's stronger than it looks. With any sort of discard enabler (e.g. Warehouse, Plaza, Stables, Militia) it's already +3 cards, +1 coffers. With other sources of Coffers, you can gain a Gold on every turn AND you can still spend the Coffers afterwards.

Not sure if it's better than Werewolf, Rabble, Patrol, Journeyman, but it definitely might be. Probably not as good as Torturer and Margrave.

Most midturn gainers will work as enablers as well. Workshop variants, treasure gainers like Squire and Amulet, Bandit Camp, stuff like that.

13
Flag Bearer: Definitely tricky to figure this one out. The Flag is amazing of course, but then the card itself is a piece of junk that takes up that extra hand space...

Swashbuckler: Why does everything Pirate-related have to be weak?  :( Well, at least it's not borderline useless, like that other card...

Treasurer: This looks really good on first glance. Copper trashing is usually welcome.

Also, I'm really loving the artwork on all of these. I haven't seen a single piece of artwork I actively dislike yet; the worst ones I'm just ambivalent to.

Swashbuckler has a lower bound for how weak it can possibly be given that it is a Smithy+ for $5. If you don't want the Treasure Chest then you can spend excess Coffers Tokens. If you can reliably play four of them in a turn while having a discard pile then probably you have enough draw to accomodate the extra Gold.

About the art, eh Ducat is all "Notice me! I am a big yellow blob!" And Villain I only noticed just now is probably sitting on a step and not sitting on his knees with split legs like a guy who just got stabbed. That weird out of focus thing (shoulder?) on the bottom left threw me off. The Priest also has some weird yellow dog background like the Isotropic Adventurer art. I think other than those yeah the art is cool in this set.

14
Flag Bearer and Treasurer are simple cards that come with simple Artifacts. Treasurer is nice because it does a bunch of things and the Artifact is an aside.

The Flag Bearer really pushed for a sort of tug of war because the Flag is really impactful. In games without sources of extra actions though, the Flag Bearers get in the way quickly.

Swashbuckler is a $5 Smithy with a potential +1 Coffers. That's already neat. If you really want, you can try hoarding the Coffers tokens for the treasure chest, but I don't know how often you'd want to, especially given the opportunity cost of not spending the Coffers. Then again, it is the hardest to contest if you are behind of Coffers.

15
I don't think SM is a power card, but I do think people are somewhat underrating the on-gain effect. If you open 4/3, you can grab a SM and a second 4-cost card on turn 2.

Yeah, but that's just the Nomad Camp thing all over again. You can open Nomad Camp/another $4 cost card, but if you do, you just essentially opened with Woodcutter/$4 cost card, which is just a regular 3/4 opening where the $3 is particularly weak.
It's particularly good when there is a TfB available, especially one that costs 4 or less such as Procession or Remake.

For example:

Turn 1: SM
Turn 2: Procession
Turn 3: Procession the SM. Now you have a $5 card, $5-8 to spend this turn (4-7 copper and the coffer), and two villagers. You're also shuffling your discard pile for Turn 4.

That's if the two cards collide on Turn 3. There is no guarantee that will happen.

16
I don't think SM is a power card, but I do think people are somewhat underrating the on-gain effect. If you open 4/3, you can grab a SM and a second 4-cost card on turn 2.

Yeah, but that's just the Nomad Camp thing all over again. You can open Nomad Camp/another $4 cost card, but if you do, you just essentially opened with Woodcutter/$4 cost card, which is just a regular 3/4 opening where the $3 is particularly weak.

I'd say +2 Cards, +1 Buy, on-gain Villager, and more stuff if you trash it adds up to quite a bit more than what Woodcutter has to offer for $3.

Maybe the on-gain Villager is what makes it worthwhile, but +2 cards +1 buy is not really any better than what Woodcutter has to offer.

+2 cards +1 buy is Moat with +buy, similar to how Tragic Hero is Smithy with +buy (and a conditional self-trash effect). Early on, Moat is not great, and neither is Moat with +buy. Now Silk Merchant is quite good for its cycling as an opener so long and you have villagers, but once you spend your villagers it is a big liability until you get more villages or Villagers.

17
I agree with Chris is me on the worth of Silk Merchant. I have decent expectations for the card. Early on maybe the +2 cards doesn't end up conflicting with another terminal, and you have the Coffers token to hit a high price point after the draw. In fact, a Silk Merchant / Silver opening guarantees hitting $5 before the second reshuffle, and I'm sure many other Silk Merchant openings do as well.

Being a treasure possibly makes Ducat distinct enough from Candlestick maker, depending on the rest of the set. Typically you don't get too many Candlestick Makers unless there is a synergy with it somewhere (e.g. draw to X). I Imagine Ducat will be similar, though the Copper trashing on gain is neat.

Villain reminds me of Raider. The attack can be weak a lot of the time, but it can pack a punch at the right moment while producing decent economy.

Edit: Silk Merchant also lets you open with another 4-cost if you get it for $4 Turn One.

18
Other Games / Re: The Mind
« on: September 25, 2018, 07:05:41 pm »
I think the meat of that blue eyes / brown eyes island logic problem was why you need the Oracle to declare that at least one person has blue eyes.

19
So they are not called "Actors", but then you have Acting Troupe that gets you a bunch of Villagers. "Villagers" sounds so intuitive, it seems like an obvious naming choice in retrospect.

Acting Troupe as a replacement for village is tricky because they eventually run out, but then this is a push to try ending the game. Alternatively, you can use several to hoard Villagers in order to try pushing for a mega turn. They also work with Throne Room for 8 Villagers, one of which you can spend right away to continue the turn. Acting Troupe is also nice as a one-of in a deck that has villages already to help with reliability, kind of like Coin of the Realm.

Sculptor seems nice for getting early economy while trashing aggressively, and then it can move to gaining nice actions, possibly with previously acquired Villagers. Still, at $5 it is pricy.

Recruiter seems very powerful. Use it early to trash Estates and Coppers while getting some Villagers to have it go from a Moat to a Lab if need be. In a deck with +buy or +gain, you can use it as a source of actions for your 2-3 terminals so long as you trash a $5 every other turn. You even get to trash after the draw, though the trashing is mandatory.

All in all, I like these cards.

20
Get rekt Harbinger.

I fear tracking issues with Priest during complex turns, but otherwise I like it and the role it fills. The first one does less than Moneylender when trashing Copper, but can trash anything else and still get the +$2. It is also reminiscent of Sacrifice.

Seer has that nice price point range for its draws that keeps it from drawing itself but will help you find your support cards, including most villages. It lets you topdeck the rest too, that's an impressive bundle.

Is Scholar supposed to be the card with only 4 words? Naturally Scholar entices Draw-to-X support cards, but it does discard everything in your hand, so it feels more risky. Really want good deck tracking with it, even if you are just using it as a 5-cost smithy variant. The deck cycling is maybe relevant also.

Experiment seemed really powerful to me at first, as it's two Labs at the cost of $3 and a buy each turn, but so is Expedition. Experiments can have more synergy, but you don't get the draw at the start of the turn.

My schedule is a bit scrambled this week, but I'll try to give my impressions in video form for all the previews sometime before the set comes out. Also, today's previews give me an Alchemy feel.

Random art complaint: It's nice that we get an equal share of female characters now, but I dislike the tendency of portaying them young and attractive. Here we have two old dudes and two younger women.

I don't know, that scholar looks a bit aged on closer inspection, or perhaps just worn out. Still an interesting observation.

21
Tournaments and Events / Re: Renaissance: The Tournament
« on: September 23, 2018, 10:44:28 am »
In

22
Dominion: Renaissance Previews / Re: Teaser
« on: September 22, 2018, 08:53:46 am »
Don't forget the name of the card and its type. That leaves room for only 1 or 2 words in the card's actual effect. My guess for the 3-word card would be:

(cardname)

$1
+1 Coffers

Treasure

which would probably cost around $4. But it seems a little boring, not much you can do with 3 words.
DXV doesn't so Silver+ for $4. Make it +2 Coffers at a price of $5.

A treasure that gave +2 Coffers would look boring compared to Butcher.

23
Dominion: Renaissance Previews / Re: Teaser
« on: September 21, 2018, 09:21:37 pm »
The trasher you can't turn off, it would be wild if it was trashing from the top of your deck instead of your hand. I wonder if it's an actual deck thinner and not in the vein of "Remodel Province into Province".

24
If you Procession a Hireling, the Procession is not discarded during Clean-up; it remains in play indefinitely.

(Forever, unless you pull a stunt like Bonfire, or you played Procession on the Procession you played on the Hireling, or...)
That's wrong: under current rules, Procession gets discarded immediately because Hireling leaves play. That's why it's a neat interaction to Procession Hirelings.

Yeah I remember something like that. You still get the plus card for the rest of the game, right? It doesn't make sense to me that you do, but I think there was a tournament board that had you track it with tokens or something.

You get plus two cards for the rest of the game.

25
Dominion General Discussion / Re: Interview with Donald X.
« on: September 20, 2018, 02:26:21 pm »
Did you ever worry that the recent expansions have been trying to do too many new things at once? Up through guilds, each expansion had one or two mechanical themes, then adventures comes along with 4 (Events, reserves, player tokens, travelers. Not counting durations, as they're pretty much standard now), empires with 5 (Events, Landmarks, Debt, VP chips, Split piles), and Nocturne with 5 (Nights, non-supply piles, Boons/hexes, Heirlooms, states)
It depends on the mechanic - does it make you reach for the rulebook or not - but yes. I think the recent expansions have gotten too complex. I always cite how Vampire makes you read 18 cards to know the full story.

As you will see, despite having 4 mechanics, Renaissance is much simpler.

18? I count only 14 (card-shaped things)...What are the other 4?

Deluded, Envious, Miserable and Twice Miserable. Alternatively, Deluded/Envious, Miserable/Twice Miserable, Curse and Copper.

...And I thought Donald was exaggerating.

That means Hexes by themselves make you read 16 cards. So Vampire, Tormentor, and Skulk all make you read 18 cards. Leprechaun sits at 19.

Edit:
Leprechaun and Tormentor share Vampire's status in also counting the 12 Hexes, 4 associated States, themselves, and a non-Supply card.

If you count Gold as a different card to read, Skulk also shares Vampire's status and Leprechaun surpasses it.

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