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Messages - dan11295

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1
Question is do you ignore inheritance if Tribute is on the board? Tribute is usually a mediocre card, but suddenly your opponent is getting +2 Cards +2 Actions every time he hits an Estate. Second, given the $7 cost, and the fact you have to set aside a card in your hand, basically you are spending $7 to turn your estates into something useful. Would appear to only be worth it on board with no or weak trashing (e.g. Trade Route, Expand). Then there has to be something worth having three of on the board costing $4 or less (usually). You probably don't want 3 Sea Hags etc.

Best targets:

Baron - This synergy has already been discussed.
Tournament - If you have $7 exactly then this can really help you line up your Tournament and Province.




2
Basically Inheritance turns your Estate into a $2 Estate that gains the abilities and types of the card you set aside. It doesn't work with Crossroads because you still played an Estate, not a Crossroads, as mentioned above. Few other examples/interactions relating to other cards, some have which been discussed above (correct me if I am wrong):

Swindler: If the Inherited card gets Swindled, it gets turned into another $2 card, either Estate (which still becomes Inherited card) or other $2.
Treasure Map: Doesn't work, your Estate is not a "copy of Treasure Map" as Donald already mentioned.
Potion-cost cards: Can't use it on these, just like you can't use Workshop or Ironworks to gain them.
Baron: Mentioned above, Still works, since you are still discarding an Estate.
Young Witch: Can't reveal the Estate as a Bane, as the Bane card is never an Estate.
Squire: Does work, you can trash your Inherited Squires to become attack cards, as card text says "when you trash this".
Sage: does not combo with Inherited cards, since the Estate still costs $2, and will pass over them.


3
Other Games / Re: Rules for 7 Wonders: Babel now available
« on: December 01, 2014, 08:25:47 pm »
Played a couple of games with this last night. A Few observations:

1. The tile that disables the mixed/double resources seems to result in multiple Babel tiles being played shortly after to try to cover it up as multiple players tent to be hurt a lot by it. This is a good tile to hold until later and if you either don't have those resources and/or playing a strategy that doesn't involve them (i.e. science chaining) you can play it late to hurt other players. On the other side, if you are played Giza (B in particular), for example you can take this just to make sure it doesn't get played.

2. The tile at allows you to chain neighbors cards isn't that useful IMHO. I am not likely to want to start building science in age 2. The other cards that chain mostly do not require that many resources. Very situational use.

3. The Great Projects can mess with you because they can force you to build something you don't otherwise want two (i.e. Military) to avoid a penalty. Have not played with leaders+this, but would appear losing all your money at the end of the round would be more painful here, as unless you can build leaders for free you are forced to pitch one for money instead of building it.

4
Power Grid General Discussion / Re: Who all is interested in this?
« on: September 09, 2014, 04:33:11 pm »
I play Power Grid once every 2-3 weeks probably. Can hold my own against other very good players. Still learning some of the more advanced stuff like when to trigger step 2 and when to stay back. But I can certainly tell a good plant from a crap one. Just played China map for the first time yesterday. probably more brutal in Power Grid with the rule set for this map. i.e. first 30 plants come out in order, expensive resources (generally). Not a map to introduce someone to the game with. 

5
Dominion General Discussion / Re: New Promo at Origins...
« on: June 15, 2014, 09:01:50 am »
Given the opportunity cost (has to be better to get this than Province) it is certainly better in a Colony Game. Question is what cards work best with it. Ignoring cards it doesn't work on, and cursers (harder to get to 8 in cursing games and they will likely be almost empty before you could Prince one anyways). my thoughts are:

Militia - Leave your opponent with a 3 card hand for the rest of the game if no defense is available
Monument - +2 coin +1 vp every turn.
Smithy - 8 Card hand every turn.

These are cards you often want anyways so you are likely to collide them with Prince, as opposed to buying a card just to Prince it. Although Prince of Thieves and Pirate Ship would be nasty in games with limited sources of virtual money.

Prince of Throne Room could actually be dangerous with trashers on the board. Any hand with Remake and a Province = bad if you don't have another action to Throne.



6
Game Reports / Re: Trashing at its best ...
« on: September 21, 2013, 09:39:15 am »
The question I have is would have just playing Masterpiece/Feodum been better?

7
Of course as a practical matter the presence of Knights would make gathering many different cards out of the Black Market hard, as those cards could be trashed with no ability to replace, plus the Knights will trash each other.

8
Game 54: What exactly was your opponent doing? I will admit the kingdom was pretty bad but opening Scout in a shelters/no alt-VP game.....

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Dominion Articles / Combo: Masterpiece/Feodum
« on: June 26, 2013, 06:15:51 pm »
I recognize that Guilds is still very new but this combo seems extremely strong, Saw it in two of WanderingWinder's videos and both times it was dominating. Seems very resistant to junking attacks due to the Silver flooding. Would think discard attacks might be a bit better but saw WW tried opening Militia and it didn't pan out well. I gather his opponent could still keep 3 Silvers in hand (the minimum I think you want to spend for Masterpiece overpay once you have good money in your deck.) Or just use those turns to buy Feoda instead.

Got me thinking if there was anything else on the board that you make you not go for this? Does it beat King's Court/Bridge?

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With team 4p, have found some late game demands (Combustion in particular) to be even stronger than in 2p. Steal from both opponents score piles and that find a way to get an 11 drawn.

11
Had an opponent counter my Fermentation/reformation engine (I had 17 leaves!) in an echoes game by getting classification, stealing my greens then using measurement to draw an 11 while up in score. Guess in that situation I just needed to make sure I draw through the 6's in one turn. Sometimes I just get lazy and do something sub-optimal which gives my opponent and opening. That said there are more counters to this in echoes.

12
Innovation Game Reports / Re: So that's what Suburbia is for
« on: April 25, 2013, 08:13:34 pm »
http://innovation.isotropic.org/gamelog/201304/25/game-20130425-170533-5f547463.html

Ended up using Suburbia in a Fermentation draw game, where Reformation was in the achievement pile and my opponent drew bicycle. Got lucky when my opponent had me share physics one turn and I didn't have to return all my cards. Funny part of the ending was my score pile had 10 10's only.

13
Innovation Game Reports / Re: ridiculous chopsticks game
« on: April 13, 2013, 08:22:30 pm »
Chopsticks is a great counter to an opponent you is trying to tech up on you from the get go but doesn't focus enough on scoring. Results is a big one pile being left behind waiting for chopsticks abuse. Early on with echoes I didn't fully understand how to use the card and got burned by it.

http://innovation.isotropic.org/gamelog/201304/13/game-20130413-170550-86db7fa9.html

This game my opponent had melded age 6 card by turn 7, but never scored or attacked my score pile. I scrapped enough scoring together to get 1-4 achievements + 1 three more times. I gambled and get real lucky with the Metalworking share. Didn't try to get monument because I thought it was too risky. Don't know why my opponent didn't just tuck echoes cards instead of base w/Industrialization, I thought I was in trouble when he melded it. The Echo in his hand was Morphine so it wouldn't have covered it up. Without Chopsticks I am sure I lose this one badly.

14
Innovation General Discussion / Re: Countering early scoring?
« on: April 03, 2013, 04:59:40 pm »
Sometimes you get games with you draw the same 2 colors for the first couple turns against a clothing player. But even then there are options (e.g. Map Making) to go after those scored 1's

http://scorepile.org/gamelog/201304/01/game-20130401-135225-d796e050.html

Here is an example of some early scoring I did that I should have never been allowed to do. At minimum my opponent should have melded Masonry to prevent me from using Clothing to achieve Monument. I think my opponent was too focused on using Tools.


15
I lost an echoes game by Saxophone. When it happened I just shrugged (was ahead in achievements at the time) since its generally not worth worrying about your opponent winning in this manner. Also have a Social Networking win.

16
Innovation Articles / Re: A More Detailed Strategy Guide
« on: March 23, 2013, 09:19:56 pm »
Only true if physics has been tried unsuccessfully and the cards returned, and then you played physics and redrew them. No reason why the last 3 cards can't be all different otherwise.

17
Sometimes You just get bad draw luck when trying to block Clothing. Had an Echoes game where i had an Age 1 draw and tuck echoes card. Dogma it twice and tuck a purple that I already had twice in a row. But generally you want to get colors our as soon as poosible against Clothing

18
Innovation General Discussion / Re: Echoes: Race to Industrialization?
« on: March 17, 2013, 09:20:02 pm »
Gets even crazier if you have Plumbing echoed. Now you can score at the same time you are draining piles.

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Innovation General Discussion / Re: I'm sorry
« on: March 17, 2013, 12:26:06 pm »
I did notice that Metalworking was shared in that game. I generally consider that too much of a risk (I have gotten Monument from sharing my opponents dogma before). Other than that it just looks like a Fermentation/Reformation draw and tuck engine.

20
Innovation General Discussion / Re: Looking for some advice
« on: March 16, 2013, 09:31:01 pm »
I actually DID win one game by doing Agriculture and not much else...generally thats poor strategy though. Someone uses Anatomy on you and you are dead in the water. Am learning quickly that Innovation requires a bit more focus than Dominion. I tend to be lazy at times and not look at the entire situation. One game I lost because I splayed the wrong color up (needed more crowns to protect against Skyscraper). I also need work on picking up potential engines that my opponent may use before its too late.

21
Innovation General Discussion / Looking for some advice
« on: March 16, 2013, 06:45:58 pm »
Have lost ~10 games in a row. trying to figure out how to play better. Here is log of game I just finished

http://innovation.isotropic.org/gamelog/201303/16/game-20130316-153919-9d3ff190.html

Got very quick start with Metalworking with a lof of scoring and a couple early achievements. But then I just got killed from midgame on with Leaf and Crown demands: Mapmaking, Anatomy, Enterprise, Navigation, Societies and finally Combustion.   

What do you do when you opponent can basically take your score/meld pile at will and make it hard to meld anything?

22
Lots of new people on Innovation Iso today...of course for some reason I am playing terrible and losing to all of them..lol

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Innovation Game Reports / Re: Fermenting + Reformation (-> Bicycle)
« on: March 12, 2013, 06:43:36 am »
Been on the short end of this combo a few times. Getting the cards to counter can be hard because Gunpowder can be easily drawn and tucked (or played)by the player doing the combo.

With echoes a similar hard to counter combo is Industrialization with Plumbing echoed. Draw and tuck, then score a high value card you just tucked. With enough factories you can end the game in 4-5 turns giving an opponent limited time to counter. Good chance the tucking player is able to hide away clock based attacks like Mass Media, Rocketry, etc.

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Innovation Game Reports / Re: stupidest / luckiest game ever
« on: March 02, 2013, 11:54:15 am »
Sometimes it is just luck. Also important to remember not to give up if your opponent is teching ahead, especially with echos. If your opponent is teching up likely they are not developing their board in order to do this. Work on developing and get a card to force them to transfer a high value to your board. I personally lose more to being unable to stop a scoring engine as opposed to having an opponent run away on tech.

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Innovation General Discussion / Re: Is this all luck?
« on: February 22, 2013, 05:31:54 pm »
I agree comebacks are certainly possibly, I give up too early sometimes I do admit. Had one Echos game where I had a lead in leaves but not anything else. Late in the game was able to draw and meld Ecology, dogma it next turn and draw Social Networking. Was certainly very lucky there.

Unsure about the best counter in situations when your opponents get 15 points in two turns Metalworking or the like.

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