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Messages - crj

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Hmm. If you've got Cursed Gold, Donate and Upgrade in the kingdom, a baseline if you draw CG on turn 1 might be:
  • Donate everything except Cursed Gold and 2 more Coppers than you need to clear the debt
  • Pay off debt, gain Curse, buy Upgrade
  • Upgrade away curse, gain Curse, buy Gold
  • Upgrade CG to Upgrade, buy Gold
  • Upgrade away Curse and Copper, buy Province
  • Upgrade Upgrade to Gold, buy Province
  • Upgrade away Copper, buy Province
  • ...
That's getting a Province a turn from T5 onwards, but it would be a pretty peculiar kingdom if the other cards didn't offer the opportunity to do even better! (And now someone's going to show how to do better, or just make the above more reliable, even with only CG, Upgrade and Donate.)

I've not playtested it, but I reckon it might produce an interesting dynamic.

Yes, the negative effect of keeping my version of Shield in reserve is only the same as the weakest attacks. That's deliberate. If the effect of Shield was the same as that of the strongest attacks, it wouldn't be protection in any meaningful sense.

Note also that you get the downside even if you haven't been attacked. Is it still worth it to protect against an attack every other round, say?

If start player buys it on turn 1, do you even buy the attack? Conversely, if nobody buys any attacks, do you regret having wasted your first buy on a card that's even more dead than the other $2 defences?

Having seen the discussion of a strong card that gives defence while on your Tavern mat, but is balanced by good effects if kept in circulation, it occurs to me that an alternative is a card that gives strong defence while on your Tavern mat, but is balanced by hurting you while it's there.

The example which first occurred to me:

Shield, Action-Reserve
Cost $2

+1 Action
Put this on your Tavern mat
While this is on your Tavern mat:

When another player plays an Attack card, it doesn't affect you.

At the start of your turn, discard a card or gain a card costing $0. Then you may call this for +1 Card.

Game Reports / Re: Dear My Opponent: I am Sorry
« on: April 19, 2018, 01:32:39 am »
Um. Buying Peasant, upgrading it in four steps to Teacher, then putting it on your Tavern mat four times and calling it four times has to take at least 13 turns. Probably several more, unless you do a preposterously extreme trick like Summoning a Peasant then Donating your deck.

Given Big Money wins on turn 17 or so, you need to have some really strong justification for playing Teacher so many times instead of doing something that gets you VP and ends the game quicker.

Dominion General Discussion / Re: Being sneaky
« on: April 15, 2018, 09:44:59 pm »
Pet niggle: when announcing they're buying or gaining something, that should be announced as "buying XYZ" or "gaining XYZ", not just "XYZ". The confusion otherwise is especially irritating with something like Ill-Gotten Gains.

Dominion General Discussion / Re: Being sneaky
« on: April 14, 2018, 07:03:14 pm »
What about intentionally hiding things you do to determine game state?

To pick an example, is OK to count the Provinces surreptitiously while nobody's looking, instead of openly counting them and telling everybody how many there are?

(It's certainly not something I'd do. But I would look up a rules clarification for a card in my hand without letting people know what I was doing.)

I think only Reserve cards and Duration cards (and Throne Room things that play Duration cards) can ever end up in play on other player's turns.
Currently, I think that's right.

But it sounds like the kind of observation that's not inherent to the game and might easily be violated by some future card. After all, it's the Reaction aspect of Caravan Guard which means you can play it on another player's turn; it's just a coincidence that it's also a Duration.

Hmm. Is this informed at all by the corner case of Sacred Grove on the River's Gift?

Actually, now I think about it, Sacred Grove + River's Gift is a bit peculiar in a lot of ways. I'm guessing players have to choose whether or not they are going to receive the Boon when Sacred Grove gets played, but then each player's choice must be remembered until clean-up?

Then, "(Keep this until Clean-up)" is part of the main on-Receive text, not below a line. So... um... every player who chooses to receive the Boon must keep the card? I sense a custody battle.

But, more pertinently, The River's Gift is presumably discarded at the end of the current player's turn, not retained until Clean-up of the last player who chose to receive it. That would tend to suggest that on-Clean-up effects happen the next time any player cleans up?

(Or maybe the person who played Sacred Grove keeps The River's Gift, and everyone else Loses Track of it. But the Lose Track rule applies to Cards, and The River's Gift isn't a Card...)

It feels to me like there are two different kinds of difficulty here.

Firstly, there are cards like Stash which must be an absolute pig to implement under any circumstances.

The second category is cards which are so unexpected they might break preconceptions the implementers baked into their code concerning how the game works. Crown is an example of a fairly simple card that might break things quite badly: the first ever card that can be played when you're playing Actions or when you're playing Treasures. (Werewolf, by contrast, was probably easier to implement because once you've got Action-Treasures, Action-Nights aren't such a nasty shock.)

Inheritance was probably a pain to implement in both respects. (-8

Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Conclave
« on: April 05, 2018, 05:12:48 pm »
The comparison is natural, but I think itís a bit misleading, because Conclave is way better than Festival.
That doesn't make the comparison unuseful. Indeed, it throws into stark relief that Conclave's $4 price point is one of its strongest aspects?

Dominion General Discussion / Re: Interview with Donald X.
« on: April 04, 2018, 09:20:14 pm »
OK. Now I want a Rodents Of Unusual Size promo...

Let's Discuss ... / Re: Let's Discuss Adventures Cards: Transmogrify
« on: April 04, 2018, 06:43:45 pm »
It's Salt The Earth. Ish.
It's Band of Misfits/Overlord. Ish.
It's Upgrade. Ish.

It's an interesting card!

Introductions / Re: Chase Adolphson's intro
« on: April 04, 2018, 06:37:08 pm »
I think I've encountered two people that didn't like Dominion among the more than 100 I've taught it to.
Gosh! On a regular games evening, if I suggest Dominion, only about a third of people will be interested. Some people will just have some other specific thing in mind to play that evening, but even so about half the people present outright don't like Dominion, or have got bored of it. )-8

(Then again, that's a fairly diverse group. Some of them decline Dominion in order to play Articulate; others decline Dominion in order to play Gaia Project!)

Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Conclave
« on: April 03, 2018, 09:55:01 pm »
- Are there any cards you can compare it to? Maybe some Throne Room variants?
How about Festival? Costs $1 more, gives +Buy, getting two actions is unconditional.

This has now got me thinking about edge cases: Conclave plays a card at once, before it's finished resolving. Is there some useful hack you can do with that? The best I can think of is using Conclave to play a Royal Carriage then immediately calling the Royal Carriage on the Conclave.

Dominion General Discussion / Re: Favorite Expansions in 2018
« on: April 03, 2018, 09:39:10 pm »
What was wrong with March? Not useful enough? Too useful?

Let's Discuss ... / Re: Lets discuss intrigue cards:coppersmith
« on: March 29, 2018, 09:59:31 pm »
Sure. And they'll beat BM. But do you think they qualify as engines, or just BM+2*Dungeon+whatever?

Talk of reliably drawing your entire deck, let alone then playing King's Court + Coppersmith for a three-Province turn seems fanciful.

Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Tragic Hero
« on: March 29, 2018, 04:33:33 pm »
- When is the drawback actually a boon?
The time may have come to start saying "advantage" rather than "boon" in general conversation. /-8

Let's Discuss ... / Re: Lets discuss intrigue cards:coppersmith
« on: March 29, 2018, 04:28:55 pm »
Not 100% guaranteed is an understatement. Can you give an example of a plausible Coppersmith engine that's got even a 1 in 3 chance of drawing your deck?

Dominion General Discussion / Re: Playing the new Guilds & Cornucopia!
« on: March 29, 2018, 04:10:21 pm »
Being a christian myself, I felt a little bit uneasy when Nocturne came out.
I've played Secret Hitler. In a church.

Let's Discuss ... / Re: Lets discuss intrigue cards:coppersmith
« on: March 29, 2018, 11:04:24 am »
However, as discussed in this thread just a few days ago, you'll really struggle to draw your deck reliably with seven Coppers in it, let alone with several Coppersmiths as well. Indeed, even King's Court is a stop card!

Dominion General Discussion / Re: Playing the new Guilds & Cornucopia!
« on: March 29, 2018, 10:02:48 am »
Yes, it's very pretty. But it only depicts one coffer!

This is all going to continue to bug me; I can tell. )-8

Let's Discuss ... / Re: let's discuss guilds cards: baker
« on: March 29, 2018, 10:01:11 am »
Um. Yeah. I can believe that!

Any +Buy? (-8

Dominion General Discussion / Re: Holy Week Kingdom
« on: March 28, 2018, 05:51:49 pm »
(Unless Pilate was a Patrician)
He was a Prefect. Which is quite a cool card name waiting to be used some day. (-8

Let's Discuss ... / Re: let's discuss guilds cards: baker
« on: March 27, 2018, 01:20:39 am »
If you're drawing your deck, there's no particular reason to have Baker. Well, except as an expensive Peddler, if that's what you need.

Where I've found Baker really useful is in getting the spikes I need around T5-8. If I want an early Province for Tournament, or I want an Inheritance, a few coin tokens make me a lot more confident.

Trouble is, Baker costs $5, whereas Candlestick Maker is a $2 which is almost as good for that purpose.

This is the kind of thing software engineers solve with major and minor revision numbers. For example, it could be said that Base and Intrigue are now at 2.0, whereas the other sets are at 1.1 - such terms are well understood.

(The reprinted Pathfinding card would then be Adventures 1.0 service pack 1. (-8 )

Absent that, I'm personally tending to refer to the "updated" versions of most sets, and people seem to be understanding me.

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