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Messages - Dingan

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I emptied the Estate pile on turn 7. Game Id 16899310

T1: Copper+Copper -> buy Estate
T2: Copper*4+Cursed Gold -> Inherit Transmogrify
T3: play some Estates
T4: Inherit Cursed Gold into Bridge Troll, play Bridge Troll
>=T5: Inherit Coppers and Curse into Estates

I'm not sure what I would have done after my deck consisted of just 2 Bridge Trolls and like 1 or 2 Coppers, but doesn't matter cus opponent resigned.

Necromancer / Leprechaun

Play a Necrom as a Lep for Wish if you can, otherwise play the Necrom as something else, thereby never having a 'dead' Lep.

Dominion General Discussion / Re: Question- What is an Engine
« on: July 27, 2018, 05:31:45 pm »
Soooo .. when do we get to see the form responses?

Dominion Online at Shuffle iT / Conspirator Bug?
« on: July 26, 2018, 04:50:55 pm »
Is this a bug or am I just going crazy? Happened like 3 times this game, and certainly affected the outcome of the game as this lead to a Province, which lead to a Followers, which lead to me resigning.

Dominion Online at Shuffle iT / Re: Feature Request: Mute the chat
« on: July 25, 2018, 01:43:30 pm »
I wanna be able to turn this shit off...

I personally like the reconnect feature. It's one of the best improvements over the previous client.

Oh so you don't get the same Boon twice? Could have sworn I did, including getting 4 Wil-o-the-Wisps a few different times. Game Id 16624745. Tbh I still don't know how the Boons and Hexes and States work, as I've never touched them irl.

Lurker / Pixie

I'm sure this combo has been mentioned before but you can do crazy things when you trash 1 Pixie multiple times. 1 Pixie and n Lurkers leads to potentially (1+n)*2 received Boons. Just played a particularly wild Torturer game with no villages so at first glance there was no way of chaining Torturers but with the aforementioned combo plus The Field's Gift I could fairly reliably get 5 Actions (Field's gift x 2). Pathfinding on Pixie w/ 10 Pixies helped.

Dominion Online at Shuffle iT / Re: Frozen Rats
« on: July 22, 2018, 02:32:40 pm »
Graverobber is a known bug for the AI.

Assuming you are referring to Lord Rattington, when did he become intelligent?

(Also, I know this isn't Dominion's problem, by why Fool's Gold rather than Fools' Gold? There's more than one fool in the world!)

Exactly, there are 10.

Edge case: Black Market

Dominion General Discussion / Re: Interview with Donald X.
« on: July 17, 2018, 02:22:36 pm »
Why do you have the "everywhere" part on Bridge (formerly "including cards in playersí hands" in the 1st edition), but not on Highway, Princess, Bridge Troll, etc.?

I have literally no idea what you mean by "technically" here.
"Literally" is in-and-of-itself another abomination of modern English.

If you're ever thinking about using a semicolon, don't. Just don't. I promise you you don't need it.
- said no programming language ever.

Rats / Tower

Just played a game where when 2 piles were empty, I Butcher'ed something into a Rats mid turn, drew it, then used it to trash the rest of my deck and gain the other 19 Rats - ending the game with the 20vp from Rats, plus the vp from the other empty piles (they were in play before the Rats trash fest). I didn't win this game -- we each ended w/ 43vp and I was second player -- but it was certainly neat, and I do think I had a win in hand at one point but unnecessarily trashed 1 Rats at some point.

Every once in a while I still get annoyed that Dominion got a worse online client than before for double the prize. But what can you do.

As far as I can tell, they have the same number of Prizes.

The questions I ask myself:
1) Can I engine?
2) Is there payload that makes engine worth it?
3) If no to either of these, what's the strongest card I can add to a slog or BM strat?

The more you play, the more you recognize significant cards, like Jack and Gear are good for BM, Goons is awesome payload, etc.
You just answered the OP's question with 3 questions.

For me, roughly anywhere between 20 seconds and 2 minutes, or so. I actually think the biggest factor for me isn't the kingdom itself but how competitive I've decided to be that game.

Dominion General Discussion / Re: Interview with Donald X.
« on: July 02, 2018, 12:50:15 am »
How did you decide on the Boons and Hexes? I can off the top of my head think of all sorts of marginally good bonuses that aren't a boon -- +1 VP, set aside a card from your hand put it in your hand next turn, +1 Coffer, etc.

What is this "pro" Dominion and how can I get in on it?

Donate / Transmute

Transmute, I know, hear me out .. Buy Transmute on T3 or 4 (ideally T3), then Donate, then start turning Estates into Golds. Seems particularly nice in the absence of other workshop-variants / economy-gainers in Donate games. Can even open Potion/Estate to turn a 4th Estate into Gold in lieu of opening, say, Potion/Silver. Then can use Donate again to get rid of Transmute.

Dominion General Discussion / Re: Interview with Donald X.
« on: June 27, 2018, 01:48:41 pm »
Speaking of Thrown Room variants .. Do you try to avoid making new card shaped things that are variants of cards that have caused a lot of rule headache in the past (Thrown Room variants, Band of Misfits variants, Possession, etc.)? Or do you see rule discussions as just part of the fun?

Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Cobbler
« on: June 26, 2018, 01:03:56 pm »
$0 - Alms
$3 - Workshop
$4 - Armory
$5 - Cobbler

Funny enough those are the same order when you sort them by how soon the gained card can be in your hand (barring edge cases):
Alms - next turn, next shuffle
Workshop - this turn (potentially), next shuffle
Armory - this turn (potentially), next +card
Cobbler - right now

I do think this reiterates Cobbler's #1 selling point - that it helps with starting hand consistency (along with, as you mention, doesn't require an action).

Gear / Exorcist may be my new favorite opening. Exorcists always seem to collide with a handful of Coppers but Gear fixes that right up.
However note that Gear is not the greatest Imp or Ghost target. Imp doesn't like Gear if you already have one from the previous turn. And if you Ghost a Gear and set any cards aside, the Ghost misses a turn (right?).

Dominion General Discussion / Re: Fix the worst cards
« on: June 19, 2018, 02:32:38 pm »
the rewards are not super impressive [...] but neither is the amount of effort that it takes ó just play like 20 games every day and you'll become a top player within a year.
Uh... at 10 minutes a game, that's 200 minutes a day, three hours, 20% of your waking life, half your leisure time.

So no.

Dude, what? Three hours a day for a year is nothing. For most hobbies, if you do it for three hours a day for a year, you'll still suck at it compared to the average person doing it (who ever gets anywhere).

I'd be very surprised if the average player finishes more than 20 Dominion games a week.

Hence why they're not a top player .. they're likely average

I have literally never heard anyone argue that treasures as a class are inherently worse.
I Inherited Crown once, it was pretty fun

Dominion General Discussion / Re: Fix the worst cards
« on: June 15, 2018, 12:54:49 pm »
So I think Transmute would best look like this:

+1 Buy
Trash a card from your hand. If itís a...
Treasure: gain an Action costing up to $5
Action: gain a Duchy
Victory: gain a Gold
When you buy this, +1 Buy., and you may gain this to your deck (instead of your discard pile).
Looks like a step into the right direction but as it is nearly as good as Altar it might be too strong.

If itís too much, you can remove the on buy Buy and maybe add $2 to the cost. The use of Potion in the cost makes it hard to mass a lot of them, and it still takes a long time to get it going much like Altar. Adding $2 to the cost doesnít change much early once the on-buy Buy is gone, but it does make it harder to tack it on to an existing buy later.

I would probably test it as is first and then adjust it down. I need to resume my dominion tweak project now that I have a printer again.

The 'gain an Action costing up to $5' part also doesn't really fit into the theme of Alchemy -- the only available such cards are Herbalist and Apprentice. Apprentice would be the only one you'd realistically get which could then be used to .. trash the Transmute .. and the Potion.

Dominion Articles / Re: Contraband
« on: June 15, 2018, 12:40:05 pm »
Itís also worth noting the advantage you have by giving your opponent as little information about your hand as possible. This means you normally play it as your first treasure, and that itís weaker when you need to reveal cards from your hand mid-turn, like with Menagerie or Legionary.

If you accidentally play your other treasures before Contraband, just undo :P

Contraband is interesting with Storyteller. It's gotta be a lot more difficult for your opponent to figure out what you want to buy --  or even will be able to buy --  if you play the Contraband not during your buy phase.

I feel Keep deserves a mention. I recently played a game where for the first time ever I saw the Contraband pile run out. It was the only source of +buy, so they could be used to pick up multiple treasures at once. Needless to say there were a LOT of Keep points being traded in that game.

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