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Messages - Dingan

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Cobbler/Cost Reduction, gainers usually work great with Cost Reduction, Cobbler unfortunately does not... (And luckily I discovered this againg Lord rat...)
Feel victim to this literally 5 minutes after reading this :(  Tried to set up a Native Village / Highway / Cobbler megaturn.

Dominion General Discussion / Re: Interview with Donald X.
« on: November 18, 2017, 05:12:53 pm »
On Werewolf, why do you say "If it's your Night phase, ..." instead of "If it's your Action phase, ..."? I would think the latter would make more sense because it's chronological. Crown, for example, does do it in chronological order (if-Action-phase-stuff before if-Buy-phase-stuff).

Dominion Articles / Re: Bard is not weak
« on: November 17, 2017, 06:28:04 pm »
The fact that you don't get to choose which of the effects is a big deal. Image how much weaker Steward would be if instead of saying "Choose one:..." it said "Do one of these three things, chosen at random:...". Bard is like that but with (up to) 12 things instead of 3.

Bard is not like that at all. You get the most important effect, which is +$2, every time, and almost all of the Boons are strictly beneficial in almost any situation.

Maybe Governor is a better analogy. "+1 Action. Choose one: ..." >> "+1 Action. Do one of these three things, chosen at random:..." Idk, maybe I'm a bit jaded cus I just played a Scrying Pool game where I got 2 Bards specifically for their +Buy and no othe reason, and well lets just say that did not work out in my favor.

Bard also feels a bit like Black Market to me. In some cases it's just a terminal Silver but in other cases it's terminal Silver plus jackpot.

EDIT: All I'm really saying is that the randomness of the bonus is just that - random. It may or may not benefit you. And as such be careful when you are putting yourself in a position where you are relying on the bonus. (Which can be said about any Fate card.)

Dominion Articles / Re: Bard is not weak
« on: November 17, 2017, 03:02:50 pm »
The fact that you don't get to choose which of the effects is a big deal. Imagine how much weaker Steward would be if instead of saying "Choose one:..." it said "Do one of these three things, chosen at random:...". Bard is like that but with (up to) 12 things instead of 3.

Help! / Re: Why is this so hidden?
« on: November 11, 2017, 12:28:27 pm »
They can't all be the most visible sub boards ever

Dominion General Discussion / Re: Asking for Undo
« on: November 10, 2017, 01:12:01 am »
Kinda off topic -- more of a question about undo implementation -- but...

If I (1) do something that causes a shuffle, then (2) undo to before the shuffle, then (3) cause the shuffle to happen again, does the second shuffle shuffle the cards the same way as the first? And if so, what things that I do between (2) and (3) changes it? E.g. I imagine gaining a card completely changes the shuffle (but not sure), whereas taking a coin token or whatever would not affect it.

Dominion Articles / Re: Bonfire Synergies and Tactics
« on: November 09, 2017, 01:50:13 pm »
The only useful type is the last one.

So is this one of those generalizations that is sometimes wrong? :P

Just curious, what is the Champion's Belt?

Dominion Online at Shuffle iT / Re: Is it okay to buy Possession?
« on: November 08, 2017, 01:02:57 pm »
Ironic that the card that requires the most rules considerations is the same card people most often want to just get rid of

Dominion General Discussion / Re: Forced Wins Training Sessions
« on: November 06, 2017, 05:59:26 pm »
Pulled this one out of the hat

EDIT: I think this was the first Fountain game where I went 7 Coppers -> 0 Coppers -> 10 Coppers

Dominion General Discussion / Re: Sauna/Silver or Other Opening
« on: November 06, 2017, 04:52:42 pm »
Ambassador seems better if:
  • There are helpful $2 cards.
  • There are villages.
Sauna + Silver seems better if:
  • There are powerful $5 cards you want to get early.
  • Sauna + Avanto is the only good way to draw or play multiple terminals.
It probably doesn't make sense to open double Ambassador if you know your opponent is skipping Ambassador (and other early junkers).  So, Ambassador + Silver could be correct if the other key cards in the kingdom are at $3 and/or $5.  Sauna + Ambassador seems weird to me.  I'm not sure when I would open with that.

Edit: If there are no other kingdom cards, you should not open Ambassador.  Ambassador requires some kind of support.

Ok so I'm not still not convinced. I've played 4 games of Sauna vs. Ambassador; Sauna/Silver has won handily twice and Amb/Amb has won handily twice. None of the 4 games were close. I don't remember what the other kingdom cards were in the first 3 games but in the fourth game, there were pretty good support cards -- Port, Warehouse. But I wouldn't think these would particularly be game-changing in making a difference. Amb won that one by a landslide. I really think so much of it comes down to early shuffles: Sauna and Silver colliding and/or Ambassadors colliding.

As an aside: Sauna is becoming one of my top-5 least favorite cards because, much like Swindler, Urchin, etc., the game can be decided very early on from just luck, which I don't think is fun.

Game Reports / Re: 2017 Championships - Round of 16 - Dingan vs. Dan Brooks
« on: November 06, 2017, 02:34:18 pm »
I can't tell if you figured this out from your post, but Mountain Pass doesn't work like that. The bidding takes place after the turn so if you end the game by 3 pile on your turn the auction never happens.
Oh, really? So, like Donate? Well, nevermind everything I said about it then, haha.

Game Reports / 2017 Championships - Round of 16 - Dingan vs. Dan Brooks
« on: November 03, 2017, 09:36:56 pm »
Guess I'll write this up while it's still fresh on my mind, and why not?

Game 1
Just about getting the Torturer-chain going. It was all but over when he won the Squire split 6-3 (or 7-2 or something, not sure). But I was able to Sacrifice Patricians and other fodder as pseudo-village, to play multiple Torturer / Overlord per turn mid game. Several turns I'd buy Sacrifices or an Oasis or whatever just to trash them later.

I had a rules question mid-game involving bidding 40 on Mountain Pass. I had to consider this because there was a very likely end game scenario in which the first Province is bought on the turn the game ends (piles: curse, Squire, Patrician). Then basically whoever does not buy the Province can bid 40 and automatically get the +8VP -- and need not worry about being in debt because the game is over. So I was sort of tempted to leave him the last Emporium for the pile-out, considering if he bought either a Duchy or Province with it, it wouldn't have been enough. Or maybe I was overthinking this one, haha. But an interesting mechanic with Mountain Pass nonetheless.

Game 2
Knights battle (kinda). I think the biggest difference here was Dame Natalie with Caravan Guards. That and I didn't realize how powerful Sir Michael was mid and late game - which he took from me via Graverobber (I underestimated Graverobber here). I basically felt I had no chance of winning about a third of the way through the game, and tried to desperation-Graverobber the Provinces .. and that just doesn't work against DB.

Maybe the Silver-CG opening was that much better than Silver-Silver? Not sure.

Game 3
4/3 >> 5/2. Not sure what else to say. Maybe my second bridge was wrong -- had I not gotten it I think I could have won the Lab split 6-4. Not sure.

I almost wonder if Tournament was skippable here? There are plenty of actions, draw, +Buys without it. The attack part of Followers is pretty much the only thing that any of the Prizes give you that isn't already on the board.

Game 4
I actually think I had this game. But on T7 I dudded because my deck was my 3 Coppers, which I couldn't draw all of. Had 1 of the bottom 2 been a unique, I would have gotten to Gold/HP and remained a half turn behind on the building; Ok, because of my Estate I kept.

Game 5
Straight Rebuild (with help from Scavenger) vs. an attempted engine that leads to Dominate. I'm just not convinced Dominate is plausible here. Someone prove me wrong.

Game 6
Capital / Mandarin game. I like opening Vassal over Silver because of the early sifting. And T-mo to turn Estates -> Silvers. Maybe the T-mo was wrong. But I still like it's situational flexibility -- maybe it can turn a Mandarin into a Capital late? Not sure but it very well could have not been the best opening.

This game came down to shuffles. DB had a terrible first shuffle. And my T10 draw was just oh so perfect - drawing 3 Capitals and being able to T-Mo a Mandarin into a fourth.

Game 7
Envoy BM vs. a Pearl Diver / Nomad Camp / Vineyards thing. I certainly considered both routes at the start of the game. I just didn't think Vineyards would get that high. If anything, I didn't consider Obelisk (not that that was the point difference in the end, but it did affect the game). My second-to-last shuffle was just so so bad -- in a thick deck, I draw my 4 terminals together. I really do wonder how the game would have gone had that shuffle been even slightly better. That one is gonna sting.

I did consider buying a Pearl Diver when there was 1 left just so his Bandit Camps became stop cards. But I just never really felt I had the opportunity. Idk, maybe I should have just spent $5 on it. Not sure how much of a difference it would have made.

I do love seeing 2 completely different strategies in 1 Kingdom come down to the wire. Makes you think. So that was fun.


Any thoughts?

Good luck quarterfinalists!

Dominion Articles / Re: Etiquette in Dominion Online
« on: November 02, 2017, 01:57:44 pm »
Regarding speed of players .. I totally don't mind players being slow, and it's never a blockable offense, unless they're slow-playing (not just slow but when it's intentional .. that's an entire different can of worms). In fact, more often than not I think players should play slower and think more. That being said .. What is the best way to kindly ask a player to play faster? And are there certain scenarios where it is and is not warranted? I've had a simple "hey would you mind playing a bit faster?" get all sorts of reactions --
"i'm reading what the cards do"
"whoops i thought i was waiting for you"
"ya sorry my boss walked in"
"@#$%* @#$@$!!!"

+1 for just making a top-X list and bottom-X list for each pricepoint.

It comes back to what these lists are actually used for. When I first started looking at them, pretty much the only takeaways I remember having were 'What are the best cards that tend to dominate whatever Kingdoms they're in?', and 'What are the worst that should I should avoid unless I have a good reason to get them?' ... "Huh, there must really be something to this Ambassador card - guess I'll try it out." "Wait, having a Duchess is usually worse than having nothing at all?" Etc.

Do I really care if Cutpurse is better than Poacher or if Knights are better than Bridge Troll (whatever "better" even means in this context)? Like, how will that information in a vacuum ever be useful when evaluating a Kingdom with those 2 cards, especially to a beginner or intermediate player looking at these lists for the first time? EDIT: I realize you could make this argument about any 2 cards. But blindly buying Mountebank instead of Harvest every time you have $5 is not a terrible rule to follow - I would not be able to say the same about the middle-100-or-so cards.

Oh and it would also make the ranking easier.

Why do Imps cost $2? Why not $0* like all other non-Supply things, or even $2*?

Imp does cost $2*. It's right there in the image.

Ah, just noticed the OP has it; ShiT must just not have it yet? And still, why doesn't it cost $0*?

Why do Imps cost $2? Why not $0* like all other non-Supply things, or even $2*?

Dominion General Discussion / Re: Best Uninteresting Moments in Dominion
« on: October 22, 2017, 11:00:05 pm »
I opened Dame Josephine even though it was a terrible idea, specifically because of Courtier. But the dame was trashed soon thereafter.

I love how there's like 10^100 different configurations of possible setups -- you never play the same game twice.

+1 for calling them "villages". I just don't see a scenario when this is confusing.

"Page can effectively turn everything into a village."
"Summon-Peddler can be used as a village."
"Throne Rooms can be stacked to play multiple terminals per turn -- kind of like a village."

None of these are confusing (assuming you have a basic understanding of Dominion mechanics).

Cultist / Counterfeit

Counterfeit - clear out the Coppers, yay! But ... in a typical Cultist/Ruins battle, Coppers can be decent. In other words, a deck of 4 Cultists, a Counterfeit, 3 Estates, 4 to 6 Ruins, like 1 or 2 Silvers, and nothing else just stinks. A few Coppers can actually make it better.

I feel like Counterfeit can be worth it in that by making your deck smaller, you can chain more Cultists early to win the Ruins split. But I'm just not convinced this is actually a thing - i.e. I might rather that Counterfeit just be, say, another Cultist.

Dominion General Discussion / Re: Dominion Confessions
« on: October 11, 2017, 03:02:59 pm »
Odds of that happening on either turn 3 or turn 4 are 1/396, so roughly 0.25%.

You're welcome!

Does it really matter what we call things?

You can know the name of that bird in all the languages of the world, but when you're finished, you'll know absolutely nothing whatever about the bird. You'll only know about humans in different places, and what they call the bird. ... I learned very early the difference between knowing the name of something and knowing something.
- Richard Feynman

I once had someone say "nice engine" when they saw me play Scavenger/Stash - playing 1 Action per turn. Definitely not an "engine", in all the definitions I've seen. But rather than talking about the definition of 'engine', we talked about Scavenger/Stash and how to set it up quickly, what to do in a mirror, etc. - these are the things that matter.

Dominion General Discussion / Re: Masquerade
« on: October 09, 2017, 07:44:03 pm »
A good defense against getting Ghost-Shipped-Masqueraded is to Ghost-Ship-Masquerade your opponent. It probably stinks for them an equal amount as it stinks for you. If you can't do this and they can, then yeah you're most likely in a losing situation :(. If you're both able to do this reliably every turn, then that means you both have strong engines, which in turn means there is a lot of other stuff going on on the board than just playing Ghost Ship and Masquerade. Don't fear it.

The only situation I can see where it really is just annoying is when first player advantage matters a lot, i.e. directly results in the first player setting up the attack first. But this is pretty rare. Or I guess when only 1 person has access to a hand-size-reducer (Followers, etc.). Again, pretty rare.

Rules Questions / Trusty Steed
« on: October 08, 2017, 02:14:00 pm »
When I choose the 2 things on Trusty Steed, do I get to choose their order? It matters cus of the Silvers with discarding and +2 cards. ShIT doesn't let me choose.

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