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Messages - theschizm

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Dominion: Empires Previews / Re: Empires Bonus Preview #5: Castles
« on: May 13, 2016, 02:41:39 pm »
Is it necessary to restrict Haunted Castle to "during your turn"?  I can't think of many ways to gain it other than during your turn.  An opponent's Amb-Haunted Castle, I guess, but that seems like a poor move anyway.  I guess it can be safe to Swindle somebody's Gold into Haunted Castle.  Is there some broken interaction I'm missing?  Future-proofing?

Saboteur could do it, right? Performing an attack on another player's turn is weird.

2
Dominion: Adventures Previews / Don't Use Pathfinding on Knights
« on: May 19, 2015, 10:33:46 am »
Playing an Adventures game yesterday (the recommended set Groovy Decay), I managed to get a fairly early 8-coin hand, and I decided to see how Pathfinding would be on Knights - I didn't have very many action cards yet, so I thought I could start focusing heavily on Knights, having a nice extra boost on my attacker.

This was dumb.

For one, I didn't take into account that my wife could easily contest the Knights, which not only lowered my potential supply, but handily destroyed the ones I had acquired. Also, she had some crazy Rats & Ratcatcher jargle going on, and even if my Knights hit her Rats, that only helped her. In short, I made the worst possible decision of what to Pathfind (except for Ruins... or maybe it would be better on Ruins in this case if she went Cultist-heavy!). I likely would've been better served just buying a Province, or maybe even a Gold.

What other cards are usually quite stupid to Pathfind?

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Ah, because we ignored Haunted Woods, I didn't think about Mission being such a good counter/response to that! I think that might be its best use here - that is, if you haven't gotten a Champion. That makes a lot of sense!

4
I think one of the problems with Mission here is that there's no guarantee that you'll have a good hand next time for Mission. Most of the durations essentially lose half of their effectiveness if played on the extra turn - just a waste. I don't want to spend an early buy on a speculative "maybe it won't be so bad!" instead of something that will definitively add to my deck. Maybe I'll draw Tactician on my Mission turn and it'll rock! Or maybe I'll draw some Caravans or treasure that I won't be able to use very well.

We still enjoyed the set - I was lucky enough to open with Tactician and Page, and ended up with the Champion giving me non-terminal Merchant Ships which were a thing of beauty. Neither of us went for any of the attacks, due to Champion's existence. My wife opened with Treasure Map and Dungeon but got really rotten luck with not being able to buy another Treasure Map for several turns. Ignoring Mission was a minor letdown, since the previous game had the much more substantial and fun Save and Pathfinding. (My wife's Pathfound Candlestick Makers were fearsome!)

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Dominion: Adventures Previews / Recommended Set: Prince of Orange
« on: May 18, 2015, 11:18:05 am »
I just recently got Dominion Adventures, and the first two games were a lot of fun! Reserve cards, travelers and events were a whole lot of fun! I do have a question about the recommended set Prince of Orange:

Amulet, Dungeon, Haunted Woods, Page, Swamp Hag,
Caravan, Fishing Village, Merchant Ship, Tactician, Treasure Map,
Mission

I was wondering about Mission's place in this set. I know the card is quite situational, but it doesn't seem like this set particularly shows its strengths. I assume that its purpose is to activate duration cards in the extra no-buying turn, but it seems to me that you're just as likely to make your main-turn duration cards fizzle in worthlessness. I would rather their effects on my next real turn! And this at a cost of 4, precluding me from buying something like a Caravan!

"Then don't buy Mission when you have duration cards out," you could rightly say. But with 8 of the 10 kingdom cards being durations, that's unlikely. Is Mission included here for those rare cases where you have lots of duration cards in your deck but just didn't happen to get any during your main turn? I can see Mission shining more if there were any non-buy gaining besides Treasure Map, or more trashing besides Amulet, or non-duration attacks.

Please show me where I'm wrong-headed on this! Mission, like Outpost, just doesn't seem like something I'd usually want to buy instead of something that will actually add to my deck.

6
Try to avoid playing Swamp Hag and Outpost in the same turn; that Swamp Hag doesn't end up Cursing anyone.

Is that really true? It specifies any other player on the card rather explicitly. Or is that just your way of getting a little April's Fools joke in?


The Swamp Hag will go away during your Outpost turn, so you don't get the opportunity to have other players buy cursed items.

7
How many games are there that assign a specific point value to 1st player advantage, rather than attempting to compensate for it in some other way?  Go is the only one I know of.

Out of games I'm familiar with including some non-first player compensation, most give more "money" to start, and few give an actual VP advantage. The only one to come to mind: On the Underground gives later players more points to start.

8
I actually have been thinking of redoing the 'Princess' card. The idea that a woman is a prize to be won is one of my least favorite things about Dominion.

And Princess Jasmine agrees with you!

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Dominion General Discussion / Re: What is your favorite village?
« on: April 26, 2013, 02:13:48 pm »
I'm the rare beast that really likes Farming Village. Being guaranteed you'll draw a non-useless card, AND still getting through the junk. A sort-of counter to some deck-messers (Rabble, Fortune Teller, Sea Hag) while still being useful in the general case.

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Dominion General Discussion / Re: The Alphabetical Kingdoms
« on: April 12, 2013, 10:34:45 am »
When I had done "every card" series of kingdoms, Black Market would wait until last and contain every card no one bought in the previous games. Sure, that may contain the weaker cards, but it could also hold cards that are usually good but didn't have a good fit in their particular kingdom. A Black Market bane would work well here - you can include the other promos in that Black Market deck along with the unloved cards.

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Dominion General Discussion / Re: Stupid Pet Tricks
« on: January 17, 2013, 09:19:30 am »
A simple stupid pet trick: I Transmuted a Great Hall into a Duchy and a Gold!

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Thanks for the answers guys, it makes sense now that you say it that way.

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Okay, that makes sense; I guess with so few games in those categories, it is only logical for the stats to be way off.

But is playing over 800 games really "not many games"? I guess not for this forum, but wow.

14
Long time lurker, first time poster. I took a look at my CouncilRoom stats and I noticed some strangely high values in my Effect With and Effect Without columns. It says I do 26.99 standard deviations better than normal when I buy Woodcutter (a card I really dislike); nothing is even close to that, with Farmland in second with 4.45. I have three cards with a huge Effect Without, King's Court, Fishing Village, and Tunnel are all in the 20s, and Forge with 5.22 is next.

What's causing those huge numbers? Am I that much better at playing Woodcutter and ignoring those other three than most people? I doubt it.

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