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Messages - majiponi

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1
Variants and Fan Cards / Re: Ruined cards
« on: October 10, 2018, 07:58:22 pm »
(+2 Buys so it's not strictly worse than Ruined Market except for edge cases...)

Ruined Bridge
+2 Buys
Cards cost an additional $2 this turn.

play 4, play Forge to trash 2 Curses.

2
Puzzles and Challenges / Re: Most Potions in 1 turn?
« on: October 10, 2018, 07:54:10 pm »
If you want to disallow Villa as well, then the answer probably becomes 64 and goes something like this:

Have Innovation project
Crown all 16 Potions
gain a TR variant with HoP, triggering Innovation, and set up some mad chain by which you gain Mandarin, topdeck all that stuff, draw it back and Crown all the Potions again.

EDIT: I think the actual answer is more. Will try to write up a solid solution sometime later.

+1 card token on Crown

play 10 Crowns and 10 Potions
play Horn of Plenty for Mandarin (topdeck 10 Crowns)
play Horn of Plenty for Cultist, revealing Watchtower to trash
repeat this 9 times

play 6 Potions

106 Potions I can earn.

Any more if you Inherit Crown? That would let you get 16 at least, right?

No. +1 card token has no effect on inherited Estates. But of course we can earn more.

3
Puzzles and Challenges / Re: Most Potions in 1 turn?
« on: October 09, 2018, 07:12:09 pm »
If you want to disallow Villa as well, then the answer probably becomes 64 and goes something like this:

Have Innovation project
Crown all 16 Potions
gain a TR variant with HoP, triggering Innovation, and set up some mad chain by which you gain Mandarin, topdeck all that stuff, draw it back and Crown all the Potions again.

EDIT: I think the actual answer is more. Will try to write up a solid solution sometime later.

+1 card token on Crown

play 10 Crowns and 10 Potions
play Horn of Plenty for Mandarin (topdeck 10 Crowns)
play Horn of Plenty for Cultist, revealing Watchtower to trash
repeat this 9 times

play 6 Potions

106 Potions I can earn.

4
Puzzles and Challenges / Re: Start your turn with three empty piles
« on: October 03, 2018, 07:58:38 pm »
Wait Renaissance.

5
Variants and Fan Cards / Re: Really bad card ideas
« on: October 02, 2018, 10:28:33 am »
Quote
Reaper
cost $0 - Project
When you gain a card, trash a card from your discard pile.

Your opponent bought Witch? No problem! This project protects you!

6
Help! / Re: Dark Ages!!
« on: September 30, 2018, 01:53:08 am »
I got Dark Ages two weeks ago. I've seen bits and pieces online, but it's new for my brother. His first thought was "Hey, this is so cool!" His second was "Uh...what do I do with these cards?" So today I played a game with my brother. The kingdom was

Poor House, Beggar, Vagrant, Forager, Sage, Rats, Wandering Minstrel, Counterfeit, Cultist, Altar.

So what I did is a Poor House strategy: opening Rats/Forager to get rid of my Coppers early, and then got another Forager for +Buy and a couple Cultists for draw. (I also got an Altar because Altars are good and a Beggar to feed my Foragers and Altar.) I won 21-0, three-piling on Poor Houses, Ruins, and Wandering Minstrels before he understood what was going on. I guess what I'm asking is if there's a better strategy.

Do you really need Cultist? I'd prefer buying only Forager,  Wandering, and Poor.

7
Puzzles and Challenges / Re: Empty the Supply in 1 Turn
« on: September 28, 2018, 08:21:52 pm »
Ok, this should do it (unless I've made another dumb mistake somewhere), with xnor's Goat setup (from the Win in 1 thread)
Renaissance brushed up that combo. Go upvote his post!


Kingdom: Lurker(l), Pixie, Tracker, Watchtower(w), Fortress(f), Priest(p), Villa(v), Pooka
Events: Advance, Travelling Fair
Others: Curse(c), Overgrown Estate(e), Goat(g), Hovel(h), Necropolis(n), Pouch(p), Cursed Gold(u)

Hand: upgen
Deck: [4Ch]
Play: u (c), p
Buy: Travelling Fair, Lurker, Advance (n -> v)
$0, 1 Buy left

Hand: vge
Deck: l[4Ch]
Play: g (e -> l)
Buy: Advance (v -> v)
$1 left

Hand: vl
Deck: [4Ch]
Play: l (f), v
Buy: Advance (f -> v)
$2 left
repeat this 3 times

Hand: vf
Deck: [4Ch]
Play: v
Buy: 3 Travelling Fairs, 4 Advances (f -> p, 2w, v)
$0 left

Hand: vf
Deck: wwp[4Ch]
Play: v, f, w, p (h), 3C
Buy: Travelling Fair, f (reveal w to trash)
$2, 1 Buy

Buy: Travelling Fair, Advance (f -> w)
$2, 1 Buy

Buy: Travelling Fair, 2 Advances (f -> p, v)
$0, 0 Buy

Play: v, w, p (c), C
$6, 1 Buy

Buy: Travelling Fair, Advance (f -> anything)
$8, 1 Buy
loop


EDIT: miscounting fixed

8
Variants and Fan Cards / Re: Inheritance fix
« on: September 21, 2018, 07:00:07 pm »
I don't like this for 3 reasons.
... Second, Inheritance has a cost restriction for a reason.

Oops, I forgot to say "an Action costing up to $4".

9
Variants and Fan Cards / Inheritance fix
« on: September 21, 2018, 09:47:47 am »
Read this thread.

Quote
I've found an undefined behavior on dominion.games.
I played Throne Room to play a inherited Estate(Crown), to play Herald, to reveal and play University, gained Mandarin (topdecked that inherited Estate), played Herald (second time), drew the Estate, revealed and played Ambassador, returned the Estate, and played it (second time) AS THE CARD MY OPPONENT HAD INHERITED.
(This is the summary of this twitter post.)

In short, the original Inheritance has problems. Is the following clause fix them?

Quote
Once per game: Gain an Action costing up to $4, setting aside. Put your Estate token on it.
In games using this, Estate is also an Action whose text is "Play the Action your Estate token is on, leaving it there".

Edit: Added "up to $4" clause.

10
Puzzles and Challenges / Re: Easy Puzzles
« on: September 04, 2018, 11:16:36 pm »
Here's a pretty easy one, with at least two different solutions:

Using only the five cards in my starting hand (i.e. no Duration effects or Reserves), I manage to buy a Province and a Duchy, as well as Curse my opponent four times.  How?
Hand is KC, Mountebank, Familiar, 2 * Capital

EDIT: 4-card solution: KC, Mountebank, Royal Carriage, Capital.

Is this all right?

Quote
Hand: Royal Carriage, King's Court, Bridge
play Royal Carriage, King's Court, Bridge
call Royal Carriage for Bridge
buy Travelling Fair, 6 Villas
buy Province, Duchy, 4 Ill Gotten Gains

11
Puzzles and Challenges / Re: Easy Puzzles
« on: August 25, 2018, 07:52:51 pm »
What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.

Well, there is only one name in "Dominion" so the answer must be Dominion.

Well, there's Minion in Dominion, which is shorter already.
There's also "Dom".
Don't forget about "I."

I didn't say "in English". The shortest name is "塔"(Tower) in Japanese. A single letter. We read it "tɔː".

12
Puzzles and Challenges / Re: Easy Puzzles
« on: August 23, 2018, 04:06:09 am »
What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.

13
Variants and Fan Cards / Re: Interesting Card Design Challenges
« on: August 15, 2018, 04:01:36 am »
The idea of a $2 cost Attack is interesting--it's tricky to design since the attack and benefit need to be mild enough to fit the low cost, but not so mild that the attack effectively does nothing (i.e. imagine an attack even milder than Fortune Teller).  My solution is to make the card require multiple copies to actually attack and to get stronger with more copies, so while it's cheap, it still requires an investment.  Note: I have not tested this at all, so it could be a nothing card. 



By itself, a single Knave is just a Copper, not a great deal for $2.  But with two of them in play, you get a nice discard attack, and each one after that Curses your opponent too.  Knave is non-terminal so you can easily play several of them, but the tricky part will be when to gain them and how to line them up to start attacking.  It's a pretty bad opener, and the benefit to your deck apart from the Attack is very slight.  It will take a few turns to start attacking consistently, and once it does, the discarding and cursing will make it harder for players to keep lining them up.  It's possible that unlimited cursing after three in play might get a bit oppressive, but I figured that getting to a point where you play more than three of these consistently will usually take a while.  I toyed with the idea of giving them a +Buy to make it easier to get more of them, but +1 Action +$1 seemed stronger on average than +1 Action +1 Buy.  Not sure though.  Overpaying to get extra copies or Forum-style "When you buy this, +1 Buy" are also options, but that's a lot of extra text on an already wordy card. 

Thoughts?  What are other ways to make a $2 cost attack work?

How about Duration-Silver?

Quote
Poison
cost $2 - Action - Duration
At the start of your next turn:
+$2, if another Poison is in play, each other player gains a Curse, and otherwise, they discard down to 3 cards in hand.

14
Variants and Fan Cards / Re: Interesting Card Design Challenges
« on: August 15, 2018, 01:08:01 am »
My attempts at making cheap and expensive attacks:

Quote
Pawnbroker - $2
Each other player gains a Copper. Each player (including you) may trash a card from their hand.

I came up with almost exactly the same card a few days ago! The only difference was that mine gained you a Silver.

So, this card is actually more powerful than it seems. When it "hits", it's a Cutpurse. When it misses, it's a junker. So it's actually stronger than Cutpurse. You could argue that since you have the option of trashing, it's weaker than Cutpurse, but this hits way more frequently and even damages you when it misses. Overall, I'd say it's slightly stronger.

I doubt it. At first, your opponents can trash Estates. Replacing Estates to Coppers is nice for them, isn't it?

15
Solo Challenges / Re: Empy the Black Market in as few turns as possible
« on: August 13, 2018, 07:15:08 pm »
I suppose this is supposed to be using the online implementation? Because the official rules allow for the Black Market to contain only 1 card (or maybe even 0 cards?).
If it is the online implementation, then majiponi's solution doesn't work, as Pooka and Young Witch cannot appear in the Black Market deck.

No control in BM deck? Just repeat restarting and wait for the ideal game. Only 40 games or 50 games you should start.

16
Solo Challenges / Re: Empy the Black Market in as few turns as possible
« on: August 12, 2018, 11:23:52 pm »
Hmmm....does this work? You need to play black market....60 times I think, since you can only buy one card per BM play. So, money is not the issue here (unless I'm misunderstanding your proposal)

Oh, I thought 15 cards. Then, how about Overlord-Crown method?

Fewer cards I have found to loop infinitely.
6 cards, no Event

Kingdom: Overlord, Lurker, Raze, Watchtower, Crown, Mandarin

Setup: trash Mandarin
Deck: 5 Overlord, 2 Watchtower

You have 2 Overlord and Watchtower in your hand.

play Overlord as Crown
-- play Overload as Crown
---- play Watchtower
---- play Watchtower
-- play Overload as Crown
---- play Overload as Crown
------ play Overload as Crown
-------- play Overlord as Raze (trash itself)
-------- play Overlord as Lurker (gain Mandarin, reveal Watchtower to trash)
------ play Overload as Lurker (gain Overlord)
---- play Overload as Watchtower

Now you have 5 Overlord and Watchtower in your hand.

LOOP FROM HERE

play Overlord as Crown
-- play Overload as Crown
---- play Overload as Crown
------ play Overload as Crown
-------- play Overlord as Raze (trash itself)
-------- play Overlord as Lurker (gain Mandarin, reveal Watchtower to trash)
------ play Overload as Lurker (gain Overlord)
---- play Overload as an Action costing up to $5
-- play Overload as Watchtower

LOOP END

Use Band of Misfits and Ferry instead of Overlord to make this more practical.

Replace Pooka to Black Market, whose Deck has Pooka, Watchtower, Young Witch(, whose Bane is Lurker), Mandarin. Add Crown. After you've got enormous Treasures, 2 Black Market, Library in hand, play those Black Markets to gain Watchtower, Mandarin (reveal Watchtower to trash). Use Pixie instead of Raze.

17
Solo Challenges / Re: Empy the Black Market in as few turns as possible
« on: August 12, 2018, 09:10:25 pm »
I wanted to do this for a while and finally I had time. I visualized mith's awesome solution. Go upvote his post.



Wait, I don't think this works? You keep The Forest's Gift until cleanup, meaning that you won't be able to receive it from Pixie again this turn...

*Edit* I think jonaskoelker's post explains it. From this video, it sounded like you were relying on The Forest's Gift to get the buys and money you needed; but I see that you don't actually need many buys or money to gain everything.

Replace Pooka to Black Market, whose Deck has Pooka.

18
Puzzles and Challenges / Re: Easy Puzzles
« on: August 10, 2018, 11:59:11 pm »
You have only 3 cards, which are in your hand. No token, no Duration. Your opponent has 7 Provinces, 8 Duchies, 8 Estates. Win in this turn.

Hard: No Events, no card in trash.
Lunatic: No Villa
Phantasm: 2 cards
I assume it has to be my turn? Otherwise I can do it with one card in my deck: Possession.

My turn. Up to 2 Landmarks if you use.

Phantasm solution
Quote
play King's Court to play Jester 3 times
gain Blessed Village for +1 Action
gain Masquerade
gain Blessed Village to draw Blessed Village
gain 6 Border Villages to gain 6 Feoda
play Blessed Village to draw Masquerade
play Masquerade to pass Blessed Village, to be passed Treasure Hunter
play Treasure Hunter to gain 40 Silvers
buy Feodum

19
Puzzles and Challenges / Re: Easy Puzzles
« on: August 08, 2018, 06:40:21 pm »
You have only 3 cards, which are in your hand. No token, no Duration. Your opponent has 7 Provinces, 8 Duchies, 8 Estates. Win in this turn.

Hard: No Events, no card in trash.
Lunatic: No Villa
Phantasm: 2 cards
No landmarks, presumably? Wall/Wolf Den/Bandit Fort could give your opponent a negative score despite all their green.

Up to 2 Landmarks if you need. I assume that your opponent has the least negative score (like no Silver/Gold, 2 Platinum).

20
Puzzles and Challenges / Re: Easy Puzzles
« on: August 08, 2018, 09:39:05 am »
You have only 3 cards, which are in your hand. No token, no Duration. Your opponent has 7 Provinces, 8 Duchies, 8 Estates. Win in this turn.

Hard: No Events, no card in trash.
Lunatic: No Villa
Phantasm: 2 cards

21
Puzzles and Challenges / Re: Most money from 5-card hand?
« on: August 08, 2018, 09:20:41 am »
Hand: Procession, Champion, Lurker, Chapel, Diadem
Setup: Play Procession to play Champion twice and Lurker to gain Champion. Repeat this 1 million times.

play Procession to play Champion twice
play Lurker to gain Champion
play Chapel
play Diadem for $5,000,012

no treasures!

Oops! Then, how about introducing Upgrade, King's Court, 2 Tournaments? Trash all but Chapel. This enables you to gain Province and Diadem in a single turn.

22
Puzzles and Challenges / Re: Most money from 5-card hand?
« on: August 08, 2018, 03:33:00 am »
Hand: Procession, Champion, Lurker, Chapel, Diadem
Setup: Play Procession to play Champion twice and Lurker to gain Champion. Repeat this 1 million times.

play Procession to play Champion twice
play Lurker to gain Champion
play Chapel
play Diadem for $5,000,012

23
Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 06, 2018, 11:11:30 am »
Quote
Judge/Courthouse
Victory Split Pile (Supply 12)
This pile starts the game with 6 copies of Judge on top, then 6 copies of Courthouse.
For a 2-player game, use only 4 of each card. Only the top card of the pile can be gained or bought.

Quote
Judge
Action - Reserve, $6
Put this on your Tavern mat.
---
When the game ends, you may call one Judge to take an extra turn after this one in which you cannot play Judges. Resolve multiple Judge calls in turn order, starting with the next player.

Quote
Courthouse
Victory, $10
6VP

I play a Herald to reveal Judge. Do I play it?

I think eventually Donald said that there is an implicit "can't overrides can" rule; so you just wouldn't play it.

However, there's no reason to restrict the playing of judges here. There wouldn't be any opportunity to ever call them again, so who cares if you play them?

Also, I don't like that the pile has 8/12 cards; a pile's type defined by it's top/cheaper card, so this pile should be an action-reserve pile; thus getting 10 cards like normal.

Plus, except in a 6 player game; I don't see how Courthouse will ever be available. Players have basically no reason to ever buy more than 1 Judge.

Herald just says "play it", mandatory. No "may". So I asked.

I don't buy this. Suppose your right player buys the last province, and a single Judge is left. Do you call Judge?

24
Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 06, 2018, 10:21:44 am »
Quote
Judge/Courthouse
Victory Split Pile (Supply 12)
This pile starts the game with 6 copies of Judge on top, then 6 copies of Courthouse.
For a 2-player game, use only 4 of each card. Only the top card of the pile can be gained or bought.

Quote
Judge
Action - Reserve, $6
Put this on your Tavern mat.
---
When the game ends, you may call one Judge to take an extra turn after this one in which you cannot play Judges. Resolve multiple Judge calls in turn order, starting with the next player.

Quote
Courthouse
Victory, $10
6VP

I play a Herald to reveal Judge. Do I play it?

25
This is my first time writing something like this, so if anyone has any feedback, it would be greatly appreciated. :)
How about starting Sauna-Silver? You can buy Engineer to gain Schemes after Saunas are sold out.

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