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Messages - avorian

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I think "replay" having a special rules connotation is the way to go, just not in terms of the wording on the card. Throne Room and Sceptre are fundamentally different from this odd vassal case because the second play is in some way conditional upon the first, you cannot (re)play a card with sceptre or TR without it having been played. Vassal technically does replay it, but vassal doesn't need it to have been played before.

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I haven't yet thought about filling up my like/dislike lists.

Bans:
Advisor: I just intensely dislike this card, its too spammable for an interaction card and too often involves making a lot choices that don't end up mattering and just taunt the other player.

Catapult: Causes way too many 2$ hands early in the game. Easy to pick up discard to 3 without a decent upside like militia's to pay for it.

Swindler: Out! OUT FOUL DEMONSPAWN!

Smugglers: grumble grumble.

Pooka: I feel bad about this and might move it to just dislike. I actually really like Pooka games when there are cards that can trash the curses. I just run into games where there's no other trashing too often and I hate it.

Defiled Shrine: Annoying cluttery setup, don't love the feel of the play where one turn its a bad play to take the points but then the next turn just because people are building naturally its worth 4vp more and the other player gets a huge cheap lead.

Tax: Annoying cluttery setup. While I admire the attempt to rectify FPA thats sorta present, it more often feels like you just get even less than the standard 7$ on open and that feels sad and I hate it.

Keep: CBA to track that nonsense.


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Rules Questions / Re: Storyteller / Capital
« on: May 08, 2019, 02:12:17 pm »
Yes. Storyteller is a card where its key to remember that treasures are played, not spent or paid or whatever. You pay with the money you get by playing treasures. Just like you play smithy and it gives you +3 cards, you play gold and it gives you +3$.

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Dominion General Discussion / Re: Why Peasant Will Be On My Ban List
« on: November 08, 2018, 08:10:55 pm »
It is also not "centralizing", because you cannot win just by buying it and nothing else, unlike e.g. Rebuild. The whole source of its power, in fact, is the way it interacts with other cards. It's for these reasons that I love Peasant despite its OPness.

Obviously precise definitions for things are in short supply, but at least as "centralizing" was used in jsh's tier listings of cards it doesn't mean that you only buy that card. It means that you almost always "build the strategy around this card".

This is certainly not universal, but I think people tend to refer to the rebuild type of things as "monolithic".

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Rules Questions / Inheritance + Capitalism, an irrelevant question.
« on: November 05, 2018, 12:37:50 pm »
Okay, so lets say you have inheritance and capitalism on a board. You inherit some action that fulfills the criteria of capitalism.

Your estates are now treasures. But why? Is it because they inherited the types of the set aside action which is a treasure, or because they are actions that have +coin in their text.

To get to the heart of it: is the text of the card part of the abilities inherited?

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Solo Challenges / Re: Minimum Possible Points (without Wall)
« on: August 03, 2018, 02:37:07 pm »
6. Exorcist brings 4 uniques (note that ghost is always brought by an unrecoverable treasure and you cant waste a slot on masq, and the kingdom pile with it is only 1/3 of a unique effectively)

Why not get it from a Vampire instead?  You only need one of them.

I am unsure what you are asking? Vampires can neither gain ghosts, nor can it recover a haunted mirror from the trash, nor can it take a haunted mirror from the opponent. Vampire as a pile only adds two uniques to the count. That's an easy bar to hit with any number of piles.

My point was that you can only gain ghosts via exorcist or haunted mirror. Gaining one via exorcist also allows you access to two other unique piles: imp and will-o-wisp. With the exception of gaining will-o-wisps from cards with associated heirlooms (So fool and...? I think it might just be fool), no way of gaining those brings more than 2 piles to the table so exorcist is the most efficient way.

The other way of getting ghost is truly bad. You lose the treasure so there was no change in unique numbers. Or you include Masq as a pile which lowers the average uniques/pile. And even so the pile that brings that heirloom is a card worth 2vp so its effectively only 1/3 of a unique.

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Solo Challenges / Re: Minimum Possible Points (without Wall)
« on: July 31, 2018, 02:44:46 pm »
I was curious what the least possible points total was, but keeping Wall out makes the challenge actually interesting.

Someone in our Discord (Avorian, shoutout) came up with this. Given the Wall ban, if you replace Sauna with Marauder, this is most likely optimal, though I have not calculated the negative score possible (will be somewhat dependent on player count to determine curse pile and silver/gold supply, also  questionable whether or not you could add Platinum):


To show my work: the strategy is to drain golds/silvers and then end game by piling knights/golds/silvers/curses somewhere down the road. Young witch is basically a free slot so of course you include it. Shelters and platinum likewise. From there we get into maximising number of uniques coming from kingdom.

The gold standard is producing >2 uniques in a kingdom pile. There are plenty of split-piles, heirloom piles, and piles with other set up to get at least two from every kingdom slot. So lets see who wins:

1. Knights produces a whopping 10 uniques with a 2vp downside from Josephine, so 9 + 1/3 effective uniques.
2. Marauder brings ruins and spoils into play for 7 uniques.
3. Tournament brings 6 uniques (note: trash province with anna)
4./5.  Peasant and page each bring 5 uniques.
6. Exorcist brings 4 uniques (note that ghost is always brought by an unrecoverable treasure and you cant waste a slot on masq, and the kingdom pile with it is only 1/3 of a unique effectively)
7. Leprechaun brings 2 uniques (wish, again otherwise have to trash something unrecoverable) and can give you twice miserable.
8./9. lurker and necromancer bring in 5 total uniques for an average of 2.5

As far as I can remember, no other card brings in more than 3 uniques not already covered (except castles, which counters itself with VP). So add in a 2 unique pile of choice.

In total the 10 cards from kingdom and associated setup gives 10 + 7 + 6 + 5 + 5 + 4 + 2 + 5 + 2= 46 uniques, and copper/estate/YW/shelters bring us to 52. So thats -156 points. Twice miserable, josephine and estate points bring it to -157.

Then you have -150 from all curses/golds/silvers (assuming 2 player).

So in summary I get -307 without plat, -310 with it.


8
Dominion General Discussion / Re: Question- What is an Engine
« on: July 25, 2018, 09:14:50 pm »
I said this on discord a few times but I'll put it here too: sometimes a word can be useful without painstaking definitions being possible or useful. I suppose its unclear what the survey is trying to get at especially since its only being posted here by an ambassador of the real person who made it.

I think the word engine sticks around because it captures a very essential mindset for a type of deckbuilding. I think trying to pin that down precisely with terms like "multiple sets of points" is just a losing battle. I think the more interesting question by far is to ask "If someone you trust tells you to build an engine on a given board, what are you looking around for?"

Anyway, my own 2 cents are that the interesting characteristics are (1) The deck as a total deck is close to the deck's turns: roughly speaking if you add a key card the average turn improves by close to the entire power of that card and (2) the deck aims to use (1) to improve its own capacity.

I think (1) is the real universal thing are saying, and (2) is a debatable characteristic which I mostly use to distinguish classic overdraw/gain-and-play/explosive engines from golden deck type of scenarios where a single pattern that involves the whole deck is repeated over and over again.

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Dominion Articles / Re: Leprechaun
« on: February 18, 2018, 03:07:22 pm »
Good article on the mechanics of Lep. But I feel like an entire separate article could be written on how to build a deck that can reliably play 7 or more Actions per turn, with at least 1 of them being (an effectively useless) terminal, while managing an influx of Gold. That's in essence all I care about when I see Lep in the kingdom.

Its more than this though. You not only have to consistently play more than 7 cards a turn (well, have in play) , you have to consistently be able to play the leprechaun after 6. A lot of "strong" engines that play more than 7 cards a turn dont hit this bar.

10
Dominion General Discussion / Re: How good is Fishing Village really?
« on: December 07, 2017, 01:36:29 pm »
I think the big thing missing from this analysis is how much fishing village helps with rhythm. If you build an engine with a drawing village and terminal draw and no duration draw, then to kick off a big turn you need to draw a village in you starting hand, and a draw card in the starting hand + usually 1 card from the village. If you build the same thing with fishing village then you can kick off even if have to play as many draw cards as you had fishing villages from the last turn before finding a village.

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Dominion General Discussion / Re: Payload first
« on: November 21, 2017, 04:40:11 pm »
You seem to have this rigid distinction in your mind between building the draw/actions piece of an engine and then adding payload. Really this seems like a strange way to view the process, and one that is actively harmful.  The whole point of engines is that they feed their own power back into the ability to build them. IF you draw more you can trash faster, play more cards to gain more cards, play more buy cards, play cost reduction cards. All of these effects help build a bigger draw engine. People sometimes talk about the exponential growth of engine. If you add that messenger after you're already drawing deck, you're going to lose to the person who managed to use the buy from it to speed up their own deck drawing engine.

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Dominion Articles / Re: Why is trashing good? (Newb-oriented)
« on: October 01, 2017, 11:23:34 pm »
I think the efficiency section could do with some more concrete, early game, base only examples.
I'm spitballing here because I actually don't want obviously superduper combos, like of course opening chapel + bandit/witch is very nice. But i think even something like "Without trashing, if you have one militia in your deck, you probably only play that militia once every two turns in the early game. With trashing, it can quickly become a card you see almost every turn"

13
Dominion General Discussion / Re: Favorite cards, and why - 2017
« on: January 20, 2017, 07:27:11 pm »
Storyteller. Easily my favorite card in the game. Turns the game on its head in some sense. I still fondly remember the first time a friend crushed me with Storyteller/Bank.




14
Courtier and Distant Lands

Of course, it is generally true/obvious that Courtier likes cards with many types, the gold standard of which is 3 (go away josephine). Distant lands hits that. But what's nice here is that you can get into a good rhythm of "Courtier reveals Distant lands for Action, Coins, Gold", playing a distant lands, and then easily hitting 5 for another. Meanwhile you're putting gold in your deck to prepare to switch to province-ing.

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Dominion Online at Shuffle iT / Re: "Features" threads
« on: January 09, 2017, 08:14:06 am »
This doesn't actually make mistakes any easier to avoid perse, but I think in general any time that playing a treasure triggers a nontrivial effect, it should be excluded from autoplay. Autoplay in turn should just play the treasures in lumps, not some arbitrary order.

Mainly I'm just confused as to how Sauna/Silver interactions ended up operating the way they do. My treasure in hand is played seemingly in a random order (presumably the order it was drawn in?), and whenever a silver appears suddenyl the sauna's activate in the middle of the autoplay.

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Dominion Online at Shuffle iT / Re: "Features" threads
« on: January 05, 2017, 02:28:37 pm »
This seems like the best place to put this: the teacher/event tokens need a rework imho. As is, coin is a bare text +1, which could mean anything. Use a coin sprite for this if possible. 

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Game Reports / Coppersmith is dead, long live the coppersmith.
« on: January 03, 2017, 11:34:48 am »
In honor of the passing of our dear friend the coppersmith, I present this log of me beating up a bot with the key help of coppersmith:

http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161126/log.0.1480135267561.txt

Share your memories of coppersmith and other cards that are in the big dominion box in the sky.

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Dominion Online at Shuffle iT / Re: The Dominion online 2017 thread
« on: January 03, 2017, 11:31:30 am »
Just managed to get a confirmation email out of the client, so that's better. Next I have to ponder whether I want to want to set up a paypal/bitcoin payment method.

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Dominion Online at Shuffle iT / Re: The Dominion online 2017 thread
« on: January 01, 2017, 10:16:34 pm »
Don't forget to check your various spam folders for the email, everyone.

I know you're trying to be helpful, but I did, I have every time (many) that I have attempted an action with a confirmation email or activation code.

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Dominion Online at Shuffle iT / Re: The Dominion online 2017 thread
« on: January 01, 2017, 07:12:11 pm »
Same here: and on reflection that may only be because clearing cookies cleared my preference to block the thousand "you must confirm your email to host" popups

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Dominion Online at Shuffle iT / Re: The Dominion online 2017 thread
« on: January 01, 2017, 07:06:28 pm »
I will be checking if the above works. In the meantime though, I tried to register for the ShuffleIT forums and now am being told I cannot register multiple accounts with the same computer, despite having never received the confirmation email they claimed was being sent.

Tinier bug note: you really need a way to backtrack out of the "Sign up" main menu into the main login area.

Also, now that I know my payment method is not accepted, I am more concerned about getting access to my old MF name and its benefits.

EDIT: As the post below me says: popup appears, but no email. Wowee I feel noticed.

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Dominion Online at Shuffle iT / Re: The Dominion online 2017 thread
« on: January 01, 2017, 03:57:11 pm »
Can we get a rough idea when the e-mails might start going out? As is it's pretty terrible since it seems matching randomly chooses one player as host then denies the game if that person happens to not have a confirmed email

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Dominion Online at Shuffle iT / A couple issues (e-mails, payments)
« on: January 01, 2017, 12:51:30 pm »
So, I can't make an account on new dominion under my name, which had subscriptions. I attempted to join the forum there, but the email confirming account creation is just as nonexistent as the email supposedly giving me access to my old MF name. I imagine a lot of this is server load and will be fixed.

More worrying: the payment provider you have chosen doesn't accept the credit/bank card I have used for 99% of my online purchases over the past several years. This is a visa debit/credit card backed by a major US bank, so I'm a little worried if you have a payment managing software that doesn't accept it.

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