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Messages - William Howard Taft

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1
Feedback / Re: Whoa - Cool Donald X replied
« on: Today at 10:18:32 am »
I remember when my board game group first started playing Dominion, we had a rule dispute that I posted here and he quickly responded to it.

It was nice being able to say ďOk the guy who invented the game just said Iím right so can we please move on now?Ē

2
Dominion Articles / Re: Cathedral
« on: December 05, 2018, 10:49:41 am »
As for attacks, Hand-size attacks pretty much kill it (unless there's Library/Watch-Tower/Scholar around), trashing attacks do as well. I would be especially worried about 3-4 cost ones: Militia, Pirate Ship, Urchin, Brigand, Catapult, maybe Cutpurse, maybe Peasant/Soldier, maybe Warrior. A hand-size attacks reduces your playable hand to either 2 or 3 cards: The best you can hope to do is buy back whatever you have to trash.

The exception to this is Torturer, which is a both a handsize reducer and increaser. Just played a Cathedral game where taking that Curse to hand saved me multiple times.

3
Guildhall/Mountebank

Now give your opponents Coffers when you attack them.

4
I looked at the card lists and decided liked the look of noble Brigand and Fools gold. Is that enough to move Hinterlands up on the list?

Also, is Possession enough to move Alchemy up?

Especially if you're going to be playing IRL casual games with friends, whatever cards seem like the most fun is what you should go with. IMO Hinterlands is a great expansion even just for the Reaction cards. I don't care if it's a bad strategy, discarding Tunnels for Gold is a great time.

If you love Dominion you'll eventually get the other expansions too, so you might as well start with the ones that look like the most fun to play.

5
Dominion General Discussion / Re: Renaissance First Impnressions
« on: December 03, 2018, 04:01:24 pm »
I do think that Fleet can be good in engines which tend to end on 3-pile. Opponent must use her extra $5 to end the game on 3 piles and to gain a VP edge large enough not to be nullified by Fleet.

Itís also great for Mission, Swamp Hag, and situations where you canít/donít want to buy cards. Or if youíre just about to start greening but donít want a Duchy mucking up your engine on the next shuffle.

With Devilís Workshop you can buy the extra turn and still get a free Gold, but buying any project is good with Devilís Workshop.

6
Dominion General Discussion / Re: Renaissance First Impnressions
« on: December 02, 2018, 05:48:54 pm »
Scepter is super duper weak. Capitalism, Innovation and Scepter all have the same problem: Most Action cards are cards you don't want to play during your Buy phase.

I initially thought the same thing but I've played some games where it really shines. It's good for junkers and stuff like Courtier or Pawn that gives you options where choosing +Action feels like a waste.

7
Develop/Seer

Develop really shines trashing cards in the $2-4 range and Seer lets you draw it over and over again.

8
I enjoy Harbinger but I never include it in a first time kingdom for noobies. Since it only costs $3 people tend to buy a lot of them and then half the game is them looking through the discard pile figuring out what to topdeck.

9
Let's Discuss ... / Re: Let's Discuss Renaissance Cards: Inventor
« on: November 13, 2018, 05:39:03 pm »
It plays nicely with the Night gainers from Nocturne. One Inventor allows your Devilís Workshop to gain Duchies and your Vampires to gain Grand Markets and such.

10
Dominion General Discussion / Re: Can't Stop Playing Spooky Kingdoms
« on: November 02, 2018, 05:48:49 pm »
Maybe Castels to not miss out on Haunted castle.

Torturer, Rogue is maybe other choices I couldn't find in the list.

Yeah Torturer needs to be there for sure. I think the solution to Haunted Castle is to throw it on the very top of the castle pile for maximum spookiness.

11
Dominion General Discussion / Can't Stop Playing Spooky Kingdoms
« on: November 02, 2018, 12:55:30 am »
For Halloween our game night made a randomizer deck with just the 35 spookiest cards. Did we forget anything?

Witch
Graverobber
Necromancer
Haunted Woods
Scrying Pool
Laboratory
Butcher
Masquerade
Tormentor
Lurker
Rats
Crypt
Count
Cemetary
Cultist
Death Cart
Altar
Young Witch
Dungeon
Ghost Ship
Exorcist
Vampire
Werewolf
Pooka
Den of Sin
Devil's Workshop
Ghost Town
Procession
Sacrifice
Jester
Familiar
Golem
Cursed Village
Tomb
Ritual

Should Leprechaun be in there? He has his own horror movie after all.

12
Counterfeit does not trash cards from your hand. Counterfeit plays the card, then trashes it afterward. Since the spoils returns to its pile, Counterfeit loses track of it, and therefore cannot trash the spoils.

Yup. It's fine online, but it's one of those things I always get into an argument about when playing IRL with casual Dominion players. After explaining the lose track rule, it sometimes starts an argument about if the Spoils can even be played a second time. After all, it's been returned to the pile and Counterfeit has lost track of it, so how can it be played again?

Fortunately saying "well Donald X says so" eventually wins the argument, even though I still don't fully get it.

13
Silk Merchant + Procession was lots of fun.

14
Counterfeit Spoils returning to the pile instead of going into the trash.

15
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Mine
« on: September 18, 2018, 06:57:23 pm »
If there's no other trashing and Throne Room is on the board I might pick one up. Turning two Coppers into two Silvers is nice, or turning one Copper into a Gold.

Turning Silvers into Idols is pretty nifty too. Or at least it was in the Recommended Kingdom I played it in when I first picked up Nocturne.

16
monastery/delve

even the angriest big-money hater can see that turning a copper into a silver is better than buying nothing

Monastery is so good. Recently played a game with Monastery, Cache, and Council Room. So much money so fast, and Monastery's ability to let you spend the Coppers before trashing them is ridiculous.

17
It's nice having victory cards for Oasis to discard but not when you also need them for Shepherd.

18
Envoy + Cemetary: get a big hand with Envoy, then trash stuff. It helps that your opponent will want to let you keep the bad cards when you play Envoy, which you then trash.

Just played a similar game with Advisor + Count. Played multiple Advisors, opponent discarded all my power cards leaving me with a handful of junk to trash.

19
Fool/Diplomat Lost in the Woods turns your Diplomat into a Lost City.

20
or even when you draw an Exorcist dead with Gear (save Exorcist and an Estate)

What would it mean to draw a Night card dead?

I meant that because Night cards can't be drawn dead, it's often better than opening Gear + terminal action. With Gear + terminal action you have to set the terminal aside and play it next turn. With Exorcist, it's likely to line up with Estate right away and if it doesn't you can just set your Estates aside for the next turn.

Of course you'll still probably set the Exorcist aside if Gear draws it with 5 Coppers, but buying a $5 and guaranteeing a Wisp on your next turn is better than buying Silver, trashing the Copper with Exorcist for no benefit, and having to wait to draw it again. Copper is pretty useful in the early game, especially if you've quickly turned all 3 Estates into Wisps.

21
Gear / Exorcist may be my new favorite opening. Exorcists always seem to collide with a handful of Coppers but Gear fixes that right up.

22
Dominion Articles / Re: Settlers/Bustling Village
« on: June 13, 2018, 10:35:58 pm »
It's a good way to make sure your Moneylender connects with a Copper. Same goes for Junk Dealer, Spice Merchant, Bats, and anything where you need something crappy in your hand to trash.

23
Turns out Tracker is a wonderful target for Prince. An extra $1, a Boon at the start of each turn, and top-decking ability for the rest of the game is all very handy.

24
Pasture/Hunting Grounds

3 Estates = 6VP so trashing your Hunting Grounds is as good as gaining a Province. Even better if you can Remodel it into a Province.

Well, it's as good as gaining a Province and 2 junk cards, which is actually far worse than gaining just a Province. Still a neat thing if you don't think you'll shuffle again this game.

In a Pasture / Shepherd game, green cards arenít junk.

That said, itís just weird to compare it to a Province - itís obviously a far different outcome.

Aside from a few outlier situations I'm not going to trash HG until end of game unless I'm forced to. Still, it's pretty rad to get 12 VP by remodeling one $6 card. It's not an official double Province but 12 points is 12 points.

25
Pasture/Hunting Grounds

3 Estates = 6VP so trashing your Hunting Grounds is as good as gaining a Province. Even better if you can Remodel it into a Province.

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