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Messages - david707

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1
Altar: It costs 6 so is directly competing with gold, I think this will depend on the 5 cost cards, it will be worth if there is a 5 cost card you want multiples of such as lab.

Armory: This seems better than Ironworks in most situations (it's not a combo with great hall/island) due to top of deck instead of some other minor bonus, seems a solid 4 that I'll buy quite often.

Band of Misfits: Depends heavily on the action cards costing less than it and the other 5 cost cards. You need two different strong action cards to make it really good, for example a Village and a card drawer so it can be used as either part of the draw engine.

Bandit Camp: A village that gives a one use gold, seems nice early on and/or if you need extra actions, however there are better 5 cost cards, but not many 5 cost cards provide 2 actions.

Beggar: The main problem is in most cases you don't want to use the action, however the reaction is quite strong so may be worth it if there is attacks.

Catacombs: An improved Smithy and quite a strong 5 cost card.

Count: A strong trasher that can be used for other things, a good early 5 but you probably don't want many of them.

Counterfeit: Good early on for trashing coppers for money and layer on you can trash a gold and have enough for a province (with 1 spare) or trash a platinum and have enough for a colony. Could be kinda crazy with Bank. Overall a strong 5 that doesn't use an action, but you don't want too many.

Cultist: This compares poorly to witch unless you have enough to get use of it's effect that allows you to play another cultist and it's quite hard to get that many. You can use it as a bad witch then trash it, or try to get a "critcal mass" whee you chain them to draw cards. Overall a reasonable 5.

Knights: (Trash up to 2, 2VP, +2 Actions, Gain a card up to 3, +2 Coin)
The shared attack seems quite strong, but highly variable. I think the Trash 2, 2 VP and 2 Actions are significantly stronger than gain up to 3 and 2 coin. Overall a reasonable 5.

Death Cart: Using this as a one use +5 coin early isn't that great unless you can trash the ruins you also gain and can use those coins well (Platinum is in or +buy), so I think ti needs an action card that does something when trashed to be fully effective.

Feodum: Good if you can get lots of silvers, might also be worth buying to use with a trash for benefit card. Also, opening Feodum/Chapel seems good.

Forager: +1 Action, +1 Buy, +1 Coin, Trash a card. (As long as copper is the first thing you trash) seems good for 3 especially when compared with market (trash instead of draw), also you can trash a silver to make it +2 coin for the rest of the game which is likely worth it. Note that you do have to trash though. Overall a strong 3 I'll likely buy often.

Fortress: A 4 cost village that is really good with trash for benefit cards.

Graverobber: Gaining stuff from the trash seems good, as does expanding actions. Not sure how to judge, but seems a partly set up dependent good 5.

Hermit/Madman: Quite a strong 2, the top half compares well with workshop and if you don't buy anything it trashes for a madman. Madman is one use, but is very good, usually +2 Actions +4 Cards.

Hunting Grounds: Costly, but does give 4 cards and does something when trashed, will buy over gold sometimes.

Ironmonger: Compares well with Spy, a good cantrip.

Junk Dealer: Compares well with Market, a strong cantrip, but note the trash is not may.

Marauder: Compared with Sea Hag the attack is significantly weaker since it's ruins not curse and discard not top of deck, but you do get a one use gold which overall in my opinion makes it only slightly worse than sea hag, making it a strong 4.

Market Square: The top half is a cantipping +buy which is never bad, but is rarely good. The reaction is good though, so this is nice if your trasher and/or you need buys.

Mystic: At first I thought it was just a wishing well variant, since +2 coin is comparable to +1 card, but actually the fact it doesn't draw means it's a lot easier to know what your top card is. However this is still quite poor unless you do have a way of knowing your top card. If you have a way it becomes a good cantrip 5.

Pillage: The attack is very strong and gaining 2 one use golds is also very nice, the lack of if you do means more spoils using TR/KC and this card is amazing with Procession. This seems a strong 5, as long as it's not too late so you get to use the spoils.

Poor House: Most of the time this is bad, but in the rare cases you want it it's good. You want it when the proportion of treasures in your deck is low, for example gardens, against Pirate Ship, fishing village or black market combo.

Procession: A nice throne room variant, depends on whether there is an action you want to throne and a nice action card that costs 1 more than it. Works well with action cards that trash anyway like Feast and Pillage.

Rats: Acts as a nice intermediate stage for trash for benefit cards. For example, you could remodel an estate into a 4 cost card OR use rats to trash the estate gaining a rats, then remodel a rats into a gold, drawing a card. When trashing estates and coppers rats is better than remodel, but you need a trash for benefit card to use on rats.

Rebuild: This is a strong 5 that is kind of a mine for victory cards, basically you can name a victory card you don't want to trash (ie province).

Rogue: A strong 5 cos attack that turns into a reasonable 5 cost gainer.

Ruins:
To be continued...

2
I'm starting to think any card that has an effect when trashed (inc Rats) shouldn't be fully judged until shelter is revealed. There is so much in this this set that does something when trashed and you want to trash ruins. At this stage, I'd be really surprised if Shelter didn't trash and I suspect it'll replace starting Estates whenever playing with Dark Aged (possibly the condition will be a looter instead).

3
My speculation:
Ruined Chapel: Trash a card
Shelter (replaces starting estates in a game with a looter):
Victory Reaction Cost 2
1 VP
Reveal to be unaffected by a looter.

4
Joe Childers (MainiacJoe) on BGG mentioned Baron, which is really good point. Assume Donald knew about Shelter's when he made Baron, I thought of several "solutions":

1. Baron is a bad card when playing with shelters instead of estates
2. Shelters are actually named "Estate Shelter" or "Estate - Shelter".
3. You get to choose whether to start with 3 Estates or 3 Shelters in your deck, both are in the supply :D

(I see to remember Shelters replace Estates in your starting deck" sometimes, it'd be quite cool if you got the choice)

5
Dominion General Discussion / Re: Math request: Nomad Camp
« on: April 19, 2012, 08:19:41 am »
Why is there even an argument here?
Probability (A given B) = Probability (A and B)/Probability (B)
Probability (Bottom card is estate given initial hand is CCCCE)=Probability(Bottom card is estate and initial hand is CCCCE)/Probability(Initial hand is CCCCE)

Probability(Bottom card is estate and initial hand is CCCCE):
A deck of {CCCCCCCEEE} can be arranged in 10!/(7!*3!) ways, which is 120 ways.
We require an arrangement of {CCCCE|CCCE|E}, the order of the first 5 and the order of cards 6-9 don't matter so we get this in 5*4=20 ways. 20/120=1/6.

Probability(initial hand is CCCCE):
We require {CCCCE|CCCEE}, the first part can be ordered 5 different ways, the second part 10 ways. 5*10=50. 50/120=5/12.

so the final answer is (1/6)/(5/12)=2/5=0.4=40%

end of thread.

6
Dominion General Discussion / Dominion in XKCD 1008(?)
« on: January 25, 2012, 02:32:30 pm »
Cross posted from BGG:

Mouseover text: Suckville is considered by the Census Bureau to be part of the Detroit metropolitan statistical area, despite not being located anywhere near Detroit.
Link: http://xkcd.com/1008/

8
Dominion General Discussion / Re: Homage to the Best Card
« on: December 22, 2011, 05:51:35 pm »



9
Dominion General Discussion / Re: Any Gossip About Fall 2011 Expansion?
« on: August 18, 2011, 06:19:20 am »
I would think having one or two $1 cards in the rotation would be very interesting.  Upgrade and Remake remain unchanged for most games, but then in some games their behavior is changed.  That's all in the spirit of Dominion, which is that every game has its own unique set of interactions to puzzle through.

Exactly. That's why I stressed that the reason it could work is that there are so many cards by now so this wouldn't be usual. Speaking of Upgrade/Remake it's also true that usually you can't get Provinces from them, but in some games you can.

But how unusual it would be depends of course on what cards you have. If such a $1 card was in a 25 set expansion and you only had that expansion and Intrigue, then 18% of the games you played with Upgrade the $1 card would be there as well, which might be too often, so my argument "there are so many cards" really doesn't hold water since not everyone has many cards just because there are many cards.

So it could probably be fun, but isn't a good idea anyway.

But... I don't know if anyone has toyed with the idea of an Anti-Peddler; a card with a low printed cost but that usually costs more. The cost increase should not occur only during the buy phase so usually it would have a higher cost even when you're Upgrading etc. The printed cost of such a card could be $1, but probably it would be cleaner/better with $0. Once in a blue moon with clever play you could play in such a way that it costs $1 right when you're Remaking curses. Kudos to you!

Antipeddler
Action $0*
+1 Action
+1 Card
+1 Coin
This card cost $1 more per card you have in play.

Edit: Okay, that's going to be too good for workshop/ironworks etc

Antipeddler V2
Action $0*
+1 Action
+1 Card
+1 Coin
This card costs $2 more per card you have in you hand and $1 more per card you have in play.
(Even more crazy than Peddler)

Edit 2: Typo

10
Variants and Fan Cards / Re: Your New Mechanic for Dominion
« on: August 03, 2011, 09:56:11 am »
Before Alchemy's release, I was speculating and came up with my own 300 card set. Unfortunately, the cards were lost when I did a computer wipe and I don't remember most of them. I suspect most of the cards were unbalanced anyway.

Anyway, a lot if it revolved around two special action cards, which I called "Action-Chemical", my alchemist trashed lead for gold, some Kingdoms gained chemicals and others used quicksilver. Basically if any Kingdom card referred to lead you included lead, if any referred to quicksilver, you included it and if any referred to "Chemical" you include both.

Lead
Action-Chemical - $0
+1 Buy

Quicksilver
Action-Chemical - $2
+1 Coin
+1 Buy

I'm almost certain that the set included a village that was exactly the same as worker's village under a different name (A lot of kingdoms in the set had +buy to make it easier to get chemicals), and this was before alchemies release, before I had even heard of Prosperity.

11
Dominion Articles / Re: Treasure Map Probability
« on: August 02, 2011, 12:45:30 pm »
As fangz stated, my formula is for matching at least 2 maps at least once going through the entire deck drawing 5 cards at a time, whereas yours is for one particular hand of p cards. We're both right and both formulas are useful.

12
Puzzles and Challenges / Re: Impossible Score
« on: August 01, 2011, 07:06:24 am »
Actually 4 of you are playing two sets of two-player games?

Yes, that is the second solution. :)

13
Puzzles and Challenges / Re: Impossible Score
« on: July 31, 2011, 03:31:47 pm »
there could be kingdom victory cards in a black market deck; is that what the hint means? also presumably there are no colonies .

Correct, one of the two solutions is kingdom victory cards in the black market deck, but the hint is for the other solution.

14
Puzzles and Challenges / Re: Impossible Score
« on: July 31, 2011, 03:30:07 pm »
This probably does not require a spoiler tag...

(1) Colony?

(2) Out side the box answer: did you count it wrong?

Edited OP to include no Colonies and I counted correctly.

15
Puzzles and Challenges / Impossible Score
« on: July 31, 2011, 03:18:15 pm »
Me and 3 other people sit down and play Dominion. About half an hour later, they are counting up their scores. I realise that the total score of all 4 players is exactly 133. The Kingdom Cards chosen don't include any Victory cards* and don't contain VP chip givers (Bishop, Monument, Goons). How is this possible?

*This includes  dual types (Action-Victory and Treasure-Victory)

There are at least 2 solutions.

Small Hint: One Solution involves "thinking outside the box"

Edit: Their are no Colonies and I counted correctly

16
Dominion General Discussion / Re: Caption Competitions!
« on: July 31, 2011, 02:08:22 pm »
Woodcutter: This tree will be a bit easier to cut since it seems a giant animal has taken a bite from it.
Thief: I'm the best of the best, in fact I'm so good I'll steal their money blindfolded!
Minion: And this is a picture of my father, sir Annoyingalot.

17
Puzzles and Challenges / Re: Perfect Hand
« on: July 28, 2011, 06:53:35 am »
I think it's probably best to say it's a solitaire game, but your hand doesn't have to be "possible" (you don't have to have a trasher). My original solution for 44 was as Elyv stated, but I do like Kirian's solution even if it bends the rules a little. It was certainly fun looking through all the solutions :)

18
Variants and Fan Cards / Re: Really bad card ideas
« on: July 27, 2011, 08:11:41 am »
Uber Market
Action - $7
+1 Card
+1 Action
+1 Buy
+3 Coins
You can't buy this if you have any treasures in play.

"Cantrip"
Action - $1
+1 Card
+1 Action

19
Puzzles and Challenges / Re: Perfect Hand
« on: July 27, 2011, 08:05:59 am »
I wasn't sure if Bridge was supposed to be excluded from your hand, but with it KC/KC/Bridge/Bridge/Bridge for $9 and -$9 costs in a Colony game gets you 4 Colonies ($2 each) and 6 Provinces ($0 each) for 66 points.

Effectively, there are two seprate puzzles, one with bridge allowed and one without. The reason I posted no bridges as a "variant" is I realised KCx2 Bridgex3 would be the best solution.

Edit: Spoilered

20
Puzzles and Challenges / Re: Perfect Hand
« on: July 26, 2011, 01:41:16 pm »
As an incentive, the best I can do without bridges is 44 points.

21
Puzzles and Challenges / Perfect Hand
« on: July 26, 2011, 01:33:39 pm »
At the start of my turn, I have 5 cards in hand, no cards in my deck or discard pile, no durations in play and no status on any mats. In addition I do not have any Ironworks or Workshops in my hand. What is the most victory points I can gain this turn?

Edit: No Masquerade!

Variant: I have no bridges in hand either.

Edit 2: I don't have any Universities in hand either, for similar reasons to Ironworks/Workshop and going crazy. Possesion/Outpost count as a different "turn" for this puzzle.

22
Puzzles and Challenges / Re: Two Cards in Hand
« on: July 26, 2011, 01:29:41 pm »
You have ambassador/province in hand, play ambassador to reveal a province but don't return it to the supply.  Each other player now gains a province depleting the province pile.  You win because you were more than 6 points ahead of every other player

Yes, that is the solution I was looking for. I'll have to come up with a harder puzzle.

23
Other Games / Re: Ticket to Ride Question
« on: July 26, 2011, 01:21:46 pm »
I'm pretty sure you don't have to.

24
Puzzles and Challenges / Two Cards in Hand
« on: July 26, 2011, 01:14:26 pm »
In a 4 player game, it's the start of my turn and I have two cards in hand (due to attacks). I have no Durations in play and don't have anything on mats. There are a lot of curses in my deck, so if I were to play a draw card I don't know what I'd draw. Platinum and Colony are not in the game, there are 3 Provinces left and I can't end the game on 3 piles. What is the situation given that when I use the two cards in my hand in the right way, I'm guaranteed to end the game in my victory?

There may be more than one solution.

25
Puzzles and Challenges / Re: Get prizes without winning tournaments
« on: July 26, 2011, 12:53:24 pm »
"Look, over there!" *grabs prize card*

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