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Messages - petrie911

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1
Puzzles and Challenges / Re: Dominion Puzzles / Riddles.
« on: December 05, 2012, 03:23:18 am »
Might be a fun way to think about the game, strategize, and start discussions about the game.

I'll start, as an example:

I just opened Scout/Great Hall on a 4/3 Board and expect to win the game against someone with a more typical opening. What other card is almost certainly on my board?
I'd say Ironworks, but I'm reasonably certain that you should open with that over the Scout.

2
Dominion General Discussion / Re: When do you get curses out IRL?
« on: November 29, 2012, 11:49:04 pm »
If there are cards that give out curses directly, I put them out.  Otherwise, I'll get them out when someone wants to buy one.

That said, I usually play IRL dominion with more than 2 players, which makes piling out on curses much harder.

3
Isn't +4 cards way too good on this thing?  Its attack is already a really nasty version of Rabble, and +4 cards is by itself worth more than $5.

4
Dominion General Discussion / Re: Best target for King's Court
« on: November 25, 2012, 07:11:50 pm »
Bridge says "All cards cost $1 less this turn."
Highway says "While this is in play, all cards cost $1 less."

So Bridge's cost reduction is part of the effect of playing the action, while Highway's cost reduction is the result of it sitting on the table.  Thus, KC can triple Bridge but not Highway.

5
Dominion Articles / Re: Beginner Strategy Guide Idea
« on: November 21, 2012, 02:43:16 pm »
The point of the Silver test is that newer players may simply ignore Silver as an option.  So I suppose that it's the twofold lesson of "Consider whether the card you want is really the best buy." and "Silver is often a strong choice, even if it isn't very flashy. You should consider it when buying things."

6
Dominion General Discussion / Re: Things We Learned From Dominion
« on: November 21, 2012, 02:35:19 pm »
43. With just a simple makeover, your ugly Sea Hags can become a part of your luxurious Harem.

7
Variants and Fan Cards / Re: Thought exercise: nerfs and buffs
« on: November 14, 2012, 05:10:50 pm »
Fortune Teller should simply say "...reveals cards from the top of his deck until he reveals a card that isn't an Action or Treasure..."  Then it properly works like a mini-Rabble.  I suppose that makes its interaction with Saboteur a little less fun, but I'm pretty sure that combo is terrible anyways.

Actually, an interesting way to do it would be to let you name a type, then each player digs until he finds a card of that type and puts it on top.  Gives it a nice interaction with cursers.

8
Band of Misfits also works.  Seeing as it can be any of those cards.

9
Variants and Fan Cards / Re: Card that name: Tax Collector
« on: October 16, 2012, 02:16:49 am »
Tax Collector $3
Action -- Attack
+1 Buy
Each other player with at least 4 cards in his hand discards a card.
If an action card is discarded, +1 Action
If a treasure card is discarded, +$1
If a victory card is discarded, +1 Card

Hmm, needs Iron in the name somewhere.

10
Variants and Fan Cards / Re: King of the Slums
« on: October 06, 2012, 04:27:14 pm »
Perhaps "Look at the top 3 ruins.  You may gain any number of them, putting them in your hand."

I like this idea.  Eventually he starts powering himself and you don't need to gain anymore, and he gives you a pretty slick effect that's probably worth junking your own deck.

Oh, also, he needs to be a Looter.  Otherwise the ruins pile won't be there.

11
Variants and Fan Cards / Re: Card That Name! -- Episode 2: Blood Money
« on: October 04, 2012, 07:47:52 pm »
Really?  Hmm, I'd say that it should only care about buys, but Royal Seal hardly needs to be made worse.

12
Variants and Fan Cards / Re: Card That Name! -- Episode 2: Blood Money
« on: October 04, 2012, 07:38:25 pm »
Using the "Blood Money gives other players something good" interpretation...

Blood Money
$4 Action
+1 Buy
+$3
Each other player draws a card.

I think this would be balanced.  As Governor and Council Room have taught us, giving each other player an extra card can be quite dangerous.

Also, with the buy vs gain thing, it's also about consistency.  Talisman, Hoard, and Contraband care about you buying things while they're in play, while no treasure cares about you gaining things while it's in play.

13
Dominion General Discussion / Re: Stratified Random Kingdoms
« on: September 28, 2012, 04:42:55 pm »
It's not as though games without attacks are any less luck based.  Your carefully built engine can come up entirely in the wrong order near the end of the game where it's most important to close it out.  You can constantly draw $7 with your money deck, or even draw a hand of all victory cards late game, losing a full turn.  King's Court/Bridge leads to incredibly swingy games where whoever gets KC/KC/Bridges off first just flat out wins.

Also, there's a problem with selecting against high gain% cards.  You can't just keep them out of the pool, so there will probably be at least 1 on the table.  Since the other cards will generally be of lower power level, the high gain% card is even more likely to take over the game.

This kind of "here's a Witch, in your face!" conflict feels just very ameri to me.

ameri?

14
Variants and Fan Cards / Re: Fan Card Ideas
« on: September 28, 2012, 04:22:50 pm »
Better, but what happens if my opponent trashes a bank?

15
Variants and Fan Cards / Re: Fan Card Ideas
« on: September 28, 2012, 03:11:09 pm »
I'm pretty sure I would never buy pickpocket.  It lets my opponents give me their coppers, which, as we remember from ambassador, is probably the most powerful way for them to attack me.

16
Variants and Fan Cards / Re: Card That Name! -- Episode 1: Assassin
« on: September 28, 2012, 03:00:33 pm »
I'll try my hand at this.

Assassin
$5 Action - Attack
+2 Cards
Trash a card from your hand.  If it is an...
Action card -- each other player trashes the top card of his deck and gains a card with the same cost that you choose.
Treasure card -- each other player discards down to 3 cards in his hand.
Victory card -- each other player gains a Curse.

He can hurt people in a lot of different ways, for the right price.  Not sure if Swindler is the best choice for the first effect, but I wanted to represent the three classes of attacks -- junking, handsize, and deck inspection.

17
Dominion General Discussion / Re: Opening Village
« on: August 24, 2012, 02:45:05 am »
When Village is the Bane, Village/YW seems viable.

18
Dark Ages Previews / Re: Pictures of All Cards (except ruins and havens)
« on: August 16, 2012, 03:09:55 pm »
Ugh, I hate the wording on Catacombs...Gain a cheaper card. It would have been better if it said costing less.

Unless somehow those don't mean the same thing.

I can't imagine how they wouldn't, but you never know.

19
Well, it's something to consider in Possession games.

Also, is the art for Survivors based on another card?  The other 4 are fairly clear, but I can't place that one.

EDIT: One more thing.  Ironworks + Watchtower + Fortress.  Gain Fortress, trash it to put it in your hand, play it with he action from ironworks.

20
So, what happens if I play Band of Misfits as an Island?  Does it get set aside?  Do the set aside cards return to my deck, since Band of Misfits no longer has Island's text that says to do so?

21
Variants and Fan Cards / Re: Recursive Victory
« on: August 14, 2012, 10:15:26 pm »
My version of this card went like this

1VP
Worth an additional 1VP for every 2 of this card in your deck.

This means the 3-5 split is only a 9 point gap and the 6-2 split a 22 point gap, both less than the corresponding province splits.  It was priced at $6.

22
Dominion General Discussion / Re: Dominion uh...misconceptions
« on: August 14, 2012, 08:38:08 pm »
My biggest Seaside misconception was "Extra turn?  This must be the best card ever."

Yeah, for a card that gives you an extra turn, Outpost sure is awful.

23
Variants and Fan Cards / Re: A bunch of random un-tested Ideas/Concepts
« on: August 14, 2012, 10:41:38 am »
If you really want it to be super pawn, you could just do.

Choose 3 -- +1 Card, +1 Action, +1 Buy, +$1 (the choices must be different)

It's strictly inferior to Market, so it probably shouldn't cost $5, but I'd totally buy that at $4.


24
Dominion General Discussion / Re: Greatest Isotropic Moments of 2012
« on: August 09, 2012, 02:55:35 am »
http://councilroom.com/game?game_id=game-20120403-163835-c333e057.html#petrie911-show-poss-turn-13-1

I've fallen behind.  My opponent got off to a fast start with turn 6 Gold -> turn 7 Province -> turn 8 Prize; I had my opening Chapel miss the reshuffle and couldn't seem to get above $5.  Now it's turn 13.  He has 4 of the prizes to my none and 4 provinces to my none.  At this point, I knew that my deck simply could not make up that difference.

But I knew that his deck could.

Code: [Select]
--- Fin Fang Foom's turn (possessed by petrie911) ---
Fin Fang Foom plays a King's Court.
... and plays a Trusty Steed.
... ... drawing 2 cards and getting +$2.
... and plays the Trusty Steed again.
... ... drawing 2 cards and getting +$2.
... and plays the Trusty Steed a third time.
... ... (Fin Fang Foom reshuffles.)
... ... drawing 2 cards and getting +2 actions.
Fin Fang Foom plays a Market.
... drawing 1 card and getting +1 action, +1 buy, and +$1.
Fin Fang Foom plays a Tournament.
... getting +1 action.
... Fin Fang Foom reveals a Province.
... Fin Fang Foom discards a Province and gains a Diadem on the deck.
... ... petrie911 gains the Diadem.
... drawing 1 card and getting +$1.
Fin Fang Foom plays a King's Court.
... and plays a King's Court.
... ... and plays a Tournament.
... ... ... getting +1 action.
... ... ... Fin Fang Foom reveals a Province.
... ... ... Fin Fang Foom discards a Province and gains a Duchy on the deck.
... ... ... ... petrie911 gains the Duchy.
... ... ... drawing 1 card and getting +$1.
... ... and plays the Tournament again.
... ... ... getting +1 action.
... ... ... Fin Fang Foom reveals a Province.
... ... ... Fin Fang Foom discards a Province and gains a Duchy on the deck.
... ... ... ... petrie911 gains the Duchy.
... ... ... drawing 1 card and getting +$1.
... ... and plays the Tournament a third time.
... ... ... getting +1 action.
... ... ... drawing 1 card and getting +$1.
... and plays the King's Court again.
... ... and plays a Followers.
... ... ... drawing 2 cards.
... ... ... gaining an Estate.
... ... ... ... petrie911 gains the Estate.
... ... ... petrie911 reveals a Moat.
... ... and plays the Followers again.
... ... ... drawing 2 cards.
... ... ... gaining an Estate.
... ... ... ... petrie911 gains the Estate.
... ... ... petrie911 reveals a Moat.
... ... and plays the Followers a third time.
... ... ... drawing 2 cards.
... ... ... gaining an Estate.
... ... ... ... petrie911 gains the Estate.
... ... ... petrie911 reveals a Moat.
... and plays the King's Court a third time.
... ... and plays a Princess.
... ... ... getting +1 buy.
... ... ... reducing all costs by $2.
... ... and plays the Princess again.
... ... ... getting +1 buy.
... ... and plays the Princess a third time.
... ... ... getting +1 buy.
Fin Fang Foom plays 6 Golds.
Fin Fang Foom buys a Province.
... petrie911 gains the Province.
Fin Fang Foom buys a Province.
... petrie911 gains the Province.
Fin Fang Foom buys a Province.
... petrie911 gains the Province.
Fin Fang Foom buys a Province.
... petrie911 gains the Province.
Fin Fang Foom buys a Duchy.
... petrie911 gains the Duchy.
(Fin Fang Foom reshuffles.)
(Fin Fang Foom draws: a Bag of Gold, a Province, a Tournament, and 2 King's Courts.)

All Provinces are gone.
petrie911 wins!

He was really pissed after that happened. Went on about how I didn't deserve to win.  Ah, the joys of Possession.

25
guys, guys, I know what the last ruin is.

Ruined Throne
Choose an action card in your hand. Play it once.

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