Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Jack Rudd

Filter to certain boards:

Pages: [1] 2 3 ... 38
Game Reports / Re: Dear My Opponent: I am Sorry
« on: March 20, 2018, 07:39:47 am »
Platina is a regular Latin plural.
"Platinum" is not, etymologically, a Latin word. It's from the Spanish.
And the Spanish word came from...

Game Reports / Re: Dear My Opponent: I am Sorry
« on: March 19, 2018, 08:15:45 am »
Platina is a regular Latin plural. English is a weird language where words derived from Latin sometimes take English plurals and sometimes Latin ones.

Variants and Fan Cards / Re: Dominion:Cities
« on: March 19, 2018, 07:59:10 am »
Cursed Coin does look strong, possibly too strong.

The other thing about Port is that its special ability only fires if you buy it, and $4 Villages are at their most powerful when you can gain them.

Game Reports / Re: Dear My Opponent: I am Sorry
« on: March 17, 2018, 02:21:36 pm »
I am sorry I complained about your luck of always having Trader in hand for my Cultist stack when you were, in fact, using Save to put it in your hand each turn.

Your Cultist stacks
Don't go as planned
When Trader's always
In his hand

Dominion General Discussion / Re: Surplus
« on: March 17, 2018, 01:37:28 pm »
Sauna/avanto is one that everybody skips a key factor of. They have an avanto but no sauna and then they can't play any more actions.
Really? My experience of online games with this pile is that they tend to end up in mirror matches where both players get at least two copies of each.

Rules Questions / Re: monastery, market square interaction
« on: March 16, 2018, 09:45:02 am »
I think the answer is no, you can't trash another card, because the number of cards you're allowed to trash is decided when you play the Monastery, and you haven't gained the Gold at that point.

Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Cobbler
« on: March 15, 2018, 12:51:02 pm »
It's kinda sad that it doesn't work with cost reduction (other that Bridge Troll and Ferry).

Prince and Ghost can do it but itís hard to set up.

Prince won't work with a Duration card.
Prince a Bridge, and then at start of turn, resolve the Bridge before the Cobbler.

Let's Discuss ... / Re: Lets discuss hinterlands cards:tunnel
« on: March 15, 2018, 07:35:07 am »
If you have four golds you can get a colony.
With a being an important word here. It's not uncommon for engines to be able to purchase two Colonies on one turn, and you get up there mostly with virtual money on action cards.

Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Cobbler
« on: March 14, 2018, 12:39:17 pm »
It's much like other Workshop variants: its strength varies dramatically with the kingdom. Are there $4 cards you want to gain in large quantities?

It also might depend on just which 7-cost card is available. Forge and Expand are normally weaker than King's Court, but they're considerably stronger as turn 1 buys.

Variants and Fan Cards / Re: Dominion: Ice Age
« on: March 12, 2018, 08:43:00 am »
Ice Queening a Hireling looks as if it could potentially be strong.

Dominion General Discussion / Re: Labs
« on: March 11, 2018, 08:02:49 pm »
Stables - I was definitely confused to see this higher than Lab in the new list. It's better than Lab if you can't trash your Coppers, but most of the time you can and should. The fact that this relies on treasures gives two ways it can dud: You can either draw a hand with all treasures or draw Stables with no treasures. Lab's consistency will beat it most of the time, I think.

I think part of the reason here is that Stables is much better than Lab in the early/mid-game when you are still building and trashing down. It cycles you much faster and will pretty much never dud early on. You shouldn't evaluate a card solely by how good it is in an already smoothly running engine.

Stable is kind of stupid. It's the same thing as laboratory but you get rid of a good card
Meh. Even when I do want to keep my treasures around, I don't normally want to have them in hand until the end of my turn, after I've done all my drawing. Discarding them to Stables or Plaza is no great hardship.

Rules Questions / Re: Wish/Royal Carriage interaction?
« on: March 11, 2018, 05:58:59 pm »
Wish returns itself to its pile, and is therefore no longer still in play after it finishes resolving. Thus Royal Carriage cannot replay it.

Dominion General Discussion / Re: Surplus
« on: March 09, 2018, 01:47:25 pm »
Sometimes surplus is an unavoidable consequence of the kingdom. If I'm running a Worker's Village - fuelled engine, I expect to get ridiculous quantities of buys I can't use.

Dominion General Discussion / Re: Fix the worst cards
« on: March 09, 2018, 07:42:47 am »
Part of the problem with Margrave is not just that it's two engine pieces on an attack, but that it's two engine pieces on an attack that creates one decision per victim every time it's played. Scrying Pool has a similar annoying issue.

Variants and Fan Cards / Re: Dominion:Cities
« on: March 08, 2018, 11:57:43 am »
Might Rainbow be workable if it said "when an opponent plays an Attack card, you may play this as a copy of that attack card"? It would still probably have issues, but it might at least be coherent in terms of rules.

Variants and Fan Cards / Re: Dominion:Cities
« on: March 07, 2018, 05:42:41 pm »
Hero says "Gain a Treasure".

Variants and Fan Cards / Re: Motley batch
« on: March 06, 2018, 08:45:55 am »
I shall play a Chemistry as a Chemistry, which I shall play as a Chemistry, which I shall carry on doing until the pile is empty.

Variants and Fan Cards / Re: Dominion:Cities
« on: March 05, 2018, 09:13:22 pm »
With witch you gain the card named curse
OK, so that brings us back to the question "what is the point of adding Curse to {insert card you've given the Curse type to}'s types?". The Curse type is never referenced anywhere in the rules or on any card. The only effect this has is to make these cards slightly better with Courtier, which isn't an interesting enough interaction to make up for the confusion.

(If you really want a type that indicates those cards are worth negative VP, that's fine, but create a new type to indicate that.)

Variants and Fan Cards / Re: Dominion:Cities
« on: March 05, 2018, 12:50:36 pm »
A note in general on super-high costs: they have a tendency to be terribroken. Most of the time, they're going to put the card completely out of reach. But occasionally there will be some effect like that of Squire/Hero/Lurker that gives you a super-expensive, super-powerful card for free. So your cards with $20+ costs will only see play in games where they are completely dominant.

Variants and Fan Cards / Re: Dominion:Cities
« on: March 05, 2018, 08:56:55 am »
I think you probably need to read rinkworks's guide to creating fan cards.

Variants and Fan Cards / Re: Masseuse: For when you need to relax
« on: March 04, 2018, 06:49:50 am »
"Trash the Black Market deck" would be seriously annoying to deal with in reality. I vote not to be the one who laboriously paws through the Black Market deck to see whether it contains Fortress, Cultist, Feodum, Hunting Grounds or Rats.

Dominion General Discussion / Re: very short strategy article
« on: March 02, 2018, 05:01:56 pm »
That's because it's easy to come up with situations where you'd rather have a Lab in hand than a Hunting Party. (Example: the top two cards of your deck are both Grand Markets.)

Pages: [1] 2 3 ... 38

Page created in 0.123 seconds with 19 queries.