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Messages - Cuzz

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1
Dominion General Discussion / Re: Dominion Drinking Game
« on: February 23, 2018, 03:30:26 pm »
Example from recent game:

If your opponent gets Fortune from the Black Market deck on Turn 5, finish 2 drinks.

2
Also very much not a top player, but it's usually when I have < 20 minutes before having to go somewhere and I can't be confident that I'd be able to finish a real game. Also sometimes opponents resign immediately and I'll play it out against LR if it looked like a fun kingdom.

3
Puzzles and Challenges / Re: Easy Puzzles
« on: February 23, 2018, 03:25:27 pm »
Cursed Village and get Bad Omens?

There we go. Except it was actually War.

4
Puzzles and Challenges / Re: Easy Puzzles
« on: February 23, 2018, 10:26:09 am »
Today for the first time ever I had a straight-up $5-$5 opening with no Baker or Borrow in the Kingdom. The only Heirloom was Pouch. What did I buy with my first $5?

Night's Watchman and discarded everything.

Close, but let me try just one more time:

Opened $5-$5 with no Baker, no events, only Heirloom was Pouch, and the first buy was a $5 card which was not Mandarin.

5
Puzzles and Challenges / Re: Easy Puzzles
« on: February 23, 2018, 08:42:05 am »
Today for the first time ever I had a straight-up $5-$5 opening with no Baker or Borrow in the Kingdom. The only Heirloom was Pouch. What did I buy with my first $5?
Mandarin?

ugh, this is why I don't hang out in this thread

this is where I say "no Mandarin either" and then people guess the 18 other obvious ways to do this that I also didn't think of

6
Puzzles and Challenges / Re: Easy Puzzles
« on: February 23, 2018, 08:39:27 am »
Today for the first time ever I had a straight-up $5-$5 opening with no Baker or Borrow in the Kingdom. The only Heirloom was Pouch. What did I buy with my first $5?
Mandarin?

ugh, this is why I don't hang out in this thread

7
Puzzles and Challenges / Re: Easy Puzzles
« on: February 23, 2018, 08:27:10 am »
Today for the first time ever I had a straight-up $5-$5 opening with no Baker or Borrow in the Kingdom. The only Heirloom was Pouch. What did I buy with my first $5?

8
Dominion General Discussion / Re: very short strategy article
« on: February 22, 2018, 02:12:36 pm »
I like that Skulk comes with a Gold. Having a Gold in your deck makes up for the lack of +coin provided by Skulk.

Where have you been, man? Golds are basically curses, with occasional utility as tfb fuel.

9
Maybe thatís a bad example actually, since it takes 2 turns to gain something, but you also donít have to worry about it getting sniped from the trash so it probably more than evens out.

10
You could have honorable mentions for things like Lurker, which donít lose any explicit functionality, but do lose a lot of their practical use.

11
Echip actually sounds like a card that an android would come up with for fun. 

12
O's super secret all encompassing power rankings and strategy guide, posted by tiers. IMO much more useful advice than card rankings and only 75% as likely to cause unhelpful bickering and semantic comparisons that have no strategic value

Donate:

Buy this.

Transmute:

Don't buy this.

Advance, Adventurer, Advisor, Alchemist, Alms, Altar, Ambassador, Amulet, Annex, Apothecary, Apprentice, Aqueduct, Archive, Arena, Armory, Artificer, Bag of Gold, Baker, Ball, Band of Misfits, Bandit Camp, Bandit Fort, Bank, Banquet, Bard, Baron, Basilica, Baths, Battlefield, Bazaar, Beggar, Bishop, Black Market, Blessed Village, Bonfire, Border Village, Borrow, Bridge, Bridge Troll, Bureaucrat, Bustling Village, Butcher, Cache, Candlestick Maker, Capital, Caravan, Caravan Guard, Cartographer, Castles, Catacombs, Catapult, Catapult/Rocks, Cellar, Cemetery, Champion, Chancellor, Changeling, Chapel, Chariot Race, Charm, City, City Quarter, Cobbler, Coin of the Realm, Colonnade, Colony, Conclave, Conquest, Conspirator, Contraband, Copper, Coppersmith, Council Room, Count, Counterfeit, Counting House, Courtyard, Crossroads, Crown, Crumbling Castle, Crypt, Cultist, Cursed Village, Cutpurse, Dame Anna, Dame Josephine, Dame Molly, Dame Natalie, Dame Sylvia, Death Cart, Defiled Shrine, Delve, Den of Sin, Develop, Devil's Workshop, Diadem, Disciple, Distant Lands, Doctor, Dominate, Druid, Duchess, Duchy, Duke, Dungeon, Duplicate, Embargo, Embassy, Emporium, Encampment, Encampment/Plunder, Enchantress, Engineer, Envoy, Estate, Exorcist, Expand, Expedition, Explorer, Fairgrounds, Familiar, Farmers' Market, Farming Village, Farmland, Faithful Hound, Feast, Feodum, Ferry, Festival, Fishing Village, Followers, Fool, Fool's Gold, Forager, Forge, Fortress, Fortune, Fortune Teller, Forum, Fountain, Fugitive, Gardens, Gear, Ghost Ship, Ghost Town, Giant, Gladiator, Gladiator/Fortune, Gold, Golem, Goons, Governor, Grand Castle, Grand Market, Graverobber, Great Hall, Groundskeeper, Guardian, Guide, Haggler, Hamlet, Harem, Harvest, Haunted Castle, Haunted Woods, Haven, Herald, Herbalist, Hermit, Hero, Highway, Hireling, Hoard, Horn of Plenty, Horse Traders, Hovel, Humble Castle, Hunting Grounds, Hunting Party, Idol, Ill-Gotten Gains, Inheritance, Inn, Ironmonger, Ironworks, Island, Jack of all Trades, Jester, Journeyman, Junk Dealer, Keep, King's Castle, King's Court, Knights, Laboratory, Labyrinth, Legionary, Leprechaun, Library, Lighthouse, Loan, Lookout, Lost Arts, Lost City, Madman, Magpie, Mandarin, Marauder, Margrave, Market, Market Square, Masquerade, Masterpiece, Menagerie, Mercenary, Merchant Guild, Merchant Ship, Messenger, Militia, Mine, Mining Village, Minion, Mint, Miser, Mission, Moat, Monastery, Moneylender, Monument, Mountain Pass, Mountebank, Museum, Mystic, Native Village, Navigator, Necromancer, Necropolis, Night Watchman, Noble Brigand, Nobles, Nomad Camp, Oasis, Obelisk, Opulent Castle, Oracle, Orchard, Outpost, Overgrown Estate, Overlord, Page, Palace, Pathfinding, Patrician, Patrician/Emporium, Pawn, Pearl Diver, Peasant, Peddler, Philosopher's Stone, Pilgrimage, Pillage, Pirate Ship, Pixie, Plan, Platinum, Plaza, Plunder, Pooka, Poor House, Port, Possession, Potion, Prince, Princess, Procession, Province, Quarry, Quest, Rabble, Raid, Raider, Ranger, Ratcatcher, Rats, Raze, Rebuild, Relic, Remake, Remodel, Ritual, Rocks, Rogue, Royal Blacksmith, Royal Carriage, Royal Seal, Saboteur, Sacred Grove, Sacrifice, Sage, Salt the Earth, Salvager, Save, Scavenger, Scheme, Scout, Scouting Party, Scrying Pool, Sea Hag, Seaway, Secret Cave, Secret Chamber, Settlers, Settlers/Bustling Village, Shanty Town, Shepard, Silk Road, Silver, Sir Bailey, Sir Destry, Sir Martin, Sir Michael, Sir Vander, Skulk, Small Castle, Smithy, Smugglers, Soldier, Soothsayer, Spice Merchant, Spoils, Sprawling Castle, Spy, Squire, Stables, Stash, Steward, Stonemason, Storeroom, Storyteller, Summon,  Swamp Hag, Swindler, Tactician, Talisman, Tax, Taxman, Teacher, Temple, Thief, Throne Room, Tomb, Tormentor, Torturer, Tournament, Tower, Tracker, Trade, Trade Route, Trader, Trading Post, Tragic Hero, Training, Transmogrify, Travelling Fair, Treasure Hunter, Treasure Map, Treasure Trove, Treasury, Tribute, Triumph, Triumphal Arch, Trusty Steed, Tunnel, University, Upgrade, Urchin, Vagrant, Vampire, Vault, Venture, Villa, Village, Vineyard, Wall, Walled Village, Wandering Minstrel, Warehouse, Warrior, Watchtower, Wedding, Werewolf, Wharf, Wild Hunt, Windfall, Wine Merchant, Wishing Well, Witch, Wolf Den, Woodcutter, Worker's Village, Workshop, Young Witch:

Depends on the kingdom.

I don't think the decision to buy Necropolis or not depends on the kingdom  so sorry

13
Dominion General Discussion / Re: Interview with Donald X.
« on: January 25, 2018, 02:56:02 pm »
Why does Ritual say "+1VP per 1$ it cost" and not "+1VP per 1$ it costs"? To me, "cost" implies past-tense, like the card now ceases to be. But it's just in the trash.
There's no good reason. Some cards refer to the current cost and some to the past cost, and it's just, what words fell out onto the card, what sounded good that minute. In general it's probably simpler to refer to the current cost so they should all do that.

I see an edge case here. You can trash an inherited Estate with Quarry in play. In the trash it costs always $2, but in your hand it can cost $0.

Like this for example:

The first corner case that springs to mind for me is:
ē Use Inheritance (it doesn't matter which Action you choose)
ē Play Quarry
ē Use Ritual on an Estate
ē Get no VP

Because the Estate was an Action-Victory when you trashed it, Quarry reduced its to $0. The moment  the Estate leaves your ownership it reverts to being a plain Victory card, costing $2.

I'm sure there are others.

?

14
Dominion Articles / Re: Donate + Windfall
« on: January 23, 2018, 03:27:52 pm »
Ok, what am I missing here? Why would you trash a Gold on Turn 4, regardless of how much debt you have?

If you trash down to 2 cards you can Windfall twice because after the first you still have a 5 card deck. You can't do this if you have too much debt because then you won't be able to afford Windfall after paying it off. Unfortunately I can't get the simulator to do this so I can't compare it to single or double Windfall very well. It seems too slow for the mirror, but in the non-mirror I can see it being correct.

ahh, ok duh

15
Dominion Articles / Re: Donate + Windfall
« on: January 23, 2018, 11:37:56 am »
Ok, what am I missing here? Why would you trash a Gold on Turn 4, regardless of how much debt you have?

16
...Island could easily use the Tavern mat instead of another of its own, couldn't it?
Yes, that would be fine.

And it would have a cute interaction with Reserve cards. Not necessarily a useful one. Oh, except with Miser. And Distant Lands.

I really donít think this is what was meant. Or are you joking?

I am not joking. What was meant?

Maybe Iím wrong, but I understood this as just using the tavern mat as a physical place to put island and the cards that go with it instead of using a separate island mat, but not that you would actually consider such cards to be ďon your tavern matĒ for the purposes of cards that say such things like Miser.

17
...Island could easily use the Tavern mat instead of another of its own, couldn't it?
Yes, that would be fine.

And it would have a cute interaction with Reserve cards. Not necessarily a useful one. Oh, except with Miser. And Distant Lands.

I really donít think this is what was meant. Or are you joking?

18
Take away everything that makes Chapel good and you have Trade Route Estate Bomb.

Disagree because the best thing about Chapel is that it strongly affects gameplay (particularly in a destructive way).

19
Yes, we should be sure to fix all of the comparisons above, lest anyone believe that they were intentionally made to be inapt in jest.

20
Like, take away everything that makes Bandit Camp good and you have Bureaucrat.

Take away everything that makes Wharf good and you have Moat.

Take away everything that makes Chapel good and you have Trade Route.

Take away everything that makes Mountebank good and you have Sea Hag.

Take away everything that makes Kingís Court good and you have Vassal.

Take away everything that makes Village good and you have Ruined Village.

21
Inheritance is great when you can't trash your estates.  When you do trash your Estates, it's a glorified Ferry.  Which is still worth going for after all, but I ranked it around the 50% mark.

Agreed. I love the concept of Inheritance, but I don't buy it very often at all.

22
Dominion General Discussion / Re: what's up with cursed gold
« on: January 18, 2018, 11:49:15 am »
I have a similar issue with catapault, where I just have no idea how often you should trash coppers v estates the first few plays.

You should always trash Coppers unless you have a very good reason why you need to hit that $1 more this turn.

That's what I tend to do, but it seems like lately I often lose to people who clear out the estates early.

23
Agree with aku that Overlord is underrated. Iíd put Overlord well above Border Village, Inheritance and Lost Arts, and maybe over City Quarter. There are games where the right move is to buy almost nothing else.

Edit: you should usually also buy VP at some point

24
Dominion General Discussion / Re: what's up with cursed gold
« on: January 18, 2018, 11:01:59 am »
I have a similar issue with catapault, where I just have no idea how often you should trash coppers v estates the first few plays.

25
Sentry only looking at 2 cards is a big drawback. If you don't get it until the second shuffle it can really whiff by hitting your opening buys, and you're looking at turn 10 or so with 2 estates and 5 coppers still in your deck.

Also agree that Groundskeeper is way underrated. Winning the Groundskeeper split when it's there should be a priority on a lot of boards. It's also bonkers in the endgame with any +buy.

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