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.

Topics - thirtyseven

Filter to certain boards:

Pages: 1 [2]
26
Dominion General Discussion / What do you think will happen first?
« on: September 11, 2012, 11:03:51 pm »
I for one am highly anticipating all these things. We know the first two options will happen eventually, but the other three we don't know for sure, as of this post. This is obviously a lighthearted post, but I'm hoping also for some serious discussion for if/when these things will take place.

27
Game Reports / Like a Kid in a Candy Store (Great Menagerie Board)
« on: September 06, 2012, 11:21:37 pm »
Some boards just make you smile.

http://dominion.isotropic.org/gamelog/201209/06/game-20120906-201038-6303c8c2.html

cards in supply: Bank, Cellar, Colony, Courtyard, Cutpurse, Menagerie, Monument, Native Village, Platinum, Throne Room, Trade Route, and Walled Village

I didn't play that well, just eeking out a win by miraculously double-Colonying the last turn, but boy was this a fun one, as you can see by the cards. Trade Route to trash all junk, Menagerie to do its thing, Monument for VP, Cellar for sifting, Courtyard for that and draw, Walled Village for actions, and Throne Room to multiply everything. I was humming midgame but couldn't find a way to quickly 3-pile... I kept on getting lots of $$$ with only 2 buys so I started getting Colonies which quickly made my Menageries no good. Maybe I should have stuck with trying to 3-pile even though it felt slow at the time. The board was too fun to over-analyze while playing it, but now we can, so what's your strategy here?

28
Game Reports / Scrying Pool :)
« on: September 03, 2012, 12:18:14 am »
http://dominion.isotropic.org/gamelog/201209/02/game-20120902-210303-6f3cac98.html

cards in supply: Apprentice, Colony, Contraband, Council Room, Courtyard, Grand Market, Highway, Moat, Platinum, Potion, Royal Seal, Scrying Pool, and Wharf

Almost always, when I see Scrying Pool on the board, I go for it, because I just love Scrying Pool decks. Opponent gets a Wharf on turn 4 and I think to myself "man, he's gonna easily beat me to the GMs and get the easy win playing GM/Wharf/Big Money." There are even Highways to make it easier for him to get GMs (at $5 I wanted Apprentice, the only trasher, for my SPs), but surprisingly he only gets one GM and tries to rely on Highways. I merrily buy up SPs and the 9 remaining GMs and steamroll past him with double Colony + SP turns.

Highlight (last turn):
   thirtyseven plays a Scrying Pool.
   ... getting +1 action.
   ... revealing a Grand Market and keeping it.
   ... making TheOOB discard a Highway.
   ... revealing a Grand Market, a Grand Market, a Scrying Pool, a Grand Market, an Apprentice, a Scrying Pool, an Apprentice, a Scrying Pool, a Scrying Pool, a Scrying Pool, a Scrying Pool, a Grand Market, a Grand Market, a Grand Market, and a Colony and putting them in the hand.

I played my strategy for fun, but what's the most effective strategy for this kingdom?

29
Game Reports / Fun Chapel/Oasis/Menagerie Game
« on: August 17, 2012, 10:05:30 pm »
http://dominion.isotropic.org/gamelog/201208/17/game-20120817-185258-9e43d1af.html

cards in supply: Chapel, Farmland, Golem, Market, Menagerie, Oasis, Potion, Remodel, Scout, Smugglers, and Venture

Just thought I'd share a fun game where I opened Silver/Chapel, trashed my starting cards while picking up Oases (and a nice Market turn 3). I knew I would eventually get Menageries to get some nice card draw from my engine, and Menageries would be simple to activate due to my deck being mostly Oases. I didn't buy any though until turn 12, where I bought two (Markets were great at getting me 2 $3 cards per turn). As expected, the Menageries helped superpower my engine while it was greening. I trashed in Estate late game which I wouldn't have done in retrospect, but I felt I was in control of my fate throughout, with Market's +Buy ensuring my 2 Estate lead in the end.

30
Dominion: Dark Ages Previews / Best Recommended Set
« on: August 17, 2012, 11:32:25 am »
Dark Ages alone:
Grim Parade: Armory, Band of Misfits, Catacombs, Cultist, Forager, Fortress, Knights, Market Square, Procession, Hunting Grounds
Playing Chess With Death: Bandit Camp, Graverobber, Junk Dealer, Mystic, Pillage, Rats, Sage, Scavenger, Storeroom, Vagrant

Dark Ages & Dominion:
High and Low: Hermit, Hunting Grounds, Mystic, Poor House, Wandering Minstrel / Cellar, Moneylender, Throne Room, Witch, Workshop
Chivalry and Revelry: Altar, Knights, Rats, Scavenger, Squire / Festival, Gardens, Laboratory, Library, Remodel

Dark Ages & Intrigue:
Prophecy: Armory, Ironmonger, Mystic, Rebuild, Vagrant / Baron, Conspirator, Great Hall, Nobles, Wishing Well
Invasion: Beggar, Marauder, Rogue, Squire, Urchin / Harem, Mining Village, Swindler, Torturer, Upgrade

Dark Ages & Seaside:
Watery Graves: Count, Graverobber, Hermit, Scavenger, Urchin / Native Village, Pirate Ship, Salvager, Treasure Map, Treasury
Peasants: Death Cart, Feodum, Poor House, Urchin, Vagrant / Fishing Village, Haven, Island, Lookout, Warehouse

Dark Ages & Alchemy:
Infestations: Armory, Cultist, Feodum, Market Square, Rats, Wandering Minstrel / Apprentice, Scrying Pool, Transmute, Vineyard
Lamentations: Beggar, Catacombs, Counterfeit, Forager, Ironmonger, Pillage / Apothecary, Golem, Herbalist, University

Dark Ages & Prosperity:
One Man's Trash: Counterfeit, Forager, Graverobber, Market Square, Rogue / City, Grand Market, Monument, Talisman, Venture
Honor Among Thieves: Bandit Camp, Procession, Rebuild, Rogue, Squire / Forge, Hoard, Peddler, Quarry, Watchtower

Dark Ages & Cornucopia:
Dark Carnival: Band of Misfits, Cultist, Fortress, Hermit, Junk Dealer, Knights / Fairgrounds, Hamlet, Horn of Plenty, Menagerie
To the Victor: Bandit Camp, Counterfeit, Death Cart, Marauder, Pillage, Sage / Harvest, Hunting Party, Remake, Tournament

Dark Ages & Hinterlands:
Far From Home: Beggar, Count, Feodum, Marauder, Wandering Minstrel / Cartographer, Develop, Embassy, Fool's Gold, Haggler
Expeditions: Altar, Catacombs, Ironmonger, Poor House, Storeroom / Crossroads, Farmland, Highway, Spice Merchant, Tunnel

----

Mine would be Infestations. I already expressed excitement for Wandering Minsterel/Scrying Pool in another thread. Vote and discuss which one is your favorite and what your strategy would be 8)

31
Game Reports / Fun Tactician/Forge Game
« on: August 16, 2012, 10:35:05 am »
http://dominion.isotropic.org/gamelog/201208/16/game-20120816-063927-0f8db9ae.html

cards in supply: Cartographer, Chancellor, Feast, Forge, Haven, Moat, Outpost, Scheme, Tactician, and Trader

With 2/5 I opened Haven/Tactician, playing Tact on turn 3 and buying a Forge on turn 4. On turn 7 I Forged a Feast, 3 Coppers, and an Estate into a Gold, making my deck consist of only Tact, Forge, Gold, Haven, and a Copper. I built up my economy, bought Provinces, Forged Province into Province when I could, in order to speed the game up, and won pretty comfortably.

32
Game Reports / Counting House/Coppersmith vs. King's Court/Thief MADNESS
« on: August 16, 2012, 12:50:05 am »
http://dominion.isotropic.org/gamelog/201208/15/game-20120815-212717-b470bd95.html

cards in supply: Coppersmith, Counting House, King's Court, Pearl Diver, Philosopher's Stone, Potion, Shanty Town, Thief, Transmute, Warehouse, and Wishing Well

I immediately see Coppersmith/Counting House/Shanty Town and figured I'd go for it. A few turns in I realized how slowwwww this is without +buy! There's Thief on the board, which my opponent goes for, and the only treasure I buy is Copper to feed my Actions and give my opponent nothing good to thieve. It's weird buying Copper on $6! Then I realized how brutal KC/Thief was against me... I was losing the lowly but crucial Copper more quickly than I could buy them! Somehow I managed to keep ahead of my opponent and was up by 2 with 2 Provinces remaining. We both badly stalled out, and eventually I bought the last province to win on turn 47. I spent 23 turns buying Copper, and I ended up with 10, so 20 Coppers were stolen from me during the game! Props to my opponent for sticking it out and showing good sportsmanship. So, is plain old Big Money the ideal strategy here, or can a weird Copper-based strategy or something involving King's Court be dominant here? Or both--KC/Coppersmith?

33
Goko Dominion Online / YouTube Videos of FunSockets Dominion
« on: August 13, 2012, 11:53:07 am »
I was just wondering how this new interface will affect the videos players like WanderingWinder make and upload to YouTube, if at all... I haven't seen FunSockets Dominion yet so I have no idea. I guess I'm asking, "Do you think these videos will be better or worse than Iso vids?" and also opening up discussion on FunSockets videos in general. Hopefully WW and others will continue to make them because they're so informative and enjoyable to watch! ;D

34
Game Reports / Lots of power cards... where does one start?!
« on: July 25, 2012, 09:16:24 pm »
Log: http://dominion.isotropic.org/gamelog/201207/25/game-20120725-153053-d577e175.html

Cards: Ambassador, Familiar, Farming Village, Fishing Village, Goons, Jester, Navigator, Potion, Remodel, Scrying Pool, and Transmute

I had no clue where to start here, but since I think Scrying Pool is a lot of fun (and of course Familiar being another important Potion card) and Ambassador not fun, I open Silver/Potion. My opponent opens FV/Navigator (Navigator?!?!). It's obvious he's going for a Goons engine because he is fortunate enough to get Goons on turns 3, 6, and 8. He gets an Ambassador and a Potion along the way, and has a double Goons turn on 10.

Meanwhile, I am out of luck early on with 2P on turn 3, but SP is a nice consolation prize at least... still unfortunate. I would have gotten Familiar on turn 6, but since he Goonsed me I had to settle for another SP. I load up on FVs as well and finally get my first Familiar on turn 8. I get a Goons on turn 9. Jumping ahead, I buy Remodels on turns 16 and 18, hoping to remodel Goons to Province if need be. That proves to be unnecessary, since on a double Goons turn I get to buy the last Goons (FVs long gone) and the last Curse to win it.

This was a really fun game! I had no idea which direction to go, so I chose Potion cards/FV first and then moved to Goons once I saw how effective they were. In the end we were split on FVs and Goons, although he got his Goons much earlier. I went Potion a lot earlier and had 4 Familiars to his 0. Would you have used Ambassador on this board? How would you play this power board differently?

35
Help! / Underestimating Great Halls?
« on: July 24, 2012, 05:09:17 pm »
Log: http://dominion.isotropic.org/gamelog/201207/24/game-20120724-140033-bec47b92.html

cards in supply: Chapel, Courtyard, Feast, Great Hall, Ironworks, Laboratory, Militia, Navigator, Scout, and Upgrade
----------------------
#1 Ptolemy I: 50 points (5 Provinces, 4 Duchies, and 8 Great Halls); 21 turns
           opening: Chapel / Ironworks
           [28 cards] 8 Great Halls, 5 Laboratories, 1 Militia, 1 Upgrade, 2 Silvers, 2 Golds, 4 Duchies, 5 Provinces

#2 thirtyseven: 31 points (3 Provinces, 4 Duchies, and an Estate); 20 turns
             opening: Militia / Chapel
             [19 cards] 1 Chapel, 1 Laboratory, 1 Militia, 1 Copper, 5 Silvers, 2 Golds, 1 Estate, 4 Duchies, 3 Provinces
----------------------
trash: 2 Militias, 6 Estates, 2 Silvers, a Chapel, 13 Coppers, and an Ironworks

My strategy was open Militia/Chapel, get Labs on 5, Gold on 6... a straightforward strategy for a straightforward board. My opponent piledrives Great Halls and also picks up 5 Labs to my 1, since they were low priority for me. I admit I did overlook IW/GH... I'm just wondering if I underestimated Great Halls and Labs, if IW/GH is the way to go here, and how his strategy was more effective than mine.

36
Variants and Fan Cards / 22 cards that need your input
« on: June 25, 2012, 03:57:29 pm »
I don't plan on playtesting these cards, but I'd still like to get constructive feedback on them, whether it's about card name, wording, price, balance, awesomeness, terribleness, originality (or lack thereof), etc. They are in price order, and if a card price changes I will rearrange it accordingly. Thanks in advance for helping me improve these cards!

Baked Goods
$0 Treasure
+$2
Trash this card.


I feel like this idea isn't new... would it work?

Drone
$2 Action
+1 Card
+1 Action
If this is in your hand during your Buy phase, +$1, +1 Buy.


Similar to Pawn; I like the idea of withholding a card from play and having it still be useful.

Deuce
$2 Action
Choose one: +$2; or gain a Silver.


I wanted a card that would give the choice of a later benefit or an immediate benefit.

Feedbag edited wording
$3 Action-Reaction
+$2
----
When you discard this or trash this except during a Clean-Up phase, you may reveal this. If you do, +2 Cards.


The only Reaction card I made. Is it balanced? I feel it could be way too weak on most boards and possibly too strong on some boards...  :-\

Refurnish
$3 Action
Trash a Treasure card from your hand. Gain a Victory card costing up to $2 more than the trashed card.


More of a late-game benefit... would it be too little too late?

Gilded Village
$3 Action
+2 actions
Reveal your hand. +1 Card for every Gold in your hand.


Village that is mostly weaker, sometimes on par, and sometimes stronger than Vanilla Village, and obviously encourages buying Gold.


Dealer
$3 Action
Each player chooses a card in his hand. The person to your right reveals their chosen card, then you reveal yours. +$1 per total cost in coins of those cards. Each player passes his chosen card to the left. You may trash a card from your hand.


In my opinion this adds more strategy to an already great card in Masquerade.

Homesteader edited wording
$3 Action
+1 Card
+1 Action
Reveal your hand. If you reveal any Estates, +1 Card.


I just like interactions with Estates.  :)

Comradery edited wording
$4 Action
+1 Action
Choose one: +1 Card; or reveal your hand. For each Comradery revealed, +$2.


Inspired by Minion, and like Minion, you want as many Comraderies as possible. 2 in hand at once gives you $2, 3 in hand at once gives you $6. I'm wondering if price and card balance are okay here.

Old Hag
$4 Action-Duration
+2 Cards
If another player reshuffles his deck before the start of your next turn, he gains a Curse on top of his deck.


A Duration-Curser! This is a regular Duration card in that it doesn't get cleaned up until the end of the player's next turn, but I didn't know how to put that information on the card, or if it even needs that wording at all. I wanted to make other players take the reshuffle in consideration even more than they do. I have no idea how strong or weak this card would be in practice, just that the earlier you get it, the better!

Dilemma
$4 Action
+1 Card
+1 Action
Choose one: gain a Silver; gain 2 Estates.


I love the idea of a card that gives an early or late-game benefit. It's 2 Estates instead of 1 because I don't think just 1 would be significant enough. I made this a cantrip to further differentiate this card from Deuce, if I remember correctly. What do you think?

Mutator
$4 Action
Trash a card from your hand. If it's an Estate, Copper, or Curse, gain a Silver; otherwise, gain a Gold.


This is one of my favorite cards of this bunch, sort of inspired by Transmute.

Cheapskate
$4 Action
Choose one: gain a card costing $2 and a card costing $4; or gain a Silver and a card other than Silver costing $3.


I feel like this would be a fun Workshop-related card. I think this would be really strong in Garden and Silk Road games, which is great because I love alt-VP!

Streets of Gold
$4 Victory
Worth 1VP per every 2 Golds in your deck, rounded down.


Simply an alt-VP dependent on Gold... what do you think?


Conquistador
$4 Action-Attack
+$2
Each other player reveals their hand, trashes any Gold in their hand, and gains that number of Silvers, putting them into their hand.


I'm afraid this attack will often not do too much, and is discouraging buying Golds a good idea?

Prohibiter
Action-Attack
Cost: $4
+1 Card
+1 Action
+1 Buy
Each other player discards a Gold (or reveals a hand with no Gold).


Another Gold-discouraging card... is this card better or worse (design/balance-wise) than Conquistador?

Silo edited wording
$4 Action
Reveal the top 4 cards of your deck. Place revealed cards costing $6 or more on the top of your deck, in any order. Draw the other revealed cards into your hand.


This card would suuuck with most or all top-deck attacks. Other than that I like the idea of drawing some cards and leaving some good cards on the deck.

Gilded Witch
$4 Action-Attack
+2 Cards
Reveal your hand. If you have any Gold in your hand, each other player gains a curse.


Here's a card that encourages Gold-buying. The cursing effect will have a slow start. The +2 Cards will help Gold collision somewhat. I'm curious as to what you think of this card.

Entrepreneur
$4 Action
+1 Buy
Gold is worth $1 more this turn.


Shaky on this card, which is too similar to and weaker than Coppersmith (except with heavy trashing?), but maybe the +Buy would make this card sometimes worth it? Would it be better or broken at $3?


Placer Mine
$5 Action
You may reveal a Gold from your hand. Gain a copy of it. You may trash any number of Coppers from your hand.


I love the name Placer Mine, and I love how it can do different things for you at different times, or sometimes even both things at once. Is it better priced at $4 or $5?

Golden Village
$6 Action
+2 Actions
When you buy this, gain a Gold.


Inspired by Border Village, one of my favorite cards.

Acreage
$7 Action
Trash this card. Gain a Province. Each other player gains an Estate.


Just missed the $8 needed for a Province? Have no fear! :P Estates could be bad for other players (early game) or good for them (late game), and I like how this card changes over time in that respect. But the problem is, if you have $7, how often would you take this over Gold?

Pages: 1 [2]

Page created in 0.089 seconds with 16 queries.