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Messages - SuperHans

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126
Dominion General Discussion / Re: Thematic presets?
« on: May 25, 2016, 10:16:46 am »
There is definitely some room for Carcassonne in this. Walled Village. City.
Chapel, Settlers, Crossroads
Castles
Walled Village, Baron
Highway, Inn
Farmland
Expand

127
Dominion General Discussion / Re: Favorite Attack Bracket
« on: May 24, 2016, 02:52:22 pm »
I don't want to overreact because I haven't even played with the new cards yet, but Enchantress is top 1.

128
Dominion: Empires Previews / Re: Empires Previews #6 - Jack...
« on: May 19, 2016, 12:49:22 pm »
I feel like Donald could have found a simpler and more intuitive way to implement this card. Where is the game I originally fell in love with? I for one am no longer buying this expansion.

129
Dominion General Discussion / Re: Interview with Donald X.
« on: May 17, 2016, 11:42:48 am »
Are there any questions in this thread that you get tired of answering repeatedly, including this one perhaps?

130
Dominion: Empires Previews / Re: Empires Bonus Preview #2: Crown
« on: May 14, 2016, 11:36:57 pm »
Man. I love the previews. I look forward to them every time there is a new set. And I'm clearly not the only one. I mean, consider the traffic on this site around 12pm EST every day. I would be disappointed if there were no previews for future sets (if any).

Frankly, I dont understand the complaining. If you don't like a card, don't play with it. Its really that simple. My wife doesn't like Possession, so we don't play with that card. The game is no less enjoyable for me.

I look forward to all of the new cards, and am glad this set is continuing to push the boundaries of the game.

131
I received my copy yesterday. I have no problem with the mats and tokens. In facts, the tokens are sturdier than I anticipated. I did not have any miscuts either. I share everyones concern that the cards are noticeably flexible unsleeved. However, after sleeving all of the cards (euro mayday sleeves, not premium), I was unable to notice any difference while playing the game. I even tried to predict when I would draw an adventures card and a non-adventures card and it amounted to no more than a mere guess. Indeed, there were many times when I was certain that the card was an adventures card and it turned out to be a copper. Perhaps some of you may be able to identify adventures cards while playing, but I had no issues during my games.

I have to say, the new cards are an absolute blast. I haven't had this much fun playing dominion since I first discovered the game.

132
This changes everything.

133
Dominion: Guilds Previews / Merchant Guild
« on: June 15, 2013, 03:30:15 pm »
Merchant Guild
Types: Action
Cost: $5
+1 Buy. +$1.
While this is in play, when you buy a card, take a Coin token.

There seems to be a general consensus that you cannot use the coin tokens earned from a Merchant Guild until the next turn. This seems contrary to the text of the card. According to the text of the card, you earn the coin tokens immediately after purchasing a card. This would mean that you can use the earned coin tokens on a subsequent purchase that very same turn. Could someone on Goko confirm or deny this?

If true, this would lead to some interesting scenarios.

Example #1: Let's say you had three merchant guilds in play.  If you purchased a card, you would then receive three coin tokens.  For your second buy, you could then spend those three coin tokens on a silver and receive three more coin tokens. You can then rinse and repeat until you run out of buys.

Example #2: Let's say you had five merchant guilds in play and five market squares in play. You now have +11 buys. Every time you purchase a card you receive five coin tokens. Hypothetically, you could drain all ten cards from a $5 supply.


After this issue is resolved, let's just maintain this thread as a general discussion for the card since there seems to be a lot of conflicting opinions about Merchant Guild's strength and utility.

EDIT: Thanks for clearing that up. I didn't see that the rules had been posted.

134
I'm not seeing how a Wandering Minstrel gives you Actions.

Yeah, I really don't understand why it is a village !!
Thematically, villages give actions because there are people in the village to help perform more actions. A wandering minstrel is a group of people (or more precisely, bards). Thus, more actions.

135
The way Rebuild is worded, you can name any card, including a non-Victory card. I don't think Donald X. intended it that way. Also, Catacombs has a weird wording, and one Knight has a cost of $4. I wonder if the first printing of DA is misprinted.
I thought that as well. However, it may be possible that he intended it that way. If you named a non-victory card, then the first victory card you run into you will rebuild. If you name a victory card, say estate, then you guarantee you will rebuild a victory card other than an estate.

136
Ok, I'm going to make a prediction: Knights will substantially decrease the viability of Fairgrounds strategies. First, Knights are going to trash a lot of cards in the 3-6 cost range, which includes Fairgrounds. Provinces are immune to the Knight attack. Second, Fairgrounds decks depend on having lots of variety, which in practice means that you have one of a lot of cards. Those cards can be hit via the Knight attacks. The effect will be like going for Duke/Duchy in a Swindler game: the attack can both hit your point cards (Dukes and Fairgrounds) as well as the cards that give those cards value (Duchies and all the diverse cards).
Also, the Knights will end up trashing each other. I imagine by the end of the game you will rarely have more than one or two knights.

137
Missing:

Market Square, Marauder, Rebuild (Mercenary)

I just LOOOVE Counterfeit.
Bank and HoP and Cache and other kingdom treasures just got a boost.
Also missing: Junk Dealer

The 6 cards we haven't seen yet are Market Square, Marauder, Rebuild, Junk Dealer, Mercenary, and Mystic.

Although we haven't seen Mystic, the text was revealed to be:
$5

+1 Action
+$2

Name a card. Reveal the top card of your deck. If it's the named card, put it into your hand.

138
I believe we're still missing 6 cards.

139
Dominion: Dark Ages Previews / Re: Rats + Forge
« on: August 16, 2012, 01:46:20 pm »
[upgrade + rats]

You think this is faster than Forge/Rats?

I think it will be. The problem with Forge/Rats is getting to $7. (Getting Rats to line up with the Forge shouldn't be a problem when there are Rats everywhere :P ) Meanwhile, with the Upgrade, whenever you Upgrade a Rats, Upgrade turns Rats into Upgrade while Rats simultaneously temporarily turns Upgrade into Lab.

Yeah but you never get Provinces...
Depending on how your opponent is playing, 3-piling [rats, upgrade, duchy] could be very quick. The upgrade supply will surely run out. If the rats supply doesn't look like it will empty, then upgrade the upgrades into golds and purchase provinces.

140
Dominion: Dark Ages Previews / Re: Rats + Forge
« on: August 16, 2012, 01:06:55 pm »
You think this is faster than Forge/Rats?
Potentially, but it's hard to say. Running rats simulations in my head hurts my brain. I think an upgrade/rats engine will move quickly once it gets going. For forge, you have to first get $7 for forge, then you have to get the one forge in the same hand as two rats presumably four times. After that, you can either forge more rats or a province.

141
Dominion: Dark Ages Previews / Re: Rats + Forge
« on: August 16, 2012, 03:42:01 am »
I don't see a forge/rats strategy working fast enough. Honestly, I think rats will go untouched in 95% of games. It's all or nothing with rats. There has to be a card that works well with rats to warrant its purchase. And frankly, not many cards seem to work well with rats.

So far, my favorite strategy is upgrade + rats. Buy an upgrade and a rats. Eat through your entire deck with the rats, and use the upgrade to upgrade the rats into more upgrades. Deplete the upgrade supply, deplete the rat supply, and then upgrade the rats into duchys. Or, alternatively, you can upgrade all of your upgrades into golds and then purchase out the duchy or provinces.

And even if it doesn't work, the absolute chaos of it all makes it worth it. Plus, imagine all that shame you'll impose upon your opponent when you beat them with rats...

142
Scavenger/Stash FTW

Slightly disappointed that there is only one Looter in the set.  I thought there would be at least one more card that hands out Ruins.
There are still 16 kingdom cards to be revealed (excluding Armory), two of which are confirmed to be Looters. There is also 1 more non-supply card left to be revealed.

143
Hah! Yep, that seems true, the way it's phrased. Another example in which this is worse than Throne Room.

Same with Highway, you don't get any benefit of cost reduction. Doesn't reduce the cost of Peddler I think?
I think it'll really depend on the kingdom whether Procession is a good card or not. From the revealed cards, it looks like Procession will combo best with Squire, Fortress, and Ruins.

Squire: When you play Procession with a Squire, you get to choose between [+2 actions, +2 buys, gain a silver] TWICE, then you gain an action attack card (thank you michaeljb), and then you also gain a $3 action card. Procession/Squire will be a great opening.

Fortress: This will be like playing a King's Court with a village, but with the added benefit of gaining a $5 action card. You play it twice, trash it, gain it back and play it a third time.

Ruins: Without a better trasher such as remake or chapel, Procession will play decently with ruins. Either you get a +$2, +2 buy, +2 actions, +2 cards, or the chance to discard or rearrange the top cards of the deck twice, and then you trash it goodbye. This all changes though if Poor House (or a yet unrevealed $1 action card) is in the kingdom.

Also, off the top of my head, Procession could pair nicely with Border Village if there is a good $5 card. Play the $5 card twice, trash it and gain a border village, and then gain back the $5 card. It'd be like playing a TR but you also gain a border village.

144
Am I understanding this correctly? When you play a Procession with a Goons, you will not receive victory points when you purchase a card because the Goons is trashed and therefore not in play.

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