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Messages - SuperHans

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26
Dominion General Discussion / Re: Fix the worst cards
« on: June 13, 2018, 02:37:06 pm »
Seriously. Mute is not an acceptable abbreviation for the word Transmute.
Trans is acceptable though.

27
Dominion General Discussion / Re: Favorite Expansions in 2018
« on: April 10, 2018, 12:33:27 am »
1. Adventures. For me, it's the pinnacle of Dominion.  It has the right amount of complexity and combo potential without being too fiddly. I generally play in person so the less set up time the better. With how I have the game organized, Adventures does not increase set up time as much as some of the other expansions (i.e., Empires and Nocturne). The event cards are a big game changer and it's hard to play without them now. I love the reserve cards and would like to see them revisited sometime if possible.

2. Empires. This is right up there with Adventures, but, in real life, it sometimes requires just a bit more set up time with the debt and victory tokens. I wonder if we'll ever get Debt Mats like we have now with Coffers. Empires has some of my absolute favorite cards (Fortune, Overlord, Villa, Crown, Legionary). And, of course, the landmarks.

3. Nocturne. This set is almost up there with Adventures and Empires. The night cards are way more fun than I imagined, especially Werewolf, Vampire, Changeling, and Devil's Workshop. I was unsure about Hexes and Boons at first, but, when playing in person, there is a real satisfaction of flipping and revealing them that does not translate to online play. I don't play competitively so the swinginess doesn't have the same impact with me. I generally play with my wife or friends and Nocturne has probably had the most success with them.

4. Dark Ages. This is just such a consistent expansion from top to bottom. This expansion rounded out Dominion in a good way.

5. Hinterlands. I started playing Dominion right when this expansion was released so a lot of the cards have that nostalgic factor. Not as innovative as the other expansions, but it introduced a lot of cards that I like playing with often (e.g., Highway, Haggler, Border Village, Spice Merchant, Scheme).

6. Intrigue (2d ed.). This expansion improved so much by the removal and addition of a handful of cards. This is such an underrated expansion.

7. Cornucopia/Guilds. Cornucopia is good, but Guilds really elevates this joint expansion in my opinion. Coin tokens are a great mechanic.

8. Prosperity. A somewhat inconsistent expansion compared to the ones above, but it has a few cards that are just so much fun to play with (e.g., King's Court, Goons, Grand Market, and Peddler).

9. Seaside. This is one of the most thematic expansions. And I'll always love duration cards. There are a few duds that bring it down a notch and I wish some of them had been replaced or modified in the second edition like Base and Intrigue, especially Pirate Ship.

10. Base (2d ed.). Solid, but simple.

11. Alchemy. I hope one day we receive 5-10 more potion cards to round out the potion mechanic. A man can dream.

28
Dominion General Discussion / Re: Has anyone had any Nocturne sightings?
« on: November 20, 2017, 10:41:40 am »
With every new expansion, I like to plug www.spielgeek.com.

Best dividers on the market, in my opinion. Reasonably priced, quick shipping, and responsive to e-mails. Their website states that Nocturne dividers will be coming out soon.

29
Dominion General Discussion / Re: Has anyone had any Nocturne sightings?
« on: November 20, 2017, 10:30:17 am »
I pre-ordered from CSI and have heard nothing.

Side note: I am simultaneously looking forward to receiving my copy and dreading it at the same time because my hobby lobby box is full and I have no more space.

30
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 17, 2017, 06:24:38 pm »
Tragic Hero seems even worse than Library for drawing. I had to go back and look at it again to make sure I read it right. A freaking Smithy is almost always going to be better. Why is this $5?
+Buy

31
Dominion General Discussion / Re: Interview with Donald X.
« on: November 17, 2017, 04:35:01 pm »
If there are 10 more expansions
Yes pease.

32
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 17, 2017, 12:15:58 pm »
Quote
I've always found it strange that there have only been 2 cards that just straight up nullify attacks.

Three. Moat, Lighthouse and Champion.

Two supply cards, though. So Champion has an asterisk. Also literally.
Champion has always bothered me; by the time you get it, the game is usually over and basically decided anyway. It's a deceptively boring card.
But anyway, we're talking about Guardian. Now that I am realizing you can always play it the turn you get it, I see now that it is really strong and definitely different from lighthouse. I would say this makes it for sure better than lighthouse in most cases.
The thing that we also need to take into account when evaluating night cards is that they are NOT action cards. This makes a difference for things like scrying pool and ironmonger, where it matters whether or not "action" is in its type. That part slightly diminishes Guardian, but not by much.

Lighthouse gives +coin the turn you play it, unlike Guardian. Like all the gain-to-hand night cards, Guardian is better than other compatible cards at its price point when you gain it, but drops off in power as the game goes on. This is often fine considering the snowball-y nature of Dominion.
Guardian does have its benefits toward the end of the game as well. Not only can you immediately set up your defense again if it gets trashed, but if you're expecting that you're going to end the game on the next turn, you can buy it and ensure that your hand is protected (while giving you plus $1). It could be a very useful late game strategy on certain boards.

33
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 17, 2017, 10:24:42 am »
Dominion is full of cards with subtle differences. Guardian is just another example. How many different villages do we have again?

34
Dominion: Nocturne Previews / Re: Dominion: Nocturne Text Spoiler
« on: November 16, 2017, 10:19:48 am »
Great work on all of the new cards. Looking forward to playing with them and providing a wildly short-sighted write up when I have time.

I will say this now though. Seeing the latest revealed cards, I maintain that the backlash to hexes was overblown. Only four cards give out hexes to other players. And all of them are mitigated to some extent: Skulk (terminal/clog deck with gold), Vampire (alternates with Bats/slow hexing), Werewolf (choice between hexes and draw), and now Tormentor (terminal/to hex, it cant be the first card played/prevents early hexing).

Edit: I'll admit, I was kind of hopeful there would be a fate-doom-action-night card (such as Den of Sin) that dished out boons during the day and hexes at night.

35
Dominion: Nocturne Previews / Re: Dominion: Nocturne Text Spoiler
« on: November 16, 2017, 09:28:43 am »
Guardian is a Lighthouse you can't ever draw dead. It seems almost strictly better, except for cards that care about if something is an Action.

Not that anyone was clamoring for a strictly better Lighthouse, I guess.

Lighthouse gives a coin this turn and the next. Guardian gives a coin only on the next turn.
Guardian will make starting 2/5 very good in some kingdoms. Turn 2 Goons. Turn 2 BV + Power 5.

36
Dominion: Nocturne Previews / Re: Is there any update on Nocturne?
« on: November 15, 2017, 09:44:53 pm »
My body is ready.

37
Dominion: Nocturne Previews / Re: Is there any update on Nocturne?
« on: November 13, 2017, 06:40:37 pm »
And a very merry unbirthday to the rest of us.

Thanks mate! And you’re the first to congratulate me!
My wife has forgotten my Unbirthday for more than six months straight.

38
just wondering how that village will play with night cards since you will have a lot of dead cards in hand b4 the night phase
it seems weird that Donald would put in a card that discourages the other cards in the set
Not all cards synergize.

39
Throneability isn't a great way to judge a card's strength because most of the time there are no throne variants. Werewolf is definitely a stronger Hexer than Skulk because it's non-terminal.
Completely agreed. I brought up throneability mostly in connection with how degenerate can the card be at it's worst.

40
I always preface this by saying I'm low on the totem pole for skilled players, but I seem to be having a somewhat different (perhaps more positive) experience with the Doom cards than others.

For at least the cards shown, hexing often seems cleverly mitigated. Leprechaun hexes yourself and can be avoided. Cursed Village also hexes yourself and only when gained. Werewolf hexing cannot be throned (based on the cards we know). Also, a lot of times the draw was the better option. Vampire cannot be throned and it alternates with Bats making it hard to send out a barrage of hexes.

Skulk, however, can quickly become degenerate in some kingdoms because it can be throned. Then again, a lot of kingdoms with throne variants can become degenerate with good attacks. At least it is terminal.

Overall, hexes aren't offensive to me. For the most part, I've enjoyed the kingdoms with them (Werewolf is great). It'll be interesting to see how the rest of the cards turn out, but it seems that intentional efforts were made with the doom cards shown to reduce how degenerate they can be in most kingdoms (compared with, e.g., Cultist, Mountebank, Swindler).

Only time will tell.

41
Dominion: Nocturne Previews / Re: Bonus Preview #5: Necromancer
« on: October 30, 2017, 12:56:54 pm »
Overall it did not work out perfectly, but uh, not for lack of trying.
So far I've enjoyed the art a lot; I think Nocturne is on pace to be the prettiest expansion. The little callbacks to earlier cards are especially neat.
I second this sentiment. Overall, the art has been very good. There are always hits and misses with each expansion, but it seems like over time there have been more hits and less misses.

42
Dominion: Nocturne Previews / Re: Bonus Preview #5: Necromancer
« on: October 28, 2017, 01:30:47 am »
Played a game with Necromancer/Fortress. Good combo. I was able to trash my estates early on with Zombie Mason, and then in the late game I was able to consistently draw my deck with Zombie Apprentice by trashing and regaining my fortresses.

43
Dominion: Nocturne Previews / Re: Bonus Preview #5: Necromancer
« on: October 27, 2017, 04:00:20 pm »
Jessi J. Is great. Fairgrounds and Young Witch are two of the best. I have been disappointed none of the revealed cards have been done by her. Her style would fit this theme so well. Hopefully she has at least one of the remaining unrevealed cards.
She did Misery, Haunting, and Poverty.
Excellent! I havent seen the art for those ones yet. I do see now that they are posted on the Wiki, but the resolution is bad. I suppose I could find them on shuffle too.

44
Dominion: Nocturne Previews / Re: Bonus Preview #5: Necromancer
« on: October 27, 2017, 03:39:39 pm »
I actually made lists (before Nocturne art started) of artists that should be allowed to do Dominion art, those that should be allowed to do art without people/faces, and those who should never ever do art again. At the time, Marco Morte was on the no-faces list, but this maybe bumps him down to "no more art". Again, this is all just my opinion and has/had not much impact on what actually gets done.

My current list of artists that should be allowed to do faces:
• Claus Stephan
• Elisa Cella
• Franz Vohwinkel
• Garret deChellis
• Grant Hansen
• Jeff Himmelman
• Lorraine Schleter

The problem with Marco Morte seems to be that it's very uneven, some of his cards are great (Magpie, Crown, Transmogrify...).

I actually liked Matthias Catrein (aside from Scout). Sure, his faces are quirky, but they match the rest of his artstyle. And Witch is fantastic.

Checking the wiki for artists that have done a few cards with faces: Why not Alayna Lemmer, Brian Brinlee, Dennis Lohausen, Jessi J., Joshua Stewart, Julien Delval, Martin Hoffmann, RC Torres?
Jessi J. Is great. Fairgrounds and Young Witch are two of the best. I have been disappointed none of the revealed cards have been done by her. Her style would fit this theme so well. Hopefully she has at least one of the remaining unrevealed cards.

45
Dominion: Nocturne Previews / Re: Bonus Preview #5: Necromancer
« on: October 27, 2017, 03:05:27 pm »
This art is deeply sub-par. I wish RGG put stricter quality requirements on Dominion's artists. I'm actually tempted of dropping Jay an email.
At this point, it wouldn't be Dominion if the quality of the art wasn't all over the spectrum. It's part of the charm.

46
Dominion: Nocturne Previews / Re: Previews #5: Exorcist, Pixie, Vampire
« on: October 27, 2017, 11:16:49 am »
Asking the important question: are you going to use one tab or three when you put Spirits in your storage case?
That is my dilemma too. I really like Exorcist thematically and as a card, but I was also looking forward to dropping the spirit cards in with their respective kingdom cards. Now the spirits will have to be put somewhere else, which is a very, very minor inconvenience, but it does seems I spend about half the time with dominion trying to improve the storage and accessibility.

To actually answer the question though: three spots.

47
Dominion: Nocturne Previews / Re: Bonus Preview $5: Necromancer
« on: October 27, 2017, 10:20:26 am »
These make me so happy for some reason. Can't wait to dig one of them up with a Graverobber.

48
Yesterday I played a goons-werewolf game.
At some point I got up to speed and could attack with two ww every turn.
My first three double-ww turns:
Goons-poverty-haunting (duh)
Goons-bad omens-famine (chancellor is back, in attack form)
Goons-envy-delusion (opponent has no silver nor gold)

Remind me how hexes are supposed to hurt my opponent?

That is some incredible bad luck on your part. But as I said, the Hexes are pretty swingy.
Hey, at least the hexes are going to provide a lot of semi-interesting or interesting moments to post in the threads. We've had them for less than two days and I've already read about some really unlucky moments.

In all, I really do not mind the hexes. In a competitive format, maybe those cards get removed. There are a lot of other cards to play with in Dominion, including this set (seriously, some really great new cards and we've only seen a little over half). But playing casually, I've already had a lot of great moments with them where my opponent and I just laugh on the chat about what happened.

49
Played a game with Leprechaun, Werewolf, and Pooka with no other trashers. My first hex trashed his cursed gold after he already used it on his opening. That was rough.

Pooka is fantastic. Without any other trashers, the cursed gold becomes so tempting to use each time it comes into the hand and so frustrating that I couldn't trash it with Pooka. Cool relationship between the cards.

Leprechaun seemed difficult to activate. I ended up avoiding him altogether because by the time I was finally able to lay seven down consistently the game was over. This seems like it will be fairly situational. Hard to say at this point whether hexing yourself is worth the gold. Looking forward to the analytics on that one.

Werewolf was great. I love this card. It led to some tough choices between attacking my opponent and drawing more cards. Paired with village, the smithy effect seemed like the better option than attacking my opponent.

50
After further examination, the thing in the bottle has arms. It sits there grumpily, having its arms crossed. I first thought it was its chin, but it's not. So yeah, definitely an amphibian.
Aha. I see it now. I actually like it, but it is a bit strange.

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