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26
Rules Questions / gain prohibition with Knights
« on: November 11, 2013, 10:38:39 am »
There has been plenty of discussion (mostly on the Variants and Fan Cards subforum) on why prohibitting gaining is a bad idea. Clashing of rules occur when one card says "Gain a Duchy" and another says "Duchies cannot be Gained".

However, the rules seem to state that all Knights are in the supply but only the top-one can be gained. So, what happens if I Upgrade or Remake a $4 cost and there are no other $5 costs in the supply and Sir Martin is the top Knight? The card is telling me to do something (gain a $5 from the Supply) and there are $5s in the supply, but the DA rules tell me those $5s cannot be gained. Moreover, I assume as usual that rules on cards take priority over rules on the rulebook, but I am also pretty sure that the intended behavior is that you do not gain Knights not on top. Same thing if Sir Martin is not on top and something makes you gain him (like Upgrading a $3 and there are no other $4s in the supply).

This I think is a small loophole in the rules, but also, it shows that prohibiting gaining is confusing, but not the worse idea ever.

27
Goko Dominion Online / Goko down?
« on: October 19, 2013, 05:54:46 pm »
It suddenly stopped working. First I logged in but the screen did not change to display my user name and such. Currently clicking on any button does not work. Anyone else is having a problem?

28
Dominion General Discussion / how strong is the card passing of Masquerade
« on: September 20, 2013, 09:58:28 am »
I would like to know how strong is the passing hability of Masquerade, or, in other hand, how would Masq compare to plain
+2 Cards, you may trash a card from your hand.

I tend to think the passing is a nice hability, but I read here and there some good players saying it is actually just a fun thing and not a boon.

My argument in a nutshell is that you choose weither or not to play the Masq while the opponents don't, and you usually have more cards to choose what to pass, so you are in better shape to give out junk than they.

Care to comment?

29
Dominion General Discussion / Least Ignorable Card
« on: July 20, 2013, 07:01:26 am »
So, the idea is to find the Kingdom card that is ignorable (by ignorable I mean you will not buy it) in the least number of Kingdoms. And maybe some close second or third.

My money right now is on Masquerade. Junkers are often really strong, but Masquerade alone often makes them ignorable, so they are easier to ignore than other less powerful cards. I think KC, Goons and Rebuild are hard to ignore, but not even close to Masquerade. The only Kingdoms I imagine to ignore Masquerade are rushes or slogs with gainers (basically Ironwors or Workshop + Gardens or Silk Roads) without enough power to contest the rush/slog with an engine.

Another strange candidate I have is Candlestick Maker, although I do not have the experience to really assert something like that.

30
Dominion General Discussion / Most annoying situations in Dominion
« on: June 23, 2013, 02:24:19 pm »
There are a couple of horrible situations that make you want to quit. What is the top-3?

I guess I would put full pins at first spot, but I've never been in either end of them. My current top 3 is:

- Constant Ghost Ship.
- Torturer chains.
- Scrying Pool chains.

Any additions?

31
Game Reports / Scavenger BM really good?
« on: June 17, 2013, 02:02:05 pm »
http://dom.retrobox.eu/?/20130617/log.50f84b38e4b04dc77f18f1d6.1371491183792.txt
EDIT: Hermit, Coppersmith, Moneylender, Navigator, Scavenger, Throne Room, Apprentice, Horn of Plenty, Rabble, Rogue


It was a weak board, but anyway, 4 provs and 1 duchy in 12 turns with basically BM? I got a Hermit, then Madman and Apprentice, and they definitevely accelerated the game, but only use each of them once. Once I got a pretty early Gold, it was just putting it on top with Scavenger and buy a Province. Maybe was just lucky draws?

32
Help! / How good is Moneylender as an early game trasher?
« on: June 01, 2013, 10:37:55 am »
http://dom.retrobox.eu/?/20130531/log.505e316ea2e6fa3316de1611.1370034341213.txt
Chapel, Native Village, Menagerie, Steward, Ironworks, Moneylender, Salvager, Highway, Witch, Goons

I would like to understand how did I get slaughtered in this game. We Highway, Ironworks and Goons, so engine is definitely the way to go (also Menagerie looks really nice for the Goons/Ironwors pair engine) and there is Chapel, Steward and Moneylender, so even deciding on the early game trasher seems difficult. Oh, and there is also Witch.

I decide to open Chapel/Silver, try to get a single Witch, a single Ironworks and load up on Highways, buying Native Village when I have nothing better and Goons afterwards when I can use every buy on something useful. He opens Moneylender/Native Village, which I think its a biiiig mistake here, because while Moneylender may help you to $5 or even $6, Native Village really does not help in the early game.

Anyway, I got trashed, I think this was lost after only 3 or 4 more turns each. I'm soooo tempted to blame it on bad luck ($4 on T3 and T4, Chapel bottomdecked several times). I suspect that buying the Witch when I did get to $5 was the wrong move, because it was too late, and I should have started on Highways by that point, but I was already kind of mad by the outcome and not playing properly. I ended up resigning when I saw there was no coming back.

Well, if any of you have thoughts, I'm especially interested in what I could have done better or if luck was a factor in the early turns (first 7 or 8 ), as I'm sure I played poorly after that, because I was kind of given up (I know that's the wrong thing to do). If you want to comment on something else, I'll be happy to read that too, just a little less interested.

33
Rules Questions / Embargo vs would gain.
« on: May 31, 2013, 10:54:23 am »
First question: Can you "would gain" something if that supply pile is empty? For instance, if another player plays Witch and the Curse pile is empty, can I reveal Trader and gain a Silver instead of the nothing I would have gained if I don't?

If the answer is "No", then I think that's odd, but ok. If the answer is "Yes", then the FAQ for Embargo is incorrect (I'm reading for the Wiki, so maybe is not an official FAQ, but all this time I was assuming they all are):

Quote
If there are no Curses left, Embargo tokens do nothing.

because I should be able to gain extra Silvers from Trader if I buy something from an Embargo'ed pile.

While we are on the embargo edge case topic, can I (attempt to) buy something from an empty embargoed pile and gain a Curse from Embargo? (for instance, there is a pile embargoed twice and two Curses left and I have only one buy and more than 2 VP lead, so I want to end the game)

34
Variants and Fan Cards / Power gainer
« on: May 25, 2013, 04:09:09 pm »
Fertile Grounds - Action - $5
Trash this card. If you do, gain two copies of an Action card costing up to $4 that are not Fertile Grounds. Play one of them.

Do you think it would be balanced?

35
Lets assume for a moment no alt-VP cards nor VP chips, no Colonies and 2 players. How many points for 2nd player would balance 1st payer advantage?

So, if both had the same number of turns, we count as always and if the score is tied, the game is a tie.

But, if the first player had an extra turn and wins by 1 point, it seems like the 1st player advantage may have played a huge role. Even 2 or 3 points.

Do you think there is some threshold that could be established that is better (i.e., more balanced) than .5 points for 2nd player as it is now?

Lets try to avoid "depends on the kingdom" which of course is true, but it does not really contributes much to discussion.

36
Goko Dominion Online / goko dominion app on chrome
« on: May 02, 2013, 03:01:38 pm »
I saw on the chrome store that there was an app from Goko to play dominion. Did anyone tried it? Is in any way better than just having a link to playdominion.com or similar? The description did not provide any insight.

37
GokoDom / GokoDom score list
« on: April 23, 2013, 05:21:05 pm »
Would it be possible to have a second page in the spreadsheet, or a second spreadsheet, with the updated scores, and players sorted by accumulated score? Google docs does not let us simple viewers to sort it by a different column.

38
Game Reports / Is Beggar/Duke unstoppable? How to open for it?
« on: April 23, 2013, 04:39:52 pm »
I just played this game:
http://dom.retrobox.eu/?/20130423/log.51102b6ee4b06719e45eef9d.1366748579110.txt

I went Beggar into Duchy/Duke, and he did a lot of things to go to Colonies (I did not pay a lot of attention, because once I commited to Beggar/Duke I could not turn back and I just was alert of he possibly switching to Duchies or Dukes early, which did not happen). I won comfortably, but still, have to questions.

1. How would you open? I got a single Worker's Village for the +Buy, to stock up on Beggars more easily and keep them up with the Copper flooding. It seemed correct in retrospect, but not sure.

2. How to stop it? Both in this kingdom and in general.

I could only think of three alternatives, and only the first two seem really strong:
-Destroy attacks (Saboteur, Rogue, Knights) may crush Duchy/Duke, althogh Beggar defends against them by putting a Silver for them to destroy (but discarding the Beggar still hurts a lot).
-Trash for benefit that can deny you too many Duchies/Dukes without breaking themselves. Especially Apprentice and Bishop maybe Hoard (not really trash for benefit, but similar in this case, because it can deny Duchies without stalling too bad).
-Discard attacks may cripple you, but if going uncontested, any hand with Beggar+2 Coppers = $5, even after discard down to 3, so, does not seem like the attack would wreck it. I'm still making up my mind about Goons engines, maybe they get so many points that they can still beat Beggar/Duke. I guess it depends on how fast is to build the engine.

Junking attacks seem to do poorly, because in such a thick deck, those cards don't really hurt. The -10 VP of curses may hurt, but also make it easier to 3-pile.

39
Variants and Fan Cards / opinion request: two wacky cards
« on: February 20, 2013, 08:33:53 am »
County    $4
Action
+1 Card
+1 Action
+1 Action per Action you have left.


Guard          $3
Action - Duration
+$1, put this card on top of a non-empty supply pile other than Trencher.
On the next turn: +$1, put this card on your play area.
---
During buy phases in which this card is on top of a supply pile, cards from that pile cost $4 more.



The first one is a silly idea, the second one is supposed to be an engine enabler, good for delaying money or alt-VP opponent by delaying their key cards. $4 more is just a way of saying "this cannot be bought" in a way that can be circunvented just to avoid lock-down issues.

40
Variants and Fan Cards / Joke Cards
« on: January 17, 2013, 07:05:05 pm »
Swinger    $3
Action - Attack
+$2
Each other player trashes their partner gains another partner of the same age that you choose.

41
Variants and Fan Cards / Early game trashers
« on: January 03, 2013, 08:08:56 pm »
Demolition      $2
Action
+1 Card
+1 Action
Reveal the top card of your deck. You may reveal one or two copies of that card from your hand. If you do, trash all revealed cards.
You may discard the top card of your deck.

Damned Copper   $2
Treasure
Worth $1
---
When you buy this, trash your hand.

42
Rules Questions / Lighthouse + Reactions
« on: December 25, 2012, 06:22:55 pm »
Hi,

I was wondering if it was legal to reveal a reaction X to an attack while I have Lighthouse in play, or do it AFTER revealing Moat (the second makes sense to allow to do things like reveal Moat to stop the attack and then reveal Secret Chamber to put back that moat, so it actually is the reverse of the usual Secret Chamber/Moat thing).

I'm inclined to YES on both, but the word "unaffected" may be stronger than I think. Allowing me to reveal a Reaction would be an "affection" the Attack is giving. On the other hand, it may be interpreted as the playing of the attack and not the attack itself is what allows me to reveal the Reaction.

Thanks!

43
Variants and Fan Cards / Using size of supply piles
« on: December 05, 2012, 11:59:35 am »
I was wondering how the current size of the supply piles may influence otherwise too powerful cards. We have City checking for empty piles and Trading Route checking for "started" victory piles. How about:


Investor - $4
Action
Pick a non-Victory supply pile with exactly 10 cards. Gain a card from that pile.
You may trash this card.


I feel it would be too slow at $5, unless there is some really expensive board (maybe prosperity-heavy boards with a couple of 6s/7s).


I think this kind of card really highlights the "depends on the kingdom" thing about Dominion. Also notice incredibly fun (although maybe swingy) interaction with Platinum.

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