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 - ehunt

Filter to certain boards:

Pages: [1] 2 3 ... 10
1
Rules Questions / Voyage + Pirate
« on: October 08, 2023, 05:05:11 pm »
On a voyage turn, Sarah plays three coppers and buys a silver. She reveals Pirate from her hand. Can she play it?
Argument for Yes: Pirate says she can play Pirate from her hand right now, even though she normally couldn't.
Argument for No: Voyage says she can't play more than three cards from her hand this turn.

I would have guessed that "Yes" outweighs "No" based on other rules in the game, but the online implementation and the FAQ for Voyage on the Wiki say otherwise. Is there a general rule specific to resolving two cards that enable/disable certain actions?

2
wound up getting 5 provinces on turn 10, for the win, using a combo that's unlikely ever to come up again involving Guildmaster and Architect's Guild (tabbing might be wrong, i manually copy-pasted)

e buys and gains a Province.
  e gets +4 Favors. (Guildmaster)
  e spends 2 Favors.
  e gains a Gold.
    e gets +4 Favors. (Guildmaster)
    e spends 2 Favors.
    e gains a Guildmaster.
      e gets +4 Favors. (Guildmaster)
      e spends 2 Favors.
      e gains a Villa.
         e gets +4 Favors. (Guildmaster)
         e puts a Villa into their hand.
         e gets +1 Action.
            e plays a Villa using Way of the Horse.

3
Rules Questions / discarding to foray doesn't trigger patron
« on: April 23, 2023, 09:43:49 pm »
this surprises me; the only thing i can think is the word 'revealing' on foray not being literally the word 'reveal', which seems dubious.

4
Rules Questions / Rush Siren, no need to trash?
« on: April 02, 2023, 01:07:43 pm »
I think I've forgotten the lost track rule more times than I've remembered it, and I also think it's changed recently. I get why you can play the Siren before you have to trash it, but I'm surprised that you don't trash it at all (at least, this is the interpretation on Shuffle IT.) Can someone write it out for me? Thanks!

5
Dominion General Discussion / pickaxe question
« on: March 26, 2023, 05:03:36 pm »
how much would you pay for "pickaxe but you don't gain a loot or play it," i.e. a treasure worth 1 that mandatorily trashes a card?

6
Dominion General Discussion / mapmaker is great, no?
« on: February 12, 2023, 10:57:22 am »
I just found myself picking Mapmaker over Catacombs with 5. Obviously depends on the kingdom but it seemed like the generically correct choice. Draw 4, pick 2 is pretty strong even without the reaction.

7
Dominion General Discussion / cauldron is kind of funny
« on: July 25, 2022, 03:37:01 pm »
my early reaction was that it was pretty weak, but have noticed if you pick up a couple in the mid-game, it becomes easy to give out several curses per turn in a way that may overwhelm a deck with only light trashing. Reminiscent of Coven or a certain trick of picking up Young Witch late after both players have skipped it.

8
Dominion General Discussion / why isn't Weaver a "choose one" card?
« on: July 02, 2022, 02:10:28 pm »
(This matters for the interaction with Elder -- arguably it shouldn't, given the text of elder just says "choose one" after the "e.g.", but in practice you can't Elder a Weaver on shuffleit)

9
Dominion General Discussion / lurker + knights is confusing huh
« on: June 28, 2022, 08:56:54 pm »
i just got 4 golds from trashing sir vander in the same game

10
Dominion General Discussion / barbarian continues to savage
« on: May 09, 2022, 07:25:58 pm »
i lost two imps and an overlord to a barbarian, each turning into a taunting curse. that card is pretty strong.


11
Dominion General Discussion / rank the split piles from allies!
« on: April 25, 2022, 01:41:13 am »
Alphabetically: Augurs, Clashes, Forts, Odysseys, Townsfolk, Wizards

I'll start!

6. Townsfolk

These are all fine cards that don't hurt most decks, but the only great one in the bunch is Miller. The Elder combo with the other Townsfolk is fine, but it's harder to set up and not notably better than, say, activated Conspirators. You will find yourself playing Town Crier and Blacksmith for +1 Card +1 Action quite a lot even in a deck with Elders, when you don't draw the Elders at the right time. Often not worth the opportunity cost of getting it set up.

5. Wizards

This is the hardest pile to rank, since Student is situationally a fantastic trasher: the right Ally makes the Favor amazing, and it also depends on the kingdom how long you are willing to have low-quality hands and keep trashing coppers. Conjurer is a bit of a disappointment -- leaping back to your next hand is only good if you have the terminal space for it -- and Sorcerer's failure to stack is rough for a curser that's already tricky to obtain in a timely fashion, on a board where there's always good trashing. Lich is also quite situational, but usually on the weak side-- it can be strong with trash-for-benefit, but its on-play "reverse Tactician" cost is enormous, and the lack of +Buy makes the penalty extra terrifying. Even with trash-for-benefit, tossing your Lich often forces you to gain unwanted garbage.

4. Forts

The problem with this pile is that Tent is a rather clunky card -- good at making you rich when you open it, but gets in the way, and if you get to play it twice on the second shuffle, your other opening had better be non-terminal. Meanwhile, as soon as you expose Garrison, your opponent can get one without a Tent in the way.
Garrison is the stand-out, great for setting up mega-turns, although you need extra actions to play Garrison and then gain more than one or two cards. Hill Fort is great when there are 4s you want (e.g. the ones providing those missing actions), and Stronghold is fine, probably a little worse than Nobles.

3. Clashes

There's enough attacks in this pile that Battle Plan is a semi-lab even without others on the board. Since Warlord is coming, it still can be risky to grab more than two. The ability to rotate any pile in the game is funny, but in practice doesn't do so much. Archer is good, but the attack doesn't stack. Warlord is semi-obnoxious but easy to plan around; the +1 Action and +2 Cards next turn makes it worth picking up at its price point regardless. Territory is OK, but you don't usually have to think about it too much. It's roughly a duchy alternative, better if there are alt VP cards, wild if there are castles. The gold gain is nice but usually happens quite late.


2. Odysseys

My favorite of these piles. Old Map is a good opener as you'll usually have an Estate to discard, but is much worse than a lab by the mid-game. Voyage turns are stackable, but it's hard to do much; better if there's trashing or cursing or other needs. Sunken Treasure is a standout. Distant Shore is better than Nobles, but not by a lot, and you do need to plan around those extra estates.

1. Augurs

Herb Gatherer is a good opener and becomes fabulous as soon as you have a Gold. The Chancellor effect is weak by itself but quite strong when you are rushing to cycle the augurs.
Acolyte is the weakest card in the pile, although you're happy when you draw her with an estate, and she literally turns herself into a better augur for you (something transmute has never done).
Sibyl is perhaps the strongest lab variant in the game, and the combo with Sorceress is straightforward. Even if you have to flat guess on Sorceress, with decent deck-tracking you're right roughly half the time

12
Dominion General Discussion / wall is usually fun
« on: April 13, 2022, 05:46:20 pm »
wall is frustrating when it causes certain alt-vp strategies to be unplayable, but other than that, it's a nice little constraint to play around. Buy trashers! They're also good for other reasons.

13
Dominion General Discussion / Island Folk
« on: March 30, 2022, 02:09:17 pm »
Just played an interesting board -- the particular card setup is once-in-a-lifetime but the motif seems quite likely to repeat with Island Folk, so asking the question in some detail.

Card Shaped Objects
Island Folk
Kingdom
Moat, Ratcatcher, Fishing Village, Underling, Engineer, Conclave, Bridge Troll, Library

I'm sorry that I only remember these 8 kingdom cards; let's pretend we have Cache and Harvest rounding it out.

What do you open here and why?

My own thinking: The goal is to play a whole bunch of Bridge Trolls before the opponnet does. Fishing Villages and Conclaves are key to this, and extra turns from Underling also, so prob. want an Engineer. Now do we want the (very slow) trashing of Ratcatcher on the first shuffle, or to be the one getting extra turns first? I went with trashing, not sure if this was right.

14
Dominion General Discussion / merchant camp
« on: March 21, 2022, 12:36:25 pm »
attn: between the name and the art you would think there was +buy but there isn't

15
Dominion Online at Shuffle iT / features
« on: February 04, 2022, 12:28:35 pm »
Does anyone know if Shuffle It will be implementing the new expansion? What about Stash?

16
just relative to people that started playing back in the day

17
Variants and Fan Cards / Price this event
« on: May 07, 2020, 08:22:22 pm »
Each other player gains a Curse.

18
Dominion General Discussion / bounty hunter is really good, right?
« on: March 20, 2020, 03:54:09 pm »
it cleans up provinces, it gives huge money spikes when you most need it, even when it doesnt give money spikes it's non-terminal, you can sacrifice a middling action card for money in the end game, you can even get that action card back if you like, etc.

19
Dominion General Discussion / dear self
« on: March 20, 2020, 12:20:06 am »
if you play village green for next turn it's not a cantrip, that was just your last action

20
Dominion General Discussion / COMBO: hunting party/patron
« on: September 09, 2019, 11:54:22 pm »
so there's a mild thread for things that should be called combos but that intimidates people,
then there's a mildened version of that, which is the same thread except you're not allowed to make the argument ("that particular set of cards appears too rarely to be put in a thread.") So those are the two threads. And initially (as you can see if you are into thread archeaology) I was going to place Hunting Party + Patron in the mild but not extra-mild thread, since I mean that's just two cards, can't get more probable than that except if it's just one card, which really can't go in a thread about putting cards together.

BUT

this synergy is so good that it deserves to be called a combo, and now there is no combos thread so therefore one must start a thread just for this pair. If you see these two cards on the board together you should probably be dropping every other idea you had for the board and spamming it. You only need a couple of Patrons but you want lots of Hunting Parties. You'll be generating 8-12 coin tokens per turn in no time.

21
Game Reports / treasure chest
« on: August 07, 2019, 12:04:29 pm »
game number 29405675 on tokyo

key cards: mountebank, swashbuckler, forum-dungeon-silos, church, moneylender, mission, no +2 actions, nomad camp is only +buy (besides forum)

we have roughly symmetric strategies at first, mountebanking and trashing and sifting, but hekate picks up a swashbuckler early. at the moment i thought this was a mistake because there's no room for multiple terminals -- till i realize all-too-late that i can't contest the treasure chest at all. now in the middle of a sifting-cleaning-slog, hekate's gaining a gold per turn. it's an easy win for hekate once we get our decks cleaned up and i have to buy treasures manually the old-school way.

22
Dominion General Discussion / defiled shrine: when to take the points?
« on: August 03, 2019, 11:06:16 am »
I don't really know how you're supposed to play Defiled Shrine, especially early in the game where it's pretty common for the pile to be worth 5 or 6 while you're still in your second shuffe and a curse (and the opportunity cost of building your deck) really hurts. While there are some clear heuristics (e.g. it's better to take the curse if there's trashing and there's not a key card to buy), I'd like to see some numbers. Has anyone studied this?

23
I'll start:

Urchin - Urchin - Village x4 - Leprechaun - Urchin (trashing the first two urchins) - Leprechaun

24
Dominion Articles / Notes on Castles
« on: May 12, 2019, 01:41:52 pm »
Caution - This is written for two player Dominion only -- the castle ordering is different in multiplayer, and in general "dancing" tactics are very different in multiplayer.

Should I "go for Castles"?

Probably? A lot of intermediate players lose because they go for Castles, but this isn't a reflection on the strength of the Castles pile so much as a consequence of tactical mistakes.

Much like Fairgrounds, the main benefit of Castles is that it's a second province pile, which gives you more time to develop an engine, which means you'll probably win if your opponent's engine is less good than yours.

Still, any strategy that beats Provinces will beat Castles. Castles won't beat Colonies, Goons, Vineyards, etc. And sometimes the opportunity to open the Castles pile never arises -- particularly in situations that are bad for engines, like no +Buy. You can beat many opponents by ignoring the Castles pile unless the opponent opens them, in which case you can take advantage of their tactical mistakes.

What tactical mistakes are those?

The Castles pile is ordered, and the order is all-important; exposing a good Castle for your opponent can lose you the game. Also, Castles are victory cards and are typically bought too early.

So what's the right way to buy castles?

Follow these three principles!

1) Small Castle and Opulent Castle are great. The other Castles are mostly just points.

Small Castle is one of the best trash-for-gainers in Dominion -- it's the only one that can remodel a 3-cost to a 10-cost, and the ability to remodel itself is a consolation prize when you are unlucky enough to draw it alone.

Opulent Castle is a beautiful card in a green slog, especially if you have some source of draw. (It's also the only Castle that is definitively a good card for you if you are otherwise ignoring the Castle pile and plan to win on Provinces.)

2) Be very cautious about buying Crumbling Castle.

It follows from point 1 that Crumbling Castle and Haunted Castle are dangerous buys.

Haunted Castle makes up for this by attacking the opponent on-buy, putting the odds are against your opponent hitting seven. Crumbling Castle has no such risk-mitigation (and should you over-green, the Gold from Haunted Castle is much better than the Silver from Crumbling Castle -- more than just 3>2, because in general spikes are better in Dominion than smoothness).

It follows that you should probably avoid buying Crumbling Castle unless you can gain Crumbling Castle and Small Castle in the same turn.

3) Buying Humble Castle is generally safe. But that doesn't mean you should do it.

Humble Castle exposes Crumbling Castle, and we'd usually prefer the opponent be the one to gain the Crumbling Castle.

Still, a Humble Castle buy is ultimately a copper buy, plus an investment in the idea that you'll gain a bunch of castles in the late game.

It's better for your deck than a Duchy -- but not by much. (You'll often sacrifice your Humble Castle to a Small Castle anyway.)

Generally, you'll want to build out your engine to a point where you can acquire Humble Castle on one turn and then both Crumbling Castle and Small Castle on the next. With a gainer like Ironworks available, this might be the early mid-game, but usually it will be a little later, when you can expect to have 9 and two buys.

An exception is that Humble Castle is a nice buy on turns 1-2 to trash a Hovel.

25
Dominion General Discussion / nobody's talking about the hard things
« on: April 03, 2019, 11:52:20 pm »
the site's been down for hours and even if the site comes back I still miss Coppersmith.

Pages: [1] 2 3 ... 10

Page created in 0.063 seconds with 16 queries.