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

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.

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

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.


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.

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.

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?

I'll start:

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

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.

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.

Game Reports / ouch
« on: November 25, 2018, 10:06:03 pm »

e plays an Inventor.
   e gains a Cursed Village.
   e takes War.
   e receives War.
      e reveals a Hero and a Silver.
      e trashes a Hero.
      e discards a Silver.
      e discards War.

to be fair... i was losing anyway

Dominion General Discussion / old cards that have gotten better
« on: November 17, 2018, 02:52:16 pm »
Name a card that's a few expansions old that is better now than when it came out. That means that the card itself has improved because it is good on more boards (thanks to the new expansions), not that the community has gotten better at playing the card. Then, argue that the other people are wrong.

Counting House (this one's easy; there's two game-winning combos with Counting House where there used to be zero.)
Band of Misfits (not sure why but def. true -- broadly: more good 4s, more cards favoring tactical decisions / flexibility)

Dominion General Discussion / Spices > Gold
« on: November 11, 2018, 01:02:42 pm »
Spices are:
- cheaper
- give a + buy
- give two coffers.

On payoff alone, you'd only prefer Gold to Spices if you expected to draw the Gold at least 3 times in a situation where you actually were going to use the extra money.

Dominion Online at Shuffle iT / how do i play with a bunch of new cards
« on: November 10, 2018, 11:31:25 am »
say i want to play a game with more than just chance number of renaissance cards popping up. anyone know how to do that most easily?

Rules Questions / armory + ghost town
« on: October 20, 2018, 05:06:50 pm »
My guess would have been that I get to choose if the Ghost Town goes in my hand or on my deck, but the online implementation (w/ the wiki confirming) says it goes on my deck. Is there a link to this ruling?

Dominion General Discussion / it's kind of hard to make swashbuckler work
« on: September 29, 2018, 10:37:53 am »
there's not any idea in this post that's not already in the title of this post.

Rules Questions / Inheritance bug in shuffle it?
« on: September 10, 2018, 09:04:51 am »
My opponent just called a Teacher to move the +1 Token to a pile that the Estate token was on. Is this how the rules work? #18169166 on oregon

EDIT: I get it now. "Move your estate token to it" means to the set-aside card, not the pile, so another token can go on the pile. In other news, I lost.

Rules Questions / summon + death cart vs. summon + nomad camp
« on: June 25, 2018, 10:38:19 pm »
I just tried to summon a death cart for a burst of five coin goodness and was disappointed to learn of this ruling. I get the logic with the current way the Lose Track rule is worded, but ugh. I'd like an appeals committee or something, here.

Dominion General Discussion / is royal seal underrated?
« on: June 23, 2018, 12:27:10 pm »
Or is it rated about right? My vote is for slightly underrated. Topdecking is great.

Dominion General Discussion / Transmute here?
« on: June 02, 2018, 05:35:19 pm »

tragic hero
merchant ship
royal seal

no colonies or shelters.

arguments for transmute: there's no real engine. mint can trash the potion, and the baker token you start with ensures you can get a mint buy earlier than normal. you can pick up estates for aqueduct points and then transmute them.

Dominion General Discussion / note to self
« on: March 24, 2018, 11:17:22 pm »
when it's late in the game and you draw two and you're like should I get an estate, first check if there is Baths

Dominion General Discussion / very short strategy article
« on: February 21, 2018, 09:42:11 pm »
All the boons are pretty good. It's annoying how you can't predict them, but still, you should probably be finding ways to take them.

Dominion General Discussion / help! i'm horrible at lurker
« on: January 31, 2018, 10:02:54 pm »
what are your tips?

Dominion General Discussion / autoplay gotchas
« on: January 24, 2018, 11:52:31 pm »
Autoplay is great. Occasionally, it is terrible.

This sounds like one of those puzzles, but I discarded a Faithful Hound with an Inn the other day after having drawn my thin deck, planning to draw it back with a cantrip, and it got set aside; I needed it to trigger my Magic Lamp (maybe it was Leprechaun) and lost. (It's not a true gotcha in that I also could have discarded some other stuff, had I been smarter).

Any other autoplay problems? I've turned autoplay off for the travelers; making the decision matters too often.

I suspect it's healthiest to play with most of the autoplays off, except Crown, Changeling, and Coin of the Realm. The problem is that you don't realize "hey, this is one of those boards where I might not always reveal my Moat" until your opponent plays the attack you didn't want to reveal Moat to.

Dominion Online at Shuffle iT / feature request: Stash
« on: January 23, 2018, 11:41:24 pm »
Am hoping Stash will be ready soon!

Dominion General Discussion / what's up with cursed gold
« on: January 17, 2018, 11:45:25 pm »
how often should you play it?

Pages: [1] 2 3 ... 10

Page created in 0.119 seconds with 18 queries.