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Topics - ehunt

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51
Rules Questions / Prince + Necromancer
« on: October 30, 2017, 11:51:19 pm »
If Prince is in the trash, Necromancer-as-Prince can't be set aside, so in particular, can't set a card from your hand aside, right? This is consistent with the online implementation, but I'm not sure what the underlying principle is. (It's something like: Necromancer's specific instruction to leave Prince in the trash outweighs Prince's instruction to set Prince aside.)

52
Game Reports / Counting House without Traveling Fair or Mountebank
« on: September 12, 2017, 08:41:40 am »
Here's a board where I went for Counting House. I got very good shuffle luck, but I still think it was the right move. Can anyone think of a better strategy? I would note that Magpie and Border Village gave significant shuffle control, which made it easier to avoid the dreaded "Counting House on top of the shuffle and now I gotta wade through 6 turns of copper" problem.

game #6795959. Estates, no Colony/Platinum.

14
Dominate

6
Border Village

5
Treasure Trove
Mine
Mandarin
Counting House

4
Rats
Monument
Magpie
Bishop

3
Doctor

53
Dominion General Discussion / Minion vs. Diplomat
« on: September 12, 2017, 06:57:11 am »
When the opponent plays Minion and you use Diplomat's reaction, note that you will have 4 cards in hand, so you are immune from the Minion attack. One might say that you have.... diplomatic immunity from it.

54
Dominion General Discussion / Dominion Confessions
« on: September 09, 2017, 01:27:31 pm »
I never really know what's going on on Possession boards. I just buy cards and build a deck for a while, then kind of wing it.

55
Dominion General Discussion / oh man, I was just thinking
« on: September 06, 2017, 04:55:11 pm »
anyone remember Goko?

56
Dominion General Discussion / Farmer's Market + Defiled Shrine
« on: August 22, 2017, 06:12:48 am »
This is an interesting pair of cards to dance around. With Defiled Shrine, you can deprive the opponent of the ability to cash the Farmer's Market for points by buying a Farmer's Market when there are four tokens. I played a game just now with these two and Villa, which somewhat eliminated the usual consequences of overbuying Farmer's Market. Strange times!

57
Dominion General Discussion / What would you open here?
« on: August 16, 2017, 05:45:16 am »
I think the decision is not easy, whether you split 5/2 or 4/3.

No colonies, no shelters

Events:
Scouting Party
----
Cellar
Moat
Scrying Pool
Forager
Cutpurse
Navigator
Sauna/Avanto
Count
Upgrade
Farmland



58
Dominion General Discussion / any journey token combo stories?
« on: February 11, 2017, 06:17:04 am »
Anyone played a board where more than 1 of the journey token cards appeared and did something smart?

59
Rules Questions / Do you have the right to shuffle your hand?
« on: February 10, 2017, 03:26:38 pm »
Jackie plays Artisan, gaining a Silver. She wants to topdeck the Silver, but she doesn't want her opponent to know that she is doing this. I believe that in the Shuffle It implementation, she nonetheless shows that she is doing so (unless she has a different Silver she can topdeck, of course). Is this correct?

60
Rules Questions / when does the action phase change to the buy phase?
« on: February 08, 2017, 04:58:27 am »
Example: Sarah Crowns a Crown, first Crowning a Smithy, and draws only treasure. My understanding is that she cannot say "this is now my buy phase, and so I will use the second play of Crown on this Gold." Is this correct?

The wiki says further that if Sarah Princes a Crown (somehow), she cannot say at the start of her turn "this is now my buy phase, so I will Crown this Gold."

What is the precise rule for when her buy phase starts? (i.e. when does she have the power to say, "this is my buy phase.")


61
I didn't feel like counting it out myself and couldn't find it on the wiki, so I thought I'd ask in case someone had it saved somewhere.

62
Variants and Fan Cards / trade route buff
« on: February 05, 2017, 10:53:05 am »
is this broken? What if Trade Route paid you 2 for each coin on the mat? I get the feeling it would get crazy more often than it does now, but still not often enough that it would be a top ten 3 cost.

63
Rules Questions / Throne Room + Band of Misfits + Embargo + Lurker
« on: February 05, 2017, 06:38:11 am »
A variant of this came up on the Shuffle It Forum, but I don't totally follow the answer. It's admittedly contrived, although it's not just these 4 cards that cause the problem, so I do imagine that it comes up.

Throne BoM, picking embargo as the first action. Now BoM is in the trash, so a second choice may be made. Choose lurker. Can Lurker regain the trashed BoM?

64
Rules Questions / throne room + engineer
« on: January 30, 2017, 05:59:59 pm »
If I throne room an engineer, I can't trash it twice to gain, right? (wording is identical to Mining Village and this is the original instance of the "lose track" rule). This appears to be allowed on Dominion Online.

cross-posted to shuffle it forum http://forum.shuffleit.nl/index.php?topic=1421.msg4551#new

65
Simulation / Tax
« on: January 30, 2017, 04:17:06 am »
Any data about how much having Tax on the board helps second player?

66
Dominion General Discussion / vassal isn't herald
« on: January 29, 2017, 01:58:55 pm »
it isn't even that much like herald

67
Dominion General Discussion / trashing two hovels on turn 2
« on: January 28, 2017, 11:54:08 am »
Turn 1 - ehunt
e plays 4 Coppers.
e buys and gains a Masquerade.
e draws 3 Coppers, a Hovel and a Necropolis.

Turn 1 - Ewapores
E plays 5 Coppers.
E buys and gains a Lost City.
e shuffles their deck.
e draws a Masquerade.
E draws 5 cards.

Turn 2 - ehunt
e plays a Necropolis.
e plays a Masquerade.
e draws 2 Coppers.
e passes a Hovel to E.
E passes an Overgrown Estate to e.
e trashes an Overgrown Estate.
e draws an Overgrown Estate.
e plays 5 Coppers.
e buys and gains a Bazaar.
e shuffles their deck.
e draws 4 Coppers and a Masquerade.

Turn 2 - Ewapores
E plays a Necropolis.
E plays 2 Coppers.
E buys an Estate.
E trashes 2 Hovels.
E gains an Estate.
E shuffles their deck.
E draws 5 cards.

68
Rules Questions / "when you trash this"
« on: January 27, 2017, 08:06:06 pm »
If I use Lurker to trash a Cultist from the supply, I draw three cards (assuming ShuffleIt has it right). If I hit opponent's Cultist with a Swindler, my opponent draws three cards. Why is the "you" that's trashing this the current player in one case and the owner of the Cultist in the other?

69
Dominion General Discussion / combo: castles/keep
« on: January 23, 2017, 06:15:20 pm »
note: be first player

70
Game Reports / soldier!
« on: January 20, 2017, 12:03:42 pm »
normally you want to upgrade the Peasant line to Disciple, but in this crazy game where I had 2 disciples already and piles were running low, it seemed like maybe staying at soldier would be better. Sure enough, 2 soldiers generated 21 income on this final turn.

as a bonus, this is one of the few games where exchanging on the final turn mattered -- Wolf Den was on the board, meaning it was worth turning in those last two Disciples for a Teacher (to match the teacher already-in-deck).


Turn 15 - ehunt
e starts their turn.
e gets +1 Action and +1 Coin (Fishing Village).
e gets +1 Action and +1 Coin (Fishing Village).
e gets +1 Action and +1 Coin (Fishing Village).
e plays a Disciple.
e plays a Margrave.
e draws a Fishing Village, a Disciple and a Soldier.
O draws a Sauna.
O discards 2 Coppers and a Sauna.
e plays a Margrave again.
e draws a Province, a Teacher and an Avanto.
O draws a Margrave.
O discards a Margrave.
e gains a Margrave.
e plays a Fishing Village.
e plays an Avanto.
e gets +1 Coin (from Teacher)
e draws a Copper, a Fishing Village and a Sauna.
e plays a Sauna.
e gets +1 Coin (from Teacher)
e draws a Fishing Village.
e plays an Avanto.
e gets +1 Coin (from Teacher)
e draws a Copper, a Fishing Village and a Sauna.
e plays a Sauna.
e gets +1 Coin (from Teacher)
e draws a Margrave.
e plays a Fishing Village.
e plays a Fishing Village.
e plays a Fishing Village.
e plays a Disciple.
e plays a Margrave.
e draws a Margrave, a Sauna and an Avanto.
O draws a Margrave.
O discards a Margrave.
e plays a Margrave again.
e shuffles their deck.
e draws a Fishing Village, a Margrave and a Soldier.
O draws a Gold.
O discards a Gold.
e gains a Margrave.
e plays a Fishing Village.
e plays a Sauna.
e gets +1 Coin (from Teacher)
e draws a Margrave.
e plays an Avanto.
e gets +1 Coin (from Teacher)
e draws a Silver, a Province and a Margrave.
e plays a Margrave.
e shuffles their deck.
e draws a Margrave.
O draws a Silver.
O discards a Silver.
e plays a Margrave.
O draws a Hamlet.
O discards a Hamlet.
e plays a Margrave.
O draws an Avanto.
O discards an Avanto.
e plays a Margrave.
O draws a Silver.
O discards a Silver.
e plays a Margrave.
O draws a Copper.
O discards a Copper.
e plays a Soldier.
e plays a Soldier.
e plays a Teacher.
e puts a Teacher on their Tavern mat.
e plays a Silver and 2 Coppers.
e buys a Dominate.
e gains a Province.
e gets 9 VP.
e buys a Dominate.
e gains a Province.
e gets 9 VP.
e buys and gains a Province.
e returns a Disciple.
e receives a Teacher.
e returns a Disciple.
e receives a Teacher.
e returns a Soldier.
e receives a Fugitive.
e returns a Soldier.
e receives a Fugitive.
e shuffles their deck.
e draws a Copper, a Province, a Margrave, a Fugitive and a Sauna.

71
General Discussion / what computer should I buy?
« on: December 26, 2016, 01:57:19 pm »
hello Dominion Strategy Forum,

I know almost nothing of computers despite being a grown human. I need a new laptop. What would you recommend? I am not a big gamer except for online Dominion, and I don't need graphics. I know basic unix commands. I am cheap.

72
Dominion General Discussion / how many travellers do you buy?
« on: June 02, 2016, 06:08:45 am »
Depends on the kingdom, and, for that matter, the traveller, but what are your thoughts? Mine are below, but they are wishy-washy.

Page: if there's a source of draw on the board then one page will suffice, unless she gets hit by the opponent's Warrior. Buying two feels like "insurance" against the latter possibility (and also potentially pumps up your Warrior)... something akin to opening Feast on a Witch board in base Dominion, but better. Probably the optimal number on such a board is 2.

If there's no source of draw, then Warrior acts as a lab, but you're always adding a Silver to your deck to get that Warrior, so without trashing, your net draw power doesn't change.

If there's no source of draw, but there is a way to trash silvers, especially for benefit, and there's great engine payload like Bridge or Goons, then you should gain basically as many pages as you can.

Peasant: usually I find myself buying exactly one. The Peasant pile is never a good target for a token from Teacher, because it can never have both +1 card and +1 action. Disciple is a great card, and it sucks to have to play it on a bad card (or even on thin air) to rush to teacher, and this makes you want more than one Peasant, but the deck-clog of the terminal, non-drawing Peasant, then soldier, is often just too much to justify buying a second.

73
Dominion General Discussion / adventures tactics tips
« on: June 02, 2016, 05:57:43 am »
hi everyone! this thread is for pointing out small things you can do during a game with Adventures cards that incrementally improve your odds of winning.

- Use Save on bad cards if you're about to reshuffle.

- If Plan and Peasant are both out, the trash token from Plan can prohibit Teacher from putting a +1 token on a critical pile. Mentally note to yourself that you need to move it some time around Disciple time (and in any event no later than when you get the Teacher on the mat).

- If Expedition and Mission are on the board, consider buying Mission whenever you want to buy Expedition: you can (almost) always buy the Expedition on your Mission turn, and you may be able to buy two Expeditions or get something useful done. (This is not automatic, because your next hand might be really good for buying things.)

74
Dominion Articles / Who's who in Adventures Events?
« on: May 23, 2016, 05:39:40 pm »
Events increase the strategic and especially the tactical complexity of Dominion: now you don't just need to know what to do with your cards and add to your deck every turn, you have to worry about what to do with the game-universe too. Here's some tips on each event to help you. If the only piece of general strategy can be "it depends on the kingdom," the only piece of general tactics is "pay attention." Every buy phase, spend 2 seconds thinking about events. It's not 2010 anymore.

The constant vigilance events: Borrow, Scouting Party, Save-- if any of these three are out, you are going to have to think hard about them every single turn. Borrow is expensive but often worth it, especially in the late game. Scouting Party's free buy makes it an auto-buy on many Province hands. Save should be used virtually every turn that you have +1 to spend more than you need, and should occasionally encourage you to buy cheaper, just so you can save. Don't forget to save junk cards from missing the shuffle, to save Reactions, etc. Obvious but easy to screw up: Saving a copper effectively costs two, saving an action effectively costs one.

Honorable mention in this category to Travelling Fair (which is of the same caliber of constantly-possibly-useful as the others, but often too expensive). Can't mention travelling fair without mentioning the insane Counting House Combo, of course, or that it can provide the only +buy on a board. Honorable mention to all the "gainers" as well.

The game warper: Inheritance. Inheritance, inheritance, inheritance. Inheritance. Perhaps the most fun card of the set, maybe the whole game, certainly the one that least makes you feel like you're playing the same old game of Dominion. If this is on the board, ask yourself: how can I hit seven as fast as possible? The laws of Dominion have changed.  It can make sense to open silver/silver on a strong engine board if a sufficiently amazing target for Inheritance is around. Indiscriminate trashers are now mediocre openers, Moneylender, on the other hand, is good again. Oh, right, and the weird mid-game rush for the estate pile. The estate pile! The mid-game!

The steroids : Mission, Expedition. Mission tends to alternate between broken good and virtually useless. Sometimes you buy it in the early game just to play an important attack/traveler/etc, but often the early game is when you can least afford not to buy anything. Expedition, on the other hand, serves two very different functions: the obvious one (helping you get a megaturn or just a good early turn when you don't particularly want another Silver -- note there's no one per turn limit), but also the safety; if you're ahead in a Village/Smithy type game, an Expedition is probably better than an extra piece in the end-game to stave off a dud turn.

The cards that modify other cards : Gold medals to Lost Arts and Pathfinding. If you're not a fan of the Variants and Fan Cards subforum, consider going there briefly and reading some of the common arguments about how to cost cards, the non-linearity of card costing, the foolishness of adding +1 Action to a middling fan card just to make someone buy it. Then note that you can break all those rules, while literally playing Dominion, with these events. Festival + Pathfinding = Grand Market. Smithy + Lost Arts = unpriceable broken good. And yet Mountebank + Lost Arts = eh, when were you planning on drawing two Mountebanks together anyway, and did you really have nothing better to spend 6 on in a Mountebank game?

Silver Medal to Ferry and Training: Ferry's certainly also nuts. Not as game-breaking as you fantasize it to be, typically because the sorts of games where Ferry is unspeakably awesome are the sorts of games you could do something unspeakably awesome anyway, and Ferry just speeds it up. Training is still good, but it needs to go on something you're regularly playing more than one of per turn to be worth it.

Seaway, like many +Buy cards, is extremely important if it's the only +Buy card on the board, but is rather ignorable otherwise. Bronze medal.

The trashers : Bonfire, Plan, Trade. Bonfire in the early game is a little like a Mint open: good if you have some way to get treasures into an otherwise wretched deck, bad otherwise. Quite synergistic with the Page line. In the mid to late game it can trash silvers for you, if it's that sort of game.

Plan. Eh. Plan's useful in the early game the way Doctor overpay can be, but often gets useless pretty quickly. You find yourself buying a Shanty Town with a spare buy turn 12 and as the client asks, pathetically, if you want to trash a card in your hand, you remember, oh right, I had such big Plans back in the day.

Trade, like the card Trading Post, is at its best when there's handsize increasers and/or cursing. The comparison to Trading Post stops there; it's more expensive in the sense that you only have to buy Trading Post once, but it can gain you more Silvers, it can't cause you a disgusting turn 6 when you draw it with the only other good cards in your deck, and it isn't hanging out in your deck once you don't need it anymore.

The gainers: Quest, Alms, Pilgrimage, Ball. Quest you either totally ignore or you buy it almost every other turn, the latter in sloggy games where the two curse rule or an obsolete Sea Hag quickly takes you to gold-town. It's quite useful in Mercenary games as well; if your Urchins don't line up on the second shuffle, trade the second one for a gold; later it gives you somehting to do with a Mercenary you can't afford to play (or that you draw dead). And it gives yet another reason to consider Ambassador/Ambassador or Swindler/Swindler openings.

Alms, of all these, should maybe go in the constant vigilance category. The one-per-turn limit means it's never truly insane, but you still often give up a free Caravan if you fail to pay attention to this card throughout the game. Obviously best (not counting the early game) with money-producing-actions and +buy. Don't forget to consider Alms-ing for Estate/Tunnel/Island on an end-game dud turn. Also consider splitting 5/2. If you split 4/3 there's always the "I'll use my coin token" joke. The sequel to that joke is "I'll Alms for a Caravan" when neither is on the board and you don't want anything; you don't have to cite me, you can just use that.

Pilgrimage requires planning; you'll want to have bought the first one before your first mega-turn, but buying thin air in turn delays the average onset of that mega-turn, which can itself snowball. Most important when there's no +buy, or when there are annoying-to-gain cards like Scrying Pool or King's Court. The decision calculus changes with Ranger/Giant on the board, but there's nothing smart to say there except, you know, know which way your Journey token is flipped. 

Ball, hmm, it's sort of like Band of Misfits -- it's fine, it seems at first like it's going to be great, but it just can't be because it makes you gain 4s when you have 5 to spend and usually 5s are more important than 4s. The -1 token is a real kick in the pants too given that you're already a little sad to spend 5 on a 4. I mean remember that time you opened Talisman and then you drew it with 4 coppers on turn 3? Wasn't that already sad enough?

The attack: Raid. It's expensive and floods your deck with Silver, which means it's only a good buy if you're willing to commit to buying it a lot. But then the attack is quite strong, comparable to Minion. Problem: do you know what type of deck is extremely vulnerable to a Minion attack? One whose economy is based on Silver-flooding. The Raid-spam, and especially the Raid-spam mirror, is a bit of a psychological game too: gain a Province now? But then you're not attacking, and you're not gaining 4 silvers. Well, does the opponent look like someone whose next hand has 8 money in it?

75
Tournaments and Events / Dominion Empires -- Europe?
« on: May 18, 2016, 01:03:49 pm »
Not sure when the cards will come out here, but would anyone be interested in meeting up when they do?

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