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.

Messages - ehunt

Filter to certain boards:

Pages: 1 [2] 3 4 ... 99
26
game ended in a draw so it's not clear this was overwhelmingly good, but Dominate makes Contraband a much better card

27
I'll start:

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

28
academy + peddler

enough to sustain an engine without villages

29
Dominion Articles / Re: Notes on Castles
« on: May 13, 2019, 08:34:44 pm »
http://forum.dominionstrategy.com/index.php?topic=18405.msg752284#msg752284 is a Castles article I wrote from last year. It's interesting to see how the perception has changed in the past year.

Overall, me + ehunt are saying the same things and then aku_chi replies with the same comment, except this time with more stats. I think the main update from last year is recognizing the Crumbling Castle is genuinely really, really bad to pick up. It's both a weak effect and it exposes Small Castle. You want to trash your Crumbling Castle to Small Castle, but if you buy Crumbling without buying Small, your opponent buys Small Castle and you're sad.

Between 2 threads and 2 years, there surely has to be enough content to combine into a Castles article for the main strategy blog.

quite sorry -- I should have searched to see if there was already a Castles article!

30
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.

31
Innovation + Stonemason

Treacherous for three-piling. You can squeeze five stonemasons out of 4 coins and a buy.

32
Dominion General Discussion / Re: Cards with the Best Flavour
« on: May 07, 2019, 09:27:24 am »
I love internal game flavor that doesn't translate outside Dominion but has become engrained in our collective consciousness as reasonable nonetheless; e.g., the experience of being haunted is similar to putting things from your hand on top of your deck, or, locations where royalty are found allow you to repeat something you've already done.

Or that villages allow you to do more stuff.

yes! that's probably the best example, and i didn't see it because it's so engrained.

33
Dominion General Discussion / Re: Cards with the Best Flavour
« on: May 06, 2019, 07:22:52 pm »
I love internal game flavor that doesn't translate outside Dominion but has become engrained in our collective consciousness as reasonable nonetheless; e.g., the experience of being haunted is similar to putting things from your hand on top of your deck, or, locations where royalty are found allow you to repeat something you've already done.

34
On a board with no trashing except for Mint, Sewers is available. Thanks to Tactician, definitely worth it:

e buys a Mint.
e trashes 7 Coppers.
e trashes 3 Estates. (Sewers)

35
when you have Road Network your opponent's Followers feels more like a Margrave.

36
Midway through a turn, I play Prince, setting aside a Doctor. Weirdly, the Doctor is immediately put into play. I dutifully report the bug to ShuffleIt, only to find out that ShuffleIt was correct:

http://forum.shuffleit.nl/index.php?topic=3471.0

37
Dominion General Discussion / Re: Research is not fun
« on: April 05, 2019, 09:49:11 am »
I rather like playing with Research. In the end-game, with say, Apprentice, sometimes you have this choice between apprenticing a gold and saving that gold for later, but it tends not to be an interesting choice because Apprenticing the gold is the right move. Research, being slightly weaker, keeps you on your toes a little more in the end-game.

38
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.

40
Patron+Envoy is a lot of fun.

41
e plays a Border Guard.
e gets +1 Action.
e shuffles their deck.
e reveals 3 Transmutes.
e puts a Transmute into their hand.
e discards 2 Transmutes.
e takes the Horn.

42

w plays a Swindler.
w gets +$2.
e trashes a Wish.
e gains a Curse.

43
These are old cards but someone may have noticed this before, but if you have enough copies of Merchant Guild in play, Villa becomes free and allows you to use the coins you attained this turn from Merchant Guild.

44
Rules Questions / Re: Throned Enchantress
« on: January 06, 2019, 04:50:32 pm »
The two effects on Enchantress are not independent. Enchantress doesn't say "don't do X; do Y". It says "do Y instead of doing X". If Swamp Hag had said, "when you buy a card, gain a Curse instead of gaining it", it wouldn't stack.

I fold! This is pretty logical.

45
Rules Questions / Re: Throned Enchantress
« on: January 05, 2019, 11:33:28 pm »
It seems to me that the clearest interpretation consistent with other Dominion rulings is that +1 Card, +1 Action should take place twice, i.e. it should act like a Lost City. (This of course is not what anyone plays.)

So why should it be different with Enchantress? After one Enchantress replaces "following Y's instructions" with "+1 card; +1 action," why should one assume that "following Y's instructions" is still occurring for the purpose of having a second Enchantress effect replace it?


(In M:tG, this kind of thing is called a replacement effect. You can't "double replace" an event there, either.)

But the +1 card, +1 action from the first Enchantress aren't Y's instructions. Enchantress could have said "replace Y's instructions with +1 card, +1 action," but does not say this.

46
Rules Questions / Re: Throned Enchantress
« on: January 05, 2019, 05:50:33 pm »
It seems to me that the clearest interpretation consistent with other Dominion rulings is that +1 Card, +1 Action should take place twice, i.e. it should act like a Lost City. (This of course is not what anyone plays.)

In fact, we don't need throne room for this. It seems that the first card that the opponent plays should cause +1 Card, +1 Action to happen n times, regardless of how many Enchantresses are in play.

47
Silos mitigates the on-buy effect of Mandarin somewhat.

48
Non-Mafia Game Threads / Re: Zendo Questions
« on: December 12, 2018, 07:21:13 pm »
oh man jotheonah

i got the notification that someone had posted here and i thought it was me that was still going

but no it was you

man forum games, fun times

49
Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: December 11, 2018, 10:42:48 pm »
bought a second fortune b/c it was the only source of +buy on the board.

50
Swashbuckler + Guildhall

rich get richer

Pages: 1 [2] 3 4 ... 99

Page created in 0.196 seconds with 20 queries.