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Messages - Just a Rube

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126
Dominion FAQ / Re: Time Setting of Dominion?
« on: July 02, 2013, 12:49:50 am »
Theme in Dominion is a tricky subject. While the game has a vague medieval theme, it is very much secondary to the mechanics. To give you an idea, read the Secret History of Dominion article; the game evolved from a dungeon crawler (your deck was a hero who "leveled up" by gaining cards) and seems to have gone through at least one phase as a castle-building simulator (the card "Farmland" from the Hinterlands expansion was originally called "New Wing"). In many cases the cards have changed names several times, and of course the art is done by various artists, none of whom is Donald X., the game designer. To get an idea of how much difference this makes, look at the pictures of the various Knights from the Dark Ages expansion; trying to come up with a consistent date based on the designs of the various suits of armor is not going to work, and these are all closely related cards! So trying to narrow it down to a specific time period (e.g. 1483 or even the 15th century) is probably an exercise in futility.

Some cards evoke a feeling of the Dark Ages (such as...many of the cards in the Dark Ages expansion) while other cards have more of a Renaissance feel to them. Individual cards have thematic elements (e.g. you "donate" extra cards to the chapel, the witch gives curses, etc.) and related cards tend to have related names (Witch, Sea Hag, and Soothsayer all give out curses, for instance), but the card interactions are frequently not particularly thematic (how do you remodel a Moat into a Remodel? what does that even mean). To the extent cards are linked by theme, it makes sense to look more at the cards in the same expansion; Seaside tends to have more cards dealing with the Sea and Exploration, while Guilds tends to have more cards representing skilled craftsmen and "guilds" (duh).

Long story short, you can assign your expansion to whatever time period works for you. Dominion is much more of a functionalist sort of game; if a card doesn't work, don't make it, no matter how thematic it is.


127
Puzzles and Challenges / Re: Edgecasing
« on: July 01, 2013, 02:54:29 pm »
To go back to the original question:

You want Sir Martin as a source of buys and a defense against other knights; Band of Misfits will just get trashed if a knight reveals it, but Sir Martin will take the other guy out with him. For extra credit, play Talisman first, and reveal Trader for Silver the first time.

You're currently winning the split for some key engine card (say villages) but your opponent has more Band of Misfits; if you can empty that pile, their engine will collapse.

You're afraid that your opponent will empty the pile, so you want to get your share of that card before your BoM-fueled engine collapses.

You need dual-type cards for your Ironmonger (or Scout!) to trigger on; Band of Misfits won't help for these.

The Bane for Young Witch

128
Dominion General Discussion / Re: WW's Power Rankings
« on: July 01, 2013, 02:39:08 pm »
I wouldn't put ambassador in the top 10, not even in the top 20. KC and Chapel not in the top 10 either. Swindler not in the top 50.
You don't think swindler makes the top 25% of cards? I mean, not in the top 10? sure, not in the top 20? reasonable, but you really think there are 50 cards more powerful than a $3 junker that also directly hurts the opponents economy?

129
Dominion General Discussion / Re: King's Court–Big Money combos?
« on: July 01, 2013, 02:30:02 pm »
We probably need to define the parameters of the question: for these purposes, how are we distinguishing big money from engine?

By definition, anything using KC is playing multiple actions a turn (or at least, one action 3 times) which is automatically more complicated than something like BM+1 action. Where does it cross the line over into an engine?

130
Puzzles and Challenges / Re: Edgecasing
« on: June 30, 2013, 10:56:33 pm »
Band of Misfits has been embargoed, and you don't want to gain a curse.

Or the $4 card has been embargoed and you do want to gain a curse.

131
Interesting thought: none of those cards can tell the difference between Moneylenders and Rats. Talk about shady...

Also, I gave the Black Market some grief earlier, but they're the only guys socially responsible enough to spay or neuter their Rats.

132
Dominion General Discussion / Re: WW's Power Rankings
« on: June 30, 2013, 11:38:33 am »
I'm guessing if you played a bunch of Alchemy-heavy games, you'd change your tune about these two (in terms of how they play in Alchemy-heavy games, not where they appear on your power rankings).
You'd probably change your tune about Mine as well. It loves potions.

133
Dominion General Discussion / Re: WW's Power Rankings
« on: June 29, 2013, 09:05:53 pm »
I think                >                   !
I disagree.

134
Dominion Articles / Re: Combo: Taxman + Ill-Gotten-Gains
« on: June 28, 2013, 07:39:59 pm »
How does the delaying shuffling play into things? In an IGG rush, your deck is generally not getting much better each turn (e.g. you buy an IGG and your opponent does likewise to give you a curse), so delaying the reshuffle is probably a net wash?

135
Variants and Fan Cards / Re: Really bad card ideas
« on: June 28, 2013, 02:22:58 pm »
Dominion player
Action - $1+
+2 cards
---
When you buy this card, you may overpay for it.
If you overpay by $1 or more, choose one : +$1 or +1 buy
If you overpay by $2 or more, at the start of your next turn, +1 card
If you overpay by $3 or more, gain a potion.
If you overpay by $4 or more, +1 VP token
If you overpay by $5 or more, gain a card costing up to $1 per differently named card you have in play
If you overpay by $6 or more, gain a card costing up to $6
If you overpay by $7 or more, trash a card from your hand and gain a spoils
If you overpay by $8 or more, gain two coin tokens.
Needs something for when you overpay with potions.
How about:

If you overpay by P or more, each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice
If you overpay by PP or more, each other player trashes the top card of his deck, and gains a card with the same cost that you choose.
If you overpay by PPP or more, each other player gains a curse.
If you overpay by PPPP or more, the player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn.

And of course:
If you overpay by $9 or more, reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.

136
Puzzles and Challenges / Re: Easy Puzzles
« on: June 27, 2013, 11:58:05 pm »
There's no attack card on the table. Nobody has bought a Curse or gained one willingly. The Curse pile is the only empty pile.
How is this possible?
Are we including prizes as "on the table"? Because if not, Followers in a 3+ player game (or 2 player w/ Trader) would work.



137
So far I've got this:

Chapel
Kings Court
Fishing Village
Wharf
Rabble
Bridge (or Highway)
Fairgrounds
Scheme
Other village (right now Bazaar)
Nobles (Alt VP is good for engines, right?)
Colonies, Shelters.
Wouldn't this board tend more towards KC-Bridge than a classic smithy/village engine?

138
Minister: Sir, we have a critical shortage of hard currency. We'll have to buy some more.

King: What happened to it?

Minister: We melted it all down at the Mint to turn it into Fool's Gold.

King: Can't we at least use the Fool's Gold? It's got to be worth something!

Minister: Remember when our neighbor "acquired" that last Province?

King: Yeah, I had no idea that the Postal Service had a hard limit on the number of Province abbreviations they would  recognize! Otherwise I would never have let him rename it and call it a "Remodeling Project".

Minister: Quite. I took the liberty of trading all our old Fool's Gold for real Gold in the confusion.

King: Then we should be set, right?

Minister: Unfortunately, our rival hired the out-of-work postal employees as "Noble Brigands"

139
Puzzles and Challenges / Re: Dominon analogies
« on: June 26, 2013, 04:04:13 pm »
Here's an interesting one. Bazaar : Worker's Village :: Gold : Woodcutter.
Bazaar has +1 treasure where Worker's Village has +1 buy, they both have +1 card +2 actions.
Likewise Gold has +1 treasure where Woodcutter lacks 1 treasure but has +1 buy.
It's kind of a stretch since Gold isn't an action card, but oh well.

Edit: I'm sure there are a couple more precise analogies here :3
Peddler:Market Square

140
By the way, it is possible to rank *all* the cards; I just did all the kingdom cards plus Colony, Province, Duchy, Estate, Platinum, Gold, Silver, Copper, and Curse. Yeah, that's right, I'm stickin' to the Ruins, Shelters, Potion, Prizes, and upgrade-into cards. Of course, this took me a couple of hours, so it's really not reasonable for a large group - would need something like a comparer app, where you vote one over the other, etc. But maybe I will give out my 'power rankings' at some point, then watch as I end up revising them a lot by the time September rolls around.
So did Scout beat Curse?

141
Dominion General Discussion / Re: Dominion song parodies
« on: June 25, 2013, 09:13:30 pm »
The VP are always greener
In somebody else's deck
You dream about going engine
But that is a big mistake
No buys or source of trashing
To help the engine soar
But fine terminal drawing
What more is you lookin' for?

Choose Big Money
Choose Big Money
Darling it's bolder
Down where it's golder
Take it from me
Watch their engine choke and die
Before the Provinces they buy
While Vault is tossin'
All of the dross and
Choose Big Money

142
Puzzles and Challenges / Re: Easy Puzzles
« on: June 25, 2013, 03:38:34 pm »
You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You gain a Gold.  How?
It's not your turn.

Your opponent plays Margrave, you draw a Tunnel and discard it. Your opponent then plays a knight and trashes Sir Vander, so you gain another Gold. He then plays Council Room, causing you to draw a Market Square, which you reveal when he plays a Thief, for another Gold. He then plays Spy, and discards the Tunnel on top of your deck, for another Gold. He then plays a Swindler, turning your Adventurer into a Gold.

143
IRL: cards like spy, thief, etc. that require everyone to reveal the top card of their deck. These always seem to get chained while someone is in the middle of shuffling. Or maybe it's because I'm a slow shuffler :-[

144
Dominion General Discussion / Re: Common misconception
« on: June 24, 2013, 04:06:14 pm »
Intrigue actually has some of the weakest cards. It is certainly the least powerful set.
I actually went through the Qvist ratings on the wiki (ignoring alchemy cards and promos) and looked at the cards in the top and bottom quintile in each list, rounded up. Each of the sets had as many good and bad cards total, with 3 exceptions:
1. Prosperity (net 1 poor card, a deficit that will be made up when the 6+ list comes out)
2. Cornucopia (net 4 strong cards)
3. Base (net 6 (!) poor cards; only 3 cards made the top quintile from base, one of which was militia).

Now the relative strengths of the lists may not be uniform (I expect that Scout is much worse than the average $4 card compared to how Chancellor ranks with the average $3), but we forget that Intrigue has cards like Courtyard, Masquerade and Swindler to counter stinkers like Scout and Saboteur.

145
Dominion General Discussion / Re: Dominion: Outtakes
« on: June 24, 2013, 03:55:11 pm »
Can anybody tell me what the issue with Balcony is?

For reference, it's this card:

Balcony
Types: Action
Cost: $4
+2 Cards. You may play an Action card from your hand twice. Discard 3 cards.

Donald's comment is, "The Balcony that draws, Thrones, then discards, has uh there’s some special computer term for this. I can’t remember it. It has big problems." Does anybody know what he's talking about?
Well, for one thing, it means you may have no idea if it will be terminal or not until after playing it. Did you draw a village with your +2 cards? Congrats, you can play your other actions. No? Out of luck, you should have played one of those witches instead.

That may not be the only reason, but he mentioned in one of the other secret histories (maybe tournament?) that it's a concern. There's a reason the only two cards I can think of (edge casers ahoy) that do that are tribute and golem, both of which are early cards.

146
-Your opponent opens treasure maps with zero support, gets them to collide turn 5.

-You play a swindler, trashing an estate and replacing it with another estate. I played one game where both my opponent and I opened with swindlers. Between us, we trashed something like 5 estates and no coppers. On the bright side, the talismans he swindled my $4 cards into let me empty the 3rd pile the turn before his massive city stack went off, so there is that...

147
Dominion General Discussion / Re: Homage to the Best Card
« on: June 24, 2013, 12:33:49 am »
Why would Leo go for any sort of Native Village megaturn with Possession on the board?
No one said he was "Good at Dominion Leo"

148
The bishop is attempting to raise funds for his new cathedral:

Monarch 1: Your Grace, I will donate this province to you, so you may have land to support your new cathedral.
Bishop: Your generosity is appreciated. I will give you a plaque by the altar.
Monarch 2: Your Grace, here is Gold for the costs of construction.
Bishop: Your generosity is appreciated. I will give you a plaque in the nave.
Monarch 3: Your Grace, here is a fortress, to show my devotion.
Bishop: Ehhh...I'm not sure what to do with it; you can keep it. But I'll give you a plaque in the narthex anyway.
Monarch 4: We found a Young Witch. What shall we do with her?
Bishop: BURN HER! BURN THE WITCH! Here, I'll give you a plaque in the narthex for your devotion.

Monarch 5: Your Grace, here is copper for the costs of construction.
Bishop: Copper? Does this look like a poorhouse? I guess I can give you a plaque in the bathroom, but that's it.
Monarch 5: I'm sorry, Your Grace, but the hordes...
Bishop (ears perking): Hoards? I can take Hoards! That's as good as gold for me!
Monarch 5: No, H-O-R-D-E-S, hordes of Rats have devoured everything else.
Bishop: Rats, eh? You know, I've always been partial to the Nutcracker...

149
Best $10 cards

...
4) Stonemason, gaining 2 Peddlers

Only works if you have $10 with no actions.
My death cart trashed itself. As did my mining villages and Dame Sylvia.

Hey, I really wanted those peddlers!

150
I agree with that (though I don't think it's really that ridiculous to put them on multiple lists) but I think the cards should be put on the list corresponding to the price where they are most likely to be purchased.  For masterpiece, that has to be at least $5, probably $6+.
How should that be determined? Stats or first principles? Do we even have ready access to stats for that? And do we include all-gains or just buys (e.g. I swindle your $3 into a masterpiece)?

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