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Messages - Just a Rube

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Guilds Previews / Re: First small Guilds Spoiler
« on: June 07, 2013, 10:39:10 am »
MI is definitely going to be MINK, just to create more confusion with Mint and Mine.

Play Wishing Well, mumble Min..(swallow the last consonant), reveal one of these three and claim that's the one you said!
You'd need to mumble the vowel too...all three of those use very different vowel sounds for the "I"

"mink" uses an ee sound like "ink"

"mint" uses an ih sound like "did"

"mine" uses a long ai sound like "ice"

Don't blame me, I didn't invent this language.


I've had fun with chancellor when inn's on the board.

Dominion General Discussion / Re: Tasty kingdom
« on: June 06, 2013, 09:10:36 pm »
Though hopefully not Trusty Steed ...
What do you think that butcher's doing...

Guilds Previews / Re: When you can spend your tokens
« on: June 06, 2013, 03:33:00 pm »
I find it interesting that Donald would say that you can exchange your tokens for money "in your buy phase, before buying cards." I wonder why? Right now Poor house is the only edge case I can think of where it matters at all... wouldn't the rule be easier to write if it were just "at any time during your turn"? Makes me think that maybe there will be a Guilds card that will make it matter.
It matters with cards that do things on overpayment. For instance, when I overpay for Doctor, I don't know how many cards I'm going to be trashing, vs. discarding/putting back until I process it. If I was going to buy 2 Doctors for some reason this turn, I might want to wait for the results of the first trashing before I decide how much I want to pay for the second doctor. With this rule, I would have to have already declared how many coin tokens I wanted to cash in this turn, which limits my options.

I doubt you would often buy 2 Doctors in one turn, but overpayment probably makes more of an impact on other cards.

Guilds Previews / Re: Preview #1: Baker
« on: June 06, 2013, 12:42:15 pm »

Other stuff: The art is horrible (sorry!) and the expansion icon is a sextant (?). Maybe a card named Astronomer will come out!?
Expansion icon appears to be a compass, which is the symbol of the Freemasons. As such, and since "Mason" is certainly a reasonable occupation to be a guild, I expect to see a "Mason" card, or at least (to follow-up the Simpson's reference in the flavor paragraph) a "Stone-cutter"

Guilds Previews / Re: First small Guilds Spoiler
« on: June 06, 2013, 12:29:04 pm »
So, now that we've seen some of the cards, we can understand these card names.

BEguild ($4) --> AD
CBguild ($5) --> BAker
CVguild ($5) --> BUtcher
DNguild ($2) --> CM
EPguild ($3) --> DOctor
GPguild ($3) --> FO
HVguild ($5) --> GU
IFguild ($4) --> HE
NHguild ($5) --> MG
NJguild ($2) --> MI
TPguild ($5) --> SO
UWguild ($4) --> TV
UYguild ($4) --> TX

Granted, Journeyman is nowhere to be found and some of the acronyms are a bit odd (what could TX stand for?), the pattern seems to mostly hold up.

Any guesses? I'm going to guess Cobbler for $2.

Correction, Candlestick Maker for $2. I went the wrong direction with that second letter.
Given that Journeyman doesn't easily fall out of any of these, maybe we should be somewhat cautious before taking these as Gospel Truth. I mean an arbitrary manipulation (adding 1 to each letter) that still only has a 3/4 success rate should be taken with caution.

That said, feel free to speculate away.

Puzzles and Challenges / Re: First Guilds puzzle
« on: June 06, 2013, 12:07:27 am »
What about sea hag/sea hag (or maybe Young Witch with a weak bane, although that's riskier)?

Yeah, you risk terminal collision and will have a hard time getting to 5, but if it pays off you win the curse split and make your opponent play 2 straight 4 card turns.

Dominion General Discussion / Re: Custom Black Market deck
« on: June 05, 2013, 11:49:06 pm »
does anyone actually play with mats?  I don't think i've ever done it...
I like the Prosperity VP mats. I can play with the one with the ships and pretend to be a thalassocracy (especially if there are a bunch of Seaside cards out). I can play as the one that kinda looks like an Abbey and pretend to be a Prince-Archbishop. Those are my favorites, but the others can be kinda nice too. I like the concept of the Seaside mats forming a picture when combined, but I prefer the unique Prosperity ones. Especially since we frequently end up in VP chip heavy games with a small pile of 5 1VP chips next to our mats as we make change; that actually serves a reasonable purpose.

But I admit that I'm weird.

Guilds Previews / Re: Victory card speculation
« on: June 05, 2013, 01:12:45 am »
It might also be interesting for a card to grant coin tokens without overpaying.  Like this:

$6 - Victory
Worth 2VP
When you gain this, take 2 coin tokens.

So this is essentially 2VP for $4, but you need at least $6 in play to buy it.  In most cases it is strictly inferior to WW's Chimney, in that you can choose to pay $6 for Chimney and get 2 coin tokens, but you can also pay more or less.  However, Tavern can be better with TfB (since you are getting a $6 card for $4) and it can also do some interesting things with cost reduction (if you have a bunch of Highways in play, buying Tavern could get you more coin tokens than you actually pay).
Keep in mind that the spoiler suggested there was no 6 cost card in guilds. So that limits the strength of any victory card without overpaying.

Dominion General Discussion / Re: Custom Black Market deck
« on: June 04, 2013, 06:20:28 pm »
It's a shame island requires extra set-up, because otherwise it would be perfect.

How about Harem?

Dominion General Discussion / Re: Custom Black Market deck
« on: June 04, 2013, 02:54:44 pm »
One card that jumps out at me in your list is feodum. It strikes me that if you're going for an alternate victory approach, you will need to be able to buy more than one, while buying one to trash for a little extra silver seems far too slow.

Guilds Previews / Re: Curser speculation
« on: June 04, 2013, 12:03:05 pm »
Maybe you need to overpay money AND +buys to deal out curses...

Effect: X
You may overpay: For each $1+buy you overpaid, your opponents gain a curse
But then it's extremely weak in sets with +buy. And curses make +buys harder to match up with significant quantities of money in general.

More broadly, one reason IGG is so powerful is because it drains the curse and IGG piles at the same time; that's one reeason why it gets weaker with other cursers present. If you can make the piles different (and here you can do so by just buying one or two copies of the new card without overpaying) it plays very differently.

That said, I'm not sure a curser on overpaying really makes sense in general. I suspect a more "boring" curser like:
"Action-Attack $5
Gain 1 coin token
All other players gain a curse"

Slogs will generally value coin tokens more in general (since they will probably have a harder time spiking to key price points, and have a lower expected return on +cards), so something like this might be reasonable. At the same time, moneyish or enginey decks would get more return from witch's +cards, so this would seem weaker than witch against decent trashing.

Edit: Obviously this would be an attack

Guilds Previews / 5/3 Openings
« on: June 03, 2013, 09:11:58 pm »
So, now that we can open 5/3, how does that affect other cards? And when would you prefer 6/2 or 4/4?

A few thoughts, to start off:
-Mint. It's biggest problem as an opener is that you trash all your copper, and now you only have $2 left in your deck. Now you can open mint/silver (or something morally equivalent).

-Goons obviously wants to open 6/2 or 6/- if there is even decent support for it.

-If you're going Courtyard Big Money, do you want to open Courtyard-Gold, or is it better to save the token for later? Or even open Courtyard-Baker?

-Potion and another $4 (or save the coin so you guarantee to get that familiar)

What do you guys think?

Guilds Previews / Re: Victory card speculation
« on: June 03, 2013, 06:42:11 pm »
Given that another theme is cards you can get more out of by paying more for them, wouldn't that be a more fruitful area for speculation? Maybe something along the lines of
"Blah $X
When you buy this, you may spend an additional $Z to gain another copy [or a duchy or whatever]
[If it gains copies of itself, just have a Rats-like double-sized pile]"

I haven't really looked at the variant card forums, so I'm sure I'm missing some problem, but that was what came to mind.

Guilds Previews / Re: Preview #1: Baker
« on: June 03, 2013, 12:26:32 pm »
CBguild ($5)
CVguild ($5)
HVguild ($5)
NHguild ($5)
TPguild ($5)

So what do you think which one it is?

So I'm guessing there will be one more five cost card that starts with a "V" and does something with coin tokens, hence "CV Guild". Not sure what HV means (besides the card name starting with an "V"), but NH might mean a nonterminal and TP a terminal?

Given that CB and CV were the only spoiled cards with C in their names (and given that we already know butcher uses coins) I suspect they're just random codes with no meaning.

Dominion General Discussion / Re: Disappointment
« on: June 02, 2013, 07:34:40 pm »

I miss the good old days when I could come on here and read a good article about a card

Ah, now that's different.  There are only so many articles to be written, and except for DA cards, most of them have already been written.
That's only partially true. There are still a lot of cards without articles. Just in the base set, we have:
Moat, Village, Workshop, Bureaucrat, Feast, Militia, Remodel, Smithy, Spy, Thief, Throne Room, Council Room, Festival, Library, Witch, Adventurer.

Now many of those cards don't entirely need an article to themselves (for instance village or smithy), but several of them are much less intuitive. For example, I would be interested in a good player's evaluation of when to use Feast or Adventurer (beyond "rarely").

And similar analyses could be done for many of the later sets as well.

Dominion General Discussion / Re: 5/2 vs 2/5
« on: May 31, 2013, 04:23:21 pm »
With Inn in the supply, 5/2 is better. You'll may have 5/3

If you are 2nd player and there is a smuggler in the supply, 5/2 is better. In the turn 3, Your opponent have a chance to smuggle your $2 cards and not your $5 !
But if you go 2-5 with Inn, you can top-deck your $2 (assuming its an action). That guarantees it won't miss the shuffle.

I like that the art for village appears in scrying pool and plunder, but ruined village is clearly based on walled village.

And since we mentioned embargo already, I have to admit it took me forever to realize that that's a line of boats forming a wall in the distance, to emphasize the blockade bit.

I second the advice about playing with random kingdoms. It will give you the experience to see weird interactions that you haven't thought about before. Plus, half the fun is figuring out crazy combos on your own.

That said, it might be better to think of things a bit more thematically. Alchemy has a theme of actions, with cards that let you gain or play lots of actions (e.g. golem and university) or that want your deck to have lots of actions in it (e.g. vineyards or scrying pool). So it might be good to look for cards in base and prosperity that have a good synergy with that. As an example, if you play lots of actions and have lots of buys, you can rapidly empty the peddler pile, which gives you plenty of good solid actions for vineyards or scrying pool to take advantage of. That's just one example, I'm sure you can think of others.

You can also go the other way: prosperity really wants big turns. A deck that just buys money and one or two actions might be able to compete for provinces, but will have a tough time buying colonies. So pick alchemy cards that lend themselves to explosive interactions. To give another example (which someone mentioned upthread), scrying pool can draw a lot of cards. If you make an engine that can draw your entire deck, then play a vault, you can discard all your actions except one scrying pool, then draw them back up again with that solitary scrying pool, and repeat the process with another vault, for massive moolah. Speaking from personal experience, that gives a sense of diabolical glee.

Those are just some ideas. You can try others and see if they work. Maybe you want to include a +buy in a set with vineyards? Why not workers village or trade route? You want to add trashing to a scrying pool set? Why not loan? You have familiar and want to add a counter? Why not watchtower? Try things and see if they work, that way you have a better sense of what new things to try.

Just a friendly tip though: don't put king's court and possession in the same set-up, unless you want a game where you risk spending 75% of your time watching someone else play your deck for you.

Guilds Previews / Re: A month away...
« on: May 29, 2013, 08:20:05 am »
Can somebody please explain when and what Origins is?
Origins Game Fair
 June 12-16, 2013
 Greater Columbus Convention Center
 Columbus, Ohio, 43215, USA

And to continue the alcohol jokes:

What is one of the best enablers for vineyards? University.

Dominion General Discussion / Re: Almost always the best strategy
« on: May 25, 2013, 12:48:20 pm »
More in line with the OP:

1. "Hey! Look over there!" followed by "What? No, I always had those colonies in my deck."

2."You are getting very sleepy...very wish to piledrive Scout..."

Dominion General Discussion / Re: Combo: Scheme/Conspirator
« on: May 25, 2013, 11:06:23 am »
Pirate Ship as a Conspirator enabler, being terminal and not-KC, is incredibly surprising. Then, the other non-terminal usual suspects are there, of course.
But pirate ship makes virtual coins more powerful, so it's not really surprising. If I'm being attacked by pirate ships and can build a conspirator engine with conspirator and some nonterminal in the other 8 kingdom cards, I ignore the attack and get my coppers trashed, to increase my action density (the other weakness of conspirator).

A great king decided to hold a masked ball at his court. Sadly, a couple of uncultured goons snuck in and trashed everything.

When marauders attack a kingdom, they leave ruin and desolation behind them. Countless depressed survivors are left devastated as their homes and villages are destroyed. For that reason, a good, wise king may invest in espionage, whether in the form of spies, oracles or scrying pools, in order to predict and ameliorate their attacks. An evil king,  on the other hand, will invest heavily in vineyards, to profit from the sudden demand for cheap booze.

A throne room improves a bridge, but not a princess.

Knights are known for their chivalry. If two knights fight, they both die. But if a knight is attacked and has, say, a wandering minstrel with him, he can run away and sacrifice the minstrel instead; that way both knights survive. Perhaps this dishonorable behavior is how Sir Vander ended up with a bounty on his head.

You can't use a scrying pool to spy on someone with a lighthouse. If you try, I assume you are "blinded by the light."

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