Dominion Strategy Forum

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Messages - guidobass

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26
Variants and Fan Cards / Re: Dominion: Pirate's Life
« on: September 03, 2017, 01:46:27 pm »
Villa puts a player back into their Action phase when they gain a Villa, with the gained Villa going into their hand.

27
Dominion Articles / Re: Mission basics
« on: October 21, 2016, 08:49:13 pm »
Also, include a picture of the card, or the card's text, for reference while reading your post.

28
Ooops! forgot 3/4 split.

29
Someone just added Donate/Delve as a combo on the wiki.  I don't see how this is any more powerful than any other Donate strategy, and honestly think Donate/Market Square is a combo, if anything.  Thoughts?  Should I delete the article?

How about a Feodum/Donate opening? Lets you pay off Donate in Turn 3.

Or how about a Feodum/Feodum opening and Donate on your next turn? You can pay off debt and have spending money left over.

30
Whatever. My point is the information is available out there. All one needs to do is look for it. Manuals for offline viewing, wiki online.

31
I think I could appreciate this thread a lot more if you listed the cards you're talking about....
Go to Rio Grande Games and download a copy of Empires, and all other rule books.

32
Dominion General Discussion / Re: Governor & I
« on: July 17, 2016, 08:24:27 pm »
Don't use +3 cards; is my advice.

Why not? 3 cards +1 action is pretty good, no?

33
Dominion General Discussion / Re: Dominion (in real life) accessories
« on: July 06, 2016, 11:35:19 pm »
http://boardgamegeek.com/filepage/63836/instructions-building-dominion-play-mat

Not sure what you're looking for, Orange, but there's this. I've been using one since I built it about 5 years ago. I built extra sections as expansions continued to surface, that fit a lip under the main board, on a round turntable.

There are little (1 ounce or less) shelf-stable plastic half-and-half coffee creamer cups that restaurants around me have for coffee drinkers, instead of cream in a little pitcher. They work well holding the tokens on Empires Kingdom cards.

34
Dominion General Discussion / Re: Thematic Kingdom Design Contest
« on: June 18, 2016, 01:55:36 pm »
Setbacks and strategery:
Encampment/Plunder
Enchantress
Fortune Teller
Jester
Legionary
Margrave
Militia
Goons
Rabble
Catapult
Quest
Wolf Den
Shelters

35
Dominion General Discussion / Re: Thematic Kingdom Design Contest
« on: June 18, 2016, 12:52:44 pm »
On to Victory:
Transmute
Crossroads
Groundskeeper
Magpie
Rebuild
Scout
Trade Route
silk Road
Castles
Nobles
Salt of the Earth
Tower
Estates

("I can't get no respect." - R.Dangerfield)

36
Dominion General Discussion / Re: Thematic Kingdom Design Contest
« on: June 18, 2016, 10:26:02 am »
You can bank on it:
Bank
Loan
Moneylender
Capital
Mint
Hoard
Treasury
Fortune
Swindler
Vault
Borrow
Windfall
Forgot  to add (tax) Shelters

Dialing for dollars:
Coppersmith
Moneylender
Beggar
Ill-gotten gains
Counting House
Cutpurse
Miser
Cache
Settlers
Royal Blacksmith
Fountain
Palace
Estates

37
Dominion General Discussion / Re: Always Losing.
« on: January 16, 2015, 10:34:05 pm »
Obviously, what you do depends on the Kingdom, but to really simplify things, I teach/tell players to always try to get your money's worth. Got $6, get a gold. Got $8, spend all $8. A Province or 2 early may not hurt you, but may pressure your opponent.

Buy the cards that give you extra actions, actions and cards, actions and money, extra cards/money. Get fall-through cards (+ action) if they help you. Avoid attack cards, unless they benefit your hand when played. Trashers can be good/necessary.

When in doubt, buy money, limit action cars.

All of this is wrong.

It all depends on the board, my friend. Gold is usually something you want to avoid/have only one of. Money clogs up your deck in Engines, and isn't something you need if you can buy a Province with all your deck already sans the money. Gold should almost always be bought in a Big Money deck or something where it's necessary and perhaps a few Colony games. It all depends on the board for sure.

Your money's worth idea... It's not at all correct. Think of it this way. There is a kingdom with Scout ($4), Chapel ($2), and Silver ($3). Your starting hand is 4/3. Do you open Scout Silver? Of course not. Chapel is worth the $4 (and Scout is certainly not worth $4) and Silver helps you to get to better cards. Money is just a way to get to cards you want. If you have more money than you're using to spend on cards, you're wasting time you could be spending winning. I know it's an extreme example, but if this game has taught me anything, it's that there is NO SET RULES TO PLAY. There are general guidelines, but there's always an exception. Is there a board where you DON'T want chapel? Sure. It's very rare, but it's there.

Getting Provinces early is okay for new players, but you almost certainly won't be doing that with a good +buy card on the board in an Engine setting. As said before, it's all on what the board is.

When in doubt, buy action cards that aren't terminal. Though this isn't a rule anyone should follow either. What I would encourage is to let people do their own thing, fail, and learn from it. Like me. I don't feel like I'm learning when I lose, but really, I do.

And Attack cards slow your opponent. Sea Hag doesn't help you at all, but it's just so strong anyways. If it helps you, awesome! But if it doesn't, it needs to be a strong attack. Which is why Saboteur fails, but Sea Hag does not.

I don't know really, but I feel like what you're saying isn't right from what I've seen in high level play.

This is why I hate putting messages into threads.

I understand all the strategy stuff, what SHOULD be done. I understand that doing certain things early goes against the grain for you, and the experts.

I did say "Obviously, what you do depends on the Kingdom", and no idea is all correct because "Obviously, what you do depends on the Kingdom". But the person who started this was looking for help, not an analysis of how to play a Kingdom that they may not ever play again.  There's a lot more to think about in any game, as the poster probably knows. They want something to try.

Maybe you all play top quality players all the time so you have to be "on your game". I don't think "high level play" is what was asked for here. I didn't get technical, I just gave simple advice on what to try, not make your mantra.

So, it's not "all wrong" or satire. It's just advice. General guidelines in 100 words or less, or more.

38
Dominion General Discussion / Re: Always Losing.
« on: January 16, 2015, 09:21:13 pm »
Obviously, what you do depends on the Kingdom, but to really simplify things, I teach/tell players to always try to get your money's worth. Got $6, get a gold. Got $8, spend all $8. A Province or 2 early may not hurt you, but may pressure your opponent.

Buy the cards that give you extra actions, actions and cards, actions and money, extra cards/money. Get fall-through cards (+ action) if they help you. Avoid attack cards, unless they benefit your hand when played. Trashers can be good/necessary.

When in doubt, buy money, limit action cars.


39
Dominion General Discussion / Re: Stupid Pet Tricks
« on: February 27, 2013, 12:28:51 pm »
Ambassador/Rats
Buy the first Rats and then spread the joy.

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