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Messages - Warfreak2

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101
Variants and Fan Cards / Re: Re-visiting some Flavor
« on: December 27, 2013, 03:59:43 am »
Shady plans is a bit too similar to nomad camp.

102
Dominion Articles / Re: Three Player Adjustments
« on: December 25, 2013, 05:51:56 am »
Duchy/Duke, Gardens, Silk Roads all become more interesting if you can get 6 of them instead of 4 or 5. You can also create more less time for these strategies by forcing your opponents to get 6 Provinces each instead of 4 8.

103
Game Reports / Re: Dark Ages + Alchemy recommended set
« on: December 25, 2013, 05:45:17 am »
The presence of cultist means all those spare +buys can be soaked up on ruins. Maybe the market square split is decisive.

104
Dominion General Discussion / Re: Anagrams
« on: December 23, 2013, 10:12:55 am »
Wins no dental plan!
Lisa needs braces!

105
Variants and Fan Cards / Re: Lab Variant (?) - Village of Outcasts
« on: December 23, 2013, 10:09:40 am »
It's a bit of a waste to use the rest of them as expensive moats though. I think the only time it really shines is double-tactician, discarding gold (or platinum) which you can't play anyway.

106
Variants and Fan Cards / Re: Lab Variant (?) - Village of Outcasts
« on: December 23, 2013, 09:03:54 am »
It's never a lot better than lab - lab increases handsize, whereas this can never draw your deck. It probably plays more like inn - discarding one non-victory worth $2+ is probably similar to discarding two anythings.

107
Dominion General Discussion / Re: Anagrams
« on: December 21, 2013, 05:08:12 am »
Warfreak2 = farr 2 weak. I won't say what my real name (Andrew Ronald Kay) anagrams to, but there are two quite good rude ones.

108
Variants and Fan Cards / Re: Feedback wanted: Public Works
« on: December 21, 2013, 04:56:44 am »
I think there are two levels of play to this card: casual players will overpay like mad, and experience a wacky game where everything gets drawn and played with ease. Pedants and other detestable creatures will not overpay at all (or will once by $1) until only one remains. This will create an arms race where both players rush them with $4 buys or workshop/ironworks in order to not lose the split - then unless someone got more, the last one will go for $4 too. It seems amusing to force both players to rush pure cantrips, and build decks for that purpose, when the result is that neither player is closer to winning. Of course there's the unstable possibility that both players cooperate in this prisoner's dilemma.

109
Variants and Fan Cards / Re: Feedback Wanted: The Silversmith
« on: December 20, 2013, 07:02:42 am »
The card in your deck is just an inferior or unreliable woodcutter. I can't see anyone buying it for $5.

110
Variants and Fan Cards / Re: Feedback Wanted: The Silversmith
« on: December 19, 2013, 04:28:16 am »
But if a monolithic strstegy is bad, then it won't be played, and therefore doesn't ruin the game. I'm not just arguing that it's not great, I'm arguing that it's bad - doublejack isn't dominant all that often, and when it is, it usually has an attack working ineffectually against it. Refurbish/bm is probably on par with masterpiece/bm.

111
Game Reports / Re: The Adventurer Dream Board: Adventure Was Worth It
« on: December 19, 2013, 04:21:29 am »
Quote
Soothsayer isn't good for building an engine - it doesn't slow down the opponent in the short term, and it floods you with Gold.
An action that lets you gain 6 cost cards can be very good payload in an engine with remodels, apprentices, or even upgrades. The problem is really that the soothsayer pollutes decks with the curses but also accelerates the game with the card draw, meaning that there isn't time to build the engine. The golem in your example game was always likely to be too late.
Right, it's more of an engine payload. If you want an engine that plays saboteur every turn, you don't open saboteur.

112
Game Reports / Re: Awakening
« on: December 18, 2013, 06:49:46 pm »
A while ago on these forums, I got into an argument saying that Sea Hag didn't hurt Rebuild enough - we fought it out on the board, he went for Sea Hag and Hunting Party, and was losing pretty badly, until he got a Possession, and managed to first play it when I drew all three of my Rebuilds in the same hand. "+1 Action, gain a Province" is a powerful card indeed. I lost, but I don't think it was the Sea Hag.

113
Game Reports / Re: The Adventurer Dream Board: Adventure Was Worth It
« on: December 18, 2013, 04:50:33 pm »
Soothsayer isn't good for building an engine - it doesn't slow down the opponent in the short term, and it floods you with Gold. Soothsayer is more suited to a BM deck, a slog, or a combo - Soothsayer/Counterfeit for example - or adding to an engine later, once the draw is there and the economy needs to be built.

114
Dominion General Discussion / Re: Donald X on Rebuild
« on: December 18, 2013, 04:02:27 pm »
Returning the Duchies to the supply probably helps the engine player more than the Rebuild player, as it increases the total VP available to get on a megaturn.

115
Variants and Fan Cards / Re: Feedback Wanted: The Silversmith
« on: December 18, 2013, 01:18:37 pm »
The point was that it doesn't flood you with Silvers, rather, it converts other cards into Silver, meaning it doesn't increase your deck size. Requiring a particular four-card-combo (plus a trashable fifth card) makes it an unfeasible strategy - OK, there's another four-card combos that get you to Province, that's 4*Silver. But those are the only ways. Compare with Big Money which has various ways to make $8+: GGG, GGS, GGCC, GSSS, GSSC, GSCCC, SSSS, SSSCC. Note that trashing a Silver or Gold with Refurbish is pointless, as in that case your hand already has SSSS or GSSS, and the extra $ from Refurbish isn't needed at all.

Refurbish is probably a pretty decent BM card, but DoubleRefurbish will not be competitive with DoubleJack, and it also doesn't defend against handsize or trashing attacks. Refurbish is more like a Trading Post that only trashes one card at a time.

116
Dominion Articles / Re: Butcher
« on: December 18, 2013, 10:45:09 am »
Yes, it's not useful, but stamp-collecting is fun.

117
Game Reports / Re: Fishing Village + Wharf: buy Loan?
« on: December 18, 2013, 10:40:57 am »
You do need at least two Hunting Grounds to play one each turn, unless you're drawing your deck, which is the exception I mentioned. We're clearly talking about different situations.

I don't get it. I made a one-line summary of why Wharf is so effective - it draws you four cards for each play, even if they're spread over two turns - if the argument is that my one-line summary is missing some important details, then try to imagine me with a reaction other than "Incredible! I shall have to reevaluate my whole philosophy!"

118
Game Reports / Re: in which rebuild is not viable
« on: December 18, 2013, 10:37:24 am »
Remake/Market Square opening into Highway/Market Square should be pretty quick, I'm not surprised it beats Rebuild - the engine player can gain a few Golds from Market Squares, and then pile into the Highways really quick. I'm not sure Cities are relevant at all. What do the simulators say?

119
Variants and Fan Cards / Re: Feedback Wanted: The Silversmith
« on: December 18, 2013, 07:31:09 am »
But Refurbish has to trash a card - it's not a Silver flooder so much as a Silver Rats. (Maybe, like Rats, it should trash a card that is not a Silver). Also, to buy Province, you need Refurbish + 3*Silver + Junk, which is an unlikely hand, especially when you are running out of junk. I don't think the monolithic strategy would be very good - I think Silver Street would actually work a lot better as a monolithic strategy, since you can spam them, you don't need the junk in hand, and hands like 2*Silver Street + 2*Silver get to Province too. Besides, a Silver-flooding village is not viable for an engine, which will probably want to play 5 villages per turn.

120
Game Reports / Re: Fishing Village + Wharf: buy Loan?
« on: December 18, 2013, 07:09:32 am »
If you play one Wharf every turn, then you are drawing four cards from Wharf every turn. That's a pretty clear equivalence with Hunting Grounds/Council Room - the difference is that the first turn in a sequence you play it, you only get two cards, whereas the first turn that you don't play it, you do get two cards. You're also ~40% more likely to have a Wharf to play, since you have two more cards to find it in.

Leaving the Wharf out only really matters when it misses a reshuffle. I don't know where you are going with "your deck now contains 20 junk cards", surely by the same logic it also contains "twice as many" golds and silvers? You could just say that your deck contains half as many Wharves, but still, it only really applies when you're drawing your deck.

121
Variants and Fan Cards / Re: Revised versions of published cards
« on: December 18, 2013, 06:56:25 am »
Also, with this selection, you might have opened Lookout/Potion which isn't the best for getting early Familiars so you've already gotten a bit lucky to be able to get 2 so quickly with your less than ideal opening.
Or Lookout/Squire. :-D

122
Game Reports / Re: fun win against a Gardener
« on: December 17, 2013, 06:19:43 am »
That, and with 10 extra cards, it increases the probability of having a dud hand in which he draws no workshops.

123
Game Reports / Re: Fishing Village + Wharf: buy Loan?
« on: December 17, 2013, 06:09:27 am »
Each Wharf draws four cards for you, so trashing barely matters at all.

124
Dominion Articles / Re: Butcher
« on: December 16, 2013, 12:24:39 pm »
I think we have different ideas about what the necessary features of an engine are.

It's worth noticing that Stef's deck at some point exhibits the feature I described - he uses all the buying power in his deck, buys a Platinum, and then next turn uses all the buying power in his deck (now including that Platinum). If there were Villages then he'd have been able to build more, so it sort of fails "in the limit", but I think I'm OK with that.

125
Simulation / Re: An exploration of Workshop/Gardens vs Big Money strategies
« on: December 16, 2013, 11:48:34 am »
I am not surprised that DoubleJack beats Workshop/Gardens, the latter being beatable sometimes even in base-only games. It also makes total sense that you should get all the Workshops first in solitaire, because you need all 20 gains to end the game, and the Gardens don't improve your deck. You may be able to improve DoubleJack's Gardens-denial by having it trash the Gardens it buys, unless the game is nearly over.

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