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Topics - AJD

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76
Puzzles and Challenges / Breaching the Fortress
« on: September 22, 2013, 04:47:10 pm »
I trashed my Fortress. It did not return to my hand. Why not?

77
Dominion General Discussion / Digging Vagrant more powerful?
« on: September 19, 2013, 01:35:09 am »
Quote from: Donald X.
Vagrant: It's a Lab where the extra card is always bad. Actually that would be more powerful
—Secret History of Dark Ages

...Wait, is that true? If Vagrant were a Lab where the extra card is always bad—i.e., if it were +1 card, +1 action, dig for a Ruins, Shelter, Curse, or Victory card—wouldn't the main result of that be making you miss your good cards a lot of the time? Kind of like a worse Advisor (or anti–Hunting Party). There are boards where increasing your handsize is more important than not skipping your good cards, but it's not obvious to me that there are enough such boards to make Digging Vagrant more powerful than Vagrant.

I dunno, maybe Donald just meant "+1 Card, +1 Action, +1 more card which magically is always a bad card that coincidentally happened to be on your deck" would be more powerful, which I suppose is the case.

78
Puzzles and Challenges / Spot the theme
« on: July 21, 2013, 09:27:43 pm »
Let's say I were to build a Kingdom consisting of the following ten cards:

City
Explorer
Farmland
Fishing Village
Hermit
Knights
Merchant Guild
Mine
Nobles
Worker's Village

What is the unifying theme that guided my choice of cards here? I.e., what do they have in common?
Hints, in order of increasing helpfulness:
  • This set of ten is not totally unique for the theme, but it's close to unique; in a few cases I got to choose which to include out of two or three possible cards.
  • You have to look outside of Dominion to spot the theme—but not very far beyond Dominion.
  • There is a third hint, but this isn't it. Can you find it?

79
The Self Service lobby is fine, but the Collaboration lobby is empty for me—no list of people, no "propose game" button, no "your status is empty" message or expansion checkboxes.

80
Dominion General Discussion / King's Court–Big Money combos?
« on: July 01, 2013, 01:55:42 pm »
So, on another thread,

I've yet to play a board with KC that hasn't been an insane engine or megaturn game.

...and there followed some discussion about boards where King's Court is a bad investment because there aren't any other good engine pieces.

But what I'm interested in for this thread is boards where KC can be a good investment even without other engine pieces. Do they exist? Ordinarily KC isn't good in Big Money because you don't have enough Action cards to reliably line up your KC with one. So, you know, KC-Bridge is a great combo, but KC–Bridge–Big Money is not a winning proposition because you've got no good way of getting your Bridge and KC in the same hand, and when they're not, KC is a $7 Confusion.

KC-Wharf is probably fine for Big Money, but if you're doing that, you may as well make a whole draw engine out of it, nesting KCs to play multiple Wharfs a turn?

I'd like to nominate KC-Navigator as a decent Big Money combo, though (I mean, it can't really be called an engine): KC plus Navigator plus two Coppers or a Silver makes a province and three chances to try to ensure that your next hand has the combo in it as well, which in a deck with a decent number of KCs and Navigators could make pretty good odds. I played this combo once and won with it, though it was ages ago and I don't remember whether my opponent was playing well at all or not. What do you think?

And are there other good Actions to pair with King's Court for a non-engine strategy?

81
So, I played a game with the following kingdom and took a risk with the opening; it worked out, but I wonder whether others think it was a good idea or not:

Merchant Guild
Baker
Herald
Familiar
Philosopher's Stone
Masterpiece
University
Candlestick Maker
Transmute
Vineyard

...So obviously what you want to do here is go University/Vineyard. It seems like there are three reasonable openings on 4/3:

Potion/Potion
Potion/Silver
Potion / Candlestick Maker

Potion/Potion is the riskiest, obviously; it'd be nice to get two Universities on the second shuffle (or a University and a Familiar), but if the Potions collide you'll be sad. That's how I opened, and it worked out fine (i.e., the Potions didn't collide); but I'm wondering if people think one of the others is a better bet.

82
Dominion General Discussion / Common misconception
« on: June 23, 2013, 10:20:42 am »
It seems to be a common misconception that Intrigue has "a lot of Attacks". Like, in this what-expansion-should-I-buy thread, the poster says maybe he shouldn't get Intrigue, because "there are so many attack cards"; I feel like this happens a lot.

But Intrigue has fewer Attacks than either vanilla Dominion or Seaside (or Dark Ages)! It has the same number as Cornucopia (if you count Followers) or Hinterlands (if you count Ill-Gotten Gains).

I guess when people think Intrigue has "so many Attack cards", what they're really thinking of is how Intrigue has the most annoying attack cards: two trashing attacks (which as Donald has said people don't seem to like much), the only discard-your-whole-hand attack (which means it's harder to plan your upcoming turn), and the aptly-named Torturer. So their estimate of the number and severity of Attacks in Intrigue is thrown off by their memory of the emotional response to those Attacks, I guess.

Meanwhile, as usual, the consensus of the thread was that the expansion he should get to play with his friends who don't like Attack cards is the one that includes Ambassador, Ghost Ship, and Sea Hag.

83
Dominion General Discussion / Tasty kingdom
« on: June 06, 2013, 07:35:18 pm »
The Guilds previews have inspired me to create the following tasty kingdom:

Feast
Horn of Plenty
Baker
Butcher
Vineyard
Spice Merchant
Herbalist
Mint
Sage
Hermit

Enjoy!

84
Innovation Game Reports / Unexpected Monument
« on: June 05, 2013, 01:34:33 am »
http://innovation.isotropic.org/gamelog/201306/04/game-20130604-222846-4d8b7ae3.html

I don't usually use Masonry to get Monument as my sixth achievement.

But somehow I went through the whole game without melding anything over Masonry, and so when a shared Specialization unexpectedly put Fermenting into my hand, suddenly I had four castle cards in hand after achieving ages 1–5. So... I'm glad I noticed I had that!

86
Game Reports / Anything to do other than Library-BM here?
« on: April 22, 2013, 01:21:49 pm »
I played this kingdom with a friend last night; it was her first introduction to Prosperity cards, a random selection from Prosperity and base, and I fear it didn't do a very good job of showing off what makes Prosperity so stylish. I opened Library/Moat and basically played Library-BM from then on, picking up Bank on $7–8 hands. Is there anything more interesting to do here?

Moat, Workshop, Trade Route, Bureaucrat, Spy, Counting House, Library, Royal Seal, Venture, Bank

87
Innovation General Discussion / Non-optional
« on: April 06, 2013, 12:25:57 pm »
I think I would like it better if the special achievements said "you may claim this immediately...". Just because in IRL games that means that if you don't happen to notice e.g. that you've got three of each icon, then you're playing illegally; and then if someone else happens to claim Empire when you should have already had it, the game's a trainwreck. "You may" would make explicit that if you don't notice you qualify for an achievement, you're out of luck, but you don't have to cancel or backtrack the game.

88
Dominion General Discussion / Scrying Pool vs. Ruins: really?
« on: March 20, 2013, 01:36:54 am »
So people tend to say that Scrying Pool is a good counter to Cultist and Marauder, since they flood your deck with Actions and Scrying Pool will draw through a bunch of Actions. But if that happens, then you end up with a hand full of Ruins, which is... not that much better than having a hand with no Ruins (unless you've got a really good surplus of villages), is it? And there are situations where Ruins can interfere with your Scrying Pool draw—if your decktop is Ruined Village and Copper, you'll scry and draw them; but if the Ruins aren't there, the Copper is on top and you might discard it and draw the goodies below. ...So it's not all that obvious to me that Scrying Pool counters Ruins as effectively as it sounds.

89
This post is basically a whine/rant, so if that's not your sort of thing you can go ahead and skip it.

It bugs me when people state one of the endgame conditions as "when you try to draw a 10 and there aren't any, the game ends". This isn't the correct statement—if you Agriculture a 10, the game ends, even though you obviously weren't trying to draw a 10. And yet even the full Innovation FAQ that theory linked to in another thread phrases it that way. Stating the condition as "the game ends when you try to draw an 11" also isn't right, since e.g. Education can make you try to draw a 12. "Try to draw a card higher than 10" is the correct description, but people keep seeming to want to state the rule in one of the other ways.

90
So, the well-known fact about building engines with Potion-costing cards is that you have to buy a Potion to get them, and then once you've got all the engine components you need you've got this dead card hanging around that doesn't help you buy Provinces. But another fact about Potion-costing engines is that no Potion-costing engine components actually give +$. The only Potion-costing card that gives +$ is Philosopher's Stone, which isn't a good card for engines and thus doesn't interact well with other Potion-costing cards. So Potion delays your Province-buying power in two ways: it's not only a card which doesn't give you coin, it doesn't even help you get cards that provide coin. Getting too caught up in using your Potion to buy Potion-costing engine components can leave you with a brilliant engine that draws your deck but still only has $7 worth of payoff. So that's another strategic consideration in the use of Potions, which I haven't seen pointed out much.

91
Variants and Fan Cards / Rule conundrum for non-existent cards
« on: February 12, 2013, 12:46:00 am »
So, Dominion has several cards that can gain Treasures directly to your hand, but nothing that gains Actions directly to your hand. And I'm sure there are all kinds of card-balance reasons for such a card not to exist*. But I bet none of them is the following:

How would such a card interact with Nomad Camp, rules-wise?

Discuss.


*That said, I wouldn't be surprised if some card in the following family—which I'm certainly not the first to propose—were balanced:

Swap Meet
Action: ${A}
+1 Action
{B}
{C} a card from your hand. {D} gain a card costing {E}, putting it into your hand

...where:
{A} is 5, 4, or 3
{B} is +$2, +$1, or nothing
{C} is "trash" or "return to the supply"
{D} is "you may" or nothing
{E} is "less than it", "up to its cost", or "the same"

...but I couldn't tell you which version is the good one.

92
Game Reports / Hunting Party / Woodcutter vs. Gardens/Woodcutter
« on: February 04, 2013, 09:50:25 pm »
My Hunting Party engine with Woodcutter as a kicker just barely edges chaimai's Woodcutter/Gardens rush:

http://dominion.isotropic.org/gamelog/201302/04/game-20130204-184329-3e6f47b6.html

I should have lost, except Chaimai trashed a Horn of Plenty for an Estate on turn 22. Had that been a copper gain instead of an Estate gain, chaimai's Gardens would have hit the 5-point threshold and I'd have lost 58–58 on the turn-order tiebreaker.
(Well, I could have bought Province/Duchy instead of Province/Province and picked up the last Province on a later turn for the win—but I wasn't keeping score that carefully.)

I guess I should have sniped a couple of Gardens? They would have been worth at least as much as the Duchies I did buy in endgame when I couldn't hit $8.

93
Game Reports / Bad kingdom
« on: February 03, 2013, 05:02:24 pm »
Oh man, I just played an awful game with a random kingdom, about 70% of which consisted of perennial "most hated cards" finalists:

Quote
cards in supply: Bishop, Black Market, Ghost Ship, Goons, Haggler, Oracle, Possession, Sea Hag, Shanty Town, and Thief

It was a horrible slog against a newbie player who opened Potion and never bought a Sea Hag; I hope it didn't turn him or her off of Dominion for the foreseeable future.

94
Variants and Fan Cards / Filling in a gap in the attack paradigm
« on: February 03, 2013, 10:37:55 am »
So there are four principal types of Attack cards:

* Handsize decreasers
* Curse (or other junk) distributors
* Trashing attacks
* Attacks that leave bad cards on the deck

And many attacks belong to two of these categories, in various ways:

* Torturer, Mountebank, Followers (handsize & junk)
* Sir Michael (handsize & trashing)
* Bureaucrat, Ghost Ship (handsize & deck top)
* Swindler, Noble Brigand (trashing & junk)
* Sea Hag (deck top & junk)

...But there's no card that can act both as a trashing attack and as a deck-top attack.

What would one look like?

95
Puzzles and Challenges / Can you believe it's another What's Missing?
« on: January 31, 2013, 08:33:53 am »
Here are some cards! They all have something in common. One other card has this feature too but isn't listed here. Which is it?

Death Cart
Farming Village
Fortune Teller
Ironmonger
Ironworks
Rabble
Transmute
Tribute
Vagrant

(Probably an easy one?)

96
Game Reports / Weak double-Tactician beats weak Vineyards
« on: January 30, 2013, 02:44:10 am »
Played an IRL Seaside/Alchemy game today with possibly interesting lessons.

I opened double-Ambassador, or maybe Amb-FV-Amb. My opponent didn't counter my Ambassadors at all—as it turned out she welcomed the Coppers; she was going for a Vineyard deck and there were enough cheap Actions on the board to make the Copper her friend. I decided to take advantage of the fast deck-thinning to assemble a double-Tactician deck.

But double-Tactician is rough when the only +$ Actions on the board are Fishing Village and Herbalist and there's no draw. Even with FVs in play from last turn, it can get hard to reliably assemble $8 out of those, with two dead Ambassadors and a rapidly greening deck—especially since she wasn't contesting the Provinces much after an early lucky $8 hand for her, so I had to be able to gain seven of them to end the game. Warehouses helped, but had the danger of decreasing handsize so as to leave me without enough cards to both play $8 and still have something left to discard to Tactician. I can't tell whether getting an Outpost was a bad idea for me; I did pull $8 on at least one Outpost hand, but I bet other times having the Outpost in hand stopped me from getting up to $8.

So my deck choked on green pretty severely, though Warehouses helped me wade through it to some extent. My best idea was, with one Province remaining in the supply, I bought a Gold. To hit the last Province, what I needed was more money density, obviously not the ability to keep my Tactician chain going after ending the game. I consider that a think-outside-the-box moment I'm pretty proud of.

My opponent didn't reckon with how slow the Ambassadoring would leave her deck. She could use the Coppers to buy cheap Actions, but it left her seeing her Potions much less frequently to buy Vineyards. If she had a couple more Potions early, she probably could have ended the game on piles (FV, Herbalist, Vineyard) instead of waiting for me to end it on Provinces. As is, she only got five of the Vineyards. But I bet there are times she forgot to Herbalize her Potions, when doing so could have got her an extra Vineyard. She ended up with five-point Vineyard, and the final score was 39–50; if she'd empties the Vineyards, she probably could have won.

I'm wondering if a simpler strategy would have been better than the inefficient non-drawing $1-Action double-Tactitian deck I assembled. Sure was fun to play though.

97
Variants and Fan Cards / Another take on "Blood Money"?: Ring of Power
« on: January 22, 2013, 12:49:56 pm »
So for some reason, I was thinking about what a Lord of the Rings Dominion expansion would look like. And the idea that came to me was this:

Ring of Power
Treasure: cost $0
Worth $3
When you play this, gain a Curse.

It's not a Kingdom card. Your starting deck consists of three Estates (or Shelters), six Coppers, and the One Ring. (Decide whether to use the Ring the same way you decide whether to use Shelters or Colonies: chance of using it is proportional to the number of cards from the expansion.)

This seems to avoid some of the problems that "When you play this, gain a Curse" cards have?—such as just being Gold when the Curses run out. That's still true for this, of course, but the fact that you have it in your starting deck means you can't just wait for the Curses to run out before gaining it, or not gain one if you don't think the Curses are going to run out, or anything. And its presence in your starting deck makes for some interesting tactical choices—at the most basic level, would you rather open Silver/Silver, or Silver/Gold/Curse?

I also thought of a Kingdom card that would interact with this well—

Hobbit
Action: cost $3
+1 Card
+1 Action
+1 Buy
-------
While this is in play, when you gain a card you may trash it.

—the idea being, if you have a Hobbit you can use the One Ring more safely... but its combo with Market Square and Goons is probably too good, so it should have a different top half than +1 Buy.

98
Game Reports / Not a move you make very often
« on: January 17, 2013, 01:01:29 pm »
Quote
You play a Trading Post.
... You trash 2 Provinces, gaining a Silver in hand.

http://dominion.isotropic.org/gamelog/201301/17/game-20130117-100015-ad2b1d71.html

99
I'm not totally sure why I won this one, other than "uncontested Fool's Gold is just that powerful":

http://dominion.isotropic.org/gamelog/201301/14/game-20130114-210857-a4a19428.html

So, I opened Fool's Gold / Ambassador; my opponent, seeing what I was about, got an Embargo onto Fool's Gold pretty soon, but not till I had four of them, and after that I resorted to Mine to gain additional FG. My opponent totally won the Ambassador war, but I used my early FG lineups to get Gold and Provinces early on, and then I invested in a few things like Secret Chamber and Courtyard in order to help my FGs coincide a bit better. I'm still surprised by how well it continued to work.

100
Fishmonger
Action–Duration: $3

+1 Action

Now and at the beginning of your next turn:
+$1
Look at the top card of your deck. Discard it or put it back.

(This might be better as a $2 than a $3?)

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