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Messages - AJD

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2776
Hmm, on a similar note, I eked out a victory on this board on which five of my Colonies were sabotaged:

http://councilroom.com/game?game_id=game-20120504-064027-e3a967b5.html

I went more or less straight-up double-Jack Big Money, while my opponent but together this really nifty Hamlet–Watchtower–Fortune Teller–Saboteur–Outpost engine that was averaging one or two Saboteurs every turn and almost always hitting Victory cards, but still didn't have enough sources of money to keep ahead of me in score.

2777
Dominion General Discussion / Re: Zark Games
« on: May 08, 2012, 04:54:35 pm »
One bummer of notice is that he is charging $9 for Platinum

This seems quite logical.  ;)

2778
The Tempest (Island, Sea Hag)

Actually, I wonder if I can get a full set of Kingdom cards out of The Tempest alone...

Prospero, the Duke of Milan, is deposed and sent into exile with only his daughter Miranda and his Library of magical books. They settle on an Island, where Prospero finds that the previous inhabitant, a Sea Hag named Sycorax, has imprisoned a spirit called Ariel in a pine tree. Prospero makes Ariel his Familiar, and Sycorax's son Caliban his Pawn. When the king of Naples and the King's Court are sailing nearby, Prospero uses magic to cause them to be shipwrecked on his island in order to start a romance between Miranda and the king's son Ferdinand, presenting a Masquerade performance of spirits to celebrate their engagement. Meanwhile, the king's Jester persuades Caliban to rebel against Prospero, and Ariel lures the king and his men in with a Feast to punish them for exiling Prospero. In the end, everyone is forgiven, and Prospero gives up magic and is restored to his right as duke of Milan.

2779
The Dominion Shakespeare Festival, featuring performances of:

The Merchant of Venice (Merchant Ship, Moneylender)
The Tempest (Island, Sea Hag)
Richard III (Duke)
Romeo and Juliet (Apothecary)
Macbeth (three Witches)
The Two Noble Kinsmen (Nobles)
Hamlet

...And as for people who don't like Dominion, they can always play Othello...

2780
Game Reports / Re: The (Disappearing Village) (Draw up to X) engine
« on: May 07, 2012, 06:34:33 pm »
Earlier today I tried to play a Festival/Library version of that engine. Although the engine eventually got going, it was very slow to set up for the obvious reason that both of the key cards cost $5. Besides Bridges, what sort of enabling cards make it easier to build engines that require multiple $5 components? Highway could work but is yet another $5; Throne Room/Feast is a possibility, and Horn of Plenty might work (although that depends on having good cheap cantrips so you can consistently hit $5). Other key enablers I'm missing?

University? Note that it itself is another member of the 'disappearing village' genus as well.

2781
Dominion Articles / Re: tactics: turning off the autopilot
« on: May 07, 2012, 04:48:37 pm »
A general mistake a lot of beginners make:

Grabbing the most expensive card you can get, instead of the one that you need.

...Even if it's a valid part of your engine! I've erred many times using a $4 turn on a Bridge when I really need more Native Villages, or on a Conspirator when I don't have enough Warehouses yet, or whatever.

2782
Dominion Articles / Re: Request: Saboteur
« on: April 30, 2012, 11:10:34 am »
I thought I posted this before, but can't find it.

Saboteur + Scrying Pool is brutal because both cards make up for the problem with the other. Namely:

scrying pool takes too long to set up without +buy - sabotaging a province is like buying an extra duchy.

Saboteur is too swingy to work reliably - but scrying pool spies till you find that province.

...And meanwhile, Scrying Pool itself is un-sabotageable.

2783
Dominion Articles / Re: Request: Philosopher's Stone
« on: April 29, 2012, 09:06:45 am »
I've found Philosopher's Stone can be good in combination with Goons (and no villages), for the <a href="http://forum.dominionstrategy.com/index.php?topic=1141.0">same reason Apothecary is</a>: you're rewarded twice for using up your extra buys, since each buy both grants you a VP pellet and boosts the value of your Philosopher's Stones.

2784
Variants and Fan Cards / Re: Dominion: Finance (Untested)
« on: April 28, 2012, 02:55:29 pm »
Cathedral
+1 Action
-----
While this is in play, each time you play an Action card, +1 Card.

You may only buy this with Coppers.
($5 Action)

I don't think this wording works. How about "You may not buy this if you have any treasure other than Copper in play"?

Or alternatively, "You may not buy this if you have fewer than 5 Coppers in play"? Depending on how you'd prefer for the restriction to work.

2785
I think rather than "while this is in play", this effect might be better phrased (in imitation of Herbalist) as "when you discard this from play, you may trash one card that you have in play".

2786
Nitpicky comment - at the very least, it needs to be action-duration :)

This seems more like a "suggested revision" than a "nitpicky comment".

2787
Variants and Fan Cards / Re: Young Witch hypothetical
« on: April 24, 2012, 04:14:25 pm »
Just the opposite! If the Bane card is added after a couple of Highways/Bridges are played, then—at the moment—"an extra Kingdom card pile costing $2 or $3" could mean, say, Tournament or Market would be the Bane, rather than Hamlet or Oasis.

2788
Alice in Wonderland

Alice chases the White Rabbit down a Tunnel to end up in a Great Hall. A Menagerie of animals shows up, with whom she runs a Caucus-Race; soon after she gets stuck in the White Rabbit's house, where she starts to Expand. Escaping from that situation, she meets the Cheshire Cat at the Duchess's house, and the March Hare and Mad Hatter at their Feast. Soon after, she plays croquet in the Queen's Gardens, and is then summoned to the King's Court, where the Jack of All Trades (or at least, of Hearts) has been accused of stealing the queen's tarts. Interrupting the trial, she runs off and... wakes up, because it was all a dream.

But then six months later, she has another dream of going through the looking-glass, and that time, she dreams that she is a Pawn....

2789
Game Reports / Cute final score
« on: April 23, 2012, 11:44:42 pm »
So, I just won the following game going for Dukes vs. my opponent's Fairgrounds / Black Market:

http://councilroom.com/game?game_id=game-20120423-203817-c48463c4.html

I'm not going to claim I played particularly well—I think Jack of Knaves might have won easily if he'd bought a second Black Market early on, sniped some Duchies, or slowed down my green-filled deck with Bureaucrat. The only reason I'm posting this game is because of my final score, which I think is delightful and deserves to be shared:

Quote
AJD: 88 points (8 Dukes, 8 Duchies, 8 Estates, and 8 Curses)

2790
Variants and Fan Cards / Young Witch hypothetical
« on: April 23, 2012, 10:04:02 pm »
So, as we know, when Young Witch is in the Black Market deck, you put a Bane in the supply from the get-go, just in case. You don't wait until someone gains Young Witch before designating a Bane card.

If you did, though, that would have some sneaky consequences if you bought Young Witch from the Black Market deck with Highways or Bridges in play.

2791
Is this really true? I remember playing a scheme on a (new) Merchants Ship and not getting the effect the next turn. Why would there be a difference between (old) and (new) action cards on Isotropic otherwise.

When you scheme a (new) Duration, it does not get discarded, so Scheme will not work the way you expected. You get the effect next turn, because Scheme does not touch the card at all...

To clarify a bit, the Scheme card specifically stipulates that it doesn't work on new duration cards. (I.e., you can try to Scheme a new duration card, but it'll fail.) There's no such stipulation on the Herbalist card, so if there were a Treasure-Duration, Herbalist would have to work on it barring any indication to the contrary.

2792
From the FAQ:

Quote
Note that as part of adding the undo feature, the cards Royal Seal and Diadem were changed so they are not played by the auto-play button; they are not considered "simple" and cannot be undone once played.

Thank you Doug!

Indeed! I think I don't understand why Royal Seal and Diadem are excluded, though.

2793
Variants and Fan Cards / Re: Fan card idea: Vintner
« on: April 20, 2012, 09:52:27 am »
Also, with the phrasing the way it is, does it allow you to gain curses if the curse pile runs out (similar to torturer)? Because that was the intent.

Nope. "Gain a card costing up to X" requires you to actually carry out the gain with a card that exists if possible.

2794
Wizard of OZ

Moat (thematic; Ruby Slippers and bucket of water used against the witch)
Village (Munchkinland)
Witch (Wicked at that)
Torturer (Tin Man, who is heartless)
Golem (Scarecrow, who is mindless)
Cowardly Lion (Menagerie)
Adventurer (Dorothy)
Highway (Yellow Brick Road)
City (Emerald)
Farmland (Kansas)

Um, the Tin Man is, in fact, a Woodcutter.

2795
Variants and Fan Cards / Re: Really bad card ideas
« on: April 16, 2012, 09:35:25 pm »
Upvoting specifically for the Mysterious Talisman of Buddha.

2796
Dominion Articles / Re: Hinterlands: Fool's Gold
« on: April 16, 2012, 04:42:51 pm »
Herbalist helped me out with Fool's Gold apparently a great deal in <a href="http://councilroom.com/game?game_id=game-20120328-060727-74553088.html">this game</a>: it looks like there were three turns when I Herbalized a Fool's Gold and by doing so got FGs paired on turns when they wouldn't have lined up otherwise.

2797
See this thread for more cases of that type of confusion.

2798
Dominion General Discussion / Re: Defeating BM in 4p
« on: April 11, 2012, 08:42:10 am »
Second, in four-player games, most attacks get a lot stronger. You can afford to play attacks that normally would be quite weak - Thief springs to mind, naturally, but say you have Militia on table: in a four player game there's three chances for it to be played before the BM+X player gets in, and that will slow the game down enough to give Engines more of a chance.

Wait, is it true that "most attacks" are stronger in 4p? I thought many of them were quite a bit weaker, at least in the sense that you get less marginal benefit from using it in a game where other players are using it. That is, in a 2-player game, if you don't buy Militia or Witch and your opponent does, you're the only one who's being attacked; in a 4-player game, if you're the only one without Militia or Witch, everyone is still going to be playing with 3-card hands and curses anyway.

2799
Dominion Isotropic / Re: Bug report: Scheme, Alchemist
« on: April 10, 2012, 12:27:05 pm »
Well, for example, it means that you're not allowed to use Herbalist to top-deck a Potion and then top-deck your Alchemists after that—i.e., if you're top-decking your Alchemists and Potions, the Potions have to go on top (and thus end up immediately in your next hand). This can matter if you have more than four Alchemists and your opponents have deck-inspection attacks.

2800
For a Treasure/Duration, something like this may be nice:

Interest - $5
Treasure - Duration

+$1, At the start of your next turn: +$2.

While it starts off as a regular Copper, the fact that you get twice as much on your next turn and can always play it makes it a decent card.
Mint and Mandarin would still have an effect on this card (trash it or put it back).

Hmmm. What would happen, rules-wise, if you played Interest and then bought Mint or Mandarin on the same turn? Clearly you would trash/top-deck the Interest... but would you still get the $2 on the next turn? I think you would: although it happens later, the delayed effect of a Duration card is an on-play effect rather than a while-in-play effect. So the act of playing Interest now guarantees you the $2 on your next turn, even if the Interest card is removed from play between now and the start of that turn. (Herbalist could also do this.) Seems like this could be difficult to track! No wonder there aren't any Treasure-Durations.

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