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Messages - faust

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1
Variants and Fan Cards / Re: Split pile: Attendants/Old God
« on: Today at 04:00:52 pm »
One worry would be that I think you often don't want more than one Attendants, thus Old God won't be revealed very frequently. Which I guess is a nice thematic touch, but gameplay-wise not ideal.

2
Dominion Articles / Re: Bard is not weak
« on: November 17, 2017, 06:37:03 am »
Good points. That it's so good in the opening is probably the reason it doesn't cost $3.

3
Oh, Nocturne cards.

I think if anything is S-tier here, it's Vampire. Necromancer in D is super strange, I think that is a solid A. I don't know how Conclave is S-tier, that's just some middle ground between Squire and Festival, and those are not strong cards.

4
Dominion: Nocturne Previews / Re: Dominion: Nocturne Text Spoiler
« on: November 16, 2017, 08:12:38 am »
About the remaining revealed cards.

Bard: Simple and probably fine. I'm surprised we didn't get this as a preview. Very soft introduction to Boons.

Changeling: It's confusing and hard to evaluate. There is probably a neat Trader combo hidden in this. In fact, any card that makes you gain Silvers gets a lot more interesting with this present. I like it.

Cobbler: Like a less powerful cheaper nonterminal Artisan, or something. Seems good.

Conclave: It's a Silver-Village! It calls for variety, which is always nice.

Den of Sin: Quite a bit less exciting than the name suggested. An Expedition on-play, but the actual effect is a lot weaker than its counterparts Wharf and Haunted Woods. I expect you'll only get it if you need the extra +cards for the next turn.

Guardian: This I don't get at all. It's a lame reprint of Lighthouse, and that wasn't the most exciting card to begin with. Okay, I guess you can get it just when you're scared of being attacked, but still I think this is my least favorite Nocturne card.

Monastery: I have no idea how this will play, which is a good thing.

Night Watchman: Another gain-to-hand effect. I guess the main use is slogs and maybe setting up a megaturn. Otherwise, the effect seems pretty weak (see Navigator).

Sacred Grove: Feels like it's a bit unbalanced because the +coin option is just much better. But then, maybe it's fine because generally speaking the +coin Boons are on the weaker side.

Secret Cave: Neat, and probably useful for spiking high price points early.

Magic Lamp: I guess here is the Reason we need more Wishes. It's quite nice, though I would have expected something that interacts with being discarded to go with Secret Cave.

Tormentor: The Imp thing is weird and I don't really get it.

Tracker: An action Royal Seal, huh? It seems way less useful and versatile than Watchtower, but then again, it only costs $2.

Pouch: Well. They can't all be super exciting. Though I guess this can be one of the more impactful Heirlooms on boards with no other +buy.

Tragic Hero: Huh. I like that it does the same thing Hero does, but the Tragic Hero dies in the process. Very neat flavor tie-in. It seems like a solid card, though what's a bit strange is that in an engine it is more likely to give Treasures and you don't want them, and in BM it is more likely to stick around when you'd want Treasures.

5
Puzzles and Challenges / Re: Puzzle: Smuggler's Choice
« on: November 16, 2017, 07:12:35 am »
Anyway, here is a minimalistic solution:

Kingdom is: Black Market, Stonemason, Hermit, Young Witch, Death Cart, Royal Carriage, Smugglers and some other cards costing $6 or less.

My deck is 7 Provinces, 4 Gold, 2 Stonemasons, 8 Royal Carriages, and 4 Madmen to draw it all.

Each Stonemason play gains me 2 of the cards I need. Calling all the RCs, I can gain 20 cards total: 11 kingdom cards, Gold, Potion, Silver, Copper, Estate, Curse, Duchy are 18. Plus two Ruins. The Death Cart gain gives me two more Ruins. Finally I use my single buy to get the fifth Ruins. Of course they are all different.

6
Puzzles and Challenges / Re: Puzzle: Smuggler's Choice
« on: November 16, 2017, 07:00:18 am »
Let's make things more interesting (or rather, formalize things a bit):

* You are limited to one buy
* Every card in the Supply, other than Province, must cost or less.
* You cannot gain anything with Smugglers yourself.

Extra credit is given if you can add in Ruins, Potion, and Young Witch.
How would I be able to add Potion if every card in the supply costs $6 or less? Are we including Black Market?

7
New update. There will be a lot of scandal in this one. I know you're all staring at the Lookout in S.

I remember a wise man once said that Lookout is the best trasher in the game, so I am not at all surprised.

8
Puzzles and Challenges / Re: Puzzle: Smuggler's Choice
« on: November 15, 2017, 11:42:08 am »
Simple solution:

Kingdom is King's Court, Engineer, Forge, City Quarter, Royal Blacksmith, Prince, Bank, Expand, Smugglers, Peddler

Hand is KC, KC, Engineer, City Quarter, Forge. Play CQ to draw another Engineer, a Gold, and a Duchy. Then

KC
  KC
   Engineer, gaining Curse, Copper, Smugglers, Silver (from trashing Engineer)
   Engineer, gaining Estate [there would be room for more cards here]
   Forge, trashing Gold for Gold and Duchy for Duchy.

EDIT: Adding Scheme and Swapping out Forge for Remodel, you can realistically set this up in a game.

9
Dominion: Nocturne Previews / Re: Another awful thread about nothing
« on: November 15, 2017, 04:00:43 am »
It never occurred to me people would call things like Village+Smithy a synergy.
Of course it is synergy, you need two to tango and if they work smoothly together they are cheaper than a pair of Labs.
As Awaclus has pointed out, extra actions are worthless unless you use them to play terminals.

It is like having a deck that generated 16 each turn without any extra buys. You could argue that adding extra coin-generating cards like a Poacher to that deck is good but it isn't as you cannot do anything more with 17 coins and 1 buy than you could do with 16 coins and 1 buy.
But... a deck of only Smithies and Villages is also worthless.

10
Dominion General Discussion / Re: Reminder tokens?
« on: November 14, 2017, 09:06:40 am »
I don't think coin tokens on piles is a thing yet
Trade Route.

11
Agreed that Artisan is not S-tier. On the low end of Base, Gardens and Duchy should definitely be swapped out, and Remodel can move up. On Intrigue, Baron and Nobles are too low, and Mill, Secret Passage and Courtyard are too high.

Patrol and Wishing Well could arguably stand to be moved down a tier as well.

12
Dominion Online at Shuffle iT / Re: future plans
« on: November 13, 2017, 09:25:17 am »
So why do all the online retailers say they'll ship on November 30th?
I mean, that's a Thursday as well!

13
Transmute/Advance

It's a Transmute synergy, and one that even makes it worth buying! With no other Copper trashing, you can use Transmute for this, and afterwards advance the bunch of new Transmutes you get into useful $5s or $6s. So nice it made me open Potion on a board where Transmute was the only Alchemy card.

14
Dominion: Nocturne Previews / Re: Another awful thread about nothing
« on: November 12, 2017, 03:29:37 am »
Also, I posit that the only reason everyone is doomsaying about this thread (which is a ridiculous thread!) is because of the title, which gives everyone an open invitation to call everything in it awful.
What an awful suggestion!

15
Rules Questions / Re: treasure hunter "gained cards"
« on: November 10, 2017, 03:16:04 pm »
LibraryAdventurer's problem turned out to not be a bug on the ShuffleIT forum. Are you sure you did count all cards they gained during their turn?

16
Dominion: Nocturne Previews / Re: Another awful thread about nothing
« on: November 10, 2017, 03:11:27 pm »
You have said that it's an additive benefit on its own, which it isn't.
It is an additive benefit within your turn, just like plays that net + or +buys are additive benefits within your turn.
But not on its own. It doesn't do anything on its own.
Just wanted to point out that if one Village has 0 benefit, and ten Villages played together also have 0 benefit, then those benefits do in fact add up.
And they are also multiplicative, so it's a synergy!

17
Variants and Fan Cards / Re: Blacker Market
« on: November 10, 2017, 10:11:58 am »
Well, Storyteller already plays Treasures during your action phase, so if printed today, there would be no reason to avoid that. Buying stuff during the action phase is what's awkward, especially now that we have Debt and coin tokens.

18
Dominion: Nocturne Previews / Re: Another awful thread about nothing
« on: November 10, 2017, 09:39:00 am »
No card that simply gives +$x changes the value of Laboratory draw like that.
I think I found secret chamber's +$1 per dead card to be useful in more games than Coppersmith was. (Vault and Storeroom are even nicer obviously, but they do more than simply give +$x)
True, and this idea points to Tactician/Vault, which surely is worthy of being considered a synergy.
Hey, we were trying to get off topic here!
It's not hard to get off topic when the topic is nothing.

19
Dominion: Nocturne Previews / Re: Another awful thread about nothing
« on: November 09, 2017, 09:50:09 am »
It's like watching someone play a Steward for coin and four Coppers and buying a Gold. I point out that they just bought a Cache for $6.)
Actually that would mean they bought a Cache for $2, since if they had used Steward for trashing they would only have had $2 available.

20
Dominion: Nocturne Previews / Re: Remaining mysteries
« on: November 05, 2017, 11:56:08 am »
I'm thinking at least one of the heirlooms will be a Night-Treasure, because we haven't seen that dual-type yet.
It seems pointless as there isn't much of a mechanical difference between Treasures and Night cards anyway.

Well, you could play it for $ and buy with it, or play it for some effect after buying.
I mean sure it's possible, but I think it's hard to do without just feeling gimmicky and just done for the sake of having a double-type. Which is not the kind of thing Donald does.

21
General Discussion / Re: Maths thread.
« on: November 05, 2017, 08:34:30 am »
Well, the sum over all (n choose k) is 2^n, I feel like that should be part of the solution.

Thus, you can rewrite to 2^n+2^n-(n choose 0)+2^n-(n choose 0)-(n choose 1)+... or in other words n*2^n-sum(k from 0 to n-1) (n-1-k)*(n choose k)

Also (n choose k)=(n-1 choose k-1)+(n-1 choose k)

Thus you can rewrite the above sum and should be able to progress in some inductive manner I believe.

22
Dominion: Nocturne Previews / Re: Remaining mysteries
« on: November 05, 2017, 03:07:07 am »
I'm thinking at least one of the heirlooms will be a Night-Treasure, because we haven't seen that dual-type yet.
It seems pointless as there isn't much of a mechanical difference between Treasures and Night cards anyway.

23
Dominion: Nocturne Previews / Re: Remaining mysteries
« on: November 05, 2017, 03:04:46 am »
I'm wondering if Changeling is a sort of Band of Misfits variant as Night card, but I think it less likely now that we already have a BoM variant in Necromancer.

24
Dominion Articles / Re: Etiquette in Dominion Online
« on: November 02, 2017, 02:08:01 am »
I mean, which is better: saying "hahaha you suck! Look at me I won by 55 points!" or just saying "Good game!"?
It's also better to hit someone with a club than to shoot them with a gun.

25
I can get 253 (edit), which I'm sure can be optimized significantly.

By my count, you get:
  • Kingdom: 94 9*9 (piles) + 11 Harems + 2 from the empty piles
  • Black Market: 16
  • Copper: 60 - 7 - 7 - 1 (3 player game)
  • Silver, Potion, Gold, Platinum: 40-1, 16-1, 30-1, 12-1
Total: 249, before playing any treasures. Including treasures played it gets even lower than that.

Where and why do you think we differ?
humcalc's solution adds the last Silver, Gold, Copper in the course of the turn. Plus you can get your opponents' starting Coppers via Masquerade.

EDIT: But I didn't calculate myself, so it may well be that humcalc's number is off.

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