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Messages - faust

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Adventures Previews / Re: Previews #3 - Amulet, Swamp Hag, Hireling
« on: April 01, 2015, 10:12:34 am »
Try to avoid playing Swamp Hag and Outpost in the same turn; that Swamp Hag doesn't end up Cursing anyone.

Is that really true? It specifies any other player on the card rather explicitly. Or is that just your way of getting a little April's Fools joke in?

Right, it wouldn't Curse you, but it leaves play after your Outpost turn (that's your "next" turn), so it doesn't hurt anybody else.

Ah, that's the point.

Adventures Previews / Re: Previews #3 - Amulet, Swamp Hag, Hireling
« on: April 01, 2015, 10:09:00 am »
Try to avoid playing Swamp Hag and Outpost in the same turn; that Swamp Hag doesn't end up Cursing anyone.

Is that really true? It specifies any other player on the card rather explicitly. Or is that just your way of getting a little April's Fools joke in?

On the cards:

Amulet looks mediocre. I mean, there are board where you open Trade Route, and Amulet will work for that bit of thinning too. But it's not great trashing. +1$ is meh. The Silver thing could be okay with TfB, or maybe Feodum.

Swamp Hag is interesting. It's of course devastating against multiple buys, but once people get to that point, they may have a way to deal with those Curses. And otherwise it will mostly deal out a single Curse, while being a duration (thus played less often). I think it's rather weak compared to other Cursers, which is okay. Multiple of them could lead to similar situations as Torturer - people giving up their turn to not get those Curses (probably the wrong call).

Hireling - finally a permanent Duration, with the most obvious bonus. Best comparison might be Prince. This is considerably easier to set up, and also gives a tiny benefit the turn you play it. It's less strong of course, but I expect it to see more play than Prince. Awesome with 5/2 openings and Baker.

Adventures Previews / Re: Preview: Haunted Woods
« on: April 01, 2015, 08:57:25 am »
This can get painful with Grand Market. "So, I have enough money to buy two Grand Markets... do I play my 3 Coppers, or do I start the next turn with them? ... Good thing I still got that Guide in my Tavern."

Adventures Previews / Re: Sage jokes!
« on: March 31, 2015, 06:44:25 pm »
Sage stops for Duplicate: Plagiarism in Dominion!

Is there a harder counter to Ghost Ship in the game than Guide?


You would have gotten a +1 if that was actually true. But in fact Guide is better against Ghost Ship than Moat.

Dominion Articles / Re: The 10 words card summary challenge
« on: March 27, 2015, 07:45:04 am »
Prince: Buy as engine enabler. Otherwise prefer Province. Good when ahead.

New combo: Forge/Spice Merchant!

Forge can gain Coppers for Spice Merchant to trash to create the only possibility of +buy...

Happened in this game.


Apprentice gives big hands and trashing to line up Province/Explorer, Explorer gives Gold to trash with Apprentice. Not as crazy as Market Square/Apprentice, but still quite useful.

Variants and Fan Cards / Re: Team Dominion
« on: March 18, 2015, 05:41:11 am »
I'm sure that will pretty much work without a hitch.    Some of the balance will shift around but the game should still work fine.

I think it would be hilarious to play Bughouse Dominion, and whenever you gain a card, it goes in your teammate's discard pile.

I play a Goons engine and buy all the Coppers! Hope my partner gets some of those Counting Houses...

Rules Questions / Re: Embargo tokens on an empty pile
« on: March 16, 2015, 11:25:23 am »
It also works if they have Trader in hand and you make them discard that. But its kinda hard to find a reason why you would reveal Trader to Border Village. (+1 to anyone who finds a scenario where it's optimal for you to ambassador 1 BV and for your opponent to reveal Trader to it) Another possibility is Vault, and they discard the Moat.

Help! / Re: To Rebuild or not to rebuild…
« on: March 16, 2015, 08:15:52 am »
I don't believe you can defeat straight Rebuild/Tournament here. The issue is that a Rebuild player doesn't actually have a hard time connecting his Tournament - arguably, he might even get the Province earlier. Draw is weak here with Courtyard (there are things you can do with Courtyard/Farming Village, but still). There's no +buy except for Princess. I mean, Princess/Workshop/Fairgrounds is pretty cool, but hard to line up and if your opponent denies you the Princess, your whole deck falls to pieces.

So conclusion: It's an interesting deck with nice little combos, but I don't think anything beats Rebuild/Tournament. The main problem is that Tournament actually combos with Rebuild, which very few other cards do. This, and you're not going to slow down the Rebuild player a lot by not buying Provinces, which is usually why Fairgrounds strategies are viable.

Counting all Victory cards seems like a harmless buff.

Rebuild disagrees.

Game Reports / Re: Hermit board?
« on: March 12, 2015, 05:37:01 pm »
I don't think so. Stables/Butcher is a pretty good baseline strategy. If the board had any real +buy, then maybe, but as it is, you can't even do funky Coppersmith stuff.

Game Reports / Re: Highway+Merchant Guild is pretty good
« on: March 11, 2015, 07:18:23 am »
When I see a board like this, I always want to make Spice Merchant/Beggar work as my source of draw. Might actually be doable here.

Variants and Fan Cards / Re: Village of Smithies
« on: March 06, 2015, 07:21:58 am »
Instead of playing an action card without it doing anything, isn't it simpler to put an action card into the play area without playing it?


+1 Action
You may put an action card from your hand into play. If you did, +3 Cards. Otherwise, +1 Action.

Maybe a (parenthetical) "without playing it" if you want to further clarify.

That's basically the same as the "set aside" version (ignoring Peddler, etc.), but it doesn't need the extra wording about when to discard it.

This has a Conspirator issue though. Conspirator count "actions you played this turn". If you put a card into play, you haven't played it. But it's hard to keep track of that. (It might still be okay since Conspirator only needs to count to 3, but it feels kinda awkward).

Also, welcome to the forums! Have you checked out, you know...

Dominion Articles / Re: Ruined Market as the only +Buy
« on: March 06, 2015, 06:55:08 am »
I've also fished for Ruined Market in Goons/Wt game. Lots of point potential with no risk of stalling and plenty of buys to fish was a good recipe.

Huh. I can't really imagine Ruined Market to be worth not trashing in a Goons game. Unless the Goons pile was already empty or something (and even then I doubt this is a correct move). Or you got Goons from the Black Market.

Game Reports / Re: KC Coppersmith finally pulled it off
« on: March 05, 2015, 10:51:45 am »
It's cool if this works, but I think on this board a straight Courtyard-BM should be able to grab 4-5 Provinces before you can pull off your megaturn.

4-5 Provinces isn't enough to win the game though. It's a bit more difficult for the engine here since the +buy is so limited, though, but still it shouldn't be a problem.

I would open Remodel here. It's nice to turn Estates into Ironmongers and maybe some Coppers into Courtyards as well; you don't necessarily need to keep all 7 Coppers around since getting enough buys to utilize all of the $ is more of a problem than getting enough $ anyway.

Well, I think the only time I even consider going for the engine here is if ruined market is on top of the ruins pile. Else I might build a great engine, but choke from never getting +buy.

Game Reports / Re: KC Coppersmith finally pulled it off
« on: March 05, 2015, 06:12:33 am »
It's cool if this works, but I think on this board a straight Courtyard-BM should be able to grab 4-5 Provinces before you can pull off your megaturn.

Game Reports / Cool engine board
« on: March 04, 2015, 09:46:17 am »
I just played an engine that felt really cool, so here's my showing it off:

Code: [Select]
King's Court, Graverobber, Catacombs, Worker's Village, Island, Herald, Baron, Masterpiece, Pearl Diver, Vineyard

Things that make this cool:
- Baron as the only payload
- KC/Island for trashing
- Graverobber/Catacombs for lots of gaining

The mirror would be really hard to play here I think. Luckily, my opponent just went for Provinces.

Puzzles and Challenges / Re: Infinite stalemate game
« on: February 20, 2015, 11:16:37 am »
I thought about a different version of this puzzle: A finite stalemate game.

Can anyone think of a situation where it is optimal for both players to not gain anything for n turns, then gain something the (n+1)st turn? I'm thinking pin game, but I think the pinned player wants to buy stuff there to help drain piles...

General Discussion / Re: Travel!
« on: February 19, 2015, 12:06:25 pm »
So current thought is:

NYC-> Fly into Paris -> Train to Munich -> Train to Vienna -> Train to Venice -> Fly back to NYC.

It would be around two weeks, so a few days in each place.  A couple of the trains would probably be overnight trains with a sleeper car.  Seems to have an advantage of getting to spend the day time in the city and not needing a hotel for that night.

I'd like to spend a little extra time in Munich.. really, Munich and Vienna are where I want to hang out and explore.  Paris and Venice I want to see, but the big reason they're included is because of the girl~

Teproc, do you live in Paris?

I certainly cannot approve of your choosing Munich over Berlin.

Well, it really depends on what you want. Munich is in a way nicer to look at and "cleaner", but Berlin is certainly more vivid and diverse - and cheaper of course. Munich's nickname is "the largest village in the world" for a reason ;)

Game Reports / Re: Secret Chamber play?
« on: February 09, 2015, 04:25:55 am »
Yes, I think this should definitely be HoP megaturn. You don't want more than 1 Silver I think (and with 5/2, you might be able to skip Silver altogether), and no Golds. Shanty Town is actually rather nice against the Margrave attack. Haven, Pawn, Shanty Town, Throne Room, HoP, Margrave, Copper, Silver are already 8 different cards, which would be enough for the megaturn.

I don't think Mystic is viable. Most of the time, you'd rather want either Margrave or HoP. Same for Secret Chamber - it's a stop card, which you don't want in a megaturn deck, and by the time you green, you should already have won.

Rogue with HoP looks interesting, but that's probably too fancy to actually work.

Game Reports / Re: Like How Did I win this!!!!! :)
« on: February 06, 2015, 03:54:22 am »
One huge thing is the opening... having a 5/2 is quite horrible here. So you already were in a decent position from the start. Also I agree with your opening buys.

Silver on turn 4 sounds like a mistake though. I don't think you want any money cards here. $3 should be Steward or Warehouse, $4 should be Conspirator. The turn 6 Tactician is a mistake as well; the engine is strong enough to draw your deck here anyway, Tactician won't do much for you except providing +1 buy... I don't think that's good enough.

It certainly helped that your opponent ended the game while behind, but your deck was in a better state anyway at this point.

Game Reports / Re: I'm lost on this board!
« on: February 04, 2015, 07:14:18 am »
Well, this is really a hard board.

The Herald engine has a problem - it needs Heralds. A Big Money player can just Embargo the Heralds, and then you're in a lot of trouble, because the ways to deal with Curses are meh. I don't think you can avoid the Hag here... Hag/Scheme is solid, and then look at what your opponent does. As P2, depending on how my opponent opens, I'd consider opening Embargo if he already commits to a strategy.

The 5/2 of Mint/Embargo is probably devastating if you get it.

Scheduling / Re: Season 5 - C3
« on: January 29, 2015, 05:29:09 am »
I realized this is too stressful for me. Sorry, I'm out.

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