# Dominion Strategy Forum

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51
##### General Discussion / Re: Maths thread.
« on: July 25, 2017, 11:09:50 am »

52
##### General Discussion / Re: Maths thread.
« on: July 25, 2017, 10:32:27 am »
Extra confusion is caused by the fact that if your vector space is literally F^n, then the n-tuple notation for an element of F^n (using the standard coordinate basis) coincides with the literal object that it is representing; some n-tuple of elements of F.
Extra extra confusion when you use a non-standard basis for F^n and start representing n-tuples with different n-tuples.

(a thing that usually only happens in exercises for linear algebra)

53
##### Variants and Fan Cards / Re: Dominion: Realms
« on: July 25, 2017, 10:23:27 am »
20.
Supply Line
4
Action-Treasure
-
Worth 1\$ per time you exchanged your hand for your reserve hand this turn.
I don't get it. It's super weak? The exchange will not necessarily be a benefit, and playing like 5 of these nets you \$6 at best.
If I follow correctly, each supply line previously played would add + \$1 for every further play, so that chaining them would get total 1, 3, 6, 10, etc. It could hold too much potential, but there is the catch of needing to have Supply Lines in both hands. So it really does need other Realms cards to work to get them lined up properly.
Hum, I assumed you only get the coin if you play it as a treasure. It definitely needs reformulating too.

54
##### Rules Questions / Re: Thrown Room
« on: July 25, 2017, 08:25:39 am »

Quote
Thrown Room
Reaction, \$4

Directly after you resolved an action card, you may throw this card in your play area. Play all action cards that you hit again.

55
##### Variants and Fan Cards / Re: Dominion: Realms
« on: July 25, 2017, 05:51:09 am »
I'll do short comments on al cards.

I like the concept of a reserve hand. It is not entirely new as a concept - Native Village kind of did that - but having multiple cards interact with the same set aside cards is interesting. I agree you should probably pick a different name.

1.
Army
5
Action- Attack
+2\$. Each other player discards down to three cards in both their hand and reserve hand.*
This is probably fine. One complaint is that in absence of other reserve hand interactions, it's just an expensive Militia (and I guess if you're starting with 4 cards in your reserve hand, it even gives a free Silver on the first play). That's a bit boring; you could probably go for a effect that is a bit stronger on a \$5 (may you have the player gain junk to their reserve hand?). Conceptually, it may be a bit problematic have a card that discourages using the reserve hand cards, because that is the main focus of the expansion.

2.
Blacksmith
6
Action
+5 cards. Discard 1 card per action you have.
Could be a bit nasty on BM. Generally, you should be able to play this with 1 action left, so most of the time it's +5 cards, discard 1, which compares a bit too well to Hunting Grounds I think. I like the idea, but it may be hard to balance.

3.
Carrier Pigeon
2
Action-Reaction
When another player plays an attack, you may first reveal this to exchange your hand for your reserve hand
This is just really bad without attacks. You start with mostly junk in your reserve hand, so you don't want to discard it all. With attacks... I'm just not sure how good it is? You could save a good hand if you'd have to discard, but then your good cards are hidden away and you depend on the other player to give them back to you. Overall, I think this is pretty weak, but there could be boards where you want it.

4.
Dining Hall
5
Action
Dining Hall: +3 cards +1 action. Put 2 cards from  your hand into your reserve. Discard 2 cards from the reserve.
It's a fancier Forum; draw 3, discard two, but you can store the junk away a bit longer. Seems fairly balanced, but not too exciting.

5.
Divine Light
4
Action
+1 Card. +1 Action. Set this on your Tavern Mat. At the start of your turn you may call this to discard your hand, your reserve hand or both. If you discard a hand, +5 cards to that hand.
It should probably be "if you discarded at least 1 card that way, do X". This is also a fancier version of Guide. I think I would like it better if the on-play effect was more different from Guide. Discarding your reserve hand only does something the first time, so this ability is kind of a 1-shot unless there are other cards that put things to your reserve hand. But as a 1-shot, it's pretty good and unique, so I think it works out.

6.
Foreign Market
5
Action
+ 1 Card. +1 Action. +1 Coin. Discard any number of cards. +1 Buy per card Discarded.
The card seems okay. Mostly not too interesting probably. However you can easily empty the Curse pile with this/Watchtower, so there's at least one fun interaction.

7.
2
Action
+1 Action. When you would draw a card this turn you may draw it to your reserve hand. +1 Card.
I suggest adding a "While this is in play" clause instead of putting it directly there. You need to clarify if you have to decide where to draw it before or after you see the card. I assume before (the other option is way too strong). That makes the card just a super-weak Native Village that cannot get back its cards. Sometimes, you can control that you have a green card on top of your deck, but I don't see many other uses for this.

8.
Godly Thunderbolt
2
Action
You may trash this and your hand if you did  +5 cards +1 Action
This is amazingly strong and probably better than Chapel, but also swingier - if you open this/some terminal, colliding them is super bad, not colliding them is super awesome. I don't like it.

9.
Lost purse
3
Treasure
0\$. While this is in play you may play treasures from your reserve hand.
I don't think this works without other reserve hand cards. May add a "when you discard this from play, gain a Silver to your reserve hand" or something?

10.
Mosque
2
Action
Trash up to 5 cards from your reserve hand
This is completely useless without other reserve hand interactions. Even with them, I don't think there are many cards (at least so far) that would make this a decent buy.

11.
Museum Collection
6
Reaction-Victory
Worth 1 VP per 3 cards in your reserve hand at the end of the game. Reaction when you would exchange your hand for your reserve hand, or when another player plays an attack, you may reveal this to set this and up to 2 cards in your reserve hand aside. After the exchange has been made return those cards to your reserve hand.
"When you would exchange your hand for your reserve hand" seems super narrow. There are only 1-2 cards that do that so far I think. Without that, even if you manage to buy and set aside 8 of these through attacks, you'll only have 12 cards in your reserve hand, so these are worth 4 VP. That doesn't seem very exciting. It needs to be stronger without other reserve hand interactions.

12.
Network
4
Action
Comparable to Gear, but I think weaker. It's good in the opening to grab the 2 Silvers, but after that? It's just a +2 cards that lets you store away 2 junk cards. I see no reason why this shouldn't cost \$3.

13.
The Path Less Traveled
3
Action
+1 Action. You may exchange 1 card in your hand for 1 card in your reserve hand card for your reserve hand. You may play an action card from your reserve hand.
I don't really get this. it's +2 actions, and then +1 card from your reserve hand usually? Without other reserve hand interaction, you will quickly deplete your reserve hand and then this is no use at all. It's too weak even for \$2.

14.
Portal
4
Action
+1 Action. Exchange any number of cards in your hand for an equal number in your reserve hand. Then you may exchange your hand for your reserve hand.
This is the same; I don't see it doing much without other reserve hand interactions.

15.
Repurpose
5
Action
Trash a card from your reserve hand gain a card costing up to 2 more than it to your reserve hand.
I guess you could use this to make your Reserve hand all Provinces, but that seems not that amazing. The first 2 plays are essentially +6 VP though if you upgrade the Silvers into Duchies. So it cannot really cost less because it can provide a large amount of VP, but at the same time it's kind of weak after the first two plays. Not sure what to think of that.

16.
Royal Census
4
Action
Reveal an action card from your hand. Set down any number of copies of that action card from your hand or reserve hand. Play that action card once per number of times you set that action card down.
It should probably be "set aside", and you need to clarify what happens with the set aside cards afterwards. It seems rather weak unless you can get to large handsizes, and if I understand your intention correctly, even then all it does is provide a number of +actions equal to the number of equal action cards in your hand. Seems weak.

17.
Signature
5
Treasure
1\$. While this is in play when you buy a card you may gain it to the reserve hand.
This is on on-buy Island. I think this was discussed elsewhere? Setting aside your VP buys is just too strong.

18.
Smelter
5
Action
So this works as a kind of Tactician. It seem pretty good, and after the first play the worst case is "discard your hand, +4 cards". Not too amazing compared to Minion, but it's more flexible, so I think it could be good.

19.
Storm
3
Action-Attack- Duration
Take 2 cards from your reserve hand.  From now until the start of your next turn no one may exchange cards between hand for their reserve hand.
This is again useless unless there are other resreve hand interaction, and even then it's kind of a self-counter.

20.
Supply Line
4
Action-Treasure
-
Worth 1\$ per time you exchanged your hand for your reserve hand this turn.
I don't get it. It's super weak? The exchange will not necessarily be a benefit, and playing like 5 of these nets you \$6 at best.

21.
Teleport
5
Action
+1 Card. +1 Action. Set aside up to 5 cards from your reserve hand. +1 card to your reserve hand per card you set aside. Then put the set aside cards onto your deck in any order. You may exchange your hand for your reserve hand.
I have a hard time grasping what this does. I mean every step is clear, but it's hard to assess how good the overall effect is. It basically allows me to nonterminally exchange hand hand for 4 new cards, either ones that are already there, or I can replace the ones I don't want at the expense of the junk going on top of my deck. I think I would need playtesting to figure out how good this is.

22.
Wine cellar
2
Action
Even without the exchanging, that seems pretty good for \$2. It doesn't quite have the self-synergy of Minion, but it's a super solid draw-to-X card. I would make a case to have this cost \$3. Then it's probably quite interesting (but I don't think you'd really use the reserve hand exchange a lot).

23.
Negotiate
5
Action
+2\$ You may exchange your hand for your reserve hand. When you buy a non-victory card you may play treasure from your reserve hand to buy a copy of it. At the start of cleanup return the treasures played from the reserve hand to your reserve hand.
I am not really sure what "to buy a copy of it" means. Do you get a +buy that you can only use on that card, or do you just gain a copy? Is "it" the non-victory of the treasure you played? This needs better wording as I don't understand what it does.

24.
Photographer
2
Action-Duration
It seems not too amazing, but it's probably possible to utilize it.

25.
Imbalance
5
Action-Reaction-Attack
As reaction-Attack: Whenever this card passes from your hand to your reserve hand each other player gains a curse.
If you discard this from play during your cleanup phase you may put it into your reserve hand.
I'm not sure if this should be an Attack type; after all, the actual cursing does not happen as part of the on-play effect. It seems pretty weak; you need at least two of them before you can start cursing, and it doesn't do anything else for you really (the exchanging is not really a positive effect).

26.
Cavalry
4
Action-Attack
For each player (including yourself) select either their hand or their reserve hand. That player discards that hand and draws 3 cards to that hand.
This is a brutal attack and should cost at least \$5. Seriously, it's better than the Legionary attack, and that one requires you to line up a Gold first. I would make the case that this card should not exist at all.

27.
Costume Party
3
Action
+2 Cards to your reserve hand.
Each player passes a card from his or her hand to the discard of the player to the left at once. Then each player passes a card from his or her reserve hand to the player to the left's hand at once.
I think this provides roughly as much benefit to all other players as it does to you. Without other reserve hand cards, you may very well end up removing good cards from your deck, so it will even hurt you more. I wouldn't ever buy it unless there is a specific combo.

28.
Hunter's Hideout
5
Action
+1 Card
+1 Action
+ \$1
When you trash this gain it from the trash.
-
When you gain this put it in your reserve hand.
This literally does nothing and disappears without other reserve hand cards.

29.
5
Action
Reveal your hand. If there is no
action cards: +2 cards, +2 action
treasure cards: +3 cards, +1 action
victory cards:  + \$1
That seems hard to use effectively. The "no action" effect is just a Shanty Town (and it doesn't provide the +2 actions unconditionally, so it's even weaker). The treasure effect is good and it has a place in treasureless decks. But that is the only use and it's pretty narrow.

Timer/ The Jack in the Box
This pile begins with 10 timers and 1 The Jack in the Box
Cards may be bought in any order.

Timer
5*
Action
+1 Card
+1 Action
You may put a Timer from your hand into your reserve hand.
-
If this card is in your reserve hand at the start of your turn you may put it into your hand.
-
If The Jack in the Box is in play, this costs \$3 and you may gain this to your reserve hand.

The Jack in the Box
When you gain this set the Jack in the box and a Curse in front of you. When The Jack in the Box is in front of you at the start of your turn you may discard a Timer or a Curse, add a Curse to The Jack in the Box, and pass it to the left. If you do not, gain the Curses in The Jack in the Box and return it to the supply.
-
If you buy this you may not buy a Timer this turn.
There have been numerous hot potato ideas. I think this one forces a bit of a degenerate game until everyone is sufficiently protected. It also introduces politics with multiple players.

56
##### General Discussion / Re: Maths thread.
« on: July 24, 2017, 11:46:23 am »
The class I took was very careful to be precise about this matter. Let V,W be finite-dimensional vector spaces and f: V --> W a linear map between them. Then f is completely determined by how it transforms some basis for V. Say B = (v_1,v_2,...,v_n) is a basis for V, and C = (w_1,w_2,...,w_m) is a basis for W. Then let M be the m-by-n matrix where the i-th column is f(v_i) written with respect to the basis C in W. Then we can say that f(v) = Mv for all vectors v in V - when v is written in the basis B and f(v) is written in the basis C. In particular, we would frequently write f = B[M]C to emphasize that the matrix transforms from the basis B to the basis C.

We did that, too (even with the same notation). I think that's consistent with saying functions operate on "real" elements of your vectors space, matrices operate on coordinate vectors, and because coordinate vectors depend on the basis, your matrices always depend on basis. Except then it makes no sense to say f(x) = Ax without specifying a basis, which we also did just one assignment later.
The problem, I think, is this: You can define the multiplication of a Matrix and a vector not talking about bases and coordinates at at; it is just an action of the multiplicative group of Matrices on the vector space R^n (in case of n x n-matrices - I'm only considering these here for simplicity). This definition is perfectly valid. Then you take some vector space, e.g. polynomials of limited degree, and how kind of want to do the same thing here.

Well, what you do is first you fix an isomorphism from the polynomials to R^n. This is what the basis does: It tells you which elements are sent to (1,0,0), (0,1,0), (0,0,1), respectively. This uniquely defines the isomorphism as you probably have shown at some point during the course. Let's say you have a map f between polynomial of limited degree, and an isomorphism g (represented by a basis). You get a diagram like this:

f
P -----------> P
|                   ^
| g                 | g^{-1}
v          h       |
R^n ---------> R^n

The map h is uniquely defined as g o f o g^{-1}, and there is a matrix A such that h(x)=Ax for all x. Thus we can say that there is a connection between the map f and the matrix A via the isomorphism g, and since it's all isomorphic, mathematicians often get sloppy and use the two interchangably.

57
##### Variants and Fan Cards / Re: Dominion: Nation States
« on: July 21, 2017, 11:11:58 am »
You should make sure that the cards still do something meaningful even if they're the only cards that interact with the reserve hand. I am not sure that is always the case.

58
##### General Discussion / Re: Game of Thrones (show) [spoiler warning]
« on: July 21, 2017, 03:45:40 am »
I'm always watching with my group on Thursdays, so be prepared for me chiming in late on a regular basis...

I'm curious how other people felt about the opening. I thought it was interesting that they used the break to allow the possibility that the scene was showing us what happend prior to walda frey's death and actually thought that was what they were doing untill (s)he told the daughter not to drink the wine. We're other people caught off guard or did you think it had to be arya since she just killed him?
I wanted to point out that it's actually his wife.

-- I'm not sure I buy Dragonstone being completely abandoned. Stannis would have left like a couple people to guard it. I could see those people surrender to Daeny upon her arrival, since they have no one to fight for... but completely abandoned? Nah.
Yeah; there was even talk of leaving Stannis' daughter behind, so apparently the plan was to have some people still be there. But on the other hand, I think I buy that they all fled when they heard that the scary dragon queen and her band of barbaric horsemen was coming for them.

-- Where is Melisandre? I thought maybe she had gone back to Dragonstone, but apparently not.
We still have a meetup of her/Arya scheduled, right? I think Melisandre said something to that effect when they last met.

-- I love Arya, and her revenge is cool, but it's a little morally uncomplicated for my tastes. (I prefer the Lady Stoneheart revenge arc from the books, which is cool but makes you start thinking hey, is this kind of just as bad as the thing they are avenging?)
Yep, I wonder where they are going with her. Having one payoff like that is nice, but it shouldn't just keep going. On the other hand I really don't want her to go back to just being a regular Stark daughter and abandoning her vengeance.

Sam: Dragon glass kills White Walkers.
Stannis: Oh, we have that on Dragonstone.
Sam: Jon, I need to go figure out stuff about dragon glass.
Jon: Okay, is there anything you want to tell me first...
Sam: BYE.
Later
Sam: Eureka, I discovered there's dragon glass on Dragonstone! I must tell Jon.
Yeah, that's bad. I think the problem is that the Oldtown journey was already set up back in season 5 and now there are no more books and the showrunners didn't quite know what to do there. In the books, Oldtown is definitely shaping up to be a bigger deal, but they couldn't put that into the show.

Does anyone else feel like the conflict in the south is looking rather disappointing right now? I mean on one side we have Daenerys, 3 awesome dragons, a whole bunch of likable characters plus the Queen of Thorns allied with Dorne, on the other side there are mostly villains with no troops and no food, plus Jaime who isn't really committed to the whole thing. There needs to be a major change to shake that up, and that's either Dany becoming more morally muddled or a big power shift (my money's on Euron luring away a dragon).

The interesting thing is how Dany reacts to the White Walker threat. I hope she goes "sure I'll save Westeros... as soon as all of it has sworn fealty to its rightful queen!"

59
##### Dominion General Discussion / Re: Is it ever worthwhile to buy trashers on a Donate board?
« on: July 12, 2017, 04:03:57 pm »
There's definitely a case for Chapel > Donate on a Alms board.

60
##### Puzzles and Challenges / Re: Easy Puzzles
« on: July 07, 2017, 02:05:30 am »
Use Lurker to trash and then gain a Debt-cost Action card, thereby never having to pay for it or accumulate the Debt.
Even better: Disciple a debt card.

61
##### Dominion General Discussion / Re: Neat and potentially useful card interactions
« on: July 05, 2017, 05:22:36 pm »
Governor/Mountain Pass

A Governor deck is often able to win without buying a card after it is set up, so you can bid all 40 debt on the first Province gain. You should make sure your opponent is the first to go for Provinces.

62
##### Dominion General Discussion / Re: The Dominion Cards Lists 2016 Edition: \$6 Cards
« on: July 04, 2017, 07:12:08 am »
These are invalid arguments as one does comparison what would happen if one replaced grand market by training.
If one replaced Grand Market by Training, it would no longer be a valid kingdom.

1. In that boards you shouldn't get grand  market (unless its crossroads no cantrips edge case). With that restriction you don't have time of adding multiple grand markets as you already assembled engine with few pieces and could end it. With training on village/cantrip buying more is better as you improve reliability and economy by piling these. There is almost no risk of three piling as other piles have 4 cards left.
I disagree. Not every enigne has a Village, or cantrips for that matter, and the ones that do not are not an edge case. One of the strength of Grand Marekt is enabling engines in that environment, and Training does not do that at all. That is one reason GM should be higher: It changes which strategy you should follow. With Training, you just do what you would have been doing anyway and it gets a bit better.

2. Is irrelevant for comparison. You play same strategy with grand market/training until point you get to buy first gm where you buy training. That would give better economy with training. That you don't have to do it and buy training earlier or not buy so many silvers only makes stronger.
A single Training may give better economy than a single GM, but that completely ignores the fact that you can buy more than 1 GM, whereas the potential economy added by Training is much more limited.

For buys often one wishes to have herbalist as one buy instead of grand market as it comes into action sooner.
These are invalid arguments as one does comparison what would happen if one replaced grand market by training.

63
##### Dominion General Discussion / Re: The Dominion Cards Lists 2016 Edition: \$6 Cards
« on: July 04, 2017, 02:32:30 am »
It is worse than training which is easier to get and one buy adds 5-6 coins depending on split.
There are flaws with this argument.

1) It's not certain that there is a card in the game that you want to have more than like 3 copies of.
2) Only adding payload after splitting a pile means you will only get the benefit at a pretty late stage in the game.

Of course, in the right condition, Training is great, but GM is a lot more versatile, not to mention that sometimes it's the only +buy.

64
##### Game Reports / Re: So Close!
« on: July 02, 2017, 01:25:11 pm »
Interesting board.

Wharf is important here mostly for the +buy - you can probably get cheaper draw from Lost Arts + Oracle (you get less value from Lost Artsing Wharfes because as durations, they are already semi-nonterminal). Keep is interesting here because the engine is so obviously powerful, but you have to incorporate some Treasures. Artificer does have a ton of support.

Definitely don't go for Settlers. They have discarding synergy, but the rest is just so much better. You probably want one JoaT - opening Joat/Shanty beats your opening I think. Buy Lost Arts on your first \$6 and then pound the Oracles. Throw in some Artificers plus 2-4 Wharves. Diplomat can be good, but you don't want too many. Good thing you don't need a lot of terminal action space. 2 Shanties and 2 Diplomats should suffice - don't count on Bustling Villages being revealed, you don't need the Settlers. A Militia should probably be in.

You should only view Potions as a source of VP here. Transmute is not worth it (like always), Philosopher's Stone is bad because you'll draw your deck (but it's still worth VP).

65
##### Dominion General Discussion / Re: Least thematic card?
« on: July 02, 2017, 12:43:34 pm »
Avanto at least has the Sauna connection going for it. I'd vote Potion.

66
##### Dominion Articles / Re: Arena, Basilica, Baths, Colonnade, Labyrinth: the 6 VP-per player Landmarks
« on: July 01, 2017, 07:38:00 am »
I think this should include an important rule of thumb:

If you and your opponent are currently split evenly on Landmark VP, do not sacrifice speed for VP. Otherwise do it (to a reasonable extent).

Especially important for 1-per-turn landmarks.

67
##### Dominion General Discussion / Re: The Dominion Cards Lists 2016 Edition: The rest
« on: June 30, 2017, 02:21:53 am »
What would it even mean to say "Mountain Pass is strong"?

I have this same question about all Landmarks. With cards and events, one simple way to think of the ranking is "how often to you buy this"? Or, "if you could choose a card that you can buy but your opponent couldn't, which would you choose"? But with Landmarks, those ideas don't work.

My guess for a meaning "how high is this Landmark ranked" would be something like "how likely are you to play differently because this Landmark is in the game". Is that how other people think of it?

That's how I think of it.
Yes, me too. Then I don't get the ranking of Mountain Pass, because it basically never affects the way you build your deck, other than that you cannot buy cards while paying off the debt.

68
##### Dominion General Discussion / Re: The Dominion Cards Lists 2016 Edition: The rest
« on: June 29, 2017, 02:55:55 pm »
I think you literally want to buy donate in 99.9+ percent of boards. That is not true for KC.
Well played.

69
##### Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: June 28, 2017, 10:15:50 am »
Emptying the Estate pile, advanced level.
Code: [Select]
`fbuys a Triumph.ftakes 5 debt.fgains an Estate.fgets 10 VP.frepays 5 debt.fbuys a Triumph.ftakes 5 debt.fgains an Estate.fgets 11 VP.frepays 5 debt.fbuys a Triumph.ftakes 5 debt.fgains an Estate.fgets 12 VP.frepays 5 debt.fbuys a Triumph.ftakes 5 debt.fgains an Estate.fgets 13 VP.frepays 5 debt.fbuys a Triumph.ftakes 5 debt.fgains an Estate.fgets 14 VP.frepays 5 debt.fbuys a Triumph.ftakes 5 debt.fgains an Estate.fgets 15 VP.frepays 5 debt.fbuys a Triumph.ftakes 5 debt.fgains an Estate.fgets 16 VP.frepays 5 debt.fbuys a Triumph.ftakes 5 debt.fgains an Estate.fgets 17 VP.frepays 1 debt (4 remaining).`

70
##### Dominion General Discussion / Re: Neat and potentially useful card interactions
« on: June 28, 2017, 10:02:45 am »
Patrol/Venture

If you're playing BM, Patrol lets you set up just the right treasures for your Ventures to hit.

71
##### Dominion General Discussion / Re: Edge Cases: Why Do Something Ridiculous?
« on: June 27, 2017, 03:29:15 pm »
Intentional Alms is really edge-casey. Like this: For some reason, you want your opponent to think you don't have enough buys to end the game, so that he does something stupid. Like, buy Alms then Villa, play Governor and hope that your opponent trashes the wrong card. Something like that.

Not revealing Horse Traders: You know there is a cantrip on top of your deck, and you have two Golems in hand.

72
##### Let's Discuss ... / Re: empires: groundskeeper
« on: June 25, 2017, 09:19:57 am »
It is quite good I think, especially in a kingdom with no +Buy.

I'm pretty sure the opposite is true. Groundskeeper isn't usually worth it unless their are gainers or +buys. It is a humongous payload for a functioning engine but, on the other hand, pretty mediocre in Big Money, single province engine, or Slog types of games.

If you are each going to get 4 provinces (mirror match on engine board) the guy with the Groundskeepers is going to win, even if the other guy manages to pick up an extra Duchy. While, it does work well, arguably better in a +Buy situation, I think it is potentially more game-changing with no +Buy.
Well, but an engine board isn't all that likely if there is no way to gain extra cards... that was the point. Also, if you're spending a buy on Groundskeeper and your opponent does something that improves his deck instead, it's less likely that you'll split the Provinces 4/4.

73
##### Dominion General Discussion / Re: Comparing power cards
« on: June 19, 2017, 12:50:48 pm »
I remember a sad game where I lost to Baker-BM. Gov was on there
I don't know what you did, but Governor-BM should beat Baker-BM handily.

Certainly that's what I'd expect too. I think I got careless thinking that this was just another Baker addict. Generally would it be best to buy no Bakers at all on a Gov board if there're Govs left and Bakers aren't the Obelisk or something?
Yes.

74
##### Dominion General Discussion / Re: Comparing power cards
« on: June 19, 2017, 10:39:23 am »
I remember a sad game where I lost to Baker-BM. Gov was on there
I don't know what you did, but Governor-BM should beat Baker-BM handily.

75
##### Game Reports / Re: Funny in a sad, WTH way
« on: June 15, 2017, 04:26:44 am »
I'm less sure about second editions. Base game adds Artisan, Bandit, Harbinger, Merchant, Poacher, Sentry, Vassal. I see two gainers (one is Gold-only), three virtual money cards (two peddler variants, one Conspirator/Herald hybrid), a Lookout/Cartographer hybrid and a cantrip Scavenger. Can you name any one, such that adding it to a non-engine 9-card kingdom turns it into a kingdom with an engine? Is there any one which turns a bad engine into a good engine? Are there any such pairs of cards?
Any of the card you listed can do that (except maybe Harbinger), though admittedly the Peddler variants have the least impact. Artisan can gain engine pieces and even play them on the same turn easily, Bandit counters BM and provides TfB fodder, Sentry you already mentioned, Vassal provides economy for high action density engines that lack draw.

Intrigue gets Courtier, Diplomat, Lurker, Mill, Patrol, Replace, Secret Passage. Same test as before: which of these, when added to a kingdom, takes it from having no (or a bad) engine to having an (or a good) engine?
Mill and Secret Passage are meh (though Mill + draw-to-X works quite nicely). Courtier is good +buy and economy if there's any dual types. +buy or no +buy is often all the difference you need to enable engines. Patrol for drawing is obvious, Replace works like Remodel but faster due to topdecking. And Diplomat, man. That's a village, of course it is an engine enabler. If you have any way at all to non-terminally decrease your handsize, you can usually build a draw-to-X engine just from Diplomats.

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