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Messages - faust

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51
Raider kinda makes me wonder why it's not a Treasure? Except for theme of course. At this point I think that Night cards are mostly a new mechanic in order to not confuse casual players by having cards with Treasure type that don't provide money. All of what we've seen here could easily be implemented using existing mechanics for Treasure cards.

It's true! These Night cards could have instead been awful, wordy messes filled with tracking issues. Boy howdy.
Wow. No need to get touchy. It wasn't meant as criticism.

52
Dominion General Discussion / Re: New German Promo 'Abbruch'
« on: October 23, 2017, 10:48:50 am »
One of the more useful things to do with this is probably "discard a Gold to gain a card costing up to $5".

53
Dominion: Nocturne Previews / Re: Bonus Preview #1: Crypt
« on: October 23, 2017, 10:21:28 am »
Hard to see how this is best used. The thinning effect seems hard to set up; first you need to hit $5, and then you need to draw it with lots of your junk Treasure, and even then it's only temporary. A better use is to ensure you have cards you want in your starting hand; but then again there are not many reasons you'd want specifically Treasures in your starting hand. Overall I think it's on the weak side.

54
Devil's Workshop seems pretty weak actually, I mean it's a Workshop without mid-turn gain.
It is non-terminal so it is more similar to Ironworks. As you pointed out a bit worse as you don't gain the card mid-turn but also a bit stronger as you can gain Gold or a Lab variant.
Workshop can also gain Lab variants: Advisor, Secret Passage, Herald etc. One other problem is that once you start doing good stuff with your deck, chances are you cannot gain anything but a Lab variant. Talisman is also non-terminal and it's really most similar to that.

55
Quote
At this point I think that Night cards are mostly a new mechanic in order to not confuse casual players by having cards with Treasure type that don't provide money. All of what we've seen here could easily be implemented using existing mechanics for Treasure cards.

Devil's Workshop obviously doesn't work as a treasure either - it has to be played after your buys. Similarly, Ghost Town doesn't work because you'd be unable to play it the same turn you buy it. I don't see an elegant way to do these concepts without the Night type.
Devil's Workshop could easily have a "when you discard this from play" clause. Ghost Town could have "when you gain this, play it" instead of its current text. I grant you that Raider would be somewhat stronger as a Treasure.

56
Interesting that Imp costs 2 even though it isn't in the supply.
This is the same with Travellers, though there the cost is directly tied to their function. I wonder if the Spirit thing requires Imp to have non-zero cost.

57
By the way, how many Imps are there? I guess 10 as usual?

58
Devil's Workshop seems pretty weak actually, I mean it's a Workshop without mid-turn gain. It's kinda like Talisman, but without providing economy. And Imp isn't a super strong card, it could probably work out as a normal $4. I guess it's nice if Imp is the only good draw, but not much else. Also, notice how you cannot even play multiple Devil's Workshops a turn for multiple Golds. On the other hand, opening this +  trasher seems rather decent, since both collision and non-collision scenarios will work out in your advantage.

Raider kinda makes me wonder why it's not a Treasure? Except for theme of course. At this point I think that Night cards are mostly a new mechanic in order to not confuse casual players by having cards with Treasure type that don't provide money. All of what we've seen here could easily be implemented using existing mechanics for Treasure cards.

Ghost Town is interesting... mechanic-wise, it should be called Fishing Villa. It has the substantial advantage of drawing a card the next turn, but that comes at the cost of no economy (which is fine) and no Village effect the turn you play it (more problematic). I guess overall slightly weaker, but of course Fishing Village is super good, so this is probably still quite good.

59
Forge + Cost Reduction is a trap i got in lately.

Play highway play Forge, trash 2 Rats... gain a card costing exactly 6.
On the plus side, that can be another Forge!

60
I would read these just to enjoy Donald X's humor.

61
Dominion Articles / Re: Dominion 101: What is an engine?
« on: October 18, 2017, 01:19:04 am »
I think we do lose a lot of heated yet inconsequential discussions.
But that's what makes f.ds fun!

62
Dominion Articles / Re: Dominion 101: What is an engine?
« on: October 16, 2017, 01:18:37 pm »
I haven't done the math, but I would assume that Smithy/BM draws the same 5-sometimes-8 cards if you double/triple/etc. the deck, and most conventional (village+smithy) engines continue drawing 100% of the deck when you double it, since drawing deck is a function of total +cards, having enough +actions to support that, and drawing those in the right order, all of which stay the same when you add more of everything while preserving proportions (I gut-sense).

Unfortunately, this doesn't work out in practice.  Here's a simple example to show it.

Suppose you have a simple draw-your-deck engine:
1x Village
1x Smithy
1x Woodcutter
3x Treasure

We'll define drawing the deck as having an empty deck and discard during your turn (which is being a little generous, since that doesn't guarantee that you get to play your woodcutter).  But with this simple deck, it's impossible not to draw it.  But now let's double it:

2x Village
2x Smithy
2x Woodcutter
6x Treasure

This deck only draws itself about 38% of the time.  If we triple it:

3x Village
3x Smithy
3x Woodcutter
9x Treasure

It's now literally impossible for this deck to draw itself.
This just goes to show that a deck with 50% basic treasures is probably not an engine. Your suggested deck is not an engine.

63
Dominion Articles / Re: Dominion 101: What is an engine?
« on: October 15, 2017, 02:21:28 pm »
One open question: are there in-betweens? Are there decks where you draw something like Θ(sqrt n) or Θ(log n) as you double/triple/n-plicate your deck? What do they look like?
I think draw.to-X engines with some Treasures would probably fit in here. You can draw your deck with like 4 Treasures, but with more you'll stop at some point.

64
Dominion Articles / Re: Dominion 101: What is an engine?
« on: October 15, 2017, 02:11:44 pm »
An engine is something that works reliably all the time. Be it an actual engine, a board game engine or a Dominion engine.
I mean that is just a random component of an engine. I have a spoon at home that works reliably all the time; that does not make it an engine.

According to wikipedia:
Quote
An engine is a device that converts energy in one form into mechanical energy.
So I guess in Dominion terms an engine is anything that makes your opponent sufficiently mad to topple over the table you are playing on.

65
Dominion Articles / Re: Dominion 101: What is an engine?
« on: October 14, 2017, 02:37:40 pm »
I also think that how you achieve the very repetition of a pattern is fairly irrelevant. Decks that heavily rely on Treasures usually green early and then have issues with all the junk, i.e. they behave differently in different phases of the game. But you could e.g. call a deck with lots of Silver due to Delve or Trader or Jack or whatever an engine as all the Silver smooth our your deck and you got enough to buy a Province each turn.
Now I am not arguing that one should call such decks an engine. I definitely don't. But one should keep in mind that such decks provide the same smoothness as a draw-your-entire-deck engine or the 8 Peddler cantrip decks assemble mentioned.
I think that is explicitly not how engines in Dominion work. Big Money decks green early because they can cope with green rather well. Engines green as late as possible because usually they fall apart once green cards are added. That is because in an engine, there are many tiny pieces that have to come together to make it work, and a small amount of stop cards can cause you to draw a dud.
As I tried to point out, that's a narrow Dominion-specific perspective that has little to do with the general use of the term engine in boardgame.
If I play a BM deck which adds Silvers while greening, thus compensating for the adding of green, that's a smoothly running engine. It's like playing Imperial Settlers or Race for the Galaxy and making X VPs each turn. How you achieve something is really not that important, what matters is that is reliable and works every turn.
That's more easy to achieve via Action cards that draw: if you always draw your entire deck you have as much consistency as possible. But it is also possible via having lots of Silver in your deck and buying a Province each turn (and perhaps gaining another Silver en passant).
No; it's not possible with lots of action cards, as you need specific combinations of action cards to fire off your deck-drawing engine, and as soon as you add green that won't work anymore. The problem is that what you same is a factor for a (general) engine is more or less the opposite of what engine means in Dominion. What you're describing is either a slog or a Golden Deck.

66
I'd say use Temple+Catapult to trash down quickly, get a bunch of Archive/Chariot Race, a single Gladiator, try to get Fortune when you can, and pursue Castles - Archive lets you get decently big hands, so get Opulent Castle when you can. Ignore Palace, it's more important to be thin. I'd tentatively ignore Legionary, as Catapult's attack is stronger here and you want one anyway.

67
Dominion Articles / Re: Dominion 101: What is an engine?
« on: October 14, 2017, 03:48:04 am »
I also think that how you achieve the very repetition of a pattern is fairly irrelevant. Decks that heavily rely on Treasures usually green early and then have issues with all the junk, i.e. they behave differently in different phases of the game. But you could e.g. call a deck with lots of Silver due to Delve or Trader or Jack or whatever an engine as all the Silver smooth our your deck and you got enough to buy a Province each turn.
Now I am not arguing that one should call such decks an engine. I definitely don't. But one should keep in mind that such decks provide the same smoothness as a draw-your-entire-deck engine or the 8 Peddler cantrip decks assemble mentioned.
I think that is explicitly not how engines in Dominion work. Big Money decks green early because they can cope with green rather well. Engines green as late as possible because usually they fall apart once green cards are added. That is because in an engine, there are many tiny pieces that have to come together to make it work, and a small amount of stop cards can cause you to draw a dud.

68
Dominion Articles / Re: Dominion 101: What is an engine?
« on: October 12, 2017, 02:26:58 am »
However, in general, your engine should be made up almost entirely of Action cards, if possible.
This is not good advice. I mean, it is true that most treasures that exist right now aren't good for engines, but that fact is purely coincidental. It's like saying "If possible, your engine should be made up almost entirely of cards that start contain the letter K". Maybe all cards with the letter K happen to be good engine cards, and the others are not, but that does not teach newbies anything about the game. And it might change in the future, just as the Treasure paradigm has: We now have Counterfeit, Charm, Fortune, Plunder, Coin of the Realm, all of which are best used in engines (and we even have some engine cards that want you to have basic treasures in your deck).

69
Dominion General Discussion / Re: Some ideas for the Strategy Blog
« on: October 09, 2017, 02:13:38 am »
Annotated games would work well with some coverage of the final rounds of the Dominion tournament. You could pick some match and discuss it.

70
Dominion General Discussion / Re: Another "How to Play This Board" Thread
« on: October 04, 2017, 09:34:05 am »
I think I'd plan like this: open Potion/Peasant. If I hit $4 on turn 3, get Poacher. With $5, get Market. Lower, get a Second Peasant. Buy Donate on the turn you exchange the first Peasant (on the second buy). If I have neither Poacher nor Market around by that time, I want to keep a single Copper for economy. I'll hit $2P or $3P a bit, get some more Pools. First Teacher is +coin on SP, then amass bridges and put +action there for the megaturn.

71
General Discussion / Re: Biweekly, bimonthly, etc.
« on: September 29, 2017, 01:44:36 am »
Yeah, this problem is literally the worst thing that has happened to me. I hope I don't have to deal with it before next Friday.

This post got more upvotes than I would have expected. Am I missing anything?
GendoIkari is making fun of Kuildeous' outrage about inaccurate use of words by jokingly referring to two other popular cases of inaccurate word use: One is the use of "literally" in its opposite meaning of figuratively - originally an ironic use that has become so commonplace that people think it's how it is meant to be used -, and the unclarity of "next [weekday]", which is used by some to mean "the next time that particular day comes around" and by others as "this day in the week after the current one".

72
Dominion Articles / Re: How to Win at Dominion, With Minimal Jargon
« on: September 25, 2017, 09:49:29 am »
You win by ending the game with more points than your opponent.
You can also win by pinning your opponent or getting 50% vp.
Not of you cannot end the game afterwards.

73
Dominion General Discussion / Re: The Value of Loan
« on: September 25, 2017, 01:43:11 am »
It could probably be noted that Loan also cycles your deck, which is nice. This improves its mid to late game performance - if you play an engine and trigger a bad shuffle, Loan can do a Chancellor effect. Early on, you shuffle more often with Loan, which is also a positive.

74
Dominion General Discussion / Re: Need Help Developing a Ranking System
« on: September 22, 2017, 11:51:13 am »
I don't think "cost to effect" is a very good system for rating differently priced cards. What does it even mean? Is a $4 as good as a $2 in this system if it gives the benefit of 2 $2? If we do it like that, I can tell you right now that almost all $2s will be ranked C. Effect does not scale linearly with price.

75
Dominion Articles / Re: Poacher
« on: September 20, 2017, 01:42:43 am »
A good thing to write about is Poacher openers. Compare Steward/Silver with Poacher/Steward, for example. Note that Poacher makes it less likely your trasher misses the shuffle, and note you probably want 1-3 in your deck for cycling purposes. There's not much else to cover besides opening play.
I agree there there need to be more on Poacher openings, specifically Poacher vs Silver as opening buys. Poacher makes you less likely to hit $5, and this is not covered at all so far, despite being an important consideration.

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