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51
Game Reports / I hate it when BM is the best option...
« on: July 30, 2015, 01:28:43 am »


Code: [Select]
Sage, Smugglers, Warehouse, Watchtower, Farming Village, Cartographer, Embassy, Market, Mine, Mystichttp://www.gokosalvager.com/static/logprettifier.html?20150729/log.516dc40ce4b082c74d7c8baa.1438233447112.txt
He went Embassy+BM. I went for the engine. Embassy+BM is way too fast.

Then I made the mistake of buying smugglers because I didn't realize what he would do. I figured I could get good stuff with smugglers because he has a higher rating than me. He'll buy good stuff for the engine. A high rated player isn't going to buy Mine here, and there's no other cards on the board that I wouldn't want more of.
Surely, he'll play the engine. Why would anyone go for BM when the engine is more fun?
...

52
EDIT 8/13/15: Mysterious Tankard, Drunken Master, and Drunk have been updated, and Roadhouse added to the OP.

Inclues the following cards:

Asper's Barkeep. (Since I have another Bartender in the set, I'd rename this 'Wealthy Barfly' for this silly mini-expansion.)

Fragasnap's Winery.

NoMoreFun's Tavern: (I can't find what thread this card is from, my list of fan card's just says it's by NoMoreFun.)
Quote
Tavern
Cost $3 - Action
+2 Actions, +2 Cards. Put a card from your hand on top of your deck. Put a card from your hand on the bottom of your deck.
(This and Illusionist are the only cards here that I've tested.)

Quote
Bartender
Cost $4 - Action
+1 Card. You may put any action card from your hand onto your tavern mat. If it isn't a reserve card, at the start of your turn, you may call that card for its usual on play action.

Quote
Happy Hour
Cost $3 - Action - Reserve
+1 Action.
Each other player may put a Reserve card from their hand onto their tavern mat. If they do, they draw a card. Put this on your tavern mat.
-
You may call this at the start of your turn to discard 2 cards, then draw 4.
Replaced by:
Quote
Roadhouse
Cost $5 - Action - Reserve
+1 Action, +$1, +1 Buy.
Put this on your tavern mat.
-
At the start of your turn, you may call this to discard 2 cards, then draw 3.

Quote
Illusionist
Cost $4 - Action - Reserve
+$2. Put this on your tavern mat.
-
Any time an action card considers the type of another card(s), you may call this to change the effective type of a card by adding a type or replacing the card's type. All of your copies of that card use the chosen type until the initial card is resolved.
(It isn't in Resergence and it's a reserve card, so why not include it here.)

Quote
Mysterious Tankard
Cost $2 - Action
The player to your left chooses an action card in the supply costing at least $2 that is not a Mysterious Tankard. Play this as the chosen card. This is that card until it leaves play.
-
When you gain this, trash a card from your hand.

Quote
Brewery
Cost $4 - Action
You may gain a card costing up to $4. If you didn't, or if you gained reserve card or a Mysterious Tankard, +$1.

Quote
House Spirit
Cost $6 - Treasure - Reserve
Worth $4.
When you play this, put it on your tavern mat.
-
At the start of your buy phase, you may call this for -half of your Buys (result rounded down).

Quote
Drunken Master
Cost $5 - Action - Attack - Reserve
+2 Cards.
Each other player gains a Drunk and discards a Drunk from their Tavern mat. Put this on your tavern mat.
-
Whenever you gain or draw a Drunk or Ruins, you may call this to play the Drunk or Ruins card at the start of your next turn.
Quote
Drunk
Cost $1* - Action - Reserve
Put this on your tavern mat.
-
At the start of your buy phase, if you have not alredy called a Drunk this turn, you may call this for +$1. (This is not in the supply)
(Use 6 Drunks per player in the game.)

That's 10 kingdom cards. Small expansions tend to have 13. Any suggestions?

Old versions:
Quote
Drunken Master
Cost $5 - Action - Attack
+2 Cards.
Each other player gains a Drunkard. You may gain a drunkard. Put this on your tavern mat.
-
When you have zero actions during your action phase, you may call this for +1 Action and -$1.
First, I took the -$1 off of the call effect, then it may as well be a lab with an attack for $5 which is bad, so I changed it up.
Quote
Drunk
Cost $1* - Action - Reserve
Put this on your tavern mat.
-
When you play or call any reserve card, you may call this for +$1. At the end of your turn, if you have more than 2 drunks on your tavern mat, discard one of them. (This is not in the supply)
Putting this many words on a junk card is silly.

53
Variants and Fan Cards / 'Philosophy' of fan cards and fan expansions
« on: July 01, 2015, 03:45:46 pm »
(Branching from the Asper's Cards thread)
Without having played with it, I'm leery of Minister. I feel like cost reduction and gaining are such a powerful combo that they don't need to be on the same card. On the other hand it hasn't been done before and it's simple rules-wise. The penalty is also a nice simple thing. I was going to talk about how I prefer fan expansions to be self contained—not needing components (like VP chips) from other sets—but I suppose this isn't an expansion so much as a collection of cards, and it already uses Potions, etc. So nevermind that; cool penalty.

Thanks. I don't consider my cards an expansion, as you said. If anything, it's more of a treasure chest. I mean, i catch myself thinking stuff like "i don't have enough cheap cards" or "i don't have a Cornucopia card, yet", but that's light compared to the complexity of making a realistic expansion that has to follow the rules you mentioned, and many more. If i really wanted to do an expansion, i'd not only have to worry about things like components or card count, but also couldn't reasonably have that many different kinds of cards in it. But looking at Seaside, thinking "Can i make a card that would fit in Seaside?", that's fun to me, and as i'm not going to make money with it either way, Donald doesn't care much about fan cards, and most people here either have the components or play online anyhow, i'm fine with just fooling around.

Wanted to quote the whole message, but this is the specifc part I want to reply to:
I was going to talk about how I prefer fan expansions to be self contained—not needing components (like VP chips) from other sets—but I suppose this isn't an expansion so much as a collection of cards, and it already uses Potions, etc.
I want to throw out my view on this:  Whether fan card designers consider a set of their cards to be an expansion or not, I don't see any reason for them not to use mechanics or components of any other set. Let's face it: No fan card expansion is going to be made into an official expansion. No fan card expansion is likely to be published in any kind of widespread or even semi-official way. Whatever tokens or mats fan cards refer to are likely to always use whatever around that is handy as a token or mat (most likely using tokens or mats from an official card or set). If anyone wants to print out a fan card to use, they can also print out any card that the fan card refers to (like ruins or spoils) just as easily if they don't happen to have Dark Ages or whatever official set has the appropriate component(s).

Also, when people critique fan cards, it's fine to make comments on stuff like art or formating, but those are not (IMO) what we should critique when we critique fan cards. Helpful critique helps make the card more fun, whatever that entails. Ease of understanding, preventing confusion, and simplicity are generally all included/involved in making the card more fun, and so are good things to critique on. I hate to complain that my cards don't seem to get much critique compared to other fan cards, but I'm concerned that part of the reason for that is because I'm not receptive to formatting or knitpicky critique* or critique that conflicts with my fan expansion philosophy in the previous paragraph. I would like to suggest focussing our critiques on helping to make fan cards more fun to play with.
[/rant]

*And there has been at least once instance where certain critique seemed knitpicky to me, but it turned out the way my card worked conflicted with official rules, and that causes confusion which isn't fun. The line between knitpicky and helpful is fuzzy sometimes, so I need to consider more carefully the things that initially strike me as knitpicky. So I recognise I haven't been as receptive as I should've been to some helpful critique, and I'm sorry about that.

54


Code: [Select]
Pawn, Ambassador, Menagerie, Wishing Well, Baron, Conspirator, Militia, Mining Village, Jester, Vaulthttp://www.gokosalvager.com/static/logprettifier.html?20150620/log.516dc40ce4b082c74d7c8baa.1434858965467.txt
Here's another game where it seemed like we were doing the same thing (except that I got a baron and he didn't) in the early/mid game, but then he was hitting 9 and 11 easily and I couldn't get to 9.
Was using baron my mistake?
(If you look at the log, try to ignore my last couple turns. I had stopped trying because I was about three colonies behind and I should've just resigned earlier.)

55
Goko Dominion Online / Logsearch and 2.0
« on: June 18, 2015, 02:18:55 am »
Will the Salvager log search still work with 2.0?  Have they made the logs available for it?

56


Code: [Select]
Cellar, Secret Chamber, Workshop, Bridge, Monument, Baker, Bandit Camp, Library, Wharf, Bankhttp://www.gokosalvager.com/static/logprettifier.html?20150610/log.516dc40ce4b082c74d7c8baa.1433967595493.txt

I boughts wharfs and villages. They just wouldn't line up with each other. I kept getting Wharf and bridge in the same hand without a bandit camp. There was no trashing on the board, but I hoped cellar would help make up for that.

57
LFE=Last Footnote's Enterprise. CRR=Cookielord's Roots & Renewal. ASP=Asper's cards. RSG=my Resurgence expansion. ofm=other fanmade.
Each game had three players which is how I usually play IRL.

Game 1 kingdom: Bandit Camp, Wharf, Hermit, Mountebank, Gardens, Dignitary (LFE), Reparations (CRR), Masquerade, Traveller's Village (ofm), Hunting Grounds
(Traveller's village is kindof a mix between andwilk's Nomadic Village from the Hinterland's contest and the "Forest Village" card someone else posted a couple months ago...)
Quote
Traveller's Village
$4 cost - Action
+2 Actions.
You may look through your discard pile and put an action card from it into your hand that is not a Traveller's Village. If you don't, discard a card and +1 card.
(I added the "that is not a Traveller's Village" part after the 1st game we played with this card because the obvious thing to do was play all your traveller's villages from your discard pile first and then get something else.)
Great gardens board, but Reparations became maybe a little too powerful when the Curses and Traveller's Villages ran out. The version of Dignitary I used was similar to the one here, but had my suggestion of "When another player plays an attack card, you may discard this. If you do, +1 card and trash a card." as the reaction. Probably, LF's current version is better, but this one worked pretty well.

Game 2 kingdom: Money Launderer (CRR), Excavation (ofm), Shanty Town, Market Square, Hermit, Ironmonger, Bazaar, Ancestral Crypt (RSG), Harem, Hireling
(Excavation is a slightly modded version of jamespotter's Garderobe from the Dark Ages contest)
Quote
Excavation
$2 cost - Action
+1 Action. If the ruins pile is empty: +$1. Otherwise: +$2. Gain a Ruins, putting it into your hand. You may play an Action card from your hand costing less than $3.
I had hoped to get a good match up with Money Launderer (making copper cost $1 more) and Ancestral Crypt (trashes and gains a coin token for each trashed card costing more than $0), but we never got those cards to line up before the game ended. However, Money Launderer did come in handy for me to get rid of coppers at the beginning and get the $2 from the coppers near the game's end. It's a cool card. I got one hireling in play pretty early, and another player got two in play early. The person with two hirelings in play won.

Game 3: Courtyard, Watchtower, Haven, Traveller's Village (ofm), Procession, Magpie, Illusionist (LA), Barrister (LFE), Festival, Necromancer (ASP).
The versions of Barrister and Domain we used were the ones in this post. The version of Necromancer is the one in this post, but I modded Zombie a little. This was the version I used:
Quote
Zombie
Cost $4*. Action - Attack
+1 Action. +$1.
Each other player reveals the top 2 cards of his deck, trashes one costing from $3 to $6, and discards the rest. If any cards costing more then $4 are trashed, trash this.
(This is not in the supply.)
Illusionist comes in handy on this board to make Magpie into a Lab even when it didn't reveal a treasure sometimes, or call Gold an action card when revealed by another player's Barrister, or to take Gold from your discard pile with Traveller's Village, or double-play and trash a treasure with Procession. It's a fun card (but I'm biased). Necromancer and Barrister are both fun cards, and Necromancer/Zombie has a possiblity of stealing other players' Domains as well as Barrister. Dispite adding +1 Action to Zombie, we only once had more than one played in the same turn, and my Zombie mod didn't seem too powerful. About half the time, it seemed like a good idea to take something besides Zombie from the trash with Necromancer, and it works well that way. Also, I won this game because I had acquired all three domains. I like Domain as a victory card.

58
Variants and Fan Cards / Bartender: Reserve card with drawback.
« on: June 03, 2015, 01:49:40 am »
I thought about putting this as the subject: "I have an idea for a reserve card. Who wants to help design it?" but I thought better of it. So the concept is a reserve card called Bartender that has this line as a drawback: "Each other player may put a Reserve card from their hand onto their tavern mat." But I'm not sure what to do with the rest of the card. It has to be a Reserve card, and it has to be strong enough to justify the drawback. Also, because of the drawback line, I want it to have its call effect at the start of a turn.

Here's my initial brainstorming idea:
Quote
Bartender
Cost $3(?)  Action - Reserve
+1 Action.
Each other player may put a Reserve card from their hand onto their tavern mat. Put this on your tavern mat.
-
You may call this at the start of your turn to draw 4 cards, discard one, and put one back on your deck.

a similar 'meta-reserve' idea:
Quote
Bartender
Cost $3(?)  Action - Reserve
+1 Action.
Each other player may put a Reserve card from their hand onto their tavern mat. Put this on your tavern mat.
-
You may call this at the start of your turn to reveal the top 4 cards of your deck, put a revealed reserve card on your tavern mat, put another revealed card into your hand, and put the rest back.

thoughts? other ideas to fit the concept?

59


Code: [Select]
Hermit, Loan, Steward, Gardens, Talisman, Harvest, Mint, Mountebank, Rebuild, Expandhttp://www.gokosalvager.com/static/logprettifier.html?20150510/log.541af059e4b02da428323f87.1431325554625.txt
Ouch. I hate rebuild games...

I bought Mountebank first time I hit $5, then bought two Rebuilds and then Duchies. When I got less than $5, I mostly bought silver. He bought Talismans and used them to get more talismans and a bunch of silvers, and went for Gardens.  I guess I never thought of Talismans as a Gardens enabler because you can't use it to get victory cards.

60
General Discussion / The Oregon Trail Generation
« on: April 24, 2015, 11:23:31 am »
Thought this article was interesting (about people born late 70s and early 80s)
http://socialmediaweek.org/blog/2015/04/oregon-trail-generation/

That's my generation, but I never played Oregon trail. I never used AOL either. We had Prodigy at my house. As a kid, I read The Secret Garden online on Prodigy, logged onto BBSes to play games like The Pit, and borrowed by friend's 5 1/4 floppy disk to play the original Rogue.

61
One game used four cards from Enterprise:
Kingdom: Courtyard, Native Village, Cellar, Auction, Mill Town, Coppersmith, Vendor (newest version), Mystic, Wheelwright, Hunting Grounds. Event: Inheritance.

Player 1 Inherited Courtyards, Player 2 Inherited Coppersmiths, I never got Inheritance because I didn't hit $7 until later on, and by then I didn't think it was worth it (and when I first saw Inheritance, I thought I would never pass on it).
...I'm trying to remember details but this game was a few weeks ago and I didn't take notes. Anyway, all four of the Enterprise cards were used and seemed to work well. Of course Mill Town and Wheelwright work very nicely together. I'm glad the 3 copper limit on Mill Town was removed (especially for this game*), and I made good use of Vendor's trade token ability. (*I actually didn't notice that I designed the kingdom with four $2 cost cards until the kingdom was layed out on the table.)

Just this evening I played two games with Incendiarist by GwinnR and Tiller from the Guilds contest (the card designers were never revealed for that one). I used modified versions of both cards, but I thought the designers might like to know that I liked their ideas even though I made tweaks. Here are the versions I used:
Quote
Arsonist
Cost 4 - Action - Attack - Looter
Trash a card from your hand. If it is an… Action card, each other player gains a Ruins; Treasure card, gain a Spoils from the Spoils pile; Victory card, each other player gains a Curse; Curse, +$1.
The only changes were cost (was $5) and adding a clause for trashing a curse. -well, and the name (renamed from Incendiarist -I figured Arsonist is a simpler / more common word for pretty much the same thing.)
Quote
Tiller
Cost 3 - Action
+1 Action. Look at the top two cards of your deck. You may pay a coin token. If you do, put both cards into your hand. Otherwise you may put one of them into your hand, and discard the rest. If you didn't put either card into your hand, gain a coin token.
(I posted this suggestion for the card in the contest thread.)
Game 1 Kingdom: Poor House, Tiller, Oracle, Worker's Village, Quarry, Arsonist, Silk Road, Vault, Kingdom Restoration (from Resurgence), and Harem.  In the second game, I switched out Silk Road and Poor House for Ironworks and Steward. The first game had 2 players, the second game had 3.

Both Arsonist and Tiller worked very well in these games. I'm pretty sure I won the first game because of strategic use of Tiller. I lost the second game, partly because I waited too long to start buying duchies.

Also a while back, I played a few games with the Taskmaster card from the Guilds contest and liked it. It was also slightly modified:
Quote
Taskmaster
Cost $4 - Action
Choose and turn sideways one unturned card on the Taskmaster mat. This is that card until it leaves play. Whenever there are 4 or more sideways cards on the mat, return them all to normal position. | Setup: Put the randomizers for 5 cards each costing up to $3* on the Taskmaster mat face-up.
We played one game with the Taskmaster cards costing up to $4, and after that decided it was too strong and made it 'costing up to $3' after that game.

I don't have detailed feedback obviously, but I thought people might like to know that I used their card ideas and had fun with them.

62
Variants and Fan Cards / Illusionist (Reserve card)
« on: April 07, 2015, 08:31:53 pm »
It's time for fan cards the use the new mechanics!
I had the idea for this card earlier, but it didn't seem good as a reaction. So when I saw how the reserve mechanic works, I thought that would be perfect for my Illusionist card.

Quote
Illusionist
$4  Action - Reserve
+$2. Put this on your tavern mat.
-
Any time a card considers the type of another card(s), you may call this to change the effective type of a card. All copies of that card in your deck, hand, or discard pile use the chosen type until the end of that turn.
Combos with Scout!

EDIT: Update with current version of the card:
Quote
Illusionist
$4  Action - Reserve
+$2. Put this on your tavern mat.
-
Any time an action card considers the type of another card(s), you may call this to change the effective type of a card by adding a type or replacing the card's type. All of your copies of that card use the chosen type until the initial card is resolved.

63
Forum Games / Never played forum mafia. What do I need to know?
« on: April 03, 2015, 01:11:05 am »
So I've played a lot of IRL mafia games with friends and was thinking about joining a forum mafia game. I'm thinking I'll wait till another one opens because both of the ones open now have flavors I've never heard of.  In the meantime, what do I need to know as someone who knows how to play IRL mafia but has never played forum mafia?

(I've already made the civility pledge and read the opening posts of the couple games that have signups open now.)
Do you ever use the Sherriff / Doctor roles?
How much does the flavor influence the game?  Or does it still mostly feel like a regular mafia game regardless of the flavor?

64
Help! / My Opponent wins with horrible-looking strategy
« on: March 25, 2015, 02:21:05 am »
http://www.gokosalvager.com/static/logprettifier.html?20150324/log.54c6aa14e4b071f7c868e95b.1427263548150.txt


Code: [Select]
Lighthouse, Alchemist, Bureaucrat, Marauder, Rats, Scout, Thief, Mystic, Rabble, Royal Seal
ugly board. I go for alchemists. My opponent buys 5 Marauders, 8 lighthouses, and 2 Scouts and wins. I didn't think she could reliably get spoils in her hand after that, but she did.
I hate it when there's no trashing.

65


Code: [Select]
Native Village, Secret Chamber, Masterpiece, Militia, Remake, Baker, Mint, Soothsayer, Grand Market, Hunting Groundshttp://gokosalvager.com/static/logprettifier.html?20150309/log.516dc40ce4b082c74d7c8baa.1425965418363.txt
When I bought my soothsayer, it was by accident. I meant to get mint on that turn, but it turned out helping me.
When I first saw the kingdom I thought, 'so many ways to get coin besides copper on this board. Just have to figure out the fastest to start getting grand markets.' Secret Chamber is good for something.

66
So I dreamed I was playing with the new expansion. Unfortunately, I woke up three turns in, but I remember a few of the cards. There was an attack card that said, "Each other player's die rolls get cut in half." And there was a crazy wordy reaction card that said something about cows, but it also played an action card with some modification.
There was one card I actually remember in it's entirety. It's also the most realistic one (except that it has the same name as an existing card). It's an improved (and overpowered) version of diadem.
Quote
Armory
$5 - Action
+1 Card. +2 Actions.
-
While this is in play, each unused action you have (action not action card) at the start of your buy phase gives you +$1.
At least KC/TR don't work on the strong part.

67
Game Reports / Being able to ignore witch and win is fun.
« on: February 22, 2015, 08:20:11 pm »
...which is why forager is one of my favorite cards.
http://dominionlogs.goko.com/20150222/log.516dc40ce4b082c74d7c8baa.1424652306987.txt


Code: [Select]
Vineyard, Ambassador, Develop, Forager, Loan, Market Square, Swindler, Advisor, Mandarin, Witch

68
http://gokosalvager.com/static/logprettifier.html?20150222/log.516dc40ce4b082c74d7c8baa.1424653417998.txt
It really bugs me when me and my opponent try pretty much the same strategy and it works way better for my opponent than for me, and I don't see what we did differently that made the difference.
Here, the main difference I see is that my opponent got more native villages faster than me. Was that all that made the big difference?


Code: [Select]
Duchess, Native Village, Hermit, Lookout, Menagerie, Gardens, Marauder, Navigator, Young Witch, Bandit Camp, Minion

69
Game Reports / Fun game where I actually used Duchess
« on: December 23, 2014, 01:28:56 am »
Kingdom: Crossroads, Duchess, Ambassador, Scheme, Village, Farming Village, Pirate Ship, Procession, Council Room, Royal Seal

http://gokosalvager.com/static/logprettifier.html?20141222/log.516dc40ce4b082c74d7c8baa.1419314842441.txt

She went for Pirate Ship/Village/Council room and ignored ambassador until it was too late (that was probably why I won). I opened Ambassdor/Farming Village and used villages + duchess for my economy until I could afford a few golds. I got rid of my starting junk quickly with my ambassador and her pirate ships (I even had to buy a copper because I got rid of too much of it before buying silver). Turn 11, I bought a curse to ambassdor her some curses.
Obviously, we both could've played better, but it was fun to win how I did.


70
Variants and Fan Cards / Defector (kind of a conspirator variant)
« on: December 10, 2014, 01:09:46 am »
A strong card that could defect to the next player if you don't play enough actions that turn.
Quote
Defector
$5 - Action
+1 card, +1 action, +$2.
-
At the start of your clean-up phase, the player to your left can gain this from you at the cost of discarding treasures worth $1 per action card you have in play (not including defectors). If he does, that player puts this on top of his deck.

It originally said 'not including this' instead of 'not including defectors', but I thought that might be overpowered. Still could be very powerful on boards where it's easy to play several actions every turn.

71
Game Reports / One of the weirdest Dominion games I have ever played
« on: October 29, 2014, 01:20:22 am »
Kingdom: Develop, Advisor, Death Cart, Feodum, Marauder, Navigator, Pirate Ship, Talisman, Vault, Hoard, Copper, Silver, Gold + Colonies and Platnum
http://gokosalvager.com/static/logprettifier.html?20141028/log.516d605ae4b082c74d7bce56.1414559166802.txt

I joined a 3-player pro game on Goko. And near the beginning of the game I wondered if they were helping each other go pirate ship. A few turns later I realized they were just playing very strangely. I also realized that I had started pretty bad since going for feodum probably isn't going to work when they're using a lot of pirate ships (with no villages!?). I saw how fast the piles were emptying so I just figured I'd get a colony and end it, but I ended up losing by 1 because one of them had feodums that were worth something...

72
Goko Dominion Online / Tutor list
« on: October 11, 2014, 01:48:49 am »
I think it might be useful to noobies to have an available list of players who would be happy to give help and advice to their opponent during games on Goko. It would make it easier for people to ask for advice if they know their opponent is someone who's willing to give it. It's also a more fun way to learn & get better than reporting your game in the "help" subforum here.

I'll be on the list as someone who's happy to give advice during a game, but I'm not a particularly good player myself.

73
Variants and Fan Cards / Terrace (LFE) / Torturer game
« on: October 02, 2014, 08:07:51 pm »
Kingdom: Courtyard, Pawn, Iron Furnace*, Wishing Well, Scout, Ironmonger, Terrace*, Merchant Ship, Torturer, Nobles
Fan Cards:
Quote
Terrace (LastFootnote's Enterprise)
Cost 4 - Action
+1 Card
+2 Actions
You may pay a trade token to discard your hand and draw 5 cards.
-
When you gain this, gain a trade token.

Quote
Iron Furnace (Library Adventurer's Resurgence)
Cost 2  - Action
Reveal a card from your hand. If it's an action, play it. If it's a ruins, play it again. If it's a treasure, +$2. If it's a victory card, +2 cards. In any case, trash the revealed card.

I went for the obvious Ironmonger/Torturer/Nobles engine. My opponent went for Ironmonger and Nobles, but only got one torturer. We also each got an Iron Furnace, a Terrace, and a Pawn or two.
One turn when I played all three of my torturers, he discarded down to one card (yeah, he could've gained a curse first and discarded down to two, but he didn't think of that.) The one card was his terrace, so he used the trade token ability to draw back to a full hand. He ended up buying a province that turn, and won a couple turns later.
That trade token ability on Terrace seems like a small thing, but occationally it can made a big difference.

That was the 2nd game. We played that kingdom twice in a row. I won the first, and in each game the player who won was the one who trashed at least two of their starting estates first.

FYI for LastFootnote: I've also played games with Mill Town and Refurbish recently and liked them. The game with Refurbish also had Feodum, and my opponent beat me mainly by having more silvers at the end.

PS: Seems like a fan card game reports subforum would be cool, but I don't know if it'd get many posts.

74
Help! / What did I do wrong here?
« on: October 01, 2014, 12:31:07 am »

Kingdom: Candlestick Maker, Stonemason, Feodum, Fortress, Salvager, Butcher, City, Council Room, Torturer, Grand Market
http://gokosalvager.com/static/logprettifier.html?20140930/log.516dc40ce4b082c74d7c8baa.1412135648745.txt

Maybe the early Feodum was a bad idea? I wanted to trash it was Salvager for the silvers, thinking that would make it easier to get grand markets.  My opponent got those torturers and fortresses lined up too fast.

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True, neither of us played great. I obviously shouldn't have ignored cultists, but it was definitely a fun win.

http://www.gokosalvager.com/static/logprettifier.html?/20140627/log.516dc40ce4b082c74d7c8baa.1403927958676.txt

Kingdom: Herbalist, Vagrant, Swindler, Bishop, Caravan, Navigator, Golem, Cultist, Grand Market, Nobles, Copper, Silver, Gold, Estate, Duchy, Province, Curse, Potion, Ruins

I thinking Golems normally wouldn't be very good when I have so many ruins, but bishop's trashing (from mine and his bishops) was enough to get rid of most of them.

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