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Messages - Moneymodel

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76
Dominion General Discussion / Re: List of card art avatars
« on: April 22, 2015, 12:34:17 pm »
<<< I changed to Page, FEI.

77
I'm going crazy over the audacity of Port, guys. It's like getting Talisman when Village is on the board, but YOU DON'T NEED A COPPER IN YOUR DECK.

I'm going to be a parrot and say how ridiculous Champion is, but that's because it is. True, in the absence of enablers you have to keep cycling and get the Champion. By the time you do, the curser's job will be done, and good luck playing the different Travellers if your opponent's Rabble engine keeps skipping them. But if Herald or Scavenger were on the board with Page, I would be hesitant to invest in any attack.

I'm going to enjoy taking these Travellers on their journeys. Though am I the only one confused that the page doesn't turn into a teacher and the soldier doesn't turn into a champion? That's the unpredictability of life, I guess.

Raze is that lovely Gambler variant (Enterprise) that I was hoping to see official at one point.

Caravan Guard looks to be the "crazy taboo breaker" of the set.

Gear is a Haven-lover's dream. Gives more options and a bigger pool to set aside at the expense of it being terminal.
Save, I will always buy with an important reaction on the board. Always. Alwaaaaaayyyyyyyyssssss. Though obviously it's no good with Beggar or Market Square.

I don't think there's a card I'm more excited to see used in play than Artificer. It's a Peddler that can choose what you draw next if you have more than one of them. Of course, you need good draw to give yourself options, but meh, when has that ever not been the case?

Distant Lands...eh? It's cool-looking, and it's refreshing to finally see a 5-cost alt-VP other than Duke. But like, it's an expensive Island that doesn't psuedo-trash. Sure it can be worth twice as much VP, but only if you get to play it, so it's really just as much as Island on average. Obviously it's best if you have tight control over your deck, but you'd better if you're going to get a card that costs the same as Duchy, is worth 1VP more if things go as planned, and is worth 3VP less if they don't.

Relic!!!!! There's the Treasure-Attack. I was, and still am, probably way too excited for this.

Treasure Trove! Is it better than Cache? Probably. Is it better than Silver? Probably only in money games. Seems pretty straightforward, honestly.

Most of the events I really feel like I have to play before saying ANYTHING about them. The mechanics are just so different, especially since they use player tokens far more than the cards do. But Ferry, as someone already mentioned, can solve that frustrating BoM problem of choosing a powerful 5 over it. Also the price points clearly tell us that cards are better than coins, which are better than buys (Pathfinding, Training, Seaway). We have the answer now.

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Question for playtesters: did any of you have to gradually warm up to events? Because I'm a little iffy about the whole idea.

79
Man, no WONDER they're revamping the online platform with these crazy things.

Inheritance is blowing my mind.

80
Dominion: Adventures Previews / Re: Sage jokes!
« on: March 31, 2015, 03:06:11 pm »
Sage skips over Fool's Gold: he knows it for what it is.

81
Dominion: Adventures Previews / Re: Sage jokes!
« on: March 31, 2015, 02:42:17 pm »
Sage stops for Harem because

82
These cards. Clicking. So....much.....clicking.

83
I have never understood people's fascination with co-op games, or co-op modes in general, but hey:

1) Goal: End the game as soon as possible using normal rules.
2) Goal: Empty the curse pile as quickly as possible.
3) Goal: Play a game of dominion in which all kingdom cards are available for purchase, and discuss your favorite cards while you play
4) Goal: Using the mega kingdom, end the game with over 100 VP as quickly as possible
5) Goal: Play a game in which each player starts with 1 Ghost Ship. The first player to play it is a meenie, and retains this status until the next Ghost Ship game.
6) Goal: Buy all the coppers
7) Goal: Buy all the silvers
8) Goal: End a game by emptying the following 3 supply piles: Gold, Silver, Copper
9) Goal: (Hard mode) Do #8 using *all* the cards from Base, Intrigue, and Base Cards
10) Goal: Play a game with no silvers in the supply
11) Goal: Play a game in which everyone must use their first $3 to buy Chancellor
12) Goal: Play a game in which you are allowed to use your Zaps from Dominion Online
13) Goal: Play a game with no kingdom cards
14) Goal: Play a game with Scout as the only kingdom card. Point and laugh anytime somebody buys a Scout.
15) Goal: Play a game in which each player starts with KC-KC-Bridge-Bridge-Bridge. Discuss first player advantage.

#15 XD

84
Game Reports / Re: KC Coppersmith finally pulled it off
« on: March 05, 2015, 08:09:02 am »
It's fun to get your Coppers to be worth Platina and beyond in this kind of game. I'm confused, though, by your opponent's turn 18. I get not breaking PPR, but it still seems odd to get rid of the Death Cart(s) and then buy nothing. Maybe he'd already thrown in the towel by then? Not to mention the sidebar says he had no Death Carts in his deck after that turn, when the main log claims he drew one in his Clean-up phase...I guess that's because Salvager counts every "trashing" as a copy being removed from the deck.

85
Game Reports / Re: Pretty proud of this one
« on: March 04, 2015, 01:25:01 pm »
Thanks!

86
Game Reports / Pretty proud of this one
« on: March 03, 2015, 10:16:46 pm »
Pulled off this crazy gaining spree on the last turn that I've seen a bunch of on stream, but never pulled off myself.

http://logs.prod.dominion.makingfun.com//20150303/log.50fdc6eae4b0a35e483ddcba.1425438273148.txt
(Sorry, I haven't gotten around to downloading Salvager yet, and now I'm waiting to see what the new Goko means for that)

And after a terrible turn with most of my KC's and no Torturers.
To be fair, the turn would never have worked if the bot hadn't accepted Curses, since it ended up discarding its hand anyway.

87
Goko Dominion Online / Re: Dominion Online on Steam Greenlight
« on: February 25, 2015, 09:34:21 am »
In "Debug Mode", it replaces the kingdom-viewing option?

And look at those avatars. Just...zoom in and look at them. Those eyes.

88
Goko Dominion Online / Re: Dominion Online on Steam Greenlight
« on: February 25, 2015, 09:15:03 am »
This really does look like a missed opportunity. I wonder, though, what that flag is at the bottom, with the settings, log and chat.

90
Dominion General Discussion / Re: Corrections to some wiki articles
« on: January 22, 2015, 09:42:40 am »
This all raises an interesting question: is your hand your deck? Or is it one of the things you return to your deck at the end of the game, like Island or Duration cards or Prince?

91
I'M CLICKING ON THE BOX ART BUT IT'S NOT OPENING!!!

92
Dominion General Discussion / Re: Dominion Data Mining: Card Rankings
« on: January 06, 2015, 12:29:10 pm »
Damn you! Sorry fellow conspirators, I did what I could to prevent the public from finding out that Adventurer is the key to the top 100 :(


93
Dominion General Discussion / Re: Counterfeit + Venture?
« on: December 20, 2014, 12:02:42 pm »
Counterfeiting Ventures in the endgame could be pretty strong.

94
Dominion General Discussion / Re: The list of Donald's fake cards
« on: December 11, 2014, 10:25:26 am »
Band of Nitwits had me laughing harder as I read more and more of it, idk why.

95
Maybe if it were Taxman instead of Mint

96
SET 1: Pearl Diver, Doctor, Oracle, Armory, Herald, Wandering Minstrel, Mystic, Graverobber, Saboteur, Stash

This was the one I skipped. I don't think I could resist opening Doctor on $5 trashing two estates. Then I think I'd get an Armory or two to get Wandering Minstrels/Heralds/Oracles/Silvers. The goal would be to get up to Mystics (because Mystic + WM is AMAZING) and eventually Doctor the Silvers (WM would help you draw everything else and leave the Treasures in your deck). Graverobber is your road to Provinces. It can trash Mystics and gain them back, even Stashes if you have a chance to get them over Silver. The viability of Saboteur would sort of depend on what the other players go for, but I don't like it because even though you could play a number of them per turn, there's so many cheaper things the other players can gain that don't gum up the engine (Pearl Diver!), and you just get stuff back with Graverobber anyway.


SET 2: Beggar, Herbalist, Market Square, Monument, Quarry, Remake, Taxman, Throne Room, Bank, Apothecary

Apothecary/Bank was immediately obvious to me here. It was a very tough call on what to open. We all got Market Squares, but I got Potion while the others got Remake or Monument. I wanted everything on this board. I got Quarry, and Remake to turn Estates into Silvers, which I thought would be slightly less terrible for my deck because, you know, they count towards Bank. I got two Throne Rooms and a Monument. I thought my Apothecaries could handle that, but I didn't draw as much as I wanted. Beggar would have made my buying power insane, but I saw it too late. In the meantime, shark bait was finding another use for Remake with Gold-->Bank-->Province

SET 3: Beggar, Smugglers, Feodum, Mining Village, Rats, Taxman, Margrave, Governor, Mandarin, Rogue

I lost this one pretty much immediately because I opened Governor instead of Margrave. I had such dreams of Estates morphing into Mining Villages. A lot of the game consisted of multiple Governors into Margrave. I saw a lot of interaction to make Feodum work: Beggar and Governor, but I also got a Taxman (too slow). I briefly considered Rogue to steal Governors, but you really couldn't play enough of them. Smugglers helped another player pretty well.

SET 4: Squire, Lookout, Bureaucrat, Gardens, Spy, Embassy, Library, Jester, Forge, Familiar

I didn't see the power of Gardens here. I opened Squire/Lookout so I wouldn't have to invest in Potions. Familiar was good to me here, as Bureaucrat-->Jester wasn't reliable enough. Did a few Forge shenanigans, then got a couple Bureaucrats, which slowed the Gardens down a tad, but not enough.

SET 5: Conspirator, Harvest, Spice Merchant, Trader, Death Cart, Cultist, Merchant Guild, Tribute, Vineyard, Scrying Pool

I mean. Scrying Pool. Death Cart. Cultist. Vineyard just loves this board. It should beat Cultist-BM here, even without cheap Actions, but that didn't happen. The third player took enough Vineyards from me (emptied the last two in one turn). I think getting more Potions early would have helped, since my Action density was taking care of itself. Tribute or Harvest especially might have been a better investment than Merchant Guild, though I'm not sure because my MERCHANT GUILD WAS POOLED LIKE THREE SHUFFLES IN A ROW, IN A BIG DECK, WITH ALL THOSE TERRIBLE CARDS TO HIT.

Though I did get to do combos. Ruined Village-->Ruined Village-->Ruined Village-->Ruined Market-->end turn. Boom.
SET A (No 5/2 Start allowed) (Colony/Platinum): Lighthouse, Warehouse, Nomad Camp, Armory, City, Mint, Goons, Grand Market, Hunting Grounds, Expand

I was so excited for this game. No 5/2 opening so you couldn't do Mint/Lighthouse, but there was Nomad Camp. Andwilk and I opened NC/Mint, but Robz prioritized cycling and economy and just started attacking Cities. I didn't see them being the star of the show, but the Lighthouses went fast, so he was drawing his deck pretty soon. Grand Market was a trap here, as I think Qvist likes to say. Still, an early Expand would have been nice to turn Estates into Cities. I got third place, would have gotten second if I had bought a Province over a Platinum on what I didn't think was going to be my last turn.

And yeah, Scott told us what the hidden theme here is, but I'm not sure I should say.

SET B: (Shelters, Colony/Platinum): Black Market, Swindler, Watchtower, Counterfeit, Cultist, Horn of Plenty, Mandarin, Tactician, Upgrade, Fairgrounds
Black Market Deck: Scout, Poorhouse, Duchess, Pearl Diver, Embargo, Lookout, Oasis, Beggar, Vagrant, Vineyard, Rats, Haven, Crossroads, Pawn, Native Village

Oh this game. I think I played it well. Black Market was obviously the focus here, so that made Fairgrounds MY focus, and it made Tactician very very good. I got Watchtowers early and blocked a lot of Robz's Cultists. I got Swindler and was shocked that no one else did (yes, I was the one who trashed the Native Village :P So good). My key Black Market cards were Crossroads and Embargo. Crossroads gave +Actions that the kingdom desperately needed; it could draw, or it would enable draw through Watchtower (which, with Tactician, otherwise started to become dead cards. Draw a Watchtower, play a Watchtower, etc.). I Embargoed Colonies, which ended up being huge. I think by the end, we'd all gotten our Fairgrounds to either 8 or 10 VP. I was 3rd and Robz was 1st, but I think we were 15 VP apart, so the game was very close. This was easily my favorite game of the semi-finals.

SET C:  Loan, Scheme, Storeroom, Gardens, Mountebank, Counting House, Inn, Minion, Graverobber, Golem

I completely missed Storeroom/Gardens AND Scheme/Counting House here. I will not discuss this further.  :-[

97
Robz! Will you be there? It would make me so happy if you were!

Also, remember this?

This looks promising. We could all meet up at noon, right before the tournament, somewhere near this place that sells food, and buy lunch, then? I'll bring my Dominion box so everyone can find us  :P

Is anyone planning on showing up for this? It would be good for me to know so I can tell the people I'm carpooling with when we need to leave (so we can be on time for this).

Definitely will be there for this.

98
I'll be there Friday and Saturday; on Friday I'm there for Smash Up and Betrayal at the House on the Hill

99
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: October 27, 2014, 12:42:41 pm »
Auction/Tactician OP!



It's not OP

100
Dominion General Discussion / Re: New expansion confirmed
« on: October 21, 2014, 06:53:53 pm »
Only if it costs less than $5.

That's what Highways are for.

And my posts = my respect!  Well, for right now, at least.

And then someone respected that last post. Coincidence?

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