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Messages - jaketheyak

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101
Dominion General Discussion / Re: Storyteller + Bank?
« on: April 21, 2015, 11:58:38 pm »
As I understand the definition, to constitute a combo your entire strategy should revolve around just those cards.
So Native Village/Bridge or Beggar/Gardens are combos because you don't need to buy any other cards to win.

So, if Storyteller/Bank can be called a Combo (rather than a synergy) it needs to work without any other support (apart from maybe basic treasures).

I can see two problems.
First, if you have too high a treasure to Storyteller ratio, it's not going to fire every turn.
Especially a problem as you start to green.

Second, you need a source of +buy.
Getting your Banks up to $5+ is going to be pretty frustrating if you're spending $20 a turn just to buy Provinces.

102
Dominion General Discussion / Re: Interview with Donald X.
« on: April 21, 2015, 11:40:24 pm »
You should just take the foreign language copies and leave them in random places around your city.  Maybe throw in a cryptic letter and an unrelated cipher or something.
Because everyone should get a chance to enjoy Dominion, even bomb squad robots.

I thought Bomb only trashed itself and one other card, not the entire set.

103
Dominion: Adventures Previews / Re: I just Pre-Ordered Adventures
« on: April 21, 2015, 09:14:17 pm »
I've pre-ordered it from my FLGS, but I have no idea how long a slow boat to the antipodes takes.

104
Dominion General Discussion / Re: Interview with Donald X.
« on: April 21, 2015, 09:01:09 pm »
...a container of mints.

I'm going to skip making the Mine/Mint joke because I'm too curious about the story behind this.
There isn't much of a story. It's a small container of mints. HiG must have decided it was a good promotion. You press on the middle of the lid to open it, press on the edges to close it. That's kind of neat. I keep mine in the little wooden chest.

http://boardgamegeek.com/image/860208/dominion

I wonder if Sterling Babcock ever managed to get one.

105
Dominion: Adventures Previews / Re: Adventures Non-standard Openings
« on: April 21, 2015, 08:39:23 pm »
Is the lost city opening that bad since it means on their first reshuffle they only get 1 card to use. On boards with powerful 3 drops or on chapel boards sometimes the extra coin doesnt matter because they will overpay for it.

Lost City turn one is where the real danger lies.
If you buy Lost City on turn one, you don't just potentially give your opponent extra buying power in their opening, but you also trigger your opponent's reshuffle on turn two.

Say both players have a starting hand of 5 Coppers.
Player one goes first and buys Lost City.
Player two draws a sixth Copper.

Player two goes next and buys a Gold.
Player two draws his hand for his next turn, picking up three Estates and one Copper, reshuffles and draws the Gold.
Player one has turned player two's opening from a 5/2 into a 6/4.

This is an extreme example, perhaps, but there are all sorts of cards you really don't want your opponent to have access to in turn two.
Chapel, for instance.

I get what you're saying now but I'm still confused on why triggering their reshuffle is so bad. For example they are 4/3 they will likely become a 4/4 and 1 of their buys misses the reshuffle. I guess it depends on whether you value that card missing the reshuffle less important than giving your opponent a copper

It's most likely to give your opponent an extra Copper, sure, but there is a 1/6 chance that it will give your opponent their turn one buy instead.

So, if your opponent starts with a 4/3 opening, here are just a couple of examples of $4 cards they could end up playing on turn two:

Sea Hag - hope you don't mind me discarding that Lost City before you even get to play it.
Remake - trashing two estates and getting two $3 cards on turn two? Yes, please.
Militia (or any other attack, really)

You really, really don't want your opponent to get the kind of head start that's possible by getting their turn one buy into their hand on turn two.
Even if it's only a 1/6 chance it will happen, with some possibilities that's just too big a risk.
And even if they don't get their turn one buy in hand in turn two, they are guaranteed to get it turn three.

Their turn two buy "missing the reshuffle" is not really a disadvantage, because they shuffle again after turn three (or during, if they bought a card with draw).

Look at my original example of player two buying Gold on turn one and drawing it on turn two.
Now imagine that it is Altar instead.
Man, if my opponent drew an Altar on turn two, I think I would cry.



106
Dominion: Adventures Previews / Re: Adventures Non-standard Openings
« on: April 20, 2015, 03:25:59 am »
Ah, sorry, I completely missed that part of your post.

I'm not so sure that Ferry will make mirrors more likely than they are currently. I mean, if there is a card you and your opponent both want to get a lot of, that's not really changed by making it cheaper. It just means you get to the end of the pile faster (which is another recurring theme).

And, to me, a mirror isn't when you both want the same single card anyway. A mirror is when you're both playing the same overall strategy. $3 Labs will be snapped up quickly, but they are only part of the equation.

There aren't that many cards that form a strategy in and of themselves, and those that do tend to form mirrors already. Rebuild at $3 is basically the same game as before, but mercifully quicker.

107
Dominion: Adventures Previews / Re: Adventures Non-standard Openings
« on: April 20, 2015, 02:29:04 am »
Is the lost city opening that bad since it means on their first reshuffle they only get 1 card to use. On boards with powerful 3 drops or on chapel boards sometimes the extra coin doesnt matter because they will overpay for it.

Lost City turn one is where the real danger lies.
If you buy Lost City on turn one, you don't just potentially give your opponent extra buying power in their opening, but you also trigger your opponent's reshuffle on turn two.

Say both players have a starting hand of 5 Coppers.
Player one goes first and buys Lost City.
Player two draws a sixth Copper.

Player two goes next and buys a Gold.
Player two draws his hand for his next turn, picking up three Estates and one Copper, reshuffles and draws the Gold.
Player one has turned player two's opening from a 5/2 into a 6/4.

This is an extreme example, perhaps, but there are all sorts of cards you really don't want your opponent to have access to in turn two.
Chapel, for instance.

108
Dominion: Adventures Previews / Re: Adventures Non-standard Openings
« on: April 20, 2015, 02:18:50 am »
Baker+Borrow for a $7 seems like it could be a thing in some situations, like Inheritance for 3 Ironmongers to play on Turn 2
Quote
Ferry I can see this being a very popular opening, particularly on 3/4. Hireling is an obvious target, but there are plenty of key $5+ cards that will land this one.
Hireling is not a good $6 opening, a Gold would be better when possible (obviously not via Ferry in that case, there'd probably be a Baker or Borrow with 5 coppers).

Making future Hirelings cost you $4 can be good, but on most boards you would probably want a Silver and something else (like a trasher) then do the Ferry Hirelings on turn 3. So it's not that good of a target for T1/T2; there are very many better targets.

Baker+Borrow is a much less convoluted path to a $7 turn one than what I came up with.

I can see why you don't necessarily want to get Hireling as an opening buy (particularly as your only opening buy), but Gold is not an alternative in the Ferry/Hireling scenario described, because Ferry only works on Actions.


109
Dominion: Adventures Previews / Re: Adventures Non-standard Openings
« on: April 20, 2015, 01:34:30 am »
I think you're wrong about not wanting to trash two starting coppers with bonfire. That seems really good. Already, opening Great Hall just to trash Hovel is pretty good. Sure Hovel is worse than Copper but Copper is not great.

I guess the reason I questioned that as an opening is that you are forgoing a $3 buy while at the same time reducing the purchasing power of your deck.
Thinking about it, it does get whatever you buy at $4 circulating faster, and it's not nearly as damaging to your economy as trashing all your Coppers which is a trap that Chapel can lead you into.
You've convinced me, it's probably a decent option.

110
Variants and Fan Cards / Re: Really bad card ideas
« on: April 20, 2015, 12:53:23 am »
Does Familiar have a Raven?

No.  Just Magpie and IGG, AFAIK.  (And now Jon Snow.)

And Curse from the Base Cards box.

111
Dominion General Discussion / Re: Homage to the Best Card
« on: April 20, 2015, 12:27:06 am »


I think one of those should be "trashing".
Unless you were trying to make a sort of "First Rule of Fight Club" type joke.

112
Dominion: Adventures Previews / Adventures Non-standard Openings
« on: April 20, 2015, 12:15:28 am »
I have noticed that cards and events that mess with the standard 5/2 and 4/3 openings seems to be a bit of a theme in Adventures.
Here's the ones I have identified.
Let me know if I have missed any and please share your thoughts on how these might play out.

Kingdom Cards:

Messenger On a $4 (or $5) opening, this hands out an extra card costing up to $4 to every player.

Port Gain two of these on a $4 (or $5) opening (Village Idiot enabler!)

Those two can gain extra cards for you and your opponent in the opening turns, but otherwise the opening should play out as normal.

Lost City If you open with this on a $5 it can drastically improve your opponent's opening, amongst other things you can potentially give your opponent a 2/6 opening or get their turn one buy into their hand for turn two.

I think the drawback for opening Lost City means that it's an obvious mistake, so we probably won't see it much.

Events:

Alms This turns your 4/3 opening into a 4/4 and your 5/2 into a 5/4. Very nice.

Borrow The drawback is a bitter pill in the opening, but getting a 6/2 (or 6/1) opening or a 5/3 might prove tempting.

Quest Very unlikely to open with Quest, but the presence of Lost City at least makes it a possibility for a turn one Gold.

Save Allows you to open 0/6 instead of 2/5 or 1/5 instead of 3/4. The latter is particularly good if there is a key $5 card on the board.

Scouting Party On a 5/2 opening, this lets you discard all three Estates and still buy a $3 card (which has a chance to make it to your hand for turn two).

Travelling Fair Most likely use in an opening is to top-deck a $3 card on a 5/2 opening, so similar to Scouting Party opening but less cycling and more reliability. Top-decking a Chapel or other trasher could be interesting.

Bonfire You can trash two of your starting Coppers instead of buying a card. Probably not a great move.

Expedition Opening this turn one of a 3/4 gives a 90% chance of having $5+ to spend on turn two. Maybe worth the risk if there's a key $5.

Ferry I can see this being a very popular opening, particularly on 3/4. Hireling is an obvious target, but there are plenty of key $5+ cards that will land this one.

Plan Open with this turn one and start trashing from turn two.

Mission Could be used with Expedition to turn a 4/3 into a 70% chance of having $5+ to spend on turn two. A bit too risky for that and I can't see any other opening use.

Ball Turns a 5/2 opening into a 4+4/1 opening. Could be handy. Maybe even better on a 2/5 opening, depending on what you're gaining.

Raid Very antisocial opening, given it will gain you nothing but will hurt your opponent's opening.

Trade Baker or Lost City make it possible to use this on turn one or two to trash an Estate for a Silver. Probably not a great opening.

Inheritance It requires a crazy confluence of events (or cards) to get a first or second turn $7 (a Mission/Expedition opening can get there 0.8% of the time, but Lost City shenanigans seem more likely). But, hey, if you can open Inheritence you have managed to turn your starting Estates into something useful. Kudos.

There you have it.
Most of the Events can, in one way or another, change the dynamic of the usual 4/3 or 5/2 opening.
Any I have missed?
Any that seem really worthwhile?
Any that seem like they will really change the game in a big way?

113
Dominion General Discussion / Re: Homage to the Best Card
« on: April 19, 2015, 06:53:39 pm »


Not sure if this is the best meme for the joke.

It's funny because you can't tell from a literal reading of the card's text whether this is what the card is supposed to do or not.

You'll have to use (gasp!) common sense! :o

Failing that, the rulebook makes it pretty clear.

114
Dominion: Adventures Previews / Re: French Preview : Pistage / Quête
« on: April 19, 2015, 07:23:04 am »


Hey guys, I found a closeup shot!



OMG, you freakin' nailed it!
Scouting Party.

115
Donald has already said that there is a -$1 token. Giving a player one of these would do the same thing as increasing the cost of cards for them, except it wouldn't punish multiple buys more, and wouldn't interact with TFB.

Isn't that just a more reliable version of Cutpurse?

I suppose it depends on what else it does.

116
All* Attack cards have the potential to help your opponent, many of them in more situations than cost-increasing.

Yeah, I suppose that's true.
I guess I originally thought it might be helpful a bit too often because of my brain misfire over Remodel-variants.

Quote
*With the possible exception of Pillage - there's an edge-case challenge, a 5+ card hand such that discarding any single card is beneficial. 5 Tunnels I suppose.

5 Libraries, too.

117
Highwayman - Action-Attack-Duration

After your turn, and until your next turn, all cards cost more.

At the start of your next turn: +

This seems like a plausible concept for a Duration-Attack and I agree that the interaction with cost reducers is not confusing.
However, because it doesn't specify the buy phase, it is an attack that potentially helps your opponents (e.g. Apprentice).

That said, Haunted Woods is a Duration-Attack that potentially helps your opponent, so maybe that's part of the charm.

EDIT: My original example of it benefiting your opponent was Remodel but, well, that doesn't actually work, does it?

118
Dominion: Adventures Previews / Re: Munchkins...???
« on: April 13, 2015, 06:54:26 pm »
The issue I have with Munchkin is that it barely qualifies as a game.
All the cards essentially boil down to: temporary/permanent bonus/penalty.
After all the politicking is finished, add up the bonuses, subtract the penalties, figure out which number is bigger, draw some random bonus/penalty cards, rinse and repeat.

Oh, and there's the "humour".
Hurr hurr hurr, that cartoony drawing looks a bit like that thing out of DnD/Cthulhu/Star Wars/Adventure Time but it has a punny name.
And you know what doesn't improve a bad DnD pun? Seeing the same pun again the next time you play.

119
Dominion: Adventures Previews / Re: Preview: Giant
« on: April 13, 2015, 12:08:52 am »
It will be fun to see what other cards (or events?) use the Journey token and whether this affects the strength of Giant.

More than just affecting the strength of Giant, I think the existence of other cards that use the Journey token will really affect the complexity of Giant.
Given that if the token is the wrong way up this card is a 5-cost terminal copper, managing the token is going to be absolutely crucial to your success.

As it alludes to in the last paragraph of the preview, deciding which of two Journey token cards to use the strong side and which to use the weak side could become a very tricky decision.

This is assuming that other Journey token cards exist, but they must do or it would be called a Giant token, right?

120
Oh man, that art on Duplicate.  Stellar.  Guide's not bad either!  Coin of the Realm, well, it's some coins.  What more do you want, really?

Well, when I look at the image struck onto the Coin of the Realm, I think I see a Village or City (originally, I thought it was actually the Lost City, but it doesn't seem to match).

I thought that was a nice touch.

Looks more like a castle to me.

I like how dynamic the art on Guide is.
She's clearly saying "whoa, stop, you do not want to go this way".

As for the Duplicate art, am I the only one that's noticed that the sculptor hasn't got enough stone to carve the spear?
I suppose maybe the spear gets carved separately and then slides into place, but that seems like more trouble than its worth.

121
Dominion: Adventures Previews / Re: French Preview : Pistage / Quête
« on: April 11, 2015, 02:16:14 am »
My guesses for the English name of Pistage are either Hunt or Pursuit.

I'm francophone, I would say than Pistage is more the translation of tracking than hunt, Pursuit is also a good fit...

I would guess than the translation will be tracking, but will see

I think the most direct translation is Tracking, but this strongly suggests that it's not the correct name for the card in English:

I guess there is no harm in stating those translations are, though not perfect, accurate to what the cards do.  I'll let you guys speculate on the name of the first one, though.

To me the art looks like a group hunting a person or animal.
The guy at the front is a tracker searching for footprints.

122
I don't recall if this has been asked, but can you use Inheritance on Peddler if two other actions are in play?

You pay for Inheritance during your Buy phase, so I can't see why not.

123
I use Dominion Shuffle for Android, full random.
Dominion Shuffle automatically calculates whether the game should have Colonies or Shelters.

Usually, after each game, we take turns to pick a card to keep and a card to remove, starting with the winner.
The cards that players before you have chosen to keep can't be removed (and vice versa).
We also usually remove any stack that ran out (other than the base cards, obviously).

Dominion Shuffle has a handy feature where you can remove individual cards from the shuffle, so those we have already removed don't come back in.

This means we have plenty of variety without having to replace all ten stacks every game.
It also gives players a little bit of control over keeping cards they love/vetoing cards they hate, without completely removing cards from circulation like a pre-game veto does.

Given that I'm usually the one who owns the Dominion sets, I usually just handpick the cards I want to show off or play with.

Man, I seriously hope you're not like that guy who plays the same kingdom over and over so that he can thrash newbies.


124
Dominion: Adventures Previews / Re: French Preview : Pistage / Quête
« on: April 09, 2015, 09:54:33 pm »
My guesses for the English name of Pistage are either Hunt or Pursuit.

125
Dominion: Adventures Previews / Re: Champion and Teacher speculation
« on: April 09, 2015, 09:08:07 pm »
Hero might have a cost of $5, but it's not really at the same price point as Soothsayer.
You can't actually buy it for $5.
I think it's very difficult to compare costs between cards that are in the Supply and those that aren't, especially in the case of the Travellers.
How do you quantify the cost of playing a card a turn for three turns to get a Hero?

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