Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - swedenman

Filter to certain boards:

Pages: 1 2 [3] 4 5 6
51
Dominion: Adventures Previews / Re: Traveller backstories
« on: May 12, 2015, 05:00:53 pm »
I always thought it would be fun to take random game logs and write a short novelization of them. You'd get some pretty silly stuff, like "Sir Vander had to choose if he would help his enemy with his rat problem or assault his Fortress for no reason. It was not a good day for Sir Vander."

52
Puzzles and Challenges / Re: Easy Puzzles
« on: May 12, 2015, 04:19:29 pm »
I play Potion with my Storyteller.  Why?

You eventually will Gain a Mandarin (during your Action phase) and want to have the Potion on top of your deck for next turn, maybe to buy something next turn (e.g., Vineyards and you have two Potions this hand and only one buy) or to line up with next turn's Alchemists.  Or you could want to top-deck it for other reasons, like trashing with Lookout or more Harvest money.

Wait... if you play it with Storyteller, top-deck with Mandarin and draw again, can you actually generate PP with a single Potion?

Yeah. It's important to remember that a Potion card isn't itself a resource but rather a card that generates a resource when you play it.

53
All points about game 1 are embarrassingly valid. I was considering the game a FG rush insread of terminal draw BM.

FG strategies aren't rushes, they are big money. If you put terminal draw in them, they are terminal draw BM.

Actually I'm pretty sure it's a Fool's Gold/Margrave combo deck ;)

54
Dominion General Discussion / Re: Yet another Adventures review
« on: May 12, 2015, 03:21:32 pm »
I don't know why everyone goes on about the theme of Dominion. I actually think it fits really well. Sure, you could change the names and art on every card and have a completely different theme without changing the game at all, but the theme is still an important part of the game experience, and I personally really like the way Dominion feels with the medieval theme.

It is annoying how quick some are to brush off the game, though. I mean, I respect it; to each his own and whatnot. It's just frustrating because the variation from game to game is such a big part of what I love about this game, and so many people just play 1 or 2 games and then feel like they know everything about it. I mean, I once played a game with one of my friends, and his response was "Yeah, it's pretty cool, but I don't really like that there's no rushdown strategy." I of course told him that there could be depending on the board, but he still hasn't really been interested in playing since then. I've also had a handful of nightmarish 6-player experiences. It's like, don't worry guys, I promise Dominion isn't this dumb with a reasonable number of people.

But yeah, I'm definitely in the camp who would pretty much always rather just play 2-player. I'm not gonna be an asshole if a bunch of people want to play at a party, but I just have a hard time approaching Dominion as a party game when I spend so much time playing it competitively.

55
Dominion: Adventures Previews / Re: Adventures Cards Power Ranking
« on: May 11, 2015, 05:59:41 pm »
Any cantrip that can gain copies of itself would have to have a pretty weak secondary effect to not be worth going for a lot of the time. Picking up straggling treasures that could otherwise clog your engine is anything but a weak effect, so I figured Magpie has to be pretty darn good. For that reason I actually think it's probably more useful in engines than in BM decks, funnily enough, though I'm not sure. Obviously it's still really good in BM decks. Also the Rats-like gaining is going to work brilliantly with TfB.

56
Talisman by itself isn't that great of a Gardens enabler, but if you're bombarding him with Mountebanks AND he grabs a few Talismans (Talismen?) then suddenly Gardens looks pretty good. Especially considering that he can trash Curses no problem with Hermit. Skip Mountebank and even a poorly played Rebuild strategy should destroy Gardens, I'd think.

I think you're forgetting about Hermit's Workshop-like card gaining effect here, which with Talisman makes a Gardens (rush? slog?) very possible. I don't think it would inherently lose if Mountebank was ignored, though it certainly would be far, far more difficult

True, I'd forgotten about Hermit's gaining ability. I still think that's a lot weaker than Rebuild, especially since neither Talisman nor Hermit lets you gain more than 1 Gardens per turn (which is a pretty key distinction to draw between Workshop and Hermit), but I'm not 100%.

57
Talisman by itself isn't that great of a Gardens enabler, but if you're bombarding him with Mountebanks AND he grabs a few Talismans (Talismen?) then suddenly Gardens looks pretty good. Especially considering that he can trash Curses no problem with Hermit. Skip Mountebank and even a poorly played Rebuild strategy should destroy Gardens, I'd think.

As for contesting Gardens, I think it's probably smart. With 3 or so Rebuilds you can turn them all into Duchies no problem, and even if that slows you down a bit your opponent has pretty much no chance of catching up with his deck full of Talismans and Coppers.

58
Dominion: Adventures Previews / Re: Adventures Cards Power Ranking
« on: May 11, 2015, 09:19:25 am »
I have to say that I think that people are underestimating Wine Merchant's potential as a payload card. If you manage to play multiple in one turn and want to call them all, only one of them is a Woodcutter.

Yes, this actually just occurred to me, and I was about to update my post. It still seems weak overall, but with support I could see it being really good.

59
Dominion: Adventures Previews / Re: Adventures Cards Power Ranking
« on: May 11, 2015, 07:32:42 am »
I'll give this a go. I should say that I haven't played Adventures yet and I haven't read much feedback from people who have, so these opinions are all purely speculative and could be way off. I feel pretty confident about the skill level of some of these cards and utterly clueless about others. I might add more detail later, though I don't have a laptop at the moment, so typing long posts is difficult. I'll go by cost, listing from best to worst.

$2:
Peasant - Champion looks better than Teacher, but every card in this line looks pretty good. Teacher is one of my favorite cards ever.
Page - Champion is good but getting there is tough. Still, I think it will usually be worth it.
Ratcatcher - Not sure about this one. It looks pretty slow, but the fact that they don't get in the way at all, are incredibly cheap, and remove themselves from your deck once you're done with them could make them really strong.
Coin of the Realm - Good when it's there when you need it, but looks pretty unreliable. That being said, a village is a village.
Raze - Really unsure about this. At first I thought it was going to be terrible, now I think it might be alright, but I'm not really sure. I don't really like it, though. It's a TfB card which gives you virtually no incentive to trash really expensive cards, which I don't really like.

$3:
Dungeon - The benefit to your first turn is modest, the benefit to your second turn is huge. Feels like it should be better than Warehouse.
Gear - Looks tremendously flexible. Hard to see this not being a power card.
Amulet - Pretty good trasher. Silver-gaining makes it a nice BM card, too.
Guide - Good defense against discard attacks, good for cycling. Use cautiously, though.
Caravan Guard - Yeah, this looks really bad. I hope it's better than we think it is, but I don't think it will be.

$4:
Magpie - As others have been saying, this looks like a must-buy on almost any board.
Port - Village is good, so naturally double Village for 4/3 the cost should be really, really good.
Ranger - I really don't know how good this will be. I really love the card, though, so I hope it's good. I think it probably can be, though it probably needs a good amount of support.
Transmogrify - I don't really know. It looks meh to me for the most part, but undoubtedly it has the potential to be very powerful on some boards. Risky, though; don't turn your Village into a Smithy if the Villages are gone.
Messenger - Woodcutter and Chancellor are bad, and they don't really have much synergy. The on-buy effect can be useful, but the windows in which it is useful are probably going to be pretty narrow. Looks like a high-skill card, I like it.
Miser - I thought this looked really good at first, but it looks painfully slow, and you definitely need a lot of terminal space for it to shine.
Duplicate - This looks incredibly mediocre to me. Hard to imagine you'll want to spend a terminal on this very often. Still will be important when there's no other extra buys or gains, though.

$5:
Lost City - Super powerful. The penalty will hurt but will almost always be worth it, I think.
Bridge Troll - I won't be surprised if I'm overestimating this, but this looks incredibly powerful. Bridge is good, and this is a Bridge the turn you play it and a cantrip Bridge the turn after; and there's an attack! And it only costs $1 more than Bridge. And the attack looks pretty brutal.
Haunted Woods - The attack will vary a lot in usefulness, but that draw is insane. This is another card I may be overestimating, though.
Storyteller - Looks difficult to use, but very powerful on certain boards.
Royal Carriage - Throne Room variants are typically powerful, and this is no exception. Is also the first card that can allow more than 2 or 3 plays of a single card, and stacking these on your power cards could be really good.
Artificer - This card is so cool. It strikes a really neat balance between hurting your current hand by discarding and helping your current hand by topdecking a solid card. Will probably be really busted with draw-up-to-X.
Treasure Trove - Looks positively monstrous in BM. Probably bad in engines that aren't built around Watchtower or Storyteller, though.
Distant Lands - Looks better than I initially thought. Giving up terminal space for a one-shot that gives a pretty significant amount of VP seems like a generally fair trade. Is probably atrocious in BM decks, though.
Wine Merchant - At first I had this listed as the worst $5 card, but upon further consideration it's not as bad as it might at first seem. The key is that you can discard any number of these at the end of your Buy phase if you have $2 leftover. This means that if you can play multiple per turn (including with TR variants) then only one is equivalent to a Woodcutter, and the rest are as good as a $5 action that gives $4 and a Buy (which is pretty damn good). And, while it's probably usually better to discard it the turn you play it if possible, having the option to hold onto it and sacrifice the $2 on a later turn is nice.
Relic - A $5 Silver is pretty bad, so the attack better be pretty good. Unfortunately, I'm not convinced that it is. It doesn't look bad, just not that great.
Swamp Hag - Probably better for the money than for the attack, honestly. Will probably have niche uses, but overall looks weak.
Giant - The token-up effect just doesn't seem strong enough to warrant making this card a terminal Copper every other play. Seems really bad, though could still be relevant in the absence of other junking attacks. I don't know.

$6:
Hireling - Looks fine. Kinda slow, but the benefit is huge. Will probably be a medium level card overall.

I may do events later.

60
Puzzles and Challenges / Re: Easy Puzzles
« on: May 10, 2015, 04:41:33 pm »

For Lose Track rule purposes, do cards generally expect to find themselves in play?

Not as a general rule, but if a card plays another card and then does something else with it (for example, Procession) then it will always expect to find it in play when it does the second thing.

But my question pertained to (BoM as) Mining Village expecting to find itself in play. If Mining Village's self-trashing ability doesn't care whether it's in play, then I have solved ephesos's puzzle. Edit: missed that eHalcyon already said this.

Oh, I missed the "themselves" part of your question. My bad. But yes, Mining Village's self-trashing can only move itself from in play to the trash. If it's not in play then MV has lost track of itself. I believe the rationale behind the ruling is simply that the trashing on Mining Village is meant to be strictly interpreted as moving MV from in play to the trash. That isn't clear from the card text or the FAQ, but it was needed to prevent silliness involving TR-MV on a Possession turn, I believe.

61
Puzzles and Challenges / Re: Easy Puzzles
« on: May 10, 2015, 12:21:40 pm »
So I usually hesitate to say this for these sorts of brain teasers, but I'm actually pretty sure this is impossible. I mean, once it's there there's no way to get it back. It's no longer the Reserve it was played as, so it can't just be called, and there's no card that interacts with a general card on your Tavern mat, so it's not like there's any other card that can take it off. And there's no way to use Procession or a similar card to put it on the Tavern mat and then immediately move it because the card in question is guaranteed to lose track of it in that situation, is it not? I'd love to be proved wrong, but I'm pretty sure those two rules would rule out any possible solution to this puzzle.

For Lose Track rule purposes, do cards generally expect to find themselves in play?

Not as a general rule, but if a card plays another card and then does something else with it (for example, Procession) then it will always expect to find it in play when it does the second thing.

62
Puzzles and Challenges / Re: Easy Puzzles
« on: May 10, 2015, 06:19:18 am »
I played Band of Misfits as a Reserve card and set it aside on the Tavern mat. How do I get it back?

So I usually hesitate to say this for these sorts of brain teasers, but I'm actually pretty sure this is impossible. I mean, once it's there there's no way to get it back. It's no longer the Reserve it was played as, so it can't just be called, and there's no card that interacts with a general card on your Tavern mat, so it's not like there's any other card that can take it off. And there's no way to use Procession or a similar card to put it on the Tavern mat and then immediately move it because the card in question is guaranteed to lose track of it in that situation, is it not? I'd love to be proved wrong, but I'm pretty sure those two rules would rule out any possible solution to this puzzle.

63
Rules Questions / Re: +Card token and when-you-play
« on: May 09, 2015, 09:24:34 pm »
The more I think about it, the more I feel like the rule that would make the most sense is if Throne Room, King's Court, etc. just never stayed out. I mean, it's not like the Throne Room actually has any direct effect on the next turn. If you TR a Fishing Village, then yeah, you get two FV effects at the start of next turn, but that's all set up by the FV itself, not TR. I understand keeping it out for tracking purposes, but with the weird rules regarding TR and Outpost, Tactician, etc. I feel like it ends up being less confusing to just never leave them out, even if that means making tracking more difficult. Unfortunately, completely backtracking on a rule that's been printed in an official rulebook since the second expansion isn't very realistic, so I'm not sure what the best ruling would be at this point.

64
Rules Questions / Re: Doctor (overpay) + Overgrown Estate
« on: May 09, 2015, 01:41:04 pm »
But yeah, barring reactions I don't think you would ever be able to use the card drawn in that situation.
Black Market obviously. Buy doctor from black market and overpay, trash OE, use the card you've drawn later in your action/buy phase.

Yes that was mentioned.

65
Dominion General Discussion / Re: The Best Kingdom Ever
« on: May 08, 2015, 10:04:26 pm »
I would open silver/silver then proceed to get more silvers and golds then eventually turn to provinces. I wouldn't be happy about it though.

I would be. Building engines is stressful.

66
Puzzles and Challenges / Re: Easy Puzzles
« on: May 08, 2015, 09:29:55 pm »
I played Band of Misfits as a Reserve card and set it aside on the Tavern mat. How do I get it back?

At the end of the game.
:P Well of course, but I meant how do I get it back during the game and play it again?

TR-BoM, first play it as any Reserve (say Guide), set it aside. Then I can play it again.

Well, that's for playing it again. Getting it back might work like this, but I'm not sure how the ruling is there:

I have Princed a TR. At the start of my turn, I play TR-BoM as Guide, setting it aside. As my BoM-as-Guide is set aside, it reverts to being a BoM. Now I play it again, as Guide. For a split second, my BoM on the Tavern mat turn into Guide, immediately wanting to revert back to a BoM. But "ha!", I say and jump up. You're a Guide now, and it's the start of my turn, so I may call you! And I do!

I honestly wonder if this would work.

It wouldn't work. BoM never becomes Guide the second time, because it's out of play. Therefore, you can't call it.

67
Dominion General Discussion / Re: The Worst Kingdom Ever
« on: May 08, 2015, 02:45:04 pm »
So is Thief ever actually good without KC or something? I guess in Feodum mirrors.

68
Rules Questions / Re: Doctor (overpay) + Overgrown Estate
« on: May 08, 2015, 02:42:07 pm »
You could also use Watchtower. But yeah, barring reactions I don't think you would ever be able to use the card drawn in that situation.
How about when buying a Doctor with Black Market?

That would also work.

69
Rules Questions / Re: Tokens on ruins?
« on: May 08, 2015, 02:37:51 pm »
And all ruins in your deck becomes affected? Not just the one on top or anything?

Correct.

Unless you're Inheriting, in which case you put aside the ruin in question with the estate token, amIright? (I want to inherit ruined villages just for the heck of it... works with conspirators, at least.)

Yes.

70
Dominion: Adventures Previews / Re: Procession Hireling
« on: May 07, 2015, 05:27:43 pm »
Yeah, it's a neat trick for sure. Unfortunately the chances are that there's no $7 action in the supply, and the one time you actually get to pull it off it'll probably be Expand, but hey you never know.
Expand is fine, why do people even complain about Expand. They can't all be the best $7 action ever.

Well sure, but then again all I was saying is that it's the worst $7 action, not that it's bad.

71
Game Reports / Re: First Game with Peasant: complicated and fun
« on: May 06, 2015, 07:28:21 pm »
Dang. I think I'm the type of person who would probably be bothered by the flimsy cards. Oh well, I still want it badly enough that I'll probably just buy it.

72
Dominion: Adventures Previews / Re: Procession Hireling
« on: May 06, 2015, 04:08:12 pm »
Yeah, it's a neat trick for sure. Unfortunately the chances are that there's no $7 action in the supply, and the one time you actually get to pull it off it'll probably be Expand, but hey you never know.

73
Game Reports / Re: First Game with Peasant: complicated and fun
« on: May 06, 2015, 04:03:54 pm »
sorry to ask a very stupid question, but where can i play with new cards from adventures?

They are not currently available in the online version, and as far as I know, the latest information we have on them is along the lines of, "Adventures will be one of the priorities over the next few months." If you're in America, you should be able to pick up the physical version from your FLGS (Friendly Local Games Store). I'm sure there are plenty of ways to order it online. Of course, the jury's out over whether it's best to buy the current version or wait until after they've fixed the issues a lot of people have had.

What issues? I haven't heard anything about a re-release.

74
Rules Questions / Re: +Card token and when-you-play
« on: May 06, 2015, 03:47:34 pm »
This is why the rules should just be written in computer code.

75
Rules Questions / Re: Doctor (overpay) + Overgrown Estate
« on: May 05, 2015, 06:31:54 pm »
You could also use Watchtower. But yeah, barring reactions I don't think you would ever be able to use the card drawn in that situation.

Pages: 1 2 [3] 4 5 6

Page created in 0.052 seconds with 18 queries.