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 - Honkeyfresh

Filter to certain boards:

Pages: 1 ... 21 22 [23] 24 25
551
The Renaissance cards are going to bring about a renaissance in these cards. 3 renaissance cards that will be huge for this are sculptor, mountain village. and experiment. Cards like sculptor that both help you build your deck, but also allow for multiple cards to be gained in one good mega turn (especially if tactician in play).
 
The real beauty of sculptor for these types of engines is that rather than just gaining a card like most gainers, you gain it to your hand. So if a card that has + actions is avail on board you can just keep gaining and playing them to draw more sculptors etc. 

Mountain village is also amazing for this, b/c it allows you to pull any card out of your discard pile, so if you gained cards in other ways that turn you can use them on the same turn.

 I played a game the other night with triumph, stonemason (luckily from BM), charm (from BM too) Ill-gotten gains on board, sculptor and mountain village. + buys were avail too but I forget how.  BUt every turn was playing the whole deck trashing down cards to get two more (trashing a gold to get two Igg's then gain all the coppers was a fun one)  I think I was getting up to 14 or 15 VP per triumph by the end of that one. Getting torturer from the BM and then playing it every hand was nice.  Because I either drew it, drew a sculptor and gained a MV to get it, or had a MV in hand already.

I can only imagine how many points i could have gotten had experiment been the card (well cards) that sculptor was gaining to my hand.

552
Let's Discuss ... / Re: Let's Discuss Cornucopia Prize: Trusty Steed
« on: September 26, 2018, 10:52:38 am »
The only real thing to discuss here, is when if ever you would get the four silvers.  To have gotten provinces your coin economy is already fairly decent (unless it took you like a chain of 4+ tournaments to get it) so absent a feodem situation, why would I ever want 4 silvers rather than either +2 coins or + 2 cards? i guess if you have like mega draw, princess and bank i could see it.  But one reason no one is discussing this is that almost no one ever even gets the silvers.  I think I may have done it once.  But i'm not sure. And I've played this card 100's or times if not more.

553
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Mine
« on: September 26, 2018, 02:33:13 am »
Mine can be good in games where you get benefit for trashing like Tomb & now Priest, At least make it worth buying, because other than colonies and tomb games I really rarely get mine's unless there are actions and draw galore.

Oh it can also be good in wall by recycling rather than amassing treasure.  I used it in one bandit fort game to build up to golds and then mine them back to coppers at the end.

554
Let's Discuss ... / Re: Let's discuss Alchemy cards: Transmute
« on: September 26, 2018, 02:25:55 am »
dp we really need to discuss transmute to know it sucks and to never buy it?  Not if you can find this place...

555
Dominion General Discussion / Re: The bad luck thread
« on: September 24, 2018, 01:21:49 am »
Got lone rebuilfd from black market.  Asked the gods to let my rebuild and market square collide.  Welll, technically I got what I asked for.  The devil is in the details.



I won easily though.  Turns out Lone rebuild triumph, apprentice, and royal carriage might is much better than even normal rebuild i think. and i didnt play it great as i got a treasury first

556
Dominion General Discussion / Re: Sloggiest cards?
« on: September 23, 2018, 07:33:34 pm »
Sloggy limited to taking a lot of time?  If so, I'd limit "branch actions"/effects that give +2 Actions or more.

Thanks for all the suggestions and good ideas.  This is what we ended up doing -- everyone seemed to have a great time and find somewhere they had fun playing.

Table 1 was just the base set.  This one probably got played the most all night.  Possibly because the games were quicker, but I also think because some of the guests were more inexperienced than I had realized they would be.  After the initial setup, they would just swap out 0-2 cards between games.

For table 2 I set up  the Area Control predefined sets for Empires/Adventures (Capital, Catapult/Rocks, Charm, Crown, Farmers' Market, Coin of the Realm, Page, Relic, Treasure Trove, Wine Merchant, Banquet, and Keep).  This table was such a draw because most of the experienced players we had over had never played with the newer sets so they all wanted to try it.  They were longer games, but everyone who played it loved trying out the new stuff (i.e., Traveller, Split Stack, Event, Land Mark, Tavern Mat).  We never modified this table at all.

Table 3 was set up so the people who were familiar with the older sets could have more variety, i just had 5 cards each from Intrigue, Seaside, and Prosperity, and then rotated through the three different combinations (i.e., 5 Intrigue + 5 Seaside; then 5 Intrigue + 5 Prosperity; then 5 Seaside + 5 Prosperity).  This also worked just fine.

Before we started, I had planned on doing entirely different set ups on tables 1 and 2 between games, but I realized that really wasn't necessary.  I think if we do this again (and from feedback given, I'm sure we will). I'll just set up 3 tables and then not even mess with them.  For those who wanted more variety, I found they just needed to move to a different table.

Ultimate lesson learned — Dominion really does have something for everyone.  Well, everyone who likes playing deck-building games, anyway. :)

Bonus lesson learned — I had avoided Alchemy (for reasons that can probably be guessed), but quite a few people asked about it specifically — so it's not as unpopular as some might think.
Every group is indeed different.  One group, the new guy won his first game, and fair share of games afterwards because he's a seasoned Magic The Gathering player and managed to recognize card combos and synergies from the get-go.  Another group got bored with base game, but their interest piqued when they introduced expansion cards early on.

well let's be honest.  while i does have it's own merits, and spawned everything. base only gets old prettty quick...

557
If you Procession a Hireling, the Procession is not discarded during Clean-up; it remains in play indefinitely.

(Forever, unless you pull a stunt like Bonfire, or you played Procession on the Procession you played on the Hireling, or...)
That's wrong: under current rules, Procession gets discarded immediately because Hireling leaves play. That's why it's a neat interaction to Procession Hirelings.

Yeah I remember something like that. You still get the plus card for the rest of the game, right? It doesn't make sense to me that you do, but I think there was a tournament board that had you track it with tokens or something.

me either.  I just happened to read this on the wiki and was like :headexplode:

558
Ritual + Rats
Rats trims your deck.

No it doesn't.

It does after you get all 20 of them...  :P




In a more useful note I think  Ritual + Rats can work, but it would need support, probably another trasher that can trash excess rats

This could be mad fire with monastery.  Since you get to trash one card in hand or copper in play for every card you gain you could trash like the 5 normally useless rats in your hand when you finally want all those rats out of your deck.  Also great to trash all the ritual curses since you gain 2-5 cards in a given turn anyways. But I guess the rats could trash the curses too...

559
Procession,  & Hireling.  Even better if Forge or Expand are on board, but damn fine on it's own too.

Hireling goes to the trash, Procession is discarded from play in Clean-up phase, and you will draw two extra cards per turn, even with Hireling in the trash.

560
Dominion General Discussion / Re: The bad luck thread
« on: September 13, 2018, 11:12:56 am »
We have interesting moments, uninteresting moments, semi-interesting moments... but I don't see a thread for just complaining about bad luck.

Now we just need threads for good luck and mediocre luck.

They'll all end up just consisting of debates about which thread each post belongs in anyway.

Umm this is a thread about luck and not a place to debate/have a discussion about what constitutes acceptable verbiage in other threads...  Thanks in advance.

561
Just made the best engine I've ever made.  Board keys inclue Margrave, page line, dominate, merchant, stone mason and nobles and pathfinding.

A lil taineted only because opponent bailed after i got my 3rd or 4th straight dominate to open.  Opened with stone mason/page 2 and silver.  Only exchanged one page.  Basically spent the beginning of game getting as many pages as i could, a margrave and a nobles.  By end i was pathfining my whole deck, and playing nobles and margraves, exchanging 2 pages, then stonemasoning treasure hunters back into pages to draw the silver of the other TH.

8 Dominates.129 to 14.

a lil stoned or i could have even done it better.  could have pathfound instead of enables earlier and even then since i had 8 i forgot to get 2 nobles with stone mason.  But about the only mistakes I made.  Basically added like 5 turns there.

http://nimb.ws/klvgbo

562
Dominion General Discussion / Re: Sloggiest cards?
« on: September 11, 2018, 09:42:31 pm »
This clearly needs to not be there.  Gardens probably too.


563
wow so many of these are really cool.  I could play a game with just these cards lol.

564
COMPLETELY!.  It's the biggest hole in Dominion (in general). I hope since the new Renaissance is thought to play of guilds, that they will add a TON of buys (and new and interesting ways to get buys via all the artifacts and stuff).  We'll see.


565
Dominion General Discussion / Re: Storyteller + Bank?
« on: September 08, 2018, 02:52:08 am »
I did this today w/ dominate on board.  I pulled a 2 dominate turn on t9 or 10 i forget exactly.  But it was sick.

566
Are the bots supposed to understand landmarks, because I don't think they do based on my admittedly limited play. (I almost never play bots, but will occasionally to finish out a board I like etc)   But I had a guy just resign on T4 and I liked the board so I thought I'd just play it out. The board had both collonade and arena.  When he left he had already gotten 2 VP for an arena discard. Lord Rat then allowed me to get all 22 other of the landmark pts while whilst Lor Rattington decided that the best way to play this landmark boards was to buy Coins on the next 11 plays (8 silvers and 3 Golds) I was even a little stoned and didn't start my collonade rush until like T 9/10.  With slightly smarter play might have been able to clean em out 3-4 turns earlier.

Oh and we were already tunnelling, so it's not like he was short on coins or gold opportunities...
 :o

I especially like T 16 where he hits 5 and eschews Witch and Treasury for a Silver.  That's exactly what he needed there...



Gonna finish it out and see how bad this gets, but with only coins and a diplomat it can't end well for him even without the 22 point lead...

ETA Did not end well for Lord Rat.  He only tied my collonade pts.  64 to 22

http://nimb.ws/wATl52


Quote
Turn 5 - Lord Rattington
L plays a Diplomat.
L draws 2 cards.
L plays 4 Coppers.
L buys and gains a Silver.
L draws 5 cards.

Turn 6 - honkeyfresh
h plays 3 Coppers.
h buys and gains a Tunnel.
h shuffles their deck.
h draws 3 Coppers and 2 Estates.

Turn 6 - Lord Rattington
L plays 3 Coppers.
L buys and gains a Silver.
L shuffles their deck.
L draws 5 cards.

Turn 7 - honkeyfresh
h plays 3 Coppers.
h buys and gains a Tunnel.
h draws 3 Coppers, a Gold and a Witch.

Turn 7 - Lord Rattington
L plays a Sea Hag.
h discards a Storeroom.
h gains a Curse.
L plays 3 Coppers.
L buys and gains a Silver.
L draws 5 cards.

Turn 8 - honkeyfresh
h plays a Witch.
h draws a Curse and a Tunnel.
L gains a Curse.
h plays a Gold and 2 Coppers.
h buys and gains a Treasury.
h draws a Gold, an Estate, a Sea Hag, a Tunnel and a Storeroom.

Turn 8 - Lord Rattington
L plays a Silver and a Copper.
L buys and gains a Silver.
L draws 5 cards.

Turn 9 - honkeyfresh
h plays a Storeroom.
h discards an Estate and a Tunnel.
h reacts with a Tunnel.
h reveals a Tunnel.
h gains a Gold.
h shuffles their deck.
h draws a Curse and a Copper.
h discards a Curse and a Sea Hag.
h takes 2 VP from Arena.
h plays a Gold and a Copper.
h buys and gains a Treasury.
h draws a Copper, an Estate, a Witch, a Treasury and a Tunnel.

Turn 9 - Lord Rattington
L plays a Silver and 3 Coppers.
L buys and gains a Silver.
L shuffles their deck.
L draws 5 cards.

Turn 10 - honkeyfresh
h plays a Treasury.
h draws a Tunnel.
h plays a Witch.
h draws 2 Coppers.
L gains a Curse.
h plays 3 Coppers.
h buys and gains a Herald.
h topdecks a Treasury.
h draws 2 Coppers, a Gold, an Estate and a Treasury.

Turn 10 - Lord Rattington
L plays a Sea Hag.
h discards a Tunnel.
h reacts with a Tunnel.
h reveals a Tunnel.
h gains a Gold.
h gains a Curse.
L plays 3 Silvers and a Copper.
L buys and gains a Gold.
L draws 5 cards.

Turn 11 - honkeyfresh
h plays a Treasury.
h draws a Curse.
h plays a Gold and a Copper.
h buys a Treasury.
h takes 2 VP from Colonnade.
h gains a Treasury.
h topdecks a Treasury.
h draws a Copper, a Gold, an Estate, a Treasury and a Storeroom.

Turn 11 - Lord Rattington
L plays a Silver and 2 Coppers.
L buys and gains a Silver.
L draws 5 cards.

Turn 12 - honkeyfresh
h plays a Treasury.
h shuffles their deck.
h draws a Treasury.
h plays a Treasury.
h draws an Estate.
h discards a Storeroom.
h takes 2 VP from Arena.
h plays a Gold.
h buys a Treasury.
h takes 2 VP from Colonnade.
h gains a Treasury.
h topdecks 2 Treasuries.
h draws a Sea Hag, 3 Treasuries and a Herald.

Turn 12 - Lord Rattington
L plays 3 Coppers.
L buys and gains a Silver.
L shuffles their deck.
L draws 5 cards.

Turn 13 - honkeyfresh
h plays a Treasury.
h draws a Copper.
h plays a Treasury.
h draws a Tunnel.
h plays a Treasury.
h draws a Gold.
h plays a Herald.
h draws a Copper.
h reveals a Copper.
h plays a Sea Hag.
L discards a Gold.
L gains a Curse.
h plays 2 Coppers.
h buys a Treasury.
h takes 2 VP from Colonnade.
h gains a Treasury.
h topdecks 3 Treasuries.
h draws a Copper, a Gold and 3 Treasuries.

Turn 13 - Lord Rattington
L plays a Diplomat.
L draws 2 cards.
L plays 2 Silvers and 2 Coppers.
L buys and gains a Gold.
L draws 5 cards.

Turn 14 - honkeyfresh
h plays a Treasury.
h draws a Copper.
h plays a Treasury.
h draws a Witch.
h plays a Witch.
h draws 2 Curses.
L gains a Curse.
h discards a Treasury.
h takes 2 VP from Arena.
h plays a Gold.
h buys a Treasury.
h takes 2 VP from Colonnade.
h gains a Treasury.
h topdecks 2 Treasuries.
h draws 2 Coppers, 2 Treasuries and a Tunnel.

Turn 14 - Lord Rattington
L plays 2 Silvers and 2 Coppers.
L buys and gains a Gold.
L draws 5 cards.

Turn 15 - honkeyfresh
h plays a Treasury.
h draws a Gold.
h discards a Treasury.
h takes 2 VP from Arena.
h plays a Gold and a Copper.
h buys a Treasury.
h takes 2 VP from Colonnade.
h gains a Treasury.
h topdecks a Treasury.
h shuffles their deck.
h draws an Estate, a Treasury, 2 Tunnels and a Storeroom.

Turn 15 - Lord Rattington
L plays 2 Silvers and a Copper.
L buys and gains a Silver.
L draws 5 cards.

Turn 16 - honkeyfresh
h plays a Storeroom.
h discards an Estate and 2 Tunnels.
h reacts with a Tunnel.
h reveals a Tunnel.
h gains a Gold.
h reacts with a Tunnel.
h reveals a Tunnel.
h gains a Gold.
h draws a Gold and 2 Treasuries.
h discards 2 Treasuries.
h takes 2 VP from Arena.
h plays a Gold.
h buys and gains a Herald.

567
I’m secretly hoping that at some point they will release a rewording update pack.   Even in base and intrigue there were a few cards that got small rule changes by rewording the cards.  Maybe there are enough out of date (but not deprecated) cards now that there would be a market for an update pack to adddress those - including cards that need the coin token to coffers rework.
how many cards were reworded?

568
Just a thought (roughly speaking):

Adventures = Seaside sequel
Empires = Prosperity sequel
Nocturne = Dark Ages sequel
Renaissance = Guilds Sequel (looks like returning coin tokens Coffers)

And as we all know, Guilds was a Masterpiece (or 10).

I sure hope so b/c if so PLEASE ADD MORE BUYS.  Maybe even bys you can buy?  In my opinion buys are the one aspect of most kingdoms that is sorely lacking.  Plus it would flow thematically well...

We're expecting it to be out in early October; previews probably the last week of September.

569
Dominion General Discussion / Re: Results: Most hated attacks
« on: August 25, 2018, 09:05:09 pm »
Good list.

Tangent:  I hate that IGG and Masq.  aren't attacks.  the hell they aren't! If u can slide a curse in my deck, then I feel I'm being attacked.

570
why 40?  That seems crazy.  The other person just needs to buy duchies and churn em while u are paying back the 40 to do anything.

I'm not 100% sure this is still the modern consensus, but at that time, it was supported by both simulators and real test games that the point advantage from Mountain Pass far outweighs the ability to buy stuff for the rest of the game, because Rebuild doesn't really even need to buy anything after the initial couple of Rebuilds.

I guess I could see that assuming u don't get to MP to fast, and don't have enough rebuilds to reliably churn through the rest.

571
I recently played a game with tournament and mountain pass and noticed mountain pass makes it even more critical to get the province first, since when you buy it, your opponent has to bet afterwards and if they bet high, you simply pass and have several rounds where they pay off their debt, unable to buy a province and you can get the prices easily. If they bet low, well, you already have a province to take prices and the debt wont hurt you that much.

However, in Rebuild games with Mountain Pass, it's very critical to not get the first Province, because if your opponent bets 40 (as they should), you can't bet more than that and then they're going to have a very major advantage.

why 40?  That seems crazy.  The other person just needs to buy duchies and churn em while u are paying back the 40 to do anything.

572
Werewolf is quickly becoming one of my favorite cards. It's just so positive and generous. Practically costs nothing at all at five coin you drop him on the board and that chill ass motherfucker gives you a smithy to use later in the game. And you also get this adorable little hex can ping things but usually is too harmless to be resolved.

But more than the ww is just so positive. It comes on the board like "do you want to cast a hex?" and I'm like "yeah ww i do want to cast a hex let's do this shit" and when he attacks he's like "HEXES ARE FUN" and I'm like "yeah they are SO FUN." He doesn't say some bullshit macho shit like "I will destroy you" he's just like "nah hexes are fun." And it looks so happy. I mean this is an anthropomorphic wolf literally brought to life by treasure cards. It understands it's life is a temporary magical gift and the dude is just fucking loving it. I mean look at his face he's just so happy.

I am literally never sad when werewolf is on board. IDK if he's gonna make it into the metagame or not but for now he (or she) a pretty chill card

This guy get's it

573
It’s really hard to take a strategic analysis seriously that tries to pass off “Torturer Bukkake” as a legitimate strategic term.

Werewolf is pretty good. Surely you can see why drawing AND attacking is way better than drawing OR attacking, though, right?

I mean, it’s a joke post, I know, but eh.

I was really stoned and concurrently watching The ID discovery network on some insane sadist trucker who tortured prostitutes.   

Also funny that with our weird puritanical view of sex that something describing consensual sexual acts would be less offensive that someone actually torturing another.

574
As OP mentioned, it has 4 types, which is great for Ironworks.
Ironworks cares about only one of those types.

:doh:

ah you are right,  was just thinking off top of my head about things that like multi typed cards.  But  IW doesn't care about those types.  I'm sure there are a few more I didn't mention that meet the point I was making.

However to be fair IW does play better with WW than other night cards as it still is also an action at a bare minimum.

575
If these two are in the kingdom is GO.  Try stacking a few of these in an engine and watch it stack money, coins and everything else.


Pages: 1 ... 21 22 [23] 24 25

Page created in 0.057 seconds with 18 queries.