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Topics - Kirian

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1
General Discussion / A new source of Blue Dogs...
« on: February 14, 2021, 06:10:17 pm »
https://www.newsweek.com/blue-dogs-chemical-plant-dzerzhinsk-russia-photos-1568947

Sadly it seems the dogs have been rolling around in something toxic :(

Edit: Also, hi everyone! LTNS.

2
Introductions / *tap tap* Is this thing still on?
« on: July 02, 2019, 07:49:07 pm »
Hey, does this still work?  Long time no see...

3
Rules Questions / Black Market + Patron
« on: November 16, 2018, 04:19:26 pm »
Black Market tells you to reveal cards... as far as I can tell it's the only way to reveal a card that hasn't been gained by someone in the game. (Feel free to correct me on that!)

If I reveal Patron from the Black Market, do I get a Coffers?  It seems straightforward but it also seems incredibly silly to get it.

4
Variants and Fan Cards / The monster in my dreams...
« on: November 12, 2018, 05:32:08 pm »
Dominion showed up in my dreams last night, including this monster that was not given a name, just text:

----
Landmark
At the end of your turn, pay $1 or gain a Curse.  When you would trash a Curse, return it to the Supply instead.
----

The game was literally directly attacking us.

5
Dominion General Discussion / Why Dominion Sucks!
« on: March 11, 2018, 03:22:06 pm »
Error 404: Page Not Found

We couldn't find the topic you were looking for.  If the problem persists, please Moat

You may have been looking for this page:  http://forum.dominionstrategy.com/index.php?topic=18335
Or possibly this page:  http://forum.dominionstrategy.com/index.php?topic=50

6
I'm not talking here about resigning when there's no chance of coming back, or even when there's a <10% chance of coming back.  Lately I've had a lot of:

Resign upon seeing the board
Resign after three turns
Resigning while obviously in the lead

And they never say anything, either.  Not "I need to leave" or anything, just resign and gone.

Is anyone else seeing this a lot on ShIT?

7
Certain cards come with songs most of the time for me, straight into my head.  I'm noticing this often recently thanks to Nocturne:

Ghost: "Ghost" by Indigo Girls
Masquerade: "Masquerade" from Phantom of the Opera
Fool's Gold:  I mostly hate Gordon Lightfoot, including this song, so thanks Mother for playing it often enough.
Jester: He came for the King and Queen

Anyone else have this Hex on them?

8
Rules Questions / Ferry with Split/Mixed piles
« on: September 26, 2017, 03:57:00 pm »
So I'm pretty certain that if I buy Ferry, I can put it on Catapult/Rocks or Encampment/Plunder... as long as Catapult or Encampment is on top.

On ShuffleIt, I was unable to put Ferry on Small Castle, which is an Action-Victory.  Is this a bug, or does this only work for split piles rather than mixed piles?

9
So I don't mean a bad play: buying a Silver when you have plenty, buying too many terminals, etc.  Or even something normally dumb but situationally useful, like buying Coppers.  I mean things like:

Not revealing a Moat to an attack when the attack will hurt you (or Bane to Young Witch)
Not revealing a Province when an opponent plays Tournament
Not revealing Horse Traders to a discard attack when discarding won't help you
Intentionally buying Alms while treasures are in play (not just a misclick)
Playing an Outpost on an Outpost turn

That is, things that even Lord Rattington ought to know not to do.

Now there are some where the edge cases are obvious:

Not revealing Tunnel when you discard it: You don't want the Gold pile to run out
Not revealing a block card to an opponent's Gladiator: You want that fifth Gladiator discarded so you can buy Fortune next turn

I'm not usually persuaded by the "not giving opponents information" argument; revealing a Province just doesn't tell them much about your hand, even in a Tournament game.

Anyone who can add to the list of "ridiculous" plays, or has an edge case for them?

10
Game Reports / What's better than a Bishop/Fortress golden deck?
« on: March 30, 2017, 05:09:49 pm »
A Bishop/Fortress golden deck with Mission on the board.

My opponent didn't let me play it out, because it was obvious where things were going.

11
Other Games / Kerbal Space Program
« on: February 26, 2017, 05:36:59 pm »
Yeah, I know I'm like five years late to the boat on this one.  Anyone else play?  Anyone have amazing adventures/construction to share?

I've orbited Mun, but no landing there yet.

12
Seriously though.

13
Game Reports / Please, please stop playing that...
« on: January 31, 2017, 09:19:02 pm »
Kingdom included Royal Blacksmith, Watchtower, Fortress, Forum, Stables, Witch, Island, Charm, Banquet.  Fun board!  Stables makes up for no trashing.  Banquet <3 Watchtower.  Charm means Island+Fortress buys, Stables+Charm buys, etc.

Opponent's buys an early Silver, then a few turns in buys a couple of Royal Blacksmiths.  They buy no other treasures.

Opponent plays RB, reveals hand, discards all the Coppers, now has a hand with one Silver and nothing much else.  Can't buy Silver or other treasure.  Keeps. On. Doing. This.

I say in the chat "With no way to get rid of Copper, those are hurting you."  No response.

Please stop playing that card, man.  Or buy a few more Silvers! Alas, no.

14
Rules Questions / Encampment in Black Market
« on: January 23, 2017, 07:17:38 pm »
If you can't show a Gold or a Plunder, Encampment gets set aside until end of turn, then is returned to the supply.  However, it's impossible to return it to the supply, as it came out of the Black Market.

What happens to it?  Does it remain in a "Set Aside" limbo for the rest of the game?  (I guess Prince with a Duration or one-shot sets a precedent for this.)

15
Non-Mafia Game Threads / Caverna Game I -- Round 10
« on: November 17, 2016, 02:59:35 pm »
Who wants to play a *long* game?

The random parts can be taken care of via die roll so the "moderator" can also play.  I don't think we really want to play with 6 or 7 unless we want to be playing into 2018, so I'm going to cap it at five.

Who's in?

1. Kirian
2. Jack Rudd
3. ghostofmars
4. Orange
5. pacovf

Rules are here:  https://boardgamegeek.com/filepage/95328/caverna-english-rules

Game spreadsheet is here:  https://docs.google.com/spreadsheets/d/1pp1bGUYP2xi3--kRf3SOthWXr0kbuNBiQ3ZFmrDx1PA/edit?usp=sharing

16
Help! / Engine loses to BM-*Magpie*?
« on: October 12, 2016, 01:18:41 pm »


Code: [Select]
Develop, Duplicate, Herald, Magpie, Plaza, Transmogrify, Counterfeit, Stash, Treasure Trove, Treasury
http://gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20161012/log.0.1476291672108.txt

My plan: draw my deck with Herald-Magpie-Treasury, multiple buys with Counterfeit.

My opponent's plan:  BM-Magpie.  (They buy a single Herald, getting its effect just once.)

Opponent buys Province on 6(??), 9, 11, 12, 13, 14.  And my engine is now going, but I can't buy PPD now due to PPR.  And after I buy DDDD... I sputter.

I spent turns 10, 11, and 12 buying payload.  Was this engine non-viable?  Should I have greened earlier?

(My Herald buy on T15 is an obvious blunder, but didn't change the outcome.)

17
Dominion General Discussion / Meta?
« on: October 11, 2016, 02:00:50 pm »
Is there a meta in online Dominion?  Can there be a meta?  If there is one, is it fast for some reason?  Am I dumb for asking these questions, or for other gameplay reasons?

I've played a number of games lately where my opponent started grabbing single Provinces early--theoretically a bad strategy unless there's no +Buy around and an engine is available.  Yet I find myself losing these games; even though I can build to a three-province turn, when the opponent has five Provinces, that becomes a PDDD turn, and if the opponent hits another Province, the next turn is DDDD, and hope the opponent can't spike a Province.  As it happens, 6P beats 2P-7D.

Any thoughts?  When do you cut your losses on your engine and take single Province-single engine piece?

18
Game Reports / Never Give Up! Never Surrender!
« on: September 15, 2016, 06:20:58 pm »




Code: [Select]
Trade, Herbalist, Vagrant, Swindler, Urchin, Fortress, Mining Village, Bazaar, Haunted Woods, Outpost, Venture

http://gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160915/log.0.1473971713021.txt

Man, Urchin/Swindler would be an awesome opening here, right?  So it kinda sucks to get 2/5.  Well, hey, I can grab Haunted Woods at least, that's not a bad attack.

---------- grumpf: turn 3 ----------
grumpf - plays Swindler
Kirian - reveals Haunted Woods
Kirian - trashes Haunted Woods
Kirian - gains Duchy

Oh.

I almost resigned then and there.  My deck is now Shelters, 7 Copper, Duchy, and... Vagrant.  But my opponent didn't open Urchin/Swindler.  They opened Fortress/Swindler.  So I wouldn't be subjected to Mercenary attacks from them for at least a short while.  So I decided not to surrender.  And hey:

---------- Kirian: turn 6 ----------
Kirian - plays Urchin
Kirian - draws Copper
grumpf - discards Overgrown Estate
Kirian - plays Urchin
Kirian - trashes Urchin
Kirian - gains Mercenary
Kirian - draws Swindler
Kirian - plays Swindler
Kirian - trashes Urchin
Kirian - gains Mercenary

Takeaways other than "don't give up":

Mercenary-Fortress is awesome.  In Mercenary games, you often run out of fuel to attack with.  Instead, trash two Fortresses!  Ideally after playing a village.

Fortress is a partial defense against Swindler, especially when the only other $4 in the game isn't bad at all.  You get a six-card hand, and the opponent is forced to give you another Fortress or something else approximately as good.

Outpost-Haunted Woods is a neat combo as well.  Now your Outpost turn starts with 6 cards!  Of course, you want to play another HW during that turn, otherwise your opponent won't be affected by the attack.

Yep, sometimes you still buy Herbalist for a ridiculous price.

19
Tournaments and Events / Dragonflight -- Bellevue, WA -- 19-21 August
« on: August 17, 2016, 06:45:31 pm »
I know we have a small Puget Sound contingent.  I'll be there GMing several board games.  If you're likely to be there, post here, maybe we can have a small fDS get-together.

20
Game Reports / Watch my opponent and I make so many mistakes...
« on: June 30, 2016, 01:40:15 pm »


Code: [Select]
Mission, Seaway, Black Market, Gear, Duplicate, Feodum, Herald, Noble Brigand, Spy, Duke, Tactician, Venture
https://dominion-game-logs.s3.amazonaws.com/game_logs/20160630/log.0.1467304725506.txt

----

So the obvious thing here is Tactician-Black Market.  I of course completely miss this, thinking hey, Gear and Herald look pretty good, and we can sprinkle in some Black Markets!  Then instead of buying Heralds, I buy... other stuff for some reason.

Meanwhile, my opponent has gone Tactician-Black Market; they asked in chat if I had missed it or decided against!  Then they get Mountebank and Haunted Woods out of the Black Market deck, which was almost doom... but Herald is the only village and the only good Seaway buy.  So they end up hitting Tactician with Herald several times.

Obviously I made more mistakes than my opponent, though I wonder how much of my deficit was the Mountebank.

21
Game Reports / Double-Tac/Artificer is a thing.
« on: May 26, 2016, 02:58:26 pm »


Code: [Select]
Lost Arts, Ambassador, Wishing Well, Horse Traders, Ironmonger, Remodel, Spice Merchant, Artificer, Junk Dealer, Pillage, Tactician
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160526/log.0.1464223741520.txt

Ambassador was of course a thing here as well--dumping 10 curses into your opponent's deck is nice--but without that, I think the Artificer wins this game, because it does triple duty:

(1) Artificer in hand gains and topdecks any $5 you want, including another Artificer.

(2) You can grab a Province with 8 cards in hand.  So any hand where you start with Tactician in play, and Tactician and Artificer in hand, is a Province gain and another Tactician hand.  Beware, of course; the new hand will have a Province taking up a slot.

(3) But Artificer is also a Peddler!  It provides non-treasure coins.  So if you play enough Artificers on your turn, you can both gain a victory card and buy a Victory card, or gain/topdeck an engine piece and buy a victory card.  I only bought two green cards on a couple of turns here, though, because with Curses empty I went for the three-pile win with Duchies.

22
Variants and Fan Cards / Capitalism: Let's Really Do Debt.
« on: May 13, 2016, 01:10:38 pm »
Let's talk about the reality of debt (from an economics only standpoint, no politics today).

If you're in debt, you can still buy things.  In fact, you can (quite easily) go into more debt, especially if you have collateral.  Obviously it'll bite you in the assignment eventually, but hey, if you ever gathered enough stuff when the debt comes due, maybe it's not a big deal.

So here are two variants that try to mirror reality a bit better.

Variant 1:  Bubble Economy.

While you have debt tokens, you may accrue more debt, and you may buy cards.  You cannot win the game if you have debt tokens when the game ends.

In this variant, you should probably get rid of your debt before you buy victory cards.

Variant 2: Gordon Gecko.

While you have debt tokens, you may accrue more debt, and you may buy cards.  At the end of the game, debt tokens are worth -1 VP each.

Bonus variant: Interest.  At the start of your turn, gain 1 debt token for every 8 debt tokens you have.  Only usable with the above variants.

23
Variants and Fan Cards / Online-Only Cards: can they happen?
« on: May 04, 2016, 03:08:47 pm »
I feel some of the best parts about playing online are that during big enginey turns, it (1) remembers decisions you made (e.g. Pawn), (2) keeps track of crazy stuff (Procession-Procession-Bandit Camp-...), and (3) enforces weird rules (or at least tries to), so that you don't have to keep track of such things as carefully as you would IRL.  As such, would an online-only promo utilize decisions, crazy stuff, and weird rules (more so than typical cards, at least)?
No, it would have to be something that could not be done in the physical version - not just something that would suck in the physical version due to memory issues etc.

My previous example was a card that modified itself each time you played it... and then I made that in the physical version.

But uh let's not try to figure this out here dude, there's a forum for homemade cards.


OK, so let's have a thread to propose cards that would have to be online-only.  What will it take?  RNG outside the deck could work, but why do it when we already have RNG that uses the deck (Harverst, Tribute).  As noted above, something that modifies itself as you play it doesn't work either, that can be done in cards (Travellers).  So what else?

My first thought is Nerubian Prophet (from Hearthstone); it's cost decreases every turn it's in your hand.  Well, thing don't stay in your hand in Dominion, but we can use drawing instead.  So how about this:

Dread Gazebo
$2 - Action

Choose X:  +1 Card, +1 Action, +1 Coin, +1 Buy.  Your choices may be the same or different.

--------

When you buy this, X is 0.  Each time you draw this card, X increases by 1.

Each of your Dread Gazebos can have a different X, and which one is which is all but impossible to track by hand.

But can it be done?  Do we have to go farther out?  What do you all think?

24
Dominion General Discussion / New 3-D Storage Solution
« on: May 03, 2016, 12:40:28 am »
This is not mine, but it came across my feed and looks really cool.

http://www.thingiverse.com/thing:1252597

Stores cards, and can be used as trays.

25
Feedback / "Let's Discuss" Subforum?
« on: March 11, 2016, 10:48:39 pm »
Can we get these threads put into their own subforum?  It's not that I think they don't belong where they are, I just want to have an easily-accessible place to find them later!

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