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Messages - wachsmuth

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51
Let's Discuss ... / Re: rēs cornūcōpiae consultēmus: remake
« on: May 17, 2016, 10:04:07 pm »
Silvers are bad. Chapel can't ever give you them. Which card is better?

Your SCSN glasses blind you. Silver is not bad; it is only worse than many other cards.

The 4 Silvers you get for opening Silver/Remake, then remaking three estates into Silver, is a lot more than some engines want.

You don't trash those Estates instantly, dude. Sometimes it's the better play to lose the Coppers.

But if you wanna get rid of all 4 silvers too, then Remake is a very slow trasher compared to Chapel.

52
Forum Games / Re: Let's count ourselves!
« on: May 17, 2016, 09:56:40 pm »
Σ_{k=1}^∞ 9/10...

53
Let's Discuss ... / Re: rēs cornūcōpiae consultēmus: remake
« on: May 17, 2016, 09:49:23 pm »
Silvers are bad. Chapel can't ever give you them. Which card is better?

Your SCSN glasses blind you. Silver is not bad; it is only worse than many other cards.

The 4 Silvers you get for opening Silver/Remake, then remaking three estates into Silver, is a lot more than some engines want.

54
After opening Potion-Silver in the hopes of getting one of the 3P cards, I did not hit 3P until the 5th shuffle. I should just have resigned at that point.

55
Let's Discuss ... / Re: rēs cornūcōpiae consultēmus: remake
« on: May 17, 2016, 07:57:11 pm »
I think Chapel is better. There are many boards where the 3's are pretty mediocre, and you'd much rather trash fast than gain some bonus Silvers. Remake is also not as flexible when you draw it with only 1 trashable card. Other than the Rats and Fortress combos, I haven't found Remake to keep utility into the mid and late game, it's by far the most inflexible of the entire remodel family.

56
Cultist + Lost Arts

It's well-established that Lost Arts is really good with terminal draw. However, it also turns Cultist into a village - if for example you start your turn by chaining 3 Cultists, you end up with 3 Actions, to play all your other terminal actions!

57
Goko Dominion Online / Re: Attention-whoring thread.... I did it!!
« on: May 17, 2016, 10:23:17 am »
I matched with some random online who asked whether I played with Qvist as the first thing, and who then said that he was going to lose very badly (he disconnected during the first game, so we never found out). Thanks to Qvist recording our match in the Dominion League, I am now a little Dominion-famous, apparently  ;D

58
Dominion General Discussion / Re: Feodum
« on: May 17, 2016, 10:00:14 am »
There are some other cards that can make Feodum strategies winning.

Jack of All Trades-Feodum seems like it would be alright sometimes, but I'm not sure I've ever played this strategy. Maybe more as a supplement, where you play an ordinary Jack-money strategy and just buy Feodums over Duchies.

Beggar-Feodum is something I've made work at least once! If your opponent goes for some strategy where they play a lot of attacks, then Beggar's reaction is really strong in supporting Feodum. Maybe if they go for a weak Scrying Pool engine? In my case, the card that enabled was Familiar, which I entirely ignored.

There are also some strategies where you use the on-trash ability of Feodum to gain Silvers, which I'm sure are viable sometimes, but I don't really have any experience with these.

59
Dominion General Discussion / Re: Card Name Themes
« on: May 16, 2016, 10:58:03 pm »
Animals that attract their friends: Rats, Magpie

Industry (straight-forward gainers): Workshop, Ironworks, Armory

Quote
Wilderness draw: Hunting Grounds, Ranger, Scout, Guide?, Pathfinding

+ Journeyman, maybe Expedition and Caravan?

60
Dominion: Empires Previews / Re: Empires Bonus Preview #1: Villa
« on: May 16, 2016, 09:04:31 pm »
This feels a little different from the "don't be an idiot and play Secret Chamber over and over again to the same Attack" principle, though. I mean, you are actually deriving benefit each time round the loop that makes it more likely you'll win. It feels harder to say "don't do that" to someone who's making a winning play.

Outpost and Mission have a built-in brake. I wonder if some kind of "if this is the first time you've gained Villa this turn" was considered and rejected.
The starvation ruling came from a question about, what if the players have no money left in their decks and the Copper pile is empty (and no other empty piles except Curse, and this was before Ruins). It's possible with a single card - Thief, players choosing not to gain the treasures. I mean you aren't going to trump that for feasibility. The main set has two recommended sets of 10 with that one-card combo.

And yet the ruling was, the players starve to death. It does not look to me like Villa-lock-ups are more likely.

And I'm sure the same question has come up in the past in regards to possible situations where the best strategy was KC-KC-Monument-Monument-Monument while never buying anything because that would break your golden deck.

I had a game like that with J Reggie on his stream (Bishop-Fortress golden deck with lots of support), so it does happen. In practice, it ended with me resigning when I had gotten irrepairably far behind. If we simply make the assumption that Dominion players are reasonable people and will resign when they're in a losing position, I don't think this is a problem at all, really.

61
Dominion General Discussion / Re: Favorite Attack Bracket
« on: May 16, 2016, 04:43:37 pm »
Jester, Goons

62
Dominion General Discussion / Re: Multi Dominion
« on: May 14, 2016, 10:30:11 pm »
Back when I played Twilight Struggle competitively, I used to play simultaneous games. Sadly I don't believe this is easily possible on the Dominion Online client. Maybe a feature on the 2017 client?  :P

63
Game Reports / Re: raid
« on: May 14, 2016, 10:05:58 am »
And even for ordinary big money Raid isn't bad. Gaining 2-4 silvers early on plus an attack is pretty good.

64
Dominion: Empires Previews / Re: Empires Bonus Preview #2: Crown
« on: May 13, 2016, 10:57:32 pm »
I'm happy to have people decide for themselves once they see the set, and interested in what they have to say. And for sure the later expansions are more complex than the earlier ones.

I don't think there's any way though that Empires crosses some complexity line that Adventures did not.

I agree. I think the modifying tokens are the most complex thing introduced to the game, at least IRL.

Still doesn't compare to games with Mission, Outpost and Possession at the same time.

65
Dominion: Empires Previews / Re: Empires Bonus Preview #5: Castles
« on: May 13, 2016, 02:34:10 pm »
I wonder what kind of interaction that necessitated "during your turn" on Haunted Castle. Swindler doesn't really seem a like big deal.

Edit: I see now. The player playing Swindler (or Saboteur or Ambassador and maybe some others?) could get attacked mid-attack, which is super weird rules-wise. Probably best to stop that.

66
Dominion: Empires Previews / Re: Empires Previews #5: Events
« on: May 13, 2016, 12:41:47 pm »
Dominate isn't subject to cost reduction like other cards either, so it's even harder to get than a hypothetical $14 Victory card that gives 15vp.

Even better: It counters Rebuild.

67
Dominion: Empires Previews / Re: Empires Previews #5: Events
« on: May 13, 2016, 12:25:04 pm »
Triumph-Beggar megaturn! Probably gonna be extremely situational, but there will be boards where this is the best strategy.

68
Solo Challenges / Re: Buy a Province on turn 1
« on: May 13, 2016, 12:04:41 pm »
With Empires: Alms for Villa, play Villa, play 5x Copper, use Baker Token, Borrow, buy province

I don't believe it's possible in a solo game without Empires. Easy enough in a multiplayer game (abuse Lost City, for instance).

69
Dominion Online at Shuffle iT / Re: Offline Pass and Play
« on: May 13, 2016, 02:13:59 am »
I wonder how many cards are actually "unfriendly" by the most generous definition to pass-and-play, that is, cards where someone has to make a decision during someone else's turn.

Attacks where the attacked part gets to make some decision: Bureaucrat, Militia, Saboteur, Torturer, Ghost Ship, Mountebank, Rabble, Goons, Young Witch, Followers (and by extension Tournament), Oracle, Margrave, Knights, Rogue, Urchin, Mercenary, Soldier (and by extension Peasant). Almost all of these are handsize attacks, so I guess they will have to go. Also, handsize attacks are not obvious decisions, unlike some of the others. Only Young Witch really is an obvious decision.

All the reaction cards that can be used in other players' turns (Hovel is the only reaction card that can not). Moat, Caravan Guard and Horse Traders are going to be reacted in almost all cases, so can be probably automated without great loss. Beggar, Secret Chamber, Fool's Gold, Market Square, Tunnel, Watchtower and Trader could be a bit slow, though obviously Secret Chamber is far slower than anything else. Fool's Gold is probably just fine.

Various other cards that give decisions to other players when played: Bishop, Vault, Duchess, Tournament, Contraband, Advisor, Envoy, Masquerade, Governor. These are potentially the slowest, since people tend to want to stack up on them and their effects stack. Governor in particular might be rather poorly suited for it.

Overall, if someone decides to make a set with "pass and play-problematic" cards removed, mostly reactions and handsize attacks will be affected. And there are still like 200 other good Dominion cards to play with. There are still going to be plenty of attacks (almost all the junkers, a few deck inspection attacks, and all of the unique attacks from Adventures) and other types of interaction left (Lost City, Smugglers, Embargo, Embassy, Council Room etc.).

70
My main objection to this preview is that it's, well... not as entertaining or interesting as the others.

Whether that's through the inclusion of reams of dry (and, at first glance, meandering rather than incisive) strategy analysis, or some other reason... dunno.

I think one factor is that the card just isn't that exciting. It is pretty unique, but even in the uniqueness, it's *just* a Woodcutter/Monument mashup with some weird player interaction. I am personally far more excited by getting to play with Enchantress, Catapult and Chariot Race, and well, honestly all the other previewed cards than this one.

71
Amazing card! My favorite one previewed so far, I love creative attacks, and this is one of the most intriguing yet.

I also really like the art.

72
Variants and Fan Cards / Re: Split pile variant
« on: May 12, 2016, 07:19:32 am »
Many of these would totally kill the bottom card I think. Like it'd almost never matter. Not that that's a bad thing with Rebuild, but I think there are better ways to nerf it if we just want to exclude it.

73
Puzzles and Challenges / Re: Easy Puzzles
« on: May 12, 2016, 06:46:10 am »
No durations, no events, nothing in play or set aside at the start of your turn (neither on the Tavern mat nor anywhere else).  No Empires stuff.

You start with 5 cards in hand, whatever cards you want.  Your deck contains a bunch of cards of different types unspecified for this puzzle; just assume the worst case for your answer.

You play one card and one card only.  You don't put any other cards into play while resolving that one card.

What is the largest hand size you can guarantee while still having at least one action remaining?  What card did you play?

I can get to 10 cards.
Counting House.

Setup:
Put +1 Action token on the Counting House pile.
Gain 53 Coppers, 4 Schemes, 1 Scavenger, 5 Counting House.
Wait until you have Scavenger in your hand after you played 4 Schemes.
Play Scavenger to discard your deck and put Counting House on top of your deck.
At the cleanup of this turn, put 4 Schemes on top of your deck.

At the start of your next turn, play Counting House to put 60 Coppers in your hand.
64 cards, 1 Action remaining.

You're not allowed to specify what's in your deck, only in your hand. Otherwise Scrying Pool can draw way more than Counting House.

Well, it didn't specify that you can't specify the state of your discard pile, but apparently eHalcyon did not appreciate that reading of the problem  ;D

74
Dominion: Empires Previews / Re: Empires Previews #3: VP Tokens
« on: May 11, 2016, 09:44:56 pm »
If Chariot Race cost less than it does, it would be a worse card, since loading up on them would be more likely to reveal other Chariot Races. That's pretty rare.

75
Puzzles and Challenges / Re: Easy Puzzles
« on: May 11, 2016, 09:25:09 pm »
Storyteller doesn't work even with the original because I specified that you don't play any other cards while resolving your one card, so your Storyteller would have no Treasure backing it.

Oh, right, understood it as action cards.

+Action on Chapel, trashing 4 Cultists, draw 12 cards works within the original conditions then.

I still can't do better than +Action on Ranger for a 9 card hand for the puzzle where you only get to decide 1 card.

What about 60 cards (or however many coppers there are)? +Action on Counting House, draw all the coppers from the discard pile. It only specifies that the deck is worst case, not the discard pile...

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