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 - Limetime

Filter to certain boards:

Pages: 1 ... 48 49 [50]
1226
Dominion General Discussion / Re: The Dominion Cards Lists 2015 Edition
« on: October 27, 2015, 09:11:00 am »
Here's my list :)
Quote
1.) King's Court   [X]
2.) Goons   [X]
3.) Lost Arts   [X]
4.) Pathfinding   [X]
5.) Grand Market   [X]
6.) Hunting Grounds   [X]
7.) Border Village   [X]
8.) Inheritance   [X]
9.) Training   [X]
10.) Altar   [X]
11.) Hireling   [X]
12.) Forge   [X]
13.) Nobles   [X]
14.) Expand   [X]
15.) Bank   [X]
16.) Prince   [X]
17.) Hoard   [X]
18.) Harem   [X]
19.) Peddler   [X]
20.) Adventurer   [X]

1227
Game Reports / Re: Cultist or Witch
« on: October 26, 2015, 09:42:35 pm »
That doesn't work in 3-4 player games as junkers behave very differently. In four-player game cultist is worse than any curser (maybe except familiar) and even marauder is better.
This is true but in 3-4 player you should be doing what your opponents are not.
For example: in 3 player If two players go Witch then your opponents split ten curses and you get the other ten. Your opponents both get 10 ruins each because of your cultists. You only have have ten pieces of junk and your opponents have an average of 15 junks.

No that is just heuristic, you need good strategy that becomes better than one with contested piles. Otherwise you could win multiplayer games with scout-bm as nobody else does that.

You need to choose strategy that lets you win. Here you will almost certainly lose on piles due ten point difference as by the time you empty ruins opponents already rushed duchies. Also several last ruins doesn't matter much as opponents wont shuffle/see them in bloated deck.
A good strategy was implied when I said strategy. Cultist is a better card once the ruins are gone and with a good cultist density one should not find troubles hitting 8 with a little bit of money. A deck with 15 junks will find a hard time hitting 5 for duchies.
I wish that the simulatiors could provide insight on this but they don't have cultists :(

1228
Game Reports / Re: Cultist or Witch
« on: October 26, 2015, 05:50:07 pm »
That doesn't work in 3-4 player games as junkers behave very differently. In four-player game cultist is worse than any curser (maybe except familiar) and even marauder is better.
This is true but in 3-4 player you should be doing what your opponents are not.
For example: in 3 player If two players go Witch then your opponents split ten curses and you get the other ten. Your opponents both get 10 ruins each because of your cultists. You only have have ten pieces of junk and your opponents have an average of 15 junks.
Ferries for gold look ideal.
Ferries only works on actions.  :(

1229
Dominion General Discussion / Re: Homage to the Best Card
« on: October 26, 2015, 11:53:46 am »


From:
So much hate for scout here that I just had to open Chapel/Scout.
And what a Boss Scout it was, pairing all my estates with Chapel on t3. So on t4 I had all my coppers available to buy that other rock star called Mine.

1230
Dominion General Discussion / Re: Homage to the Best Card
« on: October 26, 2015, 11:28:13 am »

1231
Dominion General Discussion / Re: Homage to the Best Card
« on: October 24, 2015, 03:19:57 pm »

1232
Puzzles and Challenges / Re: Easy Puzzles
« on: October 23, 2015, 06:23:40 am »
Technically  you can get infinite VP chips each turn  because for the beginning infinite turns of the game you process infinite champions and graverob them back up. After this is done  you pick up a diadem for infinite coins. You then buy infinite number of traveling fairs for infinite buys. You proceed to play at least one goons and using trader shenanigans to get infinite VP chips.

1233
Puzzles and Challenges / Re: Easy Puzzles
« on: October 22, 2015, 10:23:59 pm »
Related question:
How many points can you get without changing the game's composition(not counting tokens of course) on each turn.

Depends on what you mean by "game's composition".  What stuff is allowed to change?  We probably can't add or remove cards from the Supply, right?  What about the Trash?  What about our own decks, or the decks of opponents?

And when you say "each turn", does that mean it has to be sustainable?  I don't think that's possible without VP tokens (or losing VP when it's not your turn to opponents doing these same things).

Some possibilities (assuming that it's just Supply and Trash that have to be the same by the end of the turn):

Distant Lands -- put all 12 on your mat to gain 48VP.

Harem -- steal 12 from other players using Thief to gain 24VP.

Pretty much any VP card -- gain them by having them passed to you via Masquerade.  Alternatively, trash them from opponents and then gain them using Rogue (they don't stay in the Trash so it's OK?).

Gardens, Duke, Vineyard, Fairgrounds, Silk Road, Foedum -- bump up their value by stealing cards from opponents via Rogue, or Masquerade away non-counted cards for counted ones.
Game's composition means whatever is in the supply, your deck, your opponent's deck, mats and the trash. VP tokens do not count as they don't affect what is going to happen from a non-strategic point of view. And yes it has to be able to happen every turn.

1234
Reasons for chapel
  • Thins faster than ambassador
  • Better when trashing is essential
  • Costs 2$
  • Shelters
Reasons for ambassador
  • Non-engines
  • Shutting down BM
  • Slows opponents
I hope you continue to critique my posts.
Overall I think engines benefit more from chapel than ambassador.

1235
Puzzles and Challenges / Re: Easy Puzzles
« on: October 22, 2015, 08:30:25 pm »
Related question:
How many points can you get without changing the game's composition (other than tokens of course) on each turn.

1236
Ambassador can't be better than Chapel. A deck w/ Chapel doesn't care whether it receives estates and copper as they will be gone within  a turn. Also opening double ambassador hurts your early game economy much more than chapel/silver.

1237
Variants and Fan Cards / Re: Scaling curses???
« on: October 22, 2015, 05:52:42 pm »
^ That makes sense. The reason the Ruins work as random is that they're mostly equal in their uselessness.

It does make it easier to assign a specific sCurse to each new attack, but my favorite option is the "attacker chooses" distribution. It gives you the opportunity to put a huge dent in your opponent's score, but it forces you to think hard about what would hurt them the most based on their strategy (and you could get it wrong). What do you think?

Also, those cards you came up with look kinda weak - or am I just underestimating the power sCurses could have?
If the attacker chooses then it can be political in the same way swindler is  :-\

1238
Variants and Fan Cards / Re: Showerthought card idea
« on: October 22, 2015, 05:49:06 pm »
I like it.This is a Combination of Grand Market and Contraband. The twist is that you don't want to play many of these a turn or else you will end up only buying junk. I think you should only buy two Max. :)

1239
Puzzles and Challenges / Re: Easy Puzzles
« on: October 22, 2015, 12:00:37 pm »
Asper figured that one out :)

1240
Introductions / Hi
« on: October 22, 2015, 09:05:10 am »
Hey guys,
I have been lurking as a guest for quite some time and I figured it was about time I come out of hiding.
I believe I may be the youngest member now :)

Edit: nvm i am just about the same age as the very young members.

Pages: 1 ... 48 49 [50]

Page created in 0.052 seconds with 18 queries.