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Messages - trivialknot

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26
Dominion General Discussion / Re: Prosperity 2E
« on: May 06, 2022, 12:09:36 pm »
Donald X's previous comments on Prosperity:

With my Dominion Time Machine...
Prosperity:

Prosperity got more testing than any other set, due to being pushed back for Alchemy. It did not need even more testing; whatever cards could be improved, it would not be worth spending time improving them. That's time that could be spent improving other expansions or working on other games. That's how I see it.

That said, Loan is easily the dud for me. I knew this during that extra testing period but decided to keep it. Looking at it in the set, it's okay. It has basically the same issues as Lookout, only not as bad; less experienced players are terrified of flipping over a Platinum that they now don't get to draw on this pass, while experienced players know that Loan is fine but not the best trasher ever; sometimes it's exciting because you are not buying any other treasures this game. I buy it more than Lookout, but whatever, in general this flipping over of cards thing has to come paired with something like "and get the good ones" in order to not bum people out too much. I don't think Venture makes people not buy it because maybe they'll flip over their good actions, although they will sometimes. But Loan, not a star. Anyway I kept it in knowing this.

Talisman would be a lot more exciting if it could get VP cards somehow, but some people do like it as is. There might have been a good tweak there, dunno. Counting House is narrow but a set can have a narrow card, some people love winning with narrow cards in the games where they are good enough. I just beat FTL's turn-two Mountebank with it so there you go.

What cards would you remove if later sets had an actual 2E overhaul?
Quote
Prosperity: Trade Route, Talisman, Contraband, Mountebank, Venture, Royal Seal. Yes I'd keep Counting House as a narrow card that's sometimes fun. Mountebank would go for being strong and making the game less fun, the rest include some nice concepts but want to be better.

27
Dominion General Discussion / Re: rank the split piles from allies!
« on: April 28, 2022, 01:23:11 pm »
6. Forts.  I've bought Tent just for the heck of it a few times and I feel like it's not too bad really.  If you don't have other uses for that terminal space early on, it's like a couple silvers for cheap, only later on it won't clog your deck as much as 2 silvers would.  Among the other cards, Garrison I feel is the standout, but it does not feel like having the only Tent particularly helps you get more Garrisons than your opponent.  I mean, they don't really synergize, they compete for terminal space.

5. Townsfolk.  There's a decent Townsfolk deck you can build with Elder+Blacksmith.  But since it wants two particular cards to collide, and since there are only 4 copies of each of those available, you can't really build a large deck this way.  Maybe Miller helps you build bigger?  I haven't tried it.

4. Augurs.  Herb Gatherer is at worst a woodcutter, but usually better if you can get a gold or some other treasure.  I didn't realize until I started playing with it that it synergizes with Sybil, because it discards whatever card you bottom-deck.  I just wish the deck flipping were optional, because it introduces so much shuffle luck.  Controlling the rotation of this pile is pretty nice because you control access to the important Sybil/Sorceress synergy.

3. Wizards.  Gosh, Student slows the game down so much.  You can topdeck every turn, or even multiple times in one turn, but it reduces your handsize so much.  And you actually want to do this in many cases, because either trashing or favors are often very important.  I really underrated Conjurer at first, but now I realize that when you're using Student to trash, having a workshop every turn is so valuable.

2. Clashes. I actually haven't been that impressed by Warlord, but maybe that's because we overcorrect for it?  I feel like Archer is the stronger attack.  Archer and Warlord seem to be complementary attacks, with Warlord hurting big engines, and Archer hurting weak engines and money decks.  Battle Plan feels so important because you get control over which attack is available.

1. Odysseys.  I wouldn't have thought Voyage was so good, but important synergies seem to show up fairly often, and we usually run them out.  Sunken Treasure is of course one of those synergies.  My opponent often seems to maneuver to get the only Sunken Treasures and it seems pretty strong.  He's also rotated toward Distant Shore and then gained all the Distant Shores in one turn.  I basically want every card in this pile.

The above are power rankings, but in terms of favorites, I would say: 6. Odysseys, 5. Townsfolk, 4. Augurs, 3. Wizards, 2. Forts, 1. Clashes.  We're not fond of extra turn mechanics, you see.  I like them all though.

28
Dominion General Discussion / Re: Is Rebuild ever fun?
« on: April 18, 2022, 05:50:52 pm »
Gherald, you seem interested in tearing other people's analysis down for your own amusement.  You might have considered that my point was to identify the differences and think about which difference was most important.  I'm not going to interact with you again.

29
Dominion General Discussion / Re: Is Rebuild ever fun?
« on: April 18, 2022, 03:53:50 pm »
Rebuild could be compared to Distant Lands.  Unlike Distant Lands, it's non-terminal, only gives 2-3 VP, and isn't a one-shot.  But I think what really makes Rebuild distinct is the way it drains Victory piles, particularly Provinces.  A VP card needs to drain piles to prevent stalemates, but draining Provinces with a non-terminal $5 is too much.  If Rebuild didn't do that, I think it would be fine in the same way Distant Lands is fine.

30
Dominion General Discussion / Re: GPT-3 designed Dominion cards
« on: April 15, 2022, 03:21:55 pm »
I have wanted this since the moment GPT-3 came into my awareness.

31
Weekly Design Contest / Re: Weekly Design Contest #146: Contacts
« on: March 28, 2022, 12:48:45 pm »
Congrats to spineflu, and thanks to LibraryAdventurer for running the contest and commentating all the cards!

I do feel like Nursery is nearly strictly better than village, since it's practically fugitive+village.  But it technically isn't strictly better, and not centralizing, so it's probably okay.  It might put some pressure on the pile, and in combination with the overpay that could make the timing tricky.  Great card, I like it too.

32
Dominion General Discussion / Re: merchant camp
« on: March 22, 2022, 05:47:07 pm »
I did some quick calculations to figure out the probability of drawing Merchant Camp plus Smithy in your starting hand, and then comparing to Village plus Smithy.  This is imagining some sort of judgment match and you can only pick one or the other.  There are 3 free parameters in the calculation, the number of villages/merchant camps, the number of Smithies, and the number of other stop cards.

Generally, Merchant Camp has better probabilities compared to Village when you have few villages/merchant camps compared to smithies, and when you have higher stop card density.  At 10 stop cards, you're ambivalent when there are about 5 smithies and 5 villages/merchant camps.  When you have a lot of Merchant Camps (say, 4 more Merchant Camps than Smithies in a deck with 10 stop cards), it's better not to topdeck, and you'd much rather they be villages.

Of course, the calculation doesn't cover what happens after the first village/smithy collision.

In the head to head with Village, I think Merchant Camp is favored by the following:
- Bigger draw cards, which support higher stop card densities.
- Thinner decks with fewer components.  These support a higher stop card density because the starting 5 card hand is a greater proportion of your draw.
- Non-terminal payoff.  Terminal payoff requires more merchant camps, and if you have that many you'd really rather they be villages.

But really it probably shines outside of the deck-drawing paradigm.  For instance, suppose you shuffle once every N turns.  The number of terminals your deck can support, with perfect shuffle luck, is N plus the number of villages.  So, fewer shuffles per turn means you can support a higher terminal to splitter ratio, and that favors Merchant Camp.  Furthermore, you can play a single Merchant camp N times per shuffle.  So you could support more terminals more reliably with fewer components.

33
Dominion General Discussion / Re: merchant camp
« on: March 22, 2022, 04:06:28 pm »
My impression is that attacking yourself with Relic every turn is a significant drawback, and there were a few times when it arguably made sense not to topdeck the card--for example I have three stop cards left in my deck, and I'm desperate to draw one of my sifters next turn.

And if this is the only village and you're trying to draw deck, the lack of draw is also very significant.  Village+Smithy nets two cards, while Merchant Camp+Smithy nets only one card, so you basically need twice as many components to draw deck.  If your payload is terminal, you need Merchant camps to support them, meaning you have more stop cards, and need even more components.  If you have so many components, you're already decently reliable, and the topdecking is redundant.  I'd be curious to go through the calculations to see what component densities make topdecking bad, even.

Merchant Camp seems best with big draw cards like Hunting Grounds.  Since their draw is so strong, you need fewer components, but then low component density hurts reliability.  Merchant Camp helps to offset that, but I think it's outclassed by the likes of Coin of the Realm.

34
Weekly Design Contest / Re: Weekly Design Contest #146: Contacts
« on: March 18, 2022, 03:48:08 pm »
Stooge
Action - Liaison
$5*

+2 Cards
+1 Favor
-----
Instead of paying this card's cost, you may pay a Favor.

35
Let's Discuss ... / Re: Lets discuss: Barbarian
« on: March 18, 2022, 03:25:36 pm »
I played a game where I played Barbarian almost ten times, assisted by Specialist.  I gave him a total of 4 curses, not including the times I trashed curses into curses.  The best hit was an Encampment.  The worst hit was a Gold, because he just gained some Spices.

It wasn't so bad.  I had the actions to play Barbarian, so it was at worst a silver.  That said there were stronger things I could have been doing instead, like Specialist+Spices.

People fear the Province hit too much.  What density of Provinces do you have in your deck anyway?  Compare to the 8% chance of hitting Misery.

Like other trashing attacks, I suspect Barbarian hurts most if your deck is super thin.  So if Barbarian proves to be very powerful, I imagine that would at worst push the strategy towards larger decks.

36
Let's Discuss ... / Re: Let's Discuss - Forts
« on: March 18, 2022, 03:06:22 pm »
I played a game with Forts + Way of the Camel, and my opponent just went for it.  I built some weak engine and lost.  ...I feel like this shouldn't have been so hard to beat, but here we are.

Forts never got rotated because as the money player obviously it wasn't in his interest to ever give me access.

37
Dominion General Discussion / Re: Dominion: Allies First Impressions
« on: March 14, 2022, 07:02:54 pm »
@BraydonM,

Adam used to include guidelines for what the scores 0-10 mean, see this forum thread.  It's still arbitrary of course, but if the guidelines help, I'm sure Adam wouldn't mind anybody using them.

38
Let's Discuss ... / Re: Let's Discuss - Forts
« on: March 14, 2022, 05:00:25 pm »
Oh, another thing you could do with Tent is Ways.  I'm not sure which way you would want to do every turn though.  Way of the Mouse with a good action, I suppose.  Way of the Owl?  Goat or Ox for a discount student/merchant camp.

39
Let's Discuss ... / Re: Let's Discuss - Forts
« on: March 14, 2022, 04:42:40 pm »
Tent is the obvious weak point in the pile, so I'm trying to imagine situations where it might shine.

You could build the golden deck with 3 tents + 2 merchant camps, or 4 tents + Capitalism.  But, this relies on specific combos and over half the tents, so I'm thinking this is rarely viable.

The other thing I can imagine doing with it is quick rotation.  The first time you draw Tent, buy Garrison.  Next turn, buy Hill Fort.  Next turn, rotate to Stronghold and leave it there.  Your opponent only has a small window of opportunity to get each card, and they might miss the price point or have to overpay.  Of course, you might miss the price point or overpay too, but Tent is good for hitting price points, and you can always opt not to rotate.

Is it good to have the only copies of Garrison/Hill Fort?  Garrison seems pretty strong to me, comparable to Livery--but I think having only one copy would be very spiky.  Maybe stop for two?  Having the only copy of Hill Fort seems great--maybe you could gain some villages to offset all those terminals you bought.

40
Dominion General Discussion / Re: Allies Preview 5: More Cards
« on: March 07, 2022, 02:14:31 pm »
Royal Galley has tricked you all by reminding you of Throne Room.  Instead it reminds me of Caravan or Ghost Town.  This turn, it draws a card and lets you play an action, effectively +1 card +1 action.  Next turn, it's effectively +1 card +1 action again, but the extra card & action are spent on the same card you played the previous turn.

For the "next turn" assessment, isn't it more like playing a +2 cards +2 actions card (lost city)? Since you don't have to spend any cards/actions that turn to play the other card.
Yeah, that's what I meant.  Royal Galley is like Caravan + Ghost Town.  In the context of a deck that draws and plays everything each turn, a single Royal Galley nets you 1 card and 1 action every 2 turns.  Additionally, it helps reliability by playing a card of your choice at the start of your turn.  That's pretty good.

However, it's a different beast from Throne Room.  When you draw your deck every turn, Throne Room is effectively a copy of another action in your deck, plus an extra action.  For example, if I have a Witch and a Throne Room, I can curse twice per turn.  If I have a Witch and Royal Galley, I draw one more card every 2 turns compared to Throne Room, but I can only curse once per turn.  I think Throne Room is a lot stronger in terms of raw power, but is not as good for reliability.

41
Dominion General Discussion / Re: Allies Preview 5: More Cards
« on: March 05, 2022, 01:37:11 pm »
You replied to the wrong trivialknot comment  :D   Oh never mind; I didnít realize they said the same thing again as in Preview 4.

Anyway, no comment on Gang of Pickpockets, trivialknot? I enjoy reading the assessments, btw.
If you like my assessments, you should look out for Dominion Youtubers, who will probably make hot take videos next week (if they haven't done so already).

Okay, Gang of Pickpockets.  On first glance, avoiding a discard down to 4 seems to be of equivalent value to making your opponent discard down to 4.  So that would make Underling like Urchin without Mercenary, which doesn't exactly sound strong.  However, I think the key thing is that you get to see your hand before spending the favor.  So you're not just avoiding any discard, you're avoiding a good discard.  But good opportunities probably don't come all that often, so I suspect that getting favors has diminishing returns when this ally is in play.

42
Dominion General Discussion / Re: Allies Preview 4: Recursion
« on: March 05, 2022, 01:21:55 pm »
Fair point with the Lich, I was wondering why nobody seemed to be talking about what was obviously an overpowered ability.  Gaining a card from the trash seems significantly worse.  It's not even optional, so you might end up gaining a copper or estate.  Still, having a thing to trash repeatedly can be good.

43
Dominion General Discussion / Re: Allies Preview 5: More Cards
« on: March 04, 2022, 06:43:22 pm »
Díoh, I just forgot.  Later, when I have time.

44
Dominion General Discussion / Re: Allies Preview 5: More Cards
« on: March 04, 2022, 04:49:47 pm »
At last, I am here to speculate on the power & implications of the final previews.  I don't play online so I haven't tested any of these.

So, gaining a $5 cost is good, but Importer seems very likely to delay the gain for a shuffle, while skipping a shuffle itself.  I think this works for $5 cards that you want to eventually have in your deck but don't need immediately.  Like, I don't know, Groundskeeper.  Overall I think this is a weak card.

Courier reminds me of how hard it is to trigger Swashbuckler or Settlers.  It turns out that your discard pile is just empty like half the time.  And what if the top card of your deck isn't an action, then Courier is terminal!  In the best case, you have a sloggy deck that doesn't shuffle very often, or maybe you have a synergy like Mill.  Quite weak.

Royal Galley has tricked you all by reminding you of Throne Room.  Instead it reminds me of Caravan or Ghost Town.  This turn, it draws a card and lets you play an action, effectively +1 card +1 action.  Next turn, it's effectively +1 card +1 action again, but the extra card & action are spent on the same card you played the previous turn.  And it requires collision with a non-duration action.  I think this is a lot weaker than Throne Room, despite the extra draw.

Note, though I judge these cards to be weak, I very much like weak cards.  They pose challenges.

I really like Family of Inventors, but since its effects affect all players I think it may not be very strong.  You get access to the benefit one turn before your opponent, that's something.  Gives 2nd player an advantage in the first shuffle.  Otherwise, it relies on some asymmetry in strategies.  One neat move is to put them on Wizards, preventing your opponent from remodeling Liches into Province+Duchy.

Among the previews, I really like the split piles, and look forward to seeing the last two.  Split piles were low key my favorite mechanic from Empires, and these ones seem even more dynamic.

45
Dominion General Discussion / Re: Allies Preview 4: Recursion
« on: March 04, 2022, 03:45:12 pm »
I've been posting my thoughts on all the previews (without having tested any of them), so here's day 4.

In day 2, we saw Herb Gatherer, which was weak but had a resource that you might miss out on if you didn't grab it right away.  Student has a similar dynamic.  As a trasher it seems mediocre.  It only trashes one, decreases your handsize, the only additional benefit is the favor, if you trash a copper.  Topdecking is nice I guess, but if the card is so mediocre I have to imagine topdecking same card is also mediocre.  Nonetheless, sometimes you need a trasher (or the favors), and you don't want to miss out.

Conjurer is the workshop that keeps on workshopping.  Good when workshop is good I guess.  It doesn't synergize with other Wizards though.

Sorceror sounds familiar.  Unlike Familiar, it sometimes misses, and doesn't stack.  Good if your opponent foolishly skipped Student and there no other trashers.

Lich doesn't strike me as very good?  Like Tactician, but less opportunity for weird workarounds.  Okay, you can skip a Voyage turn, that's good.  You can play it on your last turn, but well you spent $6 on this card and you're only playing it once?  I suspect the true power house here is the bottom ability.  Remodel into Province + Duchy and you keep the Lich to remodel again on the same turn?  That's game winning in the right situation.

Merchant Camp, the village that keeps villaging.  I'd get one for reliability, but to topdeck two each turn seems like it could make your deck less reliable, not more.

Highwayman kind of surprised me, because I thought the issue with attacks like these was that they really dragged the game down when stacked with Militia attacks.  Well anyway, I think you get this more for the draw than for the attack.  It's slightly better than Haunted Woods because you could theoretically play it every turn.

Island Folk... So, if Underling is a cantrip that gives you an extra turn every 5 plays, would it be good?  Absolutely.  I mean, even on a basic level, an extra turn is +5 cards +1 action +1 buy, that's really strong.  In an engine, it's even better.

I take it you can't use Order of Masons during game setup?  Hey, I would totally buy a single Underling to maintain two estates in exile.  That seems competitive with trashing options.  It may not work with engines that shuffle multiple times per turn though.

46
Dominion General Discussion / Re: Allies Preview 3: Choose One
« on: March 04, 2022, 02:48:01 pm »
Sorry to interrupt the very important discussion about Elder rules, but I'm giving my thoughts on the power level and implications of the previewed cards, based on no testing whatsoever.

Town Crier can do the Pawn thing where it's sometimes a cantrip, sometimes something else.  But I dunno, in modern Dominion, Pawn is kind of weak except for the +Buy, and Town Crier doesn't even have that.  It's not very strong but it doesn't hurt either, and there's that Elder synergy to look forward to, so eh?

Town Blacksmith seems more like it.  I think terminal draw that optionally cantrips is good in a way that Town Crier is not.

Miller is the super Border Guard.  Eh... it's not bad, but do I really want to spend $4 on it?

To gauge the power level of Elder, rather than imagining, e.g. Town Crier but with two options, I credit the second option to Elder.  So if I collide Elder+Town Crier, and use the extra option to get +$2, then Elder was like a non-terminal $4.  I would rate this on the level of a nice synergy, hardly world moving.  One thing that I find interesting, is that Elder synergizes with the top two Townsfolk, but not so much with Miller, so you have to invest in that synergy early and hope it pays off later.

Town seems somewhat above average for a village.  It's a decent even before you get your action density up, and the +Buy will be appreciated when it's needed.

Modify is roughly the power level of Upgrade, but I think slightly weaker.

I'm not sure if this was answered yet, but for Band of Nomads, can you only spend one favor per card you gain, or is it multiple?  I'm guessing it's just once per card?  When I first looked at favors, I thought they might be about as valuable as +Action or +Buy, and Band of Nomads makes that fairly direct.  But having the choice makes it even better.  What makes it less good is the timing restriction.  I think it's decent if you can gain cards during your action phase, but may otherwise be mediocre.

Architect's Guild seems comparable to Crafter's Guild from day 2.  Well, it can gain more expensive cards sometimes, but not victory cards, and it doesn't topdeck them.  I rated Crafter's Guild as extremely strong so I say the same here.

47
Dominion General Discussion / Re: Allies Preview 2: Split piles
« on: March 04, 2022, 01:59:52 pm »
For fun, I'm going to guess at the power level and implications of these cards--without having played any of them online.  Best to get all my wrong thoughts out before reality has time to correct me.

Herb Gatherer is like Messenger.  Not very strong at all.  What's interesting is that if this is the only source of plus buy, you could buy one and rotate the pile, cutting off access to +Buy.  It's a weak card that you nonetheless want to open with.  If there are better sources of +buy though, I could see this getting ignored a lot of the time.  Which is just fine, piles don't need to be good all the time.

Acolyte is Transmute.  No seriously, it's a card whose main benefit is trashing Estates into Gold, and which you can only buy on the second shuffle, and often only if you bought another weak card in your first shuffle.  Obviously this is better than Transmute but I think it's pretty weak.  I think the player who gets Acolyte would prefer to rotate the pile so they can trash it for something better, but what if nobody gets Acolyte?  Maybe the pile will just stop here.

Sorceress doesn't seem very strong unless you have some sort of synergy, e.g. with Sybil, which is obviously independently powerful already.  So the synergy is right there in the pile, so I guess that seems good.  I think cursers that require a bit of support like this can actually be more powerful, because it's entirely possible that one player will miss out, potentially leading to 10/0 curse splits.  I can see the Augur pile rotating a few times throughout the game though, so you probably don't miss out forever.

I agree with the comparisons between Old Map and Fugitive--Old Map is slightly less powerful, but not that much less.  It seems good relative to its cost.  But obviously you can't build your deck around it, and it doesn't particularly synergize with the rest of the pile (especially not Voyage).  I think this will have a very different dynamic from Herb Gatherer--you're okay missing out on this one.

Voyage seems good?  It's not great in a deck with a lot of cantrips, but I'm sure there are plenty of turns where you can play $4 and just buy a cheap card, making it at about as good as Ironworks.  Or maybe you trash some cards, without having to reduce handsize on your main turn.

Sunken Treasure is like the version of Horn of Plenty that gets worse on bigger turns, and also won't gain victory cards.  So, really not like Horn of Plenty at all.  This doesn't seem very strong without synergies, but hey Voyage is a synergy.

Distant Shore is like a Duchy + experiment.  Gaining estates is not great, but how many shuffles are left anyway?  Also don't you have old maps, just discard the estates.

Swap - This just seems like a great first $5--provided you have enough action density--because you could just swap to get whatever other $5 you would have wanted otherwise.  It seems extremely powerful.

To judge allies, I still go back to my question "how good would Underling be with this ally?".  Crafter's Guild  makes Underling a cantrip armory half the time.  That seems... extremely good.  Like, almost as good as Cobbler but at a $3 price point.

City-State also seems extremely good.  If you can gain a card during your action phase, it's effectively +1 card +1 action, with the card you draw and play being the action you just gained.  If you can't gain cards during your action phase, well, it's probably still fine.

48
Dominion General Discussion / Re: Allies Preview 1: Allies
« on: March 04, 2022, 01:11:23 pm »
For fun, I'm going to guess at the power level and implications of these cards--without having played any of them online.  Best to get all my wrong thoughts out before reality has time to correct me.

The fact that Underling costs $3 suggests that a favor is about as valuable as a +Buy or +Action, and somewhat less valuable than a +$1.  Of course, depending on the ally, a favor may be more or less powerful, or maybe Underling itself is just fairly powerful relative to its cost.  Based on the previewed allies, I think Underling may be on the strong side relative to its cost.

Bauble is a copper with a bonus.  It reminds me of Candlestick Maker, or Ducat, but without the trashing or coffers.  It faces the question of why would I want to add a copper to my deck.  Probably not a power house, but if you need buys or favors it's there for you.

Broker is Salvager plus flexibility minus buy.  In the early game you're often not using that buy anyway, and you might prefer the terminal draw over money.  But unless you have a lot of fodder, I think it may not be very strong.  Imagine trashing a silver, netting one extra card, but Broker is terminal and is one extra card really enough to replace what you trashed?

To judge allies, I initially try to imagine how strong they would make Underling, the simplest of the liaisons.

Cave Dwellers makes it roughly the power level of old map--pretty good.

Coastal Haven makes Underling a Haven, except you can keep your favors around until you need them.  I think that's way better than Haven.

Peaceful Cult makes Underling a cantrip trasher.  Obviously very good.

Plateau Shepherds, well that one's hard to judge.  If there's a spammable $2-cost, you might get around ~4 of them, maybe ~2 estates, and that's about the value of two provinces.  I think this isn't ignorable, but neither is it dominating--unless there's a strong synergy somewhere.  What's interesting is that you don't want favors right away, you just want them before the game ends.  It may antisynergize with Underling, since Underling just doesn't have the flexibility to grab a bunch of favors at the end.

League of Bankers is also hard to judge, because it's not directly comparable to anything we've seen.  I might compare it to Canal, which is okay at $7 even when there aren't synergies with cost reduction.  Or maybe think of it like a Peddler that you topdeck every turn.  At only 4 favors and stackable, I think this is very cost effective.  But imagine doing this with just Underlings--you have to play a lot of useless cantrips before seeing returns on your investment.

49
Dominion General Discussion / Re: Dominion: Allies Teaser
« on: February 27, 2022, 12:11:11 pm »
Very excited for 3 whole new victory cards.  We haven't had that many in a single set since apparently Hinterlands.

50
Dominion General Discussion / Re: Seaside 2E Announced
« on: February 01, 2022, 01:36:06 pm »
You would actually want to drop wharf? why?
Great question.  While I understand that stronger cards are generally more popular, because you get to do bigger things in games that include them, we tend not to like them as much, because they're centralizing, and lead to situations where one player unlocked the big thing and the other player has to sit around and give a good hard think about resigning.  King's Court is one of our most common vetoes for that reason.  Wharf, eh.  I'd keep it but if DXV decides to remove it I'd go along with his judgment on that one.

We've been playing for over a decade, and are aware of the competitive scene, but don't actually play online.  So we're sort of casual players but also not.  And for what it's worth some stuff that's relatively fast online is slower offline (e.g. shuffling, tracking large action chains), and vice versa (e.g. attack and reaction effects).

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