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Messages - Julle

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101
Dominion Articles / Re: Not Combos -- Cards that don't work well together
« on: December 21, 2011, 02:35:58 am »
In one game I though: "Loan is pretty much the only trasher, got to buy it. Maybe one terminal for a second buy. Hey, time to try something different, I'll buy Bureaucrat."

Few turns later I had both of them in same hand: "Great,  he has a victory card in hand and have to put it back to his deck, now it's time for Loan..."

102
Dominion General Discussion / Re: Greatest Isotropic Moments of 2011
« on: December 19, 2011, 01:27:33 am »
http://dominion.isotropic.org/gamelog/201112/18/game-20111218-220031-ce999bbd.html
My latest "Fuuu" -moment:
Quote
— Julle's turn 11 —
Julle plays a Fishing Village.
... getting +2 actions and +$1.
Julle plays 3 Coppers.
Julle plays a Venture.
... (Julle reshuffles.)
... revealing a Goons and a Moneylender and then a Copper.
... discarding 2 cards.
... playing a Copper.
Julle buys a Goons.
(Julle draws: 4 Tunnels and a Fishing Village

At the time they were all tunnels I had. My opponent weren't very good, so I won anyway =)

103
Dominion General Discussion / Re: Homage to the Best Card
« on: December 18, 2011, 10:30:28 am »
-

104
Dominion General Discussion / Re: Greatest Isotropic Moments of 2011
« on: December 12, 2011, 10:42:00 am »
Not sure if this was on the list last year but here it is.

With a little  help of my opponents Council Rooms I managed to make coppers worth 10$, played 11 of them and had enough buys to buy all Provinces.

http://councilroom.com/game?game_id=game-20110814-051047-aaca0cb2.html

105
Variants and Fan Cards / Re: Really bad card ideas
« on: November 13, 2011, 03:33:10 am »
Anyone else have a one-letter change?

Lawn - $2 - Action

Choose one:
+1 card
+1 action
+1 buy
+$1

You can reveal Estate from your hand. If you do, you can put it aside with this card.
At the end of the game each Lawn and Estate pair is worth 3 victory points.

Surely an Estate with a nice lawn is worth more  :)

106
Variants and Fan Cards / Re: Create a card inspired by another game
« on: November 12, 2011, 03:13:53 am »
Another one from 7 Wonderstm:

Collector
Victory - $6
At the end of the game trash number of Estates from your deck equal to number of Collectors in your deck.
At the end of the game your Provinces, Duchies and Estates don't provide any victory points. Instead you get X/4 victory points.
---
Your Provinces, Duchies and Estates represent three science symbols from the 7 Wonderstm. Calculate your score(X) as you would in 7 Wonderstm.

107
Variants and Fan Cards / Re: Really bad card ideas
« on: November 10, 2011, 09:03:29 am »
King's Adventurer
$10 - Action
Reveal cards from your deck until you reveal 2 Treasure cards. Play both Treasures three times and discard the other revealed cards.

You really don't want to reveal 2 Contrabands with this.

Shanty Menagerie
6€ - Action
+1 Action
Reveal your hand. If you have no action cards and no duplicates in your hand, put your deck into your hand.

The ultimate counter against Torturer.

108
Game Reports / Re: Hinterlands/Governor game logs from councilroom
« on: October 29, 2011, 05:28:13 am »
Tunnels on board.

"Let's see, only card that can discard is Mandarin. It only discards one card but as long as I have tunnel in hand at the same time, I get the Gold."

Few Tunnels and one Mandarin later:

"Wait, Mandarin doesn't discard a card, it puts the card on deck." 

After two times doing this I think I've learnt my lesson  ;)

109
Dominion General Discussion / Re: [spoiler] Full Hinterlands card list
« on: October 19, 2011, 12:13:42 pm »
After some testing I am still thoroughly underwhelmed by Tunnel/Golem/Council Room. This is probably the best case scenario, with excellent shuffle luck (Silver/Silver/Potion/Council Room/Golem bought in 5 turns, good midgame draw luck), and even then its speed is only on par with single-Smithy.

More typically you don't get the key cards fast enough, and when you get them you see bad collisions between Golem and Council Room/Tunnels that routinely kill you. But: I will say if your goal is to deplete the Gold pile this strategy can do that for you, even if you don't win ;)

The Council rooms doesn't sound like the best card for such a big deck. Maybe Salvager, Bishop or Remodel would do better.

110
Dominion General Discussion / Re: [spoiler] Full Hinterlands card list
« on: October 19, 2011, 10:33:18 am »
No one has mentioned Tunnel+Golem synergy yet. Buy 1 or 2 Golems but no other actions. There you go, every time you play Golem it goes trough your deck and you get Gold for every Tunnel in your deck. Don't know if it's a good strategy but sounds fun  :).

111
Develop is going to be VERY different on the various boards, with a "hole" in the price structure changing it dramatically (if there are no $4 cards, for example).  I suspect that it's super-powerful if there are $3 and $5 cards that combo well together, so that you can Develop $4 cards into that 3/5 combo and play that combo the next turn.  So, like, if there are Village/Council Rooms on the board, for example.

Also good in Colony games if you manage to crab quick province. You can turn it into a platinum and something 7$ ( if there's any). So Baron/Coppersmith and Develop sounds like an interesting opening with the right circumstances.

112
Variants and Fan Cards / Re: Really bad card ideas
« on: October 15, 2011, 06:51:25 pm »
Turbo
Cost: $7
Each other player draws or discards cards until they have the same number of cards in hand that you do.

Draw cards equal to the number of cards in your hand.

Golem + Tactician + Turbo = Happy opponents ;)

113
Game Reports / Re: Finishing in Style
« on: October 04, 2011, 08:22:44 am »
Once I finished the game by KC'ing three coppersmiths and playing 11 coppers (worth 10$ each) and had enough buys from previous Concil rooms and Worker's villages to buy all Provinces and few Duchies.

Edit: Found the gamelog: http://dominion.isotropic.org/gamelog/201108/14/game-20110814-051047-aaca0cb2.html

114
Dominion General Discussion / Re: The Most/Least Fun Dominion Cards
« on: October 01, 2011, 02:17:31 pm »
Least Favourites: Treasure Map and Swindler.
Both far too random and swingy for my liking.

It was very satisfying moment when my Swindler hit my opponents Treasury map and changed it into a Potion. I think my opponent wasn't too happy with only 1 map.   

One card I've started to like is Harvest. At start of the game it's usually 3$ and cycles your deck. Later it's usually 4$ and very good target for doubling or tripling.

115
Puzzles and Challenges / Re: Whats missing thread
« on: September 22, 2011, 02:33:05 am »
Anon is correct the category is cards that when remaked/upgraded will always result in nothing. province can be remaked into a platinum and so is therfore incorrect

Assuming there's no bridges/princess in play

116
Variants and Fan Cards / Re: Discard Attacks
« on: September 07, 2011, 12:22:11 pm »
...
Tree Pruner
$4 - Action/Attack
+2 Cards
Each player with 4 or more cards in his hand reveals all cards in his hand except for one of his own choosing.  You choose one of the revealed cards for him to discard. He then draws one card.
...


My idea for this:

Tree Pruner
$4 - Action/Attack
+2 Cards
Each other players draws 1 card.
Each player (including you) reveals his hand.  You choose one of the revealed cards for him to discard.

Stronger attack part but little harm for you too.

117
How did you trim your deck down to that? None of those cards is a trasher. Also, are you assuming the Silver pile is empty by that stage?

That would be possible with islands and of course you should also empty the silver pile. Didn't say it would be easy ;)

118
What about this:
Your opponents has already bought 7 provinces and few duchies and estates just to tease you a bit. Then he gets a hand of 5 victory cards and you have just trimmed your deck down to KC, KC, Monument, Ghost ship and Bureaucrat. Then you lock him down and keep gaining tokens until you win with 1 point. I think this would be the most epic win ever.

119
Variants and Fan Cards / Re: Idea for a new reaction card
« on: September 05, 2011, 12:05:15 pm »
It works directly against:

Minion: Good hand except 1 bad card. Discard the bad card and you are unaffected by the attack.
Bureucrat: You still have to discard an estate but at least it doesn't go on the deck.
Ghost ship: Discard one so you only have to put 1 back on the deck.
Mountebank: Somehow, you can choose to gain a curse in hand so you won't get copper too.

Against other attack it won't work directly, but sometimes you might need to gain a Hamlet or an extra copper to buy the last province. Maybe it would have trash instead of discard to make it universally better.

120
Variants and Fan Cards / Idea for a new reaction card
« on: September 05, 2011, 04:16:08 am »
I've been thinking this one few days and came up with this.

Because of reaction part being pretty long, nothing special for the action part. I've been thinking:

Trash 1 card
or
2$
or maybe even mini-militia:
1$, everyone discards down to 4 cards
Making it first Reaction - Attack.

For the reaction part:

When another player plays an attack card, you may reveal this from hand. If you do, you discard or cain in hand a card costing up to $2. You cannot reveal more reactions against current attack after this.

The last part is because otherwise you would be able to empty any <2$ pile you like. Of course you can reveal another reactions before this.


121
Game Reports / Re: Game Altering Hands
« on: September 04, 2011, 06:38:28 am »
Coppersmithing from 0 to 54 on turn 13. Got little help from my opponents KC:ed council room though.

http://dominion.isotropic.org/gamelog/201108/14/game-20110814-051047-aaca0cb2.html


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