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2276
Non-Mafia Game Threads / Re: Dominion Battle Royale (Take Two)
« on: April 19, 2013, 03:02:09 pm »
Sick

2277
Non-Mafia Game Threads / Re: 7 Wonders Teams
« on: April 19, 2013, 03:01:52 pm »

2278
Non-Mafia Game Threads / Re: 7 Wonders Teams
« on: April 19, 2013, 02:56:54 pm »
We're both playing Caravansery: Produce Brick/Stone/Ore/Wood. Chain from: Marketplace. Chain to: Lighthouse. Cost: 2 Wood.

I pay Watno and Davio for Wood and I pay 2 coins to Davio and 1 coin to Watno because of my Dock.
Davio's one is free because of the dock and the Trading Post. He also gets 2 coins from his leader.

Edit: Corrected an error.

2279
So I'm waiting with giving you the hand. The update assumed you want to use the Tactic card.

2280
Game state: https://docs.google.com/spreadsheet/ccc?key=0AjovnuYeeSkidG9MNFRlQW5VaTRleFQtT3dZV2k4S3c&usp=sharing

Fame: Goldyx: 33 / Norowas: 56 / Tovak: 58 / Arythea: 61
Influence: Goldyx: 0 / Norowas: -1 / Tovak: 5 / Arythea: -3

Advanced Actions:
Diplomacy Influence 2. You may use Influence as Block this turn. /// Influence 4. Choose Ice or Fire. You may use Influence as Block for the chosen element this turn.
Frost Bridge Move 2. The Move cost of swamps is reduced to 1 this turn. /// Move 4. You are able to travel through lakes, and the Move cost of lakes and swamps is reduced to 1 this turn.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4

Spells:
Expose / Mass Expose Target enemy loses all fortifications and resistances this combat. Ranged Attack 2. /// Enemies lose all fortifications this combat, or enemies lose all resistances this combat. Ranged Attack 3.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
Mana Meltdown / Mana Radiance Each other player must randomly choose a crystal in their Inventory to be lost. You may gain one crystal lost this way to your Inventory. Any player that had no crystal in their Inventory when you played this, takes a Wound instead. /// When you play this, choose a basic mana color. Each player, including you, takes a Wound for each crystal of that color they own. Gain two crystal of the chosen color to your Inventory.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
empty
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
empty
Utem Swordsmen Cost 6 / Level 2 / Armour 4 / Recruitable in Keep / Attack or Block 3 /// Attack or Block 6. This Unit becomes Wounded.

Temporary Bonus Units from Bonds of Loyalty   
empty
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Siege Attack 4

Monastery Advanced Actions                                                            
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

Common Skill Offer:
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a blue mana token. You cannot use another motivation skill until the end of your next turn.
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a red mana token. You cannot use another motivation skill until the end of your next turn.
Bright Negotiation Once a turn: Influence 3 (during the Day) or Influence 2 (at Night)
Healing Ritual Once a Round, except in combat: Flip this to throw away up to two Wounds from your hand. One of them goes to the hand of the closest hero (if tied, you choose) instead of to the Wound pile.
Prayer of Weather Once a Round: Put this Skill token in the center. Until start of your next turn, the Move cost of all terrain is reduced by 2 for you (to a minimum of 1), and is increased by 1 for all other players (to a maximum of 5). Then take this token back and flip it.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at Night).
Night Sharpshooting Once a turn: Ranged attack 1 (durng the Day), or Ranged attack 2 (during the Night)
Cold Swordsmanship Once a turn: Attack 2, or Ice attack 2
Source Freeze Once a Round: Put this skill token in the Source. While it is there other players cannot use their usual one die from the Source. On your next turn, gain one crystal of any basic color represented in the Source to your inventory (do not reroll that die) then take this token back and flip it.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2
Forward March Once a turn: Get Move 1 for each Ready and Unwounded Unit you control, to maximum of Move 3
                                                            
Mana Source:
Green / Gold / Gold / Gold / Gold / White

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 2/6/13 / Tactics: 2: Long Night One time this Night, if your Deed deck is empty, you may shuffle your discard pile and put 3 cards at random back into your Deed deck. Then flip this card face down.      
Crystals: Blue, Blue
Skills: Universal Power Once a turn: You may add one mana to a card played sideways. If you do, the card gives +3 instead of +1. If it is an Action or Spell card of the same color as that mana, it gives +4.
         Flight Once a Round: Flip this to move to an adjacent space for free, or to move two spaces for 2 Move points. You must end this move in a safe space. This move does not provoke rampaging enemies.                                                         
Units (2/3): Guardian Golems Cost 7 / Level 2 / Armour 3 (Physical Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
                 Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4

Tovak (pops):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/8/13 / Tactics: 3: Mana Search Once per turn, before you use mana from the Source, you may reroll up to two mana dice in the Source. When choosing dice to reroll, you must pick gold (depleted) dice first, if there are any.                                       
Crystals: White, White, Green, Blue, Blue, Blue, Red, Red
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)
         Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
         I Don't Give a Damn Once a turn: One card played sideways gives you +2 instead of +1. If it's an advanced action, spell or artifact, it gives +3 instead.
Units (3/4): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen (wounded) Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
                 Amotep Freezers Cost 8 / Level 3 / Armour 6 / Recruitable in Keep or City / Attack or Block 5 /// Target enemy does not attack this combat and it gets Armor -3 (to a minimum of 1).
                 -> with Banner of Protection Assign this to a unit you control. The assigned unit gets armor +1, fire resistance and ice resistance. /// At the end of your turn, you may throw away all wounds you received this turn.

Norowas (theorel):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 2/8/17 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, White
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
         Leadership Once a turn: When activating a Unit, add +3 to its Block, or +2 to its Attack. or +1 to its Ranged (not Siege) Attack, regardless of its elements.
         Bonds of Loyalty When you gain this Skill, add two Regular Units to the Units offer. Put this Skill in you Unit area as a Command token. It costs 5 less Influence (minimum 0) to recruit a Unit under this Command token. This Unit can be used even when the use of Units would normally not be allowed. You cannot disband this Unit.
Units (3/4+1): Foresters (wounded) Cost 5 / Level 1 / Armour 4 / Recruitable in Village / Move 2. The move cost of forests, hills and swamps is reduced by 1 this turn, to a minimum of 0 /// Block 3
                 Red Cape Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Fire Attack or Fire Block 4
                 Catapults Cost 9 / Level 3 / Armour 4 / Recruitable in Keep or City / Siege Attack 3 /// Siege Fire Attack 5 /// Siege Ice Attack 5
                 Bonds of Loyalty: empty

Arythea (Watno):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 5 (3)/8/18 / Tactics: 6: Sparing Power Once before the start of each of your turns, choose one: Put the top card of your Deed deck face down under this card, or flip this card face down and put all Deed cards under it into your hand.
Crystals: White, White
Skills: Power of Pain Once a turn: You can play one Wound sideways, as if it were a non-Wound card. It gives +2 instead of +1. At the end of your turn, put that Wound in your discard pile.
         Burning Power Once a turn: Siege Attack 1, or Fire Siege Attack 1.
         Hot Swordsmanship Once a turn: Attack 2, or Fire Attack 2.
Units (1/4): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

2281
I don't think that's a safe assumption at all.  I can think of lots of cases where you would choose not to.  They aren't far too edgy either.

Yeah, I just wanted to point it out. That's why I'm waiting with the update. Allthough I think I could update and just wait to send him his hand.

2282
You will draw only up to 5 cards this turn. I guess you want to use your Tactic cards.

2283
Re-roll
Rolled 1d6 : 4, total 4

2284
Non-Mafia Game Threads / Re: Battlestar Galactica (Round 3)
« on: April 19, 2013, 02:15:52 pm »
Is there anything else I can do beside trying to escape the Brig?

2285
Non-Mafia Game Threads / Re: 7 Wonders Teams
« on: April 19, 2013, 02:14:18 pm »
Davio, just give your confirmation on your play. Then we're ready.

2286
Leveling up is processed at the end of the turn so that the next player can already start his turn. This is especially nice in PBF. But I really don't want to delay it that much. And if, let's say Insomniac levels up, you have to be made your choices already as he has to know which Advanced Action is replaced.

Pillaging indeed is "anytime between your turns" because it really doesn't affect other turns.

2287
I know I drew a lot of Defense cards in a game where I didn't really needed them.

2288
Game state: https://docs.google.com/spreadsheet/ccc?key=0AjovnuYeeSkidFB5Z0t1Qm5XeHdTZ041VUVwdVFwRHc

Fame: Goldyx: 5 / Norowas: 5 / Tovak: 0 / Arythea: 4
Influence: Goldyx: 0 / Norowas: 0 / Tovak: 0 / Arythea: 0

Advanced Actions:
Mana Storm Choose a mana die in the Source that is showing a basic color. Gain a crystal of that color to your Inventory, then immediately reroll that die and return it to the Source. /// Reroll all dice in the Source. You can use three extra dice from the Source, and you can use dice showing black or gold as mana of any basic color, regardless of the Round.
Steady Tempo Move 2. At the end of your turn, instead of putting this card in your discard pile, you may place it on the bottom of your deed deck as long as it is not empty. /// Move 4. At the end of your turn, instead of putting this card in your discard pile, you may place it on top of your Deed deck.
Into the Heat Play this card at the start of the combat. All of your Units get their Attack and Block values increased by 2 this combat. You cannot assign damage to Units this turn. /// Play this card at the start of the combat. All of your Units get their Attack and Block values increased by 3 this combat. You cannot assign damage to Units this turn.

Spells:
Burning Shield / Exploding Shield Fire Block 4. If this card is used as part of a successful Block, you may use it during your Attack phase as Fire Attack 4 /// Fire Block 4. If this card is used as part of a successful Block, destroy the blocked enemy.
Mana Meltdown / Mana Radiance Each other player must randomly choose a crystal in their Inventory to be lost. You may gain one crystal lost this way to your Inventory. Any player that had no crystal in their Inventory when you played this, takes a Wound instead. /// When you play this, choose a basic mana color. Each player, including you, takes a Wound for each crystal of that color they own. Gain two crystal of the chosen color to your Inventory.
Chill / Lethal Chill Target enemy does not attack this combat. If it has Fire Resistance, it loses it for the rest of the turn. /// Target enemy does not attack this combat and gets Armor -4 (to a minimum of 1) for the rest of the turn.            

Units:
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in   Village / Attack or Block 2 /// Influence 2 /// Move 2
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in   Village / Attack or Block 2 /// Influence 2 /// Move 2
empty

Monastery Advanced Actions                                                       
Path Finding /// Move 2. The Move cost of all terrains is reduced by 1, to a minimum of 2, this turn. /// Move 4. The Move cost of all terrains is reduced to 2 this turn.

Common Skill Offer:
Healing Ritual Once a Round, except in combat: Flip this to throw away up to two Wounds from your hand. One of them goes to the hand of the closest hero (if tied, you choose) instead of to the Wound pile.
Bright Negotiation Once a turn: Influence 3 (during the Day) or Influence 2 (at Night)
Pending

Mana Source:
Green / Red / Black / Black / Black / Black

Map:


Norowas (Galzria):
Level 2 / Armour 2 / Hand 5 / Piles (Draw/Hand/Discard): 1/5/12 / Tactics: 3: Mana Steal When you take this Tactic, take one mana die of a basic color from the Source and put it on this card. You can use that mana on any of your turns this Day. If you do, reroll it at the end of that turn and return it to the Source.
Skills: Pending
Crystals: None
Units (0/1)

Goldyx (pops):
Level 2 / Armour 2 / Hand 5 / Piles (Draw/Hand/Discard): 3/7/11 / Tactics: 4: Planning If at the end of your turn you have at least 2 deed cards in your hand, draw your next hand as if your hand limit is increased by one.
Skills: Pending
Crystals: White, Green
Units (0/1)

Arythea (Kuildeous):
Level 2 / Armour 2 / Hand 5 / Piles (Draw/Hand/Discard): 0/5/12 / Tactics: 5: Great Start You may immediately draw 2 cards.
Skills: Hot Swordsmanship Once a turn: Attack 2, or Fire Attack 2.
Crystals: Red
Units (0/1)

Tovak (Insomniac):
Level 1 / Armour 2 / Hand 5 / Piles (Draw/Hand/Discard): 1/5/10 / Tactics: 6: The Right Moment One time this Day during your turn, you can announce that you will take another turn immediately after this. If you do, flip this card face down.
Skills: None
Crystals: None
Units (1/1): Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Siege Attack 4

2289
gg everyone

If I would have drawn a War in the end I might have had a chance at winning, but it was still a clear winner.
That was a fun game. Thx Tables for organizing this.

Btw. it's a shame that Impact of Agriculture has no maximum, but Impact of Hapiness has. 34 Culture would have been great.  :P

2290
Actually, can that only be used during the ranged phase, or can it be used during normal attack phase as well?

Ranged Attack can be used as normal Attack too.

2291
pops levels up.

Choose a skill:
Flight Once a Round: Flip this to move to an adjacent space for free, or to move two spaces for 2 Move points. You must end this move in a safe space. This move does not provoke rampaging enemies.
Green Crystal Craft Once a round: Flip this to gain a blue crystal to your Inventory and a green mana token

You can also choose the skill in the common offer. Then choose an Advanced Action from the offer.

2292
Correct. Which Advanced Action?

2293
Galzria levels up.

Choose a skill:
Day Sharpshooting Once a turn: Ranged Attack 2 (during the Day), or Ranged attack 1 (at Night)
Bright Negotiation Once a turn: Influence 3 (during the Day) or Influence 2 (at Night)

You can also choose the skill in the common offer. Then choose an Advanced Action from the offer.

2294
Man, getting no Aggression in the end game really sucks.

Build Professional Sports (10-5 = 5 Ressources)
Build Wonder (5-5 = 0 Ressources) (33 Culture if I counted correctly)
Build free Warrior I have no-one left, so I procastinate
Play Air Forces
Take Scout
Play Scout
Win

2295
Send Priest to Fire Cult

2296
Dominion General Discussion / Re: Best target for Procession?
« on: April 18, 2013, 09:29:40 pm »
Cool thread idea btw.

Let's think of other good targets. Procession on Death Cart is pretty good too, especially with extra buys.
How about Governor for cards and then Procession+Pillage. That would be really mean even with no $6 card on the board.  :P
But even without Governor if you have a Pillage in hand and want to play it anyway playing Procession on it, might be actually good as you get 2 extra Spoils.
Out of the trash effect cards Fortress and Cultist are probably the strongest while Sir Vander and Catacombs could both pretty strong too, especially with strong $6 targets like Border Village.
Procession+Sea Hag is especially good with when you deal out the last 2 Curses.
Other good targets might be good targets that lose their usefulness after a while, maybe Ambassador or Moneylender.

2297
Dominion General Discussion / Re: Best target for Procession?
« on: April 18, 2013, 09:12:08 pm »
Procession on Scout greatly improves your deck, too.

Yeah, it's nothing better than drawing all your 8 Nobles and getting a $5 card, but having to trash that Scout is really a downside.

2298
I'm still unclear with the trading rules. it wasn't with anyone?

And I'm unclear with your ... unclearity !? What is the question? What is with anyone?
Does one need to be in a certain place to be able to trade?

yeah with anyone, location doesn't matter. We're not playing Pandemic.

2299
I'm still unclear with the trading rules. it wasn't with anyone?

And I'm unclear with your ... unclearity !? What is the question? What is with anyone?

2300
Use my free spade and pay 3 Workers and 2 Coins to build a dwelling on G9

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