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Messages - Qvist

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2326
You don't need to wait for me because I can't hire anyone. I like to, but I just can't count.  :(

2327
Man, 2 nations with open borders, a big army waiting for a war or at least an Aggression. But my Government doesn't give me the opportunity. Grr.

Play Event

2328
 :o

2329
I like to comment on this list, too. Graverobber is no great card, but it's much better than Rogue, in my opinion. In my experience Rogue is such a weak card and should belong maybe in the bottom 5, but at least in the bottom 10. I'm not sure if Graverobber is properly ranked, but I guess it's alright where it is.

2330
You mention Inn's "On buy effect", this should be "on gain effect"

 :-[

http://forum.dominionstrategy.com/index.php?topic=7836.msg225803#msg225803

Discuss.

You didn't mention that Mystic combos with Scout! :(

I think I would rank Library higher than Council Room.

Ha, I wondered how long it would take that someone would comment on that. Not very long, obiviously.
But I left Scout out intentionally. I still can't see any great Scout/Mystic engine.

2331
Non-Mafia Game Threads / Re: Battlestar Galactica (Round 3)
« on: April 16, 2013, 11:35:12 pm »
## Pass as I have only one card which doesn't fit

2332
Oh yeah. I just noticed that on my own. I somehow confused it.
*cough*
Then I decline, of course.

2334
Rest, discarding Decompose and 3 wounds
End turn, obviously


I'm assuming that you use your Native Village mat.

2335
Offer Peace Treaty to Qvist:

Actually I think I have to accept. No, wait. This is the last turn, right?

2336
Non-Mafia Game Threads / Re: Battlestar Galactica (Round 3)
« on: April 16, 2013, 10:48:55 pm »
## Play Scientific Research

Who lets me now out of the Brig?

2337
Yeah, Insomniac, what is going on? Any open questions? Other problems?

2338
Sir Percival Tables draws Morgan III (Special Card): "One Knight immediately loses 2 Life points -OR- each Knight discards 1 White card." and chooses the discard option. Everyone discards a card.
Sir Percival Tables moves to the Dragon's Quest.

Players (Turn Order)
King Arthur Jorbles       Life: 3 Cards: 6
Sir Gawain Kuildeous     Life: 2 Cards: 6
Sir Galahad mail-mi      Life: 3 Cards: 7
Sir Palamedes Eevee    Life: 2 Cards: 3
Sir Percival Tables        Life: 3 Cards: 6

For better reading: Black = red, white = green
Quests
Tournament vs the Black Knight Perpetual, Solo, Combat Quest (Outcome: 1 Sword, 3 Cards, 1 Life Point)   X|_|_|_    _|_ _|_
Dragon's Quest Combat Quest (Outcome: 2 Swords, 7 Cards, 2 Life Points)                                              X|_|_|_|_    4|_|_ _|_|_ _|_|_ 
Quest for Excalibur (Outcome: 2 Swords, 7 Cards, 1 Life Point, Excalibur)                                                 _|_|_|_|_|_|E|_|_|_|_ 
Quest for the Holy Grail (Outcome: 3 Swords, 7 Cards, 1 Life Point, Holy Grail)                                          X|X|X|X|X|X|X   
Pict Wars Quest (Outcome: 1 Sword, 4 Cards, 1 Life Point, if lost: 2 siege Engines to Camelot)                     X|_|_|_ 1|2|_|_|_ 
Saxon Wars Quest (Outcome: 1 Sword, 4 Cards, 1 Life Point, if lost: 2 siege Engines to Camelot)                 X|X|_|_ _|_|_|_|_   
Camelot                                                                                                                                         |||_|_|_|_|_|_|_|_|_

King Arthur Jorbles please choose the Progression of Evil.

2339
Puzzles and Challenges / Re: Exception to the Rule: Solitaire Sabotage
« on: April 16, 2013, 10:14:17 pm »
You trash 3 Coppers

From which deck? You're playing solitaire.

2340
Goko Dominion Online / Re: Goko Redlines
« on: April 16, 2013, 01:41:08 pm »
great (like, Qvist and up)

I'm trying to work out who should be offended by this, and who flattered. :)  Qvist is perhaps the most interest case!

I was confused reading this too. I mean I was first on the leaderboard for one game. But I don't think I belong there.

2341
Do te extra wounds from poisoon count towards being knocked out?
No.

Is this white monster in my city insanely evil?
Depends.  :P

2342
Non-Mafia Game Threads / Re: Terra Mystica II - Round 6 - Qvist's turn
« on: April 16, 2013, 01:00:34 pm »
I think you're confusing your power bowls: You're at 3/4/0, not 0/3/4.

Oops, yeah, obviously. Then I'll have 1VP less. Fine.

2343
Two corruption, okay?

Ah, I guess I forgot to substract the Ressource markers on the Wonder itself. But I can't see anything better, so that's ok, yeah.

2344
I still need 1 discard order, btw.

2345
Non-Mafia Game Threads / Re: 7 Wonders Teams
« on: April 16, 2013, 11:12:24 am »
Everyone should have their Age II cards. I also included your teammate's cards so you can plan more quickly. I haven't been following the game, so if I'm off on the teammates, let me know, and I'll draw up new hands, but I went off the list assuming that each pair was a team.

Big thanks. Finally it continues.

2346
Non-Mafia Game Threads / Re: Battlestar Galactica (Round 3)
« on: April 16, 2013, 11:09:02 am »
##Pass strategic planning

2347
Take Professional Sports
Take Olympic Games
Build 4 stages of Olympic Games (-10 Ressources)

Draw 3 cards

2348
Screw it.

Sacrifice everything.

You're so mean to me. Not only in Ground Floor, now here too. Ok, in Ground Floor it wasn't your fault. But here it is. Let's see what I do here because I expected to get the ressources.

2349
Game state: https://docs.google.com/spreadsheet/ccc?key=0AjovnuYeeSkidG9MNFRlQW5VaTRleFQtT3dZV2k4S3c&usp=sharing

Fame: Goldyx: 29 / Norowas: 44 / Tovak: 50 / Arythea: 45
Influence: Goldyx: 1 / Norowas: -1 / Tovak: 5 / Arythea: -2

Advanced Actions:
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.
Agility Move 2. During combat this turn, you may spend Move points left from Move phase as Attack points one for one. /// Move 4. During combat this turn, you may spend Move points left from Move phase as Attack points one for one, or 2 Move points for 1 point of Ranged Attack.
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   
Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Siege Attack 4

Monastery Advanced Actions                                                            
empty
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:
Blue / Green / Gold / Blue / Gold / Black

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/6/8 / 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, Green, 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 (1/3): 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

Tovak (pops):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 4/8/11 / 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, Green, 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).

Norowas (theorel):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 8/8/10 / 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, Blue, Red, Red, White, 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 (3/3+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 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16 (1)/7/3 / 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: Red, White, White, Green
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 (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

2350
Non-Mafia Game Threads / Re: Non-Mafia Games Queue
« on: April 16, 2013, 10:39:54 am »

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