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Messages - GendoIkari

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9051
If you could set up KC-KC-Feast-Feast-Feast in Duke-Duchy without your opponent realizing what you're up to, I imagine that would be pretty satisfying. I did something similar in a Gardens game once.

I managed to KC a Feast for 3 Duchies the other day. Not a Duke game, though.

9052

I still think you are all wrong. I always thought the opposite about this card : easy to execute, hard to block.
You need 6 duchies and 5 dukes so that they are worth as much as eight provinces. Not much, it's only three dead cards more, for the total cost of 55$ (64$ for provinces).
And man, it's so easy to get 5$ each turns ! a simple silver helps a lot. Obviously, a card like Horse traders or feast is also good… but even without…
And, if the province player can grab some duchies/dukes, the duke player also, can easily take one or two provinces. But actually, the duchy or duke doesn't really help the province player.

Also, the duke does not need 3-pile ending, unlike gardens or silk road. Because, as I said, it's easy to get more than 48 point : the maximum for provinces.

You tend to compare the Duke to gardens. it has nothing to do.

I completely agree! Last month ehunt gave me some great advice on learning how to beat a Duchies strategy... he said to try Duchies myself, and learn from the times that my opponents beat me. Well, I started doing that... and it didn't quite work as planned, because I found myself winning basically every time I went Duke/Duchy!

9053
Here's the idea: Before the game starts, and after the kingdom cards are laid out, each player is dealt 3 estates. Then, secretly, each player takes into their deck as many coppers as they want (perhaps limiting it to "your share" of coppers: total coppers divided by number of players). Play then continues as normal.

What do people think of this idea? How would it play out? Where would it be broken?

If Duke is on the board, I'll take the absolute maximum number, and just purchase a Duchy on almost every single turn.  :)

Otherwise, though, this seems like it could work as an interesting strategy point. I wonder what the optimal number to take is?

9054
Rules Questions / Duration cards rules
« on: January 27, 2012, 12:21:47 pm »
So a few questions here; dealing more with why things are how they are, rather than what the rules are.

So, according to the rule book, Duration cards stay out unti the last turn in which they do something. But, according to common usage, and the way many people mistakingly think of them, Duration cards stay out until the end of the turn after you played them.

So when there is a difference between the two:
  • When you play Tactician as the last card in your hand... you discard no cards, so you don't do anything special next turn.
  • When you play Haven as the last card in your hand, with no cards in your deck... Haven has no card to take into your hand next turn, so you don't keep it out. (I'm pretty sure about this... but can someone confirm?)
Is there any other possible time that a Duration will get cleaned up the turn it is played?

I don't understand Outpost either. Outpost stays out the turn you play it, right? Why? It doesn't do anything the turn after you play it. It changes what you do for THIS turn's cleanup, but it doesn't do anything next turn.

Finally, and this one's maybe a question for Donald... is there a reason why the Duration cards stay out "until the last turn that they do something" instead of just "until the end of your next turn"? At first I thought that there might be some issue with having to remember "when did I play that card?" but that issue exists currently as well; you just have to note or move Duration cards that need to now be cleaned up. Since it's extremely rarely advantageous to play a Tactician with no other cards in hand, I doubt the rule was written that was just for that edge case. Were you originally planning on making Duration cards that did things for more than 2 turns?

9055
Variants and Fan Cards / Re: Really bad card ideas
« on: January 27, 2012, 12:06:20 pm »
No Bless
$2 Action - Duration

Choose one: +2 Cards; or +1 Action

While this is in play, noone can play Bishop and Chapel.

I know these aren't meant to be serious, but I still feel the ned to point out that this card will NOT stay in play at the end of your turn.... Durations cards stay in play until the end of the last turn in which they do something. So you need to have "at the start of your next turn, _____" in order to do what you want.

9056
Game Reports / Re: Good play or good luck?
« on: January 26, 2012, 03:11:38 pm »
It's also quite amusing that after 8 turns of fail, he FINALLY draws his Ambassador and Curse in the same hand together. And then you play a Minion. ;D

9057
Variants and Fan Cards / Re: Let's mess with turn 1!
« on: January 25, 2012, 05:24:55 pm »
Watchtower or Trader or reasons that this shouldn't be possible even during the first reshuffle - or is the "if you do"-clause not fulfilled that way? Still, that would be 10 Silvers without the +10 cards.

Works for Watchtower, but not for Trader. If you use Trader, you never gain the card, so "if you do" doesn't let you do it. But with Watchtower, you do gain the card, so "if you do" works.

9058
Variants and Fan Cards / Re: Let's mess with turn 1!
« on: January 25, 2012, 05:17:43 pm »
Honestly, why limit it to turn 1?

When this card is in the supply, you may gain a Curse.  If you do, +1 Card.

So broken if you have Watchtower in your hand. Or just Forge in your deck.


9059
I think the real distinction is between 'curse-giver' and 'everything else' at almost every price point. There's very few things that can deal with curses effectively (other cursers, ambassador, masq, and... that's about it reliably. Actually, I should make a call for games where cursers are beat without these, because it's very few). And the other attacks may be good, but not more so than just strong cards really. Militia ~= monument, for every minion there's a hunting party, etc. So I mean, most of the other attacks are strong, but not like on another level.

Here you go, 2 sample games: http://forum.dominionstrategy.com/index.php?topic=999.0. Not that I'm disagreeing with your assessment of Curses!

9060
Dominion General Discussion / Re: Dominion in xkcd?
« on: January 25, 2012, 12:11:33 pm »
Heh, I immediately thought the same thing when I read today's comic!

9061
Other Games / Re: Played Kingdom Builder
« on: January 25, 2012, 09:25:45 am »
Out of curiosity, how much space is required? In our itty-bitty 720-sq-ft home, we make use of an old-fashioned card table that is probably about 3-foot square. It holds Dominion fairly well. It barely holds Ghost Stories (if we don't use the five-player expansion). To my surprise, it actually holds Risk:Legacy just barely (assuming I put the box on the floor). I wouldn't dream of trying to play Smallworld, Dungeon Lords, or Power Grid on it.

I wouldn't mind finding another game that will fit in that space. Maybe Kingdom Builder is my next consideration.

I'm almost sure it would fit fine. Aside from the board itself, you need very little space on each side. Unfortunately I don't have a copy of my own that I could just measure, but this should give you an idea: http://boardgamegeek.com/image/1134699/kingdom-builder. The board itself is probably around 18"X24".

9062
Dominion Isotropic / Attention-whoring thread.... I did it!!
« on: January 25, 2012, 09:02:20 am »
Finally, after 757 games, I'm a level 30!!  :D Thank you all to people on the board who have taught me so much, as well as played hard-fought matches with me.

9063
Game Reports / Re: What's the "treasure" people keep talking about?
« on: January 24, 2012, 07:28:10 pm »
To be honest, your opponents play doesn't excite me much here. He does not bother to buy an Ambassador or either of the other two trashers and just lets you give him all of your Copper and Estates.  On top of that, he spent $6 FOUR times on a City in an effort to empty the pile by himself. They only reach level 2 (with two turns left in the game).

Oh I know. He wasn't a very high rank, and when I saw he'd ignored Ambassador, I knew he had little chance. But it was still a very fun engine to build!

9064
Puzzles and Challenges / Re: SMALL money
« on: January 24, 2012, 07:26:54 pm »
Obvious question, but I suppose solitaire mode rules out arbitrarily powerful pirate ships?

Amusingly enough, that never even crossed my mind, and had nothing to do with why I made it solitaire only!

9065
Game Reports / What's the "treasure" people keep talking about?
« on: January 24, 2012, 06:10:01 pm »
http://dominion.isotropic.org/gamelog/201201/24/game-20120124-150739-0420feb1.html

Just did this... never bought a single treasure card; quickly got rid of every Copper. I love Conspirator!

9066
Variants and Fan Cards / Re: Really bad card ideas
« on: January 24, 2012, 04:16:57 pm »
Programmer's Town
$3 - Action

Action += 2;
if (actionsInHand == 0)
    Cards += 2;



9067
Dominion Isotropic / Re: Funny Things on Isotropic
« on: January 24, 2012, 02:56:29 pm »
My username is a pun, it was very amusing when I played Eye Urn, as I'm sure anyone who watches the current matches would know.

You forgot to mention how ironic it was that we played each other.

<rimshot>

I'm missing the Eye Urn + Ferrouswheel joke.. ???

9068
Puzzles and Challenges / Re: SMALL money
« on: January 24, 2012, 01:38:18 pm »
None of the ten kingdom cards you named allows any trashing, yet, you assume a deck with no copper. Does the challenge require that this deck be possible to build, or do we need to include Steward here?

Hmm... I guess that you're right; a solution would have to be at least theoretically possible to happen in a real game. Interestingly enough, I did at one point include Steward, because it let me use some of them to draw the rest of my cards left by Mandarin, and others for the +$2. But I still didn't have enough actions, so I ended up with Bazaar. Although, just this very second, I thought of Trade Route. This can earn $4 per play (I dont' think you want Kingdom victory cards, but you can have Colonies) AND do the required trashing! The only trick is that the trashing is forced, so you'd have to balance how many you play, and what you trash each time.

9069
Goko Dominion Online / Re: Official(?) Dominion App Available on iTunes
« on: January 24, 2012, 12:34:12 pm »

You can play LOTR online now, it looks pretty slick, and may fill the hole I'm gaining with Isotropic's pending shut-down.

http://www.gempukku.com/gemp-lotr

You have just made me so happy!!! I played a lot of LOTR when it came out; it's the only game I've ever spent serious money on. I bought insane amounts of cards from the first 2 blocks. As time went on, and they started changing more things, especially after ROTK was over with, interest (and people to play with) died out.

9070
Puzzles and Challenges / Re: SMALL money
« on: January 23, 2012, 06:03:37 pm »
Start out with Scrying Pool in hand. Use it to draw everything except 2 Victory Cards... you now have 93 cards in hand. Play Vault, drawing the last 2 cards. Discard all but 1 Scrying Pool for $93. Repeat this process 8 more times... you now have $837.

How are you playing the second Scrying Pool after the Vault? You're going to have to insert a Festival or Mining Village play in between somewhere. Also remember that every cycle, you lose 3 cards from your deck by playing them (1 SP, 1 Vault, 1 MV), so the amount of total coin generated is not exactly $93 * 9.

Oops! Right on both accounts! The first can be solved easily by simply playing Festivals up-front... but indeed, there is a big problem with the fact that I counted all Scrying Pools and Vaults in the number of cards to discard!

9071
Puzzles and Challenges / Re: SMALL money
« on: January 23, 2012, 06:01:20 pm »
If Vault is part of the solution, I would think Secret Chamber would help as well.

I certainly thought about it! The reason I didn't end up with it is that in order to use an extra 9 Secret Chambers, you would have to have a way to keep drawing your deck in between each play. I've already used all 10 Scrying Pools, and any other methods of drawing cards is not efficient at all. King's Courting the Scrying Pools doesn't help at all because you can't play actions in between the triple-Scrying Pool plays.
Ah, what about replacing Bazaar with Mining Village?

Of course! Only a minor improvement, but an obvious one, in retrospect!

9072
Puzzles and Challenges / Re: SMALL money
« on: January 23, 2012, 04:47:33 pm »
If Vault is part of the solution, I would think Secret Chamber would help as well.

I certainly thought about it! The reason I didn't end up with it is that in order to use an extra 9 Secret Chambers, you would have to have a way to keep drawing your deck in between each play. I've already used all 10 Scrying Pools, and any other methods of drawing cards is not efficient at all. King's Courting the Scrying Pools doesn't help at all because you can't play actions in between the triple-Scrying Pool plays.

9073
Dominion Articles / Re: The Key to Big Money Part I: Money Density
« on: January 23, 2012, 04:35:18 pm »
^"Always" is a strong word, though I don't imagine it's that far from correct. There was a thread about it a while ago though that outlined situations in which it might be better to go copper=>silver...

Man I remember being a Dominion noob, and thinking I was all smart for having figured out the secret to Mine... that whether you choose to Mine a Copper or a Silver, either way your current hand increases by $1, and your entire deck increases by $1, therefore the 2 choices are identical in every way! Except of course that you don't want to risk drawing your Mine with nothing but Gold, so I cleverly always chose to Mine Copper instead to avoid that! ;D

Then again, that was a time when I was convinced that Village + Smithy had to be the strongest opening ever!

9074
Dominion Articles / Re: The Key to Big Money Part I: Money Density
« on: January 23, 2012, 04:00:35 pm »
To add to the cache vs silver thing, think about what hands that buy provinces look like. Unless you're going for a really heavy silver strat like trader or double jack, you basically need either a gold (or cache) or a +cards card to hit $8. And if you have 2, you're basically guaranteed a province. Given reasonable money density, gold (+ cache) density actually becomes more important than money density. Similarly with buying golds. Pre-greening, a gold (or cache) in hand basically allows you to buy another gold almost regardless of what you draw it with.

So I assume that this means also that in a hand of Mine + Copper + Silver, Silver -> Gold is always better than Copper -> Silver?

9075
Dominion General Discussion / Re: Combo: Chancellor/Inn
« on: January 23, 2012, 02:28:51 pm »
I can't find it, but this has been discussed before. Not sure if it had it's own thread, or was just mentioned somewhere. But I've done this on solitaire before, to get a KC, KC, Bridge, Bridge, Bridge hand.

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