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Messages - Robz888

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And Trusty Steed... if you could buy bunches of them, would probably be really, really strong. It has so many options, and would be dominant like, always. It would even be good for Big Money. You would have to price it at $7 at least. I can't really see ever buying it if it was more expensive than that, though. Seems broken at $6 or $8.

I don't have a very good feel for the other prizes, as I rarely buy them. Bag of Gold is probably fine at $6. It's comparable to Hoard (better in the sense that you don't have to buy Victory cards that actually bring your deck down, but worse in the sense that it's not +$2... although if you have a drawing component, it's +$3, so maybe it is straight up better than Hoard, but not $7 good).

That's an interesting question. Of course, the answer is different depending on whether there's 1 or 10 in the supply.

Followers, for instance, is a much stronger Attack if it is the only card available that gives Curses, and no one can have it except the first person who obtains it. So if there is only 1 Followers in the supply, it probably costs... $7? But if there are 10 of them in the supply, I'm not sure it's substantially more powerful than Goons, so maybe $6.

Dominion General Discussion / Re: How do you set up the game IRL?
« on: March 15, 2012, 12:58:01 am »
Hmm ok. Also, if I have enough space to say, just fit a game of Risk on my table(w/ drinks), I would be able to fit Dominion(W/ Drinks), yes?

What's a good Dominion drink? Wine, I suppose... if you have the Vineyards ;)

Dominion Isotropic / Re: Isotropic down?
« on: March 14, 2012, 11:51:38 pm »
I'm back in!

Dominion Isotropic / Isotropic down?
« on: March 14, 2012, 11:24:12 pm »
Is something wrong with Isotropic? When I try to sign in it tells me "Something's Wrong," and I can't get in. Anyone else having problems?

Dominion General Discussion / Re: How do you set up the game IRL?
« on: March 14, 2012, 05:13:03 pm »
             [] [] []    [G] [P]
 [trash]   [] [] []    [Si] [D]
             [] [] []    [C] [E]
                []             [Curses]

Kingdom cards alphabetical by price.

Edit: No idea why I'm getting strikethrough effect. I like how incompetent it makes me seem.
Edit: Fixed! Sneaky Silver pile..

Game Reports / Re: Annotated Game: Mustard vs Wilfred
« on: March 13, 2012, 06:17:40 am »
Very cool game!

Nothing really to add, except that Possession has a weird relationship with Colony. Colonies make Possession much more dangerous, I think, because decks that consistently reach for $11 are just more vulnerable to Possession. And in a Province game, you can deter Possession by buying Provinces and Duchies earlier... but you can't do that in Colony games...

Anyway, I like how you bought and played Possession just in the nick of time. Like, one turn later and it would have been a blowout.

Game Reports / Re: Three Pile with Copper
« on: March 12, 2012, 02:02:20 pm »
I came sooooo close to running out the Coppers recently. One left!

The general answer to the question would be YW most times. However, Pearl Diver isn't a weak bane at all.
My money is on Young Witch.  Sea Hag's main advantage is that it top-decks the Curse, but Young Witch weakens that.  Generally, Young Witch's filtering/cycling is pretty nice in cursing games.
I would say Sea Hag is usually better than Young Witch, and it is absolutely better in this situation. Granted, they are both powerful $4 cards, and YW is better some of the time. But not usually, and not here. For one thing, Pearl Diver is a pretty good Bane card, or as good as any other non-terminal.

It's absolutely essential to deal out your share of the curses, and Sea Hag is what is going to do that for you.

Dominion General Discussion / Re: Playing vs Possession
« on: March 10, 2012, 02:08:41 am »
In fact, there IS an article about how to play/beat Possession. It can be found here:

But basically, Possession is usually not a winning strategy; it's just too cost prohibitive. Every time you buy Possession, you missed an opportunity to buy a Province. Dominion is often a fast game, and there isn't necessarily time to go for this expensive Potion card if you are only going to be able to use it effectively once or twice.

In general, a good way to beat an opponent going for Possession is to junk your deck. Start loading up on Duchies and Estates earlier than normal, and by the time your opponent gets around to Possessing you, they want have much to gain. And remember, you gain the VP chips, so cards like Monument and Bishop he can't even really play when they are in your hand. Same goes for other attacks: your opponent can't really play your Torturer or Mountebank, so that end sup being a dead card for him (but not for you).

By the same token, watch out for atypical situations that make Possession better. An engine that can consistently play multiple Possessions (possibly with Hunting Parties or Golems or Kings Courts) can make it a lot more worthwhile.

I can't see the game you played, so it's hard to know if your opponent got lucky or what. I would think a Wharf/Money strategy would be too quick for Possession in a Province game. Perhaps you should have loaded up on Duchies earlier. Wharf often gives you $10 with two buys, which would work perfectly here.

Dominion Isotropic / Re: People to avoid on isotropic
« on: March 08, 2012, 02:21:16 pm »
People who were mentioned multiple times in the other thread or quoted saying obscene things (though I have not personally had experiences playing with them):
I love you

I took a quick look at the above post and momentarily panicked. I'm nice, I swear! I always apologize to people profusely as I Torturer chain them!

But now I see that's not me. Ah, relief.

For some reason, a player named Murtaugh ALWAYS declines me in auto-match. It's happened during different play sessions on several different days. Does he decline other people, or is it just me? I can't help worrying he mistakes me for the supposedly evil Rambo888.

I am -42 for effect without Goons.

I ALWAYS veto Goons.

Help! / Re: How to play this board -- lots of powerful attacks
« on: March 07, 2012, 07:32:52 pm »
I definitely would not have picked up a Mandarin here. It's a terminal you don't need, and it delays you from inflicting that all important first Curse. Mountebank/Courtyard was the best opening for 5/2, I think. That would have really hurt your opponent.

Beyond that, Minions were a good choice at $5. I think you definitely don't want the Torturers, since they are badly outmoded by superior cursers (like Mountebank) unless they have village support (which they don't in this case). Although, they are a nice target for Golem (Courtyards are just as good, though, and way cheaper). Going Potion here probably makes sense... in order to get Golem. And Golem is a good way to make Possession more worthwhile.

On the whole, your plays look pretty reasonable, except Mandarin! ;)

I don't really understand Minion and Apprentice. What they do has nothing to do with their names, and what they do isn't similar, even though their names are.

Rules Questions / Re: Haggler+Black Market
« on: March 06, 2012, 09:44:00 pm »
I would say no. Haggler can only gain cards from the supply.

Game Reports / Re: One Copper left in the Supply (!)
« on: March 06, 2012, 12:14:54 am »
Sounds like a very fun game!  Don't think Noble Brigand was the right buy here though.  All it could grab were silvers, and with such flooded decks that doesn't seem likely, and as you mentioned it flooded the other deck with needed copper.

You are absolutely right. I seemed to forget that Noble Brigand wouldn't steal my opponent's IGGs. So yes, stupid purchase on my part.

Game Reports / One Copper left in the Supply (!)
« on: March 05, 2012, 11:18:21 pm »
This is the closest I have ever came to running out the Coppers--just one darn Copper left in a 2 player game.

It was perfect storm of mutual prolonging the game. We rushed IGGs, but started buying Victory cards and didn't actually touch the last 2 IGGs. My opponent picked up Gardens, and eventually had enough Secret Chambers that he was strategically aligning the top of his deck so that my Noble Brigands would cause him to gain Coppers, which helped his Gardens. I did a better job of reaching for Provinces, and some Farmlands, and we both got Duchies.

Circumstances kept breathing new life into the game, as I would catch up, and then his Gardens would reach the next level (point tracker was on). Then I turned to Nobles. Then I had to stop buying Coppers when I had less than $5 because I was behind and it was getting close to being a third pile gone. Has anyone ever bought Secret Chambers because the Copper supply was getting too low and you couldn't end the game?

With 1 Copper left, I had to gamble on buying the last Duchy and putting my Gardens over the edge--close, but just missed. My opponent wins 61 to 59.

Check out those decks. Coppers: 32 for him, 27 for me. 1 short!

Variants and Fan Cards / Re: Fan card: Emerald Mine
« on: March 05, 2012, 01:57:59 pm »
Seems dirty strong on a 5/2 (No more than Witch.  But just sayin)
My first thought is this is kinda situational, but pretty well balanced. Of course only playtesting will tell.
To sum up, it's a bad Trading Post early game, of dubious usefulness mid-game, and it's an expensive Remodel late game. That might be worth buying sometimes, but it's hard to say.

Terrifically varied reactions. I have not yet playtested this card, though I am excited to try it once I get my Dominion sets back from a friend.

My sense is that the card is very situational, but it will have moments where it shines. I think it might have a place in the sort of Gold-into-Province engine that goes with Governor, and sometimes Remodel and Expand. But especially Governor, because it isn't really a problem losing Silvers to get Gold and Duchy, because the Governor is just trying to sync up with Golds, not reach $8.

The extra greening might not hurt a strong Venture deck (and indeed, turning the Silvers into Golds is actually beneficial--and since they go to the discard, you do have a chance of immediately drawing that Gold if you have a Venture in hand). And with Silk Roads and Dukes, when you actually do want to gain Estates and Duchies, I think it would be worth picking up an Emerald Mine.

I also expect it would be quite strong in Colony games. Trashing Gold into Platinum and Province looks to me like a good way to steadily gain points in the end game without hurting your money density too much.

Of course it's all speculation without playtesting. I could be completely wrong. I appreciate the feedback, though!

Variants and Fan Cards / Fan card: Emerald Mine
« on: March 04, 2012, 07:25:47 pm »
I remember when I first played Dominion--I loved Mine! It seemed so good! Too bad it usually isn't. So I've been trying to come up with a sort of better/different Mine-type card:

Emerald Mine -- Action -- $5
Trash a Treasure card or a Victory card from your hand. If you trash a Treasure card: Gain a Treasure card costing exactly $3 more, and a Victory card costing exactly $2 more. If you trash a Victory card: Gain a Treasure card costing exactly $1 more and put it into your hand.

It's similar to Mine, and it costs the same, though it's not "strictly superior," because it does not trash a Treasure card into a better Treasure card and put it into your hand. And it's certainly worse at trashing Coppers than even Mine is, because it turns them into Silvers and Estates that don't even go into your hand. Yuck.

On the plus side, it does something Mine can't do--trashes Estates into Silvers, and that Silver you do get in your hand. It also trashes Silvers into Golds and Duchies, and Golds into Provinces (AND Platinum, if it's a Colony game). So it sort of has the Treasure-gaining plus Remodel aspects of Governor, with the handicap of not being a drawer and a non-terminal the way Governor is. But Governor is an excellent card, and Mine is terrible, so maybe this could be something in between. It might be good for alternate VP strategies with Silk Road and Duke.


To be honest, Trader perplexes me. I don't think I play it very well.

Trader is an odd case, but I don't think it beats cursers on the level of Jack, Masq, and Ambassador. It's probably strongest against Mountebank... you can only give your opponent two Silvers so many times before you lose your mind. And the curses don't get destroyed, like they do with Watchtower, so you will get them eventually. But yeah, it's definitely worth picking up to mitigate cursing Attacks, I think, in the absence of these more powerful defenders.

The kingdom: Pearl Diver, Moat, Native Village, Develop, Lookout, Jack of All Trades, Remodel, Young Witch, Bureaucrat, Forge, Secret Chamber (Bane card).

1. Given the strong trashing, is it worth it to grab an opening Witch and join that battle?

Nope. Double Jack crushes cursers.

2. If not, Jack is an obvious first $4 buy (to me). Is my $3 then a Lookout or Silver?

Probably a Silver. Actually, Jack/Lookout is probably good, too. Lookout can get some Coppers, and later you can feed it to the Jack.

3. Is it worth it to grab a Secret Chamber early given that it has some use discarding (especially with curses), and it negates YW? (I'm leaning towards yes if I don't buy a YW, and I can always Forge it later.)

Nope. Secret Chamber is only useful if you have massive draw so you can discard lots of cards, and there's no draw here. As a Reaction it's totally useless, and Jack kills curses.

4. Is it ever worth it to Native Village a Curse just to thin your deck? In this case, I think not with all of the trashing, but what if Jack or Develop were the only trasher?

Jack is in a class by itself. Without Jack, the rest of these cards would very much struggle to handle all the curses and I would recommend a Young Witch/Lookout opening. Generally, the only cards that beat cursing are Jack, Masquerade, Ambassador... and Lighthouse is your best defense.

5. I generally ignore Bureaucrat (buying one or the attack against me). Is this wise in 3+ player?

Bureaucrat is probably better than its reputation suggests. In a slow kingdom, it's not a bad pickup. But here, I don't think you need it.

6. Is it worth it to buy a single Develop late to change a Forge into Gold/Prov?

That's an interesting idea, but probably not. I don't think there's any reason to go for Forge here. Besides which, it will be hard to get it early.

Unfortunately, the answer here is Double Jack. I have a hunch that there's nothing fast enough to beat it.

Step 1: Open Jack/Silver. Step 2: Buy another Jack. Step 3: Use it to trash Curses and Estates. Step 4: Win on about Turn 15 or so.

Don't bother buying anything else but Silvers and Gold. Most other cards just slow down Jack's effectiveness buy colliding with it. I suppose you could pick up a Young Witch of your own if enough of your opponents don't buy Jacks, but it probably isn't worthwhile.

Here's a weird one I thought of: Torturer.

Torturer is most powerful when chained with villages and more Torturers. But the only extra actions in Intrigue come from Nobles, Mining Village, and Shanty Town. While it's certainly possible to set up successful Torturer chains in Intrigue, those are among the worst villages for doing so. Nobles is really expensive. Shanty Town is unreliable. Mining Village is okay, but the benefit that makes it cost $4 instead of $3 isn't one you really want to take advantage of if you're Torturer chaining.

Torturer's favorite villages are in other sets: Fishing and Native from Seaside, and Farming and Hamlet from Cornucopia.
Wait. Isn't shanty town pretty good actually for torturer chains? Like ESPECIALLY if you have other villages, too, but good even by itself?
Well, any source of actions is good for Torturer chains, but I think I'd prefer a stack of vanilla Villages to Shanty Towns in the case of Torturers. Right? I could be wrong. I was just thinking that the villages I most want to see with Torturer are in other sets, specifically Fishing and Native and Hamlet.

Here's a weird one I thought of: Torturer.

Torturer is most powerful when chained with villages and more Torturers. But the only extra actions in Intrigue come from Nobles, Mining Village, and Shanty Town. While it's certainly possible to set up successful Torturer chains in Intrigue, those are among the worst villages for doing so. Nobles is really expensive. Shanty Town is unreliable. Mining Village is okay, but the benefit that makes it cost $4 instead of $3 isn't one you really want to take advantage of if you're Torturer chaining.

Torturer's favorite villages are in other sets: Fishing and Native from Seaside, and Farming and Hamlet from Cornucopia.

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