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Messages - Omastar68

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1
Dominion General Discussion / Re: What do you forget IRL?
« on: October 28, 2017, 11:32:56 am »
Similar one, I forgot that with Teacher you call it, and then you pick one token to put on a pile without tokens. Instead of just using it 4 turns in a row for all the tokens. Ofc, since both of us did this it didn't make much difference.

2
Villa + Pathfinding(or Training. Probably not Seaway or Lost Arts tho)

Buy a Villa, then play it and get a card. Often you can buy many Villas in a turn, and that card helps you do something w/ them if u already have enough actions. Plus if Villa is drawing it will never slow you down, Training helps but then it's just a Festival and those can slow you down sometimes.

3
Dominion Articles / Re: Poacher
« on: September 20, 2017, 02:27:36 pm »
Maybe you could talk about the value, if any, of double Poacher on Baker boards?

4
Dominion General Discussion / Re: Playing with Black Market for Real
« on: September 18, 2017, 11:45:46 am »
Where did you get 60 from? There's no rule like that... you can use however many cards you'd like.

Anyway, last time I used it, I used 25 random cards because of Isotropic. I used the blue-back randomizers as the deck, and when a card was purchased we just put the randomized in our deck. We weren't playing with any cards where it particularly mattered that we could tell top card of our deck was from the Black Market, or if someone was holding a card from the Black Market, so it didn't matter.

And choosing 25 cards from the randomizer was no tougher than choosing the 10 Kingdom cards. Just count out 25 cards and use them. Even if you were using 60 that wouldn't take long.

Yea, I definitely heard 25. Interesting Shuffle IT went from there to 60. I get at least 1 BM early almost every game, and I think I've lost each one I didn't, but is it significantly weaker w/ 25 cards? Sure it's still random, but the chances are lower that there's anything good for that kingdom. Where as if you actually owned and used every other card it'd be extremely strong and essentially a must-buy in the start...I think.

5
Knights+Tomb+Treasure Trove

Had a game w/ these, I clearly was losing the knights split so I figured I could get Treasure Trove, and the golds would get trashed while giving me vp, and I only really needed the Copper to buy more Treasure Troves.

Castles+Salt the Earth

Didn't end up mattering, but it could've. If you don't want or can't afford a castle(s)-likely kings-then you can Salt it so the other person(presumably) can't get it.

6
Dominion General Discussion / Playing with Black Market for Real
« on: September 17, 2017, 09:36:28 pm »
I'm wondering how people use Black Market irl. I don't have it, but even so. I mean it's a lot of cards (60) that are supposed to be in the BM deck whenever you use it. I imagine people use randomizer cards for it since they are already separate from actual piles so you just pull out 60 of them. Different backs isn't too informative for others, and it goes for everybody so that seems ok.

But even if you use Randomizers, don't you have to change most of the cards each time? I mean that's not a ton of work, but more than any other card, do people really use it when you actually have to set it up? Fun online though.

7
Dominion General Discussion / Re: Which Removed Cards Do You Use IRL?
« on: September 11, 2017, 09:22:13 pm »
I only have 1st ed. base irl. Haven't played in a while, but I'm partial to all of them but Woodcutter. That's just too plain honestly, surprised it sees so much use. I mean I guess it isn't especially weak among removed cards. But why would I use it? Messenger is that and Chancellor plus the 'gifting' ability, and it's like I use that all the time. At least Thief can be made interesting, w/ good treasure you'd want to steal and not just trash(Bandit.) Spy can be nice w/ Jester and the like. Nothing special ofc but good enough.

Removed cards seem more traditional or something. Why I might want to use Feast when really there isn't any reason to.

8
Game Reports / Develop>Chapel?(here:)
« on: September 11, 2017, 09:11:25 pm »
kingdom:

Cellar
Chapel
Develop

Sage
Urchin
Villa
Walled Village
Counterfeit
Journeyman
Relic

*Orchard

Code: [Select]
Turn 1 - Omastar68
O plays 4 Coppers.
O buys and gains a Develop.
O draws 3 Coppers and 2 Estates.

Turn 1 - magdaok
m plays 3 Coppers.
m buys and gains a Chapel.
m draws 5 cards.

Turn 2 - Omastar68
O plays 3 Coppers.
O buys and gains a Silver.
O shuffles their deck.
O draws 4 Coppers and an Estate.

Turn 2 - magdaok
m plays 4 Coppers.
m buys and gains a Villa.
m puts a Villa into their hand.
m plays a Villa.
m shuffles their deck.
m draws 5 cards.

Turn 3 - Omastar68
O plays 4 Coppers.
O buys and gains a Develop.
O draws 2 Coppers, a Silver, an Estate and a Develop.

Turn 3 - magdaok
m plays 3 Coppers.
m buys and gains a Silver.
m draws 5 cards.

Turn 4 - Omastar68
O plays a Silver and 2 Coppers.
O buys and gains a Villa.
O puts a Villa into their hand.
O plays a Develop.
O trashes a Villa.
O gains a Silver and a Counterfeit.
O shuffles their deck.
O draws a Copper, 2 Silvers, an Estate and a Counterfeit.

Turn 4 - magdaok
m plays a Chapel.
m trashes 3 Coppers and an Estate.
m shuffles their deck.
m draws 5 cards.

Turn 5 - Omastar68
O plays a Counterfeit.
O plays a Copper.
O plays a Copper again.
O trashes a Copper.
O plays 2 Silvers.
O buys and gains a Chapel and a Relic.
O draws 3 Coppers, an Estate and a Develop.

Turn 5 - magdaok
m plays a Villa.
m plays a Chapel.
m trashes 2 Coppers and an Estate.
m shuffles their deck.
m draws 5 cards.

Turn 6 - Omastar68
O plays a Develop.
O trashes an Estate.
O gains a Silver.
O plays 3 Coppers.
O buys and gains a Sage.
O draws 3 Coppers, a Silver and an Estate.

Turn 6 - magdaok
m plays a Villa.
m plays a Silver and 2 Coppers.
m buys and gains a Counterfeit.
m shuffles their deck.
m draws 5 cards.

Turn 7 - Omastar68
O plays 3 Coppers and a Silver.
O buys and gains a Journeyman.
O shuffles their deck.
O draws a Copper, an Estate, a Develop, a Sage and a Journeyman.

Turn 7 - magdaok
m plays a Counterfeit.
m plays a Copper.
m plays a Copper again.
m trashes a Copper.
m plays a Copper and a Silver.
m buys and gains a Gold.
m shuffles their deck.
m draws 5 cards.

Turn 8 - Omastar68
O plays a Sage.
O reveals 3 Coppers, a Chapel and a Relic.
O puts a Relic into their hand.
O discards 3 Coppers and a Chapel.
O plays a Journeyman.
O names Estate.
O reveals 2 Silvers, an Estate and a Counterfeit.
O puts 2 Silvers and a Counterfeit into their hand.
O discards an Estate.
O plays a Counterfeit.
O plays a Copper.
O plays a Copper again.
O trashes a Copper.
O plays a Relic.
m moves -Card token to Draw Pile.
O plays 2 Silvers.
O buys and gains a Villa.
O puts a Villa into their hand.
O plays a Develop.
O trashes a Villa.
O gains a Sage and a Journeyman.
O buys and gains a Journeyman.
O draws 2 Coppers, a Silver, a Sage and a Journeyman.

Turn 8 - magdaok
m plays a Villa.
m plays a Counterfeit.
m plays a Copper.
m plays a Copper again.
m trashes a Copper.
m plays a Gold.
m buys and gains a Journeyman.
m skips a draw (because of Relic)
m moves -Card token to Token Limbo.
m shuffles their deck.
m draws 4 cards.

Turn 9 - Omastar68
O plays a Sage.
O reveals a Develop.
O puts a Develop into their hand.
O plays 2 Coppers and a Silver.
O buys and gains a Villa.
O puts a Villa into their hand.
O plays a Villa.
O plays a Journeyman.
O names Copper.
O shuffles their deck.
O reveals 2 Coppers, an Estate, a Journeyman and a Relic.
O puts an Estate, a Journeyman and a Relic into their hand.
O discards 2 Coppers.
O plays a Journeyman.
O names Copper.
O reveals a Silver, a Develop and a Counterfeit.
O puts a Silver, a Develop and a Counterfeit into their hand.
O plays a Develop.
O trashes an Estate.
O gains a Sage.
O plays a Counterfeit.
O plays a Silver.
O plays a Silver again.
O trashes a Silver.
O plays a Relic.
m moves -Card token to Draw Pile.
O buys and gains a Develop and a Journeyman.
O draws a Copper, a Chapel, 2 Sages and a Journeyman.

Turn 9 - magdaok
m plays a Journeyman.
m names Chapel.
m reveals an Estate, a Counterfeit and a Villa.
m puts an Estate, a Counterfeit and a Villa into their hand.
m plays a Silver, a Gold and a Counterfeit.
m buys and gains a Gold.
m skips a draw (because of Relic)
m moves -Card token to Token Limbo.
m shuffles their deck.
m draws 4 cards.

Turn 10 - Omastar68
O plays a Sage.
O reveals a Silver and an Estate.
O puts a Silver into their hand.
O discards an Estate.
O plays a Sage.
O shuffles their deck.
O reveals a Copper and a Develop.
O puts a Develop into their hand.
O discards a Copper.
O plays a Journeyman.
O names Estate.
O reveals 2 Coppers and a Villa.
O puts 2 Coppers and a Villa into their hand.
O plays 3 Coppers and a Silver.
O buys and gains a Villa.
O puts a Villa into their hand.
O plays a Villa.
O plays a Develop.
O trashes a Chapel.
O gains an Urchin.
O plays a Villa.
O buys and gains an Urchin.
O draws a Counterfeit, a Sage, an Urchin, a Journeyman and a Relic.

Turn 10 - magdaok
m plays a Chapel.
m trashes an Estate.
m plays a Gold.
m buys and gains a Sage.
m shuffles their deck.
m draws 5 cards.

Turn 11 - Omastar68
O plays a Sage.
O reveals a Develop.
O puts a Develop into their hand.
O plays an Urchin.
O draws a Copper.
m discards a Silver.
O plays a Journeyman.
O names Copper.
O reveals a Silver, an Estate and a Journeyman.
O puts a Silver, an Estate and a Journeyman into their hand.
O plays a Counterfeit.
O plays a Copper.
O plays a Copper again.
O trashes a Copper.
O plays a Silver and a Relic.
O trashes an Urchin.
O gains a Mercenary.
m moves -Card token to Draw Pile.
O buys and gains a Villa.
O puts a Villa into their hand.
O plays a Villa.
O plays a Journeyman.
O names Copper.
O reveals a Develop and a Journeyman.
O shuffles their deck.
O reveals a Copper and a Develop.
O puts 2 Develops and a Journeyman into their hand.
O discards a Copper.
O buys and gains a Villa.
O puts a Villa into their hand.
O plays a Villa.
O plays a Journeyman.
O names Copper.
O reveals a Sage, an Urchin and a Villa.
O puts a Sage, an Urchin and a Villa into their hand.
O plays a Villa.
O plays a Sage.
O reveals a Journeyman.
O puts a Journeyman into their hand.
O plays a Journeyman.
O names Copper.
O reveals 2 Coppers, a Silver, a Mercenary and a Villa.
O puts a Silver, a Mercenary and a Villa into their hand.
O discards 2 Coppers.
O plays a Mercenary.
O trashes an Estate and a Develop.
O draws a Copper and a Sage.
m discards a Counterfeit.
O plays an Urchin.
O shuffles their deck.
O draws a Copper.
O plays a Sage.
O reveals 2 Coppers.
O discards 2 Coppers.
O plays a Develop.
O trashes a Villa.
O gains an Urchin and a Journeyman.
O plays a Silver and 2 Coppers.
O buys and gains a Gold and a Cellar.
O shuffles their deck.
O draws a Silver, a Mercenary, an Urchin, a Journeyman and a Villa.

Turn 11 - magdaok
m plays a Villa.
m plays a Journeyman.
m names Relic.
m reveals a Gold, a Chapel and a Sage.
m puts a Gold, a Chapel and a Sage into their hand.
m plays a Sage.
m shuffles their deck.
m reveals a Counterfeit.
m puts a Counterfeit into their hand.
m plays 2 Golds and a Counterfeit.
m buys and gains a Villa.
m puts a Villa into their hand.
m plays a Villa.
m buys and gains a Journeyman.
m skips a draw (because of Relic)
m moves -Card token to Token Limbo.
m shuffles their deck.
m draws 4 cards.

Turn 12 - Omastar68
O plays an Urchin.
O draws a Gold.
O plays a Villa.
O plays a Journeyman.
O names Copper.
O reveals a Copper, a Cellar, a Sage and a Journeyman.
O puts a Cellar, a Sage and a Journeyman into their hand.
O discards a Copper.
O plays a Sage.
O reveals a Villa.
O puts a Villa into their hand.
O plays a Villa.
O plays a Journeyman.
O names Villa.
O reveals a Develop, a Sage and a Relic.
O puts a Develop, a Sage and a Relic into their hand.
O plays a Sage.
O reveals a Counterfeit.
O puts a Counterfeit into their hand.
O plays a Cellar.
O discards a Silver, a Develop and a Mercenary.
O draws 2 Coppers and a Sage.
O plays a Sage.
O reveals a Copper and a Journeyman.
O puts a Journeyman into their hand.
O discards a Copper.
O plays a Journeyman.
O names Estate.
O reveals a Silver, an Urchin and a Villa.
O puts a Silver, an Urchin and a Villa into their hand.
O plays a Counterfeit.
O plays a Copper.
O plays a Copper again.
O trashes a Copper.
O plays a Copper, a Silver, a Gold and a Relic.
m moves -Card token to Draw Pile.
O buys and gains a Villa.
O puts a Villa into their hand.
O plays a Villa.
O plays an Urchin.
O draws a Journeyman.
O plays a Journeyman.
O names Copper.
O reveals a Develop and a Journeyman.
O shuffles their deck.
O reveals a Silver.
O puts a Silver, a Develop and a Journeyman into their hand.
O plays a Villa.
O plays a Develop.
O trashes a Journeyman.
O gains a Gold and a Villa.
O puts a Villa into their hand.
O plays a Villa.
O plays a Silver.
O buys and gains 2 Coppers, a Province, a Cellar and a Walled Village.
O draws 2 Coppers, a Gold, a Develop and a Mercenary.

Turn 12 - magdaok
m plays a Villa.
m plays a Journeyman.
m names Chapel.
m reveals a Gold, a Sage and a Villa.
m puts a Gold, a Sage and a Villa into their hand.
m plays a Villa.
m plays a Sage.
m reveals a Counterfeit.
m puts a Counterfeit into their hand.
m plays a Silver, a Gold and a Counterfeit.
m buys and gains a Gold and a Cellar.
m skips a draw (because of Relic)
m moves -Card token to Token Limbo.
m shuffles their deck.
m draws 4 cards.

Turn 13 - Omastar68
O plays a Mercenary.
O trashes 2 Coppers.
O shuffles their deck.
O draws a Relic and a Villa.
m discards a Cellar.
O plays a Gold and a Relic.
m moves -Card token to Draw Pile.
O buys and gains a Gold.
O draws a Develop, a Counterfeit, a Journeyman, a Villa and a Walled Village.

Turn 13 - magdaok
m plays a Villa.
m plays a Journeyman.
m names Chapel.
m reveals a Silver, a Gold, a Chapel and a Villa.
m puts a Silver, a Gold and a Villa into their hand.
m discards a Chapel.
m plays a Villa.
m plays a Silver and 2 Golds.
m buys and gains a Province and a Cellar.
m skips a draw (because of Relic)
m moves -Card token to Token Limbo.
m draws 4 cards.

Turn 14 - Omastar68
O plays a Villa.
O plays a Journeyman.
O names Duchy.
O reveals a Gold, a Sage and a Journeyman.
O puts a Gold, a Sage and a Journeyman into their hand.
O plays a Sage.
O reveals a Villa.
O puts a Villa into their hand.
O plays a Villa.
O plays a Journeyman.
O names Province.
O reveals a Copper, an Urchin and a Villa.
O puts a Copper, an Urchin and a Villa into their hand.
O plays a Villa.
O plays an Urchin.
O draws a Journeyman.
O plays a Journeyman.
O names Province.
O reveals a Copper, a Silver and a Villa.
O puts a Copper, a Silver and a Villa into their hand.
O plays a Villa.
O plays a Develop.
O trashes a Walled Village.
O gains an Urchin and a Journeyman.
O plays a Counterfeit.
O plays a Copper.
O plays a Copper again.
O trashes a Copper.
O plays a Copper, a Silver and a Gold.
O buys and gains a Duchy and a Province.
O draws a Copper, a Cellar, a Sage, an Urchin and a Journeyman.

Turn 14 - magdaok
m plays a Sage.
m shuffles their deck.
m reveals a Province.
m puts a Province into their hand.
m plays a Journeyman.
m names Chapel.
m reveals a Gold, a Cellar and a Villa.
m puts a Gold, a Cellar and a Villa into their hand.
m plays 2 Golds and a Counterfeit.
m buys and gains an Estate and a Duchy.
m draws 5 cards.

Turn 15 - Omastar68
O plays a Sage.
O reveals a Sage.
O puts a Sage into their hand.
O plays a Sage.
O reveals a Journeyman.
O puts a Journeyman into their hand.
O plays an Urchin.
O draws a Province.
m discards a Chapel.
O plays a Cellar.
O discards a Copper and a Province.
O draws a Cellar and an Urchin.
O plays an Urchin.
O draws a Silver.
O plays a Cellar.
O discards a Silver and 2 Journeymen.
O shuffles their deck.
O draws a Silver, a Province and a Counterfeit.
O plays a Counterfeit.
O plays a Silver.
O plays a Silver again.
O trashes a Silver.
O buys and gains a Duchy.
O draws 2 Develops, a Sage and 2 Journeymen.

Turn 15 - magdaok
m plays a Villa.
m plays a Journeyman.
m names Duchy.
m reveals a Cellar.
m shuffles their deck.
m reveals a Gold and a Chapel.
m puts a Gold, a Cellar and a Chapel into their hand.
m plays a Cellar.
m discards a Chapel.
m draws a card.
m plays a Silver and 2 Golds.
m buys and gains a Province.
m draws 5 cards.

Turn 16 - Omastar68
O plays a Sage.
O reveals a Villa.
O puts a Villa into their hand.
O plays a Villa.
O plays a Journeyman.
O names Province.
O reveals an Urchin, a Journeyman and a Villa.
O puts an Urchin, a Journeyman and a Villa into their hand.
O plays a Villa.
O plays a Journeyman.
O names Duchy.
O reveals a Silver, a Mercenary and a Villa.
O puts a Silver, a Mercenary and a Villa into their hand.
O plays an Urchin.
O draws a Copper.
m discards a Duchy.
O plays a Villa.
O plays a Journeyman.
O names Province.
O reveals a Journeyman and 2 Villas.
O puts a Journeyman and 2 Villas into their hand.
O plays a Villa.
O plays a Mercenary.
O trashes a Copper and a Villa.
O draws a Gold and a Province.
m discards a Counterfeit.
O plays a Develop.
O trashes a Silver.
O gains a Cellar and a Walled Village.
O plays a Gold.
O buys and gains a Province.
O draws a Copper, a Gold, a Duchy, a Cellar and a Walled Village.

Turn 16 - magdaok
m plays a Sage.
m reveals an Estate and a Villa.
m puts a Villa into their hand.
m discards an Estate.
m plays a Villa.
m plays a Journeyman.
m names Duchy.
m reveals a Gold.
m shuffles their deck.
m reveals a Province and a Journeyman.
m puts a Gold, a Province and a Journeyman into their hand.
m plays a Cellar.
m discards a card and a Province.
m draws 2 cards.
m plays a Villa.
m plays a Gold.
m buys and gains a Duchy.
m draws 5 cards.

Turn 17 - Omastar68
O plays a Walled Village.
O draws a Relic.
O plays a Cellar.
O discards a Copper and a Duchy.
O draws a Gold and a Journeyman.
O plays 2 Golds and a Relic.
m moves -Card token to Draw Pile.
O buys and gains a Province.
O topdecks a Walled Village.
O shuffles their deck.
O draws a Copper, a Gold, a Duchy, a Develop and a Walled Village.

Turn 17 - magdaok
m plays a Cellar.
m discards an Estate.
m skips a draw (because of Relic)
m moves -Card token to Token Limbo.
m plays a Counterfeit.
m plays a Silver.
m plays a Silver again.
m trashes a Silver.
m plays a Gold.
m buys and gains a Duchy and a Develop.
m shuffles their deck.
m draws 5 cards.

Turn 18 - Omastar68
O plays a Develop.
O trashes a Walled Village.
O gains a Duchy and a Sage.
O plays a Copper and a Gold.
O buys and gains a Walled Village.
O draws a Gold, 2 Duchies, a Cellar and a Sage.

Turn 18 - magdaok
m plays a Develop.
m trashes a Chapel.
m gains an Urchin.
m plays a Gold.
m buys and gains a Silver.
m draws 5 cards.

Turn 19 - Omastar68
O plays a Sage.
O reveals an Urchin.
O puts an Urchin into their hand.
O plays an Urchin.
O draws a Journeyman.
m discards a Duchy.
O plays a Cellar.
O discards 2 Duchies.
O draws a Province and an Urchin.
O plays an Urchin.
O draws a Journeyman.
O plays a Journeyman.
O names Duchy.
O reveals a Cellar and 2 Villas.
O puts a Cellar and 2 Villas into their hand.
O plays a Gold.
O buys and gains a Cellar.
O draws a Develop, a Counterfeit, a Mercenary, a Sage and an Urchin.

Turn 19 - magdaok
m plays an Urchin.
m draws a card.
O discards a Mercenary.
m plays a Journeyman.
m names Villa.
m reveals a Gold, a Cellar and a Journeyman.
m puts a Gold, a Cellar and a Journeyman into their hand.
m plays 2 Golds and a Counterfeit.
m buys and gains an Estate and a Duchy.
m draws 5 cards.

Turn 20 - Omastar68
O plays a Sage.
O reveals a Sage.
O puts a Sage into their hand.
O plays a Sage.
O reveals a Province.
O puts a Province into their hand.
O plays an Urchin.
O draws a Cellar.


This went on a bit more, I won by almost 3x as much and still feel I did plenty wrong. For instance Chapel was pointless, which isn't something you hear often w/o Donate. But I think Develop w/ Villa accomplished more. But is Develop really just bettr here than Chapel? I wanted to try it and felt like I had the game pretty early w/ good cards and Orchard, but I won by more than I'd expect. I mean the other person overtrashed but still. I got too into trashing, getting rid of too many Villas. But I wanted to Develop them, and the Walled Villages which were the only Orchard(besides Chapel and Merc ofc) that I missed. Would a second Relic been a good idea? Figured I'd draw the one often enough and I just don't really like Relic, tbh it feels weak.

9
Dominion General Discussion / Re: Heirloom Speculation
« on: September 08, 2017, 08:22:30 pm »
Not sure if it makes any sense, but what if some gave more than 1 coin, but also gained curse(s) on play? Like the heirlooms are worth a lot, but you get cursed for using them.

10
Dominion General Discussion / Re: Counterfeit copies of 2E
« on: September 06, 2017, 12:01:32 pm »
I believe the cards are also bendy.

Sounds like they probably aren't too durable, either. Perhaps you can only play two games with the cards before you have to throw them into the trash.

I was putting sleeves on all my cards, and I remember Mine seemed bendy. Hope I don't have any that are counterfeit.

11
So a hypothetical "Super-Lab" (+3 Cards, +1 Action) would probably have to cost .

"Super Lab" is often just Menagerie(pretty common to have a good way to guarantee the full effect,) and that's 3. So 7 might not be a card that's +3 cards and 1 action. Testing cards for different prices must have been very interesting.

12
I was thinking about how bad Villa can be w/ little or no draw when there's another village, and the same think applied to Festival in a game I had where Courtyard(and Madman...sorta) was the only draw(don't remember details.) I got Festival over Mining Village twice, once was in the opening, pretty weak 5s.

Anyways, since Festival is just 1 coin more than Villa and doesn't have that killer effect, shouldn't it be lower? It can pretty easily be a stop card of sorts. Took me a while to think of this, earlier I actually felt like it was low.

"Just $1 more" is huge, though.

It's true that Festival isn't a super awesome, must-buy $5 card. But it's too strong to cost $4.

I wasn't wondering about that, but I think I agree, 4 would make it very strong for the price.

13
I was thinking about how bad Villa can be w/ little or no draw when there's another village, and the same think applied to Festival in a game I had where Courtyard(and Madman...sorta) was the only draw(don't remember details.) I got Festival over Mining Village twice, once was in the opening, pretty weak 5s.

Anyways, since Festival is just 1 coin more than Villa and doesn't have that killer effect, shouldn't it be lower? It can pretty easily be a stop card of sorts. Took me a while to think of this, earlier I actually felt like it was low.

14
Dominion General Discussion / Re: Banning 5 Cards
« on: August 30, 2017, 07:08:18 pm »
Rebuild ofc
Page(can Donate be one?)
Familiar
Lurker
Sauna Avanto


nvm all that, KC and Archive

15
Dominion Articles / Re: Stop buying Duchy over Gardens
« on: August 29, 2017, 02:22:22 pm »
I see the same phenomenon a lot w/ Fairgrounds, very weird. More w/ them, cause it's so easy to make them worth 4.

16
Dominion General Discussion / Re: Banning 5 Cards
« on: August 28, 2017, 11:48:56 am »
Rebuild ofc
Page(can Donate be one?)
Familiar
Lurker
Sauna Avanto

17
Dominion General Discussion / Re: Farmer's Market + Defiled Shrine
« on: August 22, 2017, 03:35:45 pm »
This is an interesting pair of cards to dance around. With Defiled Shrine, you can deprive the opponent of the ability to cash the Farmer's Market for points by buying a Farmer's Market when there are four tokens. I played a game just now with these two and Villa, which somewhat eliminated the usual consequences of overbuying Farmer's Market. Strange times!

This makes sense, read Defiled Shrine more carefully. Good post!

18
Dominion General Discussion / Re: Silk Road
« on: August 19, 2017, 02:27:39 pm »
I think I've bought Sroads less than Transmute, but they can be good. One game I remember I did really well w/ them and Charm. I often use lots of Charms to gain many Duchies, and there was also another 4.

Usually they aren't all that good, I'll think about them but not really have an idea. But anything that makes having green cards good/less bad improves them. Crossroads, Ironmonger, Baron, etc.

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Found this yesterday on a board w/ Artisan where you also wanted to get a Prince if Throne Rooms. I had 12 buys of 64 one time I think.

Counterfeit and Capital, you get 12 from Capital but since you don't discard it from play you get no debt. Pretty crazy w/ Throne Roomed Artisans(I was Throne Rooming other Throne Rooms, and drawing w/ Margrave and Alchemist.)

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Buying Rats just to trash it w/ a Watchtower in hand?(No Tom lol so easy. Doesn't empty a pile, Rats were full so not even close.

Not revealing Province for Explorer(no Feodum! or Keep:)

Opening w/ two Crossroads?

Butchering a Village into a Port(no Tomb!)

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Dominion General Discussion / Muntebank and Swindler
« on: July 26, 2017, 11:50:55 am »
It doesn't seem too important, but on boards where the Copper is almost as bad as the curse, is giving out curses other ways a bad idea? Like would you give a Copper for a Copper w/ Swindler? Certainly I can see a Ruined Village or something, but a Copper is still quite a bit better than a Curse. Of course it depends on what kind of trashing there is and how many turns are probably left, among other factors. But generally would you give a Copper or Curse? For simplicity just say that there is nothing that improves Copper significantly, no Fountain, Coppersmith, etc. Not even Counting House.

EDIT: by extension, could it make sense to change a Curse for a Copper? Assume no Museum or Fairground, that kind of stuff. It seems risky, but are the odds you'll get more Mountebanks through to them worth it ever?

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I agree with the general opinion of Battlefield being the most important of these. If it's not the kind of game where you're going to be buying victory cards then these don't matter so much anyways. That said Basilica is my favorite. I usually get most of it, I think a lot of people feel compelled to buy the most expensive thing they can afford and that's often not the best thing anyways. 2 Buys of 4 should be 2 2s if they're good. Pages, Peasants w/ some kind of village, CotR, Hamlet, etc. That's often the case anyways. 7 is some kind of 5 most of the time, not Gold. If there's a good 6 or 7 then maybe that instead. These are fun to think about, I like them for the most part. Mostly the only issues are Baths isn't very important and Arena can cause slowness w/ undos(I never say no and do it too.)

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lol, good ideas. Didn't put a lot of thought into all the obvious answers. Questions are more fun here imo. Necropolis I totally forgot to say in the opening. Be iton a 2, 3, 4, or 5 hand. Probably half or more games w/ Shelters I get have Necropolis as the only Village, that makes it pretty important.

One card I really like is Pillage. How about opening that on 2/5 over Mountebank if there's no trashing? This one I do have a few answers already I think.

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Not buying Advance w/ Necropolis when there are good 5s?
Not revealing Gold for Encampment?
Trashing an Avanto w/ Sauna's effect?
King's Courting a Beggar w/ 8 Provinces left?

I was just thinking of some for this. Not sure on answers, but I guess that's part of the fun.

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Dominion General Discussion / Re: Least thematic card?
« on: July 03, 2017, 01:11:54 pm »
Treasure Map. You need 2 copies to find the Gold.

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