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Messages - William Howard Taft

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1
Dominion General Discussion / Re: Nocturne advice
« on: November 05, 2020, 01:35:40 am »
Quote
Would not having all the spirits make Exorcist too weak

I guess I don't understand why you're so intent on changing the card.

There's only 6 Ghosts max and they're not easy to get. Why do you need to get rid of it?

2
Dominion General Discussion / Re: Nocturne advice
« on: November 04, 2020, 12:31:17 am »
Ignore the negative hype. Nocturne remains in my top 3 favorite expansions.

There's no need to change Exorcist or any of the other cards. For playability, avoid Druid and Fool IRL because they're unwieldy. Remove all the Doom and Fate cards if you hate luck, but Pixie/Goat is crazy fun so you'll be missing out.

Nocturne is incredible. It's based off of Celtic folklore so if you lean into crazy magic, sometimes a Leprechaun grants you a wish and it's amazing and your opponents complain. But who cares? It's awesome, and the crazy magic cards aren't so amazing that you'll just win for no reason.

I've found that casual Dominion players hate Nocturne because the Night cards play like action cards except after the buy phase. It's a subtle rule change but it messes people up at first so it's hard to strategize. These players then decide to just avoid Night cards and they lose, because a lot of the Night cards are great. Den of Sin especially.

3
Just had a fun set with Shelters where Acting Troupe was the Way of the Mouse. Unlimited Villagers for all!

4
Diplomat/Way of the Chameleon

Get the village effect with a hand of 5.

5
Cardinal/Gatekeeper and Knights

At least trashing attacks give you the potential to get your Knight back with Lurker or Graverobber. Exiling a Knight means they’re gone forever.

Extra painful for Sir Vander. Now you can’t even get a lousy Gold!

6
Rules Questions / Re: Moat, Sheepdog, and Gaining
« on: April 24, 2020, 02:31:16 pm »
Yeah I figured as much but didn’t know for sure.

It’s cool that the dog can still grab a Watchtower or a Trader or whatever, and a Moat is still useful if there’s a Torturer string and you can be protected starting from Attack #2.

7
Rules Questions / Moat, Sheepdog, and Gaining
« on: April 18, 2020, 01:31:47 pm »
If a Witch attacks me and I gain a Curse, playing a Sheepdog from hand, can I then reveal a Moat to block the Curse?

I know reactions can be performed in any order, but the dog only triggers when I gain a card. Does Moat's protection allow a player to be unaffected after they've already gained the card?

8
Since my board game group has gone virtual, we've been trying out the recommended Menagerie sets to get a feel for the new cards. I figured we could have a thread here to discuss all the fun interactions.

Seize the Night (Nocturne and Menagerie) Barge, Falconer, Hostelry, Sheepdog, Supplies, Cobbler, Devil's Workshop, Exorcist, Monastery, Skulk, Seize the Day, Way of the Sheep

This was a lot of fun with 4 people. So many ways to gain cards to power up Monastery. Also love the interaction between Supplies and Exorcist. Your Ghost is guaranteed to find a Horse even if you draw your whole deck. Also Sheepdog is great with Cobbler. Gain a dog at the start of your turn which triggers the reaction immediately!

Horse Feathers (Adventures and Menagerie) Destrier, Displace, Falconer, Sleigh, Stockpile, Magpie, Ranger, Ratcatcher, Relic, Royal Carriage, Pilgrimage, Way of the Ox

Another board where everyone was gaining several cards on their turns. Pilgrimage and Magpie meant Destriers got super cheap super quickly which allowed them to be gained by Falconers. Ended on a 3 pile (Stockpile, Ratcatcher, and Magpie). When the last Ratcatcher was purchased, it triggered my Falconer who picked up one last Estate to win me the game.

Anyone else have any thoughts on the new recommended kingdoms?

9
Just played a randomized kingdom where the only source of draw was Rats, Research, and Sinister Plot.

10
Normally I hate Capital but I just played a kingdom where Mission was on the board too and it made the debt considerably less annoying.

11
I'd call a couple of Duplicates to get more Gold from my Leprechaun - oops, now it's a Hex

Duplicating the Golds won’t get you hexed. Sceptering or Royal Carriaging the Leprechaun will, though.

12
Poacher / Fleet

I took my Fleet turn with four empty piles...

13
Speaking of Remodel effects, I had no idea Cemetery + Remodel was such a quick thinner. Remodel those Estates into Cemeteries to trash all your Coppers in hand. Then Remodel the Cemeteries into Gold or Grand Markets or whatever.

14
Maybe it’s been pointed out before but Mill/Hermit is a great opener.

Mill is great at hitting $5 right away but you have to discard your junk, which can make it bad to pair with a trasher. Hitting $5, gaining a $3 cost card, and trashing from your discard pile right away is nice.

15
Transmogrify + Cemetery was fun. Transmogrify sucks at trashing cost junk, but Transmogrifying a Silver into a Cemetery lets you trash all the other junk in your hand. And if you have another Transmogrify on the mat, you can instantly turn that Cemetery into a useful !

Forager + Treasurer was really nice too. Trash that Gold for the Forager bonus, then get it right back in hand for your payload. I just played a game that had Salvager too and it all worked very nicely together.


16
Guide / Cathedral

Can’t afford to trash anything in your hand? Discard it and try a different 5.

17
Shuffling and setup times are big pros of online playing. Social interaction and the ability to play as you wish (e.g.  with fan cards) are what makes me prefer IRL games. It comes down to what you want from the game.

I like IRL better but a lot of people on my gaming group don't pay attention, get annoyed when I announce which cards I'm playing/buying, and then get all suspicious about "when did you buy that?" when I suddenly have a much better engine than them.

Online is nice because there's no dispute that everyone is following the rules.

18
City Gate plays so nicely with Chariot Race.

Granted you only get to topdeck your most expensive card once, but thematically it's like starting the race slightly ahead.

19
Feedback / Re: Whoa - Cool Donald X replied
« on: December 14, 2018, 10:18:32 am »
I remember when my board game group first started playing Dominion, we had a rule dispute that I posted here and he quickly responded to it.

It was nice being able to say “Ok the guy who invented the game just said I’m right so can we please move on now?”

20
Dominion Articles / Re: Cathedral
« on: December 05, 2018, 10:49:41 am »
As for attacks, Hand-size attacks pretty much kill it (unless there's Library/Watch-Tower/Scholar around), trashing attacks do as well. I would be especially worried about 3-4 cost ones: Militia, Pirate Ship, Urchin, Brigand, Catapult, maybe Cutpurse, maybe Peasant/Soldier, maybe Warrior. A hand-size attacks reduces your playable hand to either 2 or 3 cards: The best you can hope to do is buy back whatever you have to trash.

The exception to this is Torturer, which is a both a handsize reducer and increaser. Just played a Cathedral game where taking that Curse to hand saved me multiple times.

21
Guildhall/Mountebank

Now give your opponents Coffers when you attack them.

22
I looked at the card lists and decided liked the look of noble Brigand and Fools gold. Is that enough to move Hinterlands up on the list?

Also, is Possession enough to move Alchemy up?

Especially if you're going to be playing IRL casual games with friends, whatever cards seem like the most fun is what you should go with. IMO Hinterlands is a great expansion even just for the Reaction cards. I don't care if it's a bad strategy, discarding Tunnels for Gold is a great time.

If you love Dominion you'll eventually get the other expansions too, so you might as well start with the ones that look like the most fun to play.

23
Dominion General Discussion / Re: Renaissance First Impnressions
« on: December 03, 2018, 04:01:24 pm »
I do think that Fleet can be good in engines which tend to end on 3-pile. Opponent must use her extra $5 to end the game on 3 piles and to gain a VP edge large enough not to be nullified by Fleet.

It’s also great for Mission, Swamp Hag, and situations where you can’t/don’t want to buy cards. Or if you’re just about to start greening but don’t want a Duchy mucking up your engine on the next shuffle.

With Devil’s Workshop you can buy the extra turn and still get a free Gold, but buying any project is good with Devil’s Workshop.

24
Dominion General Discussion / Re: Renaissance First Impnressions
« on: December 02, 2018, 05:48:54 pm »
Scepter is super duper weak. Capitalism, Innovation and Scepter all have the same problem: Most Action cards are cards you don't want to play during your Buy phase.

I initially thought the same thing but I've played some games where it really shines. It's good for junkers and stuff like Courtier or Pawn that gives you options where choosing +Action feels like a waste.

25
Develop/Seer

Develop really shines trashing cards in the $2-4 range and Seer lets you draw it over and over again.

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