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Topics - William Howard Taft

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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?

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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?

3
Dominion General Discussion / Can't Stop Playing Spooky Kingdoms
« on: November 02, 2018, 12:55:30 am »
For Halloween our game night made a randomizer deck with just the 35 spookiest cards. Did we forget anything?

Witch
Graverobber
Necromancer
Haunted Woods
Scrying Pool
Laboratory
Butcher
Masquerade
Tormentor
Lurker
Rats
Crypt
Count
Cemetary
Cultist
Death Cart
Altar
Young Witch
Dungeon
Ghost Ship
Exorcist
Vampire
Werewolf
Pooka
Den of Sin
Devil's Workshop
Ghost Town
Procession
Sacrifice
Jester
Familiar
Golem
Cursed Village
Tomb
Ritual

Should Leprechaun be in there? He has his own horror movie after all.

4
Dominion General Discussion / Ambassador and When to Buy Curses
« on: March 20, 2018, 03:56:02 pm »
Under what circumstances is it a good idea to buy a Curse for Ambassador?

I've never tried it IRL, mostly because when Ambassador is on the board I'm already too busy fending off/passing out other junk, but it's fun against Lord Rattington. I opened Double Ambassador and quickly found myself with a super thin deck consisting of nothing else besides some Villages and a couple Pawns, so I bought a Curse with the extra Buy and spent a few turns double-cursing him.

It's a fun way to inject cursing into a game that wouldn't otherwise have it, but it seems like it might often be a waste of time against an actual human. Does anyone have any examples of games where it was a good move?

When else is it a good idea to buy a Curse?

New players always laugh when I tell them a Curse costs $0 and they're free to buy them whenever they please, but there are circumstances where it's the best move. I'm sure I'm missing some, but off the top of my head:
  • End with a three pile when you're ahead
  • Fairgrounds
  • Museum if you really need 1 extra VP
  • Watchtower them straight into the trash for Goons or to defang your opponent's curser
  • Force your opponents to gain it with Messenger (probably helps if you have a Watchtower)

Am I missing any? When do you buy Curses?

5
Rules Questions / Enchantress on a Ghosted Enchantress
« on: February 06, 2018, 11:52:36 pm »
My game group is about to murder each other so can anyone clarify for me, what happens when Ghost plays an Enchantress and your opponent has an Enchantress in play?

a: +1 Card +1 Action, Enchantress attack, then +4 cards on my next turn?
b: +1 Card +1 Action, Enchantress attack, then +2 cards on my next turn?
c: Something else?

Thanks!

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