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Messages - Simon Jester

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51
Well done Simon for taking the time to write an article. I've been meaning to do something as well and I wanted to give you some props for being confident enough to share your thoughts.

I think this article is very surface level. There's not much content of actual insight beyond "there are strong cards in dominion", "play with them", "go look up how to play with them elsewhere". You did list a few cards that you wanted to highlight, which is good. Perhaps you could directly link to some other articles or feedback that you found helpful at your level. Your opening section and replys have said that this style was your intention so I'm not going to critique this point further.

I think you could also add a section about "end-game play". It's one thing I have noticed on my climb through the 40s is that some players will practically give me the win with poor end-game play. If that's still something new to you, I would link to the Penultimate Province rule. It's a lesson that really helped boost my rating, despite being an old article before Landmarks were released.

I'd also add a section describing the different styles of decks; engine, slog, combo etc. (I know these definitions have been fluid within the community). For your target audience, I think these are key lessons to learn and feed into your other points regarding Alt VPs, Landmarks and Events. With these concepts, it helps encourage the thought process of analysing the kingdom for which kind of game it will be, which I think is your key message.

Good Luck and Have Fun

Thanks! Yeah, it's almost intended to be surface- level as it is my very first attempt to write a Dominion article. I would think it would be too much for me to discuss detailed version on end game, decks and such - others, much better player than I have done it before, but I appreciate the suggestion and as you these kind of things essentially to pinpoint your own knowledge in a way that is presentable to others it doesn't matter much if it isn't as prestine as the works of WanderingWinder, Trivialknot and the others. I would indeed not target their audience as much as.. I don't know, probably mine doesn't really exist since those players rarely think of reading articles (I suppose).

By the way, I maybe should add or make it more clearer in future articles that I enjoy advice in the style of hot takes a la SCSN. You are not intended to take those advices as hard truths but to try them out and see how much water they hold ("Always trash the second Urchin" is such a statement he made on the frum that causedsome debates, but in my experience he was very much correct, as much as "always" can be used in Dominion anyway.) "Buy Projects as soon as you can" is in that regard, nobody can say how often that is actually correct but as a rule of thumb it has work good for me so I'm not afraid to state it. 

I hope to go a little bit deeper about how I see the game as of now, flesh out a little bit so I appear less confusing, but thanks for the construtive critisism. That is really encouring :)

Hope to see anything from you too, that would be fun!

 

52
Dominion General Discussion / Re: old cards that have gotten better
« on: November 23, 2018, 08:20:54 am »
Black Market? Did the proportion of cards you usually want increase?

I would think not, many game mechanics that came later work better on proper kingdom cards, like Knights, Castles, Magpies, Travellers, to a lesser extent split piles. Only Rats can be a fantastic addition as a Junk Dealer lite.

In contrast, the amount of spammable cards has decreased (one of the developments I like most). A Torturer from the Black Market is not an elite card, a Conspirator is skippable if setting up your deck for activating it is tedious (you'd do this for a Conspirator chain but not a single one). There are some cards that are slightly less useful as singletons.

Hm. To grab the single Knight from the BM-deck is usually better than having to compete about them in the Kingdom since the opponents can't neutralise them as easily, if at all. It becomes essentially a Saboteur, which in certain situations can be game-deciding (been on both sides, it's rough)

53
Isn't Changeling a Feast-variant? I have appreciated the card much more since somebody called it that anyway.

54
[Of course buying Projects the first thing you do will be a mistake more or less often
This statement is nearly the opposite of your previous "Buy them, ASAP" statement. If you think that a Dominion article full of hyperbole that stands in stark contrast to what you actually think is any useful you are direly mistaken.

It is like writing an article about Gold which contains the statement "NEVER BUY GOLD" whereas the actual, intended advice is to not get too much stop cards into your deck. Well, I suggest to keep it simple and write what you actually mean unless you are certain that the target audience consists predominantly of people who can read your mind which would make writing an article kind of pointless in the first place.

Full quote:
Quote
Projects are good. Really good. Buy them, ASAP. Yes, even in the openings if you have the chance. You might think they don’t seem too impressive and admittedly some of them will be obsolete in certain kingdoms (e.g Fair in a kingdom with lots of +buy) but as a learning exercise it doesn’t matter too much.

Holunder, with all due respect, please read what I'm writing. It's not much of a point to discuss this otherwise.

As Faust said many players don't have the expansions, so they stumble upon a Project for the first time. Are they good? My general answer is, yes, they are really good, most of them you'd want to buy as soon as you can even if they seem to only give a marginal effect to your deck. Even if it can be a mistake to do it ASAP that is mostly when you are meeting a high level player, on an even playing field 40-rank against 40-rank I would say that the early Project-buyer almost always will have made the best choice. I might be wrong, but that is truly my opinion.

There are always exceptions. Always. There is nothing certain in Dominion. But useful articles and advices needs to ignore this to be able to make a point. My point is: Use the whole kingdom, use the Sideway cards. You will benefit from it.

Am I wrong?

55
Variants and Fan Cards / Re: (Almost) Total random Dominion
« on: November 21, 2018, 07:46:34 pm »
Have you played "Black market ultimate"? If not or if you didn't like it I frankly don't give much of your opinion. This suggestion is not for you, simply.
Your suggestion to get rid of basic Supply cards is unrelated to "Black Market Ultimate" which seems to emulate a rotating Supply. So your notion that me lacking experience about a Dominion variant with a rotating Supply disqualifies me from pointing out that getting rid of basic Supply cards is plain bad seems like a fairly huge non-sequitur.

Rotating supply? Well, it's 100 unique cards with only 10 known at any given time. It's not balanced, it's not good. It's a lot of fun.

Maybe this won't be, But I assure you it wont be as unbalanced as you implying. A lot of the times Coppers, Silvers and Gold will be included simply due to other cards referencing them and there isn''t that many Treasures to begin with and the same goes for Victory cards. Yes, I admit I'm crazy and I would love to play this variant without any guarantees AT ALL, would you believe it? But I'm asking it here because maybe, maybe I'm not the only one to wonder how Dominion would play without say Duchies, or if maybe Curses or Estates aren't included. Maybe someone would think this would be fun to try and report back to me how it went.

You won't probably. Okidok, bad for me, no problem for you. Have a nice day or whatever you might be having where you are :)     

56
collect all the cards with Museum and Orchard and so on.
No. Keep in mind that a copy of a card which you do not have yet in your deck is worth 2VP is all you can generally say about Museum. It is rarely the case that you want a copy of all 17 cards in the Supply.

Quote
Buy them, ASAP.
No. Use your brain and buy them when they are good. You cannot ignore tradeoffs, there could always be something better and not every Project is good in every Kingdom.

I suggest to either post general advice like, keep in mind that Landmarks provide a potentially alternative way to Victory beyond Provinces, or specific advice that is actually correct (like comparing Projects with Kingdom cards, e.g. Fairs being an auto-Schemed Market Square or whatever).

This is not "A guide how to win at Dominion" nor is it a guide to "How to play like an expert". This is a suggestion, which I myself have used with good results on how to get familiar with the myriads of ways you can play Dominion on full random with all expansions. It can be overwhelming and to make it easier and perhaps more fun it can be useful to give onself some rules and see how it goes. If you would play blindly like this you had to see it as an experiment and count on losing a couple of times but winning is not the primarily goal while following this but to get a better feeling in what ways and what kind of decks that is actually possible. Playing to get the maximum Museum reward won't win you the game, no, but it will certainly give you a new and unique deck. You'd still have to try to win of course and I explicitly discourage people from trying obvious stupid things just to cash in a few points. But let your deck be biased towards these kind of cards and I can almost guarantee you will get yourself a few lessons that you wouldn't otherwise get. 

And honestly, how many times does one need to write things like "it depends on the kingdom" to be able to formulate a reasoning? Of course landmarks won't be the most impactful thing going on all the time, Of course buying Projects the first thing you do will be a mistake more or less often, but scarily often I see people ignore them altogether, not understanding how great even a marginal benefit as City Gate or Pageant can be. "Buy it ASAP" is probably an advice most players only have to follow one or two times before they'll get it, but when learning stuff it's better to do it a bit too often than avoid it and never truly understands how it plays. 

57
Variants and Fan Cards / Re: (Almost) Total random Dominion
« on: November 21, 2018, 07:10:43 pm »
Why don't you simply add more Kingdom piles without getting rid of what you actually need to make the game work?
Why do you think this version would be unplayable?

Basic Treasures and Victory cards exist for a reason: to get into the game somehow and to end the game somehow.

There are plenty of Kingdoms without virtual coins. Of course a Kingdom with 16 Kingdom cards is more likely to include enough Coin producing Action cards but this just shifts the game towards more terminals. And in order to play 2 Treasurers to get that Farmlands you need 2 villages.
Terminal space shortages are compensated via the higher likelihood of several villages in the Kingdom but I see little fun in a tedious buildup of e.g. 3 Fortune Tellers and 1 or 2 splitters that you have to do because Silver is not available.

Also note that a part of the fun of alt-VP is in the alt: non-mirrors where some players go for Provinces and some go for Vineyards.
I don't really see your point here..
[].... Not Totally playable Dominion.
My point is the one you just made yourself: not playable. Well, technically it will be playable but it won't be a good gaming experience for very obvious reasons.
If I suggested a variant in which you'd have 7 Silvers in your starting deck I would not expect that anybody would like it.

Have you played "Black market ultimate"? If not or if you didn't like it I frankly don't give much of your opinion. This suggestion is not for you, simply.

58
Variants and Fan Cards / Re: (Almost) Total random Dominion
« on: November 21, 2018, 07:00:38 pm »
Why don't you simply add more Kingdom piles without getting rid of what you actually need to make the game work?
Why do you think this version would be unplayable?

Basic Treasures and Victory cards exist for a reason: to get into the game somehow and to end the game somehow.

There are plenty of Kingdoms without virtual coins. Of course a Kingdom with 16 Kingdom cards is more likely to include enough Coin producing Action cards but this just shifts the game towards more terminals. And in order to play 2 Treasurers to get that Farmlands you need 2 villages.
Terminal space shortages are compensated via the higher likelihood of several villages in the Kingdom but I see little fun in a tedious buildup of e.g. 3 Fortune Tellers and 1 or 2 splitters that you have to do because Silver is not available.

Also note that a part of the fun of alt-VP is in the alt: non-mirrors where some players go for Provinces and some go for Vineyards.

You will still play with at least 3 treasure cards and in roughly 10% of games you will have Silver included, so I don't really see your point here..

What makes you think that different strategies wouldn't be viable only because the victory cards would be different..?

You can still end the game via 3-piling, if necessary you could add " when the most expensive victory card empties" as a condition too, but it seems less.. random. This is Total random Dominion. Not Totally playable Dominion.

59
Game Reports / Re: Dear My Opponent: I am Sorry
« on: November 21, 2018, 06:44:58 pm »
Wasn't sure where else to put this .. Sorry you think you got unlucky?



*opponent escalates frustrations into foul language and illogical accusations, possibly aided by my Legionary-Gold connections*

What rating had this fella? I'm always surprised over how these sorrow people never seem to check the ratings before they insult someone like this. "Yeah, I'm like ten points over you, don't you think that my win here was.. I don't know, like.. probable?"

Instead this nonsense about luck, annoying as heck.   

Edit: And oh, I kinda like humble/crumble as a opening, at least if I plan to go for Castle heavily. Maybe I have just been, ahem, lucky when that have seem to work out for me..

60
Variants and Fan Cards / Re: (Almost) Total random Dominion
« on: November 21, 2018, 06:19:53 pm »
Why don't you simply add more Kingdom piles without getting rid of what you actually need to make the game work?

Why do you think this version would be unplayable? There always is a decent chance to include Provinces, the victory cards are fairly limited, and a few kingdom cards reference Province as well. I'm more worried about Silver in that case, with that gone and an expansive game can make the game ridiculous in a bad way. There could be reasons to have a rule to always include at least one money producing >3$, even though it violates my idea somewhat.

The point is by the way to have a silly and hopefully novel experience. I don't know if you have played what I called "black market ultimate" but those games are not especially balanced to express it lightly.. That's not what make them fun.

If you don't want to fool around with Dominion, that's totally fine, but this variant is not suggested to better Dominion, of course not. It's suggested to degenerate it to something fun enough to make it worth a try. If that's not the case, ah well..

61
Variants and Fan Cards / Re: (Almost) Total random Dominion
« on: November 21, 2018, 05:13:48 pm »
Doesn't sound appealing to me. Kingdom cards could provide no Coins. Something like Silk Road or Farmland would be pointless without basic Victory cards.
Basic Treasures and Victory cards exist for a reason: to get into the game somehow and to end the game somehow.

Hm. But Silk Road will only lose one pile if it gets chosen a supply pile, a nerf yes, but not pointless at all - and yes, you would naturally lose some interactions but would hopefully gain some others. Maybe.

Also, I guess the point with trying something like this would be to appreciate on another level what the basic stuff actually do for you and the gameplay. I wouldn't count on that there were some really exciting stuff to happen, but I can't help myself to wonder if there would.

62
Variants and Fan Cards / Re: (Almost) Total random Dominion
« on: November 21, 2018, 04:13:32 pm »
Given that the vast majority of VP cards are much cheaper than Province, it seems this would usually lead to short games, where a lot is dependent on luck.

Not necessarily. Instead you are more likely to have more alt-VP that wants you to increase game length, can probably go both ways.

63
A lot of times, Landmark VPs can be traps such as Palace points or musuem points. The goal, usually, is still to build the best deck.  Though, slt. VP often means you can build longer which means you should try and green later.

Yup, but so can power cards and your usual way to approach the game. I just have got a bit fed up with players not even trying to do something different when the board practically scream at you to do it and tried to pinpoint my attitude in this.. Dominion- session.. I have been having this fall.    It has worked for me, trying to make these things work so many times have made me so much more aware of when they work and when they won't be. I don't know if you can get there without trying again and again. Or at least you are a more natural player than I if you get the eye for those things without it.

But hey, I'm not complaining, doing oddball things is easy the most enjoyable aspect of the game so..

64
I think it is backwards to try to help medium players by talking extensively about sideways card-shaped things. The first thing they should master is the core game. Specifically giving advice on projects which are still super new and likely not very well understood is extremely premature. And how many of your target audience actually own all the relevant expansions? Half the article discusses stuff from 3 expansions.

Plus, it you want people to check something out (like articles on alt-VP stuff), it would be helpful to actually provide links.

Well, what "medium" players mean is a question of definitions I suppose but when I meet 40-ranks they are surprisingly good at building standard engines and when I beat them in mirrors it's a question of efficiency rather than knowledge. Practice will help them more than anything I could say on the matter.

But, as soon as something different comes up, as the things I'm talking about in the article, they often miss it if not completely then not far off. They are also not very good at countering my alternate strategy, suggesting that they actually don't see what I'm doing at all.   

Yeah, they might not own the expansions, but they will likely meet people who own them relatively often (No idea how likely that is honestly) and the newness of Projects and such is not very relevant since my main point is to dare to explore more, who knows, they might found something nobody knows about yet.   

Providing links were a good suggestion, I'll see what I can do, thanks. 

65
We made a bunch of jokes about her not being a virgin sacrifice. Were they tasteful? Absolutely not. Were they funny? Not really.

I think it's pretty funny ^^ More of the expense of the "sacrifice virgins"-concept than anything else..

66

First off: I’m still merely a medium player but the results in the Dominion League recently has given me the confidence to say that I’m soon heading to actually be a “good” player quite soon. Still,  I don’t expect this article to be too meaningful for the expert crowd here on f.ds, instead I’m aiming at the 40-rank people, and to write an article I myself would have benefitted from say a year ago from now.


Introduction

Dominion is a difficult game. There is so much to do, so many cards to know, the options are endless. Still, you have managed to be a proper player. You know how to build what the pros are calling “engines”. You don’t really know exactly how it works constructing them, but looking at your results you seem to manage to do it from time to time. But something is missing. Sometimes your opponent just outrace you without you knowing really why, sometimes they are doing something that seems just plain silly to you and then ending up crushing you - leaving you in the dust with a great “How in the earth did that happen?” on your face.

This is a modest attempt to guide you towards taking another step in viewing Dominion and how to play the game. As always, the best advice to advance as a player is simply “play more”, but to be able to learn as much as possible from your games it’s good to bring some guidelines into them.

Analyzing the Kingdom - Sideway cards

You know already how important it is to do a proper analyse of the kingdom before the opening. You need to spot your engine pieces, are there splitters, draws, trashing, strong attacks and everything like that but in Dominion of today there is also something else: The sideway cards; Events from Adventures and Empires, Landmarks from Empires and now Projects from Renaissance. These are important. Really important. Sure, it varies how impactful they are, nothing is certain and without edge cases in Dominion, but as a general rule it’s good to recognise the sideway cards and try to follow what they encourage, or discourage, you to do.

Landmarks

For Landmarks, it’s pretty straightforward how to play in line with them. Just merely follow what they reward: Go for treasures with Palace and Keep, collect all the cards with Museum and Orchard and so on. You will get a benefit towards your non-mirroring opponents and almost more importantly, you will learn to play in ways that you are not as used to. If you can’t see the point with treasures, Keep will teach you how efficient they can be. If you on the other hand found engines too difficult to create on a higher level, Bandit Fort will force you to construct a treasure less deck. Let the Landmarks teach you, maybe you won’t win as much following this as heavily as I here suggest, but you will see different style of play emerge and stumble on insights you otherwise never would have found.

A small disclaimer though: Landmarks with added VP chips as a setup is not recommended to follow blindly in this way. Don’t buy a $3 card with your opening 5/2 for Basilisk, don’t deliberately skip playable turns for Baths and don’t open Duchy/Estate for Battlefield (I have already done this, it was with Silk Road and there was no good five and… No, there is no excuses. That was not a good idea.). Consider them however and try to build something that can grab a few points quickly, but even if you lose the split you will recover quite easily if you have built your deck correctly and the other players have wasted time grabbing chips unnecessarily.   

Projects

Projects are good. Really good. Buy them, ASAP. Yes, even in the openings if you have the chance. You might think they don’t seem too impressive and admittedly some of them will be obsolete in certain kingdoms (e.g Fair in a kingdom with lots of +buy) but as a learning exercise it doesn’t matter too much. How can you utilise these virtually free resources that comes to you often every turn? How do they change your deck and your play and can you think of ways that standard kingdom cards give you the same kind of benefits? Projects gives the game an extra dimension and if you spend time exploring what they do for you, you will gain a lot of information of what kind of possibilities there truly are in the game. Focus your strategy on them when it’s possible: Are there treasure gainers available with Guild Hall? Are there actions giving coins with Capitalism? Can you find ways to gain rather than buying cards when Exploration is around? Go out of your ways to utilise them, again, it's not certain the winning strategy to do so, but it very well might be. 

Events

Events is a little bit of a different beast. More than the two categories above, Events have more similarities with kingdom cards, that naturally also can act as guides in how to play the game but much more so in context with each other. There is two strong exceptions I’d like to mention a bit more though and that is Conquest, Raid and Delve. These three encourages silver flooding and when that is viable it’s really something to consider. The point with silver flooding is not very fancy, you will not spend much time building anything and when you are done your deck is a silvery mess which you can’t have much control over. The upside is though that once you have drained yourself with silvers it’s a piece of cake to buy provinces almost every turn. If your opponents aren’t competent enough to build something monstrously good, an activated silver flood will most likely sweep away them before they can do anything about it. Silver flooding, even though an easy enough concept, is tricky to perform correctly and to utilise to a strong enough effect but these events gives you a chance to practice so the next time, say, Feodum comes up in a viable scenario you know what to do and how your deck will function with that amass of silvers in your deck.   

There is as said other Events that changes the gameplay a lot, but they vary so much in strength and impact that my advice have to be a general: Don’t ignore them automatically, see if they have something to offer to the kingdom and don’t be afraid to try new things even if it feels off, but this is indeed true for every card in Dominion.   

Alternative VP cards

This is not the right place to give detailed instructions in how to play with every specific VP-card in the game, but you may remember this: VP-cards are good. Really good. They will not always be viable and if you misjudge the kingdom they can definitely be a trap, but the times they are good You can rest assure they will be dominating. They are made to compete and beat Provinces on a regular basis so when you roll a kingdom with victory cards, do your best to spot if you can make use for them and what you need to do to make it happen. If you are not sure or if you struggle to see the point with Duke, Gardens or Silk Road there is plenty of strategy tips for you out there. They have been around for a long time and many of the strongest combo decks in the history of the game involves alt-VP strategies. Check them out and play them to get a feel for how they function, it will give you a better eye for the situations when they will be the winning path.

Regular Kingdom cards


This is likely where you already know what there is to be said. Some Kingdom cards are so powerful they will demand all your attention and if you fail to do so you will be punished heavily. There is too many of these kind of cards to discuss them specifically, so what I will say is when you spot such a card in the kingdom try to construct all your deck around it. Don’t do too many things at the same time. Focus on winning the amb- war, the race to the Torturer-pin, the Wild Hunt frenzy at all cost. This will teach you how to optimise your deck and how to get to the key elements of your strategy as quickly as possible. With that ability you have a lot more options in your arsenal when approaching a kingdom.

Summary 

There are many ways and reasons to play Dominion. If you are playing more or less casually and your current play style is sufficient to you everything is good and well, but if you like to be competitive and struggle to understand how to play this game on a constantly higher level I warmly suggest to you to start experimenting more. Let the Kingdom tell you what it wants to be done and do it even if you are not sure how. You may stumble and fall many, many times but I bet you’ll be surprised how often the seemingly unorthodox ways to play the game truly is the right move.

Good Luck, and may the shuffle luck always be in your fortune (as long as you are not playing against me..)

67
Variants and Fan Cards / (Almost) Total random Dominion
« on: November 21, 2018, 07:41:23 am »
Most of us know about the randomizer/"Black Market Ultimate" variant, where you play with ten piles of randomizer cards instead of a normal kingdom. It's a lot of fun, but really not random enough for my twisted mind. Lately I've been thinking of a variant I haven't seen discussed here and I'm curious what you would think of it and if you possible have done or thought of something similar. The idea is:

Ignore the supply and setup 16 piles. At random. No guaranteed curses, nor Provinces. Just go through the randomizerdeck and see what happens. All cards that require certain cards should be respected, so when a curser is chosen include curses, when Province is named include Province (but as extra piles) et cetera. For balance reason the rule should be to have at least three victory piles and three treasures but if you are crazy like me it may be optional. This should lead to some very hilarious games, so when playing just for shits and giggles why not try it?

Unfortunately I own too few cards to do it myself, but next time we are on our way to playing BMU I will propose this.

68
Dominion Articles / Re: Cathedral
« on: November 19, 2018, 12:20:22 pm »
18 turns to end the game with 18-30 points is really really slow and awful. Quite often I imagine there's got to be something better than that.

That not to say BM is bad with Cathedral, it's just very much faster than 18 turns with good enablers. The things you could do engine-wise I found is much more "good stuffy" than a proper engine due to the speed..

69
Dominion Articles / Re: Guildhall and Masterpiece
« on: November 19, 2018, 11:53:41 am »
Guildhall and conquest, +coffers and +VP on every silver you got with your masterpiece

I have had that, with JoaT. It was glorious.

70
Dominion General Discussion / Re: old cards that have gotten better
« on: November 18, 2018, 07:43:12 am »
Hermit

It's not only market square that can provide the megaturn any longer (although it's clearly the easiest..)

71
Flag Bearer + Changeling

Don't like junking your deck with terminal silvers? Well change them to something else then, and still get the Flag! 

72
Dominion General Discussion / Re: Spices > Gold
« on: November 17, 2018, 08:39:49 am »
Well, the issue (if one would think it is one) isn't so much that Spices is better than Gold, but that the other 5 treasures looks rather sad against it. It feels like a 6-cost card in many ways.

A lot of 5 treasures look rather happy against it, and things like Royal Seal and Contraband just look sad in general.

Hm. I think I disagree. Take Counterfeit and Treasure Trove, two stellar cards in their right environment: They cost $5, sure, but they come with a price in the way that if you don't know/dare to utilize Counterfeit more than trashing coppers you have a 5 moneylender or if you don't know how to deal with the coppers Treasure Trove is probably the wrong move. I can't see any such downside with Spices, when it's right to buy it, it seems rather risquefree to me.

A $5 non-terminal Moneylender that can't be drawn dead and provides +buy, on its own, is super strong because it fits very neatly into an engine build order and provides two crucial things that turn weak engines into strong ones. The only thing Spices does for an engine is the +buy.

Treasure Trove is one of the cards that just look sad in general.

Yeah. For 5. Trashing for five is problematic and SHOULD be superstrong.

Treasure Trove is a Gardens- enabler, it is a frekkin dream with Keep or Palace as well.

73
Dominion General Discussion / Re: Spices > Gold
« on: November 17, 2018, 06:53:14 am »
Well, the issue (if one would think it is one) isn't so much that Spices is better than Gold, but that the other 5 treasures looks rather sad against it. It feels like a 6-cost card in many ways.

A lot of 5 treasures look rather happy against it, and things like Royal Seal and Contraband just look sad in general.

Hm. I think I disagree. Take Counterfeit and Treasure Trove, two stellar cards in their right environment: They cost $5, sure, but they come with a price in the way that if you don't know/dare to utilize Counterfeit more than trashing coppers you have a 5 moneylender or if you don't know how to deal with the coppers Treasure Trove is probably the wrong move. I can't see any such downside with Spices, when it's right to buy it, it seems rather risquefree to me. 

74
Dominion General Discussion / Re: Spices > Gold
« on: November 17, 2018, 04:57:48 am »
How good is Gold if you don't have to buy it?
It almost sounds like Gold should've been $5, and Spices $6!
The cards you can only sometimes buy have to be better than the ones you always can.

Well, the issue (if one would think it is one) isn't so much that Spices is better than Gold, but that the other 5 treasures looks rather sad against it. It feels like a 6-cost card in many ways.

Anyhow it is too me a very minor problem, an OP-strong treasure is not nearly as oppresive as a dito action card for some reason. Spices-games are fun still!

75
Game Reports / Re: Dear My Opponent: I am Sorry
« on: November 17, 2018, 04:45:09 am »
Dear opponent, I'm sorry that I went for the megaturn with KC-inventor-duplicate on a board with Mountebank and no trashing nor splitters. I know the feeling when you're ahead massively only to see it evaporate in the last minute, it's not better if it is on turn 39...

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