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1
2/5 opening with Inheritance and Desperation - bought Inheritance on Turn 2! Even more useful, Ratcatcher happened to be in the kingdom, making the Curse very easy to deal with

My best was Baker/Borrow/Inheritance/Tournament. Opened Inherit/Province and managed to get a T3 Followers before they resigned.

Okay, this looks really cool but Iím not quite following. How did you open $7/$8?

My guess:

Turn one: A hand with 5 Coppers. Use the coffer and Borrow to get $7, buy Inheritance

Turn two: A hand with 2 Coppers and two Estates (or 1 Copper and 3 Estates, depending on shuffle luck). If the Inherited card is something like Experiment, you could draw all 7 Coppers. Then use Borrow again, and now you have $8

That won't work because you still need a Tournament to get Followers.  If you inherit Tournament instead, then playing the Estates as Tournaments gets you $3 plus four coppers, and Borrow will get you to $8. 

ETA: Although, that still doesn't seem to work -- your Estates miss the shuffle and so after T2 your deck is just 3 coppers, and you draw only 4 for your next hand, so is it possible to get Estate + Province in hand simultaneously?

2
Investment trashes Lich, earns VP, and gets back the Investment you trashed last turn. 

3
Dominion General Discussion / Re: Prosperity 2E Preview 3
« on: June 13, 2022, 10:15:56 am »
How about just adding a new end condition: if someone amasses 1000 VP tokens, the game is over? 

4
Dominion General Discussion / Re: Prosperity 2E Preview 3
« on: June 06, 2022, 05:47:28 pm »
Even more nuts than Collection + Stampede: Collection + Cavalry + Academy + Way of the Butterfly. 

Yes, this actually happened. 

5
Dominion General Discussion / Re: Seaside 2E Preview 1
« on: May 16, 2022, 09:38:10 pm »
Cobbler allows you to see your next hand before choosing the card -- that's a pretty notable advantage. 

6
Rules Questions / Re: Blockade
« on: May 16, 2022, 09:52:50 am »
Caravan Guard -> Way of the Mouse -> Ambassador threatens your opponent with gaining the card against their will.  Would that be enough to prevent anyone from playing an attack card?  And then you can eventually Ambassador the Curse back. 

7
Dominion General Discussion / Re: Most turns in a row
« on: May 02, 2022, 10:17:11 pm »
Ah.  Not Necromancer, though; only one of those can play a Voyage in the trash. 

I also now realize that there are probably tricks one can do if you trash a Voyage or return it via Way of the Horse and regain it.  So it's probably unbounded then...

8
Dominion General Discussion / Most turns in a row
« on: May 02, 2022, 08:21:31 pm »
Not counting your opponent skipping a turn via Lich, what is the theoretical maximum number of turns one can take in a row? 

I count 47 --

regular turn
Island Folk
Outpost (played during your regular turn)
KC on Voyage x 4 (played during your regular turn)
10 Royal Carriages on the Voyages
10 Crowns on 10 Scepters on the Voyages
Seize the Day
Fleet

Is this correct?

9
Dominion Online at Shuffle iT / Tower listed as giving -1 VP
« on: April 08, 2022, 11:27:06 pm »


game #98972568

10
If you buy Band of Misfits in a kingdom with Family of Inventors, your opponent can screw you over by making BoM cheaper.

They can also nerf Remodel and its enhanced variants by making Gold/Platinum cheaper.

Another annoying anti-synergy is Courier + Herb Gatherer. You'd think Herb Gatherer can give Courier a maximum array of targets. But then you realize Courier starts with "Discard the top card of your deck". Yikes.

Courier is really good with League of Masons, though -- spend a favor to put the exact card you need into the discard, and Courier it. 

Suppose Remake is the trasher, you're a little bit behind in getting thin, and your opponent puts -1 on Duchess...


11
Dominion General Discussion / Re: Allies is online
« on: March 09, 2022, 11:20:07 am »
Barbarian is extra good against Overlords and City Quarters. 

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Dominion General Discussion / Re: Allies Preview 5: More Cards
« on: March 04, 2022, 11:29:44 am »
Are the favor tokens removed before scoring, or can the Family of Inventors cause more cards to cost 2 for Plateau Shepherds?  (I hope it's the latter, that would be pretty bonkers.)

Edit: Never mind, I forgot you can't have more than one Ally.  If you could, though...

13
Treasurer + Secret Cave + Capitalism can completely empty the Wish pile in one buy phase by trashing the lamp and recovering it from the trash over and over. 

14
Rules Questions / Re: Inheritance & Exiled Estates
« on: February 03, 2021, 10:58:20 pm »
Ahh, that makes sense.  I do have that enabled...

15
Rules Questions / Inheritance & Exiled Estates
« on: February 03, 2021, 07:09:05 pm »
I recently played a game on dominion.games where I bought Inheritance (placing token on Bounty Hunter).  I already had an Estate in exile when I bought Inheritance.  Later in the game, I bought another Estate but it did not ask me whether I wanted to un-exile the Estate.  Is this a rules quirk I'm unaware of, or just a bug? 


16
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 21, 2021, 02:17:22 pm »
If the castles pile is empty then those 8 victory cards are no longer in the supply.  Is it intended to be "in the supply at the beginning of the game"? 

17
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 21, 2021, 10:05:15 am »
This is an oldie but I think it is neat for a promo. On the surface it is a more expensive Harem with variable Coin/VP values, so it will be immediately familiar. Strategically it plays different though, being perhaps most similar to Fairgrounds.

It's main downside is that due to the "modern" prevalence of engines, Province play (this does after all cost as much as Province, if there is just one further Treasure or Victory Kingdom card) is often the dominant strategy. A non-variable price, most likely $6, could be a necessary buff.



This is a cool card, but what is its cost if Castles are in the kingdom? 

19
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: September 23, 2020, 11:52:26 am »
You could Kiln a Colony.  That's pretty cool. 

It's OK that a Traveller line isn't always a must-buy.  Not everything has to be Teacher/Champion. 

20
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: September 22, 2020, 10:46:11 pm »
What happens if you Throne Room a Statue? 

What does Monarch do to Nobles or Mill? 

21
Puzzles and Challenges / Re: Can you win this turn 7 (Hinterlands)
« on: July 18, 2020, 04:29:19 pm »
Your opponent has 1 Province, 1 Duchy, 2 Estates, and 3 Tunnels for 17 points. 

You have one action remaining.  Play BV.  Play Develop on Haggler, gaining BV and Trader to deck (BV on top), Silver (from BV) to discard pile. 

You have one action remaining again.  Play BV, drawing BV.  Play BV, drawing Trader.  Now you have 3 actions. 

Play one Trader on Gold, gaining 6 Silvers.  There are now 9 silvers left in the supply. 

Play Embassy, drawing 5 Silvers.  Discard 3 Tunnels, gaining Gold but using Trader to replace the Gold with Silver.  There are now 6 Silvers left in the supply. 

Play the other Trader on the other Gold, gaining the remaining Silvers. 

You have 5 Silvers in your hand and two buys, which you use for Duchy and Tunnel.  BV, Tunnel, and Silver piles are empty and you have 1 Province, 1 Duchy, 5 Tunnels for 19 points. 

22
Puzzles and Challenges / Re: Can you win this turn 5 (Prosperity)
« on: July 01, 2020, 01:50:21 pm »
Well, nuts.

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Puzzles and Challenges / Re: Can you win this turn 5 (Prosperity)
« on: July 01, 2020, 01:38:22 pm »
Yet another (very minor) correction: I was wrong, playing WV does not get you an extra VP -- you can only buy 4 coppers since there are only 4 left in the supply!


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Puzzles and Challenges / Re: Can you win this turn 5 (Prosperity)
« on: July 01, 2020, 10:54:39 am »
Another solution that also reaches 77:

1. Discard any two non-vault cards (+2$) [9 cards left]
2. Play Vault, draw those two, discard everything except Watchtower (+7$) [8 cards left]
3. Play Watchtower draw all cards but WV* [6 cards in hand]
2. Play KC-Goons (+6$, +3buys) [4 cards in hand]
4. Play Forge on Mint, gain Duchy (+3VP) [2 cards in hand]
6. Play Bishop on Counterfeit (+1$, +3VP) [0 cards in hand]

-- End Action phase. You have 16$ and 7 buys.--

 Buy 2*Province, 5*Copper (+19VP)

Game ends because Provinces are out. TOTAL: 52+25=77 VP

*if it's not WV, play WV, draw final card; now you can buy one more copper and end up with 78 VP.


You are using too many actions, no?  There's only 4 left at the beginning. 

Although if you discard 3 at the beginning, draw one with WV and then do the rest of your plan, I think you get the same amount of money, and you guarantee the one extra buy for an extra VP from goons.

25
Puzzles and Challenges / Re: Can you win this turn 4 (Alchemy)
« on: June 19, 2020, 10:52:51 am »


I don't know why the player would have bought 9 curses themselves either, but I do suppose with the way I worded the puzzle, it would be a possibility. I hadn't intended for that to be an option (I suppose you could have bought all 9 curses and intentionally not played any Familiars you had drawn in previous turns...), so good catch! If you assume the opponent has the 9 curses and all Provinces, as far as I can tell, the one and only one hand you could draw that would not let you win the game is what you said, 4 Vineyards, 9 Transmutes, and 2 Universities. Using the mathematical equation for combinations, we can find the maximum likelihood of that scenario as one over the total combinations of 15 card hands out of a deck of 26 (the minimum number of cards you could have in the puzzle, if you bought anything extra (like extra golds), the odds are even less likely). The total number of combinations are = 26!/(15!11!) = 7,726,160. So, one out of every 7.7 billion times you are placed in this situation, you will be unable to win. 

Not quite, you could also draw 14 of those 15 cards, plus Apothecary, and then play Apothecary and draw only the 15th stop card.  Or it could be Familiar instead, though that at least would give out the last curse.  Or maybe some combination of Apos and Familiars...

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