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Messages - DrHades

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26
Puzzles and Challenges / Re: What is missing?
« on: February 11, 2012, 08:02:48 pm »
I think it might be some sort of a word puzzle, since there are three cards on the list that are four letter words starting with M, and gardens and goons have the same shell G ----> S. But this may be a red herring.

Yes, it is a word puzzle, the only thing that matters is the name of the card...

27
Variants and Fan Cards / Re: Idea for half a card
« on: February 10, 2012, 06:03:02 pm »
Donald wanted to do this for Throne room. But then Throne room moved from 3$ to 4$ and therefore this variant of Throne room would cost 5$ which is too much.

Thus being said - I think Donald will eventually put this on a (existing?) card...

28
Dominion General Discussion / Re: What is the worst card in Dominion?
« on: February 10, 2012, 02:36:14 pm »
-- There is almost no other situation where Scout is very useful. It's not even a good sifter, really.

Minion, Tactician, Scrying Pool, Vault, Wishing Well, against Ghost Ship and that is just from the top of my head...

Yes, Scout is bad. But still - he is an ugly cousin of Cartographer and Cartographer is pretty good so...

I really like Scout, it is my most favourite card from this list ;D

Scout can also be an effective counter to Fortune Teller and (much more importantly) Rabble - especially late-game multi-Rabble pins. But Farming Village is an even stronger counter, costs the same, and is useful in a much broader set of circumstances. Scout should have been "draw any green from top four cards, then +1 card +1 action."

I am afraid that would be too strong even for 5$...I mean, look at Cartographer...

Maybe if you first draw the card, then get the green and rearange the rest...but still it's too powerfull imo...

29
Variants and Fan Cards / Dominion Heroes
« on: February 10, 2012, 12:55:19 pm »
Additional rule: After the kingdom cards are chosen, each player (starting with the 1st player, or in secret) chooses one of the heroes. He can use abilities of his hero for the whole game. Two players can have the same hero.

That is the basic idea. There will be some hero cards from which you choose the one you find most usefull for that kingdom. Now here are some of my ideas for heroes:

Priest - Once in a turn, you may play any action card as "Trash 2 cards from your hand."
The name is reference to Chapel and Bishop.

Mayor - Once in a turn, you may discard a card. If you do, +1 action.
The name is reference to Villages.

Merchant - Once in a turn, you may discard a card. If you do, +1 buy.
The name is reference to Market.

Count - If you didn't play any card this turn, you may gain a Curse. If you did, gain a Duchy. If you didn't, you may gain 2 Estates. (so basicly you can gain Curse+Duchy, Estate+Estate, Estate (if it is last) or nothing, but you cannot gain Duchy)
The name is reference to Baron and Duke.

Judge - You can play any action card as "+1 action, +1 card"
The name is Judge, because you make a decision whether you want this card or not.

Feel free to comment the names, the general idea and the cards themselfs. Also feel free to playtest, make your own "heroes".

PS: I was thinking about "Sorcerer" that would be giving other players Curses, but I cannot think of any cool and simple idea. Thoughts? "Pirate" that steals treasures sounds cool too...

30
I am just saying that its main use is to trash things for greens at the end of the game.
Actually the end is probably where its more useful.

Am I missing something or did you just corrected me by saying the same thing? :)
Again - maybe in late midgame, but never at the beggining or at the end.
I guess I just misunderstood, a little misleading though.

I was refering to a situation where you trash a 3$ action/Silver into a 5$ action, which really is stupid in the endgame, because you wanna Duchy instead and thus getting 5VP...but I am sorry, it was a bit misleading...

31
I am just saying that its main use is to trash things for greens at the end of the game.
Actually the end is probably where its more useful.

Am I missing something or did you just corrected me by saying the same thing? :)

32
Puzzles and Challenges / Re: 3 Piles of Treasure
« on: February 10, 2012, 07:08:57 am »
I think Geronimoo's solution will still be one of the fastest:

I did this in the past, here it is again:

http://dominion.isotropic.org/gamelog/201112/13/game-20111213-014547-4d8690ef.html

This board averages emptying the entire board (while gaining about 1000 VP) in 12 turns (I've done it in 10).

33
Dominion General Discussion / Re: What is the worst card in Dominion?
« on: February 10, 2012, 06:44:39 am »
-- There is almost no other situation where Scout is very useful. It's not even a good sifter, really.

Minion, Tactician, Scrying Pool, Vault, Wishing Well, against Ghost Ship and that is just from the top of my head...

Yes, Scout is bad. But still - he is an ugly cousin of Cartographer and Cartographer is pretty good so...

I really like Scout, it is my most favourite card from this list ;D

34
Situation: Trashing Estate into a 4$ with Farmland
What you think you've done: Getting rid of Estate and gaining a great card instead.
What you've actually done: Maikng your Estate worth 1 point more and buying a 4$ instead of 5$ or Gold.

I think MANY people don't get this one...

But you've "made your Estate" remodelable (or Farmlandable) into a Province. So it's not as bad as all that.

Exactly!

I think a lot of people actually don't appreciate how much faster Farmlands can make a deck. Suddenly, you need $6 to start on the Province run, rather than $8. Also, marginal VP gains = tiebreaker in a 4-4 province split.

Farmlands is a card that I initially thought weak, but with time am beginning to see as an essential buy whenever it turns up. Unless there really is an incredible power card at $5, or my deck doesn't have a couple of golds yet, I'd almost always advocate getting the Farmland and changing the estate to a useful $4. What has actually happened is:

...+1 VP net total, ok not great, but every point counts.
...the card slot that was dead from being occupied by an estate is now occupied by a useful card for any trash-for-benefit, and we know that there's at least one trash for benefit card in the set: Farmland. If there's other trash for benefits in the Kingdom, then Farmlands becomes even better!
...a $4  card has been bought.

Compare this to buying a $5 card:

...a $5 card has been bought.

And that's it.

Farmland suddenly looks quite appealing, though obviously the real deciding factor is how much better a $5 card in a given kingdom is than a $4 card.
But as a rule of thumb, I think Farmland, a good card gained and a bad card trashed is worth way more than most $5 action cards

Buying a gold, OTOH, is very different. My general observation is most people don't buy enough gold. In the early to mid game Gold is probably better than Farmland + a great trash (i.e. okay $3-> great $5). In the late game, once you have enough gold in deck, I'd strongly advocate the Farmland if it gives even a slightly worthwhile trash.

Situation 1: Trashing Estate into a 4$ with Farmland.

You are really saying that +1VP, SilveronlywhenyouneedtobuyProvince and 4$ is better than Blank card (estate) and great action or Gold?
Early game: I wanna gold.
Mid game: Maybe sometimes yes, but mostly I want a 5$ or Gold.
Late game: Tottally stupid, I don't wanna get rid of my Estate.

Situation 2: Trashing 3$ into 5$ with Farmland.

Let's say that 3$ is a Silver (it can be better, it can be worse, but let's say it's Silver). So this is:
Silver + 5$/Gold vs. 2VP + SilveronlywhenyouneedtobuyProvince + 5$. Let's say I don't want to Gold, so this is:
Silver vs. Harem that works only when buing Province and only 1 at a time.
Again - maybe in late midgame, but never at the beggining or at the end.

I am not saying that Farmland is a bad card, I am just saying that its main use is to trash things for greens at the end of the game. When you are trashing with it early, it is mostly bad decision and if in the midgame, you might be right, but you need a very good plan to do so...

And as for the extra points - yeah, but you are also making buying Duchies much more difficult for you...

35
Situation: Trashing Estate into a 4$ with Farmland
What you think you've done: Getting rid of Estate and gaining a great card instead.
What you've actually done: Maikng your Estate worth 1 point more and buying a 4$ instead of 5$ or Gold.

I think MANY people don't get this one...

36
Dominion General Discussion / Re: What is the worst card in Dominion?
« on: February 09, 2012, 10:26:38 am »
Using Moat to block any non-curse giving attack? Silly. Using Moat to block a cursing attack? Well, let's analyze this:

Until I block the attack, it is a useless +2 cards. But after the first block, I have a +2 cards inestead of -1 VP! That is great! I wouldn't bought it with 3/4 split (I want a Silver to buy that Witch myself) but anytime I would have 2$ Moat is the right choice.

Moat can be also usefull when your opponent locks you with a powerful reapeating attack (Torturer, KC+Masquerade+Goons, ...) like it did for me in this game: http://councilroom.com/game?game_id=game-20120124-191101-2fadf9dd.html

I used to be a Moat hater like you...then I took an arrow to the knee...I mean then I tried to use it wisely and found out it is good...

How dare you counter my irrational hatred with your logic and reason!!

But you also seem to say that you only buy it when there is no other option at $2

I looked at that log and in my completely unexpert opinion, I think you would have won that game quicker if there was a better $2, or you opened 4/3.

But alas, you were forced into buying a terrible moat and got lucky with it. And the last 2 you bought I still cannot see the reason for, you were so far ahead I didnt think you would get much chance of playing them.

I think its just personally I prefer positive action and making my deck stronger rather than reacting to opponents deck.
The game is more of an example of interesting use of Moat.

I didn't say ANYTHING about other 2$s, I was comparing it to Silver ;) But on boards with cursers I would choose it over:
Almost always - Pearl Diver, Secret Chamber, Duchess, Haven, Fool's Gold, Courtyard, Herbalist, Embargo, Pawn
Mostly - Hamlet, Cellar, Native village, Crossroads
Almost never - Chapel, Lighthouse

37
Dominion General Discussion / Re: What is the worst card in Dominion?
« on: February 09, 2012, 10:08:14 am »
Adventurer - Without other strong terminals on board, Adventurer is good. When you have e.g. Gold, Gold, Silver, Silver and 7 Coppers - Adventurer is stronger than Gold. That is of course still bad, but not worse!

There are a few issues with this analysis. Firstly, this situation makes Adventurer better than Gold by such a small margin that it's virtually ignorable - an average of $3.09 to $3. Better, but the difference is so small it'll hardly matter. Second, there being no other worthwhile terminal on the board (even assuming costing $5 or less) is unlikely. Not impossible, but unlikely. Third, by the time you have 2 Gold and 2 Silver, chances are you're going to want to green. So that $6 is probably a mistake spent on an Adventurer, or a Gold. Actually, 2 Silver 2 Gold is an unlikely situation. Something like 3 Silver 2 Gold or 4 Silver 1 Gold is more likely - in the first case, you're even more likely to be Greening. In the second, a Gold is just as good. Finally, as you're likely greening by the time Adventurer becomes worthwhile, the cycling is actually a detriment, holding it back even more.

In short, the situations it'll be good as a lone terminal are unlikely for various reasons, and when it is, it's barely better than Gold anyway.

I voted for Adventurer, by the way. It's not that I think it's a bad card, but it's the card who is least often worthwhile considering it's cost, and when it is, generally doesn't do much better than other cards at it's cost. Perhaps Platinum games with light trashing are the only case where it is can actually shine.

As for Transmute and Thief - Thief is pretty good in 4 player games, and okay in 3 play, reasonably often. Transmute is often totally worthless but occasionally is a very nice card.
Of course there are few issues, I wasn't trying to evaluate the Adventurer, I just put the main reason why I think it doesn't belong between the 2 worst cards in the game. Yes, the difference of 0.09 isn't big. But the difference that it can sometimes give you 5$ is something very good. 1 great hand is better than 2 mediacore. Also coppertrashing, heavycursing and Platinum can boost Adventurer. It is a bad card, of course it is! But Thief is good only as a hope and Transmute is good only very very rarely (another potion card+no other trahsing+spare actions).

But ok, I was maybe too strong. Adventurer can also be a reasonable choice. But I honestly think, that everyone who says a card is weaker than all of these three is strongly underestimate that card...

38
Variants and Fan Cards / Re: Fan Card: Messenger
« on: February 09, 2012, 09:00:42 am »
I've been thinking about a card like this some time ago and I came to this conclusion: It is ridiculously strong with strong cards (Goons, GM, KC, Possession!!!) as a 5$ and really crappy as a 6$ without them. So I think it needs to be a 5$ with a payback. This might be too big, but I really like the general idea: "Trash an action card. If you do, name an action card, dig for it and play it."
Also - I think it should only work on actions and digging works well without the choosing (by digging I of course mean what Golem, Adventurer etc. does).

39
Dominion General Discussion / Re: What is the worst card in Dominion?
« on: February 09, 2012, 08:12:03 am »
I have gone moat.

Its a waste of a card and I think I have only ever bought it once.
Ithas to hit multiple times for it to have been of use, and even then it has less use than people think because its taking your hand down to 4 cards +moat.

The +2 cards is 'alright' but I wouldnt buy it just for that.

I think of it this way.
You buy a moat, if you never use it, you have wasted a buy

If you use it once then all you have done is nullify the attack part of the card. So you have used one buy and a card from hand to negate the attack part of his buy. If his card also does something else, such as draw or +couns then you are still down.

Multiple uses: unless moat is somehow part of your grand scheme, then everytime you draw it you might as well be playing with 4 card hands. Is that enough justification to buy one to counter the attacks? It would have to be a consistant attacking opponent for it to be worthwhile, and then you would only have it when you draw it so you would need to buy multiples for it to be effective.

I really do hate moat, almost as much as an irrational hatred of Woodcutter.

Using Moat to block any non-curse giving attack? Silly. Using Moat to block a cursing attack? Well, let's analyze this:

Until I block the attack, it is a useless +2 cards. But after the first block, I have a +2 cards inestead of -1 VP! That is great! I wouldn't bought it with 3/4 split (I want a Silver to buy that Witch myself) but anytime I would have 2$ Moat is the right choice.

Moat can be also usefull when your opponent locks you with a powerful reapeating attack (Torturer, KC+Masquerade+Goons, ...) like it did for me in this game: http://councilroom.com/game?game_id=game-20120124-191101-2fadf9dd.html

I used to be a Moat hater like you...then I took an arrow to the knee...I mean then I tried to use it wisely and found out it is good...

40
Dominion General Discussion / Re: What is the worst card in Dominion?
« on: February 09, 2012, 07:17:08 am »
There are 6 cards that has "several" votes. Only 2 of them are imo reasonable choices.

Duchess - Are you kiding? Duchess is for free! Also it could be great as a starter if you have 2/5 split and need some extra money to keep up. It is a bad card, but it is so cheap you cannot bitching about that!

Develop - Grand Market. Border Village. Ill-Gotten Gains. Anything that costs 7$. Gardens (trashing later your parts to Gardens-something). Silk Road (trashing later to Silk Road-Estate). I probably even forgot lots of things...it is a bad card, but it has some situations where it is VERY good and they are not so rare (you really need just one of these cards.

Adventurer - Without other strong terminals on board, Adventurer is good. When you have e.g. Gold, Gold, Silver, Silver and 7 Coppers - Adventurer is stronger than Gold. That is of course still bad, but not worse!

Scout - This is just wrong! Minion, Vault/Secret Chamber, Wishing Well, Scrying Pool, Tactician and many more!!! And of course - Crossroads+Scout. That is one of my favourite combos. Sure, it needs something other to cooperate, but then it is awesome:
http://councilroom.com/game?game_id=game-20120207-123440-03e8a7bc.html
http://councilroom.com/game?game_id=game-20111224-161140-0ecc49e9.html

So here comes the 2 only reasonable cards: Thief and Transmute. I choose Transmute, for these reasons:

1. Thief defeats BMU.
2. Thief is at least ok on boring boards with 4+ players.
3. I cannot think of any non-obscure situation, where Transmute would make any difference.
4. Thief is at least good when you are starting with Dominion.

Stats are not very accurate here - when you are behind it is good idea to buy Thief and hope you will be lucky to steal some Golds, which lowers the winrate. And as for Transmute - many times there is something juicy with Potion in cost on board and you pick Transmute rather than buying nothing...and by this lowering your chance to win by 0.1%.

41
Dominion General Discussion / Re: What is the worst card in Dominion?
« on: February 09, 2012, 05:25:29 am »
If he had just Bishop-Copper, it can be done in 5(6) turns:

1. Buying Copper (BCC)
2. Buying Copper (BCCC)
3. Trashing Copper, buying Silver (BSCC)
4. Buying Silver (BSSCC)
5. Trashing Copper, buying Gold (BGSSC)

From now on you can trash Gold and buy Gold every turn.

6. Trashing Copper, buying Province.

From now on you can trash Province and buy Province every turn.

If he had BCXXX (maybe some greens he didn't want to trash?) it is even 1 turn faster...

42
Game Reports / Re: Dear My Opponent: I am Sorry
« on: February 08, 2012, 06:48:03 pm »
Dear my opponent,

I am sorry that I build a Torturer engine faster than you (at least you saw that Talisman can be pretty good card sometimes) and then I started playing 5 Torturer every turn. I am also sorry, that I didn't end the game on 3-piling with Great Halls, but I sadisticly bought some Hoards and was preparing for a mega turn later. I was really enjoying that end, sorry...

http://dominion.isotropic.org/gamelog/201202/08/game-20120208-154456-a7852a5b.html

43
Game Reports / Re: Mountebank vs. Trader
« on: February 08, 2012, 06:16:22 pm »
I don't like playing on Mountebank when opponent has a Silver,

Do you mean "when opponent has a trader" ? Otherwise, I don't understand...

But this is a nice game !

Lol, yes, I meant Trader. I was still like "whov, I got 22 Silvers in my deck at the end. 22. Silvers. Whov" ;D

44
Game Reports / Mountebank vs. Trader
« on: February 08, 2012, 05:17:44 pm »
http://dominion.isotropic.org/gamelog/201202/08/game-20120208-141131-d04a3ea1.html

We both opened Trader/Silver. I don't like playing on Mountebank when opponent has a Trader, so I decided to go Trader-BM and pick-up more Traders if he picks a Mountebank. He did. And it got messy. And there was no time for Colonies. But I think my strategy was superior here, what do you think?

What do you think about Mountebank vs. Trader in general?

45
Dominion General Discussion / Re: Crazy luck you've had (or seen)
« on: February 08, 2012, 01:02:35 pm »
My opponent was pretty lucky. He trashed 3 estates and 1 copper with his Steward on turns 3 and 5. He bought a Wharf on turn 4 and a Gold on turn 6.

I, on the other hand, wasn't able to get to 5$ on the first 6 turns. So by turn 6 I decided to go for a very risky Bridge engine, hoping I will make a megaturn that would win me the game.

He picked 6 Provinces in just 14 turns! I won 8)

http://councilroom.com/game?game_id=game-20120204-155424-3c85d0e9.html

46
Dominion General Discussion / Re: THE Dominion Card List(s): $6 cards
« on: February 08, 2012, 12:05:24 pm »
Really? I would be shocked if Alchemist didn't get any first-place votes, and Vineyards, Possession, Scrying Pool, and Golem could all snag a few too.

Alchemist? Alchemist is in like 50% of games too slow. Vineyards are cool, but need some backup. Possession is a bad card. It is great on some boards (Scheme, KC), but it is bad. Golem makes nice things, but often isn't worth buing the Potion.

Scrying Pool might snag some first places...but I think Familiar is one of the 4 cards (with Transmute, Chapel and Adventurer) that at least had a chance to have a perfect score...

Familiar is the obvious choice, but I bet someome is going to vote Alchemist, Possession, or Scrying Pool.  Alchemist and Possession because they're horribly overrated, Scrying Pool because it is really good and deserves to be in the conversation with Familiar.

Agree with the final sentence, but I don't think anyone would put Alchemist or Possession to the top. I was horribly overrating Alchemist when I was level 10-ish, but even back then I knew Familiar is better...

47
Dominion General Discussion / Re: THE Dominion Card List(s): $6 cards
« on: February 08, 2012, 06:26:31 am »
The last list (:'() will be coming up soon...will it finally have a perfect score? I think both the first and the last card can have it...Last card probably won't because of Possession haters (I hate it too, but it is not Transmute bad), but I cannot imagine putting anything else than Familiar on the top...

48
Dominion General Discussion / Re: Why no +card and +$ without +actions?
« on: February 07, 2012, 05:31:35 pm »
I'd say it probably still should be valued at 6$, especially giving your opponent that bonus.
I think it works pretty well at $5, and evidently, so did Donald X. and the other Dominion playtesters/developers  :P



I think they were both sarcastic ;)

49
Dominion General Discussion / Re: Why no +card and +$ without +actions?
« on: February 07, 2012, 05:30:03 pm »
How much would a card like this cost?

+2 Cards, +$X, where X is the number of cards you discard.  Each other player may discard two cards to draw one.

 :P

So basicly it is just a Secret Chamber without the reaction where you draw 2 cards first? That seems as a very weak 5$...with that bonus for opponent, I think it can be a decent 4$...

Which reminds me my older idea - how about a Throne Room, that makes you play a action 3 times, not 2. That seems like a nice boost, I think 5$ is probably good price, don't you think?

50
Dominion General Discussion / Re: THE Dominion Card List(s): $5 cards
« on: February 05, 2012, 09:04:39 am »
I compare cards by two measures:

1. Percentage of boards, where the card is useful.
2. Winrate of player that buys the card versus a player that doesn't, BUT only on boards where the card is useful.

So basicly - If the card is a good buy on many boards, it is a good card. But if it doesn't make much of a difference against someone who didn't buy it, it is not all that great. Coppersmith is very bad at 1, but good at 2. Laboratory is very good at 1, but not very good at 2.

Beware! This isn't evaluating "traps". If the card is bad on the board, but you buy it anyway, it is your fault, not the cards weakness.

Goons vs. King's Court:

1. Goons is much better. Many boards are so quick that you must pass on KC (mainly because it cost 7$ and you get to 7$ later then to 6$). Goons on the other hand slows the game down, so even if you get them later, it hurts much less than with KC.

2. KC is definitely better. There are more boards where without KC you are dead. But there are also boards, where KC boosts you, but your opponent has a fair chance to take 4-5 Provinces and make your winning much more dificult. With Goons? Enjoy slowly taking Province after Province while once upon a time I do a turn where I buy 3 cards I wanted anyway and take 9 VPs...

If KC was 6$ or Goons were 7$, there will be no doubt. But when it is like this, I am 100% for Goons.

Now I looked at my list...I put GM first -_-;;; But it still wasn't the biggest mistake on my lists - that is definitely IGG at #31  ;D

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