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Topics - Davio

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176
Variants and Fan Cards / Your New Mechanic for Dominion
« on: July 27, 2011, 04:45:20 am »
Dominion cards have several Mechanics, you can draw, attack, react, get actions, money and buys, discard, trash, gain cards and do whatever else the card tells you to do (mainly based on these previous mechanics).

The SeaSide expansion "revolutionized" the Dominion world with its orange Duration cards, which was a very cool thing. Hey, Throne Rooming or King's Courting Duration cards is a bliss. KC a Merchant Ship and basically be guaranteed 2 Province buying turns. KC a Wharf and draw your entire deck twice with multiple buys.

My question for you is: Which new Mechanic would you like to see in Dominion? Not cards, mechanics.

Do you like the mechanics that are out there and don't think Dominion needs any more? Tell us why.
Donald X. still has some expansions up his sleeve so a new mechanic may not be that far fetched to see in future sets.

Maybe you're a fan of Magic (I know a lot of you on this forum are) and would like to see some cards that you can put in play permanently?

Example: Second Chance, cost $6(?)
Action - Permanent
Text: Second Chance stays in play for the rest of the game. You may discard one card and draw another card at the end of every clean-up phase.

Example: Scrooge, cost $6(?)
Action - Permanent
Text: Scrooge stays in play for the rest of the game. If you have played no action cards this turn, + 2$

These are just some examples, please don't criticize them based on what they do or cost (it's the best I could come up with in 1 minute), but share with us if you like this mechanic.


We could always just combine some types with other types, so we could get:
Action - Curse
Treasure - Curse
Treasure - Reaction
Curse - Reaction
Victory - Reaction
Victory - Curse (kind of makes no sense, but I guess you could do a fixed number for one type and a calculated number for the other).
Treasure - Duration

Okay, let's see yours!

177
Game Reports / Gambling with Masquerade
« on: July 22, 2011, 08:45:22 am »
I'm looking for game turns in which gambling with an opponent's Masquerade proved decisive, if you have some, please post and brag. :)

I played a game today where both I and my opponent had a Masquerade. I was in front (by some comfortable margin) and there was 1 Province left. We were down to scramble time, clogging our decks with all the greens. He was trying to catch up, I was trying to end it, but could not get enough money together for the last Province.

There were some turns in which I had 2 Golds, 1 Copper (so $7 total), 1 Province and 1 Duchy. I often planned if my opponent would play Masquerade, I would give him my Duchy, hoping to get a Copper from him, so I could buy the last Province and end it.

Other funky Masquerade turns can be posted here too.

178
Dominion General Discussion / Enlighten me about Gardens
« on: July 19, 2011, 01:37:17 pm »
Dear Forum-visitors,

As the title says: Enlighten me about Gardens.

In a couple of months, I am going to play a big enough sized Dominion tournament (64 players). The first few rounds only deal with the Base games with Intrigue mixed in for later rounds.
The games are all 1 vs. 1 and have a time limit of 50 minutes, which in practice would only be achieved when both players play really slow, so it's not that big of a deal.

I have already read the article about the Base game on this blog: http://dominionstrategy.com/2011/06/20/guide-to-the-dominion-base-game/

This article covers many of the strategies found within the Base set and most are fairly obious to me after having played a lot of games and I feel I have them under control well enough.
There is one strategy however, whose appeal still eludes me and it is the Gardens strategy. Since we are only playing the Base game the first rounds, a setup with Gardens and Workshop isn't at all unlikely, so I would really like to grasp this "strategy".

I have read the Gardens article found here: http://dominionstrategy.com/2010/12/16/dominion-gardens/
This article in turn refers to a BGG thread found here: http://boardgamegeek.com/article/5417155#5417155

While playtesting this vs a standard computer player on kingdom.servegame.org and doing some solitaire analysis on Isotropic, it still seems way too slow for me.
So I was wondering what it is that I'm not getting about this strategy.

Basically, I try to get 4 Workshops, empty the Gardens pile with those Workshops and buy some other cheap cards with the money: Village, Cellar, Estates. "Rushing" for those piles still takes a long time and this basically isn't good for a Gardens player.

Is this strategy something to try with more opponents? Is it even viable in 2p games?

Please, enlighten me...

179
Puzzles and Challenges / [Math] How many games and years?
« on: July 18, 2011, 07:50:54 am »
This is more of a math question than a Dominion puzzle.

With regard to every Dominion card in current existence* (not your own custom ones obviously) and complying as much as possible with the rules for choosing cards for the setup (as mentioned in the original rulebooks or addenda), how many different setups for Dominion are there?

And, given these facts:
 - You and your nemesis are both immortal
 - Every game of Dominion lasts exactly 30 minutes
 - You both need no breaks for sleeping or eating

How many years does it take to have played each different setup? (Rounding to the nearest year is fine)

*Cards in existence means cards from: Dominion Base, Intrigue, Alchemy, Seaside, Prosperity, Cornucopia and the Promo Cards.


To get you started: With just the Base set, there are 25 different cards, offering 3,268,760 different setups, or 186 years of uninterrupted Dominion madness!

180
Dominion Articles / Combo: Sea Hag / Jester
« on: July 12, 2011, 07:40:32 am »
I ran into this pretty nifty combo today.

It's not really rocket science and you can derive it from the title, but I'll give a short explanation anyway.

With both Sea Hag and Jester in play, play (with 2 actions) Sea Hag first and then Jester.
Your opponent puts a Curse on top and immediately gains another one, because you obviously choose your opponent as the receiver of Jester's action.

Double Cursing, yay! The only drawback is that your opponent gets to discard both Curses and leaves nothing on top of his deck, but this is a minor detail.

Jester has this interaction with which you control your opponent's top card with Spy too, which is kind of like the obvious one.

Ghost Ship and Secret Chamber are less obvious, it depends if your opponent is more likely to put good cards on top of his deck or bad cards. Either is fine for you, because you get to choose who gets it. If an opponent immediately plays Secret Chamber to your Jester, your opponent will likely put an average card on top, like Silver, which is still decent.

I am mentioning all these other Jester possibilities, because I couldn't find a Strategy article about it.

Here is another combo with Jester: Fortune Teller / Jester

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