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Topics - gman314

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51
Game Reports / Embassy Big Money questions
« on: June 19, 2012, 01:28:21 pm »
I just played the following game:
http://dominion.isotropic.org/gamelog/201206/19/game-20120619-102149-ddad25aa.html

I played a strategy which basically relied on two Embassies to draw cards for big money and it got me my fourth province on turn 10. But I have two questions.

1. I had 5 silver, 7 copper and 1 gold. That seems like too much silver and not enough gold. Did I get really lucky? Should I have skipped province buys for gold? Or does Embassy BM work well with lots of Silver?

2. There were a few elephants in the room such as Goons, Margrave, Vault and Possession. I chose to ignore them and my opponent only bought one Margrave. Would one or more of those cards been a better choice? With no village, I didn't even consider an engine but I did consider possession. But would it have just been too slow?

52
Variants and Fan Cards / Council Room/Ghost ship combo card
« on: June 15, 2012, 04:53:32 pm »
Margrave is very much like playing both Council Room and Militia on the same turn. If you play village, Council Room and Militia, you'll be at 7 cards, your opponents will all have 3 cards from a choice of 6, you'll have two buys and you'll have +$2. If you play Margrave instead, you'll have 7 cards and two buys and your opponents will all have 3 cards from a choice of 6.

So, I've come up with a card which combines Council Room and Ghost ship in a similar way. You end up with (almost) the same hand size as if you played village, Council Room, Ghost ship and your opponents end with the same damage done, but the penalty is not getting Ghost ship's +2 cards. So, the card would be:

+3 cards
+1 buy
each other player draws a card and then places cards on top of their deck until they only have 3 cards in hand.

This is strictly better than Ghost ship, but what would be a good price point? $6, or $7?

53
Dominion Articles / Questions about Gardens
« on: April 21, 2012, 11:16:36 am »
I just have a few questions about pursuing a Gardens strategy. It would be great if someone could answer them.
1. When do you start buying Gardens? How much infrastructure and what kind do you want first?
2. Do you buy a 5-cost or Gold?
3. When pursuing Ill-Gotten Gains/ Gardens, which do you buy when? Is it best to buy IGGs early and pick up Gardens later or should you rush the Gardens first?

54
Game Reports / Great Lookout moment
« on: April 19, 2012, 04:43:12 pm »
Just had a game with Lookout and Familiar where I lost the curse split 6-4. Then, later in the game, I played Lookout and got this:


You play a Lookout.
... You get +1 action.
... You draw 3 Curses.
... You trash a Curse.
... You discard a Curse.
... You put the remaining Curse on top of your deck.

Here is the game log:
http://dominion.isotropic.org/gamelog/201204/19/game-20120419-134009-6f46a968.html

That was my turn 26. The text I posted came from the game as it was happening, so it shows that I drew 3 Curses rather than just 3 cards.

55
Dominion Articles / When is Pearl Diver (or spy) any good?
« on: April 16, 2012, 06:55:25 pm »
I was thinking about some cards which have a bit of a bad reputation and I was trying to think about which of those I've used successfully in some sort of combo. I've used Apothecary, Wishing Well and Coppersmith together and I've used both Secret Chamber and Oasis as part of a double-Tactitian engine, but I've never used Pearl Diver except to pick it up for lack of any other $2. It doesn't hurt your deck, but does it ever help your deck? And by extension, does Spy ever help your deck?

56
Variants and Fan Cards / Some cards my brothers and I came up with
« on: April 07, 2012, 12:20:15 pm »
Here are just a few random and assorted cards my brothers and I came up with. We haven't playtested any of them, we've just thought about strategies and interactions. As you can probably tell from reading them, there is a strong emphasis among these on trying out ideas which don't appear on any existing cards. Feel free to share your thoughts.

Salesman $3 (maybe even just $2)
Action
+1 Card
+1 Action
+2 Buy

Bull in a china shop $4
Action
Trash as many cards as you like from your hand. If you trash 5 or more cards, gain a gold in hand.

Slaves $3
Action
+4 actions

Peon $4
Action-Duration
Choose two: +1 Card, +1 Action, +$1, +1 Buy. The choices must be different. At the start of your next turn, you get the other two.

Storage Facility$5
Action
+3 cards
+1 action
Discard two cards.

Chainsaw $5
Action
+$3
+2 Buys

Secret Council $5
Action
+3 cards
+2 buys

Grand Lab $6
+2 cards
+1 action
+$1
__________________
You can't buy this if you have any copper in play.

Secret Society$3 and a potion
+1 card
+1 action
Choose one: +$2, +1 potion.

57
Dominion General Discussion / Rating the Expansions
« on: March 31, 2012, 06:05:52 pm »
This was inspired by the topic discussing the best expansion for a beginner to get after the base game. So, I think it would be interesting to see what people think about the expansions in each of the following categories on a scale of 1 to 10.

Complexity: (1 simple, 10 complex.) How complicated are the cards and their interactions? Is there a lot to keep track of?

Learning Curve: (1 learns easily, 10 takes several plays to understand cards) Do the cards lend themselves easily to learning? Would you use many of this expansions cards for someone's second game (After the recommended first game)?

Enjoyability: (1 miserable, 10 really fun) Do the cards in this expansion create fun situations or brutal slugfests where someone wants to quit? After playing with a bunch of cards from this expansion, do you want to play the expansion again or stop playing Dominion altogether?

Replay Value: (1 play once, 10 play forever) Do the cards have enough interactions that you can play with them again and again without adding more expansions? How quickly do you get sick of the expansion?

Balance: (1 weak and strong cards, 10 fairly balanced cards) Are there a lot of "power cards" in the game that overshadow the others? Are their some cards which never shine? Do some cards just take over if they're in play? Do some cards add in quite a bit of luck?

Personal preference: (1 I hate it, 10 I love it) Do you like this expansion?

Feel free to add your own categories and post your own ratings!!!


Here are my personal ratings:

Base Game: Complexity 4
Learning Curve 6
Enjoyability 8
Replay Value 7
Balance 9
Personal preference 9

Intrigue: Complexity 7
Learning Curve 8
Enjoyability 7 (Torturer, Saboteur and Swindler can really wreck games)
Replay Value 8
Balance 7
Personal preference 8

Seaside: Complexity 8
Learning Curve 8 (Quite a few new concepts)
Enjoyability 9
Replay Value 10
Balance 8 (A few game defining cards (Wharf, Ambassador, Sea hag, Ghost ship)
Personal preference 10

Alchemy: Complexity 8
Learning Curve 6
Enjoyability 8 (The only things which wreck it are poor luck with Familiar or Possession while your opponent gives you all the curses or takes all your province turns)
Replay Value 7
Balance 4 (Familiar and Possession can really mess stuff up)
Personal preference 7

Prosperity: Complexity 5
Learning Curve 7
Enjoyability 7
Replay Value 8 (lots of interactions between the power cards)
Balance 5 (Lots of power cards: KC, Grand Market, City, Goons, Peddler (if you have the buys). Games are often defined by their prosperity cards)
Personal preference 5 (I don't like all the power cards)

Cornucopia: Complexity 7
Learning Curve 6
Enjoyability 9
Replay Value 6 (Simply because its so small)
Balance 4 (Lots of power cards. I played a game with just Alchemy and Cornucopia. We all drew our entire decks multiple turns in a row.)
Personal preference 8

Hinterlands: Complexity 10
Learning Curve 8
Enjoyability 9
Replay Value 8 (Because of the complexity, it's fun to try cards again and again)
Balance 8 (I haven't played it much, but the only really powerful cards are Jack of All Trades, Highway and Haggler)
Personal preference 5 (I haven't played it enough to really appreciate it)

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