Dominion Strategy Forum

Please login or register.

Login with username, password and session length
Pages: 1 [2]  All

Author Topic: Let's Discuss Adventures Cards: Gear  (Read 16870 times)

0 Members and 1 Guest are viewing this topic.

eHalcyon

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 8689
  • Respect: +9187
    • View Profile
Re: Let's Discuss Adventures Cards: Gear
« Reply #25 on: February 24, 2016, 08:40:38 pm »
0

I may have done the calculations wrong, but it's to get you all the coins you need to afford the Travelling Fair and double Gear on one turn, and probably also have a chance of getting the coins for the third gear on the other turn but I never actually checked my reasoning.

But your opponent buying Port is independent of anything you do.  It doesn't affect you at all.  Did you mean Lost City?
Logged

gkrieg13

  • Minion
  • *****
  • Offline Offline
  • Posts: 509
  • Shuffle iT Username: gkrieg
  • Respect: +463
    • View Profile
Re: Let's Discuss Adventures Cards: Gear
« Reply #26 on: February 24, 2016, 09:36:59 pm »
0

open triple Gear
Seems legit.
Ball/Alms. Or Travelling Fair/Borrow/Baker/opponent opens Port.

Wait why do they open port?

Just caught this post. Opening Port is actually far better than it looks - much better than opening Village for sure. That's because not losing the Port split is super important. If you lose the Port split, you only have 4 Villages and your opponent has 8 - so you barely have enough terminal space to do anything while they can build a solid engine. Racing to drain the Port pile is not all that uncommon. It's like the Fool's Gold of Villages in a way.

It's by no means a sure thing to open Port by any means, but you want to buy it more aggressively than most Villages. More on this exciting topic once we finally get to P. Any bets on whether or not Adventures will be out online before then?

I thought the point of the question was, "how does the opponent opening Port matter in gaining 3 Gears in the first two turns?"

This is what I was referring to
Logged

Limetime

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1237
  • Shuffle iT Username: limetime
  • Respect: +1179
    • View Profile
Re: Let's Discuss Adventures Cards: Gear
« Reply #27 on: February 24, 2016, 09:49:21 pm »
+1

I may have done the calculations wrong, but it's to get you all the coins you need to afford the Travelling Fair and double Gear on one turn, and probably also have a chance of getting the coins for the third gear on the other turn but I never actually checked my reasoning.
Inheriting gear does effectively the same thing except you have three less stop cards in your deck.
Logged

ConMan

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1400
  • Respect: +1706
    • View Profile
Re: Let's Discuss Adventures Cards: Gear
« Reply #28 on: February 25, 2016, 12:03:35 am »
0

I may have done the calculations wrong, but it's to get you all the coins you need to afford the Travelling Fair and double Gear on one turn, and probably also have a chance of getting the coins for the third gear on the other turn but I never actually checked my reasoning.

But your opponent buying Port is independent of anything you do.  It doesn't affect you at all.  Did you mean Lost City?
Yes, yes I did. I still haven't played a game with either, which is probably why I've confused them in my mind as they both kind of fall under "Adventures Villages".
Logged

werothegreat

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 8172
  • Shuffle iT Username: werothegreat
  • Let me tell you a secret...
  • Respect: +9630
    • View Profile
Re: Let's Discuss Adventures Cards: Gear
« Reply #29 on: February 25, 2016, 12:08:07 am »
+1

I may have done the calculations wrong, but it's to get you all the coins you need to afford the Travelling Fair and double Gear on one turn, and probably also have a chance of getting the coins for the third gear on the other turn but I never actually checked my reasoning.

But your opponent buying Port is independent of anything you do.  It doesn't affect you at all.  Did you mean Lost City?
Yes, yes I did. I still haven't played a game with either, which is probably why I've confused them in my mind as they both kind of fall under "Adventures Villages".

Adventure Village

Action-Reserve-Duration

+1 Card
+2 Actions

Put this on your Tavern mat and throw all your tokens into the air.
Logged
Contrary to popular belief, I do not run the wiki all on my own.  There are plenty of other people who are actively editing.  Go bother them!

Check out this fantasy epic adventure novel I wrote, the Broken Globe!  http://www.amazon.com/Broken-Globe-Tyr-Chronicles-Book-ebook/dp/B00LR1SZAS/

Donald X.

  • Dominion Designer
  • *****
  • Offline Offline
  • Posts: 6367
  • Respect: +25712
    • View Profile
Re: Let's Discuss Adventures Cards: Gear
« Reply #30 on: February 25, 2016, 12:18:48 am »
+12

Adventure Village

Action-Reserve-Duration

+1 Card
+2 Actions

Put this on your Tavern mat and throw all your tokens into the air.
Adventurer Village: Action, $6
+1 Card
+2 Actions
Reveal cards from the top of your deck until you reveal two cards that give +2 Actions. Put them into your hand and discard the rest.
Logged

spiralstaircase

  • Apprentice
  • *****
  • Offline Offline
  • Posts: 274
  • Respect: +453
    • View Profile
Re: Let's Discuss Adventures Cards: Gear
« Reply #31 on: February 25, 2016, 02:45:23 am »
+9

Advent Village: Action, $8
+1 Card
+2 Actions
Reveal cards from the top of your deck until Christmas.  Put the revealed cards into your hand.  Happy Christmas!
Logged

Limetime

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1237
  • Shuffle iT Username: limetime
  • Respect: +1179
    • View Profile
Re: Really bad card ideas
« Reply #32 on: February 25, 2016, 07:28:14 am »
0

Since when has the Lets discuss Adventures cards: gear thread became the really bad card Ideas thread?
Logged

terminalCopper

  • Explorer
  • *****
  • Offline Offline
  • Posts: 331
  • Respect: +758
    • View Profile
Re: Really bad card ideas
« Reply #33 on: February 25, 2016, 07:35:41 am »
+7

Since when has the Lets discuss Adventures cards: gear thread became the really bad card Ideas thread?

Here's one more:

Adventurer: Action, $6
Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards in your hand and discard the other revealed cards.
Logged

Donald X.

  • Dominion Designer
  • *****
  • Offline Offline
  • Posts: 6367
  • Respect: +25712
    • View Profile
Re: Really bad card ideas
« Reply #34 on: February 25, 2016, 02:17:55 pm »
+17

Since when has the Lets discuss Adventures cards: gear thread became the really bad card Ideas thread?

Here's one more:

Adventurer: Action, $6
Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards in your hand and discard the other revealed cards.
I dunno, that seems like a reasonable premise. Maybe only find one card, and make it a treasure worth $1 for $5? And just play the treasure it finds.
Logged

Witherweaver

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 6476
  • Shuffle iT Username: Witherweaver
  • Respect: +7866
    • View Profile
Re: Let's Discuss Adventures Cards: Gear
« Reply #35 on: February 25, 2016, 03:03:07 pm »
+1

Adventure Village

Action-Reserve-Duration

+1 Card
+2 Actions

Put this on your Tavern mat and throw all your tokens into the air.
Adventurer Village: Action, $6
+1 Card
+2 Actions
Reveal cards from the top of your deck until you reveal two cards that give +2 Actions. Put them into your hand and discard the rest.

I think it should be Adventurous Villager. 
Logged

eHalcyon

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 8689
  • Respect: +9187
    • View Profile
Re: Let's Discuss Adventures Cards: Gear
« Reply #36 on: March 07, 2016, 09:45:37 pm »
+2

Was looking at some old Adventures threads and stumbled on this:

The more I think about Gear, the more I'm convinced that it's going to be one of the stronger $3 cards.  I think the most relevant comparison is actually Courtyard, not Haven.  Courtyard lets you look at more, but Gear can match it for final hand size if you don't set aside any cards.  Also note that if you set aside 0, Gear gets discarded right away.  If you do set aside a card, your next turn is better than it would be with Courtyard because it's a Haven effect, not a topdeck.  Moreover, you can set aside a second card if you wish.  Consider that if you set aside 2 cards, your next turn is comparable to a Wharf turn!

I'm glad I was on the right side of history on that one. ;)
Logged

JW

  • Jester
  • *****
  • Offline Offline
  • Posts: 980
  • Shuffle iT Username: JW
  • Respect: +1793
    • View Profile
Re: Let's Discuss Adventures Cards: Gear
« Reply #37 on: May 04, 2016, 01:24:22 pm »
+4

Gear/Potion is fantastic at hitting $3P. It's also great to set cards aside to trash with Ratcatcher/Transmogrify/Amulet. This is particularly valuable for Ratcatcher, which you'll often want to use to trash all of your Coppers/Estates, but since you need them in your starting hand that gets progressively tougher as the game goes on.
Logged

Kirian

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 7096
  • Shuffle iT Username: Kirian
  • An Unbalanced Equation
  • Respect: +9413
    • View Profile
Re: Let's Discuss Adventures Cards: Gear
« Reply #38 on: May 07, 2016, 06:50:07 pm »
0

I just realized the card name is gear as in stuff instead of gear as in cog

It's named "Gear" because "Supply" is a key word in Dominion. Otherwise it would likely be named "Supplies". No joke.



+1 for UHF reference.
Logged
Kirian's Law of f.DS jokes:  Any sufficiently unexplained joke is indistinguishable from serious conversation.
Pages: 1 [2]  All
 

Page created in 0.054 seconds with 20 queries.