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For those moments which were intriguing, but not the best moments ever.
I played an Ambassador game, and Adventurer actually became very good when the decks became choked with Provinces and Duchies. Semi interesting because Adventurer was actually good.
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For those moments which were intriguing, but not the best moments ever.
I played one of those recommended kingdoms from Intrigue with a mixture of Base set cards once. That game was semi-intriguing.
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This thread is gonna die.
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This thread is gonna die.
Just rename it 'Necro Game.'
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This thread is gonna die.
Just rename it 'Necro Game.'
"Semi-interesting necro game"
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After opening Potion-Silver in the hopes of getting one of the 3P cards, I did not hit 3P until the 5th shuffle. I should just have resigned at that point.
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This thread is gonna die.
Geez, have some patience!
I plan to use this thread, just as soon as more semi-interesting stuff happens in my games.
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After opening Potion-Silver in the hopes of getting one of the 3P cards, I did not hit 3P until the 5th shuffle. I should just have resigned at that point.
5th shuffle? Ouch.
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They can't all be the best moment ever.
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Playing Adventures, I quickly got up to Champion right before a shuffle.
Champion ended up being the bottom card of my deck.
My opponent played their newly upgraded Warrior and discarded it.
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This thread is great.
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After opening Potion-Silver in the hopes of getting one of the 3P cards, I did not hit 3P until the 5th shuffle. I should just have resigned at that point.
Last weekend in a Familiar/Apprentice IRL game against my 12 yo brother:
I split 5/2, and opened Apprentice/nothing (I really like to live dangerously).
First shuffle, Apprentice-c-c-c-c hand, buy Potion and be sad.
Second shuffle, Apprentice-c-c-c-c, trash a Copper and be sad.
Later in the second shuffle, e-e-c-c-p, be very sad, start to take in Curses.
We played it out, it ended on Curse-Market-Apprentice piles, the score was 30 to -5, and I never managed to trash two of my Estates.
Not sure why I'm posting this here, but it was intriguing to watch, I guess.
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"Best semi-interesting moments of accatitippi's brother 2016"
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Is this the misclicks thread now? I took a long break from Dominion and got into Ascension instead. First game back was a 2/5 opening with Save. I saved a Copper on my first turn. There was a 4 I wanted, so I played one of my 6 Coppers and bought Save again.
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Yesterday was playing an Adventures game online, it was the second turn for Dungeon and I accidently discarded my Royal Carriage and a level 2 City when I meant to play them.
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I printed out a few proxies of Empires cards to fuck around while I wait for the game to come out. Some highlights:
- Fortune doubling my money so I could buy two Dominates in one turn
- Early game trashing becoming almost impossible against an opponent who opened double Enchantress
- Miser is a lot better when you double your money, especially because a $7 Miser is exactly half the cost of Dominate
- Wandering Minstrel putting Crown back on your deck as the second card, then Magpie both drawing it as well as gaining another Magpie
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Finally played Triple Gear BM and wonBoard was boringish. Other option was Masq BM. I never ended up buying Gold, but bought Trade Twice. Apparently, after the second Trade that was all the economy I needed for the rest of the game.
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Since semi-interesting stuff never happens to me, I will have to start a thread call semi-uninteresting moments.
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Since semi-interesting stuff never happens to me, I will have to start a thread call semi-uninteresting moments.
But semi-uninteresting moments are also semi-interesting. You'd want to start a thread called best uninteresting moments.
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Finally played Triple Gear BM and wonBoard was boringish. Other option was Masq BM.
hah, that sounds like the last game of the league championship match! that one was a lot cooler though, had Treasure Trove + Relic + Lost Arts. what was interesting was that Mic & Stef both went mainly for Masqs, and i'm not sure Mic got a Gear at all. that will change over time, i think...
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Finally played Triple Gear BM and won. Board was boringish.
Wrong thread.
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King's Court > Champion is not the smartest move I've ever made
(no, Diadem is not available)
EDIT: (https://i.gyazo.com/0eadc4e2ce0d341c32b644b5e7e23b26.png)
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I actually won a few games in a row.
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Just had a forced win that could only be achieved by trashing 2 Provinces to a Mercenary.
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I still haven't gotten the hang of Events. I just bought Borrow before playing my treasure.
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I just spent the Baker token in order to open Duchy.
I won.
EDIT: In a row against the same opponent, I just played a game that I won because I managed to prevent Bandit Camps from clogging up my deck by trashing 8 of the Spoils (the rest were in my opponent's deck and he was gaining them more or less as fast as he was using them too). That allowed me to build an engine with Ghost Ship as the only draw and Monument as the payload.
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I just spent the Baker token in order to open Duchy.
I won.
EDIT: In a row against the same opponent, I just played a game that I won because I managed to prevent Bandit Camps from clogging up my deck by trashing 8 of the Spoils (the rest were in my opponent's deck and he was gaining them more or less as fast as he was using them too). That allowed me to build an engine with Ghost Ship as the only draw and Monument as the payload.
That is incredibly semi-interesting.
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Why did you open Duchy
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Why did you open Duchy
Because Duke was on the board and so was Beggar.
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At one point I had a Magpie in hand, 1 Magpie in my deck, and 1 Magpie in my discard pile. I then emptied the entire Magpie pile. Neat, huh.
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At one point I had a Magpie in hand, 1 Magpie in my deck, and 1 Magpie in my discard pile. I then emptied the entire Magpie pile. Neat, huh.
Hey, that's just like that thing Lord Bottington does with the Rats pile!
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At one point I had a Magpie in hand, 1 Magpie in my deck, and 1 Magpie in my discard pile. I then emptied the entire Magpie pile. Neat, huh.
Hey, that's just like that thing Lord Bottington does with the Rats pile!
Rats with wings
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I lost the Magpie split 9-1 with Peasant-->Teacher available to boost them, and won.
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Accatitippi - plays Torturer
Accatitippi - draws Copper
Accatitippi - shuffles deck
Accatitippi - draws Curse, Copper
haruharu - gains Curse
Accatitippi - plays Swindler
haruharu - reveals Copper
haruharu - trashes Copper
haruharu - gains Curse
Accatitippi - plays Ambassador
Accatitippi - reveals Curse
Accatitippi - returns Curse to the Supply
haruharu - gains Curse
Cursing my poor opponent in three different ways in a row. Dominion is so fun!
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Too bad you didn't do Sea Hag/Jester too!
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I bought two mines and then two adventurers in a game and won
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Just won by putting +Action on Pirate Ship.
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(https://decaturish.files.wordpress.com/2014/01/spock-eyebrow-raise-o.gif)
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http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160602/log.0.1464851319728.txt
My opponent got too many Knights. So I built my own power cards with Teacher and $2 costs.
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"You won the Governor split? Fine, I guess I'll just have to trash them with my Knights."
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160605/log.0.1465103778160.txt#Game Setup
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Insane Bridge Troll Summon explosion. Then, after the game, we realized that bridge troll (and similar cost reducers) don't affect events.
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I played with some guy who said "Aye" to everything I said in chat. He was pretty cool.
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Insane Bridge Troll Summon explosion. Then, after the game, we realized that bridge troll (and similar cost reducers) don't affect events.
But Bridge Troll does still interact with Summon in a pretty powerful way. With Bridge Troll in play, as long as you have $5 to spend, you can Summon a card that normally costs $5.
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http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160617/log.0.1466122072767.txt
Estates Inherited as Barons
---------- Dingan: turn 15 ----------
Dingan - plays Estate
Dingan - discards Estate
Dingan - plays Estate
Dingan - discards Estate
Dingan - plays Estate
Dingan - discards Estate
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I trashed a King's Court and a Governor in a Governor game into a Province and a Fairgrounds to block my opponent from getting the megaturn win.
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I trashed a King's Court and a Governor in a Governor game into a Province and a Fairgrounds to block my opponent from getting the megaturn win.
In this game:
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160601/log.0.1464765632835.txt
I didn't play my Potion on T12 specifically to put it on top of my deck via my opponent's Haunted Woods (and then also not topdeck my 5 Alchemists), just so I could remodel it into a Duchy when they played their Governors the next turn. Forget the exact circumstance, but for some reason I had to do it. Was semi-interesting.
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I played a game against eigensheep where he drew his deck, playing TR-Masq with no cards left in hand to trash two of my cards. He apologized and said I was free to resign. Next turn, I pull King's Court out of the Black Market, draw my deck, and KC-Masq him back to trash three of his cards, saying he could do the same.
(He had a Guide from the Black Market, which might have been enough to stop my pin, but he disconnected before we could find out.)
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I bought all the Duchies and Dukes in a single turn (http://gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160618/log.0.1466288865882.txt), because it was fun.
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I bought all the Duchies and Dukes in a single turn (http://gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160618/log.0.1466288865882.txt), because it was fun.
Wrong thread. That is very interesting.
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Insane Bridge Troll Summon explosion. Then, after the game, we realized that bridge troll (and similar cost reducers) don't affect events.
But Bridge Troll does still interact with Summon in a pretty powerful way. With Bridge Troll in play, as long as you have $5 to spend, you can Summon a card that normally costs $5.
But when we played, we were thinking that the cost of summon was reduced as well. With the number of +buys I was getting from my bridge trolls, I was summoning six or seven cards per turn, and still buying a province, when in reality, as mentioned previously, I stll should have been spending $5 per summin like normal. Tl;dr: It shouldn't have been as insane as it was.
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Donate + Fool's Gold; or, The Time I Resigned on Turn Five
(seriously, Donate is so incredibly broken it's not even funny. Might be the first card I ban from hitting the table.)
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You didn't ban the Page Line or Possession?
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You didn't ban the Page Line or Possession?
Possession can be annoying, but it's hardly as busted as Donate. And what's wrong with the Page line? Champion? At least by that point, it's been about 12 turns and the game is typically on its way towards the end.
We've come close to banning Rebuild, but I enjoy the challenge of trying to find a way to beat it on a given Kingdom. I just don't foresee having the same feeling towards Donate.
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I would seriously reconsider banning Possession with the recent rules change.
Haven't played with Donate yet, but it seems pretty broken. Man, I'm falling way behind you guys. :(
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Donate + Fool's Gold; or, The Time I Resigned on Turn Five
(seriously, Donate is so incredibly broken it's not even funny. Might be the first card I ban from hitting the table.)
I don't understand. Even if Donate is extremely powerful, both players have universal access to it. You can buy it with zero money on the table and at any time in the game. I don't see how it could be broken, just super powerful for both players.
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Donate + Fool's Gold; or, The Time I Resigned on Turn Five
(seriously, Donate is so incredibly broken it's not even funny. Might be the first card I ban from hitting the table.)
I don't understand. Even if Donate is extremely powerful, both players have universal access to it. You can buy it with zero money on the table and at any time in the game. I don't see how it could be broken, just super powerful for both players.
To me, Donate is that Event that means the better player will win. It reduces luck more than any other uh card-shaped thing. It's all about having a better plan for how the opening turns will unfold.
So, the idea that Donate is "broken," well you have to explain what it means to be "broken." I think you can argue that Dominion is best with a certain amount of luck, and Donate is over the line there, it reduces luck too much. Complaining about its power level doesn't make much sense to me otherwise.
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uh card-shaped thing.
This is now the standard term to refer to events and cards.
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I don't understand. Even if Donate is extremely powerful, both players have universal access to it. You can buy it with zero money on the table and at any time in the game. I don't see how it could be broken, just super powerful for both players.
Just because everyone can access it doesn't mean it's not broken--at least as I construe what it means to be "broken", which is a card that is wildly imbalanced.
To me, Donate is that Event that means the better player will win. It reduces luck more than any other uh card-shaped thing. It's all about having a better plan for how the opening turns will unfold.
So, the idea that Donate is "broken," well you have to explain what it means to be "broken." I think you can argue that Dominion is best with a certain amount of luck, and Donate is over the line there, it reduces luck too much. Complaining about its power level doesn't make much sense to me otherwise.
For the amount of power Donate offers, it doesn't seem to have a cost that's aligned. You derive an instant amazing benefit at the expense of (http://wiki.dominionstrategy.com/images/thumb/d/d4/Debt8.png/18px-Debt8.png) to deal with on your next turn(s) (and more realistically it's (http://wiki.dominionstrategy.com/images/thumb/9/90/Debt4.png/18px-Debt4.png) or (http://wiki.dominionstrategy.com/images/thumb/2/21/Debt5.png/18px-Debt5.png) since you'll pay down some of the debt immediately). I don't think, for example, that one should create a card that costs (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) that reads "+6 Cards, +4 Actions, +3 Buys, +(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png), +8(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)" and then claim "well, it's not really 'broken' because everybody can afford (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) on Turns 1 and 2, you just object to the card's power level." (other card design principles aside, this is what I feel Chris is me's response inevitably leads to)
I didn't resign because I would have lost--though I probably would have, my husband is a better player than me--I resigned because the end was so inevitable and ridiculous the second Donate was purchased that for me it sucks all the fun out of even playing. Even in games when I lose I still have fun, but when Donate is on the board the Kingdom itself feels like it becomes almost irrelevant and the game degenerates into a race; in my opinion, it's a race to the bottom. I feel this way about almost any Kingdom where there is one clear strategy, it's just less enjoyable to play; much more fun is seeing how two divergent strategies play out.
Donate seems to be the biggest manifestation of this issue for me. It becomes a "must-buy" for everyone and it makes deck management irrelevant. "Am I going to line up my Curse with my Chapel? Have I put myself in a position where I'm pretty likely to end up with a total cost of (http://wiki.dominionstrategy.com/images/thumb/d/df/Coin11.png/16px-Coin11.png) among cards I no longer need so that I can Forge them into a Colony? Aww, screw it, now I can just get rid of all the stuff I don't need anymore indiscriminately instead of cleverly!" Like, at that point why not start each game with 7 Golds and 3 Provinces?
Hm, maybe my gripe really is just with the mitigation of luck. Luck isn't a huge element of Dominion, but the fact that it lingers on the sidelines is part of what makes the game interesting.
I could probably go on, but I'd mostly be repeating the same thoughts using other examples. This was posted in Semi-Interesting moments and it seems I've sparked a discussion that is more than semi-interesting. Sorry, folks!
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Just because everyone can access it doesn't mean it's not broken--at least as I construe what it means to be "broken", which is a card that is wildly imbalanced.
I am 100% never the guy arguing that "everyone can access it thus it's not broken."
"Broken" to me is entirely about what game experience you get. It is okay by me if a card essentially changes the rules, provided that the game-with-changed-rules is fun.
Like, at that point why not start each game with 7 Platinums and 3 Colonies?
Donate pushes skill; starting with 7 Platinums and 3 Colonies pushes away from skill.
As always, feel free to hate cards for whatever reason and not play with them for whatever reason. I'm not trying to talk anyone into liking Donate.
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I am 100% never the guy arguing that "everyone can access it thus it's not broken."
Sorry, bad quoting. That was more responding to Chris is me. I'll edit my post to make that clearer.
Like, at that point why not start each game with 7 Platinums and 3 Colonies?
Donate pushes skill; starting with 7 Platinums and 3 Colonies pushes away from skill.
As always, feel free to hate cards for whatever reason and not play with them for whatever reason. I'm not trying to talk anyone into liking Donate.
Fair response! Thanks for hearing me out.
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Log : http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160620/log.0.1466427278200.txt (http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160620/log.0.1466427278200.txt)
Played wishing well 18 times.
Guessed correctly 15 times.
No scout, apothecary or any other deck examination involved, just sheer luck.
One of the incorrect guesses was when I guessed a card not in my deck because I wanted to leave the top card for my next hand.
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Even in games when I lose I still have fun, but when Donate is on the board the Kingdom itself feels like it becomes almost irrelevant and the game degenerates into a race; in my opinion, it's a race to the bottom.
The game is a race though. That isn't a very solid argument, for the entire point of the game is to win before the other player does.
However, you present another argument which is much, much stronger.
I feel this way about almost any Kingdom where there is one clear strategy, it's just less enjoyable to play; much more fun is seeing how two divergent strategies play out. Donate seems to be the biggest manifestation of this issue for me. It becomes a "must-buy" for everyone and it makes deck management irrelevant. "Am I going to line up my Curse with my Chapel? Have I put myself in a position where I'm pretty likely to end up with a total cost of (http://wiki.dominionstrategy.com/images/thumb/d/df/Coin11.png/16px-Coin11.png) among cards I no longer need so that I can Forge them into a Colony? Aww, screw it, now I can just get rid of all the stuff I don't need anymore indiscriminately instead of cleverly!" Like, at that point why not start each game with 7 Golds and 3 Provinces?
And this is why I may end up hating Donate, much like I despise Champion currently. It doesn't feel like Dominion anymore. Donate looks like tons of fun, but Champion also looked like tons of fun to me before. I won't know until I play with it, but Donate has that same potential to warp the game too much. I don't think it will be as bad as Champion, as you still have to build your engine, and you still have to decide when it is best to buy Donate, and you still have limited Actions. I don't know how it will be yet, but this second argument is a lot stronger. Is Donate too monolithic?
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explain what it means to be "broken."
i just want you to know who iiiiiaaaaaammmmm
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I found out that if you've been possessed the previous turn, you cannot get a Mission turn. Yuck.
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I gained the last Curse with Duplicate to three-pile and win the game.
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Even in games when I lose I still have fun, but when Donate is on the board the Kingdom itself feels like it becomes almost irrelevant and the game degenerates into a race; in my opinion, it's a race to the bottom.
The game is a race though. That isn't a very solid argument, for the entire point of the game is to win before the other player does.
However, you present another argument which is much, much stronger.
I feel this way about almost any Kingdom where there is one clear strategy, it's just less enjoyable to play; much more fun is seeing how two divergent strategies play out. Donate seems to be the biggest manifestation of this issue for me. It becomes a "must-buy" for everyone and it makes deck management irrelevant. "Am I going to line up my Curse with my Chapel? Have I put myself in a position where I'm pretty likely to end up with a total cost of (http://wiki.dominionstrategy.com/images/thumb/d/df/Coin11.png/16px-Coin11.png) among cards I no longer need so that I can Forge them into a Colony? Aww, screw it, now I can just get rid of all the stuff I don't need anymore indiscriminately instead of cleverly!" Like, at that point why not start each game with 7 Golds and 3 Provinces?
And this is why I may end up hating Donate, much like I despise Champion currently. It doesn't feel like Dominion anymore. Donate looks like tons of fun, but Champion also looked like tons of fun to me before. I won't know until I play with it, but Donate has that same potential to warp the game too much. I don't think it will be as bad as Champion, as you still have to build your engine, and you still have to decide when it is best to buy Donate, and you still have limited Actions. I don't know how it will be yet, but this second argument is a lot stronger. Is Donate too monolithic?
I know I'm in a minority here, but I actually love Champion.
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Even in games when I lose I still have fun, but when Donate is on the board the Kingdom itself feels like it becomes almost irrelevant and the game degenerates into a race; in my opinion, it's a race to the bottom.
The game is a race though. That isn't a very solid argument, for the entire point of the game is to win before the other player does.
However, you present another argument which is much, much stronger.
I feel this way about almost any Kingdom where there is one clear strategy, it's just less enjoyable to play; much more fun is seeing how two divergent strategies play out. Donate seems to be the biggest manifestation of this issue for me. It becomes a "must-buy" for everyone and it makes deck management irrelevant. "Am I going to line up my Curse with my Chapel? Have I put myself in a position where I'm pretty likely to end up with a total cost of (http://wiki.dominionstrategy.com/images/thumb/d/df/Coin11.png/16px-Coin11.png) among cards I no longer need so that I can Forge them into a Colony? Aww, screw it, now I can just get rid of all the stuff I don't need anymore indiscriminately instead of cleverly!" Like, at that point why not start each game with 7 Golds and 3 Provinces?
And this is why I may end up hating Donate, much like I despise Champion currently. It doesn't feel like Dominion anymore. Donate looks like tons of fun, but Champion also looked like tons of fun to me before. I won't know until I play with it, but Donate has that same potential to warp the game too much. I don't think it will be as bad as Champion, as you still have to build your engine, and you still have to decide when it is best to buy Donate, and you still have limited Actions. I don't know how it will be yet, but this second argument is a lot stronger. Is Donate too monolithic?
I know I'm in a minority here, but I actually love Champion.
You know, Champion is basically a card that (overly) simplifies the late game but early game decisions and luck still matter. Donate on the other hand (overly) simplifies the early game.
In practice, I don't mind the effect Champion has on the game. I might mind how Donate affects the game.
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I had a single Ranger in my deck that I played every turn so I could keep triggering the Pilgrimage gain. It was also nice for the +Buy. ;D
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I recently played a 3-player game with Empires and Cornucopia featuring Museum (http://wiki.dominionstrategy.com/index.php/Museum). All players ended with 17 unique cards in our decks! We each had the 7 basic cards, 1-3 prizes, and 7-9 kingdom cards. Thanks Tournament!
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I love both champion and donate.
Thanks Donald X. For making love hate cards.
On the other hand I hate rebuild (leads to non interactive games), and possession (leads to degenerate games)
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Log : http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160620/log.0.1466427278200.txt (http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160620/log.0.1466427278200.txt)
Played wishing well 18 times.
Guessed correctly 15 times.
No scout, apothecary or any other deck examination involved, just sheer luck.
One of the incorrect guesses was when I guessed a card not in my deck because I wanted to leave the top card for my next hand.
One of these days we should see an article specifically about how do use "name a card". I find those to be really cool, and I feel like they are more strategic than they are given credit for.
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I love both champion and donate.
Thanks Donald X. For making love hate cards.
On the other hand I hate rebuild (leads to non interactive games), and possession (leads to degenerate games)
I love three out of those four! :) Degenerate games happen rarely enough with Possession to be worth having it. (while from the rules' point of view, uhm)
Not much love for the hate-hate card, even though I wouldn't mind it once in a long while.
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I love both champion and donate.
Thanks Donald X. For making love hate cards.
On the other hand I hate rebuild (leads to non interactive games), and possession (leads to degenerate games)
I love three out of those four! :) Degenerate games happen rarely enough with Possession to be worth having it. (while from the rules' point of view, uhm)
Not much love for the hate-hate card, even though I wouldn't mind it once in a long while.
Same. I also like Urchin. And Tournament.
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I love both champion and donate.
Thanks Donald X. For making love hate cards.
On the other hand I hate rebuild (leads to non interactive games), and possession (leads to degenerate games)
I haven't played with Donate yet. I'm less inclined to hate Champion now. It's sort of like Cultist and Rebuild games, where I'd rather not play them because they are so pervasive and dominating. My biggest objection to Champion is that playing all of your Actions willy-nilly doesn't feel like Dominion. I think if Making Fun didn't make it so that there were so many instances of Adventures cards popping up, I would probably dislike Page less. I feel like I'm playing with Page once every 3 or so games on average!
I used to hate Urchin and Tournament games, but I am fine with them now. Yes, they're very strong, and sometimes they are unfair, but you still have to have a strategy to win. They are not strategies in themselves.
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I love both champion and donate.
Thanks Donald X. For making love hate cards.
On the other hand I hate rebuild (leads to non interactive games), and possession (leads to degenerate games)
I haven't played with Donate yet. I'm less inclined to hate Champion now. It's sort of like Cultist and Rebuild games, where I'd rather not play them because they are so pervasive and dominating. My biggest objection to Champion is that playing all of your Actions willy-nilly doesn't feel like Dominion. I think if Making Fun didn't make it so that there were so many instances of Adventures cards popping up, I would probably dislike Page less. I feel like I'm playing with Page once every 3 or so games on average!
I used to hate Urchin and Tournament games, but I am fine with them now. Yes, they're very strong, and sometimes they are unfair, but you still have to have a strategy to win. They are not strategies in themselves.
Probably because a lot of people (like me) have "prefer adventures" checked on the "begin searching" screen.
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You know, Champion is basically a card that (overly) simplifies the late game but early game decisions and luck still matter. Donate on the other hand (overly) simplifies the early game.
In practice, I don't mind the effect Champion has on the game. I might mind how Donate affects the game.
Does Donate really simplify the early game? You've still got to figure out when to buy it, what cards you're adding to your deck to keep, etc.
Put another way, I think that Donate isn't any more "broken" than Chapel. They are both super powerful trashers that are usually must-buy and thankfully easily accessible in cost. They don't constitute a single dominant strategy in and of themselves because all they do is trash. They give you super slim decks with exactly what you want in them, but they don't dictate what that strategy is. Donate is not "one clear strategy". Like Chapel, it opens the door for a variety of other strategies.
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uh card-shaped thing.
This is now the standard term to refer to events and cards.
Landmarks too. And it may or may not include -1 card and -1 coin tokens.
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http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160626/log.0.1466922110779.txt
---------- Dingan: turn 10 ----------
Dingan - buys Inheritance
Dingan - inherits Horse Traders
---------- the pirate sheep: turn 20 ----------
the pirate sheep - plays Dame Sylvia
Dingan - reveals reaction Estate
Dingan - reveals reaction Estate
Dingan - reveals reaction Estate
Dingan - reveals reaction Estate
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http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160626/log.0.1466922110779.txt
---------- Dingan: turn 10 ----------
Dingan - buys Inheritance
Dingan - inherits Horse Traders
---------- the pirate sheep: turn 20 ----------
the pirate sheep - plays Dame Sylvia
Dingan - reveals reaction Estate
Dingan - reveals reaction Estate
Dingan - reveals reaction Estate
Dingan - reveals reaction Estate
Dame Sylvia good, four Estates beeeettter
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I just played and won with a Golden Bishop deck on a Kingdom with Mercenary. How I did it: I Princed a Menagerie.
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I played a Scrying Pool deck, drew my whole deck. I bought a Nobles (only village), and then protected it from Swindler attacks by buying Doctor, overpaying 1 and topdecking it.
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buying Doctor, overpaying 1 and topdecking it.
How did you topdeck the Doctor?
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buying Doctor, overpaying 1 and topdecking it.
How did you topdeck the Doctor?
The Nobles, as I'm sure you're completely aware.
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buying Doctor, overpaying 1 and topdecking it.
How did you topdeck the Doctor?
The Nobles, as I'm sure you're completely aware.
What? How did the Nobles help you top-deck the Doctor?
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buying Doctor, overpaying 1 and topdecking it.
How did you topdeck the Doctor?
The Nobles, as I'm sure you're completely aware.
What? How did the Nobles help you top-deck the Doctor?
1. Seprix draws deck. No cards in draw or discard.
2. Seprix buys Nobles. Now Nobles is in the discard.
3. Seprix buys Doctor, overpaying by 1. Overpay happens before Doctor gets gained, so Nobles is still the only card in the discard.
4. Reveal Nobles to Doctor overpay, put it back on top.
This guarantees the Nobles will be part of the next hand, which protects it from Swindler attacks.
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Just pulled off this: played lots of Scrying Pools until opponent's Champion was on top, then played Swindler. This was followed by a resignation.
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I feel like that's one more for the "Dear My Opponent: I am Sorry" thread than this one. ;)
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I trashed a Province with Stonemason to gain a Duchy and a Baker, clinching the 3 Pile win by 1 point.
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I lost because early i wanted was to Prince a b-crat :(
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I trashed a Province with Stonemason to gain a Duchy and a Baker, clinching the 3 Pile win by 1 point.
I recently Stonemasoned a Province for a Distant Lands and a Stonemason to 3 pile. I didn't even get to play the Distant Lands.
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I just played a game where I used a Band of Misfits as a Feast (to turn it into a Duchy on my last turn to win).
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Once I, uh . . . was going to Expand a Stonemason for a Duchy until I realized there were only 2 duchies left, so I Stonemasoned the Expand instead.
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My son made a curses-and-ruins game (his favourite type.. Ambassador, seahag, possession, Ratcatchers, Venture, Bank, golem, Marauder, rats, can't remember the last), and I wanted to try Wolf's Den (wrote it on a Post-It note - we don't have Empires yet).
Final scores: -2 (husband noticed the 3-pile sneaking up and managed to get enough spoils to buy two provinces)/-21/-23.
We emptied curses, ruins and Catratchers.
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Catratchers.
lol
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On our recent European Empires release party (http://forum.dominionstrategy.com/index.php?topic=15465.25), we played a game with Donate, Wolf Den and Black Market. It made for very weird gameplay.
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Just opened Expedition / Expedition. (https://dominion-game-logs.s3.amazonaws.com/game_logs/20160718/log.0.1468801069062.txt)
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Just opened Expedition / Expedition. (https://dominion-game-logs.s3.amazonaws.com/game_logs/20160718/log.0.1468801069062.txt)
But why?
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To guarantee a TP on turn three I suppose, which is pretty good.
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Yesterday I built an engine consisting of entirely of eight copies of Overlord and some treasure*. I thought Seprix would like to know.
*also a Guide that sat on the Tavern mat for ten turns
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Yesterday I built an engine consisting of entirely of eight copies of Overlord and some treasure*. I thought Seprix would like to know.
*also a Guide that sat on the Tavern mat for ten turns
Overlord is so good, considering 8 debt really isn't *that* much more than $5. In more than one game I've opened Overlord / nothing when I wanted a $5 cost opener on $4/$3.
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It happened.
Seprix - plays 3 Silver, 1 Copper
Seprix - buys Raid
Seprix - gains Silver
Seprix - gains Silver
Seprix - gains Silver
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Can we see the full context? Please? Tell me you only did it to power up your feodums.
-
It happened.
Seprix - plays 3 Silver, 1 Copper
Seprix - buys Raid
Seprix - gains Silver
Seprix - gains Silver
Seprix - gains Silver
Can we see the full context? Please? Tell me you only did it to power up your feodums.
If I had to guess, it was probably some kind of Mountebank slog game. Buying Raid is not a bad idea when you're getting three silvers and a free attack in. His opponent probably bought too many Watchtowers or something, and wasted time with Familiars when Mountebank was the better option on the board. The real surprise would be if bought Raid not once, but two or even three times. That would just be crazy.
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It happened.
Seprix - plays 3 Silver, 1 Copper
Seprix - buys Raid
Seprix - gains Silver
Seprix - gains Silver
Seprix - gains Silver
Can we see the full context? Please? Tell me you only did it to power up your feodums.
If I had to guess, it was probably some kind of Mountebank slog game. Buying Raid is not a bad idea when you're getting three silvers and a free attack in. His opponent probably bought too many Watchtowers or something, and wasted time with Familiars when Mountebank was the better option on the board. The real surprise would be if bought Raid not once, but two or even three times. That would just be crazy.
Seeing as you played that game against me, you would of course know. ::) I didn't understand you going for Familiar, and if I recall correctly, I had 3 Watchtowers. I had a lot of them. If I remember correctly, you were trying to build when I ended the game. You way overbuilt. I took all the Duchies and Estates before you could even buy 3 Provinces.
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Can we see the full context? Please? Tell me you only did it to power up your feodums.
No, I didn't even buy Raid to power up my Feodums.
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Whatever happened to 'I will NEVER buy Raid'?
Never is a really big word.
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Whatever happened to 'I will NEVER buy Raid'?
Never is a really big word.
Trump says he'll never do stuff all the time, and then he does it anyways. I have a precedent.
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Take it to the Politics thread.
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Whatever happened to 'I will NEVER buy Raid'?
Never is a really big word.
Trump says he'll never do stuff all the time, and then he does it anyways. I have a precedent.
So... Raid is a Trump card?
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Ghost Ship + Relic is really nasty (my opponent got both from the Black Market), but my turn was saved by my Haunted Woods from last turn (also from the Black Market) with which I drew Crown and Lost City (Crown was also from the Black Market -Lost City was a kingdom card).
Black Market is fun.
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Whatever happened to 'I will NEVER buy Raid'?
Never is a really big word.
Trump says he'll never do stuff all the time, and then he does it anyways. I have a precedent.
Potentially presidential precedent, properly posed.
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I recently played a Colony game with Governor and Mine and trashed 3 Platinums into Colonies on the final turn. It was fun using Mine as a patch to make Governor's Province trick (gain a Gold, then remodel it into a Province) work with Colonies (by Mining the Gold into a Platinum before remodeling it).
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I recently played a Colony game with Governor and Mine and trashed 3 Platinums into Colonies on the final turn. It was fun using Mine as a patch to make Governor's Province trick (gain a Gold, then remodel it into a Province) work with Colonies (by Mining the Gold into a Platinum before remodeling it).
Mint works too, funnily enough. Just Mint extra Platina.
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Log (http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160802/log.0.1470118976609.txt)
---------- Dingan: turn 16 ----------
Dingan - plays Crossroads
Dingan - reveals hand: Graverobber, Copper, Province, Oasis
Dingan - draws Gold
Dingan - plays Oasis
Dingan - draws Apprentice
Dingan - discards Copper
Dingan - plays Apprentice
Dingan - trashes Province
Dingan - shuffles deck
Dingan - draws Province, Apprentice, Crossroads, Oasis, Bridge, Bridge, Bridge, Bridge
Dingan - plays Oasis
Dingan - draws Copper
Dingan - discards Province
Dingan - plays Bridge
Dingan - plays Bridge
Dingan - plays Graverobber
Dingan - gains Province
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Log (http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160802/log.0.1470118976609.txt)
---------- Dingan: turn 16 ----------
Dingan - plays Crossroads
Dingan - reveals hand: Graverobber, Copper, Province, Oasis
Dingan - draws Gold
Dingan - plays Oasis
Dingan - draws Apprentice
Dingan - discards Copper
Dingan - plays Apprentice
Dingan - trashes Province
Dingan - shuffles deck
Dingan - draws Province, Apprentice, Crossroads, Oasis, Bridge, Bridge, Bridge, Bridge
Dingan - plays Oasis
Dingan - draws Copper
Dingan - discards Province
Dingan - plays Bridge
Dingan - plays Bridge
Dingan - plays Graverobber
Dingan - gains Province
(http://i.imgur.com/ij9mlUl.gif)
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I recently played a Colony game with Governor and Mine and trashed 3 Platinums into Colonies on the final turn. It was fun using Mine as a patch to make Governor's Province trick (gain a Gold, then remodel it into a Province) work with Colonies (by Mining the Gold into a Platinum before remodeling it).
Mint works too, funnily enough. Just Mint extra Platina.
I read that first Mint as Mine.
I'm not joking.
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Its fun to play with so many cards the only Problem is you cant see what youre playing anymore and the client crashes with a poor house floating mid air
(http://i.imgur.com/LobGgvu.jpg)
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Its fun to play with so many cards the only Problem is you cant see what youre playing anymore and the client crashes with a poor house floating mid air
(http://i.imgur.com/LobGgvu.jpg)
Why do you have your animations turned on.
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Its fun to play with so many cards the only Problem is you cant see what youre playing anymore and the client crashes with a poor house floating mid air
...
Why do you have your animations turned on.
I think it's because the blue highlight on the cards in the hand reminds him of E Honda's Hundred Hand Slap.
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I love Rats.
(http://wiki.dominionstrategy.com/images/6/65/Quarry.jpg) (http://wiki.dominionstrategy.com/index.php/Quarry) (http://wiki.dominionstrategy.com/images/7/70/Rats.jpg) (http://wiki.dominionstrategy.com/index.php/Rats) (http://wiki.dominionstrategy.com/images/d/d3/Relic.jpg) (http://wiki.dominionstrategy.com/index.php/Relic) (http://wiki.dominionstrategy.com/images/d/d7/Forge.jpg) (http://wiki.dominionstrategy.com/index.php/Forge) (http://wiki.dominionstrategy.com/images/6/6f/Peddler.jpg) (http://wiki.dominionstrategy.com/index.php/Peddler)
(http://wiki.dominionstrategy.com/images/e/ed/Fool's_Gold.jpg) (http://wiki.dominionstrategy.com/index.php/Fool's Gold) (http://wiki.dominionstrategy.com/images/8/8d/Scheme.jpg) (http://wiki.dominionstrategy.com/index.php/Scheme) (http://wiki.dominionstrategy.com/images/b/b4/Storeroom.jpg) (http://wiki.dominionstrategy.com/index.php/Storeroom) (http://wiki.dominionstrategy.com/images/c/c8/Horse_Traders.jpg) (http://wiki.dominionstrategy.com/index.php/Horse Traders) (http://wiki.dominionstrategy.com/images/7/7a/Procession.jpg) (http://wiki.dominionstrategy.com/index.php/Procession)
Fool's Gold, Scheme, Storeroom, Horse Traders, Procession, Quarry, Rats, Relic, Forge, Peddler
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160810/log.0.1470850941370.txt
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Dominion confessional: I have the last Province in hand, in the form of 3 Spoils. I play the first two Spoils rapidly, but delay the third Spoils play for about 5 seconds. I secretly enjoyed it. I am sorry, Father Donald.
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Dominion confessional: I have the last Province in hand, in the form of 3 Spoils. I play the first two Spoils rapidly, but delay the third Spoils play for about 5 seconds. I secretly enjoyed it. I am sorry, Father Donald.
I am sorry, but moments shared on this board are required to be at least semi-interesting. Have reported.
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Just had a game that was a 40-40 tie. About as even as you can get as me and my opponent finished with 4 Provinces, 4 Duchies and 4 Estates each.
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Using cost reduction, +1 action an +1 buy tokens on Ghost Ship, I got 5 colonies and 7 provinces over 2 turns. Does anyone else find the token-based events to be really game warping?
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Using cost reduction, +1 action an +1 buy tokens on Ghost Ship, I got 5 colonies and 7 provinces over 2 turns. Does anyone else find the token-based events to be really game warping?
Well, yes. Ghost Ship is by no means the best card for doing something like that though. The first Ghost Ship you play is a strong attack, but any further Ghost Ships are just expensive Moats. Moat, incidentally, is a pretty nice target for the +1 Action token - $2 Labs are pretty cool.
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Using cost reduction, +1 action an +1 buy tokens on Ghost Ship, I got 5 colonies and 7 provinces over 2 turns. Does anyone else find the token-based events to be really game warping?
Well, yes. Ghost Ship is by no means the best card for doing something like that though. The first Ghost Ship you play is a strong attack, but any further Ghost Ships are just expensive Moats. Moat, incidentally, is a pretty nice target for the +1 Action token - $2 Labs are pretty cool.
Speaking of nice targets for +1 Action, Steward works very nicely. Choice between Lab, always-activemissing Mystic, or nonterminal Trasher.
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Using cost reduction, +1 action an +1 buy tokens on Ghost Ship, I got 5 colonies and 7 provinces over 2 turns. Does anyone else find the token-based events to be really game warping?
Well, yes. Ghost Ship is by no means the best card for doing something like that though. The first Ghost Ship you play is a strong attack, but any further Ghost Ships are just expensive Moats. Moat, incidentally, is a pretty nice target for the +1 Action token - $2 Labs are pretty cool.
Speaking of nice targets for +1 Action, Steward works very nicely. Choice between Lab, always-active Mystic, or nonterminal Trasher.
The Mystic option never draws though.
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Using cost reduction, +1 action an +1 buy tokens on Ghost Ship, I got 5 colonies and 7 provinces over 2 turns. Does anyone else find the token-based events to be really game warping?
Well, yes. Ghost Ship is by no means the best card for doing something like that though. The first Ghost Ship you play is a strong attack, but any further Ghost Ships are just expensive Moats. Moat, incidentally, is a pretty nice target for the +1 Action token - $2 Labs are pretty cool.
Speaking of nice targets for +1 Action, Steward works very nicely. Choice between Lab, always-active Mystic, or nonterminal Trasher.
The Mystic option never draws though.
Yes, right, I meant always-missing Mystic. Still good for $3.
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Won a game using prince of black markets, and getting fairgrounds from the black market deck. My friend tried to use prince of pirate ships, but it was too slow to get going.
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Opened Bureaucrat on a Quest board, discarded it three times to Quest for Golds, then passed it away to my opponent's Masquerade without ever having played it. Power card!
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Log (http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160818/log.0.1471480472548.txt)
My opponent and I both had 2 Possessions and 2 Ambassadors.
(This was actually an incredibly interesting game -- I was trying to Transmogrify my Ambassadors away before he could play them. And I even considered not playing my Champion, in hopes of eventually Ambassadoring his things to myself, which Champion prevents. And I think Amb/Amb is by far the better opening than what we did. But I digress. This happened...)
---------- Dingan: turn 18 [possessed] ----------
Dingan - plays Warrior
Dingan - draws Warrior, Stables
Dingan - plays Warrior
Dingan - draws Gold, Silver
Dingan - plays Stables
Dingan - discards Copper
Dingan - draws Stables
Dingan - shuffles deck
Dingan - draws Stables, Stables
Dingan - plays Stables
Dingan - discards Silver
Dingan - draws Copper, Stables, Silver
Dingan - plays Stables
Dingan - discards Copper
Dingan - draws Possession, City, Copper
Dingan - plays City
Dingan - draws Warrior
Dingan - plays Warrior
Dingan - draws Silver, Copper
Dingan - plays Stables
Dingan - discards Copper
Dingan - draws Stables, Possession, Transmogrify
Dingan - plays Ambassador
Dingan - reveals Possession
Dingan - returns Possession to the Supply
Dingan - returns Possession to the Supply
Dingan - plays Stables
Dingan - discards Copper
Dingan - draws Stables, Ambassador
Dingan - shuffles deck
Dingan - draws Copper
Dingan - plays Ambassador
Dingan - reveals Potion
Dingan - returns Potion to the Supply
Dingan - plays Stables
Dingan - discards Copper
Dingan - draws Copper, Silver, Copper
Dingan - plays Stables
Dingan - discards Copper
Dingan - shuffles deck
Dingan - draws Copper, Copper
Dingan - plays 4 Silver, 3 Copper, 1 Gold
Dingan - buys Province
Yippee Ki Yay - gains Province
Dingan - shuffles deck
Dingan - draws City, Copper, Copper, Ambassador, Stables
:'(
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...
I did that to somebody once, and they got so angry. I would have gotten furious as well. Possession should AT LEAST be considered an attack. That would be a nerf, even if only a small one.
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...
Very fitting that his name was Yippee Ki Yay.
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Possession should AT LEAST be considered an attack. That would be a nerf, even if only a small one.
Possession is not a very strong card, it doesn't need a nerf. It shouldn't be an Attack either because in a vacuum, it benefits the possessed player.
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Possession should AT LEAST be considered an attack. That would be a nerf, even if only a small one.
Possession is not a very strong card, it doesn't need a nerf. It shouldn't be an Attack either because in a vacuum, it benefits the possessed player.
If you're going to post a Hot Take the least you could do is defend it.
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Revealing reactions to the attack of Possession could be beneficial to the Possessor if the Possessee blindly plays reactions. However, with a competent player, the Possessee can retain some dignity, and maybe make Secret Chambler... *gasp* ... VIABLE.
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Revealing reactions to the attack of Possession could be beneficial to the Possessor if the Possessee blindly plays reactions. However, with a competent player, the Possessee can retain some dignity, and maybe make Secret Chambler... *gasp* ... VIABLE.
Ever heard of top-deck trashing attacks?
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Admittedly it was against a bot but I did my first ever 7 Province mega turn. Now I need to clear the stack in one go.
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160817/log.0.1471477034739.txt
I also thought it was a really nice fun kingdom to play. Ferry was important as I think the key is having the -2 token on the right card at the right tine.
(http://wiki.dominionstrategy.com/images/5/55/Fortune_Teller.jpg) (http://wiki.dominionstrategy.com/index.php/Fortune Teller) (http://wiki.dominionstrategy.com/images/d/d6/Cartographer.jpg) (http://wiki.dominionstrategy.com/index.php/Cartographer) (http://wiki.dominionstrategy.com/images/a/a1/Count.jpg) (http://wiki.dominionstrategy.com/index.php/Count) (http://wiki.dominionstrategy.com/images/2/2f/Embassy.jpg) (http://wiki.dominionstrategy.com/index.php/Embassy) (http://wiki.dominionstrategy.com/images/a/af/Merchant_Guild.jpg) (http://wiki.dominionstrategy.com/index.php/Merchant Guild) (http://wiki.dominionstrategy.com/images/c/cf/Royal_Carriage.jpg) (http://wiki.dominionstrategy.com/index.php/Royal Carriage) (http://wiki.dominionstrategy.com/images/3/35/Stables.jpg) (http://wiki.dominionstrategy.com/index.php/Stables)
[img width=159.0]http://wiki.dominionstrategy.com/images/d/d9/Ferry.jpg[/img] (http://wiki.dominionstrategy.com/index.php/Ferry) [img width=159.0]http://wiki.dominionstrategy.com/images/4/4b/Lost_Arts.jpg[/img] (http://wiki.dominionstrategy.com/index.php/Lost Arts) (http://wiki.dominionstrategy.com/images/2/2f/Beggar.jpg) (http://wiki.dominionstrategy.com/index.php/Beggar) (http://wiki.dominionstrategy.com/images/1/1c/Cellar.jpg) (http://wiki.dominionstrategy.com/index.php/Cellar) (http://wiki.dominionstrategy.com/images/c/c9/Haven.jpg) (http://wiki.dominionstrategy.com/index.php/Haven)
Ferry, Lost Arts, Beggar, Cellar, Haven, Fortune Teller, Cartographer, Count, Embassy, Merchant Guild, Royal Carriage, Stables
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Using cost reduction, +1 action an +1 buy tokens on Ghost Ship, I got 5 colonies and 7 provinces over 2 turns. Does anyone else find the token-based events to be really game warping?
Well, yes. Ghost Ship is by no means the best card for doing something like that though. The first Ghost Ship you play is a strong attack, but any further Ghost Ships are just expensive Moats. Moat, incidentally, is a pretty nice target for the +1 Action token - $2 Labs are pretty cool.
Speaking of nice targets for +1 Action, Steward works very nicely. Choice between Lab, always-active Mystic, or nonterminal Trasher.
The Mystic option never draws though.
Yes, right, I meant always-missing Mystic. Still good for $3.
Non-terminal +$2 at a cost of $3 sounds pretty good. Hmm, maybe it could be a Treasure instead of an action. ;)
Possession should AT LEAST be considered an attack. That would be a nerf, even if only a small one.
Possession is not a very strong card, it doesn't need a nerf. It shouldn't be an Attack either because in a vacuum, it benefits the possessed player.
If you're going to post a Hot Take the least you could do is defend it.
I agree that Awaclus drops one-liner non-advice a bit too often, but this one is pretty obvious and has been discussed plenty in other discussions about the card. In a vacuum, the net effect of Possession for the possessor is just a convoluted gainer, while the net effect for the possessed player is that their deck cycles some. The possessed player doesn't really lose anything from being possessed. Your current hand and possibly some cards from your deck get discarded and maybe reshuffled, but it's replacing one randomly drawn hand with another randomly drawn hand. And in a vacuum, cycling is actually a good thing for you most of the time.
The problem is, selective memory means that people remember when their hand is "downgraded" more than they remember when it gets better, plus there's a psychological aversion to being "controlled" by the other player. And of course, there are a few card interactions that can actually make Possession a lot more dangerous (e.g. Ambassador). Moreover, it's not fun when the other player is taking multiple turns in a row, even if it's not hurting you.
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In a post-Adventures world, I don't see how Possession is simply a fancy Workshop anymore. There are too many cards now that work beyond simply gaining a card this turn -- Durations, Coin Tokens, Reserves, Madman/Mercenary, Event Tokens to name a few. Possession is much stronger with decks that rely on any of these.
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Using cost reduction, +1 action an +1 buy tokens on Ghost Ship, I got 5 colonies and 7 provinces over 2 turns. Does anyone else find the token-based events to be really game warping?
Well, yes. Ghost Ship is by no means the best card for doing something like that though. The first Ghost Ship you play is a strong attack, but any further Ghost Ships are just expensive Moats. Moat, incidentally, is a pretty nice target for the +1 Action token - $2 Labs are pretty cool.
Speaking of nice targets for +1 Action, Steward works very nicely. Choice between Lab, always-active Mystic, or nonterminal Trasher.
The Mystic option never draws though.
Yes, right, I meant always-missing Mystic. Still good for $3.
Non-terminal +$2 at a cost of $3 sounds pretty good. Hmm, maybe it could be a Treasure instead of an action. ;)
Possession should AT LEAST be considered an attack. That would be a nerf, even if only a small one.
Possession is not a very strong card, it doesn't need a nerf. It shouldn't be an Attack either because in a vacuum, it benefits the possessed player.
If you're going to post a Hot Take the least you could do is defend it.
I agree that Awaclus drops one-liner non-advice a bit too often, but this one is pretty obvious and has been discussed plenty in other discussions about the card. In a vacuum, the net effect of Possession for the possessor is just a convoluted gainer, while the net effect for the possessed player is that their deck cycles some. The possessed player doesn't really lose anything from being possessed. Your current hand and possibly some cards from your deck get discarded and maybe reshuffled, but it's replacing one randomly drawn hand with another randomly drawn hand. And in a vacuum, cycling is actually a good thing for you most of the time.
The problem is, selective memory means that people remember when their hand is "downgraded" more than they remember when it gets better, plus there's a psychological aversion to being "controlled" by the other player. And of course, there are a few card interactions that can actually make Possession a lot more dangerous (e.g. Ambassador). Moreover, it's not fun when the other player is taking multiple turns in a row, even if it's not hurting you.
Loosing all your coin tokens, gettinf your -1 (card or $) token, loosing your durations, loosing a +1 something token on a good card,... All if these genuinely should count as attacks.
It's unclear to me that when you are buying victory cards, cycling is a net plus. At that point, cycling is neutral.
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The ways that it hurts are still a minority, and it is usually easy to play around. Opponent gets Possession? Time to spend your coin tokens. Maybe it was a bad idea to get the coin token cars in the first place, but you should have seen that coming! Likewise for most other interactions. It's mostly just Amb/Masq that are tough to deal with because your opponent can give you one to abuse.
Cycling is worse when you are greening, but it is positive before that. It'll be a positive most of the time. Overall I wouldn't call it a major benefit; Possession is just neutral outside of uncommon interactions, most of which you should be able to see coming and work around.
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In a post-Adventures world, I don't see how Possession is simply a fancy Workshop anymore. There are too many cards now that work beyond simply gaining a card this turn -- Durations, Coin Tokens, Reserves, Madman/Mercenary, Event Tokens to name a few. Possession is much stronger with decks that rely on any of these.
It never was a fancy workshop. It's just a way of looking at it. I would say Possession is more of an Outpost/Mission on your opponent. Thinking of Possession as a Workshop is very helpful in determining the usefulness of Possession, but it is not quite a Workshop.
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Today I bought Empires because it was there and my sister convinced me. Our first game had Orchard (+4 VPs/action card you have 3+ of) and Wolf Den (-3 VPs for singletons) as Landmarks, with Kings Court, which made for an interesting game. I scored 28 from Orchard and lost nothing to Wolf Den, plus got about 15 in VP counters from Temple and Emporium.
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Just moved my +1 Action and +1 Card token to Poor House. (https://dominion-game-logs.s3.amazonaws.com/game_logs/20160830/log.0.1472540523580.txt) (turn 6 & turn 12)
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Played Possession. Using opponent's turn, played a Band of Misfits as a Ratcatcher. Haw haw.
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Played a game yesterday where I started with my friend who had to leave in the middle, so my dad finished playing in place of my friend. Both my friend and my dad had a time where they bought fortune, but forgot to actually gain one. Apparently, the high price is so distracting that they forget to pick it up from the supply and put it in their discard pile. When I bought fortune, I did not forget to gain it. I won.
tldr: don't forget to gain the card you bought when playing IRL.
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I love TfB. TfB is great.
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160830/log.0.1472591496986.txt
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Played Possession. Using opponent's turn, played a Band of Misfits as a Ratcatcher. Haw haw.
So what happens? Does BoM cease to act like an RC on the tavern mat and is stuck there?
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BoM is played as RC, which gets +1 card/+1 action. Then it instructs "put this on your Tavern mat". It moves to the Tavern mat, and as a result, leaves play, causing it to turn back into BoM. Now you have a BoM on your Tavern mat, which does not have any instructions that allow you to call it, so it is there for the rest of the game.
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BoM is played as RC, which gets +1 card/+1 action. Then it instructs "put this on your Tavern mat". It moves to the Tavern mat, and as a result, leaves play, causing it to turn back into BoM. Now you have a BoM on your Tavern mat, which does not have any instructions that allow you to call it, so it is there for the rest of the game.
Band of Drunk Misfits
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So I was having a pretty good game, had just gotten to drawing my deck and was working out the fastest way to get more/better treasure cards (there weren't really any virtual money cards). I realized that mint's ability to duplicate treasures would be pretty useful for this. I hit play all treasures and bought a mint.
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I played a game the other day where I used Hoard's Gold gaining to get fuel for Mercenary to draw and attack every turn. That was fun, trashing Golds nonchalantly.
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They can't all be the best Gold gainer ever (http://gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160902/log.0.1472786619457.txt)
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They can't all be the best Gold gainer ever (http://gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160902/log.0.1472786619457.txt)
how could you not go for the adventurer inn draw engine???
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Inheriting Guide and then piledriving the Estates gets pretty funny. Your hand becomes Tinder: Nope, nope, nope, nope... this one I'll keep.
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I bought a Transmute Turn 3 and I'm like 90% sure it was the right purchase
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I bought a Transmute Turn 3 and I'm like 90% sure it was the right purchase
Was it a Familiar game where you failed to hit 3P on the second shuffle?
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I bought a Transmute Turn 3 and I'm like 90% sure it was the right purchase
Was it a Familiar game where you failed to hit 3P on the second shuffle?
Nope! It was a Scrying Pool board and I hit 2P :)
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I bought a Transmute Turn 3 and I'm like 90% sure it was the right purchase
Was it a Familiar game where you failed to hit 3P on the second shuffle?
Nope! It was a Scrying Pool board and I hit 2P :)
Why didn't you but Scrying pool?
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Obviously it was a Transmute board, and he hit P.
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I bought a Transmute Turn 3 and I'm like 90% sure it was the right purchase
Was it a Familiar game where you failed to hit 3P on the second shuffle?
Nope! It was a Scrying Pool board and I hit 2P :)
Why didn't you but Scrying pool?
So I could post about it here, of course!
On a more serious note: It was a weak SP engine with no village, no trashing besides Transmute and not the strongest payload. My opponent managed to Embargo Scrying Pools, so I switched to Transmute-Lab BM
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Transmute, huh? I remember using Transmute once, ever. But to this day, I have still never used Scout. Heck, I've played Ruined Village more for usefulness than I have played Scout.
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I used the Magpie + Watchtower trick (http://forum.dominionstrategy.com/index.php?topic=12757.msg635961#msg635961) to gain 7 Magpies on turn 5 (Log (http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160918/log.0.1474158150987.txt)). The board included Vineyards. My opponent promptly resigned.
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http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161006/log.0.1475713463832.txt#2-11
---------- 2.71828.....: turn 11 ----------
2.71828..... - plays Warrior
2.71828..... - draws Copper, Estate
singletee - reveals: Champion
:-[
---------- singletee: turn 12 ----------
singletee - plays Lost City
singletee - draws Warrior, Estate
singletee - plays Warrior
singletee - draws Page, Silver
singletee - plays Page
singletee - shuffles deck
singletee - draws Champion
singletee - plays Champion
:D
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Does anyone else set themselves odd challenges when seeing a board you are playing against a bot?
The cards I noticed on the board were Sea Hag, Masquerade, Wharf, Fishing Village and Peddler. Knowing the bot would obviously buy Sea Hag, I thought could I win buy only buying the other 4 cards, using Masq to bat the Sea Hag curses straight back at the bot. Could I pile out before the bot makes up the points deficit from the curses?
The answer was yes, but it was tight. When I got to pile out the bot was on 0 points from 6 Estates and 6 Curses.
I will post the log when available.
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In a deck with around 50 cards, but only 3 of them are treasures, 'drawing your deck' becomes an interesting thing with scrying pool.
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In the middle of what was shaping up to be a Marauder slog:
J Reggie - plays Count
J Reggie - gains Copper
J Reggie - trashes Ruined Market, Abandoned Mine, Ruined Library, Copper, Ruined Library
Then I got a bunch of platina and wharves.
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In a deck with around 50 cards, but only 3 of them are treasures, 'drawing your deck' becomes an interesting thing with scrying pool.
I mean, not necessarily. We have to edgecase this properly, and the edge case here is pretty obvious. What if you have 1 Scrying Pool, 46 green cards and 3 treasures?
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In a deck with around 50 cards, but only 3 of them are treasures, 'drawing your deck' becomes an interesting thing with scrying pool.
I mean, not necessarily. We have to edgecase this properly, and the edge case here is pretty obvious. What if you have 1 Scrying Pool, 46 green cards and 3 treasures?
The 46 green cards are Great Hall, Nobles, Mill, and Inherritance Smithy.
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In a deck with around 50 cards, but only 3 of them are treasures, 'drawing your deck' becomes an interesting thing with scrying pool.
I mean, not necessarily. We have to edgecase this properly, and the edge case here is pretty obvious. What if you have 1 Scrying Pool, 46 green cards and 3 treasures?
The 46 green cards are Great Hall, Nobles, Mill, and Inherritance Smithy.
I don't think Great Hall and Mill will be on the same board very often.
Maybe Island and Distant Lands are in there?
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In a deck with around 50 cards, but only 3 of them are treasures, 'drawing your deck' becomes an interesting thing with scrying pool.
I mean, not necessarily. We have to edgecase this properly, and the edge case here is pretty obvious. What if you have 1 Scrying Pool, 46 green cards and 3 treasures?
The 46 green cards are Great Hall, Nobles, Mill, and Inherritance Smithy.
I don't think Great Hall and Mill will be on the same board very often.
Maybe Island and Distant Lands are in there?
Well, maybe you play all random, or do stupid things like only putting out green cards.
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In a deck with around 50 cards, but only 3 of them are treasures, 'drawing your deck' becomes an interesting thing with scrying pool.
I mean, not necessarily. We have to edgecase this properly, and the edge case here is pretty obvious. What if you have 1 Scrying Pool, 46 green cards and 3 treasures?
I am pretty sure I got something that gives alt vp out of BM. Maybe evne goons.
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Today I learned you can actually exchange your Band of Misfits for a Soldier/Treasure Hunter if you play it as a Peasant/Page.
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That makes sense, right?
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Today I learned you can actually exchange your Band of Misfits for a Soldier/Treasure Hunter if you play it as a Peasant/Page.
Today I rememberd that your opponent can exchange them on a Possession turn. He got rid of my Disciple and I ended up with two teachers... which he could move the tokens around with. I had to Salvage both of them.
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That makes sense, right?
Semi-interesting sense.
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Prince came in handy, but not for it's on play effect. Buying it to Ritual let me top-deck my Treasuries while my opponets choked on green and stuggled to hit high price points, with out Silver and Gold. Bandit Fort seems like Donald X's way of screaming "Don't play BM noobs!"
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Log (http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161029/log.0.1477776849992.txt)
---------- Dingan: turn 16 ----------
Dingan - plays Apothecary
Dingan - draws Relic
Dingan - draws Storyteller
Dingan - reveals: Copper, Silver, Champion, Copper
Dingan - places Silver on top of deck
Dingan - places Champion on top of deck
Dingan - plays Storyteller
Dingan - plays Relic
lightbulb - takes his -1 card penalty token
Dingan - plays Silver
Dingan - plays Copper
Dingan - draws Champion, Silver, Copper, Potion, Estate, Treasure Trove
Dingan - plays Champion
Dingan - plays Storyteller
Dingan - plays Treasure Trove
Dingan - gains Gold
Dingan - gains Copper
Dingan - plays Silver
Dingan - plays Copper
Dingan - draws Silver, Council Room, Teacher, Apothecary, Apothecary, Apothecary
Dingan - plays Apothecary
Dingan - draws Apothecary
Dingan - draws Estate
Dingan - reveals: Soldier, Apothecary, Province, Silver
Dingan - places Soldier on top of deck
Dingan - places Apothecary on top of deck
Dingan - places Province on top of deck
Dingan - places Silver on top of deck
Dingan - plays Council Room
Dingan - draws Silver, Province, Apothecary, Soldier
Dingan - plays Apothecary
Dingan - shuffles deck
Dingan - draws Copper
Dingan - draws Province
Dingan - reveals: Copper, Estate, Soldier, Copper
Dingan - places Estate on top of deck
Dingan - places Soldier on top of deck
Dingan - plays Apothecary
Dingan - draws Soldier
Dingan - draws Estate
Dingan - reveals: Disciple, Apothecary, Gold, Silver
Dingan - places Disciple on top of deck
Dingan - places Silver on top of deck
Dingan - places Gold on top of deck
Dingan - places Apothecary on top of deck
Dingan - plays Apothecary
Dingan - draws Apothecary
Dingan - draws Gold
Dingan - reveals: Silver, Disciple, Copper, Peasant
Dingan - places Silver on top of deck
Dingan - places Disciple on top of deck
Dingan - places Peasant on top of deck
Dingan - plays Apothecary
Dingan - draws Peasant
Dingan - draws Disciple
Dingan - reveals: Silver, Relic, Copper, Peasant
Dingan - places Silver on top of deck
Dingan - places Relic on top of deck
Dingan - places Peasant on top of deck
Dingan - plays Disciple
Dingan - plays Peasant
Dingan - plays Peasant
Dingan - gains Peasant
Dingan - plays Apothecary
Dingan - draws Peasant
Dingan - draws Relic
Dingan - reveals: Silver
Dingan - shuffles deck
Dingan - reveals: Peasant
Dingan - places Silver on top of deck
Dingan - places Peasant on top of deck
Dingan - plays Peasant
Dingan - plays Teacher
Dingan - puts Teacher on the Tavern Mat
Dingan - plays Soldier
lightbulb - discards Potion
Dingan - plays Soldier
lightbulb - discards Copper
Dingan - plays 6 Copper, 2 Silver, 1 Potion, 1 Gold
Dingan - plays Relic
lightbulb - takes his -1 card penalty token
Dingan - buys Province
Dingan - gains Province
Dingan - buys Province
Dingan - gains Province
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IRL game where having to keep clear track of trashed cards, when exactly they went to trash and when to shuffle was a must;
Rogue, Junk Dealer, Procession, Scrying Pool, Noblemen, Peasant, Salvager, and Courtyard. (Noone bothered with Talisman or Counting House).
No, seriously, Discipling Processing Rogues when SP/Noblemen draw the deck is a headache.
And it's the first time I've seen someone Salvaging Teachers as their final turn.
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So, I see this board yesterday with Native Village and Bridge Troll, and, well the combo probably doesn't work for Bridge Troll, but then I notice Duplicate, and think... Well this could make it work...
So my opponent is playing somewhat unfocused, making the game seemingly under control even with some rather suboptimal playing from my part, the combo looks somewhat nice though, could definitely work, though I think if it was Bridge Troll/Duplicate with some engine support it would be quite a bit better, but there's not much of an engine in this board. Anyway, the time to kick off my megaturn is finally there!
---------- ronniejcr: turn 18 ----------
ronniejcr - plays Swamp Hag
---------- gloures: turn 19 ----------
gloures - duration Bridge Troll
gloures - plays Native Village
gloures - sets aside Estate
gloures - plays Native Village
gloures - sets aside Copper
gloures - plays Native Village
gloures - takes set aside cards: Bridge Troll, Silver, Lookout, Copper, Silver, Native Village, Copper, Copper, Copper, Duplicate, Estate, Copper
gloures - plays Native Village
gloures - sets aside Native Village
gloures - plays Duplicate
gloures - puts Duplicate on the Tavern Mat
gloures - plays Bridge Troll
gloures - plays Bridge Troll
gloures - plays Bridge Troll
gloures - plays 5 Copper, 2 Silver
gloures - buys Province
gloures - gains Curse
gloures - calls Duplicate
gloures - gains Curse
gloures - calls Duplicate
gloures - gains Curse
gloures - calls Duplicate
gloures - gains Curse
gloures - calls Duplicate
gloures - gains Curse
gloures - calls Duplicate
gloures - gains Curse
gloures - gains Province
gloures - buys Province
gloures - gains Curse
gloures - gains Province
Quite a nice win... Oh... Wait... Why aren't the provinces going down... What a weird bug.... My opponent even said gg already... Oh..... The hag... How I've always loved MF interface!
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161102/log.0.1478061195314.txt
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Your Swamp Hagging opponent could have resigned knowing you really won. I guess that makes him a Scum Bag in the moment.
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Your Swamp Hagging opponent could have resigned knowing you really won. I guess that makes him a Scum Bag in the moment.
Well, I certainly think that it would be a nice gesture from him, but I don't blame him for not doing it. Misclicks like this can be considered a part of online Domínion and if he thinks like that there's nothing wrong in taking a win from my mistake. I do admit I waited for about a minute after explaining in the chat what happened to see what was going to be his reaction, since he didn't respond I just quit. I have only myself to blame for this loss though... (And maybe I can blame MF a bit too considering how many times I have seen players make mistakes with this particular interaction though...)
On the other hand I believe there might be some kind of joke in this post that I'm missing... Hehe...
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http://gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20161103/log.0.1478154547781.txt
"Hm, no way to trash starting cards and no +Cards? There's Possession but eh. I'll just gain lots of Ports and a few Processions, gain a ton of Distant Lands, and figure it out later."
Some point in the middle of the game: "Oh right Lost City is kind of +Cards. Well, screw it let's just get more Distant Lands. Maybe I can outrace Possession? Who knows."
Turn 9: Ports empty
Turn 10: I gain my 5th Distant Lands
Turn 12: Distant Lands empty
I have a healthy VP lead, but my opponent has a lot of Lost Cities and Possession, and is going to wreck me in a few turns if I don't end the game.
"Darn, 1 buy a turn, and most of my Ports got trashed into Distant Lands so I don't have ways to empty a 3rd pile. Oh wait lol Embargo tokens were a thing this game."
Gain 5 curses in my last 2 turns for the win.
Games like this are why I think it's funny people assume I have a plan for each game. Sometimes I just YOLO and see what happens.
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http://gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20161103/log.0.1478154547781.txt
"Hm, no way to trash starting cards and no +Cards? There's Possession but eh. I'll just gain lots of Ports and a few Processions, gain a ton of Distant Lands, and figure it out later."
Some point in the middle of the game: "Oh right Lost City is kind of +Cards. Well, screw it let's just get more Distant Lands. Maybe I can outrace Possession? Who knows."
Turn 9: Ports empty
Turn 10: I gain my 5th Distant Lands
Turn 12: Distant Lands empty
I have a healthy VP lead, but my opponent has a lot of Lost Cities and Possession, and is going to wreck me in a few turns if I don't end the game.
"Darn, 1 buy a turn, and most of my Ports got trashed into Distant Lands so I don't have ways to empty a 3rd pile. Oh wait lol Embargo tokens were a thing this game."
Gain 5 curses in my last 2 turns for the win.
Games like this are why I think it's funny people assume I have a plan for each game. Sometimes I just YOLO and see what happens.
Just to make a point regarding my previous posts
MikeRoLoVe: turn 14
MikeRoLoVe buys Lost City
MikeRoLoVe gains Curse
MikeRoLoVe calls Duplicate
MikeRoLoVe gains Curse
The interaction here is Duplicte/Embargo though and, by that time, you had pretty much won the game already, since the point difference was pretty insurmountable, considering how close the game was to the end.
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http://gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20161103/log.0.1478154547781.txt
"Hm, no way to trash starting cards and no +Cards? There's Possession but eh. I'll just gain lots of Ports and a few Processions, gain a ton of Distant Lands, and figure it out later."
Correct me if I'm wrong, but this seems very much like a plan!
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http://gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20161103/log.0.1478154547781.txt
"Hm, no way to trash starting cards and no +Cards? There's Possession but eh. I'll just gain lots of Ports and a few Processions, gain a ton of Distant Lands, and figure it out later."
Correct me if I'm wrong, but this seems very much like a plan!
Well, sure, but it's not a "I know exactly what I want to do for the whole game" plan.
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http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161104/log.0.1478224400728.txt
I was finally able to get the Cost-Reduction Warrior Carpet Bombing to work. When Adventures first came online, I thought this would be a thing: Use Warriors and Bridge Troll (Bridge or Highway work too) to systematically trash your opponents entire deck (except for cards costing 2 or less). Trash the 3/4's, then play a couple bridge trolls and trash the 5/6's, etc.
It was then pointed out to me that Champion blocks this (and every Warrior game has Champion in it), and it's too slow to set up with all the treasure you're gaining. All true.
In this game I used multiple Counterfeits to trash the treasure, I had Margraves for extra draw, I Inherited Page (which allows me to play a bunch of travellers before even starting to play my Warriors). I kept the Pages rather than turning them into Treasure Hunters, there was no Estate trashing in this game. Once I got this going I trashed a bunch of his 3/4's and then played my Bridge Trolls and trashed his Champions. He resigned right afterwards. I actually goofed the playing of the Bridge Trolls, playing one too many, so I missed trashing his 5's. I would've got them on the next pass if he hadn't resigned.
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http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161104/log.0.1478224400728.txt
I was finally able to get the Cost-Reduction Warrior Carpet Bombing to work. When Adventures first came online, I thought this would be a thing: Use Warriors and Bridge Troll (Bridge or Highway work too) to systematically trash your opponents entire deck (except for cards costing 2 or less). Trash the 3/4's, then play a couple bridge trolls and trash the 5/6's, etc.
It was then pointed out to me that Champion blocks this (and every Warrior game has Champion in it), and it's too slow to set up with all the treasure you're gaining. All true.
In this game I used multiple Counterfeits to trash the treasure, I had Margraves for extra draw, I Inherited Page (which allows me to play a bunch of travellers before even starting to play my Warriors). I kept the Pages rather than turning them into Treasure Hunters, there was no Estate trashing in this game. Once I got this going I trashed a bunch of his 3/4's and then played my Bridge Trolls and trashed his Champions. He resigned right afterwards. I actually goofed the playing of the Bridge Trolls, playing one too many, so I missed trashing his 5's. I would've got them on the next pass if he hadn't resigned.
And this is why the champion line sometimes ain't fun.
In a page/peasant game, a warrior trashed my fugitive. And that's literally all she wrote on that. It's basically insurmountable.
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http://www.gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20161105/log.0.1478330070708.txt
TIL buying mandarins to topdeck coppers on possessed turns isn't a thing.
---------- Dan Brooks: turn 9 [possessed] ----------
Dan Brooks - plays King's Court
Dan Brooks - plays Gear
Dan Brooks - draws Copper, Magpie
Dan Brooks - plays Gear
Dan Brooks - draws Warehouse, Copper
Dan Brooks - plays Gear
Dan Brooks - draws Copper, Potion
Dan Brooks - sets aside Potion
Dan Brooks - plays 5 Copper
Dan Brooks - buys Mandarin
Ceviri - gains Mandarin
Dan Brooks - draws Overgrown Estate, Magpie, Copper, Necropolis, Hunting Grounds.
Semi-interesting moment that happened later as a consequence:
---------- Ceviri: turn 10 ----------
Ceviri - plays King's Court
Ceviri - plays Mandarin
Ceviri - places Copper on top of deck
Ceviri - plays Mandarin
Ceviri - places Copper on top of deck
Ceviri - plays Mandarin
Ceviri - places Copper on top of deck
Ceviri - buys King's Court
Ceviri - gains King's Court
Ceviri - draws Copper, Copper, Copper, Copper, Copper
---------- Dan Brooks: turn 10 ----------
Dan Brooks - plays Possession
Dan Brooks - draws Gear, Hunting Grounds, Copper, Warehouse, Magpie
-
---------- breppert: turn 11 ----------
(edited out boring stuff)
breppert - plays King's Court
breppert - plays Treasure Hunter
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - plays Treasure Hunter
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - plays Treasure Hunter
breppert - plays Council Room
breppert - shuffles deck
breppert - draws Silver, Silver, Silver, Silver
Conqueror Bot - draws Copper
breppert - plays Council Room
breppert - draws Silver, Silver, Silver, Silver
Conqueror Bot - draws Province
breppert - plays Council Room
breppert - draws Silver, Silver, Silver, Silver
Conqueror Bot - draws Copper
breppert - plays Council Room
breppert - draws Silver, Silver, Silver, Silver
Conqueror Bot - draws Province
breppert - plays Walled Village
breppert - draws Silver
breppert - plays Page
breppert - draws Silver
breppert - plays Warrior
breppert - draws Silver, Silver
Conqueror Bot - reveals: Council Room
Conqueror Bot - reveals: Copper
Conqueror Bot - reveals: Province
breppert - plays Smugglers
breppert - gains Estate
breppert - plays Scavenger
breppert - moves deck to discards
breppert - places Silver on top of deck
breppert - plays 25 Silver, 7 Copper, 1 Gold
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---------- breppert: turn 11 ----------
...
I was expecting to see a Conquest (http://wiki.dominionstrategy.com/index.php/Conquest) buy at the end of that.
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Even though I think Transmute is the worst card (http://forum.dominionstrategy.com/index.php?topic=14594.msg560640#msg560640), I bought it over both Scout and Counting House in this game (http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161127/log.0.1480263228353.txt).
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In this game (http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161127/log.0.1480232296981.txt), my opponent and I both bought Mandarin and Adventurer, and given our decks at the time I think these were actually the right moves. (The Mandarin buy was sketchier than the Adventurer buy, but buying it let me topdeck just a Counterfeit.)
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In this game (http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161127/log.0.1480232296981.txt), my opponent and I both bought Mandarin and Adventurer, and given our decks at the time I think these were actually the right moves. (The Mandarin buy was sketchier than the Adventurer buy, but buying it let me topdeck just a Counterfeit.)
Mandarin is generally an OK card when the kingdom is weak like that.
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First time that this happened to me:
Turn 1 - singletee
s plays 3 Coppers.
s buys and gains a Fishing Village.
s draws 4 Coppers and an Estate.
...
Turn 2 - singletee
s plays 4 Coppers.
s buys a Doctor.
s shuffles their deck.
s looks at a Fishing Village.
s topdecks a Fishing Village.
s gains a Doctor.
s draws 2 Coppers, 2 Estates and a Fishing Village.
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First time that this happened to me:
Turn 1 - singletee
s plays 3 Coppers.
s buys and gains a Fishing Village.
s draws 4 Coppers and an Estate.
...
Turn 2 - singletee
s plays 4 Coppers.
s buys a Doctor.
s shuffles their deck.
s looks at a Fishing Village.
s topdecks a Fishing Village.
s gains a Doctor.
s draws 2 Coppers, 2 Estates and a Fishing Village.
Opening Doctor on a 3/4 is so sad
-
It's 2017, but I don't want to open a new thread.
What's worse than hitting Estate with Swindler?
Hitting Estate with Swindler when Battlefield is on the board.
This was an interaction I wasn't expecting, I was laughing so hard in the game I just played.
-
Oops:
Turn 9 - singletee
s starts their turn.
s gets +2 Coins (Merchant Ship).
s plays a Prince.
s sets a Throne Room aside with Prince.
s draws 2 Coppers, 2 Estates and a Fishing Village.
Turn 10 - singletee
s starts their turn.
s plays a Throne Room.
s plays a Fishing Village.
s plays a Fishing Village again.
s plays 2 Coppers.
s buys and gains a Throne Room.
s shuffles their deck.
s draws 2 Coppers, a Silver, an Amulet and a Prince.
Turn 11 - singletee
s starts their turn.
s gets +1 Action and +1 Coin (Fishing Village).
s gets +1 Action and +1 Coin (Fishing Village).
s plays an Amulet.
s trashes a Copper.
s plays a Silver and a Copper.
s buys and gains a Merchant Ship.
Prince loses track of Throne Room (it moved).
s draws a Copper, 2 Estates, a Throne Room and a Merchant Ship.
-
But doesn't it really lose track at the end of turn 10? Confused by the placement of that message.
-
But doesn't it really lose track at the end of turn 10? Confused by the placement of that message.
Yes it does. The message is definitely in the wrong place; either end of turn 10 (when it fails to set it aside) or start of turn 11 (when it fails to play it) would make sense to me.
-
semi-interesting base only game (except two events) with seaway on throneroom and a market/councilroom "engine":
E buys and gains 25 Coppers, an Estate, 3 Duchies and 6 Gardens.
-
In a league match in December (only base set), I chapeled my deck down to 5 cards and Throne Room->Remodeled my way to a 13-12 win. Final deck = TR, Remodel, Province x2, Estate. Drained the province pile by replacing 2 per turn. Might have officially done it twice in same match if one of our connections hadn't dropped. My opponent conceded the previous match point once he saw how the deck worked after I used it the second time, so I won 2 match points using identical decks.
-
My Herald went to the Black Market before I had enough coins, costing me a Fortune!
-
Bought out Provinces for victory, now in talks to come up with plan to repay 42 debt owed to Capital.
-
In a league match in December (only base set), I chapeled my deck down to 5 cards and Throne Room->Remodeled my way to a 13-12 win. Final deck = TR, Remodel, Province x2, Estate. Drained the province pile by replacing 2 per turn. Might have officially done it twice in same match if one of our connections hadn't dropped. My opponent conceded the previous match point once he saw how the deck worked after I used it the second time, so I won 2 match points using identical decks.
This deck actually has a name. It is known as the turbo remodel but has been mostly forgotten since it is rather weak compared to other combo decks.
-
In a league match in December (only base set), I chapeled my deck down to 5 cards and Throne Room->Remodeled my way to a 13-12 win. Final deck = TR, Remodel, Province x2, Estate. Drained the province pile by replacing 2 per turn. Might have officially done it twice in same match if one of our connections hadn't dropped. My opponent conceded the previous match point once he saw how the deck worked after I used it the second time, so I won 2 match points using identical decks.
This deck actually has a name. It is known as the turbo remodel but has been mostly forgotten since it is rather weak compared to other combo decks.
That's what it is called! I knew I had heard it named the first night I played dominion with some really good players back 5ish years ago, but had long since forgotten its name. Since it was a base only game I decided to go for it. It ended just in time because his engine had just started to draw the whole deck the turn before I ended it, so if it went any longer he would have had it for sure.
-
I almost won a game where I was down 1 Province to 5 Provinces, with no alt-VP, and with Trusty Steed as the only +Actions card in the kingdom.
Copy-pasted the log but I don't think it's very readable. The key idea: I was down 4 Alchemists to 6, and with the limited +Actions that put a hard cap on my handsize. So to catch up, I bought a Mint to trash all my treasure except 1 Gold, 1 Counterfeit, and 2 Potions. That let me play Torturer or Followers every turn (unfortunately I never drew both in the right order), and I was catching up 1 Duchy at a time, which I gained through Artificer/Tournament to avoid having to add any treasure to my deck. It was actually very, very close. I made a mistake on my last turn but it wouldn't have mattered, on my last turn I could at best tie in VP while going 1st, which would have been a loss.
If I had managed to pick up just 1 more Estate on an earlier turn, it would have been the best comeback I've ever done. But I didn't get there, so it's just a loss.
T
starts with 7 Coppers
and 3 Estates
.
T
shuffles their deck.
T
draws 3 Coppers
and 2 Estates
.
E
starts with 7 Coppers
and 3 Estates
.
E
shuffles their deck.
E
draws 3 Coppers
and 2 Estates
.
Turn 1 - Titandrake
T
plays 3 Coppers
.
T
buys and gains a Silver
.
T
draws 4 Coppers
and an Estate
.
Turn 1 - Emeric
E
plays 3 Coppers
.
E
buys and gains a Silver
.
E
draws 4 Coppers
and an Estate
.
Turn 2 - Titandrake
T
plays 4 Coppers
.
T
buys and gains a Potion
.
T
shuffles their deck.
T
draws 3 Coppers
and 2 Estates
.
Turn 2 - Emeric
E
plays 4 Coppers
.
E
buys and gains a Potion
.
E
shuffles their deck.
E
draws 2 Coppers
, a Silver
and 2 Estates
.
Turn 3 - Titandrake
T
plays 3 Coppers
.
T
buys and gains a Market Square
.
T
draws 3 Coppers
, a Silver
and a Potion
.
Turn 3 - Emeric
E
plays a Silver
and a Copper
.
E
buys and gains a Market Square
.
E
draws 4 Coppers
and a Potion
.
Turn 4 - Titandrake
T
plays a Silver
, a Potion
and 3 Coppers
.
T
buys and gains an Alchemist
.
T
shuffles their deck.
T
draws 3 Coppers
and 2 Estates
.
Turn 4 - Emeric
E
plays a Potion
and 3 Coppers
.
E
buys and gains an Alchemist
.
E
shuffles their deck.
E
draws 3 Coppers
and 2 Estates
.
Turn 5 - Titandrake
T
plays 3 Coppers
.
T
buys and gains a Market Square
.
T
draws 2 Coppers
, a Silver
, a Potion
and a Market Square
.
Turn 5 - Emeric
E
plays 3 Coppers
.
E
buys and gains a Market Square
.
E
draws 2 Coppers
, a Silver
, an Estate
and a Market Square
.
Turn 6 - Titandrake
T
plays a Market Square
.
T
draws an Alchemist
.
T
plays an Alchemist
.
T
draws 2 Coppers
.
T
plays a Silver
, a Potion
and 4 Coppers
.
T
buys and gains an Alchemist
and a Market Square
.
T
topdecks an Alchemist
.
T
shuffles their deck.
T
draws 2 Coppers
, a Silver
, an Estate
and an Alchemist
.
Turn 6 - Emeric
E
plays a Market Square
.
E
draws a Potion
.
E
plays a Silver
, a Potion
and a Copper
.
E
buys and gains an Alchemist
.
E
shuffles their deck.
E
draws 3 Coppers
, a Silver
and an Alchemist
.
Turn 7 - Titandrake
T
plays an Alchemist
.
T
draws an Estate
and a Market Square
.
T
plays a Market Square
.
T
draws a Copper
.
T
plays a Silver
and 3 Coppers
.
T
buys and gains a Tournament
.
T
draws 3 Coppers
, an Estate
and a Market Square
.
Turn 7 - Emeric
E
plays an Alchemist
.
E
draws a Copper
and an Estate
.
E
plays a Silver
and 4 Coppers
.
E
buys and gains a Counterfeit
.
E
draws 3 Coppers
, an Alchemist
and a Potion
.
Turn 8 - Titandrake
T
plays a Market Square
.
T
draws a Copper
.
T
plays 4 Coppers
.
T
buys and gains a Market Square
.
T
shuffles their deck.
T
draws 2 Coppers
, an Alchemist
, a Potion
and a Market Square
.
Turn 8 - Emeric
E
plays an Alchemist
.
E
draws 2 Estates
.
E
plays a Potion
and 3 Coppers
.
E
buys and gains an Alchemist
.
E
topdecks an Alchemist
.
E
shuffles their deck.
E
draws a Copper
, an Alchemist
, a Counterfeit
and 2 Market Squares
.
Turn 9 - Titandrake
T
plays an Alchemist
.
T
draws an Estate
and a Market Square
.
T
plays a Market Square
.
T
draws an Estate
.
T
plays a Market Square
.
T
draws a Copper
.
T
plays a Potion
and 3 Coppers
.
T
buys and gains an Alchemist
.
T
topdecks an Alchemist
.
T
draws a Copper
, an Estate
, 2 Alchemists
and a Market Square
.
Turn 9 - Emeric
E
plays an Alchemist
.
E
draws 2 Coppers
.
E
plays a Market Square
.
E
draws a Potion
.
E
plays a Counterfeit
.
E
plays a Copper
.
E
plays a Copper
again.
E
trashes a Copper
.
E
reacts with a Market Square
.
E
discards a Market Square
.
E
gains a Gold
.
E
plays a Potion
and 2 Coppers
.
E
buys and gains an Alchemist
.
E
topdecks an Alchemist
.
E
draws a Copper
, 2 Estates
and 2 Alchemists
.
Turn 10 - Titandrake
T
plays an Alchemist
.
T
draws a Copper
and a Market Square
.
T
plays an Alchemist
.
T
draws 2 Coppers
.
T
plays a Market Square
.
T
draws a Tournament
.
T
plays a Tournament
.
T
draws a Silver
.
T
plays 4 Coppers
.
T
buys a Mint
.
T
trashes 4 Coppers
.
T
reacts with a Market Square
.
T
discards a Market Square
.
T
gains a Gold
.
T
gains a Mint
.
T
shuffles their deck.
T
draws a Copper
, an Estate
, an Alchemist
, a Tournament
and a Market Square
.
Turn 10 - Emeric
E
plays an Alchemist
.
E
draws a Copper
and a Silver
.
E
plays an Alchemist
.
E
draws a Copper
and an Alchemist
.
E
plays an Alchemist
.
E
draws a Copper
and an Estate
.
E
plays a Silver
and 3 Coppers
.
E
buys a Mint
.
E
trashes 3 Coppers
and a Silver
.
E
gains a Mint
.
E
shuffles their deck.
E
draws a Gold
, an Estate
, a Potion
, a Mint
and a Market Square
.
Turn 11 - Titandrake
T
plays an Alchemist
.
T
draws an Estate
and a Market Square
.
T
plays a Tournament
.
T
draws an Alchemist
.
T
plays an Alchemist
.
T
draws a Mint
and a Market Square
.
T
plays a Market Square
.
T
draws a Copper
.
T
plays a Market Square
.
T
draws a Gold
.
T
plays a Market Square
.
T
draws a Market Square
.
T
plays a Market Square
.
T
draws a Silver
.
T
plays a Mint
.
T
reveals a Gold
.
T
gains a Gold
.
T
plays a Gold
, a Silver
and 2 Coppers
.
T
buys and gains a Province
.
T
shuffles their deck.
T
draws 2 Coppers
, an Estate
, an Alchemist
and a Potion
.
Turn 11 - Emeric
E
plays a Market Square
.
E
draws an Alchemist
.
E
plays an Alchemist
.
E
draws an Estate
and an Alchemist
.
E
plays an Alchemist
.
E
draws a Copper
and an Alchemist
.
E
plays an Alchemist
.
E
draws a Copper
and a Counterfeit
.
E
plays a Mint
.
E
reveals a Gold
.
E
gains a Gold
.
E
plays a Counterfeit
.
E
plays a Copper
.
E
plays a Copper
again.
E
trashes a Copper
.
E
plays a Gold
, a Potion
and a Copper
.
E
buys and gains an Alchemist
and a Market Square
.
E
topdecks 3 Alchemists
.
E
draws an Estate
, 3 Alchemists
and a Market Square
.
Turn 12 - Titandrake
T
plays an Alchemist
.
T
draws 2 Golds
.
T
plays 2 Golds
, a Potion
and 2 Coppers
.
T
buys and gains an Alchemist
.
T
topdecks an Alchemist
.
T
draws a Copper
, an Estate
, an Alchemist
, a Tournament
and a Market Square
.
Turn 12 - Emeric
E
plays an Alchemist
.
E
draws a Copper
and an Alchemist
.
E
plays an Alchemist
.
E
shuffles their deck.
E
draws a Mint
and a Market Square
.
E
plays an Alchemist
.
E
draws an Estate
and a Counterfeit
.
E
plays an Alchemist
.
E
draws an Estate
and a Potion
.
E
plays a Mint
.
E
reveals a Counterfeit
.
E
gains a Counterfeit
.
E
plays a Counterfeit
.
E
plays a Copper
.
E
plays a Copper
again.
E
trashes a Copper
.
E
reacts with a Market Square
.
E
discards a Market Square
.
E
gains a Gold
.
E
reacts with a Market Square
.
E
discards a Market Square
.
E
gains a Gold
.
E
plays a Potion
.
E
buys and gains an Alchemist
.
E
topdecks 4 Alchemists
.
E
draws 5 Alchemists
.
Turn 13 - Titandrake
T
plays an Alchemist
.
T
draws an Estate
and a Market Square
.
T
plays a Market Square
.
T
draws a Silver
.
T
plays a Market Square
.
T
draws an Alchemist
.
T
plays an Alchemist
.
T
draws a Province
and a Market Square
.
T
plays a Tournament
.
T
reveals a Province
.
T
discards a Province
.
T
gains a Trusty Steed
.
T
draws a Trusty Steed
.
T
plays a Trusty Steed
.
T
draws a Mint
and a Market Square
.
T
plays a Market Square
.
T
draws an Alchemist
.
T
plays an Alchemist
.
T
shuffles their deck.
T
draws a Gold
and a Province
.
T
plays a Market Square
.
T
draws a Potion
.
T
plays a Mint
.
T
reveals a Gold
.
T
gains a Gold
.
T
plays a Gold
, a Silver
, a Potion
and a Copper
.
T
buys and gains a Counterfeit
.
T
topdecks 3 Alchemists
.
T
draws a Copper
and 4 Alchemists
.
Turn 13 - Emeric
E
plays an Alchemist
.
E
draws a Copper
and a Gold
.
E
plays an Alchemist
.
E
draws a Gold
and a Market Square
.
E
plays an Alchemist
.
E
shuffles their deck.
E
draws a Mint
and a Counterfeit
.
E
plays an Alchemist
.
E
draws a Gold
and a Potion
.
E
plays an Alchemist
.
E
draws 2 Estates
.
E
plays a Market Square
.
E
draws a Gold
.
E
plays a Mint
.
E
reveals a Gold
.
E
gains a Gold
.
E
plays a Counterfeit
.
E
plays a Gold
.
E
plays a Gold
again.
E
trashes a Gold
.
E
plays 3 Golds
, a Potion
and a Copper
.
E
buys and gains 2 Provinces
.
E
topdecks 5 Alchemists
.
E
draws 5 Alchemists
.
Turn 14 - Titandrake
T
plays an Alchemist
.
T
draws a Copper
and a Gold
.
T
plays an Alchemist
.
T
shuffles their deck.
T
draws an Estate
and a Trusty Steed
.
T
plays a Trusty Steed
.
T
draws a Gold
and a Market Square
.
T
plays an Alchemist
.
T
draws a Silver
and a Province
.
T
plays an Alchemist
.
T
draws a Copper
and an Estate
.
T
plays a Market Square
.
T
draws a Market Square
.
T
plays a Market Square
.
T
draws a Market Square
.
T
plays a Market Square
.
T
draws an Estate
.
T
plays 2 Golds
, a Silver
and 3 Coppers
.
T
buys and gains a Torturer
.
T
buys a Mint
.
T
trashes 3 Coppers
, a Silver
and 2 Golds
.
T
gains a Mint
.
T
draws a Gold
, a Potion
, a Mint
, a Counterfeit
and a Market Square
.
Turn 14 - Emeric
E
plays an Alchemist
.
E
draws an Alchemist
and a Market Square
.
E
plays an Alchemist
.
E
draws an Estate
and a Market Square
.
E
plays an Alchemist
.
E
shuffles their deck.
E
draws a Province
and a Counterfeit
.
E
plays an Alchemist
.
E
draws a Gold
and a Counterfeit
.
E
plays an Alchemist
.
E
draws 2 Golds
.
E
plays an Alchemist
.
E
draws a Potion
and a Market Square
.
E
plays a Market Square
.
E
draws a Province
.
E
plays a Market Square
.
E
draws an Estate
.
E
plays a Market Square
.
E
draws an Estate
.
E
plays 3 Golds
, a Potion
and 2 Counterfeits
.
E
buys and gains a Province
and a Market Square
.
E
topdecks 6 Alchemists
.
E
draws 5 Alchemists
.
Turn 15 - Titandrake
T
plays a Market Square
.
T
draws a Tournament
.
T
plays a Tournament
.
T
shuffles their deck.
T
draws a Mint
.
T
plays a Mint
.
T
reveals a Potion
.
T
gains a Potion
.
T
plays a Gold
and a Counterfeit
.
T
buys and gains an Artificer
.
T
draws a Province
, 2 Alchemists
and 2 Market Squares
.
Turn 15 - Emeric
E
plays an Alchemist
.
E
draws a Gold
and an Alchemist
.
E
plays an Alchemist
.
E
draws a Copper
and a Mint
.
E
plays an Alchemist
.
E
shuffles their deck.
E
draws a Gold
and a Province
.
E
plays an Alchemist
.
E
draws 2 Market Squares
.
E
plays an Alchemist
.
E
draws a Gold
and an Estate
.
E
plays an Alchemist
.
E
draws a Gold
and a Counterfeit
.
E
plays a Market Square
.
E
draws a Market Square
.
E
plays a Market Square
.
E
draws a Potion
.
E
plays a Market Square
.
E
draws a Province
.
E
plays a Mint
.
E
reveals a Gold
.
E
gains a Gold
.
E
plays a Counterfeit
.
E
plays a Gold
.
E
plays a Gold
again.
E
trashes a Gold
.
E
plays 3 Golds
, a Potion
and a Copper
.
E
buys and gains 2 Provinces
.
E
topdecks 6 Alchemists
.
E
draws 5 Alchemists
.
Turn 16 - Titandrake
T
plays an Alchemist
.
T
draws an Estate
and a Trusty Steed
.
T
plays an Alchemist
.
T
draws an Estate
and an Alchemist
.
T
plays an Alchemist
.
T
draws an Estate
and a Market Square
.
T
plays a Trusty Steed
.
T
draws a Torturer
and an Alchemist
.
T
plays a Torturer
.
T
shuffles their deck.
T
draws a Tournament
, a Market Square
and an Artificer
.
E
discards 2 Alchemists
.
T
plays a Tournament
.
T
reveals a Province
.
T
discards a Province
.
T
gains a Followers
.
T
draws a Followers
.
T
plays an Alchemist
.
T
draws a Gold
and a Potion
.
T
plays an Artificer
.
T
draws a Potion
.
T
plays a Market Square
.
T
draws a Mint
.
T
plays a Market Square
.
T
draws a Counterfeit
.
T
plays a Market Square
.
T
draws a Mint
.
T
plays a Followers
.
T
shuffles their deck.
T
draws a Province
.
T
gains an Estate
.
E
gains a Curse
.
T
plays a Counterfeit
.
T
plays a Gold
.
T
plays a Gold
again.
T
trashes a Gold
.
T
reacts with a Market Square
.
T
discards a Market Square
.
T
gains a Gold
.
T
plays a Potion
.
T
buys and gains a Duchy
and a Tournament
.
T
topdecks 4 Alchemists
.
T
shuffles their deck.
T
draws a Duchy
and 4 Alchemists
.
Turn 16 - Emeric
E
plays an Alchemist
.
E
draws an Alchemist
and a Market Square
.
E
plays an Alchemist
.
E
draws an Estate
and a Counterfeit
.
E
plays an Alchemist
.
E
draws an Estate
and a Province
.
E
plays an Alchemist
.
E
shuffles their deck.
E
draws a Gold
and a Province
.
E
plays a Market Square
.
E
draws a Province
.
E
plays a Counterfeit
.
E
plays a Gold
.
E
plays a Gold
again.
E
trashes a Gold
.
E
buys and gains an Estate
and a Duchy
.
E
draws a Curse
, a Copper
, a Province
and 2 Market Squares
.
Turn 17 - Titandrake
T
plays an Alchemist
.
T
draws a Potion
and a Mint
.
T
plays an Alchemist
.
T
draws a Counterfeit
and a Market Square
.
T
plays an Alchemist
.
T
draws a Gold
and an Estate
.
T
plays an Alchemist
.
T
draws an Estate
and a Market Square
.
T
plays a Market Square
.
T
draws a Tournament
.
T
plays a Market Square
.
T
draws a Followers
.
T
plays a Tournament
.
E
reveals a Province
.
T
plays a Followers
.
T
draws a Potion
and a Mint
.
T
gains an Estate
.
E
gains a Curse
.
E
discards a Curse
and a Province
.
T
plays a Gold
and 2 Potions
.
T
topdecks 4 Alchemists
.
T
draws 4 Alchemists
and an Artificer
.
Turn 17 - Emeric
E
plays a Market Square
.
E
draws a Potion
.
E
plays a Market Square
.
E
draws an Alchemist
.
E
plays an Alchemist
.
E
draws a Province
and a Mint
.
E
plays a Mint
.
E
reveals a Potion
.
E
gains a Potion
.
E
plays a Potion
and a Copper
.
E
topdecks an Alchemist
.
E
draws 2 Golds
, an Estate
and 2 Alchemists
.
Turn 18 - Titandrake
T
plays an Alchemist
.
T
draws 2 Market Squares
.
T
plays an Alchemist
.
T
draws a Tournament
and a Trusty Steed
.
T
plays an Alchemist
.
T
draws an Estate
and a Torturer
.
T
plays an Alchemist
.
T
draws an Estate
and a Province
.
T
plays a Trusty Steed
.
T
shuffles their deck.
T
draws an Estate
and a Mint
.
T
plays a Market Square
.
T
draws a Market Square
.
T
plays a Market Square
.
T
draws a Potion
.
T
plays a Market Square
.
T
draws a Counterfeit
.
T
plays an Artificer
.
T
draws a Potion
.
T
discards 3 Estates
, a Potion
and a Mint
.
T
gains an Artificer
.
T
plays a Torturer
.
T
draws a Gold
, a Market Square
and an Artificer
.
E
discards a Gold
and an Estate
.
T
plays an Artificer
.
T
draws an Estate
.
T
plays a Tournament
.
T
reveals a Province
.
T
discards a Province
.
T
gains a Duchy
.
T
draws a Duchy
.
T
plays a Market Square
.
T
draws a Duchy
.
T
plays a Gold
, a Potion
and a Counterfeit
.
T
buys and gains a Duchy
.
T
topdecks 4 Alchemists
.
T
draws 4 Alchemists
and a Followers
.
Turn 18 - Emeric
E
plays an Alchemist
.
E
draws a Counterfeit
and a Market Square
.
E
plays an Alchemist
.
E
shuffles their deck.
E
draws a Gold
and a Potion
.
E
plays a Market Square
.
E
draws an Estate
.
E
plays a Counterfeit
.
E
plays a Gold
.
E
plays a Gold
again.
E
trashes a Gold
.
E
plays a Gold
and a Potion
.
E
buys and gains an Estate
and a Province
.
E
topdecks 2 Alchemists
.
E
draws a Curse
, 3 Alchemists
and a Potion
.
Turn 19 - Titandrake
T
plays an Alchemist
.
T
draws an Estate
and a Tournament
.
T
plays an Alchemist
.
T
shuffles their deck.
T
draws a Mint
and a Tournament
.
T
plays an Alchemist
.
T
draws a Potion
and a Market Square
.
T
plays an Alchemist
.
T
draws a Duchy
and an Artificer
.
T
plays a Market Square
.
T
draws an Estate
.
T
plays a Tournament
.
T
draws an Estate
.
T
plays a Tournament
.
T
draws a Duchy
.
T
plays an Artificer
.
T
draws a Duchy
.
T
discards 2 Estates
and 3 Duchies
.
T
gains a Duchy
.
T
plays a Followers
.
T
draws a Gold
and a Duchy
.
T
gains an Estate
.
E
gains a Curse
.
E
discards a Curse
and an Alchemist
.
T
plays a Gold
and a Potion
.
T
buys and gains a Duchy
.
T
topdecks 4 Alchemists
.
T
draws 4 Alchemists
and a Trusty Steed
.
Turn 19 - Emeric
E
plays an Alchemist
.
E
draws an Estate
and a Counterfeit
.
E
plays an Alchemist
.
E
draws a Curse
and a Province
.
E
plays a Potion
and a Counterfeit
.
E
topdecks 2 Alchemists
.
E
draws 2 Estates
, a Province
and 2 Alchemists
.
Turn 20 - Titandrake
T
plays an Alchemist
.
T
draws a Potion
and a Market Square
.
T
plays an Alchemist
.
T
draws an Estate
and a Province
.
T
plays an Alchemist
.
T
draws a Torturer
and a Market Square
.
T
plays an Alchemist
.
T
draws an Estate
and a Counterfeit
.
T
plays a Trusty Steed
.
T
draws a Mint
and an Artificer
.
T
plays a Market Square
.
T
draws a Market Square
.
T
plays a Market Square
.
T
shuffles their deck.
T
draws a Gold
.
T
plays a Market Square
.
T
draws a Duchy
.
T
plays a Torturer
.
T
draws 2 Estates
and a Potion
.
E
discards 2 Estates
.
T
plays an Artificer
.
T
draws a Duchy
.
T
discards 3 Estates
and 2 Duchies
.
T
gains a Duchy
.
T
plays a Mint
.
T
reveals a Gold
.
T
gains a Gold
.
T
plays a Gold
and a Counterfeit
.
T
plays a Potion
.
T
plays a Potion
again.
T
trashes a Potion
.
T
buys and gains a Duchy
.
T
draws an Estate
, 2 Duchies
, a Mint
and a Market Square
.
Turn 20 - Emeric
E
plays an Alchemist
.
E
draws a Province
and a Market Square
.
E
plays an Alchemist
.
E
draws a Province
and an Alchemist
.
E
plays an Alchemist
.
E
draws a Duchy
and an Alchemist
.
E
plays an Alchemist
.
E
draws a Gold
and a Province
.
E
plays a Market Square
.
E
draws a Market Square
.
E
plays a Market Square
.
E
draws a Mint
.
E
plays a Mint
.
E
reveals a Gold
.
E
gains a Gold
.
E
plays a Gold
.
E
buys and gains an Estate
.
E
shuffles their deck.
E
draws a Curse
, a Copper
, an Estate
, an Alchemist
and a Market Square
.
Turn 21 - Titandrake
T
plays a Market Square
.
T
draws a Tournament
.
T
plays a Tournament
.
T
draws a Followers
.
T
plays a Followers
.
T
draws a Tournament
and an Artificer
.
T
gains an Estate
.
E
gains a Curse
.
E
discards a Curse
and an Estate
.
-
The thread has been renamed so that now you can use it forever, not just in 2016. No need to thank me.
-
I recently played a 3-player game with Tomb, Bandit Fort, Lurker, Stonemason, and Mining Village, among others (but no viable alternative sources of coin), and won with a trashing rush.
Because some games, you don't care about the Victory cards. Some games, you just want to watch the Kingdom burn.
-
e plays a Procession.
e plays an Armory.
e gains a Sauna.
e plays an Armory again.
e gains a Sauna.
e trashes an Armory.
e gains an Avanto.
-
I recently played a 3-player game with Tomb, Bandit Fort, Lurker, Stonemason, and Mining Village, among others (but no viable alternative sources of coin), and won with a trashing rush.
Because some games, you don't care about the Victory cards. Some games, you just want to watch the Kingdom burn.
That's one of the cool things about Empires: more ways to win, and thus more possible deck subtypes.
-
Derg17 plays a Masquerade.
D draws 2 cards.
D passes a Gold to s.
schadd passes a Gold to D.
-
Played this game IRL today:
(https://scontent-lga3-1.xx.fbcdn.net/v/t1.0-9/16602774_10158139928485545_4838999124674280731_n.jpg?oh=5798018c6b85683ba28983fdbc5f0c11&oe=593CCDFD)
My friend won the Catapult split (3-2), and was cursing the hell out of me. I had picked up a Treasure Trove and Bandit Camp early, and I won only because I grabbed some Storytellers. They let me draw my entire deck, and still have (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) left over to buy Provinces.
-
Played 6 Merchants, and it wasn't until the last draw that I got my Silver.
-
-img-
Looks like a fun kingdom. My opening move would be to square up those piles.
-
Just made an opponent resign after one turn on a board with no good 3/4 cost cards while drawing a 4/3 split. The key cards were page, ratcatcher was only trashing, cultist (and maybe to a lesser extent royal carriage). I played 2 out of my 4 coppers out of my first hand for a page and he resigned thinking I hit the 2/5 split haha.
-
Just made an opponent resign after one turn on a board with no good 3/4 cost cards while drawing a 4/3 split. The key cards were page, ratcatcher was only trashing, cultist (and maybe to a lesser extent royal carriage). I played 2 out of my 4 coppers out of my first hand for a page and he resigned thinking I hit the 2/5 split haha.
Your opponent was playing as if Dominion was poker and folded.
-
board of feodum, squire, jack, island, city, conspirator, don't recall rest as it didn't help. I did obvious squire-jack Opponent got two islands and tried to make squire-conspirator chain despite no draw. As expected for squire-jack I got 3 provinces vs his zero on turn 11 where he resigned. That was uninteresting part. Interesting part was how he commented his squire-conspirator thing.
dominion cartel: sigh
dominion cartel: so sick of bad luck
luser: more bad strategy
dominion cartel: lmao
dominion cartel: ur noob
luser: no, you are.
dominion cartel: lol
dominion cartel: lucky game noob
-
Wasn't dominion cartel known for slowrolling and stuff?
-
Played this game a couple of days ago.
Turn 12 - tracer
t starts their turn.
....
t plays a King's Court.
t plays a Mountebank.
B discards a Curse.
t plays a Mountebank again.
B discards a Curse.
t plays a Mountebank a third time.
B discards a Curse.
....
-
For the first time ever, I just got a second Champion. It came in a Feodum game after the Silvers were gone -- didn't need/want the Hero anymore. I could have also Upgraded it into a Gold (or Harem), but didn't even want to do that.
-
For the first time ever, I just got a second Champion. It came in a Feodum game after the Silvers were gone -- didn't need/want the Hero anymore. I could have also Upgraded it into a Gold (or Harem), but didn't even want to do that.
If it was a Feodum game, why not leave it at Treasure Hunter?
-
For the first time ever, I just got a second Champion. It came in a Feodum game after the Silvers were gone -- didn't need/want the Hero anymore. I could have also Upgraded it into a Gold (or Harem), but didn't even want to do that.
If it was a Feodum game, why not leave it at Treasure Hunter?
...
-
For the first time ever, I just got a second Champion. It came in a Feodum game after the Silvers were gone -- didn't need/want the Hero anymore. I could have also Upgraded it into a Gold (or Harem), but didn't even want to do that.
If it was a Feodum game, why not leave it at Treasure Hunter?
...
I think what Chris is trying to get at is why did he upgrade a second traveler past treasure hunter in the first place (meaning, why did he have a hero)?
-
If I remember correctly, I had 2 Treasure Hunters and 3 Warriors at one point. So, already had enough Treasure Hunters, and Warrior was good for the draw. Then once I was thin enough, didn't need the draw as much anymore, hence 1 Warrior->Hero. Or something like that. Keeping more Treasure Hunters would have slowed me down mid-game.
-
Played a game on ShuffleIT yesterday, wish I'd saved the log. My opponent's 1 Witch managed to give out more Curses than my 3 Witches combined (6-4). Partly due to him playing his Militia on the 2nd Shuffle while I had 5 Coppers in hand. Then my Witch missing the reshuffle every time. He was buying Markets while I bought more Witches. And his 1 Throne Room lined up with his 1 Witch, while my 1 Throne Room never lined up with any of my 3 Witches.
The craziest part.... Towards the end I had several Gardens, and the score was actually neck and neck. On the second-to-last turn, I bought the second-to-last Gardens, even though it was extremely likely that my opponent would then buy the last Gardens for the win. I also accidentally bought a Copper, even though I had (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) more for an Estate instead. Then, by some miracle, my opponent could only come up with (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) the next turn. So then I bought the last Gardens.
I lost by the tie-breaker because I'd gone first. If I had bought the Estate instead of the Copper on the second-to-last turn, I actually would have won.
-
I just played a game in which I was so much ahead that the best play was to buy Donate just to trash 5 Provinces from my deck since that 100% guaranteed the win (I had all the Grand Markets so I could triple Province for sure as long as I didn't have the stop cards, and he didn't have extra gains so he couldn't have ended the game in the meantime).
-
I just played a game in which I was so much ahead that the best play was to buy Donate just to trash 5 Provinces from my deck since that 100% guaranteed the win (I had all the Grand Markets so I could triple Province for sure as long as I didn't have the stop cards, and he didn't have extra gains so he couldn't have ended the game in the meantime).
Lord Ratington tries that strategy often; though usually not when he's ahead.
-
Conspiracy theory: Lord Ratington is Donald X's shuffle it profile for when he is really tired or wants to try out new strategies.
-
Turn 26 - AJD
A plays an Expand.
A trashes a Colony.
A gains a Province.
(It was the last Province, and I was ahead by more than 4)
-
We were tied at 3 VP each, Ruins and Fishing villages were empty, and Dame Josephine was the last knight. My opponent missed buying her on his last turn. I didn't: Dame Jo for the WIN!
-
I opened ambassador and my opponent immediately responded with like, 3 beggars in response.
I just kept the ambassador as an effective dead card and had 2 less dead cards than he did in what was pretty much a BM + smithy game after that..
-
Just played a game where I literally bought nothing but Alms (Island and Silk Road on the board)
-
I trashed a Colony with Trader and then bought Conquest 5 times.
-
I just played a game where my opponent Mined a Capital into Silver (so that they could then Remake it into a $4).
-
Opened Baron-Crossroads, drew them both t4 with 3 Coppers.
Then my opponent Masq'd me an Estate.
-
Won a tournament game without ever colliding any of my 6 provinces with any of my 4 tournaments.
Edit: Meanwhile, my opponent got 3 prizes.
-
I just won a game where my opponent got all 5 prizes :)
-
But were you actually trying to get them?
-
But were you actually trying to get them?
Yes I was. But it never worked out for me.
-
Ok you win.
-
I just won a game where my opponent got all 5 prizes :)
Well, that means your opponent had a Bag of Gold in their deck, so that's an advantage for you ;)
-
4P game. Started building a modest duration engine: Two lookouts, two Walled Villages, two Haunted Woods, two Squires, two Golds. Other players started following a similar path, trashing their Estates and emptying the WV/HW piles. Piled out Squires for a 3/2/0/-9 win.
Wolf Den FTW!
-
Last game I got 50 debt and won by piling crossroads and estates.
-
Just played a board were I Donated down to 5 Capitals and bought 3 provinces at a time, then spent turns paying off debt. It was a weird non-engine board, and I won with 40 debt left
-
How did you pay off the debt with only Capitals?
-
How did you pay off the debt with only Capitals?
I had something else in my deck. Next game I made the mistake of not having anything, and that did not go well.
-
Turn 21
K buys a Curse
K takes 1 Debt from the Curse pile.
K gains a Curse
K repays 1 debt.
K buys a Tax
K adds 2 Debt to the Curse pile.
K buys a Tax
K adds 2 Debt to the Curse pile.
Turn 22
K plays a Throne Room again.
K plays an Ambassador
s gains a Curse.
K plays an Ambassador again.
s gains a Curse.
K plays a Throne Room again.
K plays an Ambassador.
s gains a Curse.
K plays an Ambassador again.
s gains a Curse
Just a couple days ago, I noticed that Tax put a token on the Curse pile and said to my opponent, "Yeah, that'll happen." And here I am today taking the Tax to buy a Curse, then making it extra expensive for my opponent to do so...
(There was a bunch more going on this game obviously. #4474233)
-
I mean, once you've Ambassadored over a Curse, your opponent doesn't need to buy one. Since they now have a few. Unless this was a Defiled Shrine game or something?
-
I went for Mercenary. My opponent didn't because they were on 5/2, so to compensate they gained 7 Tunnels. I decided to stop playing Urchin + Mercenary and beat them the old fashioned way with Wharf-BM.
(The only +Action in this kingdom was the starting Necropolis. My original plan was 1 Merc + Wharf BM.)
-
For the longest time, dominion.games didn't work for me at work - first it wouldn't load, then it wouldn't let me log in. I randomly checked yesterday, and played a successful game against Lord Bottington. So now I have something to do when my code's compiling ... even though I don't write compiled code >_>
-
I mean, once you've Ambassadored over a Curse, your opponent doesn't need to buy one. Since they now have a few. Unless this was a Defiled Shrine game or something?
But they couldn't easily buy one the next turn before I could get 4 of them into their deck. Obviously after that it's pointless.
-
I mean, once you've Ambassadored over a Curse, your opponent doesn't need to buy one. Since they now have a few. Unless this was a Defiled Shrine game or something?
But they couldn't easily buy one the next turn before I could get 4 of them into their deck. Obviously after that it's pointless.
Isn't it pretty pointless anyway? Your opponent didn't shuffle on his turn 21, so even if he had gotten a Curse on that turn, it wouldn't have entered his deck any sooner than the ones you gave him.
-
Not the rarest event, but obnoxiously perfect shuffle luck in a Tournament-Inheritance board, I felt compelled to apologize the moment this happened:
Turn 3
F plays a Tournament.
F draws a Copper.
F plays a Silver and 4 Coppers.
F buys an Inheritance.
F inherits a Tournament.
F draws 2 Coppers and 3 Estates.
F takes 2 VP from Baths.
Turn 4 - Formerly O
F plays an Estate.
F draws a Copper.
F plays an Estate.
F shuffles their deck.
F draws a Copper.
F plays an Estate.
F draws a Copper.
F plays 5 Coppers.
F buys and gains a Province.
F shuffles their deck.
F draws 2 Coppers, a Silver, a Province and a Tournament.
Game #4686358
-
Not the rarest event, but obnoxiously perfect shuffle luck in a Tournament-Inheritance board, I felt compelled to apologize the moment this happened:
Turn 3
F plays a Tournament.
F draws a Copper.
F plays a Silver and 4 Coppers.
F buys an Inheritance.
F inherits a Tournament.
F draws 2 Coppers and 3 Estates.
F takes 2 VP from Baths.
Turn 4 - Formerly O
F plays an Estate.
F draws a Copper.
F plays an Estate.
F shuffles their deck.
F draws a Copper.
F plays an Estate.
F draws a Copper.
F plays 5 Coppers.
F buys and gains a Province.
F shuffles their deck.
F draws 2 Coppers, a Silver, a Province and a Tournament.
Game #4686358
Ouch.
-
I just won a game with Triumphal Arch where I desperation-bought a 3rd Enchantress on my last turn when I had 3 Ruins -- didn't know which Ruins (yes I could have determined it, but didn't want to) -- and basically no other action cards, and viola I got 3VP to pull ahead by 1. I had won the Ruin split 7-3. Turns out I had 3 Survivors.
Game #4717372
-
Emptying the Estate pile, advanced level.
f
buys a Triumph
.
f
takes 5 debt.
f
gains an Estate
.
f
gets 10 VP.
f
repays 5 debt.
f
buys a Triumph
.
f
takes 5 debt.
f
gains an Estate
.
f
gets 11 VP.
f
repays 5 debt.
f
buys a Triumph
.
f
takes 5 debt.
f
gains an Estate
.
f
gets 12 VP.
f
repays 5 debt.
f
buys a Triumph
.
f
takes 5 debt.
f
gains an Estate
.
f
gets 13 VP.
f
repays 5 debt.
f
buys a Triumph
.
f
takes 5 debt.
f
gains an Estate
.
f
gets 14 VP.
f
repays 5 debt.
f
buys a Triumph
.
f
takes 5 debt.
f
gains an Estate
.
f
gets 15 VP.
f
repays 5 debt.
f
buys a Triumph
.
f
takes 5 debt.
f
gains an Estate
.
f
gets 16 VP.
f
repays 5 debt.
f
buys a Triumph
.
f
takes 5 debt.
f
gains an Estate
.
f
gets 17 VP.
f
repays 1 debt (4 remaining).
-
Not the rarest event, but obnoxiously perfect shuffle luck in a Tournament-Inheritance board, I felt compelled to apologize the moment this happened:
Turn 3
F plays a Tournament.
F draws a Copper.
F plays a Silver and 4 Coppers.
F buys an Inheritance.
F inherits a Tournament.
F draws 2 Coppers and 3 Estates.
F takes 2 VP from Baths.
Turn 4 - Formerly O
F plays an Estate.
F draws a Copper.
F plays an Estate.
F shuffles their deck.
F draws a Copper.
F plays an Estate.
F draws a Copper.
F plays 5 Coppers.
F buys and gains a Province.
F shuffles their deck.
F draws 2 Coppers, a Silver, a Province and a Tournament.
Game #4686358
I sympathy cringed for your opponent. That's a real Kodak moment of salt for the bad luck shrine.
-
Have two princes activated. One with harbinger, one with vassal.
Used the harbinger to topdeck teacher. Used the vassal to play the teacher.
Turns out you can call the teacher immediately because it's still the start of the turn.
-
Have two princes activated. One with harbinger, one with vassal.
Used the harbinger to topdeck teacher. Used the vassal to play the teacher.
Turns out you can call the teacher immediately because it's still the start of the turn.
This is even easier with a Princed Throne Room (or Procession, although Princing Procession is a risky move; Disciple also works if you have cost reduction, and is always available with Teacher), since you just need to have it in your hand instead of on top of your deck.
-
My opponent's Sea Hag hit my Sea Hag twice. There was no trashing on the board.
I didn't win that one.
-
Turn 2 - singletee
s plays 5 Coppers.
< s spends a coin token >
s buys a Borrow.
s moves -Card token to Draw Pile.
s buys a Doctor.
s shuffles their deck.
s looks at an Estate.
s trashes an Estate.
s looks at an Estate.
s trashes an Estate.
s looks at an Estate.
s trashes an Estate.
s looks at a Copper.
s trashes a Copper.
-
Still haven't done the math on if this is even a good idea or not but whatever.
(http://i.imgur.com/fKhsSRV.png)
-
Still haven't done the math on if this is even a good idea or not but whatever.
You got 2 actions and a coin for (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png), so it's like you added a villa to your deck for (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) without spending a buy. Although you can normally do that for just (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png), without diadem or other action cards in your hand.
-
Weird game with Golem and Transmogrify which led to this final turn. I must say I was probably just as surprised as my opponent.
Turn 17 - 4est
4 starts their turn.
4 calls a Transmogrify.
4 trashes a Province.
4 gains a Province.
4 calls a Transmogrify.
4 trashes a Province.
4 gains a Province.
4 calls a Transmogrify.
4 trashes a Province.
4 gains a Province.
4 calls a Transmogrify.
4 trashes a Province.
4 gains a Province.
4 calls a Transmogrify.
4 trashes a Province.
4 gains a Province.
4 plays a Transmogrify.
4 puts a Transmogrify on their Tavern mat.
4 plays a Silver and 2 Golds.
4 buys and gains a Province.
4 draws a Copper, 2 Golds, a Bandit and a Golem.
-
Did you win 12-6 or something? That's pretty sweet.
-
Did you win 12-6 or something? That's pretty sweet.
Yeah, we each had a Province, and my Golem from the previous turn put another two Transmogrifies on my mat with the other three. And I was fortunate enough to draw my one Province in hand with enough money to buy another one while milling the rest. Wasn't my plan exactly, but it ended up working out!
-
Just played a semi-interesting game, will attempt to describe via limerick
Opponent bought sea hag to curse
Some upgrades I bought to trash curse
Oh no, look there's poor house
Wait, Obelisk'd poor house
3 piles with upgrade and curse
-
Just played a semi-interesting game, will attempt to describe via limerick
Opponent bought sea hag to curse
Some upgrades I bought to trash curse
Oh no, look there's poor house
Wait, Obelisk'd poor house
3 piles with upgrade and curse
Rhyming a word with itself is generally frowned upon.
You literally did this on every line in the limerick.
-
Rhyming a word with itself is generally frowned upon.
You literally did this on every line in the limerick.
Hello, I'm Gabby and I just got here from Chile (welcome Gabby!)
I like Canada, except that it is chilly
I met Premier Bob Rae, and he ain't no Pinochet
My mother makes a spicy bowl of chili (three rhymes! grrrr!)
Moxy Früvous - The Kids' Song
-
Rhyming a word with itself is generally frowned upon.
You literally did this on every line in the limerick.
Hello, I'm Gabby and I just got here from Chile (welcome Gabby!)
I like Canada, except that it is chilly
I met Premier Bob Rae, and he ain't no Pinochet
My mother makes a spicy bowl of chili (three rhymes! grrrr!)
Moxy Früvous - The Kids' Song
"PUNCH U N YO I U NEED A FRZ STAKE
N IF U DRACULAAAAAA, i kill u wit a steak
So gangsta EVERYTHIN I DO IS HI STAKES
Win da last time u herd somebody rime wit 3 dfrnt kinds of steak"
Gmcfosho - #swag (https://genius.com/Gmcfosho-swag-lyrics)
-
Rhyming a word with itself is generally frowned upon.
You literally did this on every line in the limerick.
Hello, I'm Gabby and I just got here from Chile (welcome Gabby!)
I like Canada, except that it is chilly
I met Premier Bob Rae, and he ain't no Pinochet
My mother makes a spicy bowl of chili (three rhymes! grrrr!)
Moxy Früvous - The Kids' Song
Come on baby, light my fire
Come on baby, light my fire
Try to set the night on fire
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Just played a semi-interesting game, will attempt to describe via limerick
Opponent bought sea hag to curse
Some upgrades I bought to trash curse
Oh no, look there's poor house
Wait, Obelisk'd poor house
3 piles with upgrade and curse
Rhyming a word with itself is generally frowned upon.
You literally did this on every line in the limerick.
I am now even happier that I chose to describe my game via limerick.
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Just played a semi-interesting game, will attempt to describe via limerick
Opponent bought sea hag to curse
Some upgrades I bought to trash curse
Oh no, look there's poor house
Wait, Obelisk'd poor house
3 piles with upgrade and curse
Rhyming a word with itself is generally frowned upon.
You literally did this on every line in the limerick.
I am now even happier that I chose to describe my game via limerick.
There once was a Sea Hag from Ayr
Who left the curse pile to her heir
She ran out the pile 'ere
She was trashed into thin air
And now she won't be found e'er.
-
Rhyming a word with itself is generally frowned upon.
You literally did this on every line in the limerick.
Hello, I'm Gabby and I just got here from Chile (welcome Gabby!)
I like Canada, except that it is chilly
I met Premier Bob Rae, and he ain't no Pinochet
My mother makes a spicy bowl of chili (three rhymes! grrrr!)
Moxy Früvous - The Kids' Song
Come on baby, light my fire
Come on baby, light my fire
Try to set the night on fire
(https://frinkiac.com/meme/S07E12/758791.jpg?b64lines=IENvbWUgb24sIEhvbWVyLiAKIENvbWUgb24sIEhvbWVyLiAKIFByZXRlbmQgdGhpcyBpcyBiYXNlYmFsbCAKIGFuZCBoaXQgdXMgYSBIb21lciE=)
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It had been a pretty rough game for me until I finally got Count out of the Black Market deck:
4 plays a Count.
4 gains a Copper.
4 trashes 9 Curses, 7 Coppers and an Estate.
-
My wife was sad that her fortune cookie didn't come with a fortune, so I went to the Dominion box and gave her a Fortune, which cheered her up.
-
rarest discard to stables?
e plays a Stables.
e discards a Diadem.
-
rarest discard to stables?
Philosopher's Stone, I should think
-
Pretty sure that would be Fortune.
-
Inherited Crown?
-
rarest discard to stables?
e plays a Stables.
e discards a Diadem.
Stash.
-
(http://i.imgur.com/6wp4vrC.png)
-
(http://i.imgur.com/6wp4vrC.png)
Took me a while.
-
What were the other four?
-
What were the other four?
Some mix of Graverobber/Raze.
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Just finished a game with Museum and Colonies. My opponent had a huge lead but had a dud turn with one Colony left. I was able to draw a Platinum and 3 silvers, but I wasn't paying attention when I drew the third silver and Razed my Jack to draw a fourth.
That was my only Jack. I lost by one point. It took us quite a while to figure out how I lost.
-
Yesterday, I got stuck with this miserable kingdom:
Ghost Ship
Witch
Torturer
Rogue
Giant
Sea Hag
Horse Traders
Nomad Camp
Baron
Castles
Wall
Needless to say, I hope no one ever has to play it again.
-
Yesterday, I got stuck with this miserable kingdom:
Ghost Ship
Witch
Torturer
Rogue
Giant
Sea Hag
Horse Traders
Nomad Camp
Baron
Castles
Wall
Needless to say, I hope no one ever has to play it again.
Pretty sure no one ever will.
-
Played Village, drew Menagerie
Played Ambassador
Revealed Gladiator
Returned 0 to the supply
There were none in the supply so no other player received any Gladiators
Played Menagerie
Revealed Village, Menagerie, Gladiator, Ambassador
-
Game #6378301
Turn 22 - Dan Brooks
D plays a Madman.
D returns a Madman to the Madman pile.
D draws 2 Silvers, a Duchy and a Capital.
D plays a King's Court.
D plays a Royal Blacksmith.
D draws 2 Silvers, 2 Duchies and a Herbalist.
D reveals 7 Duchies.
D discards nothing.
D plays a Royal Blacksmith again.
D draws a Silver, 2 Golds and 2 Madmen.
D reveals 7 Duchies.
D discards nothing.
D plays a Royal Blacksmith a third time.
D draws 2 Silvers, a Duchy, a King's Court and a Madman.
D reveals 7 Duchies.
D discards nothing.
D plays a Madman.
D returns a Madman to the Madman pile.
D shuffles their deck.
D draws 3 Silvers, a Duchy, a Herbalist, 2 King's Courts, 3 Madmen, a Capital and 2 Royal Blacksmiths.
D plays a King's Court.
D plays a King's Court.
D plays a Herbalist.
D plays a Herbalist again.
D plays a Herbalist a third time.
D plays a King's Court again.
D plays a Herbalist.
D plays a Herbalist again.
D plays a Herbalist a third time.
D plays a King's Court a third time.
D plays a King's Court.
D plays a Madman.
D returns a Madman to the Madman pile.
D plays a Madman again.
D plays a Madman a third time.
D plays a King's Court again.
D plays a Madman.
D returns a Madman to the Madman pile.
D plays a Madman again.
D plays a Madman a third time.
D plays a King's Court a third time.
D plays a Madman.
D returns a Madman to the Madman pile.
D plays a Madman again.
D plays a Madman a third time.
D plays a Madman.
D returns a Madman to the Madman pile.
D plays a Madman.
D returns a Madman to the Madman pile.
D plays a Royal Blacksmith.
D reveals 7 Duchies.
D discards nothing.
D plays a Royal Blacksmith.
D reveals 7 Duchies.
D discards nothing.
D plays 10 Silvers, 2 Capitals and 2 Golds.
D repays 2 debt.
D buys a Province.
D takes 4 Debt from the Province pile.
D gains a Province.
D repays 4 debt.
D buys and gains 2 Provinces.
D buys an Estate.
D takes 1 Debt from the Estate pile.
D gains an Estate.
D repays 1 debt.
D buys and gains 5 Estates.
-
D reveals 7 Duchies.
D reveals 7 Duchies.
D reveals 7 Duchies.
D reveals 7 Duchies.
D reveals 7 Duchies.
This is my favorite part.
-
Yesterday, I got stuck with this miserable kingdom:
Ghost Ship
Witch
Torturer
Rogue
Giant
Sea Hag
Horse Traders
Nomad Camp
Baron
Castles
Wall
Needless to say, I hope no one ever has to play it again.
Could have been worse: switch baron for Cultist :o
-
C buys a Ball.
C gains a Loan and a Ranger.
-
C buys a Ball.
C gains a Loan and a Ranger.
Did you buy a Silver on your next turn?
-
J plays a Patrol.
J draws a Copper and 2 Lurkers.
J reveals a Copper and 3 Estates.
J puts 3 Estates into their hand.
J topdecks a Copper.
-
J plays a Patrol.
J draws a Copper and 2 Lurkers.
J reveals a Copper and 3 Estates.
J puts 3 Estates into their hand.
J topdecks a Copper.
I love how semi-interesting this is. Well done.
-
My last two games with Obelisk, it actually made the cards more balanced rather than less. We were at my brother's house so we were playing with Base (1st ed)-Prosperity-Adventures, but had all of the Events and Landmarks (which I'd brought from home). The first time Obelisk showed up, it selected Chancellor. Then it came up again a couple games later, and selected Adventurer.
Good work balancing the game, Obelisk.
-
My last two games with Obelisk, it actually made the cards more balanced rather than less. We were at my brother's house so we were playing with Base (1st ed)-Prosperity-Adventures, but had all of the Events and Landmarks (which I'd brought from home). The first time Obelisk showed up, it selected Chancellor. Then it came up again a couple games later, and selected Adventurer.
Good work balancing the game, Obelisk.
New rule: whenever a removed 1st edition card comes up, it's always Obelisked.
-
I wouldn't buy an Adventurer with 2 VP tacked on. I mean Harem is living proof that Obelisk isn't that nice if the card isn't already good, it was like 1-3/10 consistently on Adam's card rankings. Like if Harem was $5 I'd still almost never buy it.
-
Harem is fine, you buy it in big money games.
Adventurer with 2 VP tacked on would be different because you couldn't just spam it in BM games since it's terminal.
-
Just played a game where the only village was a Prince'd Baker. So I Prince'd a Bridge, then a couple Bakers (and some Giants).
-
Just played a game where the only village was a Prince'd Baker. So I Prince'd a Bridge, then a couple Bakers (and some Giants).
Did your opponent buy 6 Provinces in the time you bought 6 Princes?
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Just played a game where the only village was a Prince'd Baker. So I Prince'd a Bridge, then a couple Bakers (and some Giants).
Did your opponent buy 6 Provinces in the time you bought 6 Princes?
No. Was a Colony game. They had bought a few of those, and were accumulating Curses. And there was Scrying Pool, which I got 8 of, and which were helped out by my opponent's 1 terminal per turn which was Pirate Ship. Needless to say, I had plenty of time to build and control the end game.
-
I wouldn't buy an Adventurer with 2 VP tacked on. I mean Harem is living proof that Obelisk isn't that nice if the card isn't already good, it was like 1-3/10 consistently on Adam's card rankings. Like if Harem was $5 I'd still almost never buy it.
I will point out that he only said more balanced, not perfectly balanced
-
C plays a Catacombs.
C looks at an Estate, a Village and a Horse Traders.
C discards an Estate, a Village and a Horse Traders.
C draws an Estate, a Village and a Horse Traders.
-
My opponent blunders, and I instantly return the favor (forgot about an earlier Storeroom)
S plays a Crossroads.
S reveals 4 Coppers, 2 Curses and a Contraband.
S plays a Contraband.
s names Encampment.
S plays 4 Coppers.
S buys and gains a Province.
-
My opponent did this, but it was an interesting interaction.
S plays an Overlord.
S plays a Small Castle.
S trashes an Overlord.
S gains a Small Castle.
-
Good times
J plays a Sauna.
J draws a Copper.
J plays an Avanto.
J draws a Silver, a Disciple and a Sauna.
J plays a Sauna.
...
J plays a Silver, a Potion and a Copper.
J trashes an Overgrown Estate.
J draws a Hovel.
J trashes a Hovel.
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I won after Princing a Remake
There was Bank in the kingdom so I could push cards up a chain, plus Bandit (and Devil's Workshop) in the kingdom to help me start at $6 more often.
-
Speaking of Remake: I can tell you from first-hand experience that Remake is not a card you want to find with your Ghost.
-
Sometimes Cursed Village trashes itself as soon as you gain it. At least I got a Villa!
J plays a Develop.
J trashes an Armory.
J gains a Cursed Village.
J takes Locusts.
J receives Locusts
J reveals a Cursed Village.
J trashes a Cursed Village.
J gains a Villa.
J puts a Villa into their hand.
J discards Locusts.
J gains a Develop.
-
I had Locusts turn my Gold into an Idol, and I was not entirely upset at that.
-
J plays a Necromancer.
J plays a Necromancer.
J plays a Zombie Spy.
-
Used Necromancer to play Imp. Out of several actions in hand, the only one Imp could play was another Imp.
-
S plays a Goat.
S trashes Butcher.
-
S plays a Goat.
S trashes Butcher.
Karma!
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Good times
J plays a Sauna.
J draws a Copper.
J plays an Avanto.
J draws a Silver, a Disciple and a Sauna.
J plays a Sauna.
...
J plays a Silver, a Potion and a Copper.
J trashes an Overgrown Estate.
J draws a Hovel.
J trashes a Hovel.
From a game just now:
Turn 6 - Gherald
G plays a Sauna.
G draws an Overgrown Estate.
G plays a Sauna.
G draws a Silver.
G plays a Silver.
G trashes an Overgrown Estate.
G draws a Hovel.
G trashes a Hovel.
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C calls a Transmogrify.
C trashes an Estate.
C gains a Tunnel.
C calls a Guide.
C discards 3 Coppers, a Tunnel and a Transmogrify.
C reacts with a Tunnel.
C reveals a Tunnel.
C gains a Gold.
-
D plays a Talisman.
D buys a Ruined Market.
D gains a Ruined Market.
D gains a Ruined Market.
-
https://youtu.be/8pz6V8aiYpY?t=48m28s
This game is from the Dominion ShuffleIT Tournament, Dan Brooks vs Gamesou, and Dan has built a really interesting engine! (the game is timecoded at 48:28 upon pressing play)
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This game is from the Dominion ShuffleIT Tournament, Dan Brooks vs Gamesou, and Dan has built a really interesting engine! (the game is timecoded at 48:28 upon pressing play)
After he put hours into last week's Engineer / Throne Room / Secret Passage / Bazaar / Ghost Ship deck, trying to get it to compete with Rebuild, Crown / Moat with Forge and Save and other stuff helping out was a cakewalk.
-
Turn 1: buy Courtier
Turn 2: buy Travelling Fair, buy Ruined Village, buy Donate, trash all Coppers and Estates
-
I just trashed 13 cards with Count.
Involved cards were Cultist, Lost City, and King's Court.
-
(https://i.imgur.com/ZTUhBbH.png)
-
Gained Will-o-Wisp and Wish on the last turn to get Fairgrounds up to 8 points on a board with exactly 20 unique cards. (1:40:00)
https://youtu.be/gVzlrVWd540?t=1h36m29s
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I lost a game today entirely because my Treasure Hunters didn't gain anything on the turn my opponent bought Pathfinding (#8785889).
-
I was losing hard (83 to 0, I believe), and wasn't even trying anymore, just buying random stuff from the Black Market. We were joking in the chat about how badly I was losing. Then I Cursed him, and told him 'I win, you have the most purples now'. And then.. He resigned?
It was a weird experience.
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Sometimes Cursed Village trashes itself as soon as you gain it. At least I got a Villa!
Turn 1 - ekiMbo
e plays 3 Coppers.
e buys a Ferry.
e moves -Cost token to the Cursed Village pile.
e draws 3 Coppers and 2 Estates.
Turn 2 - ekiMbo
e plays 3 Coppers.
e buys and gains a Cursed Village.
e takes Locusts.
e receives Locusts
e shuffles their deck.
e reveals a Cursed Village.
e trashes a Cursed Village.
e gains a Pawn.
e discards Locusts.
e draws 4 Coppers and an Estate.
I've had better openings...
-
L plays a Swindler.
s trashes a Prince.
s gains a Province.
-
An IRL game with no trashing where we both ended up with enormous, bloated, miserable decks.
And we _still_ managed to hit each other's single Fortune with Swindler.
-
A buys and gains a Cemetery.
A trashes 4 Curses.
A buys and gains a Cemetery.
A trashes 4 Curses.
-
S starts their turn.
Lost in the Woods activates, S discards a Shanty Town.
S takes The Sea's Gift
S receives The Sea's Gift
S shuffles their deck.
S draws a Shanty Town.
S discards The Sea's Gift.
-
m plays a Wishing Well.
m draws a card.
m wishes for Wishing Well but reveals Wish.
...later...
K plays a Wishing Well.
K shuffles their deck.
K draws a Silver.
K wishes for Wish and finds it.
So much for "no wishing for more Wishes"
-
Tax and Mission on the board. What to do on boring Mission turns? Spend your +buy from Wharf to tax Province, and deny your opponent points. Province had 24 Debt tokens on it at one point.
Fortunately, Monument and Artisan were in the kingdom, so it didn't turn into a stalemate. The game ended with Farming Villages, Wharves, and Duchies emptying. The game was practically over when I lost both the Farming Village split and the Wharf split, but it was fun to carry on nonetheless.
-
5-player game.
Ambassadored an Ill-Gotten Gains.
Some men just want to watch the world burn.
-
...with a Trader in hand in a Changeling game? (-8<
-
Maybe common knowledge, but to be able to pile out the magpies with the help of watchtower was.. rather satisfying..
-
J plays a Masquerade.
J draws a Nobles and a Port.
J passes a Province to R.
...
R plays a Masquerade.
R draws 2 cards.
R passes a Province to J.
I did it on purpose; not sure if my opponent knew that.
-
ugh terrible draw...
Turn 2 - ehunt
e plays 3 Coppers.
e buys and gains a Steward.
e shuffles their deck.
e draws 3 Coppers, a Steward and a Leprechaun.
...
didn't turn out so bad!
Turn 3 - ehunt
e plays a Leprechaun.
e gains a Gold.
e takes Haunting.
e receives Haunting
e topdecks a Steward.
e discards Haunting.
e plays 3 Coppers.
e buys and gains a Steward.
e draws 3 Coppers, an Estate and a Steward.
-
e draws 3 Coppers, a Steward and a Leprechaun.
...didn't turn out so bad!...
Turn 3 - ehunt
e plays a Leprechaun.
I think you have a typo. That should have read "Turn 3 - ehunt plays a Steward, trashing two Coppers."
Who skips a turn 3 Steward play to gain Gold? I have Awaclus voice echoing in my head, "Trashing a card is equivalent to gaining a Lab." Is it really worth trashing two Labs to gain a Gold?
Yes, trashing on that turn would make it harder to hit $5 in the next few turns, but my guess is that $5 wasn't a critical price point to hit quickly in that kingdom or you would have opened Steward/Silver instead of Steward/Leprechaun.
Yes, you got super-lucky in the process of trying to not make your own shuffle luck.
Wow, now Awaclus voice is echoing right out of my fingers on to my keyboard. It's like a disease. I gotta go get that looked at.
-
e draws 3 Coppers, a Steward and a Leprechaun.
...didn't turn out so bad!...
Turn 3 - ehunt
e plays a Leprechaun.
I think you have a typo. That should have read "Turn 3 - ehunt plays a Steward, trashing two Coppers."
Who skips a turn 3 Steward play to gain Gold? I have Awaclus voice echoing in my head, "Trashing a card is equivalent to gaining a Lab." Is it really worth trashing two Labs to gain a Gold?
Yes, trashing on that turn would make it harder to hit $5 in the next few turns, but my guess is that $5 wasn't a critical price point to hit quickly in that kingdom or you would have opened Steward/Silver instead of Steward/Leprechaun.
Yes, you got super-lucky in the process of trying to not make your own shuffle luck.
Wow, now Awaclus voice is echoing right out of my fingers on to my keyboard. It's like a disease. I gotta go get that looked at.
To be fair, the fact that ehunt opened Leprechaun leads me to believe early Gold gaining is very important.
-
Game against user Shuffle Over Skill.
S: "good luck and lucky shuffle"
D: "Thanks, you too"
D: *Starts turn 4*
S: "already got the first bad shuffle"
S: "potion and 1 copper :)"
ShuffleIt: "The game is over. S resigned. S left the table."
Yup. Username checks out.
-
I have Awaclus voice echoing in my head
It's a good thing I don't sound like a serial killer, otherwise that could get pretty creepy.
-
To be fair, the fact that ehunt opened Leprechaun leads me to believe early Gold gaining is very important.
I would love to agree but my memory is that my play was indefensible.
-
(https://i.imgur.com/TLP9oPa.png)
-
(https://i.imgur.com/TLP9oPa.png)
You can also get the full Courtier with Werewolf. Also if you inherit Werewolf, Courtier can actually run out of options
-
When you get baited by Sacred Grove
l plays a Sacred Grove
l takes The Moon's Gift
l receives The Moon's Gift
l looks at a card
l topdecks a card
l discards The Moon's Gift
T topdecks a Gold
l plays a Bandit
l gains a Gold
T reveals a Copper and a Gold
T trashes a Gold
-
(https://media.discordapp.net/attachments/212660788786102272/404299217419632642/Screen_Shot_2018-01-20_at_9.40.27_AM.png)
-
Just gained a Province with Earth's Gift (Tracker + Highway).
-
(https://i.imgur.com/OxJtICm.png)
-
I had game last night where I got 12 Triumphal Arch points... from 4 Ruined Libraries.
-
Just played a game where I repeatedly gained Tragic Heroes just so I could immediately use Graverobber to trash them for Provinces. It seemed like a nicely thematic use of Tragic Hero.
-
h plays a Trading Post
h trashes 2 Trading Posts
(Having this many Trading Posts was probably correct on this board, and I won this turn.)
-
11417042
gold pile ran out
-
Just activated Menagerie with 15 cards in hand. (Not a black Market game) Maybe that isn't even semi-interesting, but that was the most semi-interesting menagerie moment I've had
-
My wife opened 5/2 and then got 2 again on turn 3. So turns 2-4 consisted of buying two Embargoes and then Embargoing the Embargoes.
-
So, it turns out when you gain a Watchtower to your hand with Wish, the Watchtower reacts to itself and you can trash it, top deck it or keep it in your hand. I assume this also happens with Cobbler.
-
(https://i.imgur.com/XkWzOtY.png)
-
(https://i.imgur.com/XkWzOtY.png)
They really don't pay enough in the education system these days.
-
Turn 18 - LaLight
La starts their turn.
La plays a Crown. (Ghost)
La plays a Crown.
La plays a Patrician.
La draws a Copper.
La reveals a Crown.
La puts a Crown into their hand.
La plays a Patrician again.
La draws a Giant.
La shuffles their deck.
La reveals an Estate.
La plays a Crown again.
La plays a Crown.
La plays a Giant.
La flips Journey token face down.
La plays a Giant again.
La flips Journey token face up.
Lo reveals a Haunted Mirror.
Lo discards a Haunted Mirror.
Lo gains a Curse.
La plays a Crown again.
La plays a Giant.
La flips Journey token face down.
La plays a Giant again.
La flips Journey token face up.
Lo reveals a Copper.
Lo discards a Copper.
Lo gains a Curse.
La plays a Crown again.
La plays a Workshop.
La gains a Cemetery.
La trashes a Copper and a Cemetery.
La plays a Workshop again.
La gains a Poacher.
La calls a Guide.
-
Turn 18 - LaLight
.
.
.
La calls a Guide.
Holy fuck. And here I was feeling clever when I called a guide after a ratcatcher.
-
...
...
La calls a Guide.
I'm not sure this belongs in this thread. This might deserve its own thread.
I'm glad you posted the whole log; based on the screenshot on Discord I was trying to figure out where your other 2 cards went.
-
Turn 18 - LaLight
.
.
.
La calls a Guide.
Holy fuck. And here I was feeling clever when I called a guide after a ratcatcher.
So if I'm counting right, you got $13, dealt out 2 curses, trashed a copper, and gained a poacher before your turn even started. Tactician turns got nothin' on you!
-
Maybe the semi-interesting part is what your Guide-drawn hand looked like. :)
-
...
...
La calls a Guide.
I'm not sure this belongs in this thread. This might deserve its own thread.
I'm glad you posted the whole log; based on the screenshot on Discord I was trying to figure out where your other 2 cards went.
There's the Best Dominion Moments thread. It can go there.
-
Had a 5P RL game last night with no attack cards, where I gained a curse with Messenger just because I could.
-
In the chat:
burdina:
Ich hab vergessen dir in die Fresse zu kotzen
(Literally "I forgot to vomit in your face", where even the word for face is a vulgar slang word)
I was building a Bridge Troll/City Quarter engine, but didn't realize that using Bridge Troll was a reason to get trolled.
-
Turn 18 - LaLight
La starts their turn.
La plays a Crown. (Ghost)
La plays a Crown.
La plays a Patrician.
La draws a Copper.
La reveals a Crown.
La puts a Crown into their hand.
La plays a Patrician again.
La draws a Giant.
La shuffles their deck.
La reveals an Estate.
La plays a Crown again.
La plays a Crown.
La plays a Giant.
La flips Journey token face down.
La plays a Giant again.
La flips Journey token face up.
Lo reveals a Haunted Mirror.
Lo discards a Haunted Mirror.
Lo gains a Curse.
La plays a Crown again.
La plays a Giant.
La flips Journey token face down.
La plays a Giant again.
La flips Journey token face up.
Lo reveals a Copper.
Lo discards a Copper.
Lo gains a Curse.
La plays a Crown again.
La plays a Workshop.
La gains a Cemetery.
La trashes a Copper and a Cemetery.
La plays a Workshop again.
La gains a Poacher.
La calls a Guide.
Another couple Dominion sets and the challenge will be "Empty the supply before your first turn begins".
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Turn 18 - LaLight
La starts their turn.
La plays a Crown. (Ghost)
La plays a Crown.
La plays a Patrician.
La draws a Copper.
La reveals a Crown.
La puts a Crown into their hand.
La plays a Patrician again.
La draws a Giant.
La shuffles their deck.
La reveals an Estate.
La plays a Crown again.
La plays a Crown.
La plays a Giant.
La flips Journey token face down.
La plays a Giant again.
La flips Journey token face up.
Lo reveals a Haunted Mirror.
Lo discards a Haunted Mirror.
Lo gains a Curse.
La plays a Crown again.
La plays a Giant.
La flips Journey token face down.
La plays a Giant again.
La flips Journey token face up.
Lo reveals a Copper.
Lo discards a Copper.
Lo gains a Curse.
La plays a Crown again.
La plays a Workshop.
La gains a Cemetery.
La trashes a Copper and a Cemetery.
La plays a Workshop again.
La gains a Poacher.
La calls a Guide.
Another couple Dominion sets and the challenge will be "Empty the supply before your first turn begins".
I can already hit $7 before my first turn begins. Actually that happens every game.
-
...
...
La calls a Guide.
I'm not sure this belongs in this thread. This might deserve its own thread.
I'm glad you posted the whole log; based on the screenshot on Discord I was trying to figure out where your other 2 cards went.
There's the Best Dominion Moments thread. It can go there.
All best Dominion moments are now only semi-interesting
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I only have one Market Square.
A trashes an Overgrown Estate.
A reacts with a Market Square.
A discards a Market Square.
A gains a Gold.
A shuffles their deck.
A draws a Market Square.
A reacts with a Market Square.
A discards a Market Square.
A gains a Gold.
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In a game against Lord Rat, I Inherited Page, then messed around with Goons and Groundskeeper.
On my final turn, I played a bunch of GKs and 3-piled by emptying the Estates. Then I auto-played the Traveller upgrades, which accidentally returned all Estates I'd played that turn to the pile. Had to play 2 more turns to actually end the game.
If I wanted to, I could have gotten infinite VP off Groundskeeper and Goons by buying and returning Estates indefinitely.
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Wouldn't you have run out of upgrades? I did something like that with Wild Hunt, Encampment, and Inheritance once.
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Okay, I'm pretty proud of this one:
Penultimate turn: draw deck, King's-Court Count, gain 3 coppers and +$9, play Doctor to trash the Coppers.
Final turn: draw deck, King's-Court Count, gain 3 coppers and +$9, play Ironmongers to draw Copper, discard Copper, draw Copper, discard Copper, draw Copper, for the $5 more I needed to end the game.
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Had a game recently where
a) Druid (with Flame's Gift) was the only trashing and the only +buy.
b) my opponent ignored Druid and won.
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Had a game recently where
a) Druid (with Flame's Gift) was the only trashing and the only +buy.
b) my opponent ignored Druid and won.
Were there any villages?
-
Used Artisan to gain a Copper just now.
(The +$3 from Moneylender was necessary to get me to $8 for the last Province.)
-
I played Throne Room on Conspirator, then Conspirator, Conspirator, Torturer.
One Province left.
My opponents both chose to take a Curse rather than discard cards.
I mean, it was probably a bit mischievous of me to bother playing the Torturer; I didn't expect the subterfuge to work!
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Nobles, Market Square, Forager with a little help of Ghost.. gives you a whole lot a gold.
-
J plays a Crown.
J plays an Idol.
M gains a Curse.
J plays an Idol again.
M gains a Curse.
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today I bought a second fortune....for the +buy.
it was the only +buy, but we had crowns, so it changed my buy from +2 to +4.
it allowed me to end the game on piles 1 turn earlier.
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today I bought a second fortune....for the +buy.
it was the only +buy, but we had crowns, so it changed my buy from +2 to +4.
it allowed me to end the game on piles 1 turn earlier.
I kind of get the impression that a lot of people do this? I've never done it, but I think it was discussed before. How common is this?
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today I bought a second fortune....for the +buy.
it was the only +buy, but we had crowns, so it changed my buy from +2 to +4.
it allowed me to end the game on piles 1 turn earlier.
I kind of get the impression that a lot of people do this? I've never done it, but I think it was discussed before. How common is this?
for me, the frequency is like 1 out of 10. I haven't played with fortune enough for it to have happened a second time yet. i would have bough literally any other +buy first.
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In the absence of other things that matter, getting the second Fortune for the +buy is very slightly better than just going straight for the Provinces if Provinces are untouched.
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I unboxed Dominion: Adventures, sorted the cards, and then went to sleep.
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I unboxed Dominion: Adventures, sorted the cards, and then went to sleep.
That's actually pretty rare. will probably only happen 0-1 time in most player's lifetimes.
In the absence of other things that matter, getting the second Fortune for the +buy is very slightly better than just going straight for the Provinces if Provinces are untouched.
i might have achieved 6+ provinces in three turns...and that would have been a win, but the game would still be going. my way the game had more modest points, but was over in the three turns including the second fortune purchase.
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I unboxed Dominion: Adventures, sorted the cards, and then went to sleep.
That's actually pretty rare. will probably only happen 0-1 time in most player's lifetimes.
I unboxed Dominion: Adventures twice! Bought the English version (I already owned Dutch Base), unboxed it, decided mixing languages was ugly, chose the Dutch version of Adventures as a prize after finishing third in the Dutch Championships in 2015, unboxed it, sold the English version.
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I unboxed Dominion: Adventures, sorted the cards, and then went to sleep.
That's actually pretty rare. will probably only happen 0-1 time in most player's lifetimes.
I unboxed Dominion: Adventures twice! Bought the English version (I already owned Dutch Base), unboxed it, decided mixing languages was ugly, chose the Dutch version of Adventures as a prize after finishing third in the Dutch Championships in 2015, unboxed it, sold the English version.
did you take a nap after each?
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I unboxed Dominion: Adventures, sorted the cards, and then went to sleep.
That's actually pretty rare. will probably only happen 0-1 time in most player's lifetimes.
I unboxed Dominion: Adventures twice! Bought the English version (I already owned Dutch Base), unboxed it, decided mixing languages was ugly, chose the Dutch version of Adventures as a prize after finishing third in the Dutch Championships in 2015, unboxed it, sold the English version.
did you take a nap after each?
I can't remember. :(
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(https://i.imgur.com/LBrN9vi.png)
-
(https://i.imgur.com/LBrN9vi.png)
Now be honest, you wished for a wish just so you could post this here, didn't you? ;)
-
(https://i.imgur.com/LBrN9vi.png)
(https://i.imgur.com/TlfUW35.png)
-
My opponent yesterday:
y buys an Estate
y trashes 2 Hovels
-
My opponent yesterday:
y buys an Estate
y trashes 2 Hovels
Yesterday I had the opportunity to do this IRL, but decided against it because I hit $4 and could buy better cards with it.
-
My opponent yesterday:
y buys an Estate
y trashes 2 Hovels
Yesterday I had the opportunity to do this IRL, but decided against it because I hit $4 and could buy better cards with it.
Getting rid of a Hovel is usually much better than buying a $4 card.
-
My opponent yesterday:
y buys an Estate
y trashes 2 Hovels
Yesterday I had the opportunity to do this IRL, but decided against it because I hit $4 and could buy better cards with it.
Getting rid of a Hovel is usually much better than buying a $4 card.
Early game, before you have any trashers, that could be true, given how automatically one would trigger the "discard hand to trash this" version of Hovel in the first two turns. If we're talking mid-game it depends, because the Hovel trash might not pay off as quickly as getting a 4-cost Village or something. And getting the opportunity to trash 2 Hovels means Masquerade is on the board already right?
-
And getting the opportunity to trash 2 Hovels means Masquerade is on the board already right?
Yeah, but it also means that it is still early game since otherwise you would have trashed all of your Shelters already.
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And getting the opportunity to trash 2 Hovels means Masquerade is on the board already right?
Yeah, but it also means that it is still early game since otherwise you would have trashed all of your Shelters already.
Sure, but you never know for sure with the shuffle luck.
At any rate, maybe I'll think twice before passing Hovel with Masquerade.
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maybe I'll think twice before passing Hovel with Masquerade.
Nah.
Continue to pass the hovel unless you have a curse or a ruined village in hand. Before the passed hovel, the player had 1 dead card in his deck that he'd be able to remove eventually.
After the passed the hovel, he wasted a turn buying an estate and still ended up with 1 dead card that is more difficult to remove than a hovel. Seems to me that the pass was sufficiently annoying.
-
Continue to pass the hovel unless you have a curse or a ruined village in hand.
Nah. Don't pass the Hovel over OGE, and don't pass it over Necropolis or Copper without thinking.
-
Srsly guys, when you are building an insane Wild Hunt-thingey, check that there is estates left when you want to do a massive last pull. Thankfully my deck was good enough to take home the win anyway, but not really in the awesome way I wanted..
Game ID: 12479161
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Just won a game 3-1. No victory cards were bought.
-
I promise there was a good reason for this
(https://i.imgur.com/tGRvnFk.png)
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I promise there was a good reason for this
(https://i.imgur.com/tGRvnFk.png)
I'm guessing that reason had something to do with landmarks, maybe Labyrinth?
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I promise there was a good reason for this
(https://i.imgur.com/tGRvnFk.png)
I'm guessing that reason had something to do with landmarks, maybe Labyrinth?
Keep is the go-to response for these kinds of things. The bizarre stuff I've had to do for Keep points.
There could be other reasons for getting so many Talismans however. The presence of Cultist indicates a three pile ending should be possible with all those Talismans.
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Just won a game 3-1. No victory cards were bought.
Many years ago, I won a game by having the least negative score. The cards I remember were Torturer, Grand Market, Quarry and Outpost. The Grand Markets had all gone and our engines were revved up ready to go, but I figured since I'd taken by far the fewest Curses it was safer to end the game at once on piles (Grand Market, Torturer, Curse).
I even had to buy the last couple of Curses myself!
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With King's Court and Disciple, I was able to gain Disciple Conspirators to gain more Conspirators, then draw those Conspirators with the Conspirators I already discipled and King's Court them immediately.
C plays a King's Court again.
C gets +1 Coin (from Teacher)
C plays a Disciple.
C plays a Conspirator.
C gets +1 Buy (from Teacher)
C plays a Conspirator again.
C gets +1 Buy (from Teacher)
C gains a Conspirator.
C plays a Disciple again.
C plays a Conspirator.
C gets +1 Buy (from Teacher)
C shuffles their deck.
C draws a Conspirator.
C plays a Conspirator again.
C gets +1 Buy (from Teacher)
C gains a Conspirator.
C plays a Disciple a third time.
C plays a Conspirator.
C gets +1 Buy (from Teacher)
C shuffles their deck.
C draws a Conspirator.
C plays a Conspirator again.
C gets +1 Buy (from Teacher)
C gains a Conspirator.
C plays a King's Court a third time.
C gets +1 Coin (from Teacher)
C plays a Conspirator.
C gets +1 Buy (from Teacher)
C shuffles their deck.
C draws a Conspirator.
C plays a Conspirator again.
C gets +1 Buy (from Teacher)
C plays a Conspirator a third time.
C gets +1 Buy (from Teacher)
C plays a King's Court a third time.
C gets +1 Coin (from Teacher)
C plays a Conspirator.
C gets +1 Buy (from Teacher)
C plays a Conspirator again.
C gets +1 Buy (from Teacher)
C plays a Conspirator a third time.
C gets +1 Buy (from Teacher)
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Just had another interesting moment: I was behind, but I bought the penultimate Province because Cutpurse's reveal-hand mechanic showed me that he was unlikely to buy the last one. I was right, and bought the last one next turn.
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C plays a King's Court again.
C gets +1 Coin (from Teacher)
C plays a Disciple.
C plays a Conspirator.
C gets +1 Buy (from Teacher)
C plays a Conspirator again.
C gets +1 Buy (from Teacher)
C gains a Conspirator.
C plays a Disciple again.
C plays a Conspirator.
C gets +1 Buy (from Teacher)
C shuffles their deck.
C draws a Conspirator.
C plays a Conspirator again.
C gets +1 Buy (from Teacher)
C gains a Conspirator.
C plays a Disciple a third time.
C plays a Conspirator.
C gets +1 Buy (from Teacher)
C shuffles their deck.
C draws a Conspirator.
C plays a Conspirator again.
C gets +1 Buy (from Teacher)
C gains a Conspirator.
C plays a King's Court a third time.
C gets +1 Coin (from Teacher)
C plays a Conspirator.
C gets +1 Buy (from Teacher)
C shuffles their deck.
C draws a Conspirator.
C plays a Conspirator again.
C gets +1 Buy (from Teacher)
C plays a Conspirator a third time.
C gets +1 Buy (from Teacher)
C plays a King's Court a third time. <-WTF?
C gets +1 Coin (from Teacher)
C plays a Conspirator.
C gets +1 Buy (from Teacher)
C plays a Conspirator again.
C gets +1 Buy (from Teacher)
C plays a Conspirator a third time.
C gets +1 Buy (from Teacher)
Can you walk me through this? i'm so confused...
I bolded the doublers and triplers above
so, you KC'd (KC.1) a KC (KC.2), then
KC.2a was not shown to us, but
KC.2b was a disciple, which doubled 3 conspirators
KC.2c was a conspirator...
but then we get what appears to be another KC.2c?
What am i missing?
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Can you walk me through this? i'm so confused...
I bolded the doublers and triplers above
so, you KC'd (KC.1) a KC (KC.2), then
KC.2a was not shown to us, but
KC.2b was a disciple, which doubled 3 conspirators
KC.2c was a conspirator...
but then we get what appears to be another KC.2c?
What am i missing?
I don't know if this is what actually happened but it could be something like:
...
KC.1 on KC.2 (not shown)
KC.2a on whatever (not shown)
KC.2b on KC.3 (not shown)
KC.3a on whatever (not shown)
KC.3b on disciple (shown)
KC.3c on conspirator (shown)
KC.2c on conspirator (shown)
rest of turn (not shown)
...
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Can you walk me through this? i'm so confused...
I bolded the doublers and triplers above
so, you KC'd (KC.1) a KC (KC.2), then
KC.2a was not shown to us, but
KC.2b was a disciple, which doubled 3 conspirators
KC.2c was a conspirator...
but then we get what appears to be another KC.2c?
What am i missing?
I don't know if this is what actually happened but it could be something like:
...
KC.1 on KC.2 (not shown)
KC.2a on whatever (not shown)
KC.2b on KC.3 (not shown)
KC.3a on whatever (not shown)
KC.3b on disciple (shown)
KC.3c on conspirator (shown)
KC.2c on conspirator (shown)
rest of turn (not shown)
...
Wow, if that's actually true, it's more impressive to me that we 4 levels of nested replayers (KC, KC, KC, Disciple) than the fact that conspirators were gained and played in the same chain.
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Yes, there was a bunch KCing that happened before, which I cut out because it would have taken up even more space.
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Just got my Forager to $7. Goat, Cache, Gold, Silver, Copper, Plunder, Relic. I admit I had already won at that point, but I made a couple bad moves just so I could trash at least one of each treasure. Probably kind of a jerk move, but it was fun
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My opponent gave me a free prince with Lurker. It's terrific how even level ~50 tends to play lurker without thinking.
Later, I could have Princed a Farmer's market, which with a little skill (making sure that other famer's market would take the VP instead of the princed one) could work but I felt it was risky. So instead one of my heralds played Prince, and luckily I had another Herald in hand.
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La plays a Warrior.
La draws a Bridge Troll and a Sacrifice.
Lo discards a Coin of the Realm, a Province and a Silver.
Lo trashes a Province.
Lo shuffles their deck.
Lo discards a Province.
Lo trashes a Province.
Lo discards a Province.
Lo trashes a Province.
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La plays a Warrior.
La draws a Bridge Troll and a Sacrifice.
Lo discards a Coin of the Realm, a Province and a Silver.
Lo trashes a Province.
Lo shuffles their deck.
Lo discards a Province.
Lo trashes a Province.
Lo discards a Province.
Lo trashes a Province.
This looks like a warrior that was played with 4 other travelers, and 4-5 bridge trolls in play?
It seems REALLY impressive to pull that off before your opponent can get a champion to protect themself. did they get unlucky, or just not push very hard for the champion?
But why does the game record discard three warrior'd cards at a time pre-shuffle, but then discard two cards individually post-shuffle?
Makes me think I'm missing something.
-
Warrior discards and potentially trashes one card at a time. The treasures were on top, and were discarded without trashing them. The log compressed the first three discards into one line.
-
La plays a Warrior.
La draws a Bridge Troll and a Sacrifice.
Lo discards a Coin of the Realm, a Province and a Silver.
Lo trashes a Province.
Lo shuffles their deck.
Lo discards a Province.
Lo trashes a Province.
Lo discards a Province.
Lo trashes a Province.
This looks like a warrior that was played with 4 other travelers, and 4-5 bridge trolls in play?
It seems REALLY impressive to pull that off before your opponent can get a champion to protect themself. did they get unlucky, or just not push very hard for the champion?
But why does the game record discard three warrior'd cards at a time pre-shuffle, but then discard two cards individually post-shuffle?
Makes me think I'm missing something.
They did not push for Champion as they were Lord Rattington :)
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S plays a Rogue.
S gains a Zombie Apprentice
.
.
.
S plays a Zombie Apprentice.
S trashes a Necromancer.
Beware.... They are coming for us...
-
S plays a Rogue.
S gains a Zombie Apprentice
.
.
.
S plays a Zombie Apprentice.
S trashes a Necromancer.
Beware.... They are coming for us...
I guess you could say that that Zombie...
8)
...went Rogue.
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My wife likes running a thin deck; Island is one of her favorite cards. In our first game with Adventures, I selected the cards. "I saw Miser and thought of you", I said. We're still together.
-
I lost the results screen, but after a particularly mean Knights/Colonies game (I Ferried the Knights, then pulled Rogue and some +Action out of the Black Market), Lord Rattington had an end deck of four Provinces, a Curse, and some Coppers.
-
Just Transmogrified a Copper into a Curse to activate my Menagerie.
-
Well that backfired
(https://i.imgur.com/CKbsDwk.png)
-
Well that backfired
(https://i.imgur.com/CKbsDwk.png)
Shouldn't this be in Uninteresting Moments?
-
donate game with tormentor and throne room...
flying through the hexes...
gave misery to a friend three times, so max-out clause was relevant.
-
T plays 11 Golds and a Crown.
T plays a Bank.
T plays a Bank again.
T plays a Crown.
T plays a Bank.
T plays a Bank again.
(https://i.imgur.com/b8mVSE9.png)
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T plays 11 Golds and a Crown.
T plays a Bank.
T plays a Bank again.
T plays a Crown.
T plays a Bank.
T plays a Bank again.
(https://i.imgur.com/b8mVSE9.png)
Could have had a little more to spend if you played Crown->Crown->Bank+Bank instead of playing the first bank first. As if it matters when you hit 100+ to spend haha.
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I got carried away with KC/Ironmonger/Scrying Pool/Black Market
(https://i.gyazo.com/27bb716ed14424af09684aeaa422485c.png)
after this turn I had the opportunity to Scheme up to 13 cards
-
Only 13 cards? :'(
-
Play Mining Village, trash it for $2
Play Necromancer as Mining Village
Play Lurker, gain Mining Village from the trash
All in one turn.
-
I just won a game against a very skilled opponent in which I bought a Transmute but never played it.
-
I just won a game against a very skilled opponent in which I bought a Transmute but never played it.
Was Fairgrounds or Museum involved?
-
I just won a game against a very skilled opponent in which I bought a Transmute but never played it.
Was Fairgrounds or Museum involved?
No - was an IGG/Wall game - I was planning on using it to get rid of Curses and/or pick up a Duchy or 2 but it never connected. In hindsight, it was a bad decision, but my opponent ignored IGG which I think was a worse decision.
-
I had a Mystic in hand, and my opponent gave me Greed. Next time I had my Mystic in hand, I received Bad Omens.
-
I had a Mystic in hand, and my opponent gave me Greed. Next time I had my Mystic in hand, I received Bad Omens.
Your Mystic wasn't a Misstic.
-
My opponent (Dingan) set aside a prince and a princess.
-
I could have discarded Werewolf for Arena points but instead I gave my opponent Miserable.
-
I could have discarded Werewolf for Arena points but instead I gave my opponent Miserable.
(Not that I think you made the wrong decision under the circumstances, but I think the Arena points would have been strictly better, right?)
-
(Arena points are better if you think you'll be able to give your opponent Misery on two other occasions; Miserable points are better if you think you'll get those Arena VP later anyway?)
-
(To explain the joke further: You don't know which Hex do deal out before playing Werewolf, so arguing which one is better is pointless)
-
(Also you don't know if your opponent has Moat)
-
(To explain the joke further: You don't know which Hex do deal out before playing Werewolf, so arguing which one is better is pointless)
The order of Hexes is not randomized again after revealing them all once, right? So you could know that Miserable is coming if you've tracked the Hexes succesfully.
-
(To explain the joke further: You don't know which Hex do deal out before playing Werewolf, so arguing which one is better is pointless)
The order of Hexes is not randomized again after revealing them all once, right? So you could know that Miserable is coming if you've tracked the Hexes succesfully.
No, you shuffle boons and hexes if the pile is empty and you need a new one. But if there's just 1 left in the pile, then you could have tracked that the one left is Misery (http://wiki.dominionstrategy.com/index.php/Misery).
-
If the Boons deck is empty, first shuffle the discarded Boons to reform the deck
[...]
If all Hexes have been used, shuffle the discards to reform the deck
-
Also if you're loading an old game from a replay code, the boons and hexes will always be in the same order as they were in the original game, and the mid-game shuffles will be the same as they were in the original game as well.
-
I just did the "play treasures, buy Mandarin from Black Market, topdeck treasures, draw treasures, play them again" routine. It's what got me to the $24 I needed to empty the Provinces when I only had $18 in my deck.
-
(https://i.imgur.com/QGfVpWk.png)
-
Yesterday evening I played the fastest BM ever (for me personally). We all know Triple Gear is nuts, but what if you add Trade?
T1-3: Gear
T4: Silver
T5-6: Trade, trashing 3 Estates and 1 Copper for 4 Silvers (in total)
T7-12: Province
6 Provinces in 12 turns :)
-
We all know Triple Gear is nuts
More like not very good.
-
We all know Triple Gear is nuts
More like not very good.
Not every board is a megaturn engine.
The board I played didn't have any form of +Buy or gainers, as well as weak trashing. I don't think there would have been any engine fast enough to beat Gear-Trade-BM here.
-
Not every board is a megaturn engine.
#YesEveryBoard
-
Not every board is a megaturn engine.
#YesEveryBoard
You should mention that you‘re exaggerating intentionally. Just in chase someone doesn‘t get it.
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A plays a Forge.
A trashes a Mercenary.
A gains a Copper.
Had drawn my deck with only $7 in it; then I drew the copper and bought a Province.
-
I just ended a game with 9 Triumphal Arch points... from 3 Wishes.
It was a Witch slog game, and I couldn't activate my Lamp until one turn before the end.
-
I just ended a game with 9 Triumphal Arch points... from 3 Wishes.
It was a Witch slog game, and I couldn't activate my Lamp until one turn before the end.
Did you win the game?
-
I just ended a game with 9 Triumphal Arch points... from 3 Wishes.
It was a Witch slog game, and I couldn't activate my Lamp until one turn before the end.
Did you win the game?
Yes.
-
I just ended a game with 9 Triumphal Arch points... from 3 Wishes.
It was a Witch slog game, and I couldn't activate my Lamp until one turn before the end.
Did you win the game?
Yes.
Because of the Arch points?
-
I just ended a game with 9 Triumphal Arch points... from 3 Wishes.
It was a Witch slog game, and I couldn't activate my Lamp until one turn before the end.
Did you win the game?
Yes.
Because of the Arch points?
I... don't think so. It was only a semi-interesting moment.
-
(https://i.imgur.com/K9dw9aj.png)
-
I wish I could say I did this, but it was my opponent:
Z plays a King's Court.
Z plays a Gladiator.
Z reveals a Gold.
Z trashes a Gladiator.
Z plays a Gladiator again.
Z reveals a Gold.
Z trashes a Gladiator.
Z plays a Gladiator a third time.
Z reveals a Gold.
Z trashes a Gladiator.
Z plays a Silver, 2 Coppers and a Gold.
Z buys a Fortune.
Z takes 8 debt.
Z gains a Fortune.
Z gains a Gold.
Z repays 8 debt.
Somewhat amusingly, I actually won this game, but only because I was the first to hit the Provinces: I bought 3, then he bought 3, then I got the last 2.
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We need a term for the opposite of a Golden Sombrero:
Turn 2 - xyrix
x plays 4 Coppers.
x buys and gains a Blessed Village.
x takes The Earth's Gift.
x sets The Earth's Gift aside.
x shuffles their deck.
x draws 3 Estates, a Peasant and a Blessed Village.
-
I played a Graverobber to gain itself from the trash.
-
I just ended a game with 9 Triumphal Arch points... from 3 Wishes.
It was a Witch slog game, and I couldn't activate my Lamp until one turn before the end.
Did you win the game?
Yes.
Because of the Arch points?
I... don't think so. It was only a semi-interesting moment.
;D
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(https://image.ibb.co/mNkj6J/Capture.png)
-
This was one of the most fun pileouts I've had.
faust plays an Embargo
faust trashes an Embargo
faust buys a Miser
faust gains 5 Curses
faust gains a Miser
faust buys a Miser
faust gains 5 Curses
faust gains a Miser
faust buys and gains a Market
faust buys a Triumph
faust takes 5 debt.
faust gains an Estate
faust gets 14 VP.
faust repays 5 debt
faust buys a Triumph
faust takes 5 debt.
faust gains an Estate
faust gets 15 VP.
-
I opened with magpie and tracker and drew my magpie dead on the first two shuffles.
-
Getting attacked by Haunted Woods can help set up Doctor.
J buys a Doctor.
J topdecks 2 Estates. [from Haunted Woods]
J looks at an Estate.
J trashes an Estate.
J looks at an Estate.
J trashes an Estate.
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So, I just had a (full random*) Kingdom with the following: Save, Courtyard, Haven, Native Village, and a $2 fan card that lets you save Action cards for later. There were also 5 non-hybrid Victory cards (as well as Triumph and Basilica).
*-With all sets and some fan cards, but 12 Kingdom cards (and 2 Events and up to 2 Landmarks) and a special rule for Potion-cost cards (if there are fewer than 3 Potion-cost cards, roll them over to the next Kingdom and replace them).
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So, I just had a (full random*) Kingdom with the following: Save, Courtyard, Haven, Native Village, and a $2 fan card that lets you save Action cards for later. There were also 5 non-hybrid Victory cards (as well as Triumph and Basilica).
*-With all sets and some fan cards, but 12 Kingdom cards (and 2 Events and up to 2 Landmarks) and a special rule for Potion-cost cards (if there are fewer than 3 Potion-cost cards, roll them over to the next Kingdom and replace them).
7/10, no Archive and Crypt
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Thanks to Ambassador, I managed to buy a Province and trash TWO Hovels. There’s no way it was the best play and I knew that at the time, but when am I ever going to have a chance like that again?
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Thanks to Ambassador, I managed to buy a Province and trash TWO Hovels. There’s no way it was the best play and I knew that at the time, but when am I ever going to have a chance like that again?
Hovel doesn't have a pile to be returned to, so you can't actually transfer them using Ambassador. Masquerade would work, though.
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Thanks to Ambassador, I managed to buy a Province and trash TWO Hovels. There’s no way it was the best play and I knew that at the time, but when am I ever going to have a chance like that again?
Hovel doesn't have a pile to be returned to, so you can't actually transfer them using Ambassador. Masquerade would work, though.
I had that situation come up in an IRL game, where one player passed the other his Hovel (can't remember if it was me or my opponent) and then the other bought something like Great Hall to trash two Hovels.
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Thanks to Ambassador, I managed to buy a Province and trash TWO Hovels. There’s no way it was the best play and I knew that at the time, but when am I ever going to have a chance like that again?
Hovel doesn't have a pile to be returned to, so you can't actually transfer them using Ambassador. Masquerade would work, though.
OH RIGHT. That's what it was . . .
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Thanks to Ambassador, I managed to buy a Province and trash TWO Hovels. There’s no way it was the best play and I knew that at the time, but when am I ever going to have a chance like that again?
Hovel doesn't have a pile to be returned to, so you can't actually transfer them using Ambassador. Masquerade would work, though.
This would certainly be an interesting moment in an online game...
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In the early game, buying an Estate to trash two Hovels is likely the best play you can make, to the extent that you certainly should pass Overgrown Estate and possibly Necropolis over Hovel if you can, only to prevent your opponent from doing that.
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In the early game, buying an Estate to trash two Hovels is likely the best play you can make, to the extent that you certainly should pass Overgrown Estate and possibly Necropolis over Hovel if you can, only to prevent your opponent from doing that.
I'm pretty sure this is a joke. Masquerade alone gives you both the ability to trash OE for the +1 Card and a use for Necropolis.
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In the early game, buying an Estate to trash two Hovels is likely the best play you can make, to the extent that you certainly should pass Overgrown Estate and possibly Necropolis over Hovel if you can, only to prevent your opponent from doing that.
I'm pretty sure this is a joke. Masquerade alone gives you both the ability to trash OE for the +1 Card and a use for Necropolis.
It's not a joke. Getting rid of a dead card in your deck is stronger than Necropolis or a one-time +1 card.
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In the early game, buying an Estate to trash two Hovels is likely the best play you can make, to the extent that you certainly should pass Overgrown Estate and possibly Necropolis over Hovel if you can, only to prevent your opponent from doing that.
I'm pretty sure this is a joke. Masquerade alone gives you both the ability to trash OE for the +1 Card and a use for Necropolis.
It's not a joke. Getting rid of a dead card in your deck is stronger than Necropolis or a one-time +1 card.
Yeah, buying an Estate with 2 Hovels in hand is basically the same thing as buying a Laboratory (http://wiki.dominionstrategy.com/index.php/Laboratory). So there certainly might be better buys; but really depends on how much you have to spend on the turn that you drew both Hovels (which is very likely to be less than (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)).
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In the early game, buying an Estate to trash two Hovels is likely the best play you can make, to the extent that you certainly should pass Overgrown Estate and possibly Necropolis over Hovel if you can, only to prevent your opponent from doing that.
I'm pretty sure this is a joke. Masquerade alone gives you both the ability to trash OE for the +1 Card and a use for Necropolis.
It's not a joke. Getting rid of a dead card in your deck is stronger than Necropolis or a one-time +1 card.
Yeah, buying an Estate with 2 Hovels in hand is basically the same thing as buying a Laboratory (http://wiki.dominionstrategy.com/index.php/Laboratory). So there certainly might be better buys; but really depends on how much you have to spend on the turn that you drew both Hovels (which is very likely to be less than (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)).
But in order to trash both Hovels on an Estate buy after playing Masquerade, you need to forego trashing one of them on the Masquerade play! You could choose to trash a Copper instead, but then we'd be talking about a Peddler + (whatever else you would have bought) versus a Lab. If there's really nothing you want to buy for $3 or $4, it could be better, but that's hardly the power play that Awaclus initially made it sound.
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But in order to trash both Hovels on an Estate buy after playing Masquerade, you need to forego trashing one of them on the Masquerade play! You could choose to trash a Copper instead, but then we'd be talking about a Peddler + (whatever else you would have bought) versus a Lab. If there's really nothing you want to buy for $3 or $4, it could be better, but that's hardly the power play that Awaclus initially made it sound.
You're not passing the OGE so that you can do it on your turn, you're doing it so that your opponent who might not have Masquerade in hand can't do it on theirs.
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But in order to trash both Hovels on an Estate buy after playing Masquerade, you need to forego trashing one of them on the Masquerade play! You could choose to trash a Copper instead, but then we'd be talking about a Peddler + (whatever else you would have bought) versus a Lab. If there's really nothing you want to buy for $3 or $4, it could be better, but that's hardly the power play that Awaclus initially made it sound.
You're not passing the OGE so that you can do it on your turn, you're doing it so that your opponent who might not have Masquerade in hand can't do it on theirs.
I still think I'd prefer to have two one-shot Labs than an opportunity to buy a Lab for $3. Especially early, when the extra card can potentially help me hit a key price point.
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But in order to trash both Hovels on an Estate buy after playing Masquerade, you need to forego trashing one of them on the Masquerade play! You could choose to trash a Copper instead, but then we'd be talking about a Peddler + (whatever else you would have bought) versus a Lab. If there's really nothing you want to buy for $3 or $4, it could be better, but that's hardly the power play that Awaclus initially made it sound.
You're not passing the OGE so that you can do it on your turn, you're doing it so that your opponent who might not have Masquerade in hand can't do it on theirs.
I still think I'd prefer to have two one-shot Labs than an opportunity to buy a Lab for $3. Especially early, when the extra card can potentially help me hit a key price point.
Well, in this case it's better than a Lab because Masquerade can't draw that "Lab" dead.
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(https://i.imgur.com/UZgXvUe.png)
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C plays an Idol.
C takes The Sea's Gift.
C receives The Sea's Gift
C draws an Idol.
C discards The Sea's Gift.
C plays an Idol.
B gains a Curse.
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I just played a game where my opponent KCed a Skulk... And all 3 of the Hexes helped me. Bad Omens discarded a deck with no Coppers, Locusts hit a Fortress, and War hit a Lookout that was no longer needed.
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(https://i.imgur.com/FQloyyn.png)
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my opponent's Vampire gave Locusts, which hit my Vampire, which disappeared into nothingness, as there were no cheaper Night cards on the board
confession: I ragequit.
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J plays a Black Market.
J reveals a Philosopher's Stone, a Possession and a University.
Should have bought Potion!
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I just had a game where I bought Travelling Fair, then Cursed Village. I chose to top deck the Cursed Village before receiving the Hex... and you can probably guess what Hex I got.
Yup, it was Locusts. I had to trash the Cursed Village I just top decked... BUT this let me gain a powered-up Miser instead, allowing me to win the game by a single point.
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I emptied the Estate pile on turn 7. Game Id 16899310
T1: Copper+Copper -> buy Estate
T2: Copper*4+Cursed Gold -> Inherit Transmogrify
T3: play some Estates
T4: Inherit Cursed Gold into Bridge Troll, play Bridge Troll
>=T5: Inherit Coppers and Curse into Estates
I'm not sure what I would have done after my deck consisted of just 2 Bridge Trolls and like 1 or 2 Coppers, but doesn't matter cus opponent resigned.
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Poor opponent... :(
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La plays a Forge.
La trashes an Oracle and a Catacombs.
La gains a Cemetery.
La trashes a Catacombs.
La gains a Cemetery.
La trashes a Catacombs.
La gains a Cemetery.
La trashes a Catacombs.
La gains a Cemetery.
La gains a Province.
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Completionist in me is happy.
Turn 4 - LaLight
La plays a Fool.
La takes Lost In The Woods.
La takes The Sky's Gift.
La takes The Flame's Gift.
La takes The Swamp's Gift.
La receives The Flame's Gift
La trashes an Estate.
La discards The Flame's Gift.
La receives The Swamp's Gift
La gains a Will-o'-wisp.
La discards The Swamp's Gift.
La receives The Sky's Gift
La discards 3 Coppers.
La gains a Gold.
La discards The Sky's Gift.
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Welp, I just had my first game where Miserable actually mattered; I would have tied otherwise. And it was after a string of other unlucky losses, too.
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Turn 9 - SamE
S plays a Fishing Village
S plays a Treasure Hunter.
S gains 3 Silvers.
S plays a Warrior.
S shuffles their deck.
S draws a Silver and a Soldier.
O discards a Warrior.
O trashes a Warrior.
O discards a Soldier.
O trashes a Soldier.
I debated playing the Treasure Hunter after the shuffle, but was pretty satisfied with my decision not to do so when I saw that trash. How often do you get to trash travellers from both lines like that?
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Just pulled off Throne Room + Tactician in a game with Teacher. Now to wait for a game with Royal Carriage...
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I just for the first time ever finished (and won) a game where I never used the starting Baker token. Key cards: Lurker, Cultist, Sacrifice. Just never had a need/opportunity to spend it.
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Turn 9 - SamE
S plays a Fishing Village
S plays a Treasure Hunter.
S gains 3 Silvers.
S plays a Warrior.
S shuffles their deck.
S draws a Silver and a Soldier.
O discards a Warrior.
O trashes a Warrior.
O discards a Soldier.
O trashes a Soldier.
Great candidate for the "Sorry my opponent" thread
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In a IRL game featuring Thief&Secret Cave, I could activate two Magic Lamps on the same turn!
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I played a game where I gained a ghost which I used only twice.
First hit: Forge with no reasonable targets. First use gains a copper for me and the other discarding a card by trashing and regaining it.
Second hit: Small Castle when the castle pile was already empty. At least I got 1VP as I had Crumbling Castle in hand.
I still won though. I might have had some luck otherwise.
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J plays 3 Charms, a Gold and 2 Coppers.
J buys a Province.
J gains a Sprawling Castle.
J gains a Duchy.
J gains a Province.
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I just bought an IGG specifically so I could gain Coppers with it.
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d plays a Villain.
d gets +2 Coffers.
e discards a Villain.
d plays a Silver and 2 Coppers.
d uses 1 Coffers.
d buys and gains a Lost City.
e draws a Lost City.
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Man, this new stuff allows all sorts of things.
C plays a Princess.
C gets +1 Buy.
C plays a Gold and a Ducat.
C gets +1 Coffers.
C gets +1 Buy.
C uses 2 Coffers.
C buys Innovation and a Faithful Hound.
C gains a Faithful Hound.
C sets a Faithful Hound aside.
C plays a Faithful Hound.
C draws a Curse and a Copper.
C buys and gains a Ducat.
C trashes a Copper.
C trashes a Curse. (Sewers)
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I managed to draw an all-green hand of three duchies and two provinces, with Citadel and a Ghosted Priest in play.
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I managed to draw an all-green hand of three duchies and two provinces, with Citadel and a Ghosted Priest in play.
I think this should go in the bad luck thread.
Also, somebody else upvoted this at the exact same time I did. It said +3, then I clicked it and it said +5. Either that or this post was so awesome the site allowed me to upvote it twice.
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Also, somebody else upvoted this at the exact same time I did. It said +3, then I clicked it and it said +5. Either that or this post was so awesome the site allowed me to upvote it twice.
Well, you can see the list of upvoters, and you're only on it once.
I was upvoter number 4 and had a surprising amount of difficulty. Having hammered the button a bit, I had to refresh, retry, wait... I think the website may have been distracted by some heavy thinking.
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The number only updates when you upvote the post, so if you see it go up by 2, that means someone else upvoted the post between when you loaded the page and when you upvoted. Depending on how long it had been since you loaded the page, it might not be surprising to see the number increase by more than 1.
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bought a cursed village after having put my cube on innovation. I get to choose the order of receiving a Hex and play Cursed Village. Didn't really care so chose to get the Hex first. Oops:
e buys and gains a Cursed Village.
e takes Bad Omens.
e receives Bad Omens
e moves their deck to the discard.
Innovation loses track of Cursed Village (it was covered up).
e looks at a Cursed Village, 2 Estates, 3 Coppers and a Silver.
e topdecks 2 Coppers.
e discards Bad Omens.
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Sometimes it isn't your day for Swindler
(https://media.discordapp.net/attachments/212660788786102272/497637780482949140/screenshot-www.dominion.games-2018-10-04-22-11-50.png)
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I just creamed someone with Palace points. I played a Treasure Hunter right after he activated his Lamp, gaining 5 Silvers, then I could get Golds with my own Wishes. I didn't even plan this; it just ended up that way. I ended up with exactly 5 Coppers, 5 Silvers and 5 Golds.
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Sometimes it isn't your day for Swindler
(https://media.discordapp.net/attachments/212660788786102272/497637780482949140/screenshot-www.dominion.games-2018-10-04-22-11-50.png)
I'm not actually sure which side you're saying got unlucky here. Having 3 Golds replaced with 3 Farmlands could either be good or bad depending on when in the game it happened; the results could have ended up either far better or far worse for either player.
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Sometimes it isn't your day for Swindler
(https://media.discordapp.net/attachments/212660788786102272/497637780482949140/screenshot-www.dominion.games-2018-10-04-22-11-50.png)
I'm not actually sure which side you're saying got unlucky here. Having 3 Golds replaced with 3 Farmlands could either be good or bad depending on when in the game it happened; the results could have ended up either far better or far worse for either player.
How often do you have an empty Gold pile?
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Sometimes it isn't your day for Swindler
(https://media.discordapp.net/attachments/212660788786102272/497637780482949140/screenshot-www.dominion.games-2018-10-04-22-11-50.png)
I'm not actually sure which side you're saying got unlucky here. Having 3 Golds replaced with 3 Farmlands could either be good or bad depending on when in the game it happened; the results could have ended up either far better or far worse for either player.
How often do you have an empty Gold pile?
Indeed that did occur to me. If we're to assume that Gold was still available, then clearly the Swindler-player felt that he was getting an advantage out of playing Swindler; that the Farmlands were worse than just another Gold would be. But even so, The question is still is it "not your day for Swindler because you lost 3 Golds"? Or is it "not your day for Swindler because all you got out of playing it 3 times was trashing 3 Golds"? In either case, things could have gone much worse for either the attacker or for one being attacked.
*Edit* I mean either way, it is indeed a semi-interesting moment, simply based on the fact that it hit 3 copies of the same card 3 times in a row. I just wasn't clear on the intended meaning of the comment.
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Sometimes it isn't your day for Swindler
(https://media.discordapp.net/attachments/212660788786102272/497637780482949140/screenshot-www.dominion.games-2018-10-04-22-11-50.png)
I'm not actually sure which side you're saying got unlucky here. Having 3 Golds replaced with 3 Farmlands could either be good or bad depending on when in the game it happened; the results could have ended up either far better or far worse for either player.
How often do you have an empty Gold pile?
Nothing here suggests that the Gold pile is empty. As you can see, the acting player buys a Gold after performing all the attacks. It could be that that Gold was the last one in the pile, but we wouldn’t know that, unless we witnessed the game being played.
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Contrabands pile was emptied in my last game.
I love keep.
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I found myself intentionally buying 2 coppers a turn for several turns the other day.
(Double Tac, needed the coppers to fuel the Foragers so I could buy a province a turn.)
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C plays an Envoy.
C reveals a Copper and 4 Estates.
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C plays an Envoy.
C reveals a Copper and 4 Estates.
Should have had a Scout.
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C plays an Envoy.
C reveals a Copper and 4 Estates.
Should have had a Scout.
Should have had Inheritance.
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C plays an Envoy.
C reveals a Copper and 4 Estates.
Should have had a Scout.
Should have had Inheritance.
But that would be even worse, if CC didn't have any more actions.
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Just played a game in which no victory cards were gained and we split the curses evenly, and yet I won 17 to 13
...with only four VP tokens.
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C plays an Envoy.
C reveals a Copper and 4 Estates.
Should have had a Scout.
Should have had Inheritance.
But that would be even worse, if CC didn't have any more actions.
Should have had Inheritance + Capitalism
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C plays a Black Market.
C gets +$2.
C reveals a Patron, a Lookout and a Gardens.
C gets a Coffers from Patron.
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Opponent (for some reason) plays King's Court on Skulk.
Locusts hits a Gold and turns it into a Silver.
War trashes the Silver, because it's the only $3 or $4 in my deck.
Humph!
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f plays a Dame Anna.
f trashes a Curse and a Flag Bearer.
f takes the Flag.
F reveals a Province and a Flag Bearer.
F trashes a Flag Bearer.
F takes the Flag.
F discards a Province.
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h plays a Governor.
h gets +1 Action.
h trashes a Flag Bearer.
h takes the Flag.
h gains a Gold.
C trashes a Flag Bearer.
C takes the Flag.
C gains a Governor.
h plays 2 Coppers and a Gold. (+$5)
h buys and gains a Flag Bearer.
h takes the Flag.
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Lurker, Necromancer, Grand Market, and KC
bopping cards back and forth from the trash to hand and now I have 16 buys and $32 lol
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bought a second fortune b/c it was the only source of +buy on the board.
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bought a second fortune b/c it was the only source of +buy on the board.
I remember the league game, where I bought 4 Fortunes to have +buys and limit my opponent. Had a dud because of that and lost though, but I literally was 1 turn behind
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T5 Magic Lamp activation
(https://i.imgur.com/n6JbvCn.png)
Key cards: Remake, Chapel, Pouch, Expedition, Villagers (Lackeys)
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In a 3-player IRL game today, I passed a Province when someone else played Masquerade in order to have all unique cards in my hand for Menagerie to kick off my engine so I could buy the last two Provinces. Otherwise my engine would have stalled that turn.
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Patron in the Black Market gave me a coin to my $3 but would not accept it to help buy him.
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In a 3-player IRL game today, I passed a Province when someone else played Masquerade in order to have all unique cards in my hand for Menagerie to kick off my engine so I could buy the last two Provinces. Otherwise my engine would have stalled that turn.
How confident were you that you weren't going to get passed a duplicate?
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Played my first game with Bridge Troll yesterday, which ended with me buying 7 provinces on one turn. This might be a typical troll game, but it's so satisfying to pull it off for the first time.
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In a 3-player IRL game today, I passed a Province when someone else played Masquerade in order to have all unique cards in my hand for Menagerie to kick off my engine so I could buy the last two Provinces. Otherwise my engine would have stalled that turn.
How confident were you that you weren't going to get passed a duplicate?
They were all on the Tavern mat.
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In a 3-player IRL game today, I passed a Province when someone else played Masquerade in order to have all unique cards in my hand for Menagerie to kick off my engine so I could buy the last two Provinces. Otherwise my engine would have stalled that turn.
How confident were you that you weren't going to get passed a duplicate?
Maybe Duplicate wasn't in the kingdom. Also, LibraryAdvernturer could have trashed it if passed.
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C buys and gains a Cemetery.
C reacts with a Watchtower.
C trashes a Cemetery.
C trashes a Haunted Mirror.
C discards a Watchtower.
C gains a Ghost.
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w plays a Swindler.
w gets +$2.
e trashes a Wish.
e gains a Curse.
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w plays a Swindler.
w gets +$2.
e trashes a Wish.
e gains a Curse.
Had to happen eventually. What I want to know is how long it will be before someone KCs a Swindler and hits all 3 Lamp Wishes.
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w plays a Swindler.
w gets +$2.
e trashes a Wish.
e gains a Curse.
Had to happen eventually. What I want to know is how long it will be before someone KCs a Swindler and hits all 3 Lamp Wishes.
(https://i0.kym-cdn.com/entries/icons/facebook/000/012/367/evilest.jpg)
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Best use of Fool's Gold reaction:
Opponent buys final Province for a 7 VP lead. I trash 2 Fool's Golds for Golds and win off Keep VP.
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e plays a Border Guard.
e gets +1 Action.
e shuffles their deck.
e reveals 3 Transmutes.
e puts a Transmute into their hand.
e discards 2 Transmutes.
e takes the Horn.
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C plays a Storyteller.
C gets +1 Action.
C gets +$1.
C plays a Scepter.
C plays a Jack of All Trades.
C gains a Silver.
C looks at a Giant.
C topdecks a Giant.
C draws a Silver, an Estate, an Altar and a Giant.
C plays a Silver. [with the Storyteller I'm still resolving!]
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playing with crop rotation:
Turn 5 - creinman
c starts their turn.
c discards an Estate.
c draws 2 Estates.
I bet it's happened before, but that doesn't make it any better ;)
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Drawing two Estates is still quite useful: more trashable stuff in hand, faster cycling and improving the quality of the top of your deck.
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(https://i.imgur.com/V3WGAv3.png)
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Fishing Village on duration, a hand of Steward, Steward, Copper, Copper, Copper.
I was intending to trash the three Coppers on my next turn, but an opponent played Council Room causing me to draw something I didn't want to trash.
I've always been aware of opponent's Council Room hurting as a hypothetical possibility, but that's the first time it's actually happened to me. )-8
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I'm D...
L plays a Dame Anna.
D reveals a Gold and a Tunnel.
D trashes a Gold.
D discards a Tunnel.
D reacts with a Tunnel.
D reveals a Tunnel.
D gains a Gold.
L plays a Dame Sylvia.
L gets +$2.
D shuffles their deck.
D reveals a Gold and a Tunnel.
D trashes a Gold.
D discards a Tunnel.
D reacts with a Tunnel.
D reveals a Tunnel.
D gains a Gold.
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Got to give my opponent props for this one. Not every day that you get to Inheritance a $5 card.
starts their turn.
B gets +$1. (Caravan Guard)
B draws a card (Ghost Town).
B gets +1 Action.
B shuffles their deck.
B draws a card (Ghost Town).
B gets +1 Action.
B plays a Market.
B draws a card.
B gets +1 Action.
B gets +1 Buy.
B gets +$1.
B plays a Market.
B draws a card.
B gets +1 Action.
B gets +1 Buy.
B gets +$1.
B plays a Market.
B draws a card.
B gets +1 Action.
B gets +1 Buy.
B gets +$1.
B plays a Market.
B draws a card.
B gets +1 Action.
B gets +1 Buy.
B gets +$1.
B plays a Market.
B draws a card.
B gets +1 Action.
B gets +1 Buy.
B gets +$1.
B plays a Market.
B draws a card.
B gets +1 Action.
B gets +1 Buy.
B gets +$1.
B plays a Menagerie.
B gets +1 Action.
B reveals an Estate, a Menagerie, 2 Coppers, a Talisman and a Count.
B draws a card.
B plays a Menagerie.
B gets +1 Action.
B reveals an Estate, 3 Coppers, a Talisman and a Count.
B draws a card.
B plays a Bridge.
B gets +1 Buy.
B gets +$1.
B plays a Count.
B topdecks a card.
B gets +$3.
B plays 3 Coppers and a Talisman. (+$4)
B buys an Inheritance.
B inherits a Market.
B buys a Bridge.
B gains a Bridge.
B gains a Bridge.
B buys a Ghost Town.
B gains a Ghost Town.
B gains a Ghost Town.
B buys and gains 3 Estates.
B plays a Ghost Town.
B plays a Ghost Town.
B shuffles their deck.
B draws 5 cards.
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It looks like your opponent could do with some kind of strategy. Other than "buy all the things", obviously.
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It looks like your opponent could do with some kind of strategy. Other than "buy all the things", obviously.
Drawing cards, gaining +actions, and using them to play cost reduction and +buys (also known as an "engine") is a legit strategy. Perhaps it isn't an optimal way of playing that deck considering the apparent high ratio of Markets/Menageries in their deck and the questionable number of Coppers given that Count is also in the kingdom, but that's far from "buy all the things".
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It feels incredibly late to be buying Inheritance, for one. And if they're trying for a Bridge megaturn it seems they haven't thinned enough and have bought too much distracting cruft. Conversely, if they're not trying for a Bridge megaturn, do they really need even one Bridge in a kingdom with Market, and shouldn't they have started greening by now?
Plus, that doesn't look like the kind of deck Menagerie will work in.
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It feels incredibly late to be buying Inheritance, for one. And if they're trying for a Bridge megaturn it seems they haven't thinned enough and have bought too much distracting cruft. Conversely, if they're not trying for a Bridge megaturn, do they really need even one Bridge in a kingdom with Market, and shouldn't they have started greening by now?
Plus, that doesn't look like the kind of deck Menagerie will work in.
Any number of Bridges is better than no Bridges in an engine regardless of Market's presence in the kingdom, Menagerie works in any engine, and all of the cards that are visible in that log are either starting cards or cards that positively contribute towards the engine strategy.
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If nothing else, having an abundance of Markets, coupled with Bridge, Talisman, and seemingly having already bought a lot of cards, creates the possibility of three-piling the moment you get the lead ("With 3 Bridges, many Markets, and a Talisman in play, I buy 2 Provinces, then buy several cheap cards, gaining copies with Talisman, and ending the game due to three piles being empty."). True, a fast strategy might be able to gain too much of a lead for this, but without knowing what Wolphmaniac was doing, we can't say whether that was a danger here.
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I just won a game by buying Donate and trashing all my sources of coin, leaving myself in inescapable debt and unable to buy anything for the rest of the game.
(Trashed down to four Provinces and one Transmogrify in hand, and one Transmogrify on the tavern mat, and milled Provinces till the pile was empty.)
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Sage / Farming Village / Cutpurse / Rogue / Capital / Mission
How it played out: play various attacks to make both the hand and the deck miserable, then use capital to buy one of the above (later: a province) plus a mission, then play even more attacks and pay off the debt.
It was brutal.
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I just won a game by buying Donate and trashing all my sources of coin, leaving myself in inescapable debt and unable to buy anything for the rest of the game.
(Trashed down to four Provinces and one Transmogrify in hand, and one Transmogrify on the tavern mat, and milled Provinces till the pile was empty.)
Alternative solution: Possession. Or Wall and your opponent's not thinking clearly.
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My friend bought Sewers. One turn she played Steward and trashed four Curses from her hand.
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That beats the three curses that I managed to purge yesterday, during an opponent's turn involving three Old Witches. The remainder of my hand was still crap.
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That beats the three curses that I managed to purge yesterday, during an opponent's turn involving three Old Witches. The remainder of my hand was still crap.
What are you talking about, Curses are awesome:
f takes The Earth's Gift.
f receives The Earth's Gift.
f discards a Copper.
f gains a Curse.
f discards The Earth's Gift.
(later to finish a Curse 3-pile off with a Triumph)
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I end my turn. I draw: Cellar, Estate, Conspirator, Conspirator, Conspirator.
Now I have to decide how many Conspirators to discard to Cellar next turn...
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Midway through a turn, I play Prince, setting aside a Doctor. Weirdly, the Doctor is immediately put into play. I dutifully report the bug to ShuffleIt, only to find out that ShuffleIt was correct:
http://forum.shuffleit.nl/index.php?topic=3471.0
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Midway through a turn, I play Prince, setting aside a Doctor. Weirdly, the Doctor is immediately put into play. I dutifully report the bug to ShuffleIt, only to find out that ShuffleIt was correct:
http://forum.shuffleit.nl/index.php?topic=3471.0
By "Midway through your turn", it was still "at the start of your turn", right? Similar thing would happen if you e.g. Summon'ed a Guide, then call the Guide right after you play it.
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Midway through a turn, I play Prince, setting aside a Doctor. Weirdly, the Doctor is immediately put into play. I dutifully report the bug to ShuffleIt, only to find out that ShuffleIt was correct:
http://forum.shuffleit.nl/index.php?topic=3471.0
By "Midway through your turn", it was still "at the start of your turn", right? Similar thing would happen if you e.g. Summon'ed a Guide, then call the Guide right after you play it.
So it's a Princed card causing another Prince to be played. That's certainly semi-interesting.
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C plays a Survivors.
C looks at 2 Survivors.
C discards 2 Survivors.
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The log doesn't show it, but today in a game with Fountain my opponent played Tormentor, and the Hex I got was Greed which delivered me my 10th copper. So, I got +10 points for getting a Hex.
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Yesterday I won a game that ended on piles - Duchy, Duke, and Duchess. Maybe not unusual, but it seemed thematically appropriate.
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On a board with no trashing except for Mint, Sewers is available. Thanks to Tactician, definitely worth it:
e buys a Mint.
e trashes 7 Coppers.
e trashes 3 Estates. (Sewers)
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C plays a Swindler.
C gets +$2.
D trashes an Estate.
D gains an Estate.
D takes 2 VP from Aqueduct.
Thank you for Swindling!
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Oh hey, this will help me spike Old Witch
*buys Baron*
*blinks at Shelters*
I'm an idiot
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I just played a game where an opponent's Swamp Hag helped me end the game on piles.
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Opponent did this, but it was still interesting:
j plays a King's Court.
j plays a Band of Misfits.
j plays a Farmers' Market.
j gets +1 Buy.
j adds 1 VP to the Farmers' Market pile.
j gets +$4.
j plays a Farmers' Market again.
j gets +1 Buy.
j takes 4 VP from the Farmers' Market pile.
j trashes a Farmers' Market.
j plays a Band of Misfits a third time.
j plays a Swindler.
j gets +$2.
I assume Band of Misfits could change into something else because it left play.
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Opponent did this, but it was still interesting:
j plays a King's Court.
j plays a Band of Misfits.
j plays a Farmers' Market.
j gets +1 Buy.
j adds 1 VP to the Farmers' Market pile.
j gets +$4.
j plays a Farmers' Market again.
j gets +1 Buy.
j takes 4 VP from the Farmers' Market pile.
j trashes a Farmers' Market.
j plays a Band of Misfits a third time.
j plays a Swindler.
j gets +$2.
I assume Band of Misfits could change into something else because it left play.
Yeah it’s the classic BoM + Throne Room + Feast question basically. If you Throne Room a BoM normally, then Throne Room plays the BoM a second time except it’s not a BoM anymore, so you can’t choose a new card; you’re just playing that card. But if you use it on a one-shot, then when you play it again it’s back to being a BoM again, so you choose a new card when you play BoM.
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Nasty attack combo:
f plays a Storyteller.
f gets +1 Coin (from Training).
f gets +1 Action.
f gets +$1.
f plays a Relic. (+$2)
L moves -Card token to Draw Pile.
[...]
f plays a Legionary.
f gets +$3.
f reveals a Gold.
L discards 2 other cards and a Copper.
L skips a draw (because of Relic).
L moves -Card token to Token Limbo.
f plays a Militia.
f gets +$2.
f plays a Relic. (+$2)
L moves -Card token to Draw Pile.
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Nasty attack combo:
f plays a Storyteller.
f gets +1 Coin (from Training).
f gets +1 Action.
f gets +$1.
f plays a Relic. (+$2)
L moves -Card token to Draw Pile.
[...]
f plays a Legionary.
f gets +$3.
f reveals a Gold.
L discards 2 other cards and a Copper.
L skips a draw (because of Relic).
L moves -Card token to Token Limbo.
f plays a Militia.
f gets +$2.
f plays a Relic. (+$2)
L moves -Card token to Draw Pile.
Wow that hurts.
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C plays a Seer.
C draws a Copper.
C gets +1 Action.
C reveals 3 Curses.
C topdecks 3 Curses.
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Ruin pile had 7 ruined markets 8)
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10 points ahead with one province remaining:
Turn 20 - Gherald
G plays an Ambassador.
G reveals a Province.
B reacts with a Trader.
B gains a Silver.
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Today I trashed a Province with Catapult reaching 8$ to grab the last Province and win with a one-point lead because of the curse from the Catapult.
It felt weird trashing a Province with Catapult.
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Today I trashed a Province with Catapult reaching 8$ to grab the last Province and win with a one-point lead because of the curse from the Catapult.
It felt weird trashing a Province with Catapult.
thematically, it must have been an obscenely large catapult.
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Today I trashed a Province with Catapult reaching 8$ to grab the last Province and win with a one-point lead because of the curse from the Catapult.
It felt weird trashing a Province with Catapult.
thematically, it must have been an obscenely large catapult.
Using Catapult on Estates is already a regular thing, so... :P
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Sewers and Market Square on a board where the only trasher was...Old Witch ::)
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inheritance plus capitalism:
e plays an Ironmonger.
e draws a Copper.
e gets +1 Action.
e reveals an Estate.
e topdecks an Estate.
e gets +1 Action.
e gets +$1.
e draws an Estate.
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Started a turn with 7 captains in play and played them all as leprechauns.
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Started a turn with 7 captains in play and played them all as leprechauns.
Wow, that is a really great start to a turn. How many of the wishes and gold did you draw that turn?
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Started a turn with 7 captains in play and played them all as leprechauns.
Wow, that is a really great start to a turn. How many of the wishes and gold did you draw that turn?
I don't think I bothered getting around to them, I had a pileout anyway. Lord Voldebot wasn't putting up much of a fight.
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C plays an Artisan.
C gains a Cursed Village.
C takes Haunting.
C receives Haunting.
C discards Haunting.
C topdecks a Cursed Village.
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I was able to afford a Province to win the game after a Black Market I played revealed a Patron (giving +1 Coffers)
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I was able to afford a Province to win the game after a Black Market I played revealed a Patron (giving +1 Coffers)
I don’t think I would have realized that that actually works; because the Patron isn’t yours. But I see that it’s no different than using Lurker to trash a Fortress that’s in the supply.
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I was able to afford a Province to win the game after a Black Market I played revealed a Patron (giving +1 Coffers)
I don’t think I would have realized that that actually works; because the Patron isn’t yours. But I see that it’s no different than using Lurker to trash a Fortress that’s in the supply.
In the case of Lurker/Fortress you have to actively try it out while in this case it's something that just happens to you sooner or later.
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This almost happened in a game I played, so it's definitely semi-interesting:
A game with Fleet and Experiment, ending with only two piles empty, neither of them Province or Colony.
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p plays a Treasure Hunter.
p gets +1 Action.
p gets +$1.
p gains a Silver.
p gets +1 Coffers. (Guildhall)
p gains a Silver.
p gets +1 Coffers. (Guildhall)
p gains a Silver.
p gets +1 Coffers. (Guildhall)
p gains a Silver.
p gets +1 Coffers. (Guildhall)
p gains a Silver.
p gets +1 Coffers. (Guildhall)
p gains a Silver.
p gets +1 Coffers. (Guildhall)
p plays a Treasure Hunter again. (Citadel)
p gets +1 Action.
p gets +$1.
p gains a Silver.
p gets +1 Coffers. (Guildhall)
p gains a Silver.
p gets +1 Coffers. (Guildhall)
p gains a Silver.
p gets +1 Coffers. (Guildhall)
p gains a Silver.
p gets +1 Coffers. (Guildhall)
p gains a Silver.
p gets +1 Coffers. (Guildhall)
p gains a Silver.
p gets +1 Coffers. (Guildhall)
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C plays an Ironworks.
C gains a Cemetery.
C trashes a Curse and 3 Coppers.
C draws a Watchtower.
C plays a Watchtower.
C draws a Fishing Village and a Dame Anna.
C shuffles their deck.
C draws a Copper, a Cemetery and a Haunted Mirror.
C plays a Dame Anna.
C trashes a Cemetery and a Haunted Mirror.
C discards a Fishing Village.
C gains a Ghost.
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Play artisan, gain pillage
Play pillage, discard opponent's 1st city
Play artisan, gain soothsayer
Play soothsayer, opponent draws 1
Play artisan, gain pillage
Play pillage, discard opponent's second city
Opponent resigns
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The day before yesterday, after the second shuffle in turn 5, I held the cards in hand I had bought through turns 1 to 4.
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Opponent did this, but it was still interesting:
j plays a King's Court.
j plays a Band of Misfits.
j plays a Farmers' Market.
j gets +1 Buy.
j adds 1 VP to the Farmers' Market pile.
j gets +$4.
j plays a Farmers' Market again.
j gets +1 Buy.
j takes 4 VP from the Farmers' Market pile.
j trashes a Farmers' Market.
j plays a Band of Misfits a third time.
j plays a Swindler.
j gets +$2.
I assume Band of Misfits could change into something else because it left play.
Yeah it’s the classic BoM + Throne Room + Feast question basically. If you Throne Room a BoM normally, then Throne Room plays the BoM a second time except it’s not a BoM anymore, so you can’t choose a new card; you’re just playing that card. But if you use it on a one-shot, then when you play it again it’s back to being a BoM again, so you choose a new card when you play BoM.
This is obsolete because errata, right?
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Opponent did this, but it was still interesting:
j plays a King's Court.
j plays a Band of Misfits.
j plays a Farmers' Market.
j gets +1 Buy.
j adds 1 VP to the Farmers' Market pile.
j gets +$4.
j plays a Farmers' Market again.
j gets +1 Buy.
j takes 4 VP from the Farmers' Market pile.
j trashes a Farmers' Market.
j plays a Band of Misfits a third time.
j plays a Swindler.
j gets +$2.
I assume Band of Misfits could change into something else because it left play.
Yeah it’s the classic BoM + Throne Room + Feast question basically. If you Throne Room a BoM normally, then Throne Room plays the BoM a second time except it’s not a BoM anymore, so you can’t choose a new card; you’re just playing that card. But if you use it on a one-shot, then when you play it again it’s back to being a BoM again, so you choose a new card when you play BoM.
This is obsolete because errata, right?
Now you can just pick a different thing each time with Band of Misfits.
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The day before yesterday, after the second shuffle in turn 5, I held the cards in hand I had bought through turns 1 to 4.
Were they 4 stewards?
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This is obsolete because errata, right?
Yes, this situation is no longer semi-interesting.
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D buys an Estate.
D gets 4 VP from Goons.
D gains an Estate.
D takes 2 VP from Battlefield.
D reacts with a Watchtower.
D trashes an Estate.
Watchtower loses track of Estate (it moved).
Watchtower loses track of Estate (it moved).
D buys an Estate.
D gets 4 VP from Goons.
D gains an Estate.
D takes 2 VP from Battlefield.
D reacts with a Watchtower.
D trashes an Estate.
Watchtower loses track of Estate (it moved).
Watchtower loses track of Estate (it moved).
D buys an Estate.
D gets 4 VP from Goons.
D gains an Estate.
D takes 2 VP from Battlefield.
D reacts with a Watchtower.
D trashes an Estate.
Watchtower loses track of Estate (it moved).
Watchtower loses track of Estate (it moved).
D buys an Estate.
D gets 4 VP from Goons.
D gains an Estate.
D takes 2 VP from Battlefield.
D reacts with a Watchtower.
D trashes an Estate.
Watchtower loses track of Estate (it moved).
Watchtower loses track of Estate (it moved).
D buys an Estate.
D gets 4 VP from Goons.
D gains an Estate.
D takes 2 VP from Battlefield.
D reacts with a Watchtower.
D trashes an Estate.
Watchtower loses track of Estate (it moved).
Watchtower loses track of Estate (it moved).
D buys an Estate.
D gets 4 VP from Goons.
D gains an Estate.
D takes 2 VP from Battlefield.
D reacts with a Watchtower.
D trashes an Estate.
Watchtower loses track of Estate (it moved).
Watchtower loses track of Estate (it moved).
D buys an Estate.
D gets 4 VP from Goons.
D gains an Estate.
D reacts with a Watchtower.
D trashes an Estate.
Watchtower loses track of Estate (it moved).
Watchtower loses track of Estate (it moved).
D buys an Estate.
D gets 4 VP from Goons.
D gains an Estate.
D reacts with a Watchtower.
D trashes an Estate.
Watchtower loses track of Estate (it moved).
Watchtower loses track of Estate (it moved).
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J buys and gains a Cursed Village.
J takes Locusts.
J receives Locusts.
J shuffles their deck.
J trashes a Cursed Village.
J gains a Necromancer.
J discards Locusts.
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I ended a game with a deck of 7 Coppers (and nothing else).
The game was a tie 17-17, ending on turn 8.
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I ended a game with a deck of 7 Coppers (and nothing else).
The game was a tie 17-17, ending on turn 8.
How did this happen? I'm guessing it involved some combination of Donate + Tomb, but I have no idea why you would be left with 7 coppers...maybe Banquet or something.
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Salt the Earth + Tomb. I bought 2 Razes, trashed my 3 estates and the two razes, and bought 6 Salt the Earths.
My opponent bought 2 provinces and trashed 2 non-estate cards with razes.
I ended a game with a deck of 7 Coppers (and nothing else).
The game was a tie 17-17, ending on turn 8.
How did this happen? I'm guessing it involved some combination of Donate + Tomb, but I have no idea why you would be left with 7 coppers...maybe Banquet or something.
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Castles pile was the Bane. didn't know that could happen.
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I'm D. Oof...
M plays a Skulk.
M gets +1 Buy.
M takes Haunting.
D receives Haunting.
D topdecks a Province.
M discards Haunting.
M plays a Skulk again. (Citadel)
M gets +1 Buy.
M takes Locusts.
D receives Locusts.
D trashes a Province.
D gains a Duchy.
M discards Locusts.
Ouch.
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I had a very bizarre game. I had inherited Ironworks and put the +1 Card token on Ironworks from Pathfinding. First I gained all 8 Estates, then I gained 9 Ironworks. The following turn I played them all and ended the game on a 4-pile. There was no draw besides Enchantress (but no village).
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This was intentional, but I played a game IRL with Capitalism, and the only kingdom cards were cards that were affected by Capitalism. It felt weird not to have to worry about villages.
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IRL, I play with a modded version of Wild Hunt. But I just played an online game with Wild Hunt with no villages and only two non-terminal actions, but it also had the Peasant line. So I put the +action token on Wild Hunt and destroyed my opponent.
(A big reason I don't like Wild Hunt and Farmer's Market is they heavily favor the person who's already ahead. First person to be able to play a few Wild Hunts in one turn has a huge advantage.)
On another note, it's hard to find an even match online. That game I destroyed my opponent. The game before that I got completely crushed. It's seems to go one way or the other most of the time.
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On another note, it's hard to find an even match online. That game I destroyed my opponent. The game before that I got completely crushed. It's seems to go one way or the other most of the time.
I don't know if you know this, but you can click on "Advanced Options" to adjust the min and max rating of your opponent. The default is +10 and -10; I set it to +5 and -5, and I feel like I usually get pretty good opponents that way. There is of course still some variance in how good people are who have a given rating.
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I just lost to pirate ship big money... on a board with chapel, university, outpost, envoy, royal blacksmith, farmer's market, crossroads, and one of those VP landmarks that give points for actions. My strategy could have been better, but man, engines are pretty bad if you dud 10 times in a row.
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X plays a Cutpurse.
X gets +$2.
p reveals 4 Patrons and a Wharf.
p gets a Coffers from Patron.
p gets a Coffers from Patron.
p gets a Coffers from Patron.
p gets a Coffers from Patron.
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I just lost to pirate ship big money... on a board with chapel, university, outpost, envoy, royal blacksmith, farmer's market, crossroads, and one of those VP landmarks that give points for actions. My strategy could have been better, but man, engines are pretty bad if you dud 10 times in a row.
Pirate Ship is pretty strong on boards that are short of non-money +Coin.
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I just lost to pirate ship big money... on a board with chapel, university, outpost, envoy, royal blacksmith, farmer's market, crossroads, and one of those VP landmarks that give points for actions. My strategy could have been better, but man, engines are pretty bad if you dud 10 times in a row.
Pirate Ship is pretty strong on boards that are short of non-money +Coin.
How well does Crypt counter a Pirate Ship strategy?
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Played two Skulks. First Skulk, there was only one hex left in the pile, and it was Misery, the first of the game, so my opponent took Miserable. Second Skulk, hex pile gets reshuffled. After reshuffling, the top hex was ... Misery! So, now my opponent has Twice Miserable! -4VP in a single turn!
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Game I just played with my brother: I had a Treasure Map, a Tracker, a Gold, a Copper, and a Ghost in my hand. He played Ghost Ship. So, I top-decked my Treasure Map and Ghost. Then, on my turn, I played Tracker, and then bought another Treasure Map, using the Tracker to topdeck it, so my next had I had two Treasure Maps, which, of course, I immediately played (and obviously did not play the Ghost) Then, it turned out that the top card on the deck before the Treasure Maps was the Pouch, so my next hand was 4 Golds + 1 Pouch = $13 with 2 buys. It was a rather interesting irony that his Ghost Ship happened to benefit me
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Popped all my tragic heroes last turn and gained coppers with them for fountain points.
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P plays a Black Market.
P gets +$2.
P reveals a Patron.
P gets a Coffers from Patron.
P reveals a Merchant Ship and an Enchantress.
lol @ getting a coffers for revealing a Patron in the BM deck.
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...
K plays an Inventor.
...
K plays an Inventor.
K gains a Sir Destry.
K plays a Sir Destry.
D reveals a Province and a Silver.
D trashes a Province.
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In an IRL game, I bid 40 for Mountain Pass. I then proceeded to Smuggle 2 Provinces (I played two Bridges first) and use gainers to cause a 3-pile and win.
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This thread is gonna die.
upvoted for a solid prediction.
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In an IRL game, I bid 40 for Mountain Pass. I then proceeded to Smuggle 2 Provinces (I played two Bridges first) and use gainers to cause a 3-pile and win.
this actually belongs in one of the two threads, or both depending of if your identify as homo-combo-sexual or trend more toward Combo Fluid.
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After opening Potion-Silver in the hopes of getting one of the 3P cards, I did not hit 3P until the 5th shuffle. I should just have resigned at that point.
Last weekend in a Familiar/Apprentice IRL game against my 12 yo brother:
I split 5/2, and opened Apprentice/nothing (I really like to live dangerously).
First shuffle, Apprentice-c-c-c-c hand, buy Potion and be sad.
Second shuffle, Apprentice-c-c-c-c, trash a Copper and be sad.
Later in the second shuffle, e-e-c-c-p, be very sad, start to take in Curses.
We played it out, it ended on Curse-Market-Apprentice piles, the score was 30 to -5, and I never managed to trash two of my Estates.
Not sure why I'm posting this here, but it was intriguing to watch, I guess.
Plot twist, his brother was stacking the deck and swapping cards with sleight of hands.
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Not sure if it was correct, but...
Turn 1 - La-Ya
L plays 4 Coppers. (+$4)
L buys and gains a Flag Bearer.
L takes the Flag.
L shuffles their deck.
L draws 4 Coppers and 2 Estates.
Turn 1 - Midlifecrisisaccount
M plays 4 Coppers. (+$4)
M buys and gains a Flag Bearer.
M takes the Flag.
M shuffles their deck.
M draws 6 cards.
Turn 2 - La-Ya
L plays 4 Coppers. (+$4)
L buys and gains a Flag Bearer.
L takes the Flag.
L shuffles their deck.
L draws 4 Coppers, an Estate and a Flag Bearer.
Turn 2 - Midlifecrisisaccount
M plays 4 Coppers. (+$4)
M buys and gains a Flag Bearer.
M takes the Flag.
M shuffles their deck.
M draws 6 cards.
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I had the flag. My opponent played a Bishop and trashed a flagbearer from their hand, taking the flag. But as it turned out, I also had a flagbearer in my hand, so I was able to trash it too, immediately taking the flag back!
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Just played a randomized kingdom where the only source of draw was Rats, Research, and Sinister Plot.
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Castles + Keep + Museum = Humble Castle worth 8 points as soon as you get it, and then another +1 for every castle thereafter!
(https://imgur.com/jZ6Q1gK)
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Played a game with Young Witch where the bane was Watchtower, and Sheepdog was also in the game. So, I could choose to use the Watchtower either as the bane, blocking Young Witch's curse outright, or I could gain the curse and immediately trash it. So, there were a couple of turns where I had both Watchtower and Sheepdog in hand, so I would gain the curse, then immediately trash it with Watchtower, and react to the gaining with Sheepdog for +2 cards
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Castles + Keep + Museum = Humble Castle worth 7 points!
(https://imgur.com/jZ6Q1gK)
Worth at least 8 points, right?
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You're right! Fixed.
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if you Procession with Way of the Turtle out you can Turtle the second play and then you don't have to trash the card
apologies if that's been noted elsewhere, who has time to read anymore??
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if you Procession with Way of the Turtle out you can Turtle the second play and then you don't have to trash the card
apologies if that's been noted elsewhere, who has time to read anymore??
Oh, that's pretty cool! It's almost like it makes the action into a "now and at the start of your next turn" Duration! Plus it would still gain a more expensive card!
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we emptied the horse pile thanks to livery and populate
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Way of the Turtle + Bounty Hunter + Castles
I just had a game where all three of those were in play. Also Replace, but that was a much less significant card. I bought several Bounty Hunters, and simply kept them aside when not needed. Then, whenever I'd draw a Victory card in my initial hand, I'd use a Bounty Hunter on it. Castles became a viable strategy. And since the Castles all have different names, Bounty Hunter would get a $3 bonus each time it Exiled one, making it that much easier to buy the next Castle! Replace added a bit of a bonus, too. Trash copper to Estate, normally not a very useful move, but since Estate would get Exiled quickly, they didn't weigh my deck down, and the cursing of my opponents helped. And Replace also helped to get some of the more expensive Castles as well.
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Workshop + Gardens + Way of the Ox
I had 3 workshops in hand multiple times and it worked well.
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Ill-Gotten Gains, especially if you have a source of extra buys, makes it really easy to pick up Wayfarers, at the cost of gaining one copper
And if you happened to also have Monastery in your hand, even that extra copper's not actually a cost, since you can immediately trash it
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Ill-Gotten Gains, especially if you have a source of extra buys, makes it really easy to pick up Wayfarers, at the cost of gaining one copper
And if you happened to also have Monastery in your hand, even that extra copper's not actually a cost, since you can immediately trash it
Scrap loves IGG too.
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Populate (on the right boards, of course) helps power up your Horn of Plentys (though you have to get those separately).
On a board with no buys, the extra Province I got from this put me over the top.
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(https://i.imgur.com/oZEVtEC.pngp)
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(https://i.imgur.com/oZEVtEC.pngp)
I did that with a Province accidentally yesterday (glanced at it and thought it was an Estate). I still won that game, but just barely
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Played a Bounty Hunter and Exiled a Cavalry for $3. Then, went into my Buy phase and bought another Cavalry, discarding the exiled Cavalry and getting +2 Cards +1 Buy and going back into my Action phase (with the Action I had left over). The cards I drew were a Copper and an Estate. Played my Cavalry, then went back into the Buy phase and played the Copper I drew. The Copper I drew and the +$3 I got from Bounty Hunter thus paid for the Cavalry, so I netted a free Cavalry along with what I would've bought anyways!
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But did you really want a free Cavalry? It's strictly worse than Sleigh unless you're trashing it for some benefit.
Excluding the on-gain abilities, Cavalry and Sleigh are just a weird way to use up an action into a delayed net of +2 cards (or horse fodder for trashing, if you have need of that; there are games where the horse pile runs out)
So, eh, getting one for "free" is often quite a skippable deal unless you're flooded in actions. The best time to get a Cavalry is when the on-gain +2 cards is going to let you continue playing a meaningful turn.
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But did you really want a free Cavalry? It's strictly worse than Sleigh unless you're trashing it for some benefit.
Such as the +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) from Bounty Hunter.
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Way of the Mouse was Improve, and Flagbearer was in the game. So, I could get the flag by buying Flagbearer. And then later, I could play it as Improve, trashing itself, gaining a $5 card, and also taking the flag back (but even if the flag hadn't been taken from me, Flagbearer's not that useful in your deck, so replacing it with a $5 card is still good) And since both Improve and Flagbearer have +$2 as their on-play ability, it plays the same way
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Turn 12 - Lord Voldebot
L plays 2 Silvers, a Gold and 2 Coppers. (+$9)
L buys and gains a Province.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Wine Merchant and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Copper and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d shuffles their deck.
d draws a Copper and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Silver and a Night Watchman.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws an Overgrown Estate and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Copper and a Wine Merchant.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Scepter and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Silver and a Scepter.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Copper and a Wine Merchant.
L gains a Curse.
d discards 9 Black Cats.
L shuffles their deck.
L draws 5 cards.
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Turn 12 - Lord Voldebot
L plays 2 Silvers, a Gold and 2 Coppers. (+$9)
L buys and gains a Province.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Wine Merchant and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Copper and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d shuffles their deck.
d draws a Copper and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Silver and a Night Watchman.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws an Overgrown Estate and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Copper and a Wine Merchant.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Scepter and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Silver and a Scepter.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Copper and a Wine Merchant.
L gains a Curse.
d discards 9 Black Cats.
L shuffles their deck.
L draws 5 cards.
Was that 4 Black Cats in the starting hand?! There were 9 Black Cats that reacted, and only 5 that were drawn, unless I'm missing something.
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Way of the Mouse was Improve, and Flagbearer was in the game. So, I could get the flag by buying Flagbearer. And then later, I could play it as Improve, trashing itself, gaining a $5 card, and also taking the flag back (but even if the flag hadn't been taken from me, Flagbearer's not that useful in your deck, so replacing it with a $5 card is still good) And since both Improve and Flagbearer have +$2 as their on-play ability, it plays the same way
Flag Bearer.
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Turn 12 - Lord Voldebot
L plays 2 Silvers, a Gold and 2 Coppers. (+$9)
L buys and gains a Province.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Wine Merchant and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Copper and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d shuffles their deck.
d draws a Copper and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Silver and a Night Watchman.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws an Overgrown Estate and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Copper and a Wine Merchant.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Scepter and a Black Cat.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Silver and a Scepter.
L gains a Curse.
d reacts with a Black Cat.
d plays a Black Cat.
d gets +1 Action.
d draws a Copper and a Wine Merchant.
L gains a Curse.
d discards 9 Black Cats.
L shuffles their deck.
L draws 5 cards.
Was that 4 Black Cats in the starting hand?! There were 9 Black Cats that reacted, and only 5 that were drawn, unless I'm missing something.
Yep, 4 black cats in the starting hand. I had piled the black cats after I got my champion.
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Yep, 4 black cats in the starting hand. I had piled the black cats after I got my champion.
Oh, Champion. That explains the +1 Action every time you played a Black Cat. Also it explains why you had so many of them.
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Yesterday I trashed a Fortune with Pooka. I bought it back as well that turn.
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Played a Paddock. Was confused why it was giving me +6 actions. Then I realized it was because 6 supply piles were empty.
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Played a Paddock. Was confused why it was giving me +6 actions. Then I realized it was because 6 supply piles were empty.
How did you get 6 empty supply piles?
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Played a Paddock. Was confused why it was giving me +6 actions. Then I realized it was because 6 supply piles were empty.
How did you get 6 empty supply piles?
I KC'ed 6 inventors earlier in the turn.
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Turn 16 - Lord Rattington
L plays a Bandit Camp.
L draws a card.
L gets +2 Actions.
L gains a Spoils.
L plays a Remake.
L trashes a Remake.
L gains a Bandit Camp.
L trashes a Province.
L shuffles their deck.
L draws 5 cards.
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So, in a multiplayer game, if you play Gatekeeper, and then another player plays a Cultist or Marauder, you end up being the only one who actually gets a Ruin in their deck, because the others get to Exile the Ruin (unless the other players have already Exiled the specific Ruin they're gaining, of course)
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I turtled a prince.
Next turn I play the prince and set aside an ironmonger, then I get to play the ironmonger because it's set aside at the start of my turn.
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I opened Ruined Library / Delve + Ruined Market on turns 1/2 and won. Chapel was set aside with way of the mouse and ruined market was the only + buy.
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I trashed a Colony using Scrap so that I could get +1 Buy and buy the last two Lost Cities, resulting in a 3-pile ending and winning the game. If I trashed anything else in that hand, I either wouldn't have had (http://wiki.dominionstrategy.com/images/thumb/c/cc/Coin10.png/16px-Coin10.png) or wouldn't have 2 Buys.
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J plays a Kiln.
J gets +$2.
J plays a Fortune.
J gains a Fortune.
J gains a Gold. (from Gladiator in play)
I was fine losing a few $ from not playing other treasures first. ;D
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a Duchy purchase you might regret... (the turn before he had hit me with 4 of them for a province, too!)
e achète et reçoit un Duché.
i réagit avec un Chat noir.
i joue un Chat noir.
i pioche 2 cartes.
e reçoit une Malédiction.
i réagit avec un Chat noir.
i joue un Chat noir.
i pioche 2 cartes.
e reçoit une Malédiction.
i réagit avec un Chat noir.
i joue un Chat noir.
i pioche 2 cartes.
e reçoit une Malédiction.
i réagit avec un Chat noir.
i joue un Chat noir.
i pioche 2 cartes.
i défausse 4 Chats noirs.
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Supply + Ghost played in the same turn = start next turn with 9 cards and 3 Actions
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a Duchy purchase you might regret... (the turn before he had hit me with 4 of them for a province, too!)
e achète et reçoit un Duché.
i réagit avec un Chat noir.
i joue un Chat noir.
i pioche 2 cartes.
e reçoit une Malédiction.
i réagit avec un Chat noir.
i joue un Chat noir.
i pioche 2 cartes.
e reçoit une Malédiction.
i réagit avec un Chat noir.
i joue un Chat noir.
i pioche 2 cartes.
e reçoit une Malédiction.
i réagit avec un Chat noir.
i joue un Chat noir.
i pioche 2 cartes.
i défausse 4 Chats noirs.
Would anyone mind translating this to English?
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Would anyone mind translating this to English?
Google doesn't mind. Go to google, click on the 9 dots in the upper right, click on translate in the lower left. Paste.
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a Duchy purchase you might regret... (the turn before he had hit me with 4 of them for a province, too!)
[lots of French]
Would anyone mind translating this to English?
I don't speak French, but I've apparently picked up the one or two key words necessary to translate most of what this likely says through context:
e buys and gains a Duchy.
i reacts with a Black Cat.
i plays a Black Cat.
i draws 2 cards.
e gains a Curse.
i reacts with a Black Cat.
i plays a Black Cat.
i draws 2 cards.
e gains a Curse.
i reacts with a Black Cat.
i plays a Black Cat.
i draws 2 cards.
e gains a Curse.
i reacts with a Black Cat.
i plays a Black Cat.
i draws 2 cards.
<My own addition: Why doesn't "e gains a Curse" go here?> Edit: the Curse pile was probably empty
i discards 4 Black Cats.
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i reacts with a Black Cat.
i plays a Black Cat.
i draws 2 cards.
<My own addition: Why doesn't "e gains a Curse" go here?>
i discards 4 Black Cats.
Curse pile empty?
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i reacts with a Black Cat.
i plays a Black Cat.
i draws 2 cards.
<My own addition: Why doesn't "e gains a Curse" go here?>
i discards 4 Black Cats.
Curse pile empty?
Oh yeah, probably.
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yes, the curse pile was empty, also sorry, improving french vocabulary for a social-distancing project
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I embargoed copper to deter my opponent from getting fountain points.
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Played a Populate + Way of a Horse. It was fun - like buying some Super-Experiment:)
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Played by Dingan against me. This is just some of the turn. Interesting parts highlighted in bold...
Din plays a Black Market.
Din gets +$2.
Din reveals a Moneylender, a Vagrant and a Replace.
Din plays 2 Silvers. (+$4)
Din gains a Replace.
Din puts a Moneylender and a Vagrant on the bottom of the Black Market Deck.
Din plays a City.
Din shuffles their deck.
Din draws a card.
Din gets +2 Actions.
Din plays a Replace.
Din trashes a Journeyman.
Din gets 1 VP from Tomb.
Din gains a Mandarin.
Din topdecks 2 Silvers.
Din topdecks a Mandarin.
Din plays a City.
Din draws a card.
Din gets +2 Actions.
Din draws a card.
Din plays a Mandarin.
Din gets +$3.
Din topdecks a card.
Din plays a City.
Din draws a card.
Din gets +2 Actions.
Din draws a card.
Din plays 2 Silvers. (+$4)
Played the same two silvers twice in one turn.
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went hard on cultists.
didn't notice ruins were the obelisk pile until it was empty.
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went hard on cultists.
didn't notice ruins were the obelisk pile until it was empty.
Whoa, I didn't even realize that could happen.
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I just won a game where my opponent played very well but I got lucky. Despite that, they resigned at a reasonable time and wrote gg. Very well mannered. I tried to write gg back and then quit, but hit the wrong key and wrote bb instead and only noticed it after I had already quit.
And now I feel bad.
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I had $6 and 2 buys and tried to stonemason for destriers when they cost 4, then realized that the second one would cost 3, so I gained a cavalry instead, drawing a copper, which allowed me to buy 2 more destriers :)
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Just had a game with Familiar, Flag Bearer and Werewolf, no trashing, no villages, so a proper junkfest.
I have the flag, after a fairly hard battle, and am 4vp in the lead, just need to pile out 4 estates for a win (the set has pawn so some +buy).
My opponent plays Werewolf as a night, hit's Locusts. Trashes a Curse for me. Sweet.
Next turn, I play a Werewolf as a night, hit War, and it trashes one of my opponents flag bearers, giving him the flag.
With his 6 card hand, he plays a Werewolf as an action, and just hits a Province... he won by 1 vp.
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Turn 14 - StefanXXX
S plays a Giant using Way of the Mule.
S gets +1 Action.
S gets +$1.
S plays a Displace using Way of the Mule.
S gets +1 Action.
S gets +$1.
S plays a Camel Train using Way of the Mule.
S gets +1 Action.
S gets +$1.
S plays an Expand using Way of the Mule.
S gets +1 Action.
S gets +$1.
S plays a Potion.
S buys and gains a Golem.
S discards a Golem from Exile.
S draws 5 cards.
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Lord Rattington's trashing choices leave something to be desired. Final decks:
dagron:
10 Coppers, an Estate, a Duchy, 10 Goons, 10 Worker's Villages, 6 Chariot Races, 5 Imps, 3 Recruiters and 5 Covens
Lord Rattington:
9 Curses and a Junk Dealer
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Lord Rattington's trashing choices leave something to be desired. Final decks:
dagron:
10 Coppers, an Estate, a Duchy, 10 Goons, 10 Worker's Villages, 6 Chariot Races, 5 Imps, 3 Recruiters and 5 Covens
Lord Rattington:
9 Curses and a Junk Dealer
Admittedly the bot junked a lot of stuff it shouldn't have (it always does with Junk Dealer), but my guess is that those Curses only came out of Exile near the end of the game.
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Random bot game which ended with me having more provinces in my deck than non-province cards at the end.
(A game with Counterfeit, Apprentice, and Border village where over the last 2 turns I cannibalized all my engine components and buying power to get to the last few provinces.)
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playing a warm up game vs Lord Rat while waiting for my league opponent; Necromancer and Rogue are in the Kingdom. He's now got all the zombies in his deck.
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Random bot game which ended with me having more provinces in my deck than non-province cards at the end.
(A game with Counterfeit, Apprentice, and Border village where over the last 2 turns I cannibalized all my engine components and buying power to get to the last few provinces.)
I've had this happen once in a real game with 3 total players. The other players weren't great, but it was still interesting. I don't remember the entire kingdom, but it at least had Forge, Magpie, Remodel, Raze, Settlers, and Worker's Village. I mainly got a bunch of Magpies and used Forge to turn them into provinces. My final deck was Remodel, Settlers, Duchy, and 4 Provinces (I think I remodeled Forge into Province on my last turn).
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I had an IRL game with Capitalism, Bandit, Treasurer, Grand Market and Forager. Things hit the fan pretty quick. One time, a Grand Market of mine fell to an enemy Bandit, but I scooped it back up with Treasurer only after playing Forager. I remember having a turn where I bought half the Colony pile, which might have been because I won the GM split 8-2. That was a fun game.
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I had a fun game where scepter + improve was my entire payload. I played 7 scepters on improve, bought two provinces, then gained 8 duchies on the final turn.
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(https://i.imgur.com/Wl6ReGf.png?1)
I kept playing my Horses using Way of the Horse because it was funny, and then I noticed that the Horse art actually started changing in my starting hands.
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Trying to see how beggar/tower does, I've gained beggar, settlers, displace (obelisk), mastermind, and a bunch of coppers. Lord Voldebot hexes me with war.
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Turn 1 - ehunt
e plays 5 Coppers. (+$5)
e buys Stampede.
e gains 5 Horses.
e draws 5 Horses.
...
Turn 2 - ehunt
e plays a Horse.
e draws an Estate and a Haunted Mirror.
e gets +1 Action.
e returns a Horse to the Horse pile.
e plays a Horse.
e draws a Copper and an Estate.
e gets +1 Action.
e returns a Horse to the Horse pile.
e plays a Horse.
e shuffles their deck.
e draws a Copper and an Estate.
e gets +1 Action.
e returns a Horse to the Horse pile.
e plays a Horse.
e draws 2 Coppers.
e gets +1 Action.
e returns a Horse to the Horse pile.
e plays 4 Coppers. (+$4)
e buys and gains a Cemetery.
e trashes 3 Estates and a Haunted Mirror.
e discards a Horse.
e gains a Ghost.
e shuffles their deck.
e draws 4 Coppers and a Horse.
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Sleigh as Way of the Mouse means that you can use Horses to get more Horses
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Sleigh as Way of the Mouse means that you can use Horses to get more Horses
isn't that how real life works?
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I had a game where Necro was actually useful. We had Pillage (before the errata - you could attack without trashing it), and every single turn you'd be playing without the best card in your hand. I lost :(
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I had a game where Necro was actually useful. We had Pillage (before the errata - you could attack without trashing it), and every single turn you'd be playing without the best card in your hand. I lost :(
Even before the errata, trashing Pillage was not optional. The errata only makes the attack and the Spoils gain dependent on the trashing, but in any version you have to trash Pillage when play it.
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I had a game where Necro was actually useful. We had Pillage (before the errata - you could attack without trashing it), and every single turn you'd be playing without the best card in your hand. I lost :(
Even before the errata, trashing Pillage was not optional. The errata only makes the attack and the Spoils gain dependent on the trashing, but in any version you have to trash Pillage when play it.
Yeah, but using something like Necromancer would actually get you the benefits of the old Pillage--since the attack and Spoils weren't dependent on the trashing, you could get the attack and Spoils by using Necromancer on a Pillage in the trash.
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I had a game where Necro was actually useful. We had Pillage (before the errata - you could attack without trashing it), and every single turn you'd be playing without the best card in your hand. I lost :(
Even before the errata, trashing Pillage was not optional. The errata only makes the attack and the Spoils gain dependent on the trashing, but in any version you have to trash Pillage when play it.
Yeah, but using something like Necromancer would actually get you the benefits of the old Pillage--since the attack and Spoils weren't dependent on the trashing, you could get the attack and Spoils by using Necromancer on a Pillage in the trash.
Yes, you're right. I'm realizing now that the original post talks about Necromancer.
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Note sure if this belongs better in the bragging thread, but I just returned 2 estates to the supply to activate wild hunt.
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Found Vampire at the Black Market. So nice when you can't Exchange it!
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my opponent opened Swindler, and only managed to play it three times due to bad shuffle luck.
moreover, all three of those times, it hit an estate.
moreover, on two of those three occasions, I had a sheepdog in hand.
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Found Vampire at the Black Market. So nice when you can't Exchange it!
The bat is always available (not part of the reserve). You found the vampire alone with the black market, but you can and you should exchange it with the bat.
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Found Vampire at the Black Market. So nice when you can't Exchange it!
The bat is always available (not part of the reserve). You found the vampire alone with the black market, but you can and you should exchange it with the bat.
But it has no pile to return to, just like Shelters.
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Found Vampire at the Black Market. So nice when you can't Exchange it!
The bat is always available (not part of the reserve). You found the vampire alone with the black market, but you can and you should exchange it with the bat.
No, to exchange a card requires returning it to its pile. It is impossible to return the Vampire to its pile in this case because the Vampire pile is not part of the game.
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OK, thanks. :)
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So. Merchant Guild + Haggler + Cavalry.
Setup: play a lot of Merchant guilds and Hagglers.
Buy cards. Gain coin tokens via Merchant guilds. Gain additional buys and cards via Cavalry's. Return to your buy phase, which allows you to spend the extra coin tokens.
Bonus: have about 20 horses in your deck. Then you can buy Mechant guilds and play them in the same turn. This gives you even more coin tokens and more buys.
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There was 1 province left and it was my opponents turn. Opponent played a rabble and made me topdeck a province, ensuring I would have a dud turn (I only had a village and 4 coppers in hand). I had a small points lead, so my opponent ended their turn buying duchies.
But... before they ended their turn they played a werewolf, revealing the locusts hex. It trashed the top of my deck - the province - into a duchy. This meant my turn was no longer a dud, and I was able to draw a hunting party and win.
Ironically, if they had bought the last province, they would have won from the locusts hex hitting green.
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Just played an IRL game where Transmute was the key card on the board.
Kingdom: Rogue, Royal Seal, Hunting Lodge, Courtier, Bank, Silk Road, Quarry, Merchant, Masterpiece, Transmute
with Academy and Way of the Horse.
The strategy was to get Transmute to trash estates for golds and coppers for Transmutes, then using those transmutes as Way of the Horse for draw. I ended up buying a masterpiece to fuel my transmutes so I could get more, and Rouge and Courtier were for more money and buys. Academy was just a bonus for villagers with every transmute gain.
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(https://i.imgur.com/0lL1qV1.png)
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(https://i.imgur.com/0lL1qV1.png)
Was Tomb on the board? Hard for me to see this as being the right play... late enough in the game that you had Teacher; so trashing shouldn't be that effective.
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Not that I recall, my targets for Teacher were
Sanctuary +Cards (only draw engine on the whole board)
Peasant +Action
There wasn't anything else to do with the Teacher
My opponent put +Action on Knights but I think that was wrong or desperation; I had Dame Molly anyway
Looking back I should have waited to exile the Estate instead of trashing it, I was just happy to finally have a moment to get rid of it. Decks still didn't have much economy nor engine components at that stage, it had been a long dragged out Knight war with no enablers.
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Way of the Turtle + Citadel functions like a quasi-Prince. Once you Turtle an Action card, then it's automatically the first card you play the next turn turn, allowing you to, on your next turn, play it for its standard Action, and then Turtle it again for the next turn! You can thus play the same card at the start of every single turn, like Prince, except that it's not restricted to a card costing $4 or less! And even better, unlike Prince, you're not stuck using the same card every time - you can swap out Action cards at any time, and if the card's action is one that you would not want to always have to play, you can simply use Turtle for both plays
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Way of the Turtle + Citadel functions like a quasi-Prince. Once you Turtle an Action card, then it's automatically the first card you play the next turn turn, allowing you to, on your next turn, play it for its standard Action, and then Turtle it again for the next turn! You can thus play the same card at the start of every single turn, like Prince, except that it's not restricted to a card costing $4 or less! And even better, unlike Prince, you're not stuck using the same card every time - you can swap out Action cards at any time, and if the card's action is one that you would not want to always have to play, you can simply use Turtle for both plays
And when you need an extra boost to hit something or even end the game; you can just not use Turtle on either play.
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Bought Cathedral in a game with Goons. My thinking was "Hey, this'll be great! I can buy coppers for the VP and then trash them with Cathedral!"
... Completely overlooking the fact that my opponent would also be buying Goons. *facepalm* I kept ending up with two-card hands after my opponent's Goons attack followed by Cathedral's trashing. Thankfully my opponent made the same mistake of buying Cathedral, and so we were both in the same boat, making for a rather slow game
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Triumph + Black Cat
The Triumph-ing player gains an Estate, then gets an extra VP for each Curse that comes their way. Maybe you play your Cats anyway for the draw, maybe the junking still hurts, or maybe you give them the win if trashing is strong.
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Just won by one point by playing two Black Cats when my opponent bought the last province.
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I just had a game that I kinda felt bad about taking the win. With one Colony left, my opponent was ahead by 9 points. Going into their buy phase, they had exactly $11. So, I expected that the game would be over. Instead they bought ... a Platinum. I was like "... what the heck?" Then my turn, I had $14 going into my buy phase, bought the last Colony and won by 1 point. I was so surprised that I asked in the chat "Why didn't you buy that Colony? You would've won!" but they didn't answer, so I don't know what their thinking was behind buying a Platinum instead of ending the game 19 points ahead. They should've had that game, I almost felt guilty taking the win
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Hand: Gold, Gold, Silver, Animal Fair, Transmogrify; & a transmogrify on the tavern mat.
One Province left in the supply, no empty piles, six points down.
You would think this hand can get 7 VP and win. I thought so too, but eventually gave up and ended the game in a draw.
Reason: WOLF DEN.
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Just had a game where I opened with 5/2, and both Spices and Banish were on the board. So, I bought Spices on turn 1, then on turn 2, used the coffers gained from Spaces to buy Banish, exiling all three of my starting Estates. So, by turn 3, all of my Estates were tucked away on the Exile mat!
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More of an amusing quirk than anything useful, but I've had a few games with both Goons and Gatekeeper. If you play Goons after your opponent's played Gatekeeper, the first time that happens, you can buy a Copper for the VP and not have it in your deck. Of course, that only works once, and assumes you haven't Exiled any Coppers before then, so it's definitely not a useful interaction. But I do find it a bit amusing
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After so many years, I still learn new things about the game regularly.
For example, I just found the mining village for the first time:
(https://i.ibb.co/k3Br8Yh/mv.png)
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The German translator didn't find it either, using "Bergwerk" ("Mine") as a name.
Thus breaking the "Village" nomenclature as early as in the 1st expansion.
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The German translator didn't find it either, using "Bergwerk" ("Mine") as a name.
Thus breaking the "Village" nomenclature as early as in the 1st expansion.
Wait, so what did they call Mine then?
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The German translator didn't find it either, using "Bergwerk" ("Mine") as a name.
Thus breaking the "Village" nomenclature as early as in the 1st expansion.
Wait, so what did they call Mine then?
Mine.
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Ghost Flips remake
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Ghost Flips remake
Ouch. I hope you drew a card full of junk
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Innovation and Knights are on the board. The only source of +buy is Sir Martin. My opponent bought Sir Martin for the +buy, and reshuffled. Then, on my turn, I bought the next Knight, I forget which one. I had already purchased Innovation previously, so I immediately played my knight. Opponent revealed Sir Martin and something < $3, so, my knight and Sir Martin were both immediately trashed
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Ghost Flips remake
Ouch. I hope you drew a card full of junk
No, and I actually had two provinces in hand.
... but also some cards coming in with Archive, so I could avoid trashing one.
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Caravan Guard as Way of the Mouse as Lighthouse.
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Caravan Guard as Way of the Mouse as Lighthouse.
Hmm... but the Lighthouse is never in play, so this combo doesn't do anything different from Caravan Guard as Way of the Chameleon, does it?
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Caravan Guard as Way of the Mouse as Lighthouse.
Hmm... but the Lighthouse is never in play, so this combo doesn't do anything different from Caravan Guard as Way of the Chameleon, does it?
Yeah, it wouldn't block the attack since Lighthouse isn't actually in play, and by using Mouse as Lighthouse, you don't even get the +1 Card that Caravan Guard normally gives, making it less useful in most situations
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If +buys are plentiful, then Advance + Looters is an interesting combo. Had a game where my opponent kept giving me ruins with Marauder, and I'd turn around and use Advance to turn them into $5 Action cards. The Ruins still slowed me down a bit, of course, since they took up space in my hand, and took two shuffles before I could use said $5 Action cards, but it was still a useful way to deal with them
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I am wondering often which kingdoms would most heavily discourage looters. Way of the Horse has been discussed, but Advance is also very high on the list. Action trashers like Sacrifice and Zombie Apprentice are also good counters, even if not as ubiquitous as the two card-shaped things. Way ot the Turtle would get Ruins out of the way (pun intended) at the cost of an action. Way of the Butterfly rids in a similar fashion but returns Ruins so Marauder will have ammunition till the end of the match. Scrying Pool makes ruins almost transparent, though a Ruined Market on top of an Estate is worse than an Estate as the top of the draw pile. Library sort of mitigates the impact of Ruins though it probably wouldn't discourage opening Marauder.
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I am wondering often which kingdoms would most heavily discourage looters. Way of the Horse has been discussed, but Advance is also very high on the list. Action trashers like Sacrifice and Zombie Apprentice are also good counters, even if not as ubiquitous as the two card-shaped things. Way ot the Turtle would get Ruins out of the way (pun intended) at the cost of an action. Way of the Butterfly rids in a similar fashion but returns Ruins so Marauder will have ammunition till the end of the match. Scrying Pool makes ruins almost transparent, though a Ruined Market on top of an Estate is worse than an Estate as the top of the draw pile. Library sort of mitigates the impact of Ruins though it probably wouldn't discourage opening Marauder.
i think you've gotta consider the VP angle more as a deterrent: museum, tower, and obelisk (selecting the ruins pile) all really discourage you to go in on cultist/marauder
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(https://i.ibb.co/MPqts0w/screenshot.png)
(This was against a real player but continued vs bots.)
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(https://i.ibb.co/MPqts0w/screenshot.png)
(This was against a real player but continued vs bots.)
Damn, did they resign in the middle of that play?
Also, that would be a hell of a play to try to keep track of everything in an IRL game
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i think you've gotta consider the VP angle more as a deterrent: museum, tower, and obelisk (selecting the ruins pile) all really discourage you to go in on cultist/marauder
The diversity of ruins you are being fed also pays off, besides Museum, with more $$ from Bounty Hunter.
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J plays a Squire.
J gets +$1.
J gets +2 Actions.
J plays an Artificer.
J draws a Copper.
J gets +1 Action.
J gets +$1.
J plays an Artificer.
J draws a Copper.
J gets +1 Action.
J gets +$1.
J plays a Shanty Town.
J gets +2 Actions.
J reveals their hand: a Gold, a Fortune and 2 Coppers.
J draws a Shanty Town and a Catacombs.
J plays a Catacombs.
J looks at 2 Golds and a Copper.
J puts a Copper and 2 Golds into their hand.
J plays a Shanty Town.
J gets +2 Actions.
J reveals their hand: 3 Golds, a Fortune and 3 Coppers.
J draws a Copper and a Sacred Grove.
J plays a Sacred Grove.
J gets +1 Buy.
J gets +$3.
J takes The Sea's Gift.
J receives The Sea's Gift.
J draws a Squire.
J discards The Sea's Gift.
D draws a card.
J plays a Squire.
J gets +$1.
J gets +2 Buys.
J plays 3 Golds and 4 Coppers. (+$13)
J plays a Fortune.
J gets +1 Buy.
J buys and gains 5 Provinces.
J draws a Curse, a Copper, an Estate, a Shanty Town and an Artificer.
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just had a game with Procession, Rats, Tomb, and no other trashing; it was worth it to do a full Rats overrun and just buy copper every turn for VP tokens.
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i think you've gotta consider the VP angle more as a deterrent: museum, tower, and obelisk (selecting the ruins pile) all really discourage you to go in on cultist/marauder
The diversity of ruins you are being fed also pays off, besides Museum, with more $$ from Bounty Hunter.
Also, you can stack up a bit more with Conclaves to mitigate the effect of (and capitalize on the variety and card type of) Ruins. This would not be enough to be a deterrent.
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Last turn of the game. 1 Province left, and I can afford to buy it and tie. However I can't see a win with no +buy in the kingdom.
Then I remembered something. I had Necromancer in my hand so I could play a Zombie Mason with it, hit one of the many $4 cards in my deck, gain a Duchy and win instead of tie.
The Zombie Mason hit a Province and I lost the game.
Don't get greedy.
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That was the right choice though unless you knew the top card or had more provinces than hits.
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Depends. How much better is winning than tying, and how much better is tying than losing? A guaranteed tie might well be a better bet than x% chance of a win, y% of a tie, and z% of a loss, depending on the values of x, y, and z.
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From memory the rulebook actually says you "both win" if you get the same score in the same number of turns, but Dominion Online says "you tie".
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Last turn of the game. 1 Province left, and I can afford to buy it and tie. However I can't see a win with no +buy in the kingdom.
Then I remembered something. I had Necromancer in my hand so I could play a Zombie Mason with it, hit one of the many $4 cards in my deck, gain a Duchy and win instead of tie.
The Zombie Mason hit a Province and I lost the game.
Don't get greedy.
Let's say you have 7 targets of $4 and 3 Provinces in a 30 card deck. So 20/30 ties, 7/30 wins and 3/30 losses. 7-3 = 4. So your EV (expected value) is positive and you should go for it. If however you have a lower rating than your opponent, a tie is worth more than 0 and your EV for taking the risk might be lower than not taking the risk.
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Isn't the rating system such that the difference between a win and a draw is always identical to that between a draw and a loss?
MicQ linked me to the implementation of the system once but I was too lazy to work through it so I'm still not sure.
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Isn't the rating system such that the difference between a win and a draw is always identical to that between a draw and a loss?
Beats me, but then we can just add in "How much do you care about the rating system?" to the set of relevant questions.
I don't care about the rating system, and I respect the fact that according to the Dominion rule book a tie is equivalent to a win; so my judgment about whether to go for the risky win over the certain tie in that scenario might be different than someone who assigns different values to those factors.
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From memory the rulebook actually says you "both win" if you get the same score in the same number of turns, but Dominion Online says "you tie".
If the person forcing the tie went first they lose. If the person forcing the tie went second then it's a tie.
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From memory the rulebook actually says you "both win" if you get the same score in the same number of turns, but Dominion Online says "you tie".
If the person forcing the tie went first they lose. If the person forcing the tie went second then it's a tie.
Yes, that's basically what NoMoreFun said - "same score in the same number of turns"
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From memory the rulebook actually says you "both win" if you get the same score in the same number of turns, but Dominion Online says "you tie".
Since the Dominion rules don't give any sort of indication of a proper ranking system, that's completely up to the implementers of any such ranking system, and I don't see any problem with awarding "you both win" differently than "you alone win". And then whether you show that to the user as "both win" or as "tie" is simply a meaningless wording choice.
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I had a Kiln, 3 Coppers, and a Monastery in my hand at the start of my turn. Destrier was on the board. I played Kiln, then used it on the first Copper, so that the gained Copper reduced Destrier's cost to $5, allowing me to buy it. Then, in my Night phase, the Copper I'd gained from Kiln allowed me to trash one extra Copper from play, cancelling out that gained Copper
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So, I just had a game with Orchard, Rats, Transmogrify, Hireling, Marauder, and Piazza, along with a bunch of other non-terminal Actions (plus one alt-VP card). It ended up being a rather interesting game. Rats would turn junk into more Rats (and it helped that my opponent used Marauder quite a bit, giving Rats plenty of fuel), then Transmogrify would turn those Rats into other Actions. Hireling helped to increase the likelihood of lining up a Rats with a Transmogrify, while Piazza occasionally hit a Rats, but by using Piazza after the Hireling draws, I avoided having to trash any good cards. So, I was careful to keep the number of Rats right around 3 while racking up Orchard points with Transmogrified Rats. At the end of the game, I had *32 points* from Orchard alone, and the trash was full of Rats, Coppers, Ruins, and Shelters, and a handful of other cards
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The other day I won a game on a 3-pile with Dame Josephine as my only VP.
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With one Province left on the board, I was 6 points behind. In my hand I had a Province, a Count, a Copper, a Silver, and a Gold, and also one Coffers, and a Transmogrify on my Reserve mat. I found myself wishing I had an extra Coffers so I could Transmogrify my Count into a Duchy and still buy a Province to win instead of tie. Then I realized - I could Transmogrify my Silver into an Estate and still have $8 after using the Coffer and the Count, winning the game by 1. Probably the only time I've ever Transmogrified a Silver into an Estate rather than the other way around!
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C buys a Quest.
C discards a Catapult.
C gains a Gold.
C buys March.
C looks at a Catapult and a Gold.
C plays a Catapult.
C looks at a Catapult and a Gold.
C gets +$1.
C trashes a Copper.
L discards a card and a Copper.
C draws 4 Coppers and an Estate.
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C buys a Quest.
C discards a Catapult.
C gains a Gold.
C buys March.
C looks at a Catapult and a Gold.
C plays a Catapult.
C looks at a Catapult and a Gold.
C gets +$1.
C trashes a Copper.
L discards a card and a Copper.
C draws 4 Coppers and an Estate.
Why is there a second "C looks at a Catapult and a Gold."?
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C buys a Quest.
C discards a Catapult.
C gains a Gold.
C buys March.
C looks at a Catapult and a Gold.
C plays a Catapult.
C looks at a Catapult and a Gold.
C gets +$1.
C trashes a Copper.
L discards a card and a Copper.
C draws 4 Coppers and an Estate.
Why is there a second "C looks at a Catapult and a Gold."?
Hmmmm... I don't know.
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2 points ahead, one Province left
Played Hideout--if I trashed a copper, I would only have 7. Instead trashed a Province, for a curse. Bought Province with 8.
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Never seen this move before
Turn 13 - jmm146
j plays a Research.
j gets +1 Action.
j trashes a Copper.
j plays a Graverobber.
j trashes a Fisherman.
j gains a Fisherman.
j plays a Gold. (+$3)
j buys and gains a Shanty Town.
j draws 5 cards.
(https://nimbus-screenshots.s3.amazonaws.com/s/146efd2971b259f1f7bb8213da87d2b4.png)
And this guy had a rating of like 49 or something too :o Oh and there were to TFB evnts/landmarks or wall.
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Was playing a 5-player game. Played Throne Room on Ambassador to return 2 Estates from my hand. Didn't realize that one player had already bought Road Network. ;D
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Opened by Salt-the-Earth-ing a Feodum
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Opened $5 / $2 on a board with Banish and Stampede.
t1: bought stampede
t2: drew deck to exile all the estates
t3: all money, baybeee
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Opponent went for Pirate Ship. I had 5 Treasures left in my deck and drew them all, so I bought a Mandarin.
Later that game, opponent played Skulk, hit Greed, then played Pirate Ship.
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Had a game with Quarry, Grand Market, and Ball. Quarry drops the price of GM to $4, allowing it to be gained via Ball. And since GM's copper restriction is for buying, not gaining, it became very easy to gain GMs early in the game. Taking the -$1 token was a very small price to pay in this situation!
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Just played an IRL game with Rats, Watchtower, Forager, and Remodel. We didn’t specifically count the Trash pile; but it was definitely larger than the Copper pile.
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I've seen the Copper pile empty in Mountebank games...
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My opponent had played Gatekeeper on their turn. On my turn, I had an empty discard pile, with $4 and 2 buys. Fisherman was on the board. I bought a Fisherman for $2, and since there was no Fisherman on my Exile mat, that went into Exile, meaning my discard pile was *still* empty, allowing me to buy a second Fisherman for $2, getting the first one out of Exile. So, their Gatekeeper let me buy 2 Fisherman for just $4, ironically benefitting me
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Champion + Way of the Otter = Any Action card can be a lab
Champion + Way of the Otter + Highway = Cost-reducing lab! When combined with a source of +buy, that can make for a great megaturn
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Champion + Way of the Otter = Any Action card can be a lab
Champion + Way of the Otter + Highway = Cost-reducing lab! When combined with a source of +buy, that can make for a great megaturn
highway and +card token is also very amazing
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I bought a Windfall, then played 2 Sheepdogs to draw the Golds, then bought another Windfall.
Villa was in the kingdom which would have allowed some cool shenanigans with playing those golds, but the pile was empty.
I lost the game - aiming for a Double Windfall instead of winning will do that.
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Turn 4 - ipofanes
i plays a Prince.
i sets an Envoy aside with Prince.
i draws 4 Coppers and an Estate.
I opened Envoy and Stockpile, drew Envoy/Stockpile on Turn 3, drew five coppers, bought Prince, drew Prince and Envoy on Turn 4, felt dirty.
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My opponent's Pirate Ship hit my Fortune :-(
(I still won that game though!)
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My opponent's Pirate Ship hit my Fortune :-(
That was very unfortunate.
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I bought Populate in a game with Inheritance and Castles and was sad to realize it could gain neither Small Castle nor inherited Estates.
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In a game with Grand Market, Bustling Village, and Livery, I completely emptied out the Horses pile on my last turn. With 4 Liveries in play, and a huge amount of coins and buys, I bought something like 3 Provinces and 5 or 6 Duchies. With 4 Horses coming along with each buy, that completely emptied out the Horse pile. My opponent only had 3 Horses, and I'd played all of mine before going into the buy phase, so there were 27 Horses left. Of course, since that was the last turn, those Horses didn't do me any good, but still, it was pretty cool to see the Horses pile go from almost full to empty (this was an online game, IRL I wouldn't've bothered since it was the last turn)
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In a game with Grand Market, Bustling Village, and Livery, I completely emptied out the Horses pile on my last turn. With 4 Liveries in play, and a huge amount of coins and buys, I bought something like 3 Provinces and 5 or 6 Duchies. With 4 Horses coming along with each buy, that completely emptied out the Horse pile. My opponent only had 3 Horses, and I'd played all of mine before going into the buy phase, so there were 27 Horses left. Of course, since that was the last turn, those Horses didn't do me any good, but still, it was pretty cool to see the Horses pile go from almost full to empty (this was an online game, IRL I wouldn't've bothered since it was the last turn)
That sometimes happens with Livery, even before the game has ended, to the extent that winning the Horse split becomes a thing.
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I was proud to pull off a nice Mint trash with a bunch of Coppers in play, only to remember I played two Crowns in my Action phase. :-[
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After playing all my coppers, I bought a Mint and then.a Grand Market in the same buy phase (Stockpile was involved)
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In a game with both Black Cat and Governor, I trashed a gold for a Province. My opponent then reacted with five Black Cats, and trashed a Curse from their hand. I still managed to win that game, but that was a painful turn
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Keep Game. Opponent plays something with Way of the Camel to exile a gold, bringing the Gold count to a tie, then buys the last province, which ought to be a win by +3, except I'm lucky enough to be holding a Fool's Gold. The only time I ever remember the under the line ability of Fool's Gold coming in handy.
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Plot twist: ...and then your opponent had more Fool's Gold than you? (-8
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In a colony game an opponent of mine bought 9 goatherders. In deference amulet, and JOAT were in my deck. Plus I grabbed one too just sine he was trashing so goddamn, but it did help clear out the silvers. I should have let them buy the last one too since they probably would have.
they did not win.
In another game I had an opponent bid TWO on Mountain Pass. still makes my head spin.
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My opponent bought Dame Natalie, then put the Ferry token on Knights and then just started snarfing up additional Knights every time they played Natalie.
I still won the game, though
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Drew dead my only Goons. Bought Quest to discard it, then Gamble to play it.
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Drew dead my only Goons. Bought Quest to discard it, then Gamble to play it.
"But what if you hit Gold instead of Goons ... wait ... ."
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Game was insane actually, look at the Copper and Gold piles right before opponent resigned
(https://i.postimg.cc/R67w0ZbL/image.png) (https://postimg.cc/R67w0ZbL)
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Game was insane actually, look at the Copper and Gold piles right before opponent resigned
(https://i.postimg.cc/R67w0ZbL/image.png) (https://postimg.cc/R67w0ZbL)
The weirdest thing about this game is that neither of you got a Devil's Workshop.
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I've only just noticed: is that the crow from Curse and Ill-Gotten Gains sitting on the post in the Gamble artwork? (-8
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In another game I had an opponent bid TWO on Mountain Pass. still makes my head spin.
I would assume they simply didn't understand how Mountain Pass works. I had the same thing once with my opponent only bidding one. Perhaps they didn't realize it was limited to one round of bidding?
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Hold my beer... (Populate board)
G plays a Treasure Hunter.
G gets +1 Action.
G gets +$1.
G gains 26 Silvers.
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Hold my beer... (Populate board)
G plays a Treasure Hunter.
G gets +1 Action.
G gets +$1.
G gains 26 Silvers.
Tell me there was Feodum.
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Herald revealed Small Castle ... after all the Castles had been bought. Small Castle trashed itself for no gain. Worse, I had both Humble Castle and King's Castle, so that was a net loss of 5 VP
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Game was insane actually, look at the Copper and Gold piles right before opponent resigned
(https://i.postimg.cc/R67w0ZbL/image.png) (https://postimg.cc/R67w0ZbL)
The weirdest thing about this game is that neither of you got a Devil's Workshop.
The weirdest thing is that opponent didn't get a coven to even the curses split. I'm guessing that after he hit 9 you bought the last curse and trashed coven?
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Hold my beer... (Populate board)
G plays a Treasure Hunter.
G gets +1 Action.
G gets +$1.
G gains 26 Silvers.
Tell me there was Feodum.
evil plot twist: It was a bandit fort game.
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Does this count as a ragequit? he said he had to go and politely left.
(https://nimbusweb.me/box/attachment/5757033/7r0gfel9r6kr73mrzpde/MMwKmbwkc9nfJNSK/screenshot-www.dominion.games-2021.07.03-19_36_59.png)
I went back in to play it out for fun and after 1 dominate and emptying the peddler pile the game ended when lord Rat got a province and then emptied the remaining 8 curses in one turn.
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G buys a Plunder.
G gains a Curse.
G gains a Plunder.
G buys a Curse.
G gains a Curse.
G gains a Curse.
G buys a Curse.
G gains a Curse.
Up 7 points, was able to pile out a win with just 3 buys because my opponent had a Sea Hag in play from the BM deck
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(https://i.imgur.com/ah03mw2.png)
i'm not sure where the "Semi Interesting Things Lord Rattington Does" thread ended up but turns out he makes some interesting choices when you give him stonemasons via masq
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Turn 17 - Gherald
G plays a Mercenary.
G trashes 2 Provinces.
G draws a Province and a Cardinal.
G gets +$2.
G plays 2 Golds. (+$6)
G buys and gains a Province.
...
Turn 19 - Gherald
G plays a Horse.
G plays a Mercenary.
G trashes a Province and a Supplies.
G draws 2 Provinces.
G gets +$2.
G plays 2 Golds. (+$6)
G buys and gains a Province.
When you're a little bit ahead ¯\ (ツ) /¯
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Playing Horse by Way of the Butterfly when a Livery has already been played = get that Horse right back!
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(https://i.imgur.com/ah03mw2.png)
i'm not sure where the "Semi Interesting Things Lord Rattington Does" thread ended up but turns out he makes some interesting choices when you give him stonemasons via masq
;D
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So this was a real head scratcher.
(https://nimbus-screenshots.s3.amazonaws.com/s/1cabeeb192eb8e691977b878858ad795.png)
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Desperate to maximise their chance of being the first to play Mountebank, whatever the cost?
(Clutching at straws, here...)
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Distractedly awaiting my turn, found myself with a starting hand of 7, and was like..why do I have 7?
My 59 rating opponent had Ambassadored me a Cavalry ::)
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On the last turn of the game, I was down by 5 points with one Province left on the board, and after playing all my Actions, I had just $7 left to spend, between the Actions and the Treasures I had in hand. But, I hadn't yet played any Treasures, and the kingdom had both Alms and Cavalry. So, I bought Alms to gain a Cavalry, and one of the two cards drawn from Cavalry's on-gain effect was a Copper, letting me buy the last Province and win by 1 point
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G plays a Small Castle.
G trashes a Haunted Castle.
G gains an Opulent Castle.
G plays 4 Golds. (+$12)
G buys and gains a Sprawling Castle.
G gains 3 Estates.
G buys and gains a Grand Castle.
G reveals their hand: 2 Provinces.
G gets 3 VP from Grand Castle.
G buys a Triumph.
G gains an Estate. [empties estate pile]
G gets 7 VP.
Emptying remaining estate pile with Sprawling Castle + Triumph, denying opponent any more Triumphs.
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???
(https://nimbus-screenshots.s3.amazonaws.com/s/2ca460d915a571b041f3b220c07fdb0a.png)
:-X
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I just played a game with Mastermind, Knights, Graverobber and Chariot Race. That was a bit of a brain-mangler.
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really could've used a diadem here.
But hitting 3 populates to three pile was pretty fun too...
It's also semi-interesting that their Mastermind would come into play before the game ended. Not sure if or how or when this could be relevant...
(https://nimbusweb.me/box/attachment/5863214/watqdnx0cqmk5rzy4ivd/VfGaawuOa5slGoVT/screenshot-dominion.games-2021.07.30-13_51_02.png)
(https://i.imgflip.com/5i44hz.jpg)
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Had a game with Peasant line, with shelters, Way of the Owl, Hunting Lodge, Sanctuary, Sheepdog, and Paddocks - all of which combined to mean very rapid cycling. I got my Teacher on turn *7*! And got to first play it on turn 8
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Black Cat + Replace can lead to some amusing interactions. You give your opponent a Curse when you gain a Victory card, but then they react with their Black Cat to give you a Curse too. Or, actually, their Black Cat's reaction would come first, before you give out a Curse, so if there's only one Curse left, they could end up not getting a Curse
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I ended up trashing my own Knight for the first time. Sir Vander over an estate with a hermit.
No + actions (save Dame Molly n hermit) Necro's allowed any trashed knight to be played anyway so Vander lost a lot of appeal anyway and I needed some gold. Plus got a hermit too. :P
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Black Cat + Replace can lead to some amusing interactions. You give your opponent a Curse when you gain a Victory card, but then they react with their Black Cat to give you a Curse too. Or, actually, their Black Cat's reaction would come first, before you give out a Curse, so if there's only one Curse left, they could end up not getting a Curse
This doesn't work though. Found that out when ambassadoring estates. The other player only gains a curse when it isn't your turn. Unless it is someone else giving them Replaced Victory cards in a 3+ player game. Though you do get to play the black cat for draw in the case of ambassador. If it's Replace they only gain a curse, not Victory Card.
(http://wiki.dominionstrategy.com/images/thumb/7/77/Black_Cat.jpg/200px-Black_Cat.jpg)
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This doesn't work though. Found that out when ambassadoring estates. The other player only gains a curse when it isn't your turn.
Yes, and when you are playing Replace to gain a Victory card, it usually isn't your opponent's turn, so you do gain the Curse from their Black Cat.
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Black Cat + Replace can lead to some amusing interactions. You give your opponent a Curse when you gain a Victory card, but then they react with their Black Cat to give you a Curse too. Or, actually, their Black Cat's reaction would come first, before you give out a Curse, so if there's only one Curse left, they could end up not getting a Curse
This doesn't work though. Found that out when ambassadoring estates. The other player only gains a curse when it isn't your turn. Unless it is someone else giving them Replaced Victory cards in a 3+ player game. Though you do get to play the black cat for draw in the case of ambassador. If it's Replace they only gain a curse, not Victory Card.
(http://wiki.dominionstrategy.com/images/thumb/7/77/Black_Cat.jpg/200px-Black_Cat.jpg)
That's not what I was saying. What I said was this:
Player A trashes a Gold to gain a Province
Player B reacts with their Black Cat to give Player A a Curse
Player A's Replace then gives Player B a Curse
(And in a 3-player game poor Player C ends up with two Curses, one from Player A's Replace and one from Player B's Black Cat)
So the person who played Replace ends up getting cursed too. I didn't mean it as "this is a useful interaction", but as "this is kind of a funny interaction"
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Just had a game with Bandit Fort where the Silver pile almost got emptied. Wayfarer and Tomb were involved; all of the Silvers ended up in the trash.
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This is what you call good clean living. The poor guy in back-to-back games.
(https://nimbus-screenshots.s3.amazonaws.com/s/cb17f84c97fddc7cc63f2648f8fb2278.png)
and then end game, can't take the last Duchy or open 3 pile. So I take the penultimate province and hope.
(https://nimbus-screenshots.s3.amazonaws.com/s/823b74cd66a3f74b98a76f70b540f73b.png)
Though neither actually changed the outcome as he didn't have the 8 coins anyway (only had 3)
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In a game with Idols and Trader, and lots of +buy, both my opponent and I had trashed all of our Estates, and I'd gotten one curse, while my opponent had none. There were two empty piles, and one (Engineer) with 4 cards left. Near the end of my Action phase, I had 4 buys and a total of $15, with two Idols, a Trader, and the Curse I'd gotten earlier from their Idols. My last Action of that turn was to trash the Curse with my Trader. Then I played my treasure, gave my opponent a Curse with my Idols, and bought all four Engineers, winning the game with a score of 0 to -1! My opponent had a much stronger engine, so if I hadn't managed to end the game there, I would surely have lost. But I managed to end the game before their engine could kick off
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Just played a game in which Lord Rattington used Scrap on a Province. This can sometimes be a good strategic decision, but I don't think this case was one.
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Had a game with Develop, Cavalry, Urchin, and Coven. I was able to get Mercenary really quickly by Developing a Cavalry into Urchin + Coven
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Just played a game in which Lord Rattington used Scrap on a Province. This can sometimes be a good strategic decision, but I don't think this case was one.
I Scrapped a Colony in order to end the game once. It was the right decision.
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Just played a game in which Lord Rattington used Scrap on a Province. This can sometimes be a good strategic decision, but I don't think this case was one.
I Scrapped a Colony in order to end the game once. It was the right decision.
yeah i do this all the time. Same with provinces. The use a salvager to take the last two provinces out is a favorite move of mine...
I forget who but one pf the Dominion elders played a famous game where they had to ambassador a province to win. I don't quite remember how or why this worked. But someone else probably will.
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Just played a game in which Lord Rattington used Scrap on a Province. This can sometimes be a good strategic decision, but I don't think this case was one.
lord rat is a fucking idiot.
sign up for the beta and play the new AI on the dominion app. Not perfect yet, but much better than the bottards
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In a game with Idols and Trader, and lots of +buy, both my opponent and I had trashed all of our Estates, and I'd gotten one curse, while my opponent had none. There were two empty piles, and one (Engineer) with 4 cards left. Near the end of my Action phase, I had 4 buys and a total of $15, with two Idols, a Trader, and the Curse I'd gotten earlier from their Idols. My last Action of that turn was to trash the Curse with my Trader. Then I played my treasure, gave my opponent a Curse with my Idols, and bought all four Engineers, winning the game with a score of 0 to -1! My opponent had a much stronger engine, so if I hadn't managed to end the game there, I would surely have lost. But I managed to end the game before their engine could kick off
This is like the dominon equivalent of the wrestler who stole gold with a reversal in the last 11 seconds of a match against the GOAT of that sport..
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My opponent had tons of Black Cats, so what do I do? Gain an Estate in my Action phase with Falconer to bait them into attacking, gain a bunch of curses, and then draw into the curses, trash them with Forager and Goatherd, and then buy a Province with impunity.
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Just beat my dad 73 to 20 in a game without VP tokens, Colonies, or any kingdom victory cards. (Tower)
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Played a game with Flag Bearer and Way of the Mouse, where the card played by Mouse was Improve. It was an interesting interaction, since Improve and Flag Bearer have exactly the effect when you play them, but then at Clean-Up, you can trash the Flag Bearer for a $5 card, allowing you to take the Flag both when you gain the card and at Clean-Up after playing it
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Played a game with Flag Bearer and Way of the Mouse, where the card played by Mouse was Improve. It was an interesting interaction, since Improve and Flag Bearer have exactly the effect when you play them, but then at Clean-Up, you can trash the Flag Bearer for a $5 card, allowing you to take the Flag both when you gain the card and at Clean-Up after playing it
Improve is one of the few cards that would be significantly stronger if it cost more. I think it shares that property with Band of Misfits,
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As Donald X noted in the Secret History, Border Village is another. (He buffed it by increasing its cost from $5 to $6.)
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(https://dl.dropbox.com/s/m14jkdcz1cw00i1/t2%20expand.PNG?dl=0)
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...Okay, how did this happen?
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We know there are shelters, so I'd guess Necropolis as Way of the Mouse with Church set aside.
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We know there are shelters, so I'd guess Necropolis as Way of the Mouse with Church set aside.
Yeah, that's what happened.
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My opponent's Locusts hex hit my Duchy, in a game where I was going for Dukes. So, in addition to the 2 points lost from the Duchy itself, each of my Dukes was now worth 1 point less. I ended the game with 5 Dukes, so the total cost of that hex was 7 points
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Turn 1 - ehunt
e plays a Necropolis using Way of the Otter.
e draws 2 Coppers.
e plays 6 Coppers. (+$6)
e buys and gains a Gold.
e shuffles their deck.
e draws 2 Coppers, a Hovel, a Necropolis and an Overgrown Estate.
tbh gold wasn't a great open on this board but had to do it for the novelty of it. There was also Mint, so i could've started turn two with exactly mint, copper, and the three shelters, but novelty only gets you so far.
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Had a game with Way of the Mouse as Church, Caravan Guard, and Margrave. If I happened to have a Caravan Guard in hand when my opponent played Margrave, then I could react with the Caravan Guard, play it as Church, and set aside three cards, leaving only one remaining. Then Margrave makes me draw a card, and since I still have only 2 cards, I don't discard. Meaning that the net result is I got +1 card! That didn't happen a whole lot in that game, but when it did, it was a rather fun interaction. Not often that your opponent's Margrave leaves you with more cards than you started with ...
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Had a game with Way of the Mouse as Church, Caravan Guard, and Margrave. If I happened to have a Caravan Guard in hand when my opponent played Margrave, then I could react with the Caravan Guard, play it as Church, and set aside three cards, leaving only one remaining. Then Margrave makes me draw a card, and since I still have only 2 cards, I don't discard. Meaning that the net result is I got +1 card! That didn't happen a whole lot in that game, but when it did, it was a rather fun interaction. Not often that your opponent's Margrave leaves you with more cards than you started with ...
Although, the server did have a weird glitch here. It would discard the Caravan Guard at the end of my opponent's turn. The duration effect would still apply properly - the cards would be returned to my hand at the start of my turn and I'd have the option of trashing, but the Caravan Guard would be in my discard pile.
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My opponent had 4 Highways in play when they played Leprechaun. The hex it revealed was War. Those 4 Highways made Province the only card in War's attack range, and so they ended up having a Province trashed
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I recently lost a game because I trashed a curse
(wasn't because of gardens)
It was because I couldn't ambassador the curse on the turn I could buy the last province, meaning that buying the last province would tie the scores and make me lose as the first player
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I got a turn 3 Province with Shelters + Way of the Owl. On turn 1, I had a Necropolis and 4 Coppers. I used Way of the Owl on Necropolis, and drew two Coppers, buying a Gold on turn 1. I forget what happened in turn 2, but in Turn 3, I had Necropolis again, with 4 Coppers. Played Necropolis with Owl, and drew that Gold plus another Copper, for a total of $8!
It really wasn't the most sensible thing to buy that early in that particular game, but I couldn't resist the novelty of a turn 3 Province
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My Tracker's +$1 allows me to hit $8, the boon turns out to be The Swamp's Gift, and there's a Prince on the board who is otherwise without a good action to pair with. And, of course, both the Will-o-wisp and the Prince would be topdecked by the said Tracker.
It felt as if the whole tracker card is built to make this moment to happen!
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I Traded all my 10 starting cards in for Silvers. (with the Event Trade, not Trader)
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$7 and 1 buy left, can't get last province -- hey let's throw a Ball for the last 2 curses ftw
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only one 4-cost on the board
===
t plays a Swindler.
t gets +$2.
e trashes a Silk Merchant.
e gets +1 Villager.
e gets +1 Coffers.
e gains a Silk Merchant.
e gets +1 Villager.
e gets +1 Coffers.
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I forget who but one pf the Dominion elders played a famous game where they had to ambassador a province to win. I don't quite remember how or why this worked. But someone else probably will.
If you're in the lead with 7 points or more, but don't have $8 to get the last province, you can Ambassador it to your opponent, keeping your own Province of course. Your lead can be smaller if you can buy/gain another Victory card (like a Duchy) on that turn.
I remember this trick from games with more than 2 players, because then you can suddenly empty the Province pile by handing out several Provinces.
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One of my favorite dominion moments was when I tried to do exactly that, ambassador the last province for the win, aaand...
My opponent revealed a Trader, refusing the last province.
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Turn 1 - Lemonspawn
L buys an Alms.
L gains a Silk Merchant.
L gets +1 Villager.
L gets +1 Coffers.
L draws 5 cards.
Turn 1 - Awaclus
A buys an Alms.
A gains a Silk Merchant.
A gets +1 Villager.
A gets +1 Coffers.
A draws 5 Coppers.
Turn 2 - Lemonspawn
L plays 5 Coppers. (+$5)
L uses 1 Coffers. (+$1)
L buys and gains an Altar.
L shuffles their deck.
L draws 5 cards.
Turn 2 - Awaclus
A plays 5 Coppers. (+$5)
A uses 1 Coffers. (+$1)
A buys and gains an Altar.
A shuffles their deck.
A draws 2 Coppers, 2 Estates and an Altar.
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The rare 5+ Temple VP engine, heh
(https://i.postimg.cc/RCpFXZP2/image.png)
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I won the Horse split.
(https://dl.dropbox.com/s/9njwr4e3q42el7l/horse%20split.PNG?dl=0)
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One of my favorite dominion moments was when I tried to do exactly that, ambassador the last province for the win, aaand...
My opponent revealed a Trader, refusing the last province.
did your opponent win?
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In a game with Black Cat and Way of the Rat, with a fair amount of draw and extra actions and Sanctuary, I ended up drawing my entire deck on my opponent's turn when they bought a Province. They'd completely ignored Black Cat, so I was able to get all 10
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I just stumbled into a Procession/Falconer/Border Village/Menagerie loop.
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I found a loop of magpie + 2 sleighs + draw your deck = gain all the magpies
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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.
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Had a Moneylender-Shelters game where Ambassador got skipped. Was the right move on both sides.
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One of those extremely dumb games against Lord Rattington where I'm messing around trying to make something vaguely interesting happen and realize I'm actually losing badly to straight BM. But then manage to turn it around like a barge after 33 turns for the win.
Cuzz:
6 Golds, 5 Estates, 6 Duchies, 2 Provinces, a Steward, Dame Anna, Dame Josephine, Dame Natalie, Sir Bailey, Sir Destry, Sir Martin, Sir Michael, Sir Vander, 3 Soothsayers, 9 Hirelings, 6 Werewolves, 10 Border Guards, 10 Patrons and 8 Hunting Lodges
Lord Rattington:
5 Curses, 5 Coppers, 6 Estates and 6 Provinces
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One of those extremely dumb games against Lord Rattington where I'm messing around trying to make something vaguely interesting happen and realize I'm actually losing badly to straight BM. But then manage to turn it around like a barge after 33 turns for the win.
Cuzz:
6 Golds, 5 Estates, 6 Duchies, 2 Provinces, a Steward, Dame Anna, Dame Josephine, Dame Natalie, Sir Bailey, Sir Destry, Sir Martin, Sir Michael, Sir Vander, 3 Soothsayers, 9 Hirelings, 6 Werewolves, 10 Border Guards, 10 Patrons and 8 Hunting Lodges
Lord Rattington:
5 Curses, 5 Coppers, 6 Estates and 6 Provinces
I'm counting 37 points for both of you. Did Lord Rattingdon end the game? Seems unlikely given the state of his deck and the Provice pile being empty. Were you just so happy with the tie that you mistook it for a win or am I missing something?
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One of those extremely dumb games against Lord Rattington where I'm messing around trying to make something vaguely interesting happen and realize I'm actually losing badly to straight BM. But then manage to turn it around like a barge after 33 turns for the win.
Cuzz:
6 Golds, 5 Estates, 6 Duchies, 2 Provinces, a Steward, Dame Anna, Dame Josephine, Dame Natalie, Sir Bailey, Sir Destry, Sir Martin, Sir Michael, Sir Vander, 3 Soothsayers, 9 Hirelings, 6 Werewolves, 10 Border Guards, 10 Patrons and 8 Hunting Lodges
Lord Rattington:
5 Curses, 5 Coppers, 6 Estates and 6 Provinces
I'm counting 37 points for both of you. Did Lord Rattingdon end the game? Seems unlikely given the state of his deck and the Provice pile being empty. Were you just so happy with the tie that you mistook it for a win or am I missing something?
Miserable
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I played a game with Pirate Ship, went for a Platinum big money strategy, and ended with a curse, 5 coppers, 5 estates, 2 duchies, 4 provinces, 5 colonies, a Platinum, and a Black Market. I tied at the ridiculous score of 84, with both Colonies and Provinces empty. I only could have bought a Colony with perfect luck (cost reduction from Canal). My opponents Pirate Ships were worth $10.
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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.
I'm confused as to how this would work. I can see using a treasurer for either trashing or gaining the lamp, but not both. And what does secret cave have to do with any of this? That's about discarding cards for coins next turn?
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My opponent played a Skirmisher followed by a Jester. The Jester revealed another Jester, and they chose to gain it, triggering Skirmisher's discard attack
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I used broker to trash 2 provinces (first for favors,
second for buys Marijuana affects the memory) and then 3 piled estates/guardians/border guards in a plateau shepherds game. I think I either got 10 or 11 of them on the last (2) turns as I had another source of a buy somewhere.
I think it was over 2 turns not one. But the ability to gain a bunch of favors is still nice.
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I used broker to trash 2 provinces (first for favors, second for buys) and then 3 piled estates/guardians/border guards in a plateau shepherds game. I think I either got 10 or 11 of them on the last turn as I had another source of a buy somewhere.
Broker can't get you buys, though. (Cards, Actions, $, or favors)
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I used broker to trash 2 provinces (first for favors, second for buys)--Marijuana affects the memory-- and then 3 piled estates/guardians/border guards in a plateau shepherds game. I think I either got 10 or 11 of them on the last turn as I had another source of a buy somewhere.
ETA: I think it was also over 2 turns not 1.
Broker can't get you buys, though. (Cards, Actions, $, or favors)
hmm maybe i just had a lot of buys. Or maybe I just smoke entirely too much weed. I wish we could go back and pull old games without requiring the foresight of saving the game #. Maybe I had a gainer that I am not remembering. Actually, now that I think about it I think I did the gains the last 2 turns with a bunch of buys, and stacking a bunch of the guardians with the second last turn.
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(https://trello.com/1/cards/622148d16cddc87cc3be7726/attachments/623e7a3e8483fe819961d10a/download/Screenshot_(19).png)
Lord Rattington trashed a Province. They didn't win.
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(https://trello.com/1/cards/622148d16cddc87cc3be7726/attachments/623e7a3e8483fe819961d10a/download/Screenshot_(19).png)
Lord Rattington trashed a Province. They didn't win.
i empathize because i also destroy the things i love to spite my enemies
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$9 and 3 buys no favors, bought a Sycophant, gained 2 favors, played it with City State, discarded a piece of junk, and was left with $10 and 2 buys, w00t
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Had 5$ in my first hand, and I opened ... Chapel. For more context Trappers' Lodge (the topdecking ally) was on the board, so I could immediately trash 3 Estates (2 was guaranteed). Still felt a bit uninspiring.
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My opponent bought Royal Seal. I was surprised by this.
... Surprised because I hadn't even noticed it was in the kingdom, and this was late in the game. Yes, my brain is so used to ignoring this card that it no longer consciously registers its presence.
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I gained Cemetery with Groom, trashed Haunted Mirror to gain a Ghost, which I topdecked with Trapper's Lodge so that I could draw it. But then I realized that my only remaining Action card was the Sycophant that I had discarded to gain Ghost, so I had to Save it.
J plays a Groom.
J gains a Cemetery.
J trashes a Copper, a Cemetery, and a Haunted Mirror.
J discards a Sycophant.
J gains a Ghost.
J spends 1 Favor. J topdecks a Ghost with Trappers' Lodge.
J draws a Ghost. [with the draw from Groom] J gets +1 Action.
J plays a Silver. (+$2)
J buys a Save. J gets +1 Buy. J sets a Ghost aside with Save.
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I had two Monkeys in play. My opponent played Swap twice, each time gaining a Treasure Map. They then played Treasure Map to gain 4 Golds! Just that sequence let me draw 12 cards. There were other gains on that turn, and I ended up drawing my entire deck on their turn!
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I had two Monkeys in play. My opponent played Swap twice, each time gaining a Treasure Map. They then played Treasure Map to gain 4 Golds! Just that sequence let me draw 12 cards. There were other gains on that turn, and I ended up drawing my entire deck on their turn!
"Monkey Tactician"
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Just played a game where I managed to get all ten Grand Markets. (My opponent seemed to be unaware of how strong Lurker is in combination with it.)
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"Monkey Tactician"
Speaking of, this was a fun little moment. Can y'all see the play?
(https://i.postimg.cc/3JT7nzjy/image.png)
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"Monkey Tactician"
Speaking of, this was a fun little moment. Can y'all see the play?
Ha, nice. Tactician as Monkey, Gold-Silver-Scepter, replay Tactician, this time as itself.
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My deck had $22 in economy and I needed a couple more to be able to win with the last 3 provinces come my turn. My opponent used Captain to play Noble Brigand, revealing my Patron and some other action to net me a copper and a coffer. ty for the generous donation
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I had a Monkey in play. My opponent played Urchin. I discarded to four. They played another Urchin, and chose to trash the first Urchin for a Mercenary. Since they gained a card, I drew a card, giving me five cards, then the second Urchin was played, and I had to discard back down to four
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I call this the Donald Trump Turn. And much like the orange one you don't see all the razing that occurred behind the scenes to happen.
(https://brianclune.nimbusweb.me/box/attachment/7031340/vbo6lklf824kmhbostpq/9mdR3CocwVO2Iiq2/screenshot-dominion.games-2022.06.04-00_03_28.jpg)
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With a Quarry in play:
C buys a Villa.
C takes 2 VP from the Colonnade pile.
C gains a Villa.
C puts a Villa into their hand.
C gets +1 Action.
C plays a Villa.
C gets +2 Actions.
C gets +1 Buy.
C gets +$1.
C plays a Patrol.
C draws 2 Coppers and a Garrison.
C reveals a Copper and an Estate.
C puts an Estate into their hand.
C topdecks a Copper.
C plays a Garrison.
C gets +$2.
C buys a Villa.
C takes 2 VP from the Colonnade pile.
C gains a Villa.
C puts a Villa into their hand.
C gets +1 Action.
C plays a Villa.
C gets +2 Actions.
C gets +1 Buy.
C gets +$1.
C plays an Expand.
C trashes an Estate.
C gains an Expand.
C plays 2 Coppers. (+$2)
C buys a Villa.
C takes 2 VP from the Colonnade pile.
C gains a Villa.
C puts a Villa into their hand.
C gets +1 Action.
C plays a Villa.
C gets +2 Actions.
C gets +1 Buy.
C gets +$1.
C buys a Villa.
C takes 2 VP from the Colonnade pile.
C gains a Villa.
C puts a Villa into their hand.
C gets +1 Action.
C plays a Villa.
C gets +2 Actions.
C gets +1 Buy.
C gets +$1.
C buys a Villa.
C takes 2 VP from the Colonnade pile.
C gains a Villa.
C puts a Villa into their hand.
C gets +1 Action.
C plays a Villa.
C gets +2 Actions.
C gets +1 Buy.
C gets +$1.
C buys a Villa.
C takes 2 VP from the Colonnade pile.
C gains a Villa.
C puts a Villa into their hand.
C gets +1 Action.
C plays a Villa.
C gets +2 Actions.
C gets +1 Buy.
C gets +$1.
C buys and gains a Ducat.
C shuffles their deck.
C draws 5 Coppers.
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With a Quarry in play:
C buys a Villa.
C takes 2 VP from the Colonnade pile.
C gains a Villa.
C puts a Villa into their hand.
C gets +1 Action.
C plays a Villa.
C gets +2 Actions.
C gets +1 Buy.
C gets +$1.
C plays a Patrol.
C draws 2 Coppers and a Garrison.
C reveals a Copper and an Estate.
C puts an Estate into their hand.
C topdecks a Copper.
C plays a Garrison.
C gets +$2.
C buys a Villa.
C takes 2 VP from the Colonnade pile.
C gains a Villa.
C puts a Villa into their hand.
C gets +1 Action.
C plays a Villa.
C gets +2 Actions.
C gets +1 Buy.
C gets +$1.
C plays an Expand.
C trashes an Estate.
C gains an Expand.
C plays 2 Coppers. (+$2)
C buys a Villa.
C takes 2 VP from the Colonnade pile.
C gains a Villa.
C puts a Villa into their hand.
C gets +1 Action.
C plays a Villa.
C gets +2 Actions.
C gets +1 Buy.
C gets +$1.
C buys a Villa.
C takes 2 VP from the Colonnade pile.
C gains a Villa.
C puts a Villa into their hand.
C gets +1 Action.
C plays a Villa.
C gets +2 Actions.
C gets +1 Buy.
C gets +$1.
C buys a Villa.
C takes 2 VP from the Colonnade pile.
C gains a Villa.
C puts a Villa into their hand.
C gets +1 Action.
C plays a Villa.
C gets +2 Actions.
C gets +1 Buy.
C gets +$1.
C buys a Villa.
C takes 2 VP from the Colonnade pile.
C gains a Villa.
C puts a Villa into their hand.
C gets +1 Action.
C plays a Villa.
C gets +2 Actions.
C gets +1 Buy.
C gets +$1.
C buys and gains a Ducat.
C shuffles their deck.
C draws 5 Coppers.
now imagine triumph was in play.
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biggest defiled shrine I've seen... 15Vp curse buy. 8)
(https://brianclune.nimbusweb.me/box/attachment/7070607/lk3r8ec3xookd41dulnc/A8mkoS9EXLQ2YAYY/screenshot-dominion.games-2022.06.10-18_44_54.jpg)
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Going full oligarch
G buys and gains a Villa.
G puts a Villa into their hand.
G gets +1 Action.
G plays a Villa using Way of the Mouse.
G plays a Smugglers.
G gains a Villa.
G puts a Villa into their hand.
G gets +1 Action.
G plays a Villa using Way of the Mouse.
G plays a Smugglers.
G gains a Villa.
G puts a Villa into their hand.
G gets +1 Action.
G plays a Villa using Way of the Mouse.
G plays a Smugglers.
G gains a Villa.
G puts a Villa into their hand.
G gets +1 Action.
G plays a Villa using Way of the Mouse.
G plays a Smugglers.
G gains a Villa.
G puts a Villa into their hand.
G gets +1 Action.
G plays a Villa using Way of the Mouse.
G plays a Smugglers.
G gains a Villa.
G puts a Villa into their hand.
G gets +1 Action.
G plays a Villa using Way of the Mouse.
G plays a Smugglers.
G gains a Villa.
G puts a Villa into their hand.
G gets +1 Action.
G plays a Villa using Way of the Mouse.
G plays a Smugglers.
G gains a Villa.
G puts a Villa into their hand.
G gets +1 Action.
G plays a Villa using Way of the Mouse.
G plays a Smugglers.
G gains a Villa.
G puts a Villa into their hand.
G gets +1 Action.
G plays a Villa using Way of the Mouse.
G plays a Smugglers.
G gains a Villa.
G puts a Villa into their hand.
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Going full oligarch
G buys and gains a Villa.
G puts a Villa into their hand.
G gets +1 Action.
G plays a Villa using Way of the Mouse.
G plays a Smugglers.
G gains a Villa.
G puts a Villa into their hand.
G gets +1 Action.
G plays a Villa using Way of the Mouse.
G plays a Smugglers.
G gains a Villa.
G puts a Villa into their hand.
G gets +1 Action.
G plays a Villa using Way of the Mouse.
G plays a Smugglers.
G gains a Villa.
G puts a Villa into their hand.
G gets +1 Action.
G plays a Villa using Way of the Mouse.
G plays a Smugglers.
G gains a Villa.
G puts a Villa into their hand.
G gets +1 Action.
G plays a Villa using Way of the Mouse.
G plays a Smugglers.
G gains a Villa.
G puts a Villa into their hand.
G gets +1 Action.
G plays a Villa using Way of the Mouse.
G plays a Smugglers.
G gains a Villa.
G puts a Villa into their hand.
G gets +1 Action.
G plays a Villa using Way of the Mouse.
G plays a Smugglers.
G gains a Villa.
G puts a Villa into their hand.
G gets +1 Action.
G plays a Villa using Way of the Mouse.
G plays a Smugglers.
G gains a Villa.
G puts a Villa into their hand.
G gets +1 Action.
G plays a Villa using Way of the Mouse.
G plays a Smugglers.
G gains a Villa.
G puts a Villa into their hand.
would be a money open in a tower game...
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Not a combo that I'm likely to come across again, but:
I had a game with Way of the Horse + Collection + Magpie + Storyteller, which allowed a truly ridiculous number of VP tokens to accumulate: Horse let me continuously refill the Magpie pile, and by playing a Storyteller with Collection, Magpie's self-gaining acquired even more tokens, so I just kept gaining VP tokens from Magpie
Way of the Horse + Collection can be pretty useful in general already, if there are cheap Actions, and Storyteller + Collection works great with any Action-phase gainer, so the combination of all these cards was pretty sweet
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Not that this is surprising, but with a couple collections you can get bonkers points in a supplies game. Just play the collections first (and the +buy helps you acquire more supplies too). Mine was wall game too, which was great because the horses allow huge draws to get more supplies and collections, and the horses evaporate to essentially give another VP with wall in play.
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I used a Salt the Earth to trash the crumbling castle. :P
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Not that this is surprising, but with a couple collections you can get bonkers points in a supplies game. Just play the collections first (and the +buy helps you acquire more supplies too). Mine was wall game too, which was great because the horses allow huge draws to get more supplies and collections, and the horses evaporate to essentially give another VP with wall in play.
Huge draws? Unless there are KC or Mastermind in the Kingdom, Supplies does not net draw anything.
it does draw more supplies and collections, though additional draw does help. when you play 2-3 collections and then 3-4 supplies, the near stampede effect allows you to do the same thing one the next turn too, but now you are 6-12 vps points richer. Plus there are many cards that shine when there +action/draw cards are waiting for you. In my game I had 7 supplies and 5 collections and ended up with like 40-50 pts in a wall game before they resigned.
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was playing someone in a villa/chameleon deck and they bought a province with 10 coins, then almost immediately requested an undo. I thought maybe they decided that they didn't want to green yet and get a villa and a 6.
They then proceeded to villa and chameleon to a mega draw hand.
I still whipped em, but they got the ban hammer. Some people.
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was playing someone in a villa/chameleon deck and they bought a province with 10 coins, then almost immediately requested an undo. I thought maybe they decided that they didn't want to green yet and get a villa and a 6.
They then proceeded to villa and chameleon to a mega draw hand.
I still whipped em, but they got the ban hammer. Some people.
Yeah that sounds annoying. But I get that they changed their mind, and sounds like it was still their turn when they did the undo. I probably wouldn’t block them myself, unless it seemed like a deliberate troll/BM play. (or more to the story than you communicated here)
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This is why people hate Knights
(https://brianclune.nimbusweb.me/box/attachment/7159891/xqcf19bn3kg5hpf05fgg/nE5GstO5kD8HIZJV/screenshot-dominion.games-2022.06.27-16_01_36.jpg)
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I had a game with Pathfinding + Tactician + Trail. I put the +Card token on Trail. On one turn, I played Tactician with two Trails in hand. Discarded both, used their Reactions, and continued with a new 4-card hand (and an extra Action to boot)
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How strong is swindler? In a game with Counterfeit, Ducat, and all sentries out b/c it was also obelisk, ergo we were both mega trashing coppers, with only one swindler apiece, we handed out 8 curses by t11.
(https://brianclune.nimbusweb.me/box/attachment/7183091/zgcn05yx8s573g7lbsbq/ZwJEU75o2Jd14PLM/screenshot-brianclune.nimbusweb.me-2022.06.30-14_09_41.jpg)
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I had a game with Pathfinding + Tactician + Trail. I put the +Card token on Trail. On one turn, I played Tactician with two Trails in hand. Discarded both, used their Reactions, and continued with a new 4-card hand (and an extra Action to boot)
Ohh that is really neat
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was playing someone in a villa/chameleon deck and they bought a province with 10 coins, then almost immediately requested an undo. I thought maybe they decided that they didn't want to green yet and get a villa and a 6.
They then proceeded to villa and chameleon to a mega draw hand.
I still whipped em, but they got the ban hammer. Some people.
Yeah that sounds annoying. But I get that they changed their mind, and sounds like it was still their turn when they did the undo. I probably wouldn’t block them myself, unless it seemed like a deliberate troll/BM play. (or more to the story than you communicated here)
:( Nope. It was my turn, they had already drawn and seen their hand, which is what was so egregious. They saw that their next hand led to a 2 provy possible mega turn and just decided to do that last hand instead by chameleoning the villa instead of playing it for coins.! Why didn't I think of that? :o It's brilliant! 8)
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was playing someone in a villa/chameleon deck and they bought a province with 10 coins, then almost immediately requested an undo. I thought maybe they decided that they didn't want to green yet and get a villa and a 6.
They then proceeded to villa and chameleon to a mega draw hand.
I still whipped em, but they got the ban hammer. Some people.
Yeah that sounds annoying. But I get that they changed their mind, and sounds like it was still their turn when they did the undo. I probably wouldn’t block them myself, unless it seemed like a deliberate troll/BM play. (or more to the story than you communicated here)
:( Nope. It was my turn, they had already drawn and seen their hand, which is what was so egregious. They saw that their next hand led to a 2 provy possible mega turn and just decided to do that last hand instead by chameleoning the villa instead of playing it for coins.! Why didn't I think of that? :o It's brilliant! 8)
Gotcha, that makes a lot more sense. The way you said it painted a different picture, since in a Villa game “almost immediately requested an undo” would imply they hadn’t hit the “end buys” button and checked out their new hand, which is a more more deliberate move.
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was playing someone in a villa/chameleon deck and they bought a province with 10 coins, then almost immediately requested an undo. I thought maybe they decided that they didn't want to green yet and get a villa and a 6.
They then proceeded to villa and chameleon to a mega draw hand.
I still whipped em, but they got the ban hammer. Some people.
Yeah that sounds annoying. But I get that they changed their mind, and sounds like it was still their turn when they did the undo. I probably wouldn’t block them myself, unless it seemed like a deliberate troll/BM play. (or more to the story than you communicated here)
:( Nope. It was my turn, they had already drawn and seen their hand, which is what was so egregious. They saw that their next hand led to a 2 provy possible mega turn and just decided to do that last hand instead by chameleoning the villa instead of playing it for coins.! Why didn't I think of that? :o It's brilliant! 8)
Gotcha, that makes a lot more sense. The way you said it painted a different picture, since in a Villa game “almost immediately requested an undo” would imply they hadn’t hit the “end buys” button and checked out their new hand, which is a more more deliberate move.
yeah I see that. But what I meant is that very often someone buys something and almost immediately undoes it. Even though they technically saw their cards for a possible 1/2 second, usually it just means a quick buyer's remorse, desire to buy a different card and I'll almost always undo.
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Hey, did you hear about Farmland and Trail?
So I decided to grow crops on the old road behind my property, and wouldn’t you know it—as soon as we started tilling the soil, my remaining servants decided to blaze a new path across the other side of my land and inexplicably found gold in the stream running nearby! What a whacky time that was.
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I just had a game where I managed to Inherit Destrier in a Kingdom where the only other possible Inheritance target was the non-spammable Bounty Hunter (Supplies, Anvil, Fishing Village, Monkey, Bounty Hunter, Investment, Festival, Hunting Lodge, Mine, Destrier, Inheritance, Way of the Ox, Colonies). I used Supplies and Anvil to get the required two gains (I also had Festival, but didn't wind up needing to buy a Copper), and then used Anvils to gain more Estate-Destriers. It should be noted that the player to the left of me didn't think to go for Monkeys, or that might have given me pause about gaining so many cards a turn (pointing out that possibility at the end of the game got Monkey vetoed from future games by the player to my right, since she couldn't have benefitted from Monkey like the player to my left could have).
I also discovered a minor synergy between Exile thinners like Bounty Hunter and Inheritance: Normally, Inheritance games make you choose between trashing your Estates to reach Inheritance faster and keeping your Estates for when Inheritance kicks in, but Bounty Hunter lets you thin your Estates from your deck short term and still get them back once they're actually useful. It might not be too helpful on faster boards, but it's still better than trashing your Estates.
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I just had a game where I managed to Inherit Destrier in a Kingdom where the only other possible Inheritance target was the non-spammable Bounty Hunter (Supplies, Anvil, Fishing Village, Monkey, Bounty Hunter, Investment, Festival, Hunting Lodge, Mine, Destrier, Inheritance, Way of the Ox, Colonies). I used Supplies and Anvil to get the required two gains (I also had Festival, but didn't wind up needing to buy a Copper), and then used Anvils to gain more Estate-Destriers. It should be noted that the player to the left of me didn't think to go for Monkeys, or that might have given me pause about gaining so many cards a turn (pointing out that possibility at the end of the game got Monkey vetoed from future games by the player to my right, since she couldn't have benefitted from Monkey like the player to my left could have).
I also discovered a minor synergy between Exile thinners like Bounty Hunter and Inheritance: Normally, Inheritance games make you choose between trashing your Estates to reach Inheritance faster and keeping your Estates for when Inheritance kicks in, but Bounty Hunter lets you thin your Estates from your deck short term and still get them back once they're actually useful. It might not be too helpful on faster boards, but it's still better than trashing your Estates.
Way of the Worm works really nice there, too. Use Worm to put a few Estates in Exile, and then discard them all once you've bought Inheritance and gained an Estate. You can even do that after you get Inheritance, as long as you make sure to avoid Exiling the last Estate
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In a bandit fort/ black market game had lone governor and butcher. Masterminded a governor to gain 3 golds (dishing 3 silvers too) then later ended the game down 16 on last turn by butchering 2 golds.
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The most wonderfully efficient and economic outpost ever.
(https://brianclune.nimbusweb.me/box/attachment/7229139/lynf22s4f24sdupx0dvn/i4HXisoQCaMLKqTJ/screenshot-dominion.games-2022.07.08-22_26_03.jpg)
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With the new Tax, Black Cat can give your opponent debt (assuming it's reacting to a Victory card they bought or otherwise gained during their Buy phase)
I'm not sure if that would ever be a particularly strong effect, but it's certainly a novel one, since up till now there's never been a way to give someone debt (the -$1 token being the closest thing)
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With the new Tax, Black Cat can give your opponent debt (assuming it's reacting to a Victory card they bought or otherwise gained during their Buy phase)
I'm not sure if that would ever be a particularly strong effect, but it's certainly a novel one, since up till now there's never been a way to give someone debt (the -$1 token being the closest thing)
If you can then trash your opponent's last money or gainer, this can serve as a pin, albeit likely too difficult to be a problem.
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Just had a game with Haggler and Guildmaster + Architects' Guild. One of the few times where you actually see one card being strictly better than the other.
...and then my opponent went for Haggler and just to make sure I would not go for the inferior version too they Taxed Haggler three times :o
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Just had a game with Haggler and Guildmaster + Architects' Guild. One of the few times where you actually see one card being strictly better than the other.
...and then my opponent went for Haggler and just to make sure I would not go for the inferior version too they Taxed Haggler three times :o
It's not strictly better because it costs 2 favors to gain a cheaper card and guildmaster only gives one favor when you buy a card.
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With one Province left, I started my turn with a Gold, two Coppers, and a couple of Victory cards in my hand, with 2 Coffers. Not quite enough to buy the last Province
But, then I realized, I had two Favors with Crafters' Guild as the Ally. And I'd bought the Guildhall Project. So, I used Crafters' Guild to gain a Silver, giving me an extra Coffer, and now I had $8 to buy the last Province!
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This was one of the better turn 7 wins I've seen. While he technically didn't end it on t 7. This game was over t 7. Early on when he gained a villa over trails n stuff I thought "why is he doing that? That seems kinda dumb. I was very very wrong.
Really impressive. Props to PopperMcgee for whipping my ass. :o
(https://awesomescreenshot.s3.amazonaws.com/image/725477/30776278-0a86c886193bd57b55e30fe76dd8eecf.png?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIAJSCJQ2NM3XLFPVKA%2F20220805%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20220805T172758Z&X-Amz-Expires=28800&X-Amz-SignedHeaders=host&X-Amz-Signature=ffe2179e1e4531d84f9ab089ab51c3c3d46ab6b98179797ddca849987e52416c)
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Way of the Mouse with Underling - and that was the only Liaison. So, in effect, the Way caused an Ally to be in the game
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Just had a game with Haggler and Guildmaster + Architects' Guild. One of the few times where you actually see one card being strictly better than the other.
...and then my opponent went for Haggler and just to make sure I would not go for the inferior version too they Taxed Haggler three times :o
It's not strictly better because it costs 2 favors to gain a cheaper card and guildmaster only gives one favor when you buy a card.
This is wrong. Guildmaster gives a favor when you gain a card. So if you play Guildmaster, gain a card, and use Architects' Guild to get a cheaper card, you spent 2 Favors and gained 2 Favors. Since you start with a favor, you can already do this the very first time you play Guildmaster.
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Unrelated:
(https://i.imgur.com/Ebmz6UP.png)
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Had a game with Tent + Way of the Mouse being Secret Cave. You could use Secret Cave's duration, but then also topdeck Tent, so you'd get the duration effect without the card staying in play. Fortunately it was an online game, but in an IRL game, tracking would probably be pretty tricky. This would apply to any other Duration card as Mouse, and to Merchant Camp, Walled Village, and Border Guard with Horn (the other self-topdecking cards have the self-topdecking as part of their on-play effect, which would be replaced by Mouse's effect)
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I had a 5/2 opening in a game with Summon, Horse Trader, and Berserker. So, turn 1, bought Summon to gain Horse Trader. Turn 2, play that Horse Trader, discarding two Estates, leaving me with $5, which I used to buy a Berserker, and since I had Horse Trader in play, that meant I got to play Berserker on Turn 2. Not often you get to play Berserker in the opening!
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I did it with Necropolis + Way of the Pig.
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I did it with Necropolis + Way of the Pig.
There are several other combinations with Necropolis that would do that trick, too. I can think of Necropolis + Ways of the Sheep, Horse, Monkey, Mule, Otter, Owl, and Seal, and sometimes Mouse, depending on which card is set aside. Also, Necropolis + Cursed Gold and Necropolis + Baker
Necropolis + Nomad Camp + Way of the Butterfly or Necropolis + Trail/Villa + Way of the Butterfly could work as well
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With the new Tax, Black Cat can give your opponent debt (assuming it's reacting to a Victory card they bought or otherwise gained during their Buy phase)
I'm not sure if that would ever be a particularly strong effect, but it's certainly a novel one, since up till now there's never been a way to give someone debt (the -$1 token being the closest thing)
just played a swindler tax game. funny to tax curses and then give a debt with curse on the next turn. JOAT was also on board. Taxing the silver becomes a pretty strong attack, especially if you don't get a JOAT yourself. But in that game he swindled me one b/c he was so sick of me doing it.
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With the new Tax, Black Cat can give your opponent debt (assuming it's reacting to a Victory card they bought or otherwise gained during their Buy phase)
I'm not sure if that would ever be a particularly strong effect, but it's certainly a novel one, since up till now there's never been a way to give someone debt (the -$1 token being the closest thing)
just played a swindler tax game. funny to tax curses and then give a debt with curse on the next turn. JOAT was also on board. Taxing the silver becomes a pretty strong attack, especially if you don't get a JOAT yourself. But in that game he swindled me one b/c he was so sick of me doing it.
With Tax you only take the debt if it’s your Buy phase. So Swindler, JoAT, and any gainers/Attacks played in the action phase won’t give debt.
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Just had a game with Haggler and Guildmaster + Architects' Guild. One of the few times where you actually see one card being strictly better than the other.
...and then my opponent went for Haggler and just to make sure I would not go for the inferior version too they Taxed Haggler three times :o
It's not strictly better because it costs 2 favors to gain a cheaper card and guildmaster only gives one favor when you buy a card.
This is wrong. Guildmaster gives a favor when you gain a card. So if you play Guildmaster, gain a card, and use Architects' Guild to get a cheaper card, you spent 2 Favors and gained 2 Favors. Since you start with a favor, you can already do this the very first time you play Guildmaster.
Unrelated:
(https://i.imgur.com/Ebmz6UP.png)
Now imagine you could merge these two boards and you have a Guildmaster in play with architects guild. :0
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Had a game with Tent + Way of the Mouse being Secret Cave. You could use Secret Cave's duration, but then also topdeck Tent, so you'd get the duration effect without the card staying in play. Fortunately it was an online game, but in an IRL game, tracking would probably be pretty tricky. This would apply to any other Duration card as Mouse, and to Merchant Camp, Walled Village, and Border Guard with Horn (the other self-topdecking cards have the self-topdecking as part of their on-play effect, which would be replaced by Mouse's effect)
weird. seems like you shouldn't be able to top deck it with the card moved thing or something. this is kinda huge. thanks!
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With the new Tax, Black Cat can give your opponent debt (assuming it's reacting to a Victory card they bought or otherwise gained during their Buy phase)
I'm not sure if that would ever be a particularly strong effect, but it's certainly a novel one, since up till now there's never been a way to give someone debt (the -$1 token being the closest thing)
just played a swindler tax game. funny to tax curses and then give a debt with curse on the next turn. JOAT was also on board. Taxing the silver becomes a pretty strong attack, especially if you don't get a JOAT yourself. But in that game he swindled me one b/c he was so sick of me doing it.
With Tax you only take the debt if it’s your Buy phase. So Swindler, JoAT, and any gainers/Attacks played in the action phase won’t give debt.
I am pretty sure that you gained the tax when you gained the silver, but I'm high a lot so I may be misremembering. Maybe it was something else that caused the silver gains as I definitely know the debt got assumed.
i think I may be confusing two games here. I think they actually swindled me a swindle b/c I had loaded up on so many market squares. I still coulda swore the JOAT took the tax on the silvers, and I am almost positive that I've taken debt with gainers under the new rules. Gonna have to watch this again next time closer.
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Had a game with Tent + Way of the Mouse being Secret Cave. You could use Secret Cave's duration, but then also topdeck Tent, so you'd get the duration effect without the card staying in play. Fortunately it was an online game, but in an IRL game, tracking would probably be pretty tricky. This would apply to any other Duration card as Mouse, and to Merchant Camp, Walled Village, and Border Guard with Horn (the other self-topdecking cards have the self-topdecking as part of their on-play effect, which would be replaced by Mouse's effect)
weird. seems like you shouldn't be able to top deck it with the card moved thing or something. this is kinda huge. thanks!
Actually it seems like it be a bug, since if you played as Way of the Mouse, you wouldn't discard it from play that turn (if you used Secret Cave's duration benefit). From the wiki:
If the set-aside card is a Duration, then a card played this Way will stay out as long as that Duration would
And Tent's below the line:
When you discard this from play, you may put it onto your deck.
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Had a game with Tent + Way of the Mouse being Secret Cave. You could use Secret Cave's duration, but then also topdeck Tent, so you'd get the duration effect without the card staying in play. Fortunately it was an online game, but in an IRL game, tracking would probably be pretty tricky. This would apply to any other Duration card as Mouse, and to Merchant Camp, Walled Village, and Border Guard with Horn (the other self-topdecking cards have the self-topdecking as part of their on-play effect, which would be replaced by Mouse's effect)
weird. seems like you shouldn't be able to top deck it with the card moved thing or something. this is kinda huge. thanks!
Actually it seems like it be a bug, since if you played as Way of the Mouse, you wouldn't discard it from play that turn (if you used Secret Cave's duration benefit). From the wiki:
If the set-aside card is a Duration, then a card played this Way will stay out as long as that Duration would
And Tent's below the line:
When you discard this from play, you may put it onto your deck.
That's a good point. That's definitely how it played online, but now that you mention it, it definitely shouldn't've worked that way
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With the new Tax, Black Cat can give your opponent debt (assuming it's reacting to a Victory card they bought or otherwise gained during their Buy phase)
I'm not sure if that would ever be a particularly strong effect, but it's certainly a novel one, since up till now there's never been a way to give someone debt (the -$1 token being the closest thing)
just played a swindler tax game. funny to tax curses and then give a debt with curse on the next turn. JOAT was also on board. Taxing the silver becomes a pretty strong attack, especially if you don't get a JOAT yourself. But in that game he swindled me one b/c he was so sick of me doing it.
With Tax you only take the debt if it’s your Buy phase. So Swindler, JoAT, and any gainers/Attacks played in the action phase won’t give debt.
I am pretty sure that you gained the tax when you gained the silver, but I'm high a lot so I may be misremembering. Maybe it was something else that caused the silver gains as I definitely know the debt got assumed.
i think I may be confusing two games here. I think they actually swindled me a swindle b/c I had loaded up on so many market squares. I still coulda swore the JOAT took the tax on the silvers, and I am almost positive that I've taken debt with gainers under the new rules. Gonna have to watch this again next time closer.
eta I think the gains were coming from Lucky Coin which I still think of as a gainer, but it does gain from the buy phase, and I just didn't notice that all the tax gains were still coming from buys.
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Got a colony with 0 coins in play from 7 unique Vp cards. Had a warlord in play and drew opulent castle , estate, duchy, province, territory, colony and haunted castle.
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Guard Dog as Young Witch's Bane is an odd interaction. If you use Guard Dog's reaction, then you can't use it as the Bane, since it's no longer in your hand to reveal
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Lord Rattington had a 5/2 on a chapel board. He bought chapel on the 5 instead of the 2.
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Lord Rattington had a 5/2 on a chapel board. He bought chapel on the 5 instead of the 2.
Just had a great Lord Rattington moment. Chapel/Mountebank board. He gets super lucky and opens 5/2. Turn 1, he plays his 5 Coppers and.... he buys a Chapel.
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Lord Rattington had a 5/2 on a chapel board. He bought chapel on the 5 instead of the 2.
classic
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I'm one point ahead. Two piles are out and there are only 4 Pixies left. I have several Universities. My turn generates $4. Hmm. I can go on a Mission! I draw 3 Universities and a Silver. I gain 3 Pixies with the Universities. I play the Silver and try to buy the last Pixie. Shoot. Forgot about the limitation of a Mission turn. I lose.
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Lord Rattington had a 5/2 on a chapel board. He bought chapel on the 5 instead of the 2.
Just had a great Lord Rattington moment. Chapel/Mountebank board. He gets super lucky and opens 5/2. Turn 1, he plays his 5 Coppers and.... he buys a Chapel.
Another funny bit of strategic brilliance from Lord Rattington: when you play a War Chest, he consistently chooses Estate to deny
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First time ever I was King of The Castle (I also trashed the Crumblin one too)
(https://awesomescreenshot.s3.amazonaws.com/image/725477/32380802-663c108303d7a5c6e90e886d17584175.png?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIAJSCJQ2NM3XLFPVKA%2F20220917%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20220917T020254Z&X-Amz-Expires=28800&X-Amz-SignedHeaders=host&X-Amz-Signature=22e15ebad3e92b8e744c9957af297a64fae7404aba66157835f2d81b4df18dba)
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Set a new personal best:
(https://i.ibb.co/6vLSN4f/2499r.png)
Not shown: Way of the Ox (to make those terminals work), Toil (for Souk), and Ride(!)
In addition to being able to gain 30 18-point Horses a turn indefinitely, Tiara topdecked all of the Horses, making it easy to draw my deck. There was some other support, too, like Pirate.
I'm a little disappointed that I was 1 point short of 2500. I could have gotten more points if I'd spread out my Anvil gains instead of running down the Bounty Hunters, but it was late and I didn't want to drag it on unnecessarily (clicking Ride->Topdeck->Ride->Topdeck dozens of times takes a while).
The funny thing is, when my opponent was setting up this board, she said she wasn't going to give me any combos. But we wanted to use the new cards, and she does like Horses...
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<2499VP>
wow.
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Newer bundles of Prosperity 2E + Menagerie are going to ship with a printing calculator (https://www.google.com/search?q=printing+calculator&tbm=isch)
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I bought a 9-Silver Masterpiece from the Black Market in a Conquest game. I had overdraw that I drew the Masterpiece with (along a bunch of Silvers) and was able to trash it with Apprentice to draw three more Silvers, and then I used a Berserker to gain another Silver and had enough money to buy two Conquests for +26 VP total.
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Had an IRL 3P game today with my brother and sister-in-law that had League of Bankers, Underling, Importer, and Seaway. Importer + League of Bankers means that we had +$1 from turn 1, and using Seaway to put the +buy token on Underling meant lots of extra buys, meaning that the Underlings were bought up quite quickly. There was also Guildmaster for even more Favors. My sister-in-law and myself grabbed most of the Underlings before my brother picked up on that combo
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Inspiring Conclave is funny - you effectively get to play two different Action cards from your hand that you don't have in play
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Opponent used Mastermind to play a Skulk
1. Haunting - I put a curse from hand on top of deck
2. Locusts - trashed the curse
3. Plague - gained a new curse to hand
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Got a turn 1 Province with Inherited Animal Fair
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Got a turn 1 Province with Inherited Animal Fair
Was that the right move? Dunno the Kingdom, but feels wrong to me...
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Got a turn 1 Province with Inherited Animal Fair
Was that the right move? Dunno the Kingdom, but feels wrong to me...
I agree. This is so unusual that it is hard to be sure about, but my hunch is that building up is nearly always better than opening Provinxe.
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Got a turn 1 Province with Inherited Animal Fair
Was that the right move? Dunno the Kingdom, but feels wrong to me...
Probably not, tbh, but I couldn't resist. Though, in the end I only lost by something like 2 or 3 points, so it didn't hurt that much
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Two points ahead, only one Province left, and with less than $8 going into my buy phase. I can't remember exactly how much, but it was at least $5. I thought I would be unable to end the game, but then I realized: City-State and Butcher were also in the kingdom, and I had a Province in hand and 2 favors. So, I bought Butcher, used City-State on it, and trashed my Province for the last Province
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Got a turn 1 Province with Inherited Animal Fair
Was that the right move? Dunno the Kingdom, but feels wrong to me...
Probably not, tbh, but I couldn't resist. Though, in the end I only lost by something like 2 or 3 points, so it didn't hurt that much
. Yeah. But all things being equal it's kinda just like playing a normal game with an estate in your deck anyway, but Gold (or another Animal Fair really) probably was the optimal play.
That said I probably buy the provy to just to do it.
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I opened double Masterpiece (it was pious).
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I opened double Masterpiece (it was pious).
Wait.... your deck then contains:
Estate, Copper x 9, Silver? That seems very slightly better than opening Silver / nothing.
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I opened double Masterpiece (it was pious).
Wait.... your deck then contains:
Estate, Copper x 9, Silver? That seems very slightly better than opening Silver / nothing.
depending on the board (plateau shepherds, rebuild, governor with good 4 costs cards) it is possible he kept an estate over a copper too.
But I agree with you, unless there was some 5-cost TFB like maybe upgrade/replace/apprentice this doesn't seem like a very good idea to me either. I guess it's kinda like a buy-less ducat, only you can trash estates too. Though absent maybe keep/bandit fort I still couldn't see doing that even.
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opened black market/hermit.
turn 3 drew black market and 4 coppers. black market opened to king's court, bishop, and.... patron. so i could afford king's court with the rule change!
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opened black market/hermit.
turn 3 drew black market and 4 coppers. black market opened to king's court, bishop, and.... patron. so i could afford king's court with the rule change!
What rule change was that?
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opened black market/hermit.
turn 3 drew black market and 4 coppers. black market opened to king's court, bishop, and.... patron. so i could afford king's court with the rule change!
What rule change was that?
Probably being allowed to use coffers for black market buys (and at other times).
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opened black market/hermit.
turn 3 drew black market and 4 coppers. black market opened to king's court, bishop, and.... patron. so i could afford king's court with the rule change!
What rule change was that?
nervous cause no one knows the rules like you but i thought back in the day that one couldn't spend coffers on black market goods
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opened black market/hermit.
turn 3 drew black market and 4 coppers. black market opened to king's court, bishop, and.... patron. so i could afford king's court with the rule change!
What rule change was that?
nervous cause no one knows the rules like you but i thought back in the day that one couldn't spend coffers on black market goods
Of course. My head is swimming with rule changes I suppose.
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Was going to Zombie Apprentice to hopefully draw the needed +buy loot but wasn't wearing my glasses. Instead Misclicked a Zombie Mason to take the penultimate province by hitting a 7-cost loot allowing me to buy the last one and end the game.
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Gained 16 Loot cards in one turn.
Reckless Searches are fun :D
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My opponent way of the ratted Necropolis with a 5/2 open and no two on the board. Funny I guess.
But then they did the same thing t 3.
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Gained 16 Loot cards in one turn.
Reckless Searches are fun :D
gimme the loot gimme the loot
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In a game with Shaman and Shelters, Overgrown Estate was in the Trash, and I had a Hovel in my hand. I gained the Overgrown Estate via Shaman, which let me trash my Hovel, effectively swapping out one for the other
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4 person IRL game. Marauder in Kingdom. Wall Landmark. Only trashing card was Crystal Ball. No +2 card draws.
It was an ugly long game. Talk about slogs!
I won the game with -11 on a 3 pile ending. Picked up a province, 2 duchies, had 1 estate. 39 cards in deck (for -24). Everyone else had 40 to 49 cards in their decks.
Nobody got to trash much. With such large decks, the crystal balls showed up sparingly and sometimes it wasn't something you wanted to trash.
Spoils galore but again with such junked decks it was hard to get more than 1 in a hand.
I stopped buying anything but victory cards and the last card for a 3 pile ending because I thought I had enough to win. I started trashing with every crystal ball no matter what (I had only 2) unless it was a coin that gave me enough for a province or duchy.
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2 player game - had Cathedral, Shaman and Feodum. Also some other cards, but those weren't really relevant. First turn, $3, buy cathedral, second turn $4 buy Feodum, from then on buy a Feodum every chance I could and start each turn by trashing then gaining - generally trashing a Feodum and gaining it straight back from the trash.
Piled out the silvers, and then moved onto buying provinces with each hand of 4 silvers.
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I misread the rules which led to piling out the silvers with two Bridges and Delve.
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The first 2 times I played with Inherited it was Rats. (The first time Broker was in the kingdom with League of Bankers as the ally so I was very happy to start with rats, the second time I never played it.)
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In a Tomb game I was able to use the Spell Scroll & Treasurer combo to kill the last 9, and accumulate 36 coins clearing the last 3 Provinces in the process.
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Just realized that Endless Chalice prevents Alms (which sounds slightly counterthematic)
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Had a game with both Baths and Possession which was interesting. Since in a Possession turn, it's the Possessed player who's actually playing, but the Possessing player who gains cards, this means that the Possessed player is playing a turn in which they do not gain any cards, and thus they get the 2 VP tokens from Baths. So it's like "Sorry for Possessing you. Here's 2 VP to compensate"
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Just realized that Endless Chalice prevents Alms (which sounds slightly counterthematic)
True, though generally speaking Alms is most useful in the early game, so by the time you get an Endless Chalice, you're probably not going to be using Alms much anyways
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Footpad + Old Witch in the same game. Opponent plays Old Witch, giving me a Curse. Since it's during an Action phase, I draw a card. That card happens to be another Curse, which I then immediately trash. I had not had a Curse in hand before the Old Witch was played
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Magic Lamp going off on turn 3.
Turn 3 - ehunt
e plays a Secret Cave.
e draws an Infirmary.
e gets +1 Action.
e plays an Infirmary.
e draws a Copper.
e trashes a Copper.
e plays a Copper and a Silver. (+$3)
e plays a Lucky Coin. (+$1)
e gains a Silver.
e plays a Magic Lamp. (+$1)
e trashes a Magic Lamp.
e gains 3 Wishes.
e buys and gains a Giant.
e shuffles their deck.
e draws 3 Coppers, a Silver, and a Wish.