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Dominion => Dominion General Discussion => Let's Discuss ... => Topic started by: werothegreat on February 24, 2016, 11:00:48 am

Title: Let's Discuss Adventures Cards: Guide
Post by: werothegreat on February 24, 2016, 11:00:48 am
(http://wiki.dominionstrategy.com/images/thumb/e/e1/Guide.jpg/373px-Guide.jpg)

Welcome to the Internet!  I'll be your Guide.

-How bad does a hand have to be for you to call Guide?
-What is an optimal number of Guides in an average game?
-What other cards in particular make you more likely to snag a Guide?
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: theright555J on February 24, 2016, 11:03:52 am
Any discard attack would definitely make me want to have Guide around. My gut says 2 guides is often a good idea, to have one on the tavern mat and one available to play (just like you'd want for Durations).  Depending on how junked up the deck is, it may be better to have multiple guides on the mat at any one time to minimize the chances of a complete dud.
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: LastFootnote on February 24, 2016, 11:04:44 am
I am pretty liberal with my Guide calling, as with Navigator before it. Especially early in the game, it's nice to call Guide on even average hands in order to accelerate your deck.

If I buy Guides at all, I usually like to have at least two. It really depends on what else is available at that price point.
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: Limetime on February 24, 2016, 11:07:08 am
Quote
-How bad does a hand have to be for you to call Guide?
In the early game if you don't hit a certain price point you should call your guide(cycling is really good). Mid-late game. Call it if you are unlikely to kick-off with your hand. If you see a forced win that you can't do with your current hand eg 6 stonemasons left but you don't have 8 coins and a buy try to dig for the winning hand.
Quote
-What is an optimal number of Guides in an average game?
2 I think.
Quote
-What other cards in particular make you more likely to snag a Guide?
Cards that like cycling(travellers, counting house,philstone), Unreliable engines(envoy, village engine)
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: GendoIkari on February 24, 2016, 11:10:35 am
My last game with Guide had an interesting interaction with Relic... we were getting Relic'd almost every turn, so Guide meant discarding 5 cards and drawing 4. It made the decision tougher.
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: mameluke on February 24, 2016, 12:03:37 pm
I think the recommended set w/Cornucopia, Guide is the Bane card.

This is not a good Bane card.
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: Jack Rudd on February 24, 2016, 12:05:13 pm
This is not a good Bane card.
It's not a terrible one. Cantrips gonna cantrip and all that.
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: Donald X. on February 24, 2016, 01:44:29 pm
I think the recommended set w/Cornucopia, Guide is the Bane card.

This is not a good Bane card.
It's a funny one. Obv. it's a way better Bane than an awful card is. And it makes you think about Guiding just to get the Guide back.

I agree with LF that there's probably a good reason to Guide a lot early on. If your best card isn't in your hand, man, why not get to it. In Page/Peasant games, you Guide away good hands constantly, to try to upgrade faster. And of course sometimes it's a nice defense.

Even a single Guide is fine. Sometimes you don't have a specific reason for Guide, it's just some nice insurance. Sometimes it's just the best thing you can get for $3, and you build a rockin' engine that doesn't need them, and late in the game there are three sitting in the Tavern, waiting for a dud starting hand that may never come.
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: J Reggie on February 24, 2016, 02:14:27 pm
Guide is also a hard counter to Torturer, because you can just discard every time and then draw back up to 5 with Guide (unless you have a good hand you want to keep).
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: amoffett11 on February 24, 2016, 02:40:50 pm
All these daily articles on the Adventures cards; I can't decide whether to just wait until April when Adventures is supposed to hit online (we hope) or just break down and head to my local Games store. 
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: Moneymodel on February 24, 2016, 02:59:19 pm
My last game with Guide had an interesting interaction with Relic... we were getting Relic'd almost every turn, so Guide meant discarding 5 cards and drawing 4. It made the decision tougher.

Whoa, it's like an optimal Minion you do to yourself.
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: LastFootnote on February 24, 2016, 03:00:07 pm
My last game with Guide had an interesting interaction with Relic... we were getting Relic'd almost every turn, so Guide meant discarding 5 cards and drawing 4. It made the decision tougher.

Whoa, it's like an optimal Minion you do to yourself.

Yeah, although it's worth noting that if you don't call Guide, the –1 Card token stays on your deck and will hit you later.
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: Jack Rudd on February 24, 2016, 04:39:59 pm
Things that go well with Guide:

Prince of Secret Chamber
Outpost
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: GendoIkari on February 24, 2016, 04:51:38 pm
Things that go well with Guide:

Prince of Secret Chamber
Outpost

Oh man, a Princed Secret Chamber with Guide on your mat sounds pretty insane.
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: Limetime on February 24, 2016, 04:57:43 pm
Things that go well with Guide:

Prince of Secret Chamber
Outpost

Oh man, a Princed Secret Chamber with Guide on your mat sounds pretty insane.
Even better two princed secret chambers with two guides on mat
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: werothegreat on February 24, 2016, 05:17:04 pm
Things that go well with Guide:

Prince of Secret Chamber
Outpost

Oh man, a Princed Secret Chamber with Guide on your mat sounds pretty insane.
Even better two princed secret chambers with two guides on mat

Needs +Buy tbh
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: markusin on February 24, 2016, 05:36:36 pm
Things that go well with Guide:

Prince of Secret Chamber
Outpost

Oh man, a Princed Secret Chamber with Guide on your mat sounds pretty insane.
Even better two princed secret chambers with two guides on mat

Needs +Buy tbh

Make it Prince of Storeroom then.
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: werothegreat on February 24, 2016, 05:55:00 pm
Things that go well with Guide:

Prince of Secret Chamber
Outpost

Oh man, a Princed Secret Chamber with Guide on your mat sounds pretty insane.
Even better two princed secret chambers with two guides on mat

Needs +Buy tbh

Make it Prince of Storeroom then.

Well, that's basically like having a perma-Guide on your mat.  :/
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: CG19 on February 24, 2016, 06:05:05 pm
Guide seems so good. I've seen so many games were a dud hand or two can take away a win. And the cycling affect is really good. I'd more often than not call a Guide if the hand is slightly better than average or worse.

Question: If you have 2+ Guides on your Tavern mat, can you a call Guide after resolving a Guide? Or do you have to call 2 Guides simultaneously, play one Guide and then play the other?
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: Limetime on February 24, 2016, 06:12:30 pm
Guide seems so good. I've seen so many games were a dud hand or two can take away a win. And the cycling affect is really good. I'd more often than not call a Guide if the hand is slightly better than average or worse.

Question: If you have 2+ Guides on your Tavern mat, can you a call Guide after resolving a Guide? Or do you have to call 2 Guides simultaneously, play one Guide and then play the other?
You can call another guide directly after the first one
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: Chris is me on February 24, 2016, 06:48:42 pm
Things that go well with Guide:

Prince of Secret Chamber
Outpost

Oh man, a Princed Secret Chamber with Guide on your mat sounds pretty insane.
Even better two princed secret chambers with two guides on mat

Needs +Buy tbh

Make it Prince of Storeroom then.

Well, that's basically like having a perma-Guide on your mat.  :/

Even better - you can just discard your hand for +$5, then call Guide for a new hand!
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: ConMan on February 24, 2016, 07:14:08 pm
More things you can do:

Use a Princed Throne Room or similar card to play Guide, then immediately call it.
Have two Guides in the tavern to deal with things like Relic.
Use Scheme to get back the Guide that you called this turn.
Clear your rubbish with Ratcatcher, use Guide to get a fresh hand. Repeat until you run out of things to call or your hand is actually good.
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: markusin on February 25, 2016, 01:00:27 am
Things that go well with Guide:

Prince of Secret Chamber
Outpost

Oh man, a Princed Secret Chamber with Guide on your mat sounds pretty insane.
Even better two princed secret chambers with two guides on mat

Needs +Buy tbh

Make it Prince of Storeroom then.

Well, that's basically like having a perma-Guide on your mat.  :/

Even better - you can just discard your hand for +$5, then call Guide for a new hand!

Exactly.
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: markusin on February 25, 2016, 01:02:03 am
Guide seems so good. I've seen so many games were a dud hand or two can take away a win. And the cycling affect is really good. I'd more often than not call a Guide if the hand is slightly better than average or worse.

Question: If you have 2+ Guides on your Tavern mat, can you a call Guide after resolving a Guide? Or do you have to call 2 Guides simultaneously, play one Guide and then play the other?
You can call another guide directly after the first one

But you can choose whether or not to call the second Guide after resolving the first one.
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: Davio on February 25, 2016, 02:42:38 am
I think Guide is a great card.

Not great in the King's Court or Goons sense, but it's a great little utility card.
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: kn1tt3r on February 25, 2016, 03:23:41 am
To me Guide compares a lot to Scheme. It does nothing by itself, but it can help setting up your next turn and make your starting hands better. It might even be similar in terms of power.
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: ConMan on February 25, 2016, 04:51:32 pm
I think Guide is a great card.

Not great in the King's Court or Goons sense, but it's a great little utility card.
It's definitely the kind of card where it's easy to add a couple to most decks to just give them that little boost. And it's nice to have a card around the $3-$4 price point for picking up in those situations where you kind of need to gain something and you don't want lots of Silver, like when you use Hermit to trash something, or when you Remake Estates.
Title: Re: Let's Discuss Adventures Cards: Guide
Post by: convolucid on February 25, 2016, 05:22:46 pm
We had a game with Guide and Borrow. I remember Borrowing almost every turn, it was fun.