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Topics - sherwinpr

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1
LCG General Discussion / Android: Netrunner
« on: September 11, 2012, 11:59:14 pm »
Has anyone tried this yet, or played the original? 

I bought two core sets of the new game (probably a bit excessive), and so far the rules seem very interesting, and I enjoy most of the artwork and graphic design (choice of fonts, etc.) on the cards, but I've yet to get a chance to play.  It seems different than most LCG/CCGs, in that a lot of the game is in the playing portion, rather than primarily being restricted to the deck design portion.  I thought it might appeal to some people on these forums.

2
Dominion: Dark Ages Previews / The most useless kingdom
« on: August 17, 2012, 09:46:00 pm »
I finally found a kingdom, where I think not only is ignoring all kingdom cards the optimal strategy, but having these cards in your hands never makes you better off than not having them, nor do on gain bonuses offer anything extra.  The only time gaining these cards makes you better off is if you need to run out a supply pile, which should never happen with a competently playing opponent. 

Here it is:

University
Scheme
Village
Fortress
Quarry
Rats
Throne Room
Walled Village
Band of Misfits
Border Village

This is the only such Kingdom I've been able to come up with.  There were two other cards that could almost make it in a Kingdom like this, but can offer small bonuses by themselves or in conjunction with some other cards in this Kingdom: Procession and Wandering Minstrel.

Can you think of any such other Kingdoms (or exhaustively prove that they don't exist)?

3
Game Reports / Horn of Plenty + Duke in play = Go For Colonies Instead
« on: September 06, 2011, 04:03:52 am »
This is an interesting game here; I obviously wasn't playing just for the win and wanted to have fun with this.  But Black Market + Horn of Plenty is insane (I got it up to gain cards costing at least $14)!  My opponent tried an interesting Transmute+Duchy+Duke strategy, which is generally too slow, but might have gotten me if it wasn't for a sufficiently lucky last turn draw (I could have gone for Colonies earlier).

I wonder if this is ever the right strategy in a competitive enough game.  Maybe with slightly better support than Hamlet/Steward/Envoy, but those did quite well for me (pulling KC, Bazaar, and some other cards helped).  Actually, those three might be as good as it gets, though Village may have been more consistent than Hamlet, and I basically never used a Salvager I bought (I used it once, and usually discarded it to a Hamlet).  I didn't even need to buy every cantrip in the supply (Spy).

http://dominion.isotropic.org/gamelog/201109/06/game-20110906-003858-667d012d.html


   — sherwinpr's turn 19 —
   sherwinpr plays a Caravan.
   ... drawing 1 card and getting +1 action.
   sherwinpr plays a Hamlet.
   ... drawing 1 card and getting +1 action.
   ... discarding 1 card and getting +1 action.
   sherwinpr plays an Envoy.
   ... drawing an Envoy, a King's Court, a Steward, and 2 Hamlets.
   ... discarding a King's Court and putting the rest into the hand.
   sherwinpr plays a Hamlet.
   ... drawing 1 card and getting +1 action.
   ... discarding 1 card and getting +1 action.
   sherwinpr plays a Worker's Village.
   ... drawing 1 card and getting +2 actions and +1 buy.
   sherwinpr plays an Envoy.
   ... (sherwinpr reshuffles.)
   ... drawing a Harem, a Bank, an Envoy, a Silver, and a Black Market.
   ... discarding an Envoy and putting the rest into the hand.
   sherwinpr plays a Hamlet.
   ... drawing 1 card and getting +1 action.
   ... discarding 1 card and getting +1 action.
   sherwinpr plays a King's Court.
   ... and plays a Steward.
   ... ... drawing 2 cards.
   ... and plays the Steward again.
   ... ... drawing 2 cards.
   ... and plays the Steward a third time.
   ... ... drawing 2 cards.
   sherwinpr plays an Envoy.
   ... drawing a Bazaar, a Salvager, a Black Market, a Militia, and an Envoy.
   ... discarding an Envoy and putting the rest into the hand.
   sherwinpr plays a Bazaar.
   ... drawing 1 card and getting +2 actions and +$1.
   sherwinpr plays a Hamlet.
   ... drawing 1 card and getting +1 action.
   ... discarding 1 card and getting +1 action.
   sherwinpr plays a Militia.
   ... getting +$2.
   ... joecool discards 2 cards.
   sherwinpr plays a Black Market.
   ... getting +$2.
   ... drawing an Alchemist, a Tournament, and a Bureaucrat from the Black Market deck.
   ... returning an Alchemist, a Tournament, and a Bureaucrat to the bottom of the Black Market deck.
   sherwinpr plays a Black Market.
   ... getting +$2.
   ... drawing a Hoard, an Herbalist, and a Tactician from the Black Market deck.
   ... returning a Hoard, an Herbalist, and a Tactician to the bottom of the Black Market deck.
   sherwinpr plays a Loan.
   ... drawing and revealing a Horn of Plenty.
   ... discarding the Horn of Plenty.
   sherwinpr plays a Harem, a Silver, and a Copper.
   sherwinpr plays a Venture.
   ... revealing a Market and a Hamlet and then a Horn of Plenty.
   ... discarding 2 cards.
   ... playing a Horn of Plenty.
   ... ... gaining a Colony.
   ... ... trashing the Horn of Plenty.
   sherwinpr plays a Horn of Plenty.
   ... gaining a Colony.
   ... trashing the Horn of Plenty.
   sherwinpr plays a Horn of Plenty.
   ... gaining a Colony.
   ... trashing the Horn of Plenty.
   sherwinpr plays a Horn of Plenty.
   ... gaining a Colony.
   ... trashing the Horn of Plenty.
   sherwinpr plays a Horn of Plenty.
   ... gaining a Colony.
   ... trashing the Horn of Plenty.
   sherwinpr plays a Horn of Plenty.
   ... gaining a Colony.
   ... trashing the Horn of Plenty.
   sherwinpr plays a Bank.
   ... which is worth +$6.
   sherwinpr buys a Colony.
   sherwinpr buys a Province.
   (sherwinpr reshuffles.)
   (sherwinpr draws: a Hamlet, 2 Horns of Plenty, a Silver, and an Envoy.)

4
Variants and Fan Cards / Tax
« on: August 17, 2011, 03:08:47 am »
This is a kingdom card idea I had the other night, and I would be surprised if no one had thought of yet (a quick glance turned up nothing on here, but I haven't checked BGG), and in fact, seeing the Inflation post reminded me of it.

Tax
Action - $2
+$2
Trash this card.  Put a Tax token on top of a Supply pile.
---
During the buy phase, each card costs +$1 per Tax token on its pile.

This is obviously just Embargo with a cost increase instead of a Curse handout.  I may be wrong, but I think it should be about as strong as Embargo.  A one cost increase often isn't prohibitive, but could make some cards undesirable relative to others, and might make players decide to put more money (virtual or treasure) in their trimmed decks to be able to afford Provinces or Colonies.  Unlike Embargo tokens, which are ineffectual once the Curses have run out, Tax tokens seem more permanent.  However, like Embargo, they can be circumvented by cards that gain outside the buy phase.  I think pricing it at $2 would be correct; after all, like Embargo, a big part of the reason to buy it is just the trash for +$2.

One modification may be preventing it from being applied to Copper to keep those free, but I don't think that's a very serious concern.

5
When it comes to opening and early game strategy, one of the few things I'm still pretty unclear about is which cursing card to buy when there is more than one option.  The main cursers are:

Witch
Torturer
Sea Hag
Familiar
Mountebank
Young Witch

I think I rarely go for young witch when there's something better on the board (especially if the bane card is strong such as fishing village, ambassador, or even lighthouse -- because that means the lighthouse can defend you twice as often).  However when it comes to others, I'm not so sure. 

  • Would you always take a Sea Hag on a 4/3 start when Witch and/or Mountebank are out there?
  • When is the Potion -> Familiar track worth the investment with Witch and/or Mountebank in the mix?  Does this depend on the presence of other useful potion-cost cards such as Scrying Pool or Golem?
  • Does the presence of other good cursers pretty much cause Torturer to be an overpriced Smithy, or are torturer chains still worth building?
  • When it comes to Witch vs Mountebank, which will do the most damage?  I feel the Mountebank's +$2 is more useful early on than the Witch's +2 cards when there are so many weak cards (coppers and curses) floating around in the game (at least with no trashing), but Mountebank won't always hit, maybe letting the Witch to allow the curses to split 6/4 (in favor of the Witch player), and with a little luck 7/3, but even then the Mountebank is always useful as it can hand out coppers even when the curse stack is depleted.  Then again, I doubt Witch can be played as often as Mountebank, as the Witch player's deck has more weak cards in it.  Therefore, intuitively, it seems to me that Mountebank is the way to go, at least more often than not.
  • What cards on the board favor certain cursers over others?  Perhaps Counting House makes Mountebank a liability, or Fishing Villages make Witch more appropriate than Familiars?

If there's an article or post on this topic already out there, please let me know, and I apologize for the redundancy.

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