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Messages - werothegreat

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7026
Dominion General Discussion / Re: No free promo cards at GenCon.
« on: August 16, 2012, 02:20:46 pm »
I can see sooooo much analysis paralysis for Storeroom.  I guess the proper way to use it would as a Cellar the first time around, with a Secret Chamber effect to compensate for a shitty new draw.

EDIT: It's a Cellar you're not afraid to discard Coppers to, because you know you'll at least get your money back.  The only instance you'd hang on to them would be if Bank was around - and Storeroom seems like a bangin' Bank enabler, too, with its +Buy!

7027
Dominion: Dark Ages Previews / Re: Two new cards!
« on: August 16, 2012, 01:57:17 pm »
The other upgraded card is Mercenary. There are 10 Mercenaries whenever there are Market Squares.

I'm confused as to how a Market Square magically turns into a Mercenary.

7028
Dominion: Dark Ages Previews / Re: Two new cards!
« on: August 16, 2012, 01:54:04 pm »
I'm guessing the Knights have type "Action-Attack-Knight."  So what the hell gains them?

7029
Dominion: Dark Ages Previews / Re: Two new cards!
« on: August 16, 2012, 01:50:46 pm »
Maybe it's a special thing for Goko? Like, the actual card is just Knight, but on Goko it will appear as (Sir/Dame) (Your Name).

That's a good idea. Maybe, it is Goko exclusive online only promo.

Here's the description from an online randomizer:

"Shuffle together all ten Knight cards to form a single Supply pile, with only the top card visible."
That randomizer also seems to reveal the names of all the remaining Dark Ages cards. I belie

Catacombs (5 cost)
Counterfeit (0 cost treasure)
Death Cart (4 cost)
Forager (5 cost)
Hunting Grounds (6 cost)
Junk Dealer (5 cost)
Marauder (4 cost)
Market Square (3 cost reaction)
Mystic (5 cost)
Rebuild (5 cost)
Rebuild (5 cost)
Rogue (5 cost)
Storeroom (3 cost)
Urchin (3 cost)
Wandering Minstrel (4 cost)

I saw the other Madman-type upgrade card in there, but forgot to write it down. I'll look a little more.

This site has mouseover card descriptions.

7030
Dominion: Dark Ages Previews / Re: Two new cards!
« on: August 16, 2012, 01:43:35 pm »
My guess on Junk Dealer - it's an attack that makes other players gain something out of the trash.

7031
Dominion: Dark Ages Previews / Re: Two new cards!
« on: August 16, 2012, 01:33:22 pm »
Need card names/text! 

Also, whoever made the CGI art should be shot.

7032
Dominion: Dark Ages Previews / Re: Two new cards!
« on: August 16, 2012, 01:30:16 pm »
Also:

KC-KC-Beggar-Mine-Mine

KC-Beggar gives 9 Coppers, KC-KC-Mine-Mine lets you bump up 6 times, so 6 Silver+3 Copper or 3 Gold+6 Copper... something like that?  Maybe I'm counting wrong.

Sub Explorer for Beggar and make it a Plat game! :D

If only Explorer could let you reveal a Colony to gain a Platinum.

EDIT: Better wording - You may reveal a Victory card, gaining a Treasure card costing at most $2 less than it, putting it in your hand.  Otherwise, gain a Silver, putting it in your hand.

7033
Dominion: Dark Ages Previews / Re: Two new cards!
« on: August 16, 2012, 01:25:04 pm »
Also:

KC-KC-Beggar-Mine-Mine

7034
Dominion: Dark Ages Previews / Re: Two new cards!
« on: August 16, 2012, 01:20:10 pm »
It's Anna. There is also Sir Michael and Sir Bailey. Toss random names and I can check if they are in as Sirs/Dames/Ladies/whatever.

Where are you getting this?

7035
Grujah - where are you getting this art?

7036
Dominion General Discussion / Re: No free promo cards at GenCon.
« on: August 16, 2012, 10:37:26 am »
I bought my Dark Ages from the RGG vendor. They no longer give promo cards with a purchase. I got a nice bag instead. Still would have rather had the promos.

So, if you are on the fence about buying Dark Ages at GenCon, don't let promos be the deciding factor. They're still going for $5 apiece.

Bring pictures!

7037
Dominion: Dark Ages Previews / Re: Two new cards!
« on: August 16, 2012, 10:23:50 am »
Maybe Dame Anna is from Guilds, where the cards in a stack are differently named.

7038
Instead of buying engine components, just buy Bands of Misfits.  Tired of drawing a hand of all Smithies with no Villages?  If that were a hand full of Bands of Misfits, you could pick one to be the Village, and another to be the Smithy!  Or make one of them Scout, and the next two Wishing Wells.  Saves you the trouble of actually buying Scouts and Wishing Wells, which always makes me feel like I wasted my Buy.

7039
My initial thoughts on Count:

WHAT WAS DONALD SMOKING! Count has 9 options! 9! My housemate has enough AP when he plays a pawn.

My more measured later thoughts on Count:

I love this card. I love that all of the first set of options make the "trash your hand" option simultaneously better and worse! They slow Count down to being slower than Chapel in the early game, but in the middle game they help you protect your valuable cards.

I also love that this card has really strong alt-vp support. How many cards are you equally happy to buy when going gardens or an engine?

Basically when do I not want a Count?

While further thinking about Count on the bus home I've realised just how finely balanced Count is.

So the first set of options of meh options are there to perfectly balance the second set of awesome options.

+$3 is always awesome; discarding, top decking and copper gaining all slow it down.
"trash your hand"; super powerful at the beginning - discard, top deck and copper gain slow it down. Hard to set up during the mid-game; discard and top-deck help you keep your good cards safe.
"gain a duchy"; going for a duchy early seems like an alt-vp strategy, have a copper! Or maybe you've just started greening and hit $4, in that case top deck your best treasure for a better shot at province next turn.

I expect DoubleCount will be the new DoubleJack.

7040
Well, it's something to consider in Possession games.

Also, is the art for Survivors based on another card?  The other 4 are fairly clear, but I can't place that one.

EDIT: One more thing.  Ironworks + Watchtower + Fortress.  Gain Fortress, trash it to put it in your hand, play it with he action from ironworks.

See, all of these neat little tricks would be a lot more useful if Fortress was more than just a Village.  Sure, you can Process it and put it back in your hand, or Watchtower it or whatever, but at the end of the day, it's just a Village.

7041
Dominion: Dark Ages Previews / Re: Rats + Forge
« on: August 16, 2012, 12:33:36 am »
If only Possession allowed you to choose who gained cards.  If that were the case, you could Possess someone and turn their entire deck into Rats.

7042
Goko Dominion Online / Re: Do we know when exactly it's going up?
« on: August 16, 2012, 12:31:24 am »
Probably no earlier than midnight PST.  Or 3 am Eastern.

7043
So, what happens if I play Band of Misfits as an Island?  Does it get set aside?  Do the set aside cards return to my deck, since Band of Misfits no longer has Island's text that says to do so?

I'd imagine it gets set aside.  That would be a terrible waste of a Band of Misfits, though.

7044
Dominion: Dark Ages Previews / Re: Band of Misfits rules questions
« on: August 15, 2012, 09:58:58 pm »
Fair enough, but it is surprising to me that the Procession knows where to look for the card it played in order to determine its cost, even though it tried to trash it;
It put it there! "Lose track" only applies when some other thing moves the card; a card keeps track of cards it moves itself, which is essential so that for example Procession can find the card in play in order to trash it (since it moved from your hand). And of course "lose track" only prevents moving, not information-getting.

But Fortress (or Band of Misfits pretending to be Fortress) does not end up in the trash pile.  Surely that must confuse Procession.
And of course "lose track" only prevents moving, not information-getting.

Procession would be unable to move Fortress somewhere else at that point though.

So if I Ironworks an Estate, and reveal Trader to gain a Silver instead, then I SHOULD draw 1 card, is what you're saying?
The Ironworks/Trader interaction is not related to the lose-track rule. It was explained earlier in this thread:
Ironworks wants to know something about the card it gained. It didn't gain a card, so there is no such information. The fact that there is a card it *would* have gained is irrelevant.

Ah, that infamous "would."

7045
Count!  All the Rats!


ONE Rat!  Ah ah ah!

TWO Rats!  Ah ah ah!

THREE oh hell no, I'm outta here.

7046
Dominion: Dark Ages Previews / Re: Band of Misfits rules questions
« on: August 15, 2012, 09:37:48 pm »
Fair enough, but it is surprising to me that the Procession knows where to look for the card it played in order to determine its cost, even though it tried to trash it;
It put it there! "Lose track" only applies when some other thing moves the card; a card keeps track of cards it moves itself, which is essential so that for example Procession can find the card in play in order to trash it (since it moved from your hand). And of course "lose track" only prevents moving, not information-getting.

But Fortress (or Band of Misfits pretending to be Fortress) does not end up in the trash pile.  Surely that must confuse Procession.
And of course "lose track" only prevents moving, not information-getting.

Procession would be unable to move Fortress somewhere else at that point though.

So if I Ironworks an Estate, and reveal Trader to gain a Silver instead, then I SHOULD draw 1 card, is what you're saying?

7047
Someone suggested something very similar to Procession in one of the guessing threads - I believe they called it "Last Stand."  It was essentially the same, but without the Upgrade.

7048
Dominion: Dark Ages Previews / Re: Band of Misfits rules questions
« on: August 15, 2012, 09:21:56 pm »
Fair enough, but it is surprising to me that the Procession knows where to look for the card it played in order to determine its cost, even though it tried to trash it;
It put it there! "Lose track" only applies when some other thing moves the card; a card keeps track of cards it moves itself, which is essential so that for example Procession can find the card in play in order to trash it (since it moved from your hand). And of course "lose track" only prevents moving, not information-getting.

But Fortress (or Band of Misfits pretending to be Fortress) does not end up in the trash pile.  Surely that must confuse Procession.

7049
Dominion: Dark Ages Previews / Re: Band of Misfits rules questions
« on: August 15, 2012, 07:59:39 pm »
BOBoMinator achievement: Buy Only Band of Misfits (no other actions). Probably a pretty decent strategy sometimes.

I doubt it. If there's cards under $5 worth playing, then it's worth buying at least some of them, I think.

Not really.  Band of Misfits would be able to be any of the cards you needed.  The only problem is there's only 10 of them, and they cost $5.  University to the rescue!

7050
It's probably no big deal because one's a potion card, but Procession could get confused with Possession like Mine/Mint :-\ :P

"I Possession my Grand Market to gain a King's Court!"

"Um... not how it works... anyway, hope you enjoy my hand of all Estates."

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