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Messages - brokoli

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Dominion General Discussion / Re: What cards do you ban and why?
« on: May 26, 2022, 09:49:50 am »
I don't have banlist, even my most hated cards comes sometimes with super interesting games. I used the dislike list for Tournament and Scrying pool though (nowadays I don't play on d.g, only on TGG).

Scrying Pool would be fine without the attack, but the attack makes the card painful and long to solve. Tournament is very swingy and sometimes getting one of the prizes is too important for the game.

I would be inclined to add Governor (very monolothic and speeds up the game a lot), Sauna (monolithic also, though I think a overrate it), Urchin. And I suffered a lot from Minion recently.

Dominion General Discussion / Re: Prosperity 2E
« on: May 07, 2022, 04:28:35 pm »
I really don't see how 9 cards could be removed. Of course there are lot of weak cards in Prosperity but the fact that they are weak doesn't make them uninteresting.

Dominion General Discussion / Re: Dominion: Allies First Impressions
« on: March 29, 2022, 04:55:36 am »
The only way Swap adds value in your deck is by turning a low-value card into a higher value card (typically, a $2 into a $5). But to make this works well, you need a good way to buy/gain a bunch of cards. There are some obvious examples. Death cart, Rats, things that give horses… also Squire for its 2 buys (with squire in hand for a total of $6, you can buy three squires to swap them later).
If there is no synergy of this kind, then Swap looks more like a sifter to me. A way to get a more-controlled deck with the right cards coming at the right moment. In this case, unlike overlord, Swap doesn't add a lot to your deck except this flexibility.

So in a board with say, good thining and few (or no) +buys/gains, I think I would easily skip Swap.

Dominion General Discussion / Re: Seaside 2E Announced
« on: January 31, 2022, 04:35:51 pm »
It makes me mad, but the more I think about it, the more I am confident that Island will be removed. Now that distant lands exists, now that there are different ways to exile province, Island is not unique anymore. Adding the facts that it allows to remove a mat…

It's completely irrationnal, it's only a game and only one kingdom card among a hundred of, but I'm really sad  :-[

Dominion General Discussion / Re: Seaside 2E Announced
« on: January 31, 2022, 04:28:48 pm »
Navigator is weak powerwise and sifting isn’t something that other cards don’t do.

Trash at the risk of blowing up good stuff isn’t something any other card does (well, Junk Dealer and Upgrade technically do but then you are actively gambling, having no junk in hand and only hoping to draw into junk) so Lookout is unique to some degree.

Coppersmith also did something no other card does  :(

Not really though after Bank. And Bank has a more reasonable power level, too.

While coppersmith and bank have similar uses, Coppersmith is really focused on copper and when it works it makes you think in a different way than the usual "just thin your deck as soon as possible and throw all your coppers away".
Bank can work in any treasurish deck.

Dominion General Discussion / Re: Seaside 2E Announced
« on: January 28, 2022, 03:51:46 pm »
Honestly I'm excited but really worried at the same time. In my opinion, the only cards that deserve to leave are : Pirate Ship, Pearl Diver, Navigator.
I'm fine about cutting Embargo if it is replaced by a better designed card on this mechanism (for example putting the embargo token or whatever it is on-buy).

Otherwise I enjoy all the other cards, Island is one of my all-time favorites and I still haven't mourned the Coppersmith.

Other Games / Re: Winter Kingdom
« on: March 31, 2020, 05:09:32 pm »
Kingdom builder is a great game for sure. I'm very excited about that new spin-off ! But surprised by the lack of interest on F.DS...

I still miss coppersmith too. Its unexpected passing is the biggest tragedy in dominion history.

Dominion: Renaissance Previews / Your reviews of the previews
« on: September 29, 2018, 05:29:31 am »
So we have finally seen all previews and that was a very exciting week.
In this thread I'm interested to read your opinions about all the previewed cards, and of course, I'll give mine.
This thread is not about discussing power level of the cards (it can be part of the discussion though). It's more about the design.

I think a perfect dominion card (kingdom or card-shaped) has to fulfill three criteria : creativity (new ways to think the game), fun, and depth. Also, simplicity is welcome because a complex card is not necessarily more interesting than a simple card, but adds unnecessary work for memory.

So here are my thoughts :

Moutain village : This makes the player really aware of what is in his discard pile. So you may want to order actions differently to make the best use of the dig-in-discard part. It rewards clever plays. A very interesting village variant ! Excellent.

Priest : With priest you can create degenerated deck that works. A lot of combo potential here : but having to play priest before the trasher is a constraint, so building the perfect priest deck seems not so easy. Excellent.

Seer : Seer also needs a particular deck to work at its best, but it's very versatile and can work even in non-optimized decks. With seer you may focus a little more on the 2-4 range and sometimes you may want to trash coppers before estates. So this is a nice lab variant and we needed more lab variants. Very good.

Scholar : While simple, this is a brillant card design. With experiment, it shows that there is still room for simple cards. Scholar plays differently than the library variants because you have to discard your whole hand first. This is often a benefit but it can hurts when you have other terminals (especially payload) you have to discard. So a deck with Scholar has to be built differently than a classical draw to x : with more action space, or with fewer terminals. So scholar use a known concept (draw to x), but with a different twist. Excellent.

Experiment : This is a very interesting lab variant and the tempo is crucial here. If you get experiments early, you will benefit from its natural deck-cycling and you will get $5+ more easily, but at the cost at losing experiments early. If you get experiments later in the game, losing the experiments hurts less and they are pretty much cheap laboratories. So, the most important about experiment seems to be gaining them at the right moment : very interesting decision. Excellent.

Acting Troupe : I like the villager concept and this is the the most simple way to use villagers. Villagers play differently than usual village, and that's good for the creativity aspect of the game. Very good.

Sculptor : The fact that you get the villager when gaining a treasure and not an action brings a very interesting constraint. This makes sculptor a very tricky gainer. I love the gain-in-hand concept : sculptor pushes it even further than Artisan. Excellent.

Recruiter : I love all tfb, there is no exception. They are all among the deepest cards of the game in my opinion. Recruiter was the obviously missing trash for actions, with villagers it can now exist. Love it. Excellent.

Villain : I love the fact that attacks are getting weaker now, but still strong enough to be useful in the right circumstances. While maybe a little too luck-based, the attack of villain is an interesting variant of the usual hand-reducing attacks. Good.

Ducat : I don't see the point of a candlestick maker treasure, although the discord did a good job at catching their differences. Disappointing.

Silk merchant : I was skeptical at first, but it turns out that the on-gain/on-trash abilities are very useful and leads to very interesting combos and tactical decisions. A very elegant way to use villagers and coffers. Excellent.

Flag bearer : I'm worried that the battle for the flag can turn games into ridiculous slogs, because it seems to me that even if you are getting more flag bearer than your deck can afford, the flag is too powerful to be ignored. The on-trash effect is very useful for that kind of situations. But what if we have no trashers ? Time will say. Anyway flag bearer a nice card that use the artifact mechanic in a very elegant way. Very good.

Swashbuckler : I'm not sure how often treasure chest is really worth it, to me it's not the most important part of the card. The most important seems to gain the coffers, and this is where the card gets interesting... but also a little bit too random for my taste. Good.

Treasurer : It seems to me that with treasurer players have two ways to play : either they fight for the key, or they trash coppers. Gaining from the trash is potentially interesting with tfb. Very versatile. But like flag bearer, the artifact seems strong, maybe too much. Good.

Fair : An interesting thing about projects is that they are limited to once per turn. So a game with fair as the only +buy means maximum 2 buys every turn. I like that kind of game, between no +buy and full +buy. If other +buy in the kingdom, deciding if it is the right move to spend $4 for fair is not so evident. The timing on when to get fair is, in both case, very important. It's a simple project that really adds something to the game. Excellent.

Silos : I like card that makes copper better (rip coppersmith). With silos, you often still prefer to trash your coppers but at least silos almost garantee a good starting hand. This is not the most interesting project to me but I think we needed more ways to play around coppers. Very good.

Citadel : The thing I like the most about citadel is the once-per-turn village potential. A recent game showed me that it can be a vast trap, but I think in the right situations it can work very nicely. Otherwise, citadel still seems to be an auto-buy almost always, it bothers me a little. Also there is the randomness about having the best card to throne in your hand. Good.

Star chart : This project is not so automatic, a well thinned deck usually doesn't need the power of star chart. I don't find star chart very exciting, but it's well balanced for its price. Good.

Sewers : I have to say sewers is very fun, but also too much an auto-buy with soft trashers like moneylender, spice merchant, etc. I find Plan (the event from adventures) more interesting while probably weaker. But anyway, sewers is fun. Very good.

Innocation : I love this new way to play actions during the buy phase and I did so many awesome things in just few games : With estate in hands I bought free barons, with golds in hand I got Governor for the remodel effect, I princed a candlestick maker... This one of the funniest and most creative cards of the new set. Might be too strong but I don't care. Excellent.

So overall I think this is a very promising expansion. I love the fact that cards are simpler than the cards from Nocturne and Empires. The new mechanics are not mind blowing, but very efficient. Of course after playing more, my opinion will probably change a little. But what I've seen so far woke up my love for Dominion. Thanks a lot to Donald X and playtesters for this awesome week of previews !

I wonder it there is a VP artifact.
Not sure how often in 2 player game it will be the right play to steal the opponent's artifact rith away they took it. This might make the game very boring and luck based

I like how, since Empires, most attacks are either not that powerful or self-limited.
I think that this already applied in Adventures. I think it's one of the biggest improvements in the latest sets.

I just had a game where I trashed catacombs with stonemason, to get 3 silk merchants for the 3 +actions I absolutely needed for my winning end game turn. Very satisfying.

Slightly disappointing preview because I would have expected more creative uses of coin tokens (like we had with butcher and merchant guild).
Villain seems ok to me : in games with no fast trashing, it can hurt a lot in a hand with 3/4 coppers and no estates. This makes me think that with villain in the game, you may ocacasionnally want to trash coppers before estate.
The most important part of silk merchant seems to be the villager gaining. It will make gainers and trash for benefit better, I like the synergy potential there. But +2 cards is still sad and I guess too often you will skip the silk merchant and go straight for a +3 card draw instead.

I, too, dislike ducat for being too close (and stronger) than candlestick maker. Of course candlestick maker had the draw to x / conspirator / peddler / tokens synergy, but apart of that I think it's still pretty uncommon that you would take candlestick maker over ducat.

All 8 cards we've seen from the preview are very interesting. This expansion looks very promising.

Dominion General Discussion / Re: Most hated attacks?
« on: August 18, 2018, 06:41:33 am »
I voted for Goons, Bridge troll and Mountebank but after thinking about it, i should have voted for urchin as well. But it all depends on context. The least fun attack games are those where it's obvious that you have to rush on the attack first and just hope you'll be luckier than your opponent. This can apply to most of the attacks, but more often with the most powerful ones, such as mountebank, goons, witch, familiar, ambassador, and urchinary although the attack is not the most important part for that one.
My hate for bridge troll is less based on rational arguments : it's just that i hate to endure the cost increase thing. And Bridge, Highway and merchant guild already exists so i feel Bridge troll has no reasons to exist.

Latest sets have done a great job on attacks, they are more situationnal than before therefore more interesting. I'm thinking about Swamp Hag, Haunted woods, Enchantress, Werewolf…

The most important thing for me is : will there be a coppersmith revival ?

"+1 coin token/coffer for every copper you have on play"
Wouldn't it be awesome ?

Dominion General Discussion / Re: When are Travellers ignorable?
« on: March 23, 2018, 04:28:16 pm »
I recently lost a game when I did my best to get champion asap, using Changeling to get pages that turns into warior (side note : treasure hunter + changeling is really good). Warrior was the only draw, so it was pretty important.
Thing is, my opponent (lower level than me) played a more conventional Big Money thing, buying provinces early, one province per turn, and getting several heroes.
At the last 3 turns of the game, I had a very good deck that played a bunch of warriors, trashing his remaining silvers. The problem is that my opponent was flooding his deck with gold from his heroes, so trashing silvers eventually helped him. Even when attacking him with legionnary, he kept having 3 gold hand, and bought provinces while I was desesperately buying duchies… yes, because I forgot to say the major thing here : there were no +buy, so having hand that produce $16+ didn't help.

After the game I realized I could have Stonemason Gold into double duchies, but didn't think about that during the game.

So, in this particular case, Champion was not so great, though if I played more carefully and thought about the stonemason thing, I could have won rather easily.

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.

Dominion General Discussion / Re: What should Dominion do next?
« on: March 10, 2018, 01:22:28 pm »
I think with all these new cool expansions, base treasures are starting to be a little bit boring.
It would be nice to have more cards that cares about copper, silver or gold (like Explorer, Coppersmith, Noble Brigand or a few landmarks) or more cards that works like Black Market or Storyteller : you pay treasures during your action phase to get cool things. As engine players, we got the reflex to want to draw action first, and treasures at the very end. These kind of cards make having silver at the start of the turn a benefit rather than a painful "dead" card in hand.

Dominion General Discussion / Your stories of unexpected comebacks
« on: March 09, 2018, 03:39:08 pm »
Post your stories of unexpected combacks here !
I want to talk about 3 recent games. I can't find the log so I'll explain by memory. In each of those game I felt I had no chance to win :

- Witch game, no trashing. Only village was Native village. There was nothing really exciting on the board. My opponent and I was playing the same strategy, which was basically "witch, native village, and some stuff", and I think part of the stuff was a $5 draw, maybe wild hunt. Anyway our deck weren't great. I think a big money strategy would have worked much better. The biggest difference however in our deck was that my opponent won the curse split 6 to 4 which meant his deck was strictly better than mine.
Then, several turns in a row, I put curses on my native village mat. There were something like 4 curses and few coppers. That was pure luck because there was no way to care about the top of the deck. Suddenly, my deck felt almost thin and I managed to get the last provinces to win by a few points.

- Witch game, no trashing, no villages. That was also a kind of sloggy game, where curses hit hard. There was still black market, so my opponent and I were hoping to get useful cards there. He got Apprentice out of the black market while I was overbuying terminal and was constantly collinding witch and black market. In the beginning I thought playing witch was more important for the curse split. Then I realized my deck was going nowhere and I started to play black market instead, hoping to get a village. Once there was a bazaar, but I didn't have enough money due to my stupid dead terminals.
Then miraculously appeared fishing village. That +2 actions in two consecutive turns came in handy. Playing fishing village only two times in the game allowed me to play consecutively two of my overbought terminals 4 times, to curse him hard and win somehow.

- Knight game, no villages. I was losing the knight battle quite hard, especially because my opponent got dame molly and sir Bailey, which were huge in this no-village game. So he managed to play several knights in a row while I couldn't. He also got Sir Destry.
What my opponent didn't understand however, is that Necromancer is pretty powerful in a knight game. I was rushing necromancers while he was destroying my economy. But at first it didn't work out, he had a huge province lead and my necromancers weren't very useful, I was essentially playing that spy zombie first. I couldn't find his knights and my deck was really weird. Then I had the opportunity to trash necropolis with the apprentice zombie, which gave me the opportunity to get at least one village per turn. With that help I managed to get few of his knights in the trash and my necromancers were going exponentially more powerful.
In the end I completely destroyed his deck, unallowing him to get any more vps.

Dominion General Discussion / Re: Synergies within individual sets?
« on: February 26, 2018, 07:58:14 am »
Council room - Militia
Festival - Library

Bishop - Peddler

Farmland - Border Village

Procession - Fortress
Counterfeit - Spoils

Dominion General Discussion / Re: Favorite Expansions in 2018
« on: February 25, 2018, 06:39:44 am »
Philosophers stone: your decks get pretty big, so this is a really good card.

Actually it's maybe the single worst card in Dominion, besides maybe Transmute.

Harvest begs to differ.

1. Cornucopia : My love for cornucopia is a bit irrationnal. But this little set is very solid. With the exception of tournament, I like every single card in it.

Even Harvest?


I don't get the harvest hate really. Mainly, it's a very fun card to play with because the money you'll get from it depends on your deck building. It's a predictable random parameter and I like that.
I know that terminal money is very situationnal, but with some tricks you can make very clever uses of Harvest, discarding the crap out of the top of your deck.
It happens often that you have no cards to discard, but in this case, you just don't buy Harvest so this doesn't impact my whole appreciation of the card.
Yes, it's a weak card, but there is nothing wrong about that. However, it's no way as weak as transmute.

Dominion General Discussion / Re: Most unique cards amongst each set?
« on: February 21, 2018, 06:25:58 am »
Interesting topic. My list is less base on rationnal arguments than yours. To me, some mechanic are unique but just doesn't change the way to think and play the game. For example, Relic is the first attack-treasure, but is not very unique in my opinion : I don't remember games with relic as unique.

Base : Everything is new and kind of unique, but I would say Gardens and Witch are the cards that changes the game the most when they are bought.
Intrigue : Coppersmith, Wishing Well, Lurker
Seaside : Embargo, Tactician (the icon of durations IMO)
Alchemy : Possession
Prosperity : King's court, because it still plays very differently from Throne Room, and enable way more things.
Cornucopia : Horn of Plenty, Tournament
Hinterlands : Jack of all trades, Tunnel
Dark Ages : Rats, Knights, Fortress
Guilds : Butcher (the cards that interact with coin tokens in the most interesting way)
Adventures : Travellers, Storyteller
Empires : Villa, Donate
Nocturne : Necromancer, Crypt, Cursed Gold
Promos : Prince

Dominion Videos and Streams / Re: Dan Brooks Dominion
« on: February 11, 2018, 08:38:51 pm »
I enjoyed a lot this stream, that luck accumulation was particularly hilarious  :D

Rules Questions / Re: Simple Rules Questions
« on: February 11, 2018, 06:03:21 pm »
Does the game ends after last player's night phase ?

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