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Dominion General Discussion / A Dominion: Plunder story by ChatGPT
« on: December 09, 2022, 07:41:11 pm »
It was a dark and stormy night when the notorious pirate captain and her band of cutthroats arrived at the secluded harbor village. They had been searching for the fabled king's cache, rumored to be filled with unimaginable riches, for weeks.

The captain, a fierce and fearless woman known only as the Taskmaster, led her flagship into the harbor, ready to begin the plunder. She had assembled a motley crew of fortune hunters, each with their own set of skills and tools.

Among them was a young cabin boy named Timmy, who had stowed away on the ship in search of adventure. He had no idea what he was getting himself into.

The Taskmaster gathered her crew on the deck and outlined the plan. They would split into two landing parties, one to search the village for clues to the king's cache, and the other to scour the nearby swamp shacks for any sign of the buried treasure.

The first mate, a seasoned pirate known as the Cutthroat, would lead the village search party. He was tasked with finding a mapmaker who could provide them with a map to the treasure.

Meanwhile, the quartermaster, a skilled mapmaker and puzzle solver, would lead the swamp search party. She was tasked with finding any clues that might lead them to the treasure.

The Taskmaster handed out the tools and weapons they would need for the search, including pickaxes, shovels, and swords. She also gave them a small pendant, rumored to be cursed, that would help them avoid any dangers that might be lurking in the swamp.

As the two groups set off on their separate missions, Timmy found himself in the swamp search party. He was nervous, but also excited to be on his first real pirate adventure.

They searched through the swamp shacks, carefully examining each one for any sign of the treasure. As they were searching, they heard a strange noise coming from the nearby woods. It sounded like a siren, singing a haunting and mesmerizing song.

The quartermaster quickly grabbed Timmy and pulled him away from the sound, warning him that it was a trap set by the treacherous swamp sirens. They were known for luring sailors to their deaths with their beautiful singing.

The group continued their search, using the cursed pendant to guide them through the treacherous swamp. Eventually, they stumbled upon a small grotto hidden behind a thick curtain of vines.

Inside the grotto, they found a secluded shrine filled with treasure. There were amphoras filled with doubloons, endless chalices, jeweled eggs, and even a small figurine of a siren.

But the quartermaster warned them that the treasure was likely cursed, and that they should be careful not to touch anything. As they were examining the treasure, they heard footsteps approaching the grotto.

They quickly hid behind some nearby rocks, and watched as a group of pilgrims entered the grotto. They were carrying a large sack of loot, and appeared to be worshipping at the shrine.

The quartermaster whispered to the group that the pilgrims were probably searching for the king's cache as well. She suggested that they follow the pilgrims and see if they could learn any useful information.

The group followed the pilgrims through the swamp, being careful to stay hidden. They watched as the pilgrims entered a small village hidden deep in the swamp, filled with ramshackle houses and muddy streets.

The village was home to a group of wealthy villagers who had made their fortune from a nearby silver mine. The pilgrims appeared to be friendly with the villagers, and were invited into one of the swamp shacks.

The group of pirates watched from a safe distance as the pilgrims entered the swamp shack. They could hear muffled voices coming from inside, but they couldn't make out what was being said.

The quartermaster suggested that they get closer and try to overhear the conversation. She led the group carefully through the swamp, avoiding the muddy puddles and stinking pools of water.

As they got closer to the swamp shack, they could hear the voices more clearly. The pilgrims were speaking to a strange old man who called himself the shaman.

The shaman was a powerful sorcerer, and the leader of the village. He had a reputation for being a trickster and a manipulator, but he also possessed great knowledge of the swamp and its secrets.

The pilgrims were begging the shaman to help them find the king's cache, offering him a large portion of the treasure in return. The shaman listened to their pleas, but remained silent.

The quartermaster whispered to the group that the shaman was likely stalling for time, trying to figure out how to best use the pilgrims to his advantage. She suggested that they wait for the right moment and then make their move.

As the group waited, they heard a sudden commotion coming from the village square. They peeked out from behind the shack and saw that a group of gondolas had arrived in the harbor, filled with heavily armed pirates.

The pirates had come to plunder the village, and they were quickly rounding up the villagers and looting their homes. The pirates were led by the infamous Captain Cage, a ruthless and cruel pirate known for his brutal methods.

The quartermaster realized that they had to act quickly if they wanted to avoid being caught by Captain Cage and his crew. She signaled to the group to follow her, and they crept quietly through the swamp towards the village square.

As they approached the square, they could see that Captain Cage was holding the shaman captive, demanding to know the location of the king's cache. The shaman remained silent, refusing to give in to Cage's threats.

The quartermaster whispered to the group that they had to rescue the shaman and help him escape from Cage's grasp. She suggested that they create a distraction and then grab the shaman and make a run for it.

The group quickly formulated a plan, and put it into action. Timmy and a few of the other pirates would create a distraction by attacking Cage and his crew from behind, while the quartermaster and the rest of the group rescued the shaman and made their escape.

The plan worked perfectly, and the group was able to rescue the shaman and escape from the village without being caught. They made their way back to the flagship, where they were greeted by the Taskmaster and the rest of the crew.

The quartermaster told the Taskmaster what had happened, and handed over the loot they had recovered from the grotto. The Taskmaster was pleased with their success, and praised the quartermaster and the rest of the group for their quick thinking and bravery.

The Taskmaster then revealed that she had found a map to the king's cache, and that they would set sail for the fabled treasure the following morning. The crew cheered at the news, eager to finally uncover the riches they had been searching for.

Timmy was thrilled to be part of such an exciting adventure. He couldn't wait to see what other dangers and treasures awaited them on their journey to the king's cache.

The next morning, the Taskmaster and her crew set sail for the king's cache. They followed the map that the Taskmaster had found, navigating through stormy seas and treacherous waters.

They encountered many dangers along the way, including hostile ships, treacherous maelstroms, and treacherous sirens. But the Taskmaster and her crew were skilled and experienced pirates, and they were able to overcome each challenge.

Finally, after many weeks of travel, they arrived at the fabled island where the king's cache was rumored to be hidden. The island was lush and beautiful, with a dense jungle and crystal clear waters.

The Taskmaster and her crew quickly went ashore and began searching for the treasure. They used their tools and weapons to cut through the dense jungle, and carefully examined every inch of the island.

Eventually, they stumbled upon a hidden cave deep in the jungle. The cave was guarded by a fearsome dragon, but the Taskmaster and her crew were able to defeat the beast and enter the cave.

Inside the cave, they found the king's cache, filled with unimaginable riches. There were jewels, gold, silver, and precious artifacts of all kinds. The Taskmaster and her crew were overjoyed at the sight of the treasure, and quickly began filling their sacks with loot.

But as they were looting the cave, they heard a strange noise coming from the entrance. They turned to see a group of pilgrims, led by the shaman, entering the cave.

The shaman was furious at the Taskmaster and her crew for stealing the treasure that was rightfully his. He attacked them with powerful spells, but the Taskmaster and her crew were able to fend off his attacks.

In the end, the Taskmaster and her crew emerged victorious, and they were able to claim the king's cache as their own. They loaded their ship with the treasure, and set sail for home, rich beyond their wildest dreams.

Timmy was thrilled to have been part of such an incredible adventure. He had faced many dangers and challenges along the way, but he had also made many new friends and had the time of his life.

As they sailed back to the safety of their home port, the Taskmaster and her crew celebrated their success and shared their stories of adventure. Timmy couldn't wait to see what other adventures awaited in the next  Dominion® expansion.

Rules Questions / Inheritance + Garrison
« on: September 30, 2022, 01:51:48 am »
My opponent bought Inheritance for Garrison and when playing estates they'd get $2 -- yet it seems no tokens are put on the set aside Garrison card from cards gained. Is that how it's meant to work?

Dominion: Nocturne Previews / Don't be fooled, nothing for you here
« on: November 08, 2017, 04:05:01 pm »
(Discussion split from Preview #1 thread.)

Saying Ghost Town and Guide are synergistic is like saying Village and Smithy are synergistic.

Both cards do good things for you but the benefits are merely additive, not synergistic.

Game Reports / BM/Quarry Hunting Prince
« on: April 17, 2015, 10:41:14 pm »
Code: [Select]
Gherald plays Black Market
Gherald reveals Prince, Thief, Vineyard
Gherald plays Quarry
Gherald buys Prince
Gherald gains Prince
Gherald plays Junk Dealer
Gherald shuffles deck
Gherald draws Prince
Gherald trashes Copper
Gherald plays Prince
Gherald sets aside Prince
Gherald sets aside Hunting Grounds

Hello 9-card starting hands!


Game Reports / Highway to the mother lode
« on: September 09, 2014, 07:47:04 pm »
I just found this sequence of events amusing

Gherald   plays Highway
Gherald   draws Hoard
Gherald   plays Highway
Gherald   draws Copper
Gherald   plays Highway
Gherald   draws Upgrade
Gherald   plays Upgrade
Gherald   draws Quarry
Gherald   trashes Copper
Gherald   gains Remodel
Gherald   plays Mine
Gherald   trashes Copper
Gherald   gains Hoard

Gherald   plays Quarry
Gherald   plays Hoard
Gherald   plays Hoard
Gherald   buys Province
Gherald   gains Gold
Gherald   gains Gold

Trader has long been one of my favorite underrated cards and it made for some fun diplomacy here:

Gherald   cards: 7 Bazaar, 3 Moat, 2 Ambassador, 1 Herald, 1 Silver, 4 Province
Gherald   total victory points: 24
Gherald   turns: 20
Andrew Iannaccone   resigned
Andrew Iannaccone   cards: 3 Bazaar, 2 Young Witch, 1 Herald, 1 Ambassador, 1 Moat, 1 Cellar, 3 Silver, 1 Gold, 2 Province, 1 Duchy, 3 Curse
Andrew Iannaccone   total victory points: 12
Andrew Iannaccone   turns: 19

Goko Dominion Online / Goko Ace of Spades
« on: April 24, 2014, 05:25:48 pm »
My first Mystic revealed a Necropolis, so I click "Show All Cards" to be able to fish it out with the second Mystic.

And I see this.

I swear I didn't photoshop that... and searching this forum for 'spades' gives at least two references:

Is this an in-joke / easter egg?

Dominion General Discussion / IGG for the coppers
« on: January 26, 2014, 01:23:44 am »
I have found that in IGG games without moderate to heavy trashing, the extra coppers are very useful.  They dilute the curses and are good for duchies.

So when I play IGG when the trashing is light-to-none, I'll take the free copper 98% of the time, even if I don't need it for a buy.

I have noticed that my opponents seem to take those extra coppers only 10% of the time.  Why the hell? Coppers are good for a slog!

One of my favorite combos is IGG+Beggar.  It gets provinces pretty easy adding +4 or more coppers to a hand.

Innovation General Discussion / a quick javascript/styling hack
« on: March 19, 2013, 05:00:23 am »
To prevent accidental sharing and "demands are made of no one" , I wanted to make the little corner exclamation mark more blatantly obvious:

That's using Greasemonkey in Firefox or Tampermonkey in Chrome.  Here's the code:

Code: [Select]
// --------------------------------------------------------------------
// ==UserScript==
// @name          Innovation enhancer
// @namespace     Innovation
// @description   Innovation
// @version       0.02
// @include       **
// @grant         GM_getValue
// @grant         GM_setValue
// @require
// ==/UserScript==

self = unsafeWindow;
window = unsafeWindow;

$("head").append("<style type='text/css'> \
img.cornerwarn { \
  background-color:red; \
  width:60px; \
  height:30px; \
  right:30px; \
  top: 23px;   \
} \
img.iconcountimg { \
  height: 0px \
} </style>");

I also hid the icons under your own resource counts since they just distract from quickly comparing lines.

Quick tweaks, but they seem helpful to me.  Now to go playtest.. : )

Edit:  made position relative to top of instead of bottom of card.  So it's an "upper right" corner warning now.

Innovation General Discussion / Winning condition
« on: March 18, 2013, 11:19:08 pm »
No one has achieved anything (1-9 and the other four are still available)

No 10 cards have ever been drawn or played.

With a single action, I end the game and win.

What happened?

Dominion General Discussion / When is silver bad?
« on: December 10, 2012, 03:43:00 am »
First of all please set aside the obvious action-happy engines based around conspirator and scrying pool and even minion.

Such obvious cases aside, what are some good examples of decks, kingdoms, and/or game stages in which buying silver -- or even accepting a "free" silver will actually worsen your deck?

We all know Colony games make massing silver less interesting, but can we quantify this more or give good examples of when to "avoid" silver?

For example if you have more Platinums than coppers, silver starts looking pretty meh.


See my lucky break:

— three, three pilin''s turn 6 —
three, three pilin' gets +1 action and +$1 from the Fishing Village.
three, three pilin' restores the Horse Traders to the hand and draws 1 card.
three, three pilin' plays a Horse Traders.
... getting +1 buy and +$3.
... discarding 2 cards.
three, three pilin' plays a Gold and 2 Coppers.
three, three pilin' buys a Platinum.

Kind of a messy game, I end up winning despite the 7-3 curse split.

No chat comments.. for my part I was too stunned to've been automatched with him :)

Game Reports / Cache/Estate opening
« on: September 04, 2012, 10:41:45 pm »
cards in supply: Bazaar, Cache, Farmland, Merchant Ship, Nomad Camp, Oracle, Potion, Remodel, Silk Road, Smithy, and University

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