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Messages - sorawotobu

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Dominion General Discussion / Re: Interview with Donald X.
« on: December 16, 2022, 07:05:22 pm »
Is there a specific reason Shaman says "up to 6$" rather than "up to 2$"? Is the interaction with trash-for-benefit cards (making them bad) part of the plan rather than an accident? Is there some other interaction that you would miss out on with "up to 2$" that's really fun?

Dominion: Renaissance Previews / Re: Secret History discussion thread
« on: November 12, 2018, 04:44:39 am »
What are the considerations that went into pricing the projects? Did you intend for most of them to get bought most games? Regarding Sinister Plot specifically, why does it cost 4 instead of 3 when in my experience you do sometimes want to open with it and buying it T1 is so much better than buying it T2, meaning you can get shafted there?

Also I just noticed that Citadel doesn't have a Duration clause even though the set will have Duration cards. No worries about tracking issues this time around?

If I have Star Craft Chart and play Patrol with 6 cards left in my deck, then according the the changed reshuffle rule I will have to shuffle before drawing any and can put a card on top and draw it with Patrol, correct? So we now have a case where the revised shuffle rule really does make a difference?

Ironworks+Experiment = The gift that keeps on giving.

Just played a game where my draw engine was Experiment+Talisman+Tracker. I gained ~30 Experiments.

Just a simple observation: Seer could combo well with Bridge to be able to pull more-expensive cards into your hand.

My first game with Seer had Bridge Troll, allowing my Seers to pick up Seers.

Dominion: Renaissance Previews / Re: Teaser
« on: September 21, 2018, 10:27:44 pm »
We could still have new victory cards, cards can have multiple types, we could have an action-attack-victory, or a reaction-victory

We're assuming 300 cards, 25*11 (including randomizers) plus 25 for the sideways cards makes 300. There can't be any Victory cards since those are 12 copies per pile in games with more than two players.

Dominion: Nocturne Previews / Re: I played Nocturne
« on: November 20, 2017, 02:17:03 pm »
- This is obvious, but in a reliable engine, 2 Ghost Towns are a Hireling that also gives an extra action each turn.

Replying to this because apparently it's not so obvious to people why this statement is false.

Ghost Town increases your handsize at the start of the next turn by one, at the cost of decreasing handsize this turn by one. In a reliable engine, this means you're breaking even every turn (except you get one extra card the turn after you buy a Ghost Town and lose a card on your last turn), so it's not comparable to Hireling, which actually does increase your handsize by one each turn after it's played.

Rules Questions / Is Changeling's FAQ wrong?
« on: November 18, 2017, 02:07:50 pm »
So for example you could gain Skulk, exchange it for a Changeling (returning Skulk to the Supply and putting Changeling into your discard pile), and still gain a Gold from Skulk's ability.

I thought the interaction should go like this: Gain Skulk to your discard pile -> gain Gold to your discard pile due to Skulk's ability; it covers up the Skulk -> Changeling loses track of Skulk

You can choose to have a Skulk and a Gold or a Skulk and a Changeling but can't get Changeling and Gold. Right?

Dominion: Nocturne Previews / Re: Nocturne Teasers Speculation
« on: October 29, 2017, 02:11:52 pm »

- A Chancellor Copper

Boy do I look forward to getting Mountebanked on turn 2 (and 3, and 4...)

Dominion: Nocturne Previews / Re: Bonus Preview #3: Fool
« on: October 25, 2017, 09:18:42 am »
I'm getting the impression that much like Dark Ages' actual theme was combos and Guilds' actual theme was bald people, this set's actual theme is making good players win less with stuff like Fool and Imp and Boons in general.

You mean because they are luck driven? I actually perceive that to be the case for Boons, and I guess Fool is weirdly political in a way, but I don't see Imp being bad-player-friendly at all.

The difference between drawing Imp at the top of your shuffle vs at the bottom is much greater than with other Lab effects, even Hunting Party.

Dominion: Nocturne Previews / Re: Bonus Preview #3: Fool
« on: October 25, 2017, 09:11:24 am »
I'm getting the impression that much like Dark Ages' actual theme was combos and Guilds' actual theme was bald people, this set's actual theme is making good players win less with stuff like Fool and Imp and Boons in general.

Dominion: Nocturne Previews / Re: Previews #2: Shepherd, Pooka, Cemetery
« on: October 24, 2017, 02:43:50 pm »
Everyone's favorite rules question: If these kingdom cards are in the Black Market deck, are the Heirlooms used?
I recommend not putting them in the Black Market deck, but yes, you do all setup for Black Market deck cards.

Do you have a suggestion for how to avoid this if one is using one copy of each (regular back) card as randomizers and then the randomizer deck as the Black Market deck?

Lurker + Hunting Party
You really want to draw Lurkers in pairs but Hunting Party will skip additional Lurkers if you already have one. Playing Lurker before Hunting Party lets you get around that but if you whiff on the second Lurker the action card you trashed will be there for your opponent to grab.

Dominion: Nocturne Previews / Re: Is there any update on Nocturne?
« on: October 11, 2017, 12:45:00 pm »
All Dominion sets should be sold in packages that are big enough to hold the components, without all the extra space. With dividers. Like Paperback, basically. But noooooo, big boxes look better on shelves. Gotta have that big box!

Without the big box, a Dominion expansion takes up only a small fraction of the space that the box takes up. Some people may not be willing to spend so much money on such a small package, and if they were made aware that such a small package contains mostly everything you get with the big box, they might not be willing to spend so much money on the big box either.

The classic one is playing Crown in your Action phase without Action cards in hand.

Sauna with autobuy is pretty terrible online as well; say you have a Sauna in play, two Silvers and three Coppers in hand and click on a Gold to buy it. After a Silver is automatically played, you will get to trash a Copper and even though you still have enough $ in hand to buy the Gold, you will not automatically play the rest of your treasures and will not get the Gold. You're now stuck with just a Silver in play, unable to play any treasures barring an undo.

Dominion General Discussion / Re: Card Sleeves
« on: October 03, 2017, 07:43:46 pm »
Ive found that no sleeves commonly available seem to work with the stock box insert. I would recommend going to a custom storage solution - several of them reuse the same Dominion center box but replace the insert.

Yeah I've been trying to avoid that (I'm lazy) but it's looking like that might be the best answer.

My lazy storage solution is the Base box with the Base Cards box glued in the middle. This leaves three equally sized compartments which fit Mayday sleeved cards stored horizontally perfectly. If you don't have it you could just make three rows and slide in two cut out sides of a Dominion box (or just any pieces of cardboard I suppose) in between; since the fit is so good they shouldn't slide around. This doesn't require any materials you don't already have, is quick to make and it's kind of nice to have your Dominion cards in the Dominion box. You will need dividers, I made mine with this website.

My box holds Base, Intrigue, Seaside, Adventures, Empires and all the mats and tokens. There's enough room to fit in Nocturne if I store the tokens separately (although the mats still fit if I put them on top of the cards). If you have all the sets, you can probably fit all the cards in a large box and a small (Alchemy etc.) box, you can certainly fit everything in two large boxes with plenty of room to spare. One Dominion box is a small enough to be transported in a regular backpack in my experience. I am very pleased with my 0$ storage solution.

I'm glad to see this thread properly derailed.

People probably know about Upgrade + Ferry already, letting you Upgrade Estates into Upgrades, trash Coppers, and then possible move the Ferry to cash in unwanted Upgrades for Golds. I just had a game in which there was also Merchant, so even my Coppers (and one Curse) turned into sweet things.
game# 7413836

Highway is a great counter to Enchantress.


Related question: does Enchantress effectively turn Bridge Troll into a Highway?


Dominion General Discussion / Re: The bad luck thread
« on: October 02, 2017, 10:53:16 am »
Bought 3 Urchins in the first 3 turns. Got my first Mercenary on turn 14. Also had to trigger a reshuffle to get it. Played it for the first time on turn 17, but couldn't trash with it.

Dominion General Discussion / Re: Cards I would ban / errata
« on: September 29, 2017, 02:46:17 pm »
Exactly.  I've said it before on here that the Avanto split is more important.

This generalization is invalid. Sometimes there are plenty of Villages but no draw and you're going to want to win the Avanto split while getting one or two Saunas for trashing.
Other times, there are no Villages and all the +buy and good payload in general is terminal; in those games getting 3 of the Saunas is usually decisive. Neither is more important in general, it all depends on the rest of board.

Similarly, sometimes you need to rush the pile hard, sometimes you're better off ignoring it entirely. I've won far more games by ignoring Saunas when my opponent went for them than I have by going for Saunas when my opponent ignored it, which probably means the pile is overrated (although still easily in the top 5 best 4$ imo).

The games where the three Saunas just win suck but that requires a board that didn't have a whole lot going on to begin with so the game may not have been great anyways. Most (~3/4) Sauna/Avanto games are not silly rushes and have relevant decision points.

Dominion General Discussion / Re: Heirloom Speculation
« on: September 27, 2017, 04:47:14 am »
Heirlooms could be just like Coppers early in the game but different later. For example

Count your discard pile. If there are at least 15 cards in it, +1$


+1$ per unique cost among Action cards you have in play


+1$ for each Province missing from the supply

The first one seems most reasonable albeit possibly annoying to play with, the second is probably way too strong and swingy since it might be worth 3$ on turn 3 or might be worth 1$. The third one needs a better wording but +9/-1 per Province in the supply doesn't work for multiplayer games; with that kind of wording you would first have to differentiate between the number of players in the game, then give out coins accordingly, then deduct coins for Provinces. These examples are more to illustrate the general directions in which I think Heirlooms might be going than real guesses.

Like Shelters, these designs only rarely change the opening, which means you don't get T1/T2 blowouts like you would with some of the designs suggested here. They might not all be like this, these are sort of the Necropolises among Heirlooms. If the trashing theme returns, other Heirlooms could be more like Overgrown Estate and Hovel (could even have the exact same text).

As to the question of how many Heirlooms there will be, the set has 500 cards and 33 Kingdom piles, with 0-1 Victory piles that would be 363-365 cards. The remaining 135-137 could be:
  • Boons
  • Hexes
  • Travellers
  • Events
  • Heirlooms

If Fate and Doom are card types, this could mean that Boons and Hexes are in the supply, just like Looters put Ruins in the supply but cards adding Spoils to the game do not have an extra type. Hopefully there aren't 60 of each, otherwise there won't be much room for anything else.

I'm mentioning Travellers because this would be in line with Dark Ages' upgrading theme (Mercenary/Madman). Two Traveller lines would add 40 cards.

Given that Donald X said he's pretty much out of ideas when it comes to Events, most of the Empires events relied on the tokens in that set and that Nocturne will not have any tokens, there may or may not be some Events but there probably won't be a lot.

If we assume 0 Victory piles, 30 each for Boons/Hexes, 2 Traveller lines and 0 Events, that leaves us just 2 cards short of being able to fit in 42 Heirlooms, i.e. 7 per player for 6 players. If there are just upgrade piles la Merc/Madman (or no upgrading) there would be enough room for all the Heirlooms. Which means they might replace all your Coppers, although this would of course make Moneylender/Miser quite sad, sadder even than Baron with Shelters. I'm leaning towards not all Coppers being replaced.

Raid + Triumph

game# 7030910

Put some Silvers into play --> gain the Silver pile via Raid --> buy Triumphs for many points.

Dominion General Discussion / Re: Playing with Black Market for Real
« on: September 17, 2017, 10:45:36 pm »
Instead of using the blue-backed randomizers you can just use one card from each pile. Now, when playing with Black Market, you already have a pile containing one (normal-backed) copy of each card not in the supply. This also lets you fit 10% more cards into your storage solution. I don't have Black Market but do use this set-up.

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