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Messages - Kelume

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26
Variants and Fan Cards / Re: Gray's Cards #2
« on: July 26, 2012, 01:55:23 pm »
I kind of like it. Baron, but without the chance it won't connect and without the buy (which is significant).

Seems like it would get $6-7 cards too reliably however. Fishing Village + this card gets a turn 3 or 4 goons something like 70-80% of the time and from there you're set to win forever. Plus the swing between how strong this is when you are or are not hit by a Militia is astronomical.

Seems like it would be a bit much in BM as well - nearly a Platinum with almost no downside (except collision).

That said I don't think it is too strong so as not to be fun to use, and it has good synergies.

27
Mini-Set Design Contest / Re: Renaming "Herald"
« on: July 19, 2012, 05:57:02 pm »
It recycles things that were just used, there's got to be something thematically related to that!

I like tea house - provides respite and prepares the card for another go. But that doesn't feel like it works in all cases (ie treasure).

Maybe Channel as an alternative? Rinse the card off and use it again, or send it back upstream, and you can use it to navigate (plus they are often manmade).

Alternatively, some form of location you can observe from, like a hilltop manor.

28
Puzzles and Challenges / Re: Most VPs in 4 turns (again)
« on: July 11, 2012, 11:57:53 am »
Some increasingly convoluted steps to get 21, a new best for me:

1: $4 -> Nomad camp
2: $3 + Nomad camp -> Watchtower, Hamlet (draw e, shuffle, draw all actions and c)
3: Play Hamlet, discarding e and c, drawing c; play Nomad Camp, then Watchtower, drawing 5 c; buy Crossroads, Tunnel, Develop (ee left on deck) - draw ee, shuffle, e, tunnel, Crossroads
4: Play Crossroads, drawing Hamlet, Develop, Nomad Camp, and Watchtower; play Develop, trashing Nomad Camp, topdecking Vault and Develop; play Hamlet, drawing Vault, discarding tunnel and e, topdecking Gold; play Vault, drawing Gold and Develop, discarding e and e for $2; Develop Gold into Bank+Horn of Plenty; play Watchtower, drawing Bank+HoP+4c, play 4c+Bank($5); play HoP, gaining Province; buy Colony


Phew, that's enough thinking for today. 8P

29
Puzzles and Challenges / Re: Most VPs in 4 turns (again)
« on: July 10, 2012, 11:46:29 am »
So I'm a bit late, but I've managed to get 19 using a similar method to Celestial Chameleon's second above; still, I can't shake the feeling that the buys on T3 could be used to get something even better going with Tunnel/Hamlet or Crossroads or Border Village or Remake or something.

1: $4 -> Nomad camp
2: $3 + Nomad camp -> Watchtower, Hamlet (draw e, shuffle, draw all actions and c)
3: Play Hamlet, discarding e and c, drawing c; play Nomad Camp, then Watchtower, drawing 5 c; buy Peddler, Develop, Tunnel (ee left on deck) - draw ee, shuffle, Hamlet, Peddler, Develop
4: Play Hamlet, discarding e and e, drawing Watchtower; Develop Peddler into Plat+Bank; play Watchtower, drawing Bank+Plat+4c, play 4c+Bank and buy Tunnel and Farmland, trashing Plat for Colony

30
Other Games / Re: suggestions for a fun military-themed game?
« on: April 27, 2012, 04:48:02 pm »
If you don't mind investing some time to learn a new set of rules, Chaos in the Old World is a fairly deep military-esque game with a couple very interesting twists (gods have unique play styles and largely balanced, units are somewhat disposable, victory can be earned two ways). It doesn't quite satisfy the easy learning curve requirement but IMO most wargames that do are not particularly deep, whereas Chaos has a heck of a lot of replay value. :)

31
Dominion Videos and Streams / Re: Dominion videos by me!
« on: April 27, 2012, 12:01:26 pm »
Great videos! I definitely liked hearing the other side of the games. :) I liked the mid-game explanations here but I guess the endings were already spoiled for me, haha.

Game 1 - the Fishing Village was mostly in the event that I had some time to pick up a Nobles, but when I had the opportunity Gold felt like the better buy.

Game 2, I think your plan was a bit better than mine with the Smithies, but I think you greened a bit early, which let me take the lead in Provinces.

I definitely made some mistakes in game 3 - I for some reason thought Talismans let me double up on Islands; I think Fool's Gold also was the right choice there. I also played a bit quick and misplayed a couple buys, as WW rightly pointed out in the Youtube comments, thinking that $5 would only get me a Duchy when I had a bridge in play.

Game 4 was a bit frustrating, I had 5 curses and still all 3 estates by turn 8 despite the same opening and two Salvagers. I blame bad luck as you mention but I feel it's deserved! This one seemed decided by turn 5.

Game 5, you pretty much explained my strategy correctly. I Remade the Native Village because it had a Province and nothing else on it and I would much rather a silver at that point. I was also making a point of avoiding Harems when there were other options to mitigate the Smuggler risk.

The bonus game was definitely decided by the trader and that huge influx of Silver. I was hoping to win the split on Silk Roads by starting first but you nabbed the same number as me, and had the better endgame with Trader. Well chosen. :)

All in all, I had fun and definitely learned some things! If you or anyone else has comments on my play, I'm happy to hear it.

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