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Messages - sparky5856

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851
Dominion General Discussion / Re: Homage to the Best Card
« on: June 30, 2012, 12:32:14 am »
Let's see what I got.






Here's a REALLY bad one.



Your reaction to that:


852
Variants and Fan Cards / Re: Really bad card ideas
« on: June 23, 2012, 05:32:09 pm »
Quote

Neigh! Whinny!

Action - 2$

Choose zero: +2389523528 actions, +1337 buys, -2$, trash your deck and put the trash pile on your discard pile.

Should be a prize, I can see a potential combo here... (protip: It involves another prize and buys every card in the supply).
I don't see the combo. The card does precisely nothing?

Which is why it's a REALLY bad card idea  ;D (Actually, with any number of choices the card would be a pretty bad idea...)

853
Variants and Fan Cards / Re: Really bad card ideas
« on: June 23, 2012, 02:16:23 am »
Confused King's Court

Action-Reaction - 7$

You may reveal an action card from your hand. Trash it three times.
Whenever another player plays an Attack card, you may reveal this from your hand. If you do, they play the attack card three times.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Neigh! Whinny!

Action - 2$

Choose zero: +2389523528 actions, +1337 buys, -2$, trash your deck and put the trash pile on your discard pile.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Bed Mastication

Action - 6$

You may eat your mattress. If you do, +2 VP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Askew Inventor

Action - $6

+1 Action
Write a post in the Really Bad Card Ideas thread. +X Cards, where X is the number of upvotes the post gets within 6 hours.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Fever

Action-Reaction - $5

+1 Action
If you actually have a fever when playing this card, then go to bed. Otherwise, +2 Cards.
When another player plays this card, you may reveal this from your hand. If you do, you both gain a Cowbell.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Yes I'm procrastinating going to bed in case anyone is wondering.

854
Your momma's so worthless, Curses actually improve her deck.

Your momma's so worthless, she played a Bank and it was worth negative money.

Your momma's so dumb, she bought a Duchess.

Hey, this is pretty fun.

855
Dominion General Discussion / Re: VP card worth more than Colony?
« on: June 13, 2012, 10:58:17 pm »
As far as Fairgrounds goes, if there's 11 Kingdom Cards (one for a Young Witch bane), 25 cards in the Black Market, 5 basic Treasures (including Potion and Platinum), 4 basic VP cards, the curses, and the five prizes from Tournament, the theoretical limit for Fairgrounds is 20 VP each. (Am I missing anything?) Dark Ages might push that even higher.

Good luck getting that much though. : P

There was also a thread in the Game Reports where 18-VP Vineyards were amassed.  http://forum.dominionstrategy.com/index.php?topic=2821.0

856
Dominion General Discussion / Re: Which cards are the slowest?
« on: June 05, 2012, 12:29:35 am »
Well I'm generally speaking of course; there will be exceptions haha. I guess a better wording is that you need two reshuffles to occur to hit a potion-cost card in your deck. (of course, there's exceptions to this too, such as Watchtower). The point is that they're slower to get into your deck than other cards ordinarily.

857
Dominion General Discussion / Re: 3 player games
« on: June 04, 2012, 11:02:16 pm »
I generally will always automatch for 3 player; and I always have since I started playing. 2 player games seem too black and white for me; I seem to grab more experience and satisfaction from 3p games. I will occasionally play 2p games as quickies though.

858
The fact that the one player resigned early also didn't help in my case, yes. xD Maybe he saw how long the game was going to be, but now I had to deal with about 16 or so incoming curses. There were still like 7 Curses left at game's end; with a game of that length I find that pretty intriguing.

859
Dominion General Discussion / Re: Which cards are the slowest?
« on: June 04, 2012, 10:47:12 pm »
Any card chain involving Potion cards are slow to set up; the earliest you can even have such a card in your hand is turn 5. They are also quite difficult to purchase with multiple buys without already having a strong engine.

Quote
Well, going only for Pirate Ships is silly.  I always laugh when I buy a PS or two, and the other player(s) will buy Silver/Gold, or Treasure-generating cards like Bureaucrat, only to feed my coin mat.

This happened to me recently in one game, and was probably the only reason I won that game. There were no villages, so I could only play one Pirate Ship per turn. Plus I was the only one doing the pirating, so I didn't slow down my opponents' economies much. I generally view Pirate Ship as a strong card, but I have to change my view that it's always a powerful option xD (even if I usually play with more than 2 players).

860
I was going to post this in the "Which cards are the slowest?" topic, but this topic has a slightly different contextual meaning; that is, which cards slow down the game in general. I recently had an hour-long game on Isotropic; here were the important cards: Forge, Familiar, Ghost Ship, Colony, Platinum. I hate going for Familiar so I respond defensively by going for Ghost Ships, to make my opponents play their Familiars less (and to considerably slow them down in general). Unfortunately the only source of trashing was the Forge, so it took quite some time to rid of most of my Curses. (if anyone wants to see the log: http://councilroom.com/game?game_id=game-20120602-194008-0ecb528a.html

I also wanted to mention this combination of cards in this regard: Pirate Ship and Secret Chamber; SC is a very nice counter but it lengthens the game considerably by 1). making it much harder to make your Pirate Ships worth something, and 2). unnecessarily triggering a reaction ability when all you desire is the money from the Pirate Ship. (Plus Pirate Ship is already quite a slow card as mentioned in the other thread.) FYI I tend to play three-player games so Pirate Ship excels more as a strategy, so it's hard for me to ignore it. Whenever I ever see SC though... just no.

What I'm curious about is how long the absolute longest games are on Isotropic. I'm not exactly eager to experiment with this though. What I am interested in is other extremely long games people have had (maybe involving specific card combinations or specific cards themselves).

And, once you realize you're gonna be in for an hour-long game or more, what's the proper etiquette to handle it? I rarely like to resign, but I also hate to sit through excessively lengthy monotonous games. I decided to sit through the whole of the game above, but only because the initial Ghost Shipping was my fault. X_X

861
Game Reports / Winning With Negative Victory Points >__<
« on: May 06, 2012, 05:08:28 pm »
game log: http://dominion.isotropic.org/gamelog/201205/06/game-20120506-134147-f05e2115.html

cards in supply: Caravan, Cartographer, Ill-Gotten Gains, Ironworks, Militia, Moat, Oasis, Oracle, Smugglers, and Wishing Well. Guess which card dominated the set.

I personally am not a fan of Ill-Gotten Gains. On boards like this with zero trashing though, I spam them whenever I can based solely on fears of my opponents possibly planning such a rush (I was the one to lead the IGG spam). One question I have: Would it have been even remotely considerable to ignore IGG and just go for the Provinces? The game was over in 11 turns; the presence of Caravan (which emptied fast as per usual) accelerated the end-game, as well as, consequently, Smugglers and Ironworks. None of us even bought one victory card. I myself was too focused on IGG, and when I bought the last one I didn't realize that Caravans were also empty, thus ending the game.

So, I won, but this is not a victory I'm particularly proud of. XD I'm putting this in the fail category lol.

862
Despise:
Familiar
Ill-Gotten Gains
Embargo
Bureaucrat

Adore:
Here's a good one.
COLONY.

863
Dominion General Discussion / Re: Homage to the Best Card
« on: May 04, 2012, 06:02:06 pm »
I don't think I've seen this yet in this thread.


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