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Messages - Schlippy

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26
Goko Dominion Online / Re: promos?
« on: June 13, 2013, 10:23:06 am »
By the way, is there any indication when Black Market will be released on Goko?
Because that is the one promo I am really interested in (I do have Governor though).

27
Overpaying a Herald to top deck a card, then overpaying a Doctor to trash it is expensive and silly, but it could be a wise option in extremely rare scenarios.
Well, it potentially enables you to trash all 30 curses you gained in a single buy phase in a 4-player game. ;)
You just need 67 coins and two buys, and all 30 curses in your discard.

28
Variants and Fan Cards / Re: Mongol Horde
« on: June 12, 2013, 05:24:14 pm »
MONGOL HORDE
$5 - Action
+1 Buy, +$2
You may gain one Kingdom card from the Supply, and trash a card from the same pile. When you do, reveal your hand and trash any revealed Victory cards.

We've had a lot of fun playing with this card, using it to take piles down quickly, or to gain attacks and trash them, weakening opponents' counter-attacking chances. It's a good buy early, useful in trashing Estates. One of my new favorite cards.

Turn 3 Possession FTW?
With Squire and Watchtower on the board you can have two turn 3 possessions and even topdeck them. (Although usually you only want to topdeck one of them.)

Possession isn't an attack?
Doh!
Ok, but it is still true for familiars. :>

29
Goko Dominion Online / Re: Is there someone who never has freezes?
« on: June 12, 2013, 04:13:22 pm »
I never had a freeze from my "real" connection.
Goko only freezes for me when I play over a 3g+ connection.

30
Variants and Fan Cards / Re: Mongol Horde
« on: June 12, 2013, 04:03:27 pm »
MONGOL HORDE
$5 - Action
+1 Buy, +$2
You may gain one Kingdom card from the Supply, and trash a card from the same pile. When you do, reveal your hand and trash any revealed Victory cards.

We've had a lot of fun playing with this card, using it to take piles down quickly, or to gain attacks and trash them, weakening opponents' counter-attacking chances. It's a good buy early, useful in trashing Estates. One of my new favorite cards.

Turn 3 Possession FTW?
With Squire and Watchtower on the board you can have two turn 3 possessions and even topdeck them. (Although usually you only want to topdeck one of them.)

31
I personally like the card idea of:

Domception, cost: (6)
Play a subgame of Dominion with the remaining cards for two turns. All Victory cards gained by the players are set aside instead of discarded and turned back to their respective piles after the subgame. All Action cards played during the subgame are terminal and do not give any Actions. If you win the subgame: Gain a Province. Otherwise, gain a Duchy.
------
When you play this during a subgame: Gain a Gold.

32
Why not simply include another 16 Potion cards in the Treasure chest?

There is more than enough physical space in a box for it. Sure, it increases the price a little because you might have to do 4 extra blanks, but who cares?

33
Dominion: Guilds Previews / Re: Curser speculation
« on: June 09, 2013, 01:30:30 pm »
But contrary to Sea Hag this card still does something for you, even when curses are gone.

34
HP and Rogue is pretty awesome when it is a mirror match (and terribly awful when it isn't)

35
Simulation / Re: Learning AI?
« on: June 08, 2013, 07:29:04 am »
Why is it so complex? It would just be an implementation of an artificial neural network. Sure, it will take a few months to build a good database, but it should not be a problem of implementation.
I mean robots learn walking and flipping flapjacks "by themselves" with a relatively small amount of programming work involved, so why shouldn't it work for dominion? A Dominion game has a pretty low number of possible moves in a turn, because there are only 10 kingdom cards. It is not like Go where there are about 250 possible moves each turn which you have to evaluate. The number "real" of legal moves in Dominion is rather low most of the time, like in chess or in backgammon. "Real" means moves that actually make a difference. It doesn't make any difference if you play your Gold before your Silver or trash the first Copper in your hand instead of the second copper.

36
Goko Dominion Online / Re: "Warfreak2 chooses a reaction to reveal"
« on: June 08, 2013, 04:47:21 am »
Another simple solution is to add a 1-2 second pause in situations where it could happen and to do not display the message until that pause is over.

37
Naa, more something like:

+(2)
Each other player reveals their hand. If he reveals any duplicates he discards a card costing more than 0 that is not a Victory Card. If he doesn't discard a card he gains a Curse in hand.

Or

+1 Coin Token
Each other player reveals their hand. For every card revealed with a different name:
He may pay a Coin Token. If he doesn't he chooses one: Discard a card that is not a duplicate or gain a curse.

38
well, yeah, but chancellor needs more combos! that might be too good though.
It is still not even half as ridiculous as Rebuild/Tunnel.

39
Dominion General Discussion / Re: Dominion song parodies
« on: June 07, 2013, 03:58:44 pm »


(The original is "Roses are red, violets are blue, and all my base, are belong to you.")

I know it is not really a song and might fit the meme thread better. But it rhymes!

40
Dominion General Discussion / Re: How would you play this board?
« on: June 07, 2013, 02:05:58 pm »
If it is a colony game: Engine, opening with Quarry and Haven (yes, I am serious)
Otherwise: No real engine, opening with Quarry and Silver. If he plays his first Mountebank a turn before me I will buy Nobles, if I play it a turn before him or both in the same turn, I will pick up a second Quarry and a Spice Merchant and empty either Border Village and Duchy or when BV 'empties itself' Nobles and the occasional BV/Duchy (or only Duchy), depending on the points and piles.

41
I really hope for a Bureaucrat variant and Coppersmith variant. It is not like the two are bad cards per se, but the games where these are good choices are relatively rare.
Despite that: A fixed Secret Chamber (the reaction, not the 'active').

This has nothing to do with re-done cards, but I also want something like an reverse Menagerie attack, something that is more punishing when players have less duplicates in hand, just for variety and because it could potentially be fun to set it off on purpose. :)

42
Variants and Fan Cards / Re: Redemption (fan card)
« on: June 06, 2013, 05:17:28 pm »
Are there any cards currently that specifically reward you for having Curses (or Ruins, I guess), other than Mountebank? (Yeah, Ambassador, but that doesn't specifically tell you you want curses.) I feel like that might be an intentional design decision, so new players don't see your card and think "Man, I need to buy some Curses to go with this!" It happens often enough that I see people buy Estates to match up with their Crossroads.
Vagrant in combination with discard for benefit cards.

43
Scheme + Treasure Map? :>


44
Dominion: Guilds Previews / Re: Preview #4: Butcher
« on: June 06, 2013, 03:02:59 pm »
I'm not sure what you mean. Butcher gives you 2 coins every time you play it, so you can always get the same benefit as Remodel.
Yeah, for some reason I thought you only get the 2 coin tokens on buy. :/

45
Dominion: Guilds Previews / Re: When you can spend your tokens
« on: June 06, 2013, 02:59:52 pm »
There might a card like "While this is a play, when you buy a card, gain a Coin token" or "In games using this, gain a coin token for every $5 spent in your buy phase" or "-1 VP, When you buy this, gain a curse 5 Coin tokens" and it is simply there to rule out situations where your coins suddenly increase because you buy cards, because that can be pretty annoying to keep track of.

46
Dominion: Guilds Previews / Re: Curser speculation
« on: June 06, 2013, 02:40:39 pm »
How about a "name a card" curser?


Picky Witch $4
Name a card in the Supply that costs less than $5 and is not an Action card. Each other player may reveal the named card from his hand. If he doesn't, he gains a curse.
------
You may overpay this by exactly $1. If you do, each other player gains a curse and sets it aside. Set aside curses are discarded when any player plays Picky Witch.



The overpay curse mechanic also carefully gets rid of the curse before first reshuffle problem of IGG.

47
Dominion: Guilds Previews / Re: 5/3 Openings
« on: June 06, 2013, 02:17:23 pm »
Why does everyone argue that double Treasure Maps leads to a 30% win chance? Even if Treasure Map said "When this collides with another Treasure Map, you instantly win unless your opponent reveals two Treasure Maps from his hand." it wasn't even close to 30% win chance. It might be around 30% win chance for the first player when Treasure Map said "When you buy a copy of this, no other player (except you) can gain or buy any copies of this anymore", but even those 30% are pretty far fetched.

Why stipulate that they can't buy Treasure Map?

Anyhow, it looks like your argument is that everyone can grab Treasure Map.  I think that's rather the problem.  Many players, particularly skilled players who have invested lots of time studying strategy, don't like the idea of everyone rolling some early dice to determine who ends up with four Golds versus who holds onto two dead cards.
I also do not like the idea, but it is not like this that is a new thing in Dominion. Familiar and Young Witch can lead to similar situations. Even worse, being lucky with those two directly leads to your opponent being less likely to buy his next Familiar/have his bane in hand when he needs too. Being able to start a Torturer chain faster than your opponent due to simple drawing luck leads to him being less likely to set of his. Hitting a Silver early on a Knight-dependend board is devastating and also leads to your opponent being less likely to catch up on the Knight split. Similar situations can occur with Minion (although to a far lesser extent). A 3E 1C chapel hand can easily be the win on some boards, even for pretty bad players. Mint/FG and Chapel/Witch also often lead to games that are over due to simple luck. Tournament, cough.
Dominion can be a game with a relatively big luck factor, depending on the board. That is just how it works. If you have to roll the dice because that will lead to a 50%/50% chance (ignoring first player advantage) then so be it. In the end you will still win more games if you're better and luckily Dominion is a fast game, so you can play matches instead of single games.

48
Dominion: Guilds Previews / Re: 5/3 Openings
« on: June 06, 2013, 01:33:34 pm »
Why does everyone argue that double Treasure Maps leads to a 30% win chance? Even if Treasure Map said "When this collides with another Treasure Map, you instantly win unless your opponent reveals two Treasure Maps from his hand." it wasn't even close to 30% win chance. It might be around 30% win chance for the first player when Treasure Map said "When you buy a copy of this, no other player (except you) can gain or buy any copies of this anymore", but even those 30% are pretty far fetched.

49
Dominion: Guilds Previews / Re: Preview #4: Butcher
« on: June 06, 2013, 01:17:53 pm »
Slager!

Find edge cases where UpdateRemodel is better.
You want to Remodel more than one Curse with Pawn on the board and there is no other way to gain Coin Tokens. You want to remodel more than one Gold into Provinces and the three other players left you only one Butcher. You want to remodel Silvers on a Duke board but you don't want to spend too many 5s on Butchers (if any).

Basically in every game where you want to remodel more than one card into a card costing 2 more than it (or more than two cards if the card costs 1 more than it), without buying more than a single Remodel/Butcher, Remodel is the better choice unless there is another way to gain Coin Tokens.

50
Dominion Videos and Streams / Re: So I guess I am one of you now :>
« on: June 06, 2013, 01:00:40 pm »
@content:

The IGG-Duchy-Duke game (#5): I don't like the Caravan here in the first shuffle (and wouldn't have liked it later either).  In the beginning, there is Oracle, which is probably better both instantly and more so in the long run if you plan to go slogging.  In T3, given you don't have any other terminal and don't plan to buy some there would be also Nomad Camp which is probably marginally better than Silver, mostly because you can play it next turn already and don't need to wait for the reshuffle, and could help at some lucky $7 with Duchy/Estate.
I personally think I should have picked up a Nomad Camp with my starting 4.

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