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Messages - mameluke

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76
Dominion General Discussion / Re: Relative strengths of 2 card combos
« on: December 05, 2016, 08:20:34 am »
Anyway, something that really stood out to me when looking over this list was the inclusion of Dungeon/Tunnel. Is it really better than Storeroom/Tunnel? Storeroom can discard as many as 8 cards per play, whereas Dungeon does 2 and 2.

Tunnel doesn't need need you to discard lots of cards.
It needs you to discard a card from a large selection.
So Storeroom sees 4 + 4 cards.
Dungeon sees, 6 + 6 cards.

Dungeon actually sees *7* cards on the second turn. Nearly as good as Embassy.

77
That said, I do expect to see Scouting Party in the next batch of cards.  On some boards (those without strong trashing, or those where fast cycling is especially important, or those without extra gaining), Scouting Party is very valuable.  But on others, it's pretty weak.

A lot of cards or card-shaped things that force you to do things you don't really want to do suffer on these ratings. When they're good, they're fine, but when they're bad they leave a poor taste in your mouth. I had a game a while ago where I bought Scouting Party a few times hoping to clear out some upcoming junk but was forced to discard a number of engine pieces (turns out the junk was in the *next* five cards). Lookout obviously suffers from this problem, so does Loan.

78
Let's Discuss ... / Re: Let's Discuss Second Edition Cards: Patrol
« on: December 05, 2016, 12:12:42 am »
-How useful is post-draw deck inspection on a terminal?

I don't know yet. It still seems a little odd, a cantrip seems better usage if you have Mill or Nobles or other Action-Victory cards, but this will like Harem.

If you can manage to play a village before this, then maybe you can do something with those extra cards: Cellar, Vault, Storeroom come to mind. Or for things you don't draw, Herald, Wishing Well, etc. Otherwise I think this just increases cycling as long as you don't trigger a reshuffle when you don't want to.

79
Let's Discuss ... / Re: Let's Discuss Second Edition Cards: Patrol
« on: December 04, 2016, 10:25:33 pm »
One thing to super worry about here is that for shuffling purposes, you're dealing with *7* cards, even if you don't want to. Patrol itself may miss the shuffle often. If you just don't have that much green in your deck, it might not be worth it over other kinds of drawing. Say you have 5 cards left in your deck, and you've just played a number of good actions or you have a lot of money in hand (or will draw it). You'll cause a shuffle and all of those cards this turn will miss the shuffle, and if you didn't reveal any Curses or Green, those cards won't miss shuffle either.

80
Dominion Online at Shuffle iT / Re: "Features" threads
« on: December 01, 2016, 09:04:58 am »
One month to go! Yee-haw!

81
Variants and Fan Cards / Re: MJ's Cards
« on: November 30, 2016, 01:11:14 am »
Interesting combo with Distant Lands
No, Luna just lets you "set aside". So Distant Lands is 0vp if you use this ability.

I am trying different vps, some are alt-vp.
I think marmeluke is replying to the suggested Event that does put the card on the Tavern mat.

Yes, I was talking about the Event. Which is probably too expensive if comboed with DL -- $7 for 4 VP? Maybe if it worked for all future buys in the turn. Anyways.

82
Variants and Fan Cards / Re: MJ's Cards
« on: November 29, 2016, 02:16:43 pm »
Interesting combo with Distant Lands

83
Let's Discuss ... / Re: Let's Discuss Second Edition Cards: Sentry
« on: November 29, 2016, 02:08:19 pm »
Still, many other cards in Dominion function the same way. It's sad to draw an Action card with Herald and then reveal a copper, rather than the other way around. And potentially the saddest thing in all of Dominion is to play Tournament and draw a Province.

84
Dominion General Discussion / Re: How many games have you played?
« on: November 23, 2016, 09:49:10 am »
Too many.

85
Help! / Re: What is the best strategy?
« on: November 20, 2016, 12:57:39 pm »
I think Black Market/Minion is pretty good here. Even with no/little trashing of treasures, you can get your treasures into play with BM and then Minion away as usual. Agreed that there is a lot going on here though.

86
Dominion Online at Shuffle iT / Re: "Features" threads
« on: November 18, 2016, 05:07:52 pm »
Sometimes the board just sucks and neither player really wants to play it. I had a game the other day where all 10 kingdom cards were Action cards and none of them had +1 Action or +buy. It was just a sad money game with not much strategy, but we played through it anyways. In my IRL group we would have replaced a card or two.

87
I also make sure, esp in 3+ player games, that there is at least one +buy. There's nothing worse than giving a new-ish player the impression that the game will take forever, and depending on their skill level and attacks on the board, you may have to pick up all 8 provinces yourself

88
Let's Discuss ... / Re: Let's Discuss Adventures Events: Training
« on: October 19, 2016, 12:17:02 am »
Boss with Candlestick Maker. Drain the CM pile as fast as possible. Train. Province every turn (ish). Hit rematch.

Yeah, you can probably pick up all of the CM pretty quickly, but when it comes time to playing them, not having +1 Card really hurts.

89
Dominion General Discussion / Re: Themed Kingdoms
« on: October 03, 2016, 11:35:18 pm »
Poacher can go in the flavor one!

90
Dominion General Discussion / Re: Improving my game
« on: October 02, 2016, 09:03:01 pm »
One of the things I wonder about 3-4 player game is, are there really enough copies of each card to make certain strategies viable? Let's take Highway for example. If there are four players and everyone tries to get them (and why not?), you'll only end up with 2 or 3 copies. Are 3 copies really enough to do all of the fun things with Highway, especially catching up at the end? You can do a few things, sure, but it's not the same as 2 players when you're sad that you only ended up with 4. The typical 2-player engine game goes for as many copies of certain cards before attempting to green for the reason that they can catch up extremely quickly in the last 2-3 turns if they have, e.g. 4 or 5 Wharfs in play.

My sense is that strategies that revolve around having lots of one card are not as viable, but on the other hand, you don't want someone to get all of the Minions or Hunting Parties, so you'll gladly take a few even if they can't be super effective.

91
Game Reports / Re: A cautionary tale
« on: October 02, 2016, 05:10:31 pm »
At the same time, it IS just a game, and if you're not having fun, there's no point in continuing to play (esp if there is no way to get more than one province a turn, and it will take forever for the opponent to get all of the provinces and you have no hope).

92
Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 30, 2016, 01:34:17 pm »
Plus, the cards have to line up in the same hand -- and you might have played the other card first, drawing Courtier after. Not lining up the cards is probably better than e.g. Baron or Treasure Map but still reduces its effectiveness.

93
Dominion General Discussion / Re: 2nd Edition Rules
« on: September 30, 2016, 11:39:29 am »
The new wording is fine. I'm pretty sure if the discarding part was irrelevant to the +$2, they'd be on separate lines. Consider Horse Traders.

94
Dominion General Discussion / Re: Homage to the Best Card
« on: September 25, 2016, 10:51:41 pm »
Butcher is a verb, but it's not obvious that butchering something is making it better.  :-\ Seemed like a more appropriate card for that name would be what Stonemason is.

95
Dominion General Discussion / Re: Dominion Events 2016
« on: September 25, 2016, 10:49:11 pm »
Adventures finally Online.

96
Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 25, 2016, 02:30:25 pm »
I think we'll have to wait to see what Courtier is really like. To me it just seems odd. A terminal + isn't that bad, Mandarin and Count give you this but with drawbacks. That will probably be most people's first choice, unless they need the buy or the Gold gaining. As for the second, either +Action or +Buy, depending on whatever else is in hand. 

It was mentioned before, but it'll be interesting to see how many cards have 2 or more types. Of course you have to get them in hand for it to mean anything, but lining things up with another useful card might not be that hard (vs. say, Baron in the mid-late game). This does give new meaning to cards that have types that otherwise don't seem to mean much, like Prize, Castle, Gathering, etc.

97
Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 25, 2016, 12:24:27 pm »
Coppersmith, Thief, etc. had some interesting cases where they would shine but the cards themselves did not work as printed. I'm hoping their abilities will show up in some future card that people actually buy (kind of like Venture was to Adventurer).

98
Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 25, 2016, 01:05:32 am »
Now that Thief is gone, you can't steal exotic treasures from your opponents. You can still get them if you play Bandit and then Rogue or Graverobber, but only if they cost between and . With cost reduction you can still pull Platinum and Bank, but once a Fool's Gold is trashed, it's gone forever. Bandit seems to look more like Pirate Ship in that it doesn't really matter what you trash, the upside here is that you always attack and you always get the Gold, you don't have to choose.

99
Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 24, 2016, 08:49:21 pm »
Merchant has replaced Woodcutter in the 'First Game' recommended set.

100
Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 24, 2016, 08:31:09 pm »
I think you need to play Lurker in pairs, unless Swindler or something else can put things into the trash. I thought about gaining Prince with this after the first shuffle, but you risk your opponent picking it up before you do. Otherwise, great card to Prince.

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