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Messages - Young Nick

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951
I am surprised to see that no one (to my knowledge, for I have only skimmed the articles most recent comments) has mentioned the reasons I have for disliking Black Market and Tournament.
First off, don't get me wrong: I am not a huge fan of Possession or Torturer or some of the other cards mentioned. However, they are not game breakers for me.
Black Market and Tournament are because they break what seems like a fundamental rule of Dominion to me: That everyone has the same exposure to the same cards over the course of the game. While it is true that everyone theoretically can get Followers, the fact that there is only 1 copy prevents this from truly being the case. I enjoy Dominion over M:tG because everyone has equal access to cards and prefer it to other games (like Settlers) where you can get freezed out of cards/resources. However, these two cards allow for 1-of's to be bought, unfortunately. I still enjoy playing with them, but I feel a bit guilty doing so. They just don't feel like Dominion cards.

Just my thoughts.

952
Puzzles and Challenges / Re: Reduce Opponents to 0-card Hands
« on: June 22, 2011, 06:47:37 pm »
@Mischiefmaker: That is slightly different than the one I was thinking of. It works just as well, I guess. Mine, infact, involved 2 other cards without using one of yours. I was flirting with Bishop instead of Watchtower so that I could eventually, uh, win the game. The one I used substituted Lookout for Watchtower and Ghost Ship for one of the Bureaucrats, but yours is perfectly valid.

953
Puzzles and Challenges / Re: Reduce Opponents to 0-card Hands
« on: June 21, 2011, 09:56:55 pm »
The indefinite pin is the one I am going for. Have fun playing 5 Bureaucrats, but being able to do that ad infinitum (is that how you use the phrase?) is key. I imagine that there are more ways to do it than I originally thought, but mainly cards that top-deck victory cards are key. Those like Bureaucrat, Rabble and Ghost Ship.. If someone could help me create a better puzzle with just one solution, it would be much appreciated. The only reason this one occurred to me is because it almost happened in game.

954
Puzzles and Challenges / Re: Reduce Opponents to 0-card Hands
« on: June 21, 2011, 01:17:26 pm »
While you guys are close, none of you have mentioned a key card needed to get the pin in place. To get the repeated pin is a bit more complicated, but I imagine that someone will figure it out relatively soon.

955
Puzzles and Challenges / Reduce Opponents to 0-card Hands
« on: June 21, 2011, 11:59:00 am »
What type of deck must you build such that you can ensure your opponent continually has to play hands with 0 cards despite having 5 or more cards in his or her deck? That is to say, even though your opponent has purchased cards, they never play a hand with more than 0 cards.

Hint: It requires your opponent to draw an unusual hand to initiate the lockdown.
Bigger Hint: Your opponent must draw a 5 VP hand to start the combo.

Remember to not post correct answers in full size font, it ruins the puzzle for other people reading the comments.

PS: I began to discuss this in another topic that I posted in. Do not use that to cheat!

956
I had an Isotropic game today where I ruthlessly deployed the following strategy: Trim my deck to King's Court, King's Court, Bishop, Ghost Ship, Fodder $2/$3 Card. I then would go KC -> KC -> Ghost Ship -> Bishop (Trash fodder). This netted me 4 VPs per turn while my opponent was all but pinned. Later, I left this strategy to get a single Bureaucrat. I then would do the same thing, but play the Bureaucrat before the Ghost Ship, draw the 3 silver via the Ghost Ship and trash them all with Bishop. If I had realized this earlier, I could have pinned my opponent with 0-card hands if they had it. They draw 5 VP cards, they return 3 to the top of their deck from Bureaucrat and 2 from Ghost Ship. This never happened, but the game was still brutal. Credit to Honky for going the full 39 turns with me. The log is linked below, the chaos starts at 18 (4 cards combo) and 31 (5 card combo).
http://dominion.isotropic.org/gamelog/201106/21/game-20110621-084051-ae92ecc7.html

Edit: The 0-card hand pin wouldn't work because I must play the Bureaucrat before the Ghost Ship. I imagine there is a way to get it to work, but I can't think of it now. Maybe a Dominion Strategy puzzle?

957
Variants and Fan Cards / Re: Black Market without supply cards
« on: June 20, 2011, 10:27:08 pm »
Somewhere on BGG, I saw a fantastic fix for the Black Market deck. I'm surprised more people don't use it or support it. I can't say I've gotten around to using it myself, but I know I should. I just don't play face-to-face enough to care. The general procedure is as follows:
Take one of every kingdom card (regular backing, not randomizer-blue). Use this as your Randomizer deck instead of the blue-backed cards. After the 10 are drawn for use in a game, find the rest of the cards (the remaining 9) from their original spot (in the box or in baggies or however you do it). The unused Kingdom cards that are from the randomizer pile work as the Black Market deck. Draw 3, and then you can place them in your deck immediately, no need to find the actual copy from wherever its stored. After the game is over, return all cards purchased from the Black Market deck to the pile and 1 of each of the 10 used in the Kingdom (11 if Young Witch is present). It can be a hassle if you are looking for a specific set of 10, but in that case you can just pull the 9 out of storage and find the 10th from the single-copy deck if it is needed.

Basically, use one of the 10 regular-backed cards instead of the blue-backed to make your Black Market deck.

958
Funny that I see this article. Just earlier today, I played a game with Worker's (Workers'?) Village, Spy, Farming Village, Wishing Well, Scrying Pool and Horn of Plenty. I basically built up my deck by using HoP to get copies of the non-terminals, Grand Markets and Platinums. On my final turn, I trashed 5 HoP to get 5 Colonies and bought the remaining two in addition to buying a Province and Duchy. Each HoP was for up to $12 I believe, though on another turn, I saw it go up to $13. Here is the link: http://dominion.isotropic.org/gamelog/201106/19/game-20110619-171511-8f158602.html

The final buy phase:
Young Nick plays 3 Platinums, a Potion, 4 Coppers, and a Talisman.
Young Nick plays a Horn of Plenty.
... gaining a Colony.
... trashing the Horn of Plenty.
Young Nick plays a Horn of Plenty.
... gaining a Colony.
... trashing the Horn of Plenty.
Young Nick plays a Horn of Plenty.
... gaining a Colony.
... trashing the Horn of Plenty.
Young Nick plays a Horn of Plenty.
... gaining a Colony.
... trashing the Horn of Plenty.
Young Nick plays a Horn of Plenty.
... gaining a Colony.
... trashing the Horn of Plenty.
Young Nick buys a Colony.
Young Nick buys a Colony.
Young Nick buys a Province.
Young Nick buys a Duchy.
(Young Nick draws: a Grand Market, a Silver, a Spy, a Wishing Well, and a Worker's Village.)

All Colonies are gone.
Young Nick wins!

Needless to say, it was a fun, exciting turn.

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