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Messages - chesskidnate

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26
Help! / Re: I will try to post a game here every day.
« on: August 04, 2012, 10:47:35 pm »
I'm not sure if it's viable with trade route as only trasher and only +buy, but a neat strategy could be trying to slim down to almost only action cards (including multiple scrying pools, secret chambers, Farming villages, and trade routes) and going for a megaturn where you play scrying pool, draw your whole deck, play farming village, play secret chamber discarding all of your action cards except for a single scrying pool, playing that scrying pool and repeating, then trashing cards you don't really need with trade route to get enough extra buys to buy 2-4 provinces[might be too tough to gather enough villages to play both the secret chambers to get 40$ with enough actions left over to play 4 trade routes] one crossroads would help this strategy by providing actions and a quarry might(along with trade route's +buy) make it easier to reach enough action cards to really make secret chamber/scrying pool strong

27
Variants and Fan Cards / Re: Clasic_Cards #15 - Brokerage
« on: July 30, 2012, 11:08:24 pm »
Brokerage #2 (4)
Keep in mind that this would seem to be much stronger than bridge except for the times when the opponent can make use of the buy, which won't be often except for in mirror matches. When this card would be good, it would probably feel a lot more game warping than bridge because the card being a duration means that you'd have them in play easier and, in the case where your opponent tries a different strategy, he'd find himself forced to buy frequent coppers(or other subpar buys) while you have a bridge engine that is easier to set up because you don't even need to play all of them at once, just between two turns. When both players go for this strategy, it probably plays a lot like bridge only you have an easier time getting the effect of all the brokerages you have due to their duration nature and you get a lot of extra buys to go with your cost reduction due to your opponents brokerages in play. And also, I don't see any comparisons this card has to upgrade, did you mean bridge or highway?

28
Puzzles and Challenges / Re: KC + KC + 3
« on: July 21, 2012, 03:24:52 am »
Might need to worry about highway-ironworks/workshop, could cause first turn KC-KC-Highway-Ironworks-Ironworks(gaining 2-3 KC's, 2 Highways and 2-3 ironworks), my guess is both Ironworks and Highway may need to be prohibited.

29
Chancellor is a good card(When solving puzzles involving perfect shuffle luck)

30
Game Reports / Game where bureaucrat/silver beats amb/silver
« on: July 14, 2012, 07:25:42 pm »
One of the main things I've noticed about ambassador is that it can actually help your opponent if they're aiming to get 5 or less coins each turn. In this (http://dominion.isotropic.org/gamelog/201207/14/game-20120714-160553-4f293f41.html) game my opponent opened with amb/silver and I opened with bureaucrat/silver eyeing the duchies, dukes, and silk roads. My deck was able to handle the junk from his ambassadors and jesters rather well because I had a lot of silvers and also the coppers that they gave me were more of a benefit than a problem since I only wanted to get to 4-5 coins. My opponents bureaucrat purchase on turn 10 was probably a mistake but I think he might've been hoping to play something like bazaar/ bureaucrat/jester and hope to get more vps in a long game but my deck was better positioned to score large amounts of points in a long game. He probably should've tried to get a better duchy split than 2-6 because the 6 duchies really boosted my dukes. Any ideas that might've gave ambassador a better chance or any ideas on how I should've improved my play?(I didn't buy ambassador btw, it was passed to me) (Edit: changed name to sound less like an article)

31
Do you have a smart phone?
As there are free apps for all of them nowadays that do the picking for you (as well as other features)
Really? Wow, I never knew that. They have apps for everything now...
How can you include the promos?

Really easily, they're just other cards.  I use Dominion Shuffle on Android and it works well.
Right. I thought you were talking about one for each expansion.
Can you specify the expansion that the set will come from?
Yep, you can even set maximum and minimum limits from each set and choose individual cards to be in or out of the set

32
I've read that there are a planned number for expansions for Dominion.  I'm wondering if once they are all complete will there be a collectors edition released that contains all the expansions in one? 
Perhaps with some extra features like a hard cover carrying case to keep them in, and nicer cards stock like, Bicycle Playing Cards or this game I purchased recently http://www.cryptozoic.com/games/penny-arcade-game-gamers-vs-evil
Oh and if Donald is out there, one other feature that I would really like to see in a collector edition. Instead of the current randomizer deck, have a sheet that assigns a 3 digit number to all the cards in the game.  The 1st digit can be the expansion number.  The next two digits assign a number to each card.  Then all you need is 3 dice to randomize your game.  Also, if you want to bias towards a certain expansion, Well then just roll two dice x number of times picking only from that set.  It would save on the number of cards that need printing, and you wont have bone heads like me accidentally cleaning up the randomizer card into the kingdom pile so that card never gets picked anymore.  That, and I'm just not good at shuffling a deck of 132+. *queue LMFAO*   
If this never happens I'll probably just buy all the expansions and build my own container to keep them all in, but I'd much rather get the finished product.
It would be slightly tricky for the dice idea, since we would need an eight sided die as we already have 7 dominion games(base, intrigue, seaside, alchemy, prosperity, cornucopia, and hinterlands) and you'd have to just roll one die multiple times due to the significance of the ordering of the numbers. Personally

33
Puzzles and Challenges / Re: In which Sarah buys a duchy
« on: April 28, 2012, 05:58:08 pm »
Sarah's hand's pretty boring in this two player game: Copper, copper, copper, silver, estate. She plays her money and buys a duchy. Her score goes up. What's the most it can go up? What's the least?

My answers (no explanation under spoilers, just numbers - better answers may be possible):
Least: Sarah can lose as many as seven points by buying that duchy.
Most: Sarah can gain at least forty eight points by buying that duchy.
least: 1 point, her score went up  :P

34
upgrade(village+bm+quarry+upgrade), too nitpicky?

35
Variants and Fan Cards / Re: The Curser
« on: April 04, 2012, 08:44:42 pm »
barring timing against watchtowers and other minor interactions, there isn't really much reason to use this as a reaction on someone elses turn, since you have to discard it it would have roughly the same effect if revealed when someone else gives you a curse or when you buy a card

36
Help! / Re: Tournament Fail
« on: March 25, 2012, 10:29:42 pm »
very glad you posted this, it should be noted that his strategy was actualy pretty strong and i think he had good luck with it too. If you pay attention to the log it appears that he is using mandarin to return his provinces back to his deck and then once he has a few provinces and mandarins(helping the tournaments to pair with provs) he buys tournaments and has a good chance of negating yours with his provinces

37
Puzzles and Challenges / Re: First puzzle of my career!
« on: March 18, 2012, 01:15:48 am »
library after playing fishing village last turn

38
Dominion General Discussion / Re: 4/4 opening
« on: March 12, 2012, 07:52:16 pm »
I feel I should note that wishing well/ coppersmith can allow you to buy a platinum with the same speed as throne room/ coppersmith and doesn't have a possibly dead throne room

39
Puzzles and Challenges / Re: A better Golden Deck
« on: March 02, 2012, 11:16:03 pm »
On easy mode:

KC - KC - Ironworks (for 3 x Peddlers) - Smithy (any drawer will do) - Bishop

for 15 VP per turn.
Quote from: peddler
During your buy phase, this costs $2 less per action card you have in play, but not less than 0

40
Puzzles and Challenges / Re: Equilibrium
« on: February 06, 2012, 07:31:21 pm »
I like yours, ehunt.

An asymmetric one would be KC Torturer Duchess Estate Estate and the other player has GGSEE and there's one curse left from a 3-pile. Chances are p1 would not want to risk buying coppers, but of course an embargo would keep them away.
wait, how does this one work, is the idea that the player with two governers would win if the other player tries to buy a 6 card with KC-Duchess?

41
Dominion General Discussion / Re: Some hypothetical questions about cards
« on: February 03, 2012, 09:14:38 pm »
It's hard for me to comment too much as I first got into Dominion after Prosperity came out, but back at the time of Intrigue, wasn't there a much higher density of victory kingdom cards - especially ones which do things, as they all came in Intrigue? Perhaps that was the main reason for Scout's price - it made more sense at the time in Intrigue, but has since weakened with few victory hybrids coming later (Island in seaside, nothing at all since? Well, excluding Tunnel).

Even when all you had were Base and Intrigue, Scout was still kind of weak. Really, it was useful with Harems, Nobles, and Great Halls. That's three cards out of fifty. And unless Harem or Nobles was out there, I don't think Scout was necessarily that great of a plan.

Granted, I was the one in our group who saw the benefit of the Scout. Others were like, "Yeah, so what?" I bided my time and showed how awesome my next hand was without those pesky green cards. It got a minor ooh. I also showed how great it is with Harem. That got a better reaction. But, in short, I overvalued Scout when it first came out.

But it is still a fun card. I love using it to fuel Baron or Tournament or (gasp!) Explorer. The gameplay for it is awesome. It's just not that fast.

Don't forget - Baron's an Intrigue card too (so that's 4 out of 50, or 4 out of 25 if you're just playing Intrigue).

I think Adventurer suffers from the same set insularity problem.  I've been playing a lot of the unofficial Dominion app lately, and it only has the base cards.  In that environment, the Adventurer works as a Witch defense in the absence of trashing.  I suspect it is balanced (or maybe priced) specifically for that environment.
Keep in mind that the alternative to adventurer at 6 is a gold so unless the adventurer picks up 4 coin(on average) it is probably a bad buy.

42
Variants and Fan Cards / Re: Really bad card ideas
« on: January 24, 2012, 09:53:37 pm »
Chuck Testa
$5 Action

Secretly take a Dominion card that is not in the supply. Put it in front of you with with Chuck Testa under it and say "I play name of the card."
If noone reacts, play that card.
If anyone says "Wait...are we even playing with name of the card?" say "Nope, Chuck Testa.", reveal Chuck Testa and get +1 action and +1 card.
works well with tournament prizes (and tournament in play) :-)

43
Dominion Articles / Re: Combo: Apothecary, Wishing Well, Coppersmith
« on: November 18, 2011, 08:31:21 pm »
this can also be done with caravans instead of wishing wells and without the village altogether, as long as you have cantrip +buy, as this game shows http://councilroom.com/game?game_id=game-20110828-212422-8a5246fc.html . Although it isn't very common

44
1st one seems best. The second one seems like it would be ok by itself with +actions and just devastating with discard effects like warehouse or minion. The first one alleviates this problem by only giving +1$ when discarded and although it has decent self synergy, it wont be very easy to make a deck around them. The third one seems a bit too weak, sure it's versatile but even if you manage to discard it with another one and take 2cards, I think you still did only as good as a moat. The first one doesn't seem incredibly powerful but probably the right amount of utility for a 2-cost card. It does, however seem to have self-confliction since you may want to discard it in response to a discard attack but it may be better just to use it a moat. Also, what happens if you discard this on an opponents turn?

45
Dominion General Discussion / Re: Cards That Combo With Tunnel Reaction
« on: November 08, 2011, 09:59:28 pm »
It seems to me that Hinterlands has a large number of cards that you don't want to open with, but can be useful after your first or second shuffle. Tunnel is one example. If you buy it right away, it's going to hurt your economy too much.

I'd think twice before opening with Develop, Scheme, Tunnel, Noble Brigand, Spice Merchant, Cartographer, Embassy, Haggler, Highway, Inn, or Mandarin. I wouldn't buy Duchess, period.
I think that duchess is probably a necessary opener on many boards for 5/2(are you going to pass up duchess/laboratory in favor of just lab/-?)
Also, as to Develop, it is a bit questionable and probably is bad if you draw it after your 4 buy but it certainly can get good if you draw them both and trash the four card for a develop+ $5 card, and then trash the $5 for a $4 and a 6$(gold?), at least when you have a good engine to go for. Additionally, highway doesn't seem to deserve being on this list, except for the fact that you may be passing up a better five. It's opening prospects are about that of market, you'd probably prefer something else but it's at least decent

46
Variants and Fan Cards / Re: Variant card needs a cost
« on: November 02, 2011, 09:40:47 pm »
I think it really depends on if theres colonies as to what its price should be, in a game without colonies it probably wouldn't be too powerful at 6. In a game with them, you have more time to build making this card probably worth 8.

47
Also destroyed village is pretty neat, seems like it's not too powerful or undercosted. Not sure how it's a better cycler than lab though.

48
House elf is waaaaay overpowered and boring, you can play it until you get a lucky shuffle and discard all of your vps then draw your ideal card. If you play it this way, it would be underpriced and take forever. I suggest you do something like: Reveal cards from your deck one at a time choosing to set the card aside or draw it. when you choose to draw a card, discard the set aside cards. This seems to have what you were going for

49
Game Reports / Re: Post your exotic engines
« on: October 16, 2011, 11:05:01 am »
neat new engine, fool's gold +Crossroads+trash/draw. Fairly tough to pull off but very satisfying when you do. I used haven+crossroads and 1 hp to draw my deck, bishop to thin it(not of vps though) and fools gold to rake in cash. I would have a log but just played it today and hit return to lobby without thinking.

50
Dominion General Discussion / Re: How do I play King's Court?
« on: September 10, 2011, 03:13:23 pm »
Couple other cards that do not work well with King's Court:

Warehouse: KC-KC-Warehouse. Draw and discard 3 times, leaving you with two cards..zzz
Baron: No quicker way to clog up your hand with estates.
Island: Sure the idea of setting aside three bad cards at once may be appealing, but if my hand is KC-Island-Copper-Copper-Gold the KC is rather useless.

KC works prety well with warehouse. Sure, in your example you end up with 2 cards but those are the 2 best cards out of (other than corner cases) 11. This, coupled with the remaining KC plays really sets you up to have an epic turn provided you have good card draw. Now smithy would've been better in your example but warehouse also can have significant value if you only get one KC with it as it will make it easier to KC a drawer with actions left. It also helps you find your kings courts so a hand where you draw warehouse without anything useful can still be good. You do have to be careful with KC and warehouse but it helps to find your good cards together so you can start an epic turn as you often do with KC. I certainly wouldn't call it anti-synergy anyway

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