Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Jacob marley

Filter to certain boards:

Pages: 1 2 3 [4] 5 6 7
76
I had a donut with maple syrup and bacon as the topping while playing Dominion. Does that count?  ;)

Only if you used the maple syrup to covertly stick cards to the palm of your hand to be slipped back into play at opportune moments...

77
Dominion General Discussion / Re: Favorite cards, and why - 2017
« on: January 20, 2017, 03:19:01 pm »
I still regard Laboratory as one of my favorites, oldie but goodie
Wharf
Peddler, just because I love it when I can grab a whole bunch at once
Cultist - So sue me...
Stables - for the same reasons I like Lab
Summon - best art ever

78
Dominion General Discussion / Re: Next expansion
« on: January 20, 2017, 12:00:53 pm »
Possession is the most hated card among casual players. I would drop it because of how much it turns people off.

It goes beyond hatred.  Given all the non-card assets that have been introduced in Guilds and adventures, Possession is very much an attack now, but it is not called an attack and cannot be defended against as attacks can.  This is a mechanical problem that cannot be addressed without a major rewrite of the card.  Best to get rid of it.


IGG is a much worse "pseudo-Attack" than Possession. Whether Possession has the Attack type or not would rarely matter anyway, since there's only 3 cards in all of Dominion which can prevent an Attack, plus only one or two that would help the Possessed rather than the Possessor (Secret Chamber/Diplomat to make your possessed hand worse and occasionally Beggar). And it's good that you can't trash Squire to gain Possession.

There is one key factor you are missing.  By design, attacks affect all other players, while Possession only affects the player to your left.  In 2 player, this distinction is meaningless, but in 3+ it is significant.  When player A plays a Militia, B, C, and D all either discard or block the attack through moat or lighthouse.  When player A possesses, they can can spend all of player B's coin tokens, or turn B's disciples into unwanted teachers, or move adventures tokens to useless cards, etc to damage B's chances, but C and D are unaffected. 

By the design of the game, cards that are attacks should have the potential to damage all other players, cards that are not attacks should not damage any players.  If cards were the only game pieces, you can argue that possession does not actually damage the possessed player (though there are certainly times where this happens, such as when the possessor discards the possessed players alchemist chain when he could top deck it) since deck composition is unchanged after the possessed turn.  In the presence of all the other additions mentioned above, possession in effect becomes an attack that damages only one player.  In 3+ player, I view this as unacceptable, and therefore view the card as fundamentally flawed in it's concept.  Fixing it is impractical at best.  I feel that the card is fixable and should not be part of the game.

79
Dominion General Discussion / Re: Next expansion
« on: January 19, 2017, 06:26:35 pm »
Possession is the most hated card among casual players. I would drop it because of how much it turns people off.

It goes beyond hatred.  Given all the non-card assets that have been introduced in Guilds and adventures, Possession is very much an attack now, but it is not called an attack and cannot be defended against as attacks can.  This is a mechanical problem that cannot be addressed without a major rewrite of the card.  Best to get rid of it.

80
Dominion General Discussion / Re: Next expansion
« on: January 19, 2017, 06:24:00 pm »
Alchemy is an interesting thought, maybe even a 2nd edition.  I think Alchemy might not be worth salvaging, at least not urgently.

Alchemy needed a second edition way more than Intrigue.

People hate it so much as-is that a rework might have not attracted much attention.  There are also some balance and tempo problems intrinsic to having an alternate currency, and it might take a very long time to fix all of them together as a set.

Also, Scout.  (Mill is a nice re-work too.)

There's not really anything wrong with Alchemy anyway, aside from Transmute being rather weak.  I think the best thing that could be done would simply have been upgrading it to a 300 card set.  But that would take a lot of work and a lot of testing.

Other problems:
Spy attack on Scrying Pool
Possession - When it can be used to spend another players coin tokens, or muck up their adventures tokens (+1 card/action/etc), it becomes an attack that is not an attack, which is a big problem.

81
Dominion General Discussion / Re: Lurker
« on: January 16, 2017, 07:06:10 pm »
What has not been mentioned yet is end-game pile control  Lurkers can drain a pile when you want to trigger a 3 pile but lack the coins or buys to empty it in the buy phase.

82
Dominion General Discussion / Re: Forced Wins Training Sessions
« on: January 12, 2017, 07:57:38 pm »
Trash 3 curses (8-8), gain 3 villages with ws, buy a ws and estate

I think you mean buy village and estate?

83
Dominion Online at Shuffle iT / Re: "Features" threads
« on: January 05, 2017, 05:06:57 pm »
How do you name a card not in supply?

Not currently possible  :(

IMO until this gets fixed "name a card" cards should be banned like Inheritance and Stash. I've played 2 games now where the Mystic pile ran out, meaning you can't use Mystic to name Mystic  (unless you have a Mystic in your hand), which is especially annoying when the last Mystic you played reveals a Mystic on top of your deck and you can't use a Mystic to draw your Mystic.

You Dawg, I heard you like Mystic...

Why not, Mystic is hot!

84
Dominion Online at Shuffle iT / Re: Lord Rattington
« on: January 03, 2017, 05:08:14 pm »
Just had a great Lord Rattington moment. Chapel/Mountebank board. He gets super lucky and opens 5/2. Turn 1, he plays his. 5 Coppers and.... he buys a Chapel.

Saw this also, not Mountebank, but other decent 5 cost cards and he opened Chapel on the 5 hand.

85
Feodum should have been seen by now.

I respectfully disagree.  Feodum can be a game-winning card if it appears with a good silver-gainer or with trash-for benefit.

Are any of these cards in the bottom rank ever game-winners?  Counting House if combined with Travelling Fair, sure, but that's a very specific circumstance.  I guess Pirate Ship in 3-4 player, but who plays 3-4 player?

Lots of people play 3-4 player, they just don't come here to talk about it.

86
Dominion Online at Shuffle iT / Re: Subscription pricing & structure
« on: December 15, 2016, 04:06:27 pm »
So will there be a copper subscription allowing you only the removed Base and Intrigue cards that your subscription is turned into when you are hit by the Noble Brigand?

87
Let's Discuss ... / Re: Let's Discuss Landmarks: Orchard
« on: December 15, 2016, 02:46:41 pm »
Makes Pearl Diver actually attractive (if you have the spare$ and buy to reduce opportunity cost).

88
Game Reports / Fun comeback
« on: December 08, 2016, 12:52:45 pm »
Kingdom: 


Code: [Select]
Native Village, Steward, Bishop, Feodum, Navigator, Thief, Throne Room, Cartographer, Cultist, Harem
Log:  http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161208/log.0.1481165440975.txt

Here my opponent opens 5/2 with Cultist/NV to my 4/3.  I'm at an immediate disadvantage, and decide that aggressive trashing is my best chance, so open Bishop/Steward.  Several times I chose to trash even though it costs me a chance to buy cards, and eventually I get cleaner than my opponent despite losing the ruins 8/2. 

I do make a mistake in trashing the ruined market as it was the only +buy I had.  Otherwise I had a forced win turn 23 with trashing a gold and buying cutlist/NV for a three-pile.

One question though, was he right to resign on my turn 23?  My best play was to bishop the harem and buy Province for 10 points.  Depending on his draw, he could have potentially scored 10 as well for a 1 point lead, hoping I cannot end the game with a Province on my next turn, or keep Duchy dancing.

89
Game Reports / Re: WorkShop/Throne Room/Gardens
« on: December 05, 2016, 01:02:29 pm »
If it's clear in the opening that it will be a mirror, TR is a mistake, against a province deck, it gets a lot better.

90
Game Reports / Re: WorkShop/Throne Room/Gardens
« on: December 01, 2016, 04:50:17 pm »
The advice he gave was independent of Throne Room.

I don't want to say you should skip Throne Room since the benefit is potentially really high, but the risks of Throne not colliding with Workshop are fairly high, and it's another non-Gardens $4 cost to gain. I think you would only want Throne Room after like four Workshops, and not many of them (don't pile them). In the mirror every Throne Room is a card that isn't Gardens, and in the non mirror it doesn't speed up the rush.

I disagree, in a non-mirror, it seems rare that TR would not collide with WS, unless you buy TR really early, or late when you have a lot of green (Gardens and Estates) by which time you can expect to have gotten a few TR/WS plays in.  In this game:  http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161126/log.0.1480186613370.txt
I do something very similar and never fail to collide TR ans WS (though getting the turn 5 collision was maybe a bit lucky).  In any case I got in a few plays of TR/WS and won easily.

91
Dominion Online at Shuffle iT / Re: "Features" threads
« on: November 18, 2016, 11:53:49 am »
Having a draw available is also a nice tool if you have to leave unexpectedly and your opponent is a nice guy. Covering "starve to death" scenarios is merely a nice side effect.

It's not really necessary for even that, IMO.  If you have to leave unexpectedly, the correct thing to do is explain this in the chat and resign.  I'd be offended if someone said "I have to go, let's call this a draw."

92
Help! / What is the best strategy?
« on: November 16, 2016, 03:40:43 pm »


Code: [Select]
Black Market, Loan, Miser, Smithy, Young Witch, Artificer, Bandit Camp, Distant Lands, Graverobber, Minion, Mint
In this game:  http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161115/log.0.1479188930788.txt
I go for a minion engine, but it never really gets going while my opponent plays a moneyish game.  What should I have done?

93
Game Reports / Re: Piledriving Spoils
« on: November 02, 2016, 10:13:04 pm »
I really hope that Kingdom Viewer bug on log search gets fixed and it stops adding decimals to event widths so they display correctly.

Cool board though. Some neat things to go here, and enough for the engine to be worth it. Ghost Ship and Giant kind of anti synergize but whatever.

Now I just go through and delete the decimals manually before submitting.

94
Game Reports / Re: Beware Conventional Wisdom
« on: November 01, 2016, 04:42:07 pm »
Neither of us could do seaway-Magpie, because Magpie had already piled out when we bought Seaway, but if he had done so, he could maybe have powered up his gardens enough to win.  I didn't set out to rush gardens, but when I built a 2 Province lead, and he started in on them, it was obvious that the play was to pile them quickly.

95
Game Reports / Beware Conventional Wisdom
« on: November 01, 2016, 01:54:19 pm »


Code: [Select]
Seaway, Moat, Dungeon, Philosopher's Stone, Gardens, Magpie, Navigator, Butcher, Jester, Merchant Ship, Swamp Hag
So, conventional wisdom says that if you are going for alt VP and the other player is going province, don't get provinces yourself.  In this game:  http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161029/log.0.1477753857006.txt

I grab a couple of early provinces, and my opponent goes for Gardens.  We both have our +buy on Dungeon.  Turn 13, with 8 and 2 buys, he buys double gardens instead of province.  Problem is, two piles are already empty, and there is only one garden left after his turn, with me in the lead.  It is easy, therefore, for me to grab the last garden (I already had 2) and win.  In this case, if he buys Province/Copper, I cannot triple garden to end the game, and he will get his gardens to 4, which closes the gap and gives him a chance.  Buying two gardens on his last turn guarantees me a win.

96
Champion
Teacher
Goons
Chapel

97
Game Reports / Re: Dear My Opponent: I am Sorry
« on: October 26, 2016, 05:58:21 pm »
I want to see that log.

98
Wero, I name you Rats, simply because the single greatest youtube video you ever created was titled "Stop Playing Rats".

99
Game Reports / Re: Interesting End-Game
« on: September 25, 2016, 09:13:49 pm »
I think it doesn't like the decimal point in the width command.

Looks like your right.  I took out the decimal in OP and it works now.  Thanks

100
Game Reports / Interesting End-Game
« on: September 23, 2016, 03:51:18 pm »
Kingdom:


Code: [Select]
Quest, Loan, Farming Village, Remake, Taxman, Trader, Worker's Village, Cartographer, Journeyman, Merchant Guild, Nobles
Log:  http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160923/log.0.1474611627155.txt

I didn't play optimally, I think I should have opened Journeyman here, and Remake on the first 4.  My opponent trashes more efficiently early, and gets a bit of a lead (at least that's what it felt like playing), but I manage to get 2 Nobles, which was key since it negated his early province lead.  Eventually we split Nobles evenly and got 4 Provinces each, with me holding a lead thanks to a starting estate I never managed to trash.  This was ultimately the difference, though I bought one additional estate then trashed one to be able to Remake my tax collector into a Duchy (not strictly necessary).


Also, why when I paste the code for the kingdom viewer, are the events always messed up?

Pages: 1 2 3 [4] 5 6 7

Page created in 0.058 seconds with 19 queries.