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Messages - crj

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1126
Dominion General Discussion / Re: Interview with Donald X.
« on: November 27, 2017, 11:59:10 am »
That could be worked around by making the promo self-synergistic while interacting with potions and/or potion-cost cards. Possibly using the split-pile trick to reduce complexity.

The larger problem is that Alchemy's not popular enough.

1127
Dominion General Discussion / Re: The 5/2 rule
« on: November 26, 2017, 08:27:16 pm »
Given the song's premise, and indeed origin, it doesn't have to make sense. It's based on the not entirely coherent mutterings of a blue-collar guy he encountered by the televisions in a department store.

1128
Dominion Articles / Re: Pre-Game Analysis
« on: November 26, 2017, 08:19:25 pm »
So what things are you including in "payload"?

1129
Witch: [...] simply because of much it stymies your opponent

You've got a missing "how", there. (Yes, I proofread a lot.)

1130
Dominion Articles / Re: Pre-Game Analysis
« on: November 25, 2017, 07:29:56 pm »
Nice article.

-Trashing
-Extra Buys/Gains
-Extra Actions
-Draw/Cycling
-Attacks
-Payload

In this context, you could possibly do with clarifying what you mean by "payload". You call out trashing, buying, gaining and attacking separately; doesn't that just leave money and VP?

1131
Dominion General Discussion / Re: Has anyone had any Nocturne sightings?
« on: November 25, 2017, 07:15:54 pm »
I thought Donald said there would never be a sex expansion?
I have said no such thing.
Dominion: Dominance?

Fifty new cards, each a different shade of grey?

1132
Dominion General Discussion / Re: Has anyone had any Nocturne sightings?
« on: November 25, 2017, 07:12:09 pm »
I don't think anyone would buy Dominion: Monopoly
...now I'm also thinking that Monopoly is a plausible card name crying out for some interesting mechanic.

1133
Dominion General Discussion / Re: Has anyone had any Nocturne sightings?
« on: November 24, 2017, 10:36:34 pm »
The return of Chance and Community Chest cards!
Community Chest would be a perfectly reasonable name for a Dominion Treasure, actually. (-8

(Hmm. Jail would make a plausible Attack and Boardwalk a Victory.)

1134
Dominion General Discussion / Re: Has anyone had any Nocturne sightings?
« on: November 24, 2017, 10:30:52 pm »
What the Boon and Hex backs look like
Hmm. Shouldn't they have been yellow and purple rather than green and pink?

1135
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 23, 2017, 10:42:24 pm »
some Boons are easier to make use of in the middle of your turn than at the start (for example the trashing Boon, the discard treasure for a $4 Boon, and the discard 3 for Gold boon). And then you can get the +$1 Boons sometimes to get a non-symmetrical bonus.
I'm not convinced many of the Boons are especially worse to play between your turns than in the middle of your turn. It feels to me that could go either way, depending on how you're playing your turn. Maybe once you have an engine running you go out of your way to try to have lots of cards in hand when you play Sacred Grove, but that won't always be possible.

Set against that, it's already been pointed out that you gaining a mandatory Silver while your opponents have the option of gaining one is asymmetric against you.

Then again, does the Boon stuff need to be a net benefit to the current player? I'm staring at Contraband, Courtier, Mandarin, Count, Legionary, Swamp Hag, all priced at $5, all giving you the potential for +$3. Are any actually as good as a flat +$3,+1Buy? Maybe Sacred Grove would have to cost more without the Boons?

1136
Dominion General Discussion / Re: Payload first
« on: November 21, 2017, 07:48:39 pm »
I see another consideration I've not noticed anyone mentioning: in many Kingdoms you want to prioritise buying the components that are going to run out.

1137
Help! / Re: Mainly Empires and Hinterlands
« on: November 21, 2017, 07:36:32 pm »
The only +Buy is Spice Merchant, so any really big deck is going to need that.
Agreed. Provided attempting a really big deck is the strategy to pursue.

Quote
I think I would get a Spice Merchant for thinning, add an Archive or two, and then build up an Archive/Crossroads draw engine with Mills and Highways and Spice Merchant for +Buy.
That sounds quite like what my Opponent A did. And they came last. I was aware at the time they seemed to have a setup with potential, but weren't playing it especially well.

Quote
Provinces look like they will run relatively quickly on this board, so you'll have to switch into some of VP rather at some point. Duchies are actually OK if you need to extend the game, as an Archive/Crossroads/Border Village stack can draw through them just fine

Mmm. My Opponent A only got one chance at a double-Province turn before the game ended. It's intriguing that possibly they'd have fared better taking a quadruple-Duchy turn (or even quintuple-Duchy). To do that they'd have had to invest a bit more in Spice Merchants for extra +Buy and Crossroads to cope with the greening, but having three Highways in play does make Duchies cheaper per VP than Province. Hmm. Hmm!

1138
Help! / Mainly Empires and Hinterlands
« on: November 20, 2017, 11:04:52 pm »
I thought I'd share a kingdom we played earlier this evening. Since we played face to face with real cards rather than online, I have no log.

I hand-picked this kingdom to be interesting; I frequently do that and try really hard not to have any specific strategy of my own in mind while doing so.

Anyway:
  • Crossroads
  • Encampment/Plunder
  • Enchantress
  • Spice Merchant
  • Jack of all Trades
  • Mill
  • Highway
  • Archive
  • Crown
  • Border Village
  • Event: Banquet
  • Landmark: Battlefield
(No Shelters/Platinum/Colony.)

There were three of us playing, and I was struck by how completely different our strategies were, ending up very closely matched on points (39/38/35, I think.)

I got 2/5 and opened Crossroads/Archive. I then immediately bought some Mills, using them plus Archive as a springboard to an early $6 to buy a Gold. Then I bought some Encampments, and finally a couple of Spice Merchants to help me thin. I was pretty reliably drawing most of my deck for a Province a turn, 38VP.

Opponent A opened Spice Merchant and Banquet-for-Highway, then quickly bought a second Spice Merchant. Soon, they had an engine going which each turn trashed two Coppers with Spice Merchants for +2Buy,+$4, did Banquet-for-Border-Village, picking up Mills, Crossroads and Highways until they could switch to double-Province turns. For some extra villages, they bought Encampments cost-reduced to $0 and treated them as disposable. But the game ended before they could catch up, 35VP. I think their engine was actually pretty solid, and especially with Crossroads to lubricate things they'd have won easily if they'd switched at the right moment to gaining Duchies with their Border Villages instead of more engine components.

Opponent B focused on Mill and Jack of All Trades, very lightly seasoned with Border Village and Crossroads: discard all your cards using Mills, draw back to 5 with JoaT, spend some Silver, buy Province. This was quick to set up and got them the lion's share of the Battlefield VP in the process, but started greening early and became unreliable, stalling a few times. B beat me by a single VP.


Opponent B bought one Enchantress, but regretted it because the attack didn't hurt us at all: A just played a Highway first; I usually took the opportunity to cantrip an Encampment if I didn't have my Gold in hand, or a Spice Merchant if I didn't have any Copper. Nobody bought a single Crown.


If I played this kingdom again, I'd have bought a single Spice Merchant, but I'd have bought it sooner. I may have been seduced overly by the 3VP for an early Mill. I was expecting to be able to play around with Plunder, possibly even Crowned Plunder, but in practice opponent A's steady trickle of returned Encampments precluded this. Maybe I should have focused more wholeheartedly on taking the Encampments, perhaps using +Buy from the Spice Merchant I know I should have bought sooner? I suspect that my gambit of Mill+Archive to get an early Gold and support my Encampments was solid, though.


But I'm still none the wiser. None of us executed our strategy anything like perfectly; any one of them might be a killer in expert hands. It also feels as though there could be something even better we all overlooked.

Any thoughts welcome!

1139
As with Dominion itself, big money is the benchmark any strategy has to beat.

Big money: Bonfire your starting Estates, buy all the Copper. Now you trivially know every card in your deck. (-8

1140
Puzzles and Challenges / Re: Courtier's Wet Dream Kingdom
« on: November 18, 2017, 10:10:32 pm »
Are there any types I'm missing so far?
Shelter and Ruins are easily dealt with.

But then there are Heirloom, Gathering. Prize, Zombie.

1141
Rules Questions / Re: Trashing with Possession
« on: November 18, 2017, 10:06:19 pm »
Cards that are trashed during a Possessed turn, are trashed. They just don't end up in the trash.

So if you are Possessed during a Tomb game and are told to trash a card, you would get a VP token. But the player who Possessed you gets all tokens you would have got.

The FAQ and errata goes into a little more detail about this kind of stuff.

1142
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 18, 2017, 07:46:59 pm »
I have a hard time being confident about anything to do with Night Watchman.

Obvious comparisons are Scouting Party and Cartographer.
What about Guide?

Guide and Night Watchman cost the same.

Advantages for Guide:
  • +1 Card
  • Stays in Reserve until needed
  • Mitigates hand-size attacks
  • Nifty with Outpost
  • Action, so works with various cost reducers, tokens, etc.
Advantages for Night Watchman:
  • Can't be drawn dead
  • When you gain it, you get the benefit for your very next turn
  • Selective rather than all-or-nothing
I like Guide a lot. I think Guide is pretty strong. Is Night Watch maybe a smidgen weaker? It'd still be worth having if so.

1143
Ew. Ick.

I guess I'm now convinced that's how it works. Just less convinced it's how it ought to work...

1144
Dominion: Nocturne Previews / Re: Dominion: Nocturne Text Spoiler
« on: November 17, 2017, 07:00:25 pm »
Clearly, for the sake of game balance, it's essential you be able to throw your Guardian on a Bonfire and still be protected. Nod.

1145
  • Play the same Overlord as Lurker, gaining itself back from the trash.
  • Play the same Overlord as King's Court.
Does that work, though? Surely the third time you play the Overlord it's still a Lurker because it's not left play since then?

1146
Dominion: Nocturne Previews / Re: Cultural references in Nocturne
« on: November 17, 2017, 01:13:53 pm »
Raider: No particular reference here; this is just a bandit who comes at night, attacks your town, runs off with the good stuff. The effect is pleasantly resonant with Pillage, which hey, is what raiders do.
I keep making the association from Night Raider to Knight Rider, but that cultural reference is probably accidental.

1147
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 17, 2017, 01:09:05 pm »
Champion has always bothered me; by the time you get it, the game is usually over and basically decided anyway.
Going for Champion just because it looks cool is a mistake. But you can build some powerful strategies around it.

For example, I scored a convincing victory on a kingdom with Page, Bridge Troll, Guide, Ratcatcher by opening Page/Guide and prioritising upgrading my first Page over all other considerations. Pretty soon, I had a Champion in play and an unstoppable Bridge Troll + Warrior engine that pummelled the other players mercilessly while I collected enough Bridge Trolls for the megaturn. There's a lot of mileage in designing your deck around powerful cards that would otherwise be terminals and making sure to reach Champion before it seizes up.

1148
Dominion: Nocturne Previews / Re: Nocturne Initial Impressions
« on: November 17, 2017, 12:57:44 pm »
I mean, it's two thousand and friggin seventeen fer cripes-sakes. You would think they could do that by now.
Well, you can buy a keyboard where the legend on each key is dynamically reprogrammable, even animated. Trouble is, it costs $1,500.

I have idly wondered how soon we'll be able to buy a deck of cards where each card is a colour e-ink panel with some kind of mesh networking and cordless charging. I'll stick my neck out and say there will be a prototype nobody can afford within a decade...

1149
Rules Questions / Re: Changeling: rules bug?
« on: November 16, 2017, 09:14:05 pm »
"Cards only cost $3 or more if their cost includes at least 3 coins. Neither a potion cost nor any amount of debt cost makes a card cost $3 or more."

1150
Or Summon, Prince, ...

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