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Messages - AJD

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3026
Puzzles and Challenges / Re: Dominon analogies
« on: November 08, 2011, 06:24:26 pm »
Kinda, if you think about it:

Peddler:Highway :: Conspirator:Bazaar

(reduces its own cost when you play other things : reduces the cost of other things when you play it :: becomes non-terminal when you play other things : makes other things non-terminal when you play it)

3027
Rules Questions / Re: when, exactly, do/don't I shuffle?
« on: November 08, 2011, 10:46:06 am »
The very specific rule is this:  when you are required to interact with the top card of your deck, and your deck has no cards, you immediately reshuffle.

Well, or with the bottom card, via Pearl Diver. So that's a little too specific.

And probably also with every other card in the draw-pile. Although it's unlikely that we get a card that requires us to do so...

"Reveal the 6th card in your deck. You may put it in your hand or put it back in your deck between the 11th and 12th cards."

3028
Rules Questions / Re: when, exactly, do/don't I shuffle?
« on: November 08, 2011, 10:18:21 am »
The very specific rule is this:  when you are required to interact with the top card of your deck, and your deck has no cards, you immediately reshuffle.

Well, or with the bottom card, via Pearl Diver. So that's a little too specific.

3029
Variants and Fan Cards / Re: Reaction cards mechanics
« on: November 07, 2011, 10:05:25 pm »
Some Attacks are a lot more devastating than others. The trouble with Reactions that harm the Attacker is that they render the likes of Spy and Fortune Teller virtually unplayable: it's just not worth eating a Curse to screw with someone else's deck and discard pile.

Isn't that sometimes true with Trader as well? Not worth playing that Sea Hag if you're just going to be handing out Silver, I mean. Having the Reaction effect be a penalty to the attacker rather than a benefit to the reacter is meaner, but is it substantively different in the extent to which it would make people hesitate about playing attacks?

3030
Potion and Philosopher's Stone don't take up two slots; Potion isn't a Kingdom card. I don't think Philosopher's Stone is that luck-based, either.

That said, when I play a Treasure-sampler Kingdom like this, I usually use eight treasures plus Mint and Mine, which give a little more variety to the things you can do.

3031
Fun, but having Quarry there seems a little silly, doesn't it? I'd have used Contraband or Horn of Plenty instead.

3032
Dominion General Discussion / Re: Young Witch/Scheme
« on: November 05, 2011, 10:58:44 am »
Well... "mathguy"... isn't the probability of any given Bane card just 1/41 (or 1 in whatever the number of Bane-eligible cards is, which I think is 41)?

3033
Dominion Articles / Re: Highway cost interactions
« on: November 05, 2011, 02:21:47 am »
In <a href="http://dominion.isotropic.org/gamelog/201111/04/game-20111104-231828-e0c76032.html">this game</a>, Trade Route made a good combo with Highway, since it gives both trashing and +buy. The presence of a couple of Victory cards in the Kingdom didn't hurt, of course, to boost the value of the Trade Routes; nor did the presence of Spice Merchant, which jump-started the trashing a little more effectively than Trade Route alone could have.

3034
Variants and Fan Cards / Re: Fan Expansions - MYTHOLOGY and INDUSTRY
« on: November 05, 2011, 01:15:03 am »
$3 1P – Action – Valkyrie - +1 Action – While this is in play, every time you would trash a card this turn you may either: discard the card instead, while still receiving the benefits trashing the card would have given you; or +1 Action.

You might want to rephrase this a bit to follow the phrasing from Possession: "set aside the trashed card, and put it in your discard pile at the end of the turn". That's a little more well-defined than "discard the card instead, while still receiving the benefits...".

3035
Dominion General Discussion / Re: Favorite thematic cards
« on: November 04, 2011, 02:18:07 pm »
On the flip side, I also quite enjoy it when the card theming totally breaks down. I mean, of course a Moat can protect you from Militias and Witches (witches can't cross fresh water), but something about "Haha, your Pirate Ship cannot attack me! I have a Moat!" always strikes me as very humorous.

3036
Dominion General Discussion / Re: Favorite thematic cards
« on: November 04, 2011, 09:47:13 am »
So there are several cards in Dominion where the relationship between the name of the card and what it does in the game (or its relationship to other cards) is obscure at best: What does a throne room have to do with doing something twice?
The idea behind Throne Room is, that when the king gives you an order directly, man, you hop to it.

Twice, apparently!

3037
Dominion General Discussion / Re: Favorite thematic cards
« on: November 04, 2011, 09:46:25 am »
Menagerie- I was looking for some diversity here in my kingdom, not just the same old, same old.  And I will reward you for that diversity with extra helpers and financial support.

And the way the title ties in with the card is, well, a menagerie is a zoo. No one's going to want to come to see a zoo that only has one or two different kinds of animal!

3038
Dominion General Discussion / Re: Favorite thematic cards
« on: November 03, 2011, 11:28:28 pm »
Oh, I almost forgot Governor: He's up for reelection soon, so he needs to ensure broadly shared benefit for all his constituents... but his policies are most helpful, of course, to his biggest campaign contributor.

3039
Dominion General Discussion / Re: Favorite thematic cards
« on: November 03, 2011, 10:28:43 pm »
Just this morning I was thinking about Crossroads.  It gets you places really fast, but if there aren't any Provinces or whatnot to GO to, it doesn't do you much good.

And when you come to a crossroads, of course, there are three ways you can go!

3040
Dominion General Discussion / Favorite thematic cards
« on: November 03, 2011, 09:26:08 pm »
So there are several cards in Dominion where the relationship between the name of the card and what it does in the game (or its relationship to other cards) is obscure at best: What does a throne room have to do with doing something twice? Are all the nomads employed as woodcutters? And so on. And on the other hand, there are plenty of cards where the relationship between the name of the card and its effect are pretty transparent: of course you can buy things at a Market; of course a Thief steals your money; of course a Moat protects you from attack; and so on. This post is not about those cards.

What follows are some of my favorite cards in terms of the relationship between name and effect. They're all a bit more subtle than Market and Thief, but really elegant when you stop for a minute to think about it.

Apprentice. What happens in The Sorcerer's Apprentice? When the broom gets out of control, Mickey Mouse chops it into many pieces—and then each piece comes back to life as a full-sized broom. In other words, the apprentice trashes one broom, and gets back many more brooms for his trouble. The same thing happens with Dominion cards.

Caravan. It's harder to see the thematicity of this one on Isotropic. But playing with real cards, when you lay out a whole chain of one after another on one turn, it's easy to visualize your long train of camels and wagons traveling across the desert and back, returning with valuable goods just in time for your next turn.

City. Every city starts out as a village, of course. But over time, it might grow to be the major economic engine of the kingdom.

Conspirator. Obviously someone acting alone is no conspirator. It's only a conspiracy when you have three or more people, all engaging in actions toward the same goal.

Herbalist. What do you call someone whose occupation is to go out into the forest and harvest wild plants and bring them back to sell? Well, if the plants are trees, they're a woodcutter; but if the plants are smaller (and less profitable), they're an herbalist.

Highway. The modern highway will get you where you're going a lot faster than that rickety old bridge! On the other hand, it's a freeway and doesn't bring in any money from tolls.

Noble Brigand. Okay, it's a little obvious; but the implementation of "steal from the rich and give to the poor" as a Dominion card is just so slick.

Torturer. Torture isn't just about inflicting harm—it's about breaking the victim's spirit. One way to do this is to make the victim feel responsible for their own ill-treatment, like by offering them a sadistic choice about how they're going to be punished. (When the job gets too much for him, and he can't handle it anymore, the torturer retires and becomes a blacksmith.)

What are other people's favorite examples of card thematicity?

3041
Dominion Articles / Re: Updating the Top 5 lists
« on: November 03, 2011, 01:32:13 pm »
My personal favorite Counting House synergy is actually with Goons in the absence of Villages.

I agree with this! Counting House has also served me well as a partner to Cache (with Haven to finesse timing a bit).

3042
Dominion General Discussion / Re: What cards are still unique?
« on: November 02, 2011, 03:02:01 pm »
To be more specific, it's the only card that allows one player to choose what plays another player makes on the latter's turn.

3043
Game Reports / Re: Ambassador gives massive first turn advantage?
« on: November 02, 2011, 01:58:18 pm »
Oh, Amb Silver is DEFINITELY worth it sometimes, usually when there's a good anti-ambassador 5 on the board (Merchant ship is what comes to mind. By the way, Merchant Ship is a really excellent counter to ambassador).

I notice that I am confused. Why is Merchant Ship a particularly good counter to Ambassador?

3044
Dominion Articles / Re: Ranking the opening terminals (for 4/3 splits)
« on: November 01, 2011, 11:24:46 pm »
And I won a game recently by ignoring Sea Hag and opening Fishing Village / Jack of All Trades.

(Although my opponent's Sea Hag didn't come up until turn 5, and I did buy a Mountebank, so it's not like ignoring Sea Hag meant I was the recipient of all the cursing, so that might have been a fluke.)

3045
Dominion Articles / Re: Ranking the opening terminals (for 4/3 splits)
« on: November 01, 2011, 11:11:37 pm »
I can only think of maybe 5 cards off the top of my head that would counter Sea Hag to an appreciable extent, and even with those cards in the kingdom I would still open with Sea Hag just to slow down the opponent. Masquerade and Trader are probably the 2 cards against which I definitely don't want to open Sea Hag.

Hmm, this could be an interesting discussion in its own right: under what circumstances is it correct to ignore Sea Hag? Other than Masquerade and Trader, I think I might prefer to open Ambassador/Ambassador when Sea Hag is on the table (at least, if my opponent buys a Sea Hag). And I won a game recently by ignoring Sea Hag and opening Fishing Village / Jack of All Trades.

3046
Game Reports / Proud of this one
« on: November 01, 2011, 02:01:53 am »
Posting because I'm proud of having been able to pull off the win in this one:

http://councilroom.com/game?game_id=game-20111031-225057-26951666.html

I came back from a 8/2 deficit in Curses against a substantially higher-ranked player—mainly by using King's Court more effectively, it looks like. This was also my first time using Develop effectively at all, but it was an unusually good board for Develop, since there were good engine cards at all price points except $2.

3047
Variants and Fan Cards / Re: Create a card inspired by another game
« on: October 28, 2011, 01:14:07 am »
Hmm, how about:

Ticket to Ride
Action: $3
Trash any number of copies of the same card from your hand. Gain a card costing, in coins, up to double the number of cards trashed.

This is too swingy, of course... if you draw it with three estates or three coppers you get an early Gold, otherwise you're only trashing two cards and only getting a Silver or Caravan or something. And then for the rest of the game it's more or less a dead card unless you feel like trashing individual coppers for Pearl Divers. I feel like something based on "trash any number of copies of the same card" has potential, though....

3048
Dominion General Discussion / Re: What cards are still unique?
« on: October 28, 2011, 12:55:18 am »
I was pointing out that it's unique in being an until-end-of-turn effect, but I realize you're talking about something else here.

Bridge is also an until-end-of-turn effect.

Anyhow, maybe the simpler way to put the Coppersmith situation is that, when you play Coppersmith, it makes Copper have an effect which is different from the effect printed on the Copper card. (The same is true for revealing Moat, or having Lighthouse in play—the result is that an Attack has a different effect than what is printed on the attack card.) Having treasures in play doesn't cause Bank to have an effect different from what is printed on the card.

3049
Dominion General Discussion / Re: What cards are still unique?
« on: October 27, 2011, 04:12:06 pm »
Hm, I do think, on the other hand, tlloyd is right about Lighthouse (and Moat)—they do change the effect of attack cards. So I guess Coppersmith isn't the only card that changes the effect of playing another card; it's just the most blatant about it.

3050
Dominion General Discussion / Re: What cards are still unique?
« on: October 27, 2011, 12:31:46 pm »
Coppersmith is not the only card that changes the effects of playing another card (copper). Every treasure changes the effect of playing a Bank.

The effect of Bank is "$1 per Treasure in play". Playing Treasures doesn't change that effect.

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