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Messages - A_S00

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26
Other Games / Re: Introducing Non-Gamers to games
« on: February 18, 2012, 10:52:09 am »
Much as I love Bang!, I also wouldn't say it's quick, at least not when you're still introducing players to the rules.  I tried to get a few of my friends in on a game a while back, and when most of the players have to remind themselves what each of their cards do every turn, it's a slooooow game.  I think people find the symbols on the cards in Bang! a lot less intuitive than the instructions on the cards in, say, Dominion.

That said, when everybody knows the rules and you can just slam through a turn, it is pretty fast I guess.

27
Dominion Isotropic / Re: Attention-whoring thread.... I did it!!
« on: February 17, 2012, 09:32:34 am »
Back up to 30 after a month-long dip in the 20s!

(The first time I hit 30 this thread didn't exist yet, so I figured I'd better get my attention-whoring in when I can.)

28
GokoDom / Re: IsoDom 3 Round 2 Kingdom Submissions
« on: February 06, 2012, 04:07:28 pm »
My thoughts on the kingdom I submitted and the theme (spoilered if you don't want your thoughts tainted before playing it :P ):

I was imagining the engine deck in my kingdom to be huge, complicated, and vaguely perpetual-motiony (I know perpetual motion isn't really what a Rube Goldberg machine is about, but it's what I think of when I think of big complicated machinery).  So I tried to come up with the kingdom that would best facilitate a deck that makes something (in this case, your copper) go around and around and around (discard>draw>discard>draw>etc.), using lots of different moving parts (action cards) to accomplish a simple goal (making $$$).

I do also really really like dub's take on it, using a bunch of different cards that trash each other or can be trashed into each other in complicated sequences.

29
Variants and Fan Cards / Re: Fan Card - Profiteer
« on: February 04, 2012, 02:25:11 am »
I've been trying to invent cards that mess with "on-trash" events, but I always come to the same inevitable conclusion: It's targeted.
Hm, this is a good point that I hadn't thought of.  It does basically act as a single-target attack, I guess, which isn't in a very Dominion-y spirit.  I'll think about alternatives.

Thanks for the feedback, all.

31
GokoDom / Re: IsoDom 3 Round 2 Kingdom Submissions
« on: February 02, 2012, 04:46:54 pm »
Needz moar Apothecaries.

32
GokoDom / Re: IsoDom 3 Round 2 Kingdom Submissions
« on: February 02, 2012, 11:38:49 am »
I'm excited.

33
Variants and Fan Cards / Re: Fan Card - Profiteer
« on: February 01, 2012, 09:37:48 pm »
More effectively, make the gold cost one less when you have $6 and gain both  ;)
Derp.

I think the plus-action is really necessary for this card to work at all. Even then, there are many games where there are no price-based alterations in the Kingdom, and in those cases this card is terrible. At least highway is still a +1$ cantrip and Bridge is at minimum a possible terminal Gold.
Do you think it would be better with +1 card added, or is that too close to being strictly better than Highway (only disadvantage being that the cost modifier is one card instead of all cards)?

The reaction effect as is also is a bit brokenly powerful against certain trashes: Develop a King's Court and receive nothing instead of a Province/Gold. A hilarious counter against Swindler, though (a free Upgrade is always appreciated).
Being able to screw around with your opponent's trashers is the point, but do you think the reaction is too powerful as written?  Would it be better if the reaction affected only the individual trashed card, allowing you to Develop it back into another copy of the same card?

34
Variants and Fan Cards / Fan Card - Profiteer
« on: February 01, 2012, 06:20:54 pm »
Profiteer
$5 - Action - Reaction

+1 action

Name a card.  All copies of that card cost $1 less or $1 more (your choice), but not less than $0.
-----
When a card is trashed, you may set this aside from your hand.  If you do, all copies of the trashed card cost $1 less or $1 more (your choice), but not less than $0, for the rest of the turn.  At the start of your next turn, return this to your hand.

********************

What's going on with this card?  It's about price fixing.  There are an awful lot of mechanics in Dominion that care about the price of cards.  Currently, there's a little bit of potential to mess around with those mechanics (stuff like playing 6 Highways, allowing you to Remodel anything into a Province).  But I think there's a lot more potential for manipulation of card price than is in the game currently, and this card is a stab at that.

So, what can you do with it?  Well, the Action portion lets you do a few things:
-With no support, it's basically a copper.  You play it, make Provinces cost $7, and then play $7 and buy a Province.  Like Highway and Bridge, it scales with the number of buys you want to make, but unlike those, it only works that way if you want to buy multiple copies of the same card.  So, by itself, fairly weak.
-With card gainers like Ironworks, you can use it to bring cards in the supply below $4 so you can gain them.  So, play this, make Hunting Parties cost $4, gain them with Ironworks.  Same way you can use Highway right now.
-With Remodel and its cousins, you can manipulate the cost of either cards in your hand or cards in the supply to change what you're able to gain.  Make Duchies cost $6 or make Provinces cost $7, for instance, and you can Remodel a Duchy into a Province.  The card specificity makes it better for this purpose than Highway.
-There are various other interactions that might also come in handy.  Got $7 and can't decide between Border Village and Gold?  Make Border Village cost $7, buy it, and use its on-gain ability to pick up a Gold at the same time.

The Reaction portion has its own effects, some similar and some a little different:
-As with the Action portion, you can Remodel a Duchy, reveal the card to make Duchies cost $6 when the Duchy is trashed, and then gain a Province.
-Also works for the benefit you get from Salvager, Apprentice, and Trader.
-You can also mess with your opponent's attempts to do similar things.  They just played Remodel and trashed a Gold?  Reveal Profiteer and make Gold cost $5, and they can't gain a Province.  They just Apprenticed an Estate?  Make Estates cost $1, and they only get to draw 1 card for it.

I do want some feedback on it.  First off, some specifics:
-I'm not sure about cost.  Should this be a $4 card instead?
-Should the +1 action stay?  I figured it was mostly good in combination with other actions, so it maybe shouldn't be a terminal, but I'm not sure about the balance of it, especially with the Reaction (which obviously doesn't cost an action).
-I was gonna call this card Price Fixing or maybe Insider Trading, but those didn't seem like good Dominion names.  Anybody have an idea for a better name for the card?
-Is there a better mechanic than the "set aside" wording to keep people from revealing the card more than once to use its Reaction ability?

Also, of course, I'd like just general feedback on this.  Think it's a good idea?  Any thoughts on how to improve it?

Thanks!

*edit* And of course rinkworks already has a card called Profiteer.  So now I really need a better name.

35
Dominion General Discussion / So what's it like to live in your Dominion?
« on: January 31, 2012, 01:20:59 pm »
So, the board on a given game of Dominion is a Kingdom, right?  And at some level it's supposed to be a (rather impressionistic) representation of an actual kingdom, where each player's deck is their own dominion within that kingdom, and their VPs are something like their degree of political influence within the kingdom.  Admittedly, sometimes it doesn't work super well, but sometimes it does...

I played this game a while back, and it made me think:  Oh, god!  The ruler of my dominion is constantly Scheming to bring people to his Throne Room and have them repeatedly Tortured.  Then he presumably uses the information he gets from his Torturer to learn the locations of valuable Platinum mines to be conquered, which he then Colonizes once the settlements around them have been sufficiently Expanded.  It's like the ultimate evil empire!

How about you?  Played any games where your strategy suggested a kingdom that would be an interesting place to live?  Or a good story about how you came to have such influence?

36
GokoDom / Re: IsoDom 3 Round 1
« on: January 31, 2012, 12:59:51 am »
For ease of copy+pasting into isotropic:

Torturer, Merchant Ship, Moneylender, Caravan, Familiar, Watchtower, Steward, University, Embargo, Hamlet

(I'm super lazy and now you can be too!)

37
Dominion Isotropic / Re: Funny Things on Isotropic
« on: January 26, 2012, 05:58:58 pm »
Also good are those names like "Hunting Party Rock Anthem".
It only just occurred to me how funny this is.  Because, like, when you play a lot of Hunting Parties, you have to shuffle a lot.

Ha.

(No, seriously, I'm just sitting here grinning to myself because of this.)

38
Council Room Feedback / Re: Vanity Accomplishments
« on: January 26, 2012, 05:47:43 pm »
There is an interesting idea there of mining the greatest iso moments for achievements.
Hehehe...

Denied:  Won the game by ending it on piles after a turn featuring 10 or more buys.

Better Lucky Than Good:  Discarded an opponent's Sea Hag with one of your own two or more times in the first 6 turns of the game.

39
Game Reports / Re: First time posting, just a funny ending to a game
« on: January 26, 2012, 04:45:21 pm »
One I was proud of recently, in a similar spirit:

http://councilroom.com/game?game_id=game-20120123-125427-33b1b0b2.html

40
GokoDom / Re: IsoDom 3 Qualifier
« on: January 25, 2012, 10:42:09 pm »
A_S00 defeats Festuca 4-2 to qualify, in a very fun and frequently nail-biting (at least for me) series.

-----

Game 1: A_S00 (39) > Festuca (34).  A very close Torturer chain game with Tactician.  I thought I was behind for much of the game, but came out with some big Tactician turns toward the end to split the Provinces 5-3 in my favor.

Game 2Festuca (18) > A_S00 (11).  A fairly straightforward IGG race that I ended up on the losing side of.  I also ended up on the losing side of a Province buy, and shortly thereafter the game.  I thought I was being clever with that Lookout opening, but I think maybe I was just being dumb instead.

Game 3A_S00 (48) > Festuca (26).  I went for Fool's Gold; Festuca didn't.  Turned out going Fool's Gold was the right choice on this board.

Game 4Festuca (39) > A_S00 (22).  I saw an Alchemist engine with King's Court-ed Alchemists providing extra actions to feed into Merchant ships and Salvaged treasure and victory cards for +Buy.  Fortunately for Festuca, she left her rose-tinted glasses at home and saw what was actually there, which was Salvager + Money.  Some bad luck on my part with not drawing KC and Alchemist together until late may have contributed to the magnitude of my defeat, but really I think Festuca just made a better deck choice.

Game 5A_S00 (37) > Festuca (33).  A pretty close, rather prolonged Mountebank slug-fest.  Got the point late in the game where I didn't think either of us was ever going to muster the coin to buy either of the last two Provinces.  Eventually both of us did, but by that time we'd already split the Duchies 5-3 in my favor.  Still decided by a very small margin, since Festuca was up on Estates.

Game 6:  Festuca (28) < A_S00 (54).  A very Big Money favored board, with a lot of kingdom treasure cards.  We both picked up an early Witch, after which I went mostly Wharf and Bank, while Festuca went more straight money.  This just in:  Wharves are pretty good.  I got hit with some bad luck (all 3 terminals collide on turn 9), but then so does Festuca (draws both her Banks with no other treasure on turn 13), so I guess it all evens out.  In the end, my Wharves are enough to see me through to a solid victory.

-----

Thanks very much to Festuca for the games; they were a ton of fun.  This is the first time I've played Dominion in any kind of extended format like this, and it's super exciting.  Looking forward to the tournament proper.

41
Dominion Isotropic / Depth of Silver replacement with Trader
« on: January 25, 2012, 03:18:21 am »
Quote
You buy a Silver.
... You reveal a Trader to gain a Silver instead of a Silver.
... You gain a Silver.
... ... You reveal a Trader to gain a Silver instead of a Silver.
... ... You gain a Silver.
... ... ... You reveal a Trader to gain a Silver instead of a Silver.
... ... ... You gain a Silver.

You can reveal a Trader to gain a Silver instead of any arbitrary card (including an initially purchased Silver).  You can then reveal the Trader again, even if that means replacing a Silver with a Silver, and do the same thing a third time...but then you can't reveal it anymore.

I understand why you can't do this an infinite number of times (trolling), but why can you "gain a Silver instead of a Silver" even once?  And is there something special about allowing it to be revealed exactly 3 times?  I tried to think of some boundary case where this could matter, but I couldn't come up with one...anybody know why it's implemented this way?

42
Variants and Fan Cards / Re: Really bad card ideas
« on: January 24, 2012, 04:20:18 pm »
Andrew Lloyd Webber's Masquerade
$3 - Action
+2 cards

Each player passes a card to the player to their left, who then holds it in front of the top part of their face.  All players dance until someone disappears beneath a cape.  You may gain the card left behind on the chair.

43
Variants and Fan Cards / Re: Really bad card ideas
« on: January 24, 2012, 02:26:10 am »

44
Variants and Fan Cards / Re: Really bad card ideas
« on: January 23, 2012, 05:45:39 pm »
Strip Mine

$5 -- Action-Attack

Chose one:
+$1
Trash this, then trash target action.

You don't think treasures are more like lands than actions are?

-----

Harem (alternate version)
$6 - Treasure

Worth 1 VP per other player at the table you have slept with.

Bottleworks
$4 - Action

Talk about craft brewing until everyone is bored.
-If you mentioned hops, +1 card
-If you used a multisyllabic adjective that has nothing to do with the actual flavor of beer, +1 action
-If you specified an ABV amount to at least one significant digit past the decimal, +$1

45
Dominion Isotropic / Re: Level 6s pulling 4 provinces in 13 turns
« on: January 23, 2012, 12:53:46 am »
Counterpoint to this thread:  I played this rather straightforward game against a Level 26 today.  Here's the transcript of our chat:

Quote
23:46 A_S00: hi, gl hf
23:46 wangler: you too
23:49 wangler: oh i see
23:50 A_S00: gg
23:50 wangler: nice game
23:50 wangler: cool strat
23:50 A_S00: IW/G is way better than workshop, imo
23:51 wangler: i've actually never seen either
23:51 wangler: but yeah
23:51 wangler has returned to the lobby.

...wat.

46
Variants and Fan Cards / Re: Really bad card ideas
« on: January 20, 2012, 05:33:45 pm »
Prawn
$2 - Action

Choose two:
+1 action
+1 card
+1 buy
+$1
anaphylactic shock

Mortician
$5 - Action - Duration
Discard your hand.  If you discarded any cards this way, then at the start of your next turn, +5 cards, +1 buy, and +1 action.  Draw these cards from the Trash.

47
Dominion Articles / Re: Crossing The Lvl 30 Barrier
« on: January 20, 2012, 04:36:48 pm »
I believe the current ranking system ignores games more than 30 days old.

48
Witch, Chapel, Thief, Gardens -> Base Dominion has enough to offer to discover. If you don't like base dominion i wouldn't recommend buying other expansions. It's still the same game. If you can't beat Big Money on base or appreciate the simple cards, you're not likely learn to value the new cards.

Otherwise try the new cards or your strategy on iso. You won't get above Lvl5.
This seems...unnecessarily combative.  I think you're responding to a different thread, whose title is "Big Money beats everything and I'm not open to the idea that I might just need a deeper understanding of the game, so I'm going to post a thread about how your game sucks."  And I understand; I've read that thread before.  But if you'll check again, the title of this thread includes the phrase, "I must be missing something, HELP!!!"

So, I think, rather than talking about how our new member "can't beat Big Money on base or appreciate the simple cards," it might be more constructive to point him toward card combos in base which can beat Big Money, or ways to use those simple cards he might not have thought of yet.  Because we all need help to get better at the game now and then; that's why this website exists, right?

49
Thanks to all for your quick replies:

Quick question:
Does "engine" mean a strategy opposite to BM where you're hoping to string together a select group of actions?
An "engine" is a strategy where your goal is to chain a lot of actions together (usually using cards with +cards and +actions in some combination), often to draw all or most of your deck each turn.  The +cards/+actions article I linked includes examples, but there are also engines that use Lab or Hunting Party to draw a whole lot of cards, and you could even consider a deck that relied on chaining cards like Venture with themselves to be a kind of engine.

Re: Expansions, although some expansions (like Alchemy) are more engine-focused than others, there are plenty of combinations of cards in the base set where pure BM isn't optimal.  Try the Workshop/Gardens combo suggested by philosophyguy above (for an example of a strategy which is neither BM nor an engine), or try a setup that includes Chapel, Village, Festival, and Council Room, but doesn't include Witch (cursing attacks tend to hose engines).

50
The strategy you're describing is usually referred to as Big Money (see this article on the subject); adding a +cards is a common addition to BM strategies (Smithy BM and Envoy BM being common ones).  But the good news is, playing with randomized cards (like on Isotropic), BM-style strategies are only dominant about half the time (the other half of kingdoms being dominated by action-card heavy engines), and going pure or nearly-pure BM is dominant only very rarely (occasionally I'll see a board where Envoy BM seems to be the best, and there's been some discussion since Hinterlands came out about how double Jack of All Trades + BM seems to be really good, but that's about it).  Almost always, even when buying lots of money is important, it's best to buy more than one action card to supplement your deck.

So, to get to a more practical point of view, it sounds like you think BM is boring.  So do lots of people.  There's a few things I can suggest to help out with this:

-Play boards that favor engines.  If you're playing on Isotropic, you can use card constraints (though a lot of people don't like to).  The Alchemy expansion is also very engine-dominant; you can buy it and use lots of its cards if you're playing in person, or check the box to bias selection toward it when playing on Isotropic.

-Play engines a lot, regardless of board.  While sometimes a given board will obviously favor either engines or BM, lots more boards have viable ways of playing either style.  If you think playing engines is more fun, play more engines!  You may not always win, but sometimes you will, and you'll get better at figuring out how to best construct an engine (here's an article with a few tips on that subject).

-Learn to appreciate BM.  It might seem stupidly simple at first (buy one action card, then buy Province>Gold>Silver), but there's actually a lot of subtlety to how to best play BM-style strategies.  Some people over in the Simulation subforum have been working on optimizing that kind of play for a long time, and it's still not a solved problem.

-In addition to there being a lot of skill and nuance associated with playing BM, there's a lot of skill involved in deciding whether to play BM-style or an engine.  This kind of decision-making (looking at a board and figuring out what the best way to play it is) is really where a lot of the fun of Dominion is.  Once you get good at figuring out whether BM is a good idea or not, there's a nice feeling of satisfaction that comes with picking out the optimal strategy for a board and beating your sub-optimal opponent with it, even if the actual strategy you end up playing is kind of boring.

Hope some of that helps you out!

(unsurprisingly ninja'd)

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