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Messages - Aidan Millow

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26
Variants and Fan Cards / Re: Dominion: Gunpowder
« on: July 06, 2014, 09:52:03 pm »
I don't want to defend ErinF but banning someone and then talking about them like this is highly unprofessional, especially so when you quote things from a private message sent to you in your capacity as a mod. Please think twice before doing something like this again (not the ban, what happened after).

27
Dominion General Discussion / Re: Homage to the Best Card
« on: June 24, 2014, 07:56:29 pm »
Okay. In French, we say "Dans la V.O." to mean "in the original version (not translated, or the first one) of a game/movie/..." and it was supposed to be an anagram by putting off the O and the V of "province" to make "prince".

L'anglais est une langue trop subtile pour ceux qui ne l'ont pas comme langue maternelle, et pourtant tellement plus simple par de nombreux aspects (no, I'm not gonna translate this !)

Damn, I was really hoping the O.V. didn't mean anything and you'd just caused over analysis of a red herring.

28
Dominion League / Re: Standings & Results thread
« on: June 15, 2014, 11:49:20 pm »
D1-4(Ashersky) Vs d1-6 (Aidan Millow) 3-3

29
Dominion League / Re: Standings & Results thread
« on: June 15, 2014, 01:50:05 am »
D1(2) Moharimo vs D1(6) Aidan Millow 4-2 Moharimo wins

30
Dominion League / Re: Standings & Results thread
« on: June 07, 2014, 04:32:32 am »
D1-5(Conman) vs D1-6 (Aidan Millow) 3-3

31
Dominion League / Re: Game reports & discussion: D
« on: May 30, 2014, 02:17:37 am »
D1: Mikemike vs Aidan Millow

Game 1:


Code: [Select]
Vagrant, Urchin, Woodcutter, Marauder, Rats, Mandarin, Goons, Hunting Grounds, Possession, King's CourtNo Shelters or Colonies
Log: http://dominionlogs.goko.com/20140529/log.516d24f3e4b082c74d7b0865.1401420396568.txt
We both open triple urchin and do much the same thing for a long time. I grab a rats aiming to trash down for Kc-posession while mike gets more money and goons. I get KC a turn earlier and he draws his dead. Turn 16 I kings court mercenary and trash a large portion of my deck. Turns 17 and 18 I hit KC possession and mike resigns.

Game 2:


Code: [Select]
Fool's Gold, Apothecary, Doctor, Plaza, Thief, Treasure Map, Counting House, Vault, Venture, FairgroundsColonies, no Shelters
Log: http://dominionlogs.goko.com/20140529/log.516d24f3e4b082c74d7b0865.1401421008475.txt
I plan on building some mediocre Plaza/Vault engine while mike goes mostly money with a doctor for 5 on t5. I feel mike gets fairly lucky with the consistency of his deck but I might just be underestimating vault both for and against. Regardless he wins handily.

Game 3:


Code: [Select]
Fool's Gold, Pearl Diver, Scrying Pool, Doctor, Lookout, JackOfAllTrades, Bandit Camp, Bazaar, Merchant Ship, SaboteurNo Shelters or Colonies
Log: http://dominionlogs.goko.com/20140529/log.516d24f3e4b082c74d7b0865.1401422011157.txt
I go scrying pool while Mike goes Doublejack with lookout. I trash down fairly quickly but by the time I get my buying power up mike already has 2 provinces and with no +buy I decide to go for saboteur for the first time ever. I do trash a lot of stuff but mike has no trouble getting more. Looking back at the log I realise I would've had a much better chance if I just manned up and bought provinces.

Game 4:


Code: [Select]
Ambassador, Great Hall, Oracle, Smugglers, Herald, Nomad Camp, Bandit Camp, Count, Goons, PeddlerNo Shelters or Colonies.
Log: http://dominionlogs.goko.com/20140529/log.516d24f3e4b082c74d7b0865.1401422998167.txt
Pretty obvious goons game post ambassador war. I open Count on 5/2 while mike opens double ambassador only but then has the worst possible split in his reshuffle so he isn't able to get ahead in deck size before I buy my ambassador. Then I hit 6 using count on both turn 8 and 9. While mike first hits 6 on turn twelve and chooses not to buy a second goons until turn 15. I then get 3 double goons turns in a row. Mike almost manages to catch up by buying a province while I'm running down the piles but I manage to close it out on my next turn.

Game 5:


Code: [Select]
Vineyard, Great Hall, Village, Woodcutter, Monument, Remake, Band of Misfits, Mine, Soothsayer, FairgroundsNo Shelters or Colonies.
Log: http://dominionlogs.goko.com/20140529/log.516d24f3e4b082c74d7b0865.1401423775339.txt
He opens soothsayer on 5/2 and gets another on turn 5 while I go Remake silver. The game is long so I don't remember specific watershed moments but I end up buying all 8 vineyards with 17 actions while mike finds additional points through fairgrounds and wins pretty narrowly.

Game 6:


Code: [Select]
Hamlet, Market Square, Sage, Warehouse, Fortress, Procession, Haggler, Harvest, Highway, Horn of PlentyNo Shelters or Colonies.
Log: http://dominionlogs.goko.com/20140529/log.516d24f3e4b082c74d7b0865.1401424527759.txt
We both plan to use Fortress/Procession into highway. Mike opens double silver and gets the ideal split while I take an early fortress and procession which achieve nothing until turn 8 but then I get lucky and draw fortress with 2 processions on turn 9 which leads to winning the highway split. Mike has 4 provinces by turn 15 but doesn't hit 8 in his next three turns while my extra highways let me hit a double duchy on turn 15 and then grab the last two provinces for a narrow and probably undeserved win.

32
Dominion League / Re: Standings & Results thread
« on: May 30, 2014, 12:37:36 am »
D1-1 (Mikemike) vs D1-6 (Aidan Millow): 3-3

33
Dominion League / Re: Results thread
« on: May 27, 2014, 05:17:01 am »
D1-2 (A Mad Mongoose-Marvellously) vs D1-6 (Aidan Millow) 4.5-1.5 A Mad Mongoose- Marvellously Wins

34
Dominion League / Re: Signups Season 1
« on: May 10, 2014, 12:14:00 am »
I'll spend ages regretting it if I'm too pansy to sign up...

Aidan Millow

Gmt +12 (it might actually be +11 because daylight savings time).

35
Variants and Fan Cards / Re: Roadblock
« on: May 03, 2014, 11:14:17 pm »
I'm starting to wonder if you and I are reading the same card.
Here's what happens when you play (my version of) this card:
You get +$2, in your buy phase your first buy costs $1 extra (net effect, terminal copper)
On your opponents turn the first card they buy costs $1 extra (cutpurse-esque attack) (the stacking is a problem which I didn't think of which needs to be fixed)
At the start of your next turn you get +$2, in your buy phase your first buy costs $1 extra (net effect, peddler).
The card goes away.

The only person the card "attacks" twice is you. The economy is also not a problem; it's worse (though not by much) than that of fishing village and lighthouse.

36
Variants and Fan Cards / Re: Roadblock
« on: May 03, 2014, 09:02:14 pm »
Quote
Now and at the start of your next turn +$2
::)
This isn't the out of context thread. Note that the card is in play during your own turns as well.
i noticed; so it hurts all players equally. that's still a merchant ship for 4$. a 5$ card for 4$ usually isn't a good idea. and i'm pretty sure giving +2$ twice wasn't the intention.
This effectively gives you $1 twice and attacks your opponents with something akin to a cutpurse. That looks far more like a $4 card that a $5 one.

37
Variants and Fan Cards / Re: Roadblock
« on: May 03, 2014, 07:14:35 pm »
First and foremost a duration needs to say what it does at the start of your next turn if you want it to stay in play after the turn you play it; at the moment this card is worse than a terminal copper.
Secondly: This affects you, twice if you make it work as a duration. It needs to have something to counteract this or it'll be bloody weak.
Thirdly: Cost increasers are a bit awkward due to the "not less than zero" clause on cost reducers: if you play four actions then this and want to buy a Peddler it's very unclear as to whether it costs 1 or 0.
Fourthly: Do you want this to increase costs pre buy phase? At the moment its main function is not counteracting coin tokens (I assume that's what you meant buy coins) but shutting down cards like workshop and Altar.

Here's a semi-fixed version:
Roadblock $4 Action-Duration
Now and at the start of your next turn +$2
During a buy phase while this is in play, if a player has not already bought a card this turn, cards cost $1 more.

38
Dominion General Discussion / Re: Great Dominion Strategy Video!
« on: May 01, 2014, 12:33:43 am »
It's been a while since I watched this but I remember just not finding it funny at all. The thing about satire is that, since it doesn't have a punchline, the delivery needs to be good to make it either funny or impactful; the delivery of this is not good.

39
Puzzles and Challenges / Re: What Card Am I?
« on: April 13, 2014, 08:16:21 pm »
A couple of hints for the ones still untouched.

And one more, for good measure:

Do nothing, I am like a great expanse of land.
Do something, I am like a glistening coin.
Do everything, I am like the foulest of words.

What, in most games, is the greatest expanse of land?
What, in most games, is the most valuable of coin?
What might the foulest of words be? It's not Scout.
Why might a card care that you've done nothing, something, or everything?
It's peddler, like is in cost, doing is actions I feel dumb that I didn't see this before the clues.

40
Rules Questions / Re: Procession -> Coppersmith
« on: April 12, 2014, 05:57:35 am »
Display bug, coppersmith is independent on it being in play.

41
Dominion General Discussion / Re: Dominion "all stars" set.
« on: April 10, 2014, 05:31:42 pm »
Here's the awkward part where I'm happy to have discussion but disagree with virtually everything that's been said.

On potions cost cards: I really didn't want to have just one or two potion cost cards floating around.

On alt vp: I agree that gardens is a bit awkward but I felt like it was the best option available. I wanted an alt-vp that actually changed the way you built your deck (as opposed to fairgrounds which I feel takes little effort to be a six cost province), I've never found duke interesting, I'm pretty sure feodum is terrible much too often and to be honest I don't really get silk road (shameful admission). That leaves gardens. I tried to fit in as many tier 2 enablers as I could reasonably manage (because most of the best gardens enablers aren't good for much other than enabling gardens).

Having a better non-terminal handsize increaser might be worthwhile though...

I find it pretty rare to get to Province level with Fairgrounds unless I'm actually aiming for it.  Without help, it's usually just 4VP.  You need 15 different cards to get to Province level, which is actually quite a lot.

That's true, I suppose that what I meant was that fairgrounds doesn't make a deck fundamentally different to a province deck while Gardens does.

42
Dominion General Discussion / Re: Dominion "all stars" set.
« on: April 10, 2014, 04:06:14 pm »
Here's the awkward part where I'm happy to have discussion but disagree with virtually everything that's been said.

On potions cost cards: I really didn't want to have just one or two potion cost cards floating around.

On alt vp: I agree that gardens is a bit awkward but I felt like it was the best option available. I wanted an alt-vp that actually changed the way you built your deck (as opposed to fairgrounds which I feel takes little effort to be a six cost province), I've never found duke interesting, I'm pretty sure feodum is terrible much too often and to be honest I don't really get silk road (shameful admission). That leaves gardens. I tried to fit in as many tier 2 enablers as I could reasonably manage (because most of the best gardens enablers aren't good for much other than enabling gardens).

Having a better non-terminal handsize increaser might be worthwhile though...

43
Dominion General Discussion / Re: Dominion "all stars" set.
« on: April 10, 2014, 02:07:03 am »
Yay, I'm not the only one with interest.
You're right about the lack of a cheap village, overabundance of gainers (and I could've sworn there was a third +buy in there (oh, right, tactician)) and relatively weak attacks. I might swap jester and mining village for swindler and hamlet. I disagree on the rest, Tactician and apprentice help with drawing. I feel the reverse about both chapel/doctor and ironworks/armoury.

44
Dominion General Discussion / Dominion "all stars" set.
« on: April 09, 2014, 08:34:23 pm »
I've been thinking about a set of 25 Dominion cards so as to give the 'best' selection of kingdoms from them (I'm sure this has already been discussed before but I had no idea where to look for it (and I don't think I've seen one since guilds came out)).  I don't actually want to make a real one and don't even have every set to do it, this is theoretical only.

Here's my first attempt, I've tried to get multiple choices for trashing, gaining, attacking, villages, +buy and terminal draw while also allowing a diverse range of strategies:

2: Cellar (1)

3: Watchtower, Oasis, Scheme, Forager, Doctor (5)

4: Militia, Gardens, Bridge, Conspirator, Mining Village, Caravan, Bishop, Talisman, Farming Village, Armoury (10)

5: Tactician, Bazaar, Apprentice, Jester, Haggler, Embassy, Catacombs, Soothsayer, Butcher (9)

I haven't playtested this but what do people think? Is there anything that really shouldn't be here? Are there traits that I'm missing? Does this actually look fun? Feedback would be nice (under the premise that you actually find this interesting enough to discuss).

v2:

2: Cellar, Hamlet (2)

3: Watchtower, Oasis, Swindler, Scheme, Forager, Doctor (6)

4: Militia, Gardens, Bridge, Conspirator, Caravan, Bishop, Talisman, Farming Village, Armoury (9)

5: Tactician, Bazaar, Apprentice, Haggler, Embassy, Catacombs, Soothsayer, Butcher (8)

45
Puzzles and Challenges / Re: What Card Am I?
« on: March 24, 2014, 11:53:26 pm »
Hovel
Quote
10 of us, but only one of me.
Starting cards
Quote
Just buy 1 card, and you can Upgrade me!
Trashed when you buy a victory card (so it's an upgrade)
Quote
I scoff at diplomats and laugh at the ruler of Estate.
Diplomat=ambassador, the ruler of estate is Baron, this interacts poorly with both.

46
Puzzles and Challenges / Re: What Card Am I?
« on: March 24, 2014, 11:12:17 pm »
Spoils.
Quote
In Victory, I am a Prize,
As an Action, I am sometimes a Ruin, and sometimes a Curse in disguise,
And yet I am none of these.

It technically costs 0 so can be swindled into ruins or curses, it isn't an action, ruin, curse, victory or prize, but can be thought of as a prize in being a reward.

Quote
Try to fake me, you cannot break me,
Try to make me, you cannot take me,
But dig deep, and I will give you less than what I am.

Doesn't get trashed by counterfeit, can't be gained by normal means and is limited it the number of times you can use it

47
Dominion General Discussion / Re: Ads on Goko
« on: March 22, 2014, 06:00:48 pm »
Making Fun are promoting some of their existing games with some advertising on Goko. Nothing to be surprised about really.

Maybe not something to be surprised about, but damned certain something to be up in arms about.  I didn't spend $40 to see ads for other products.

I really hope you're joking. These ads are incredibly unobtrusive and the revenue might be used to improve services on Goko. I see nothing bad about this.

48
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: March 17, 2014, 06:41:04 pm »
On Committee: Based on treasure map I'm pretty sure that, as this is worded, you don't actually need to hit two differently named cards for the effect to trigger. Is this acceptable here?

It's not ideal. Could you elaborate? I read it differently.

Well, treasure map says "If you do trash two treasure maps" which implies that if it only said "if you do" then partially completing the action (ie trashing one treasure map or revealing your entire deck but only seeing one distinct card) would be sufficient to trigger it.

49
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: March 17, 2014, 05:43:39 pm »
Most of this is really good so my comments are going to focus on areas with improvement.

On Convocation: It almost necessarily puts an action card into your hand which means switiching the +action to a +buy is a bad idea. It might be better at 6 with a buff (possibly revealing four cards).

On Axeman: This looks fundamentally unfun to me. You have saboteur (which I for one already don't enjoy playing with or against) combined with a discard attack that will usually hit something you want and being a terminal silver seems very likely to break games. I do like the buy restriction though.

On Committee: Based on treasure map I'm pretty sure that, as this is worded, you don't actually need to hit two differently named cards for the effect to trigger. Is this acceptable here?

On the set as a whole: I feel like you have too many gainers: There are three "traditional" gainers (two of which are non-terminal) committee and five (six with windfall) cards that gain specific cards (although these ones are reasonably different mechanically), there are also two cards that let your opponent gain a card and one that forces them to. Half of your set currently uses gain as an imperative which is kind of ridiculous. Also a large portion of these gainers are off theme.

50
Game Reports / Re: Is Butcher/BM really this strong?
« on: March 14, 2014, 05:35:20 am »
I'm not Stef but here are my thoughts: I feel like Vagrant and Band of Misfits are both big mistakes on this board. Getting multiples of Butcher and Catacombs is important for the engine here. You end up being able to draw your deck but having buying power comparable to a 5 card hand. That said if the engine's better here it's not by much as you don't have any way to slow money down and you need to trash stuff that you could be using if you want to get more than one province a turn.

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