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Messages - allanfieldhouse

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226
Dominion General Discussion / Re: Custom Base + Intrigue Travel Set
« on: August 21, 2013, 03:46:10 pm »
Yeah, I was a little worried that it was a too heavy on draw, actions, and trash/TfB. I could definitely see most sets coming down to the same strategy...

Let me revise.

227
Dominion General Discussion / Re: Custom Base + Intrigue Travel Set
« on: August 21, 2013, 03:12:43 pm »
What do you guys think of this list of 27?

Cellar
Chapel
Council Room
Festival
Laboratory
Library
Market
Militia
Moat
Moneylender
Remodel
Smithy
Throne Room
Village
Witch
Woodcutter
Bridge
Courtyard
Duke
Ironworks
Masquerade
Shanty Town
Steward
Swindler
Upgrade
Nobles
Harem

Is there anything specific I'm missing?

I have all the cards but 1 or 2 from the First Game and Village Square sets (Mine, Workshop, Bureaucrat), and I'm only missing 3 from Underlings and Victory Dance (Baron, Minion, Pawn - in both cases). So I didn't quite take the advice of picking a couple of the recommended sets, but I do think I included most of the cards that are listed in multiple recommended sets.

228
Dominion General Discussion / Re: Custom Base + Intrigue Travel Set
« on: August 21, 2013, 12:22:44 pm »
You can leave out these cards for sure:

Adventurer
Chancellor
Feast
Mine
Spy
Thief
Coppersmith
Great Hall
Scout
Secret Chamber
Torturer
Tribute

Torturer is the exact opposite of a beginner-friendly card, and the others are pretty weak and sometimes overrated by beginners. Then I suggest that out of the remaining cards, you just take the 27 that you personally like the most and I'm sure you'll be fine, as long as there are enough villages in there.

This is the approach I was leaning toward. Especially with Donald X saying that the base set contains some duds, I figured it would be best to start by removing all of those (plus some of the "torturous" attacks). Any others I should eliminate right off the bat? Woodcutter?

From there, I guess I should mainly try to make sure there's a good variety of abilities. Quoting one of the posts in the thread linked to by StrongRhino,
village
trash
gain
buy
attack (preferably hand-size)
draw
sift
possibly reaction...
lack of a completely dominant card
multiple cards at all price points

I'm thinking that it's okay to include a dominant card like Witch because I'm not just designing a specific 10-card set like that thread is talking about. There will be plenty of games without it so there's still going to be variety.

I'll try to work up a rough draft list later and post it here.

229
Dominion General Discussion / Custom Base + Intrigue Travel Set
« on: August 21, 2013, 11:19:50 am »
I just got into Dominion this summer, and so far I have the base set and Intrigue. I'm going to be traveling soon, and I'd like to bring Dominion with me to play with family and friends. I don't want to bring both boxes or make a custom storage solution right now, so I was thinking of bringing half of the cards from each set (exact proportion doesn't matter to me).

Here's some info on how we'll be playing. I'm going to be the only one who has read any sort of dominion strategy articles or ever played online. Most of the other "experienced" players have probably played 5-20 games, but I've given them enough strategy advice that they at least know some basics like to not undervalue treasure cards or buy only villages. We will also be playing with people who have never heard of Dominion before...probably also with people who haven't played games like catan either. I imagine the vast majority of our games will be 3-4 players, but we might play a game or two of 2-player.

Including the two empty slots in the box (and bringing a randomizer deck), I can fit in 27 kingdom cards. Considering these requirements and how we'll be playing, what would you recommend as the best combination of cards to bring (or even just a general strategy for how to pick the cards myself).

Thanks!

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