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Messages - Lhurgoyf

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26
I don't want some menu or infobox or bar containing information to follow me when I scroll through the site. When I scroll down, I want the things that are there to vanish and not to follow me till the end.

Can you please disable that annoying bar? Or make an option to close it at least.

Thank you.

27
Dominion General Discussion / Kombo: Golem + Oasis + 2 Terminals
« on: June 28, 2012, 04:20:35 pm »
Hi, I have just had a fun game with this combo.

The 2 Terminals were Monument, which is extra cool.

1.) What your Deck looks like (which actions you buy is very important in Golem-Decks):
- 1 (one) Oasis
- 2 (two) of your favourite Terminal actions (better a better effect than draw. +$ is preferred. Could also be an attack).
- as many Golems as you can get
- rest big money, maybe skip Silver midgame.
- maybe one Potion ;-)

2.) How to play this combo:

When you have Golem + Oasis + one of the other actions in hand, you can play Oasis first and discard the other action. Then your Golem will find two Actions.
When you have Golem + one of the other actions on hand, play Golem and the Oasis will give you +1 Action to play it afterwards.
When you have only Golem in hand, you get to play 2 of your 3 action cards.


Hm, it looked more impressive ingame than now that I write it down for the forum. It actually is a little Golem-Combo inside a BM-deck. Well the benefits is that you have minimum collision (only when both terminals collide) and you get to play them often. It helped against my Possessioning opponent (he gave me points by playing the Monuments). And some don't know that they have to discard the other action with the Oasis before playing Golem.

Here is the gamelog:  http://dominion.isotropic.org/gamelog/201206/28/game-20120628-125434-bdc58f38.html

28
Dominion General Discussion / Re: Bishop Treasury combo?
« on: June 28, 2012, 01:57:32 pm »
I think we can all agree, that Treasury (or Alchemist or Herbalist or Scheme) is a no-go with hand-targeted attacks like Militia, Minion and Goons. With the enemy's Bishop it would only be a problem once you have all 5 Treasuries. Until then, you might have trashed a good part of your deck already.

29
Variants and Fan Cards / Re: Card Idea: Exhibition
« on: June 05, 2012, 11:22:15 pm »
Quote
Also, change the type to Action-Reaction.

That was my initial thought too, but upon further reflection, I don't believe it's a Reaction card any more than cards with a 'when you gain this' or 'when you buy this' clause. With the existing Reaction cards, you reveal (or trash) them at a time when you otherwise couldn't do so. I think that's what makes them Reaction cards.

I do believe it's a Reaction card, because any action that reveals cards from the draw pile triggers the reaction part of it which is to choose to gain a Silver or not. You dont have to state "When you reveal this, you may reveal this to gain a silver." Just "When you reveal this, you may gain a Silver."
The only problem is how to prevent it from being revealed multiple times. Well I think since the card itself doesn't state you may reveal it, only "when you reveal it" (talking about its reaction part), it would be clear that you can reveal it only once per effect that makes you reveal it.

I would restrict the reveal to reveal from the Draw pile, else it also gets triggered by Cutpurse and Bureaucrat when you reveal your hand, or is this intended. I just think a general "reveal" leaves too many options open to discussion.
This also prevents you from revealing it indefinitely from your hand because you can reveal from the draw pile only when an effect tells you to.

30
Puzzles and Challenges / Re: Attractive embargo tokens ?
« on: March 08, 2012, 08:54:36 pm »
You would have to rebuy the Embargo at any time in the game and you could just as well not play it the first time and buy the curse in that turn instead. Ofc, that means you don't get the +$2 from Embargo.

On some boards with a strong opener against not so experienced players, I often start with strong opener / embargo and then embargo the strong card, when they haven't bought it in their first two turns. This is even meaner, if I open Trading Post / Embargo.

31
I do not agree with this:

I'd say that Village is a serious contender for the card which benefits the least from its own expansion. You need to have a reason to chain actions to want Village, and the base set doesn't really give you one, aside from Lab spam or Festival/Library, neither of which want Village.  Throne Room and Spy are also good candidates from the base set, for the same reasons.

Village has all what it needs to have in the basic set:
- Village
- Smithy, that is the cheapest 3-card-drawer at $4
- Workshop to pick up both while keeping your Buys free to get Money or useful $5's
- maybe add a Counting House / Militia combo there (or get Woodcutter for the +buy)

Watchtower is a candidate that fits most into the set it is in, Prosperity:
- defends against Goons and Mountebank
- in the absence of Royal Seal lets you set up your purchased Cards for a good engine play next round
- maybe some combo with +actions and Vault discarding, Watchtower redrawing the hand.
- only combo that it lacks is non-drawing villages like Fishing, Nobles and Festival

Festival+Library on the other hand do fit well together in the base set (I think they once emigrated from Alchemy and stayed together since the beginning)

32
Puzzles and Challenges / Re: What's Missing?
« on: January 19, 2012, 07:22:19 pm »
maybe as an honorable mention Jack of All Trades?

33
Puzzles and Challenges / Re: Dominon analogies
« on: January 19, 2012, 07:15:54 pm »
Cache:Ill-Gotten-Gains :: Workshop:Ambassador

(when you buy it / play it, you / they gain something)

34
Man, this game was intense!
Game-Log : http://dominion.isotropic.org/gamelog/201201/19/game-20120119-113958-f3b78563.html (I will post Councilroom link later)

The Setup was Bishop, Embassy, Ill-Gotten Gains, Laboratory, Native Village, Nomad Camp, Throne Room, Village, Woodcutter, and Young Witch ( Bane: Secret Chamber )

with veto against Witch, Possession, Great Hall (for whatever reason) and Trader.


The Bane to Young Witch being Secret Chamber, which is funny in itself, but I guessed, it won't be bought enough to deterr from YW, so I went double YW. By the time I bought IGG, there were 9 Curses already dealt, but it kept me ahead 1 Curse.

Someone almost emptied the Village pile so I thought about Duchy rushing (if it is still a rush after the Cursing phase). I concentrated on money and ignored the Bishops, because I profited enough from my opponents'.
Well the Duchy rush didnt work out so well, because everyone else ignored them long time and I had to empty almost the whole pile. When it was empty, I overlooked the lonely Village waiting for the game to finish (as 3rd pile), and the Point Counter was always on (but Thog, fair despot's points were visible anyways, since he had no green at all).

I think I could have won this game if
1. I had gone for a more Province-buying engine and not switched to Duchy too early or
2. I had bought the Village, if I had the opportunity (I don't know, because later it was always 1 or 2 points difference to Thog, fair despot) or
3. I had bought Bishop earlier.

What are your thougts on this game?
Was the Bishop so strong because the game lasted so many turns? (later on, Thog, fair despot only trashed 2-3 cost cards, but often played 3 Bishops per round)

PS: Oh another funny thing happening in our 3rd turns: Thog, fair despot revealed the Secret Chamber to YW and buried it in the pile without revealing it a second time (as a Bane) and didn't have it in his hand against our Young Witches, which resulted in him gaining 3 Curses unnecessarily (but maybe this kept the early game balanced).

35
Puzzles and Challenges / Re: In which Sarah king's courts a golem
« on: January 07, 2012, 08:54:42 pm »
If she had any +buys with the Platinums (unlike the OP said), the solution with embargo tokens and 1 Swindler ending the game might not work, because she can buy 2 Provinces, gaining only 10 Curses, but 12 VP.

But since the Councilrooms were just played by the opponent for the bigger hand, no +buy is involved in this riddle.

36
Puzzles and Challenges / Re: The Rube Goldberg of Dominion Challenge
« on: January 07, 2012, 08:35:00 pm »
At least he was right with his Tributes. Those are very good against a mostly money deck.

37
Dominion General Discussion / Nice Combo: Silkroad / Remake
« on: January 05, 2012, 08:18:47 pm »
The strategy is to buy many Silvers and other $3 cards in the beginning and then remake them all at once into Silk roads. Your opponent could have no clue what you are up to just when you gain 3 Silk Roads in a turn (buy Remaking 2 Silvers plus buying one) and maybe 2 in the next and there are only 3 left for him before he might react.
After the Silk Roads are empty, you just have to keep buying Silver, Estates and when you can Duchies (try to empty Silkroads, Duchies, Estates).

I don't know how far this works for gardens, because green is not all you need for them to function and Remake doesn't increase the number of cards in your deck.

I just had a game with also Ambassador and Crossroads in it where we both were doing the normal Ambassador thing, I was able to buy an early Gold, and just tried Remake and got 2 consecutive turns with 3 Silk Roads. He only bought 1 so I got 7 Silk Roads, while he bought 7 Provinces but I also got most of the Duchies, so I won 70sth to 40sth (game is not on Councilroom yet so I'll update it later)

38
Dominion General Discussion / Re: Homage to the Best Card
« on: December 23, 2011, 08:20:54 am »

39
Dominion General Discussion / Re: Homage to the Best Card
« on: December 23, 2011, 08:03:10 am »



(edit: switched to memegenerator.net)

40
Rules Questions / Re: Minion, Tunnel and Reactions
« on: November 20, 2011, 08:32:57 am »
I still don't quite get the difference between discarding for Minion and discarding for Militia:
In both cases you should be able to discard one at a time and thus
1. discard tunnel,
2. reveal it (gain gold),
3. reveal WT (topdeck gold),
4. discard WT
(5. discard rest in case of Minion)

Is this the way the rules say and is this the way it is implemented in isotropic?

41
Ok, this question seems a little bit weird, because most of the time, you don't want any additional Copper in your deck. I am also not thinking about Counting House and Coppersmith and such, my concern are generally 2 $5 Cards:
Ghostship and Witch.
Because if you buy one of these / nothing, your Deck will consist of only 11 Cards, which means, that if you draw your Attack on the 4th round there is only 1 Card left in your pile and playing the Attack will make you lose a whole shuffle through your deck. I don't know, how bad that is and if it remotely justifies buying that Copper.
Maybe the fact that the additional Copper increases the risk of the Witch being drawn just in turn 5, will make all the considerations obsolete.

I started this thread because sometimes being the only one with 5/2 start and a witch feels less powerful than I think it should, or it could be because they could upgrade their decks with Silver faster.

42
Game Reports / The lucky Chancellor (with HT and FV for the win)
« on: October 15, 2011, 10:15:13 am »
This was just a fun game starring Horse Traders and Pirate Ships.
Here is the link (not yet Councilroom): http://dominion.isotropic.org/gamelog/201110/15/game-20111015-064431-f39a1284.html
I saw both my opponents go Pirate Ship, so I decided despite my early Trading Post, to make a treasure-less deck with Horse Traders, Fishing Villages, Chancellors and later some Nobles.
The Horse Traders worked out to be a perfect counter to the Pirates, because with enough Fishing Villages (and Nobles) you had enough +actions to play them for an easy and early $11.
I was able to buy a Colony from turn 10 on to turn 14 and all of those turns were made possible by their Pirate Ships.
Also I think I got lucky with the Chancellors to always hit at least one Horse Trader (out of 3).

Was this win mostly done by luck or because both of them went for Pirate Ship?

What I also would like to discuss is the time when you start buying Colonies when playing a HT engine deck. If I had only $10 in one of the turns 10-14, I would have bought additional Nobles and Horse Traders, but as it seems, my engine worked as well with just those cards.

43
Puzzles and Challenges / Re: A What's missing, I have just come up with
« on: October 15, 2011, 03:57:42 am »
Oh man, you are right. Loan doesn't fit at all.

Well it was my first attempt at making a puzzle.
Next time I will check it more carefully.

44
Puzzles and Challenges / Re: A What's missing, I have just come up with
« on: October 13, 2011, 04:27:17 am »
Sorry for double posting, but since no one is interested in this puzzle anyways, I just want to post the solution here.

The missing card was Library.

Reason: It is the only card, that discards only action cards. (The cards, you chose to set aside).
Mountebank discards Curses, Loan discards Treasure, Baron and Tournament both discard Victory cards.


Too bad, no one really tried to solve this. Or did you misinterpret my previous post as confirmation, that Tournament was the missing card? I just meant, it fits the same role as Baron but Library was still missing.

Have a good time!

45
Puzzles and Challenges / Re: A What's missing, I have just come up with
« on: October 08, 2011, 08:10:11 pm »
I thought of another card, but I think Tournament can replace one of the 3 cards and we were still looking for the same 4th card.

46
Puzzles and Challenges / A What's missing, I have just come up with
« on: October 08, 2011, 12:35:54 pm »
Mountebank
Loan
Baron

I think there is only one Dominion Card to complete these.
If you need Hints, I will post one.

I give you a Hint: Fortune Teller, Rabble and Farming Village don't quite fit in here.
Hint #2: It has all to do with the cards' effects, when you play them.

Aren't there any more tries to solve this puzzl?

Hint #3: The effect of the card in question, that makes it fit in this list, is often times overlooked.

Hint #4: The card can be played, that its effect has nothing in common with the other cards, in fact all of the cards can be played so that they have nothing in common (including Tournament).

47
Rules Questions / Re: Horse Traders Question
« on: September 30, 2011, 07:43:47 am »
One question remains: Do you discard one card, if you have only one in hand when you play Horse Traders?
I could imagine something like Village - play all but Horse Traders and Library - play Horse Traders - play Library.

48
Puzzles and Challenges / Re: Return of What's Missing?
« on: September 25, 2011, 07:49:13 am »
As far as I know, the second Tactician will be set aside like any other duration card. It just has no effect, if you discarded no card. And this condition is only checked at the beginning of your next turn.

Am I right?

49
Other Games / Re: Donald X.'s new game Nefarious
« on: September 24, 2011, 08:40:17 am »
At least he doesn't fail to write an elaborate story like in his Dominion games.
His style of text is very recognizable. I like it.

50
Dominion Isotropic / Re: Throne Room/Lighthouse bug, or "I want my $2!"
« on: September 20, 2011, 03:33:31 pm »
From the screenshot it seems like your turn 16 starts with
"You get +1$ from your Lighthouse
You had played the Lighthouse with a Throne Room
You get +1$ from your Lighthouse"

These 3 lines indicate that you got the on-your-next-turn benefit from your Lighthouse at the start of turn 16 so you must have played the Lighthouse with the Throne Room on turn 15.
Since you hadn't played any Lighthouse (they were only "in play" because they are Durations from the previous turn),
you won't get any Duration benefit on your Turn 17 and therefore no Province.

PS: Duration cards work only 2 turns: The turn they are played (upper part of the text) and the next turn (part under the line). At the cleanup of the 2nd turn they are discarded and stop giving bonuses on your turns until they are played again.

I hope this explains it.

Sorry for this wall of text, as it seems like in your second post you saw your mistake.

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