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Messages - FishingVillage

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101
Variants and Fan Cards / Re: Really bad card ideas
« on: January 24, 2012, 01:39:19 pm »
Hoarder Village $6
Action

+1 Card, +2 Actions

While this is in play, when you buy a Victory card, gain a Gold.

When you gain this, gain a Gold.

-------------------------------------

Tables $5
Action

You may upend a table. If you do, +1 Action and draw any 3 cards that are on the floor.

-------------------------------------

Danger Zone $6
Victory - Reaction

3VP

When any player plays a Highway (including you), you may reveal this from your hand. If you do, the player that does the best air guitar solo gains a Danger Zone.

-------------------------------------

Prying Pool $2P
Action

Look at the first page of any secret diary that belong to the player on your left. You may rip out that page if it is boring.

Reveal pages from the secret diary until you find something boring. Read the revealed pages out loud with a megaphone at your local mall.

102
Variants and Fan Cards / Re: Plague (Fan Expansion for Dominion)
« on: January 16, 2012, 08:26:51 pm »
Ah ok, got it. Thanks for the clarification.

103
Variants and Fan Cards / Re: Plague (Fan Expansion for Dominion)
« on: January 16, 2012, 12:17:46 am »
Are we allowed to peek at the pile containing Rats to see the order of the cards?
i don't think this has been made explicit in the rules, since a situation where this would be important has never presented itself. i would thus assume, yes, you can look at the order. but this is one of those 'rules' that i don't think needs to be on the card itself, just as Black Market has necessary understandings that are not printed on it.
but i do now think that the "Cards from this pile may only be gained from the top." text is necessary unfortunately.
Well it might be important to know if I uncover a Rat or not upon buying something off of that pile. If I have this knowledge I'll likely hold off from buying it until I have enough buys and money for both, or any combination of card X with N Rats directly underneath.

104
Variants and Fan Cards / Re: Plague (Fan Expansion for Dominion)
« on: January 15, 2012, 09:32:55 pm »
Are we allowed to peek at the pile containing Rats to see the order of the cards?

105
Variants and Fan Cards / Re: Dominion: Tributary - seven fan cards.
« on: January 14, 2012, 07:18:11 pm »
Such pretty cards X_X I wish I could do artwork like that.

If the vanquisher theme should be kept intact, one thing I'd try is making an attacking card that hands out curses, then have a setup rule for both that puts them both in.

Quote
Hero: Action, $5
+1 Card
+1 Action
+$1
Trash two Curses. If you do, gain a Prize (from the Prize pile) or a Duchy, putting it into your hand.
______

Setup: If it isn't already present, add the Villain card pile to the Supply.

Quote
Villain: Action, $6

Discard all Hero cards from your hand (or reveal a hand with no Heroes). If you didn't discard any cards this way, each other player discards down to 2 cards in hand, then gains a Curse, putting it in his hand.

You can't buy this or play it if you have Heroes in play.
______

Setup: If it isn't already present, add the Hero card pile to the Supply.

Well the counterpart card I've proposed is too crazy as is, but hopefully the general idea comes across.

Similarly you could have a setup rule for Hero that designates one of piles as being Accursed (put an Embargo token on this pile to keep track I guess), and buying an Accursed card nets you a Curse as well (but luckily the Hero is here to defeat evil).

106
Variants and Fan Cards / Re: Card Idea: Miser
« on: January 13, 2012, 05:30:13 pm »
I can't really imagine myself being enthusiastic to see this in the supply as is :\

It's about as useful as Counting House, which is possibly good but relies on a lot of factors in its favor. Counting House also makes the Coppers immediately useful by putting them into hand, but Miser just leaves them for next turn (which would likely be a Province, if no attacks are played or something). And a tiny nit pick, you have to build up on Silvers before Miser is useful to you, otherwise it literally does nothing. I hope I don't come across implying that Silvers are not worth picking up, but at least the starting deck has Copper, so opening Counting House with 5/2 is immediately useful (possibly).

I think it'd be cool if this card could be played from the discard (with a very hefty activation cost), or is a little more flexible when played. Will be interesting to see what you try :)

Edit: rinkworks' monster post is pretty detailed O_O

107
Game Reports / Re: Dear My Opponent: I am Sorry
« on: January 10, 2012, 11:43:04 pm »
Hmm, well I haven't seen a kingdom like this come up in awhile, so I took a little longer to enjoy myself thoroughly.

$5: City, Ghost Ship, Treasury, Upgrade, Vault
$4: Bridge, Conspirator, Worker's Village
$3: Workshop
$2: Native Village

http://dominion.isotropic.org/gamelog/201201/10/game-20120110-201607-600a884e.html

The turns were fairly tame for the most part, but I got a lot of VP on turn 16.

   — FishingVillage's turn 16 —
   FishingVillage plays a City.
   ... drawing 2 cards and getting +2 actions, +1 buy, and +$1.
   FishingVillage plays a City.
   ... drawing 2 cards and getting +2 actions, +1 buy, and +$1.
   FishingVillage plays a Worker's Village.
   ... drawing 1 card and getting +2 actions and +1 buy.
   FishingVillage plays a Conspirator.
   ... drawing 1 card and getting +1 action and +$2.
   FishingVillage plays a City.
   ... drawing 2 cards and getting +2 actions, +1 buy, and +$1.
   FishingVillage plays a Conspirator.
   ... drawing 1 card and getting +1 action and +$2.
   FishingVillage plays a City.
   ... (FishingVillage reshuffles.)
   ... drawing 2 cards and getting +2 actions, +1 buy, and +$1.
   FishingVillage plays a Worker's Village.
   ... drawing 1 card and getting +2 actions and +1 buy.
   FishingVillage plays a City.
   ... drawing 2 cards and getting +2 actions, +1 buy, and +$1.
   FishingVillage plays a Ghost Ship.
   ... drawing 2 cards.
   ... Fucoid Mass puts 2 cards back on the deck.
   ... Khaim puts 2 cards back on the deck.
   FishingVillage plays a Bridge.
   ... getting +1 buy, +$1, and reducing all costs by $1.
   FishingVillage plays a Bridge.
   ... getting +1 buy, +$1, and reducing all costs by $1.
   FishingVillage plays a Bridge.
   ... getting +1 buy, +$1, and reducing all costs by $1.
   FishingVillage plays a Workshop.
   ... gaining a Duchy.
   FishingVillage plays a Workshop.
   ... gaining a Vault.
   FishingVillage plays 3 Coppers.
   FishingVillage buys a Province.
   FishingVillage buys a Province.
   FishingVillage buys a Province.
   (FishingVillage draws: a Copper, a Province, a Worker's Village, a Silver, and a City.)

I let the other players know what I was up to too, right from the start. That they didn't try the same thing, meant I felt pretty confident about steamrolling them.

I probably should've started trashing a lot earlier, but I wanted to see if I could finish the game with all my Coppers and Estates remaining in my deck and no additional treasure. I couldn't get to that point though :( I really wanted to Workshop a Province too.

For those interested, I have the chat room log attached.

108
Game Reports / Re: Perfect Storm
« on: January 03, 2012, 06:31:04 pm »
Yeah, I definitely noticed too late what you were doing this game :( I was hoping that Loans would slim my deck down fast enough, but I wasn't getting enough money, while Oasis/Conspirator seemed to be a pretty reliable at generating money. Discarding a Copper or Silver for Oasis is totally worth it for triggering Conspirator's cantrip effect, and Minion lets you refill your hand even if you've discarded down to 1 due to Oases.

109
Game Reports / Re: Ventures are so lovely
« on: December 28, 2011, 06:54:25 pm »
Okay, you inspired me to play on Ventures yesterday, thank you  ;D

http://councilroom.com/game?game_id=game-20111227-064340-d01a3c92.html

The game is a bit different because:

a) I had Moneylender, you had Remake, so it was a bit harder for me to start the engine.
b) My opponent was more skilled than your opponents (he went for Ventures too, attacked me with Militia and was very fast with the greens)
c) I had no time to get a +buy, so Platinum was an obvious choice (maybe the 3rd one should have been a Province, but I think Platinum was better in that moment)

But I still think this is a nice example of working Venture (I get rid of all the Coppers and did not buy any Golds) and not working Venture (my opponent did not - but he had Salvager and Militia, so he had some compensation for this)  :)
I don't know if I would've went for Ventures in that game, I'll admit that having Thief in the supply looks really uncomfortable, even if Thief is not a strong card. Knowing how I'd normally play, I'd probably go Militia/Silver too, and grab a Stables asap. If I was feeling really gutsy, I'd get a bunch of Worker's Villages and Thieves.

I think going for Moneylender was a good idea this game. Moneylender is pretty likely to hit 5 or higher from my experiences, so I don't think Moneylender is slower than Remake for getting a Venture engine started. Remake is definitely better at clearing out Coppers though. Getting another Moneylender seems like it was helpful; you were able to get rid of all your Coppers by turn 14 and you hit Platinum pretty often. Adama on the other hand, was hitting mostly Coppers and Silvers with his Ventures, so I don't think those were doing much good for him. Stables or another Salvager might've been better imo, especially since playing Ventures made him lose some turns with Actions.

Salvager might've been good, but it looks like Adama didn't get much of a chance to make it useful. Your early Province and Colony probably put on a lot of pressure, so he made some very hasty decisions (he only used the Salvager 4 times, once was on a Copper that gave him no direct benefit, the other 3 times were on cards that could've been useful). Ventures don't care about actions or extra VP in the deck though!

What I thought was cool is that, of the 5 times Militia hit you, you were still able to get 2 Platinums and a Province. I mean, one of the Platinums could've been a Colony instead, sure, but knowing my normal buying patterns and responses to discard attacks, I'd be holding onto a Militia and a Worker's Village and something, and that would've done jack squat for me.

Outside of Thief, this seemed like a swell Ventures game. Good show! :)

110
I wanna see an expansion that induces the most analysis paralysis possible.

That or something in the spirit of Unglued/Unhinged.

111
Game Reports / Re: Ventures are so lovely
« on: December 27, 2011, 03:15:42 pm »
Whov, Witch on the table and nobody gives a damn :D

I think getting early Witch or two is priority number one on this board. But after then I agree Venture will be pretty cool. I would definitely prefer Venture over Gold (the worst case is Venture will find a Silver - then Venture is like Gold) and maybe even prefer double Venture over Platinum, but turn 15 - getting Duchy and last Venture over Platinum??? Seems silly to me...
haha :D I don't think the fellows I was playing against were of a high level, now that I think of it.

I did notice that there was Witch on the board, but I guess I was too focused on getting Ventures; since there wasn't a way to play multiple actions per turn I didn't want to bother between playing Witch or playing Remake/Horse Traders :P
Witch would've definitely been good against their decks, but not necessarily as good against mine (and I had too many Remakes running around in my deck early on).

I think turn 15 I was comfortably ahead already, so getting the last Venture and some VP on the side seemed like a good idea. Platinum would've been nice, but I was too taken with getting multiple Ventures to run into each other. The next time I come across a similar state, I should probably kill off some of the Silvers so that I'm not too worried about the Ventures stopping short (and making room for Platinum in that case).

112
Game Reports / Ventures are so lovely
« on: December 26, 2011, 09:23:26 pm »
I think if I wanted to do a deck that is primarily made of Treasure (with only 1 or 2 Actions in it), mass Ventures is what I'd shoot for, unless the game had trashing attacks like Saboteur, Thief or Swindler. A deck like that would basically be the complete opposite of an Actions engine; it wouldn't care much about the deck getting gunked up from victories or curses, so I wouldn't be worried about picking up Duchies or Estates along the way. As long as I've killed off the Coppers in my deck, everything is peachy keen. At the same time, I get to maximize my use of Treasure from my deck, so I don't feel too dependent on requiring a good draw (as long as I have a Venture or two, something good will happen).

In addition to the supply not having trashing attacks, I think having a fast trasher like Remake or Chapel is optimal in order to clear out the Coppers quickly. Remake is better, since I can build up Silvers to $4 cards to multiple Ventures if necessary.

Here's the game I just played which motivated me to start this thread. You'll see that it takes me a really long time to get a bunch of Ventures, even with multiple Remakes breaking my deck down, but the other two players are also taking their time, and I don't think any trashing attacks were available in the Black Market. My first Colony is turn 12, but by that time I can pretty much pick up victory cards at will. A fair trade for exciting mega turns.

http://dominion.isotropic.org/gamelog/201112/26/game-20111226-175628-71463272.html

Now with that said... I felt that the strategy seemed kind of slow. Any recommendations on how I can harvest Ventures faster on this board? Was there an alternative strategy I should've tried which would've gotten Colonies faster? I imagine someone's going to come in and tell me that Venture's a trap card or something, which would be an interesting to elaborate on :P

113
Game Reports / Re: Dear My Opponent: I am Sorry
« on: December 18, 2011, 03:36:13 am »
Dear Snapper and OlivierH,

Sorry I didn't play out my turns that much faster. Having Torturer and Border Village in the same kingdom was bad enough, but having Scout meant I could set up my draws, and having Remodel let me convert excess Coppers into Estates.

http://dominion.isotropic.org/gamelog/201112/18/game-20111218-002856-b6e347dd.html

Neither of you stuck around for much longer once I could continuously keep buying up more Border Villages, but I don't blame you.

114
Dominion General Discussion / Re: Ignoring actions
« on: December 17, 2011, 08:13:57 pm »
I think Spice Merchant would be useful. It can reliably get rid of my Coppers for me and I can draw or get more coin than I would've out of the Copper originally. It's better than Moneylender since it works on any kind of treasure, so I can kill Silvers as well if I get to the point that I don't need them. Loan and Lookout are less reliable, but I might gravitate towards them if there's no other way to trash.
In a big money game, you never want to kill silvers.
Sure. So my response was originally to Geronimoo, who mentioned Spice Merchant as a "bad card" that would lead to a BM favored game, to which I disagreed with. Certainly I'm not going to mass Spice Merchants, but I can see myself going for one or two in order to keep my deck slim and to make better use of Coppers.

I think the list Tmoiy posted is a supply that gets very close to the restriction from the OP:
So I'm wondering, are there Kingdoms out there for which BMU is the predominant strategy (Never buy any single Kingdom card throughout the game), or is there always at least 1 card that will at least slightly improve on BMU? What would such a Kingdom look like?

115
Dominion General Discussion / Re: Ignoring actions
« on: December 16, 2011, 07:18:22 pm »
I think Spice Merchant would be useful. It can reliably get rid of my Coppers for me and I can draw or get more coin than I would've out of the Copper originally. It's better than Moneylender since it works on any kind of treasure, so I can kill Silvers as well if I get to the point that I don't need them. Loan and Lookout are less reliable, but I might gravitate towards them if there's no other way to trash.

116
Dominion General Discussion / Re: Ignoring actions
« on: December 16, 2011, 06:11:53 pm »
Other people already proposed it, but I'd like to bring up Fishing Village again. If the supply doesn't have any other useful actions, then it's just a Copper this turn and the next, which isn't very useful for its $3 price. It isn't much better when TR'd or KC'd, when one could consider getting 2 Silvers (cheaper and more useful at once vs TR+FV) or 2 Golds (slightly more expensive but still more useful at once vs KC+FV). Using Golems with FVs has pretty bad cost efficiency as well.

A supply with Golem and Tunnel would be hilarious though. Just buy Golems and a bunch of Tunnels (and no other actions), and you'll earn tons of Gold each time you play the Golems.

117
Dominion General Discussion / Re: Ignoring actions
« on: December 15, 2011, 05:04:32 pm »
I wanna try this :) I imagine there'll be a lot of overlap though.

Here's my attempt at a kingdom that favors BM (or at least has a yucky Supply):

Cache
Golem
Throne Room
Walled Village
Village
Fishing Village
Pawn
Secret Chamber
University
Transmute

Edit: Ack! Someone mentioned Cache as I was making up my list :P I swear I didn't steal that idea!
Edit2: Crossroads -> Gardens. I think the one thing I wanted to do was eliminate as much drawing power as possible, while leaving cards that are somewhat pointless to use Throne Room on.
Edit3: Gardens -> Fishing Village. Some follow up posts explained pretty well how Gardens could be useful with just Duchies and Cache. I've opted to replace that with Fishing Village instead, which I think in this case amounts to a Silver split over 2 turns, which isn't terribly useful for BM (Throne Room'd Fishing Village might be useful though...).
Edit4: Vineyard -> Pawn. I figured that Vineyard would potentially involve the same issue as Gardens, and since University is also in the Supply, I decided to replace it with Pawn, which will usually just be a Copper's worth (or just a cantrip).

118
Game Reports / Re: Black Market is Evil (Epic Win)
« on: July 06, 2011, 07:29:01 pm »
Ah, whoops! Thanks for pointing that out :)

119
Game Reports / Re: Black Market is Evil (Epic Win)
« on: July 06, 2011, 07:17:23 pm »
Maybe you shortcutted somehow and I missed it, but how was your Bank worth $7 when you only played a Gold as the other treasure?

120
Game Reports / FishingVillage's Showboating Theatre
« on: July 06, 2011, 06:58:49 pm »
Hi folks! Rather than flooding the forum with all of my noteworthy games, I decided to put them all into one thread for maximum concentrated amusement. Marvel in the stupidly long action chains that I always seem to favor over sensible deck building, laugh at the missteps I take in determining the right buys for any particular board!

You can always see the games I've played here, but I'll post some here that are a little more special to me. If anyone's willing to discuss anything cool, any comboes I should've tried, or what mistakes I've made and how to correct them, I'd be happy to read up on any constructive post. If my formatting or writing needs any fixing, I won't mind reading about that too! Just as a heads up, I purposefully make the little blurbs as minimal as possible since I usually don't want to spoil the games.

Chancellor's a decent guy after all
================================================
He needed some help from friends, but it turns out Chancellor helps me pull ahead very quickly. My opponent tries a similar strategy, but it only works half as good for two turns. It's a pretty bland game overall but it was the one instance that I'd buy Chancellor over Silver.

Looking forward to it
================================================
I end up with the fattest deck in the game, but I was able to play through it much faster than my opponents could through their own. Coppers were a good investment this time around!

Brutality!
================================================
This was overall a pretty one sided match involving my favoritest card in the game (and as it turns out on councilroom statistics, it's nearly everyone else's favoritest as well). I think this was one instance that my opponent did an about face on his/her screen name (sure seemed like it in the chat log).

Curses, Curses Everywhere
================================================
Whoops! I play conservatively and lose big on this game. I try going for a very slow build up, spreading out my money over a variety of cards, but nomadic quickly squashes me. In retrospect, I'm not sure what the ruling is but if I've played Tactician I should probably just choose to discard cards every time (even when I'm at 0 cards) and draw the 5 from Tactician for a normal turn (so that I don't eat Curses all day).

You're too slow!
================================================
Another one of my more embarassing moments. Meg goes straight for a big money deck and I can't buy fast enough to keep up. I seemed pretty sure of a win at first, but I only started worrying when meg got her second Province, which was way too late by that point.

Go Big, Then Go Home
================================================
This is probably the tiniest deck I've ever played with :) Not sure where it went wrong for either of my opponents, but I was more than happy to buy a Province per turn for five straight turns.

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