Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - TheOthin

Filter to certain boards:

Pages: 1 ... 5 6 [7] 8 9 ... 19
151
Dominion General Discussion / Re: Interview with Donald X.
« on: April 07, 2015, 10:43:22 am »
Are you already planning an expansion after Adventures?

If there will be an other expansion, will it have some of the new things from Adventures as well (like events)?

"I don't see any comments from Jay about this."

152
Dominion Articles / Re: Coin Tokens
« on: April 07, 2015, 07:41:17 am »
If you play Baker and spend its coin token immediately, it's behaving as a $5 Peddler. That's not necessarily a bad buy, per se, but there are typically better ones.
The more Bakers you have, the less likely it is that any given one will be giving you a coin token you'll want to save.

It's also just a worse Market(or Bazaar, or Treasury... you get the picture). When you don't need the flexibility of a coin token, you lose out on the potential.
Peddler has the whole cost reduction thing, so it's not that good to compare Baker to. Even if it has the same effect, it almost never has the same opportunity cost, so people think of their Peddlers as having better value than they do.

When people compare cards to Peddler, I think they are usually referring to the theoretical fixed-price Peddler (at a price of $4) rather than actual Peddler.  It's pretty much accepted that $4 for a cantrip coin is a fair price.

Yes.

$5 for that effect is definitely overpaying compared to standard, and not something you'd want to do with better options like Market or Bazaar, but it can be worthwhile to buy cards even above their listed price. It's not common to want to buy a $4 card for $5, but it can happen.

153
Dominion: Adventures Previews / Re: New mechanics
« on: April 07, 2015, 07:37:08 am »
The thing about standard Reserves is that they get called on your own turn, when they can go into play as usual. A Reserve you could call on opponents' turns would probably have to be classified as an Action-Reserve-Duration or Action-Reserve-Reaction.

154
I want to reiterate the previous concern that Duration cards will miss shuffles, especially in engines, and as a result they will be played less often than non-Duration cards, potentially as little as half as much. (Or less in the case of longer Durations like Hireling.) So you'll get fewer Actions out of putting Lost Arts on a Duration as you will out of putting it on a card you play more often. Reserves have the same concern.

Being terminal draw, Wharf is probably the best Duration target for Lost Arts, but you'd probably get more of a power jump by sticking it on something like Smithy or Moat. Those also have the benefit of being cheaper, especially Moat, so it's easier to have more copies of them so that you get the +1 Action more often. Moat/Lost Arts actually strikes me as a very potent synergy that will probably make Attacks laughable and make the Moat split critical, since who could say no to $2 Labs?

155
Dominion Articles / Re: Coin Tokens
« on: April 06, 2015, 07:41:28 pm »
If you play Baker and spend its coin token immediately, it's behaving as a $5 Peddler. That's not necessarily a bad buy, per se, but there are typically better ones.

The more Bakers you have, the less likely it is that any given one will be giving you a coin token you'll want to save.

156
Puzzles and Challenges / Re: Empty the full supply
« on: April 06, 2015, 06:23:10 pm »
So we know it's possible to Procession-Fortress-Watchtower explode on Turn 3 now. You can then easily pick up all the Hagglers you need and the Actions to use them. You end up with a bunch of Hagglers in play and no way to gain cards with them mid-turn turn but at the end of the turn you could buy a couple Provinces to sweep the King's Courts and then get whatever else you need; you'll just have to wait to next turn to use the,. I'd have to work out the details to be sure, but I don't see anything holding this back farther than Turn 4.

157
Dominion: Adventures Previews / Re: New mechanics
« on: April 05, 2015, 05:32:18 pm »
We know eight of the ten tokens: the four + tokens, the two - tokens, the Estate token, and the Journey token. It sounds like of those eight, the Journey token will be the only one used by regular cards rather than Events. So rather than depending on the cards in the Supply, token availability will likely depend more on the available Events, requiring at least seven Events for all the tokens from how things currently work and quite possibly requiring as many as nine.

158
Puzzles and Challenges / Re: Empty the full supply
« on: April 05, 2015, 04:42:40 pm »
Black Market is useful, but losing the ability to buy cards with it can't change the turn count by more than a couple, can it? I don't see this taking more than like 5 turns.

159
Tournament even gives you Duchies when you're done with Prizes! It's perfect!

160
You don't set aside a card in your hand; you set aside one from the Supply.

From what I understand Tribute isn't a reason to stay away from multi-type cards so much as a lack of multi-type cards is a reason to stay away from Tribute.

161
Dominion: Adventures Previews / Re: Preview: Giant
« on: April 04, 2015, 11:30:38 pm »
If you can't play Giant more than once a turn, it's probably not worth going for, I think. Just like if you can't play a Pillage a turn, it's probably a bad idea.
I disagree with both of these statements.

I said probably, and Stef himself doesn't like going for Pillage unless he can get them every turn usually, so I based it off of that.

Pillage is a very different concept, as a unique targeted hand attack.

162
Goko Dominion Online / Re: Features Thread
« on: April 04, 2015, 08:23:35 pm »
Even at lower levels, I have never personally felt the need for a way to address other players' attitudes. That's not to say I've never encountered unpleasant players, but not ones that were so much of a problem that I couldn't just ignore them and move on. Although this does remind me of the frustrating but different case of attempting to use automatch and repeatedly getting paired with a player who refuses to play.

And yeah I've gotta echo the concern that picking cards from a long list, like with Scheme, where all you can see is the left edge of the card, just isn't enough. Having to remember the edge of a card's art to properly select your target for an effect just isn't okay. And it's even worse with Prince, where cards played with Prince are included with the rest of them, with no reminder that you might be picking the wrong one and ripping it off Prince. That's horrid.

163
I think what people don't consider enough is that you can choose to discard the cantrip.

That doesn't avoid the problem. Choosing to discard a cantrip means essentially Ghost Shipping the card you would've drawn with it. It's difficult to tell whether you'd rather do that than discard a different card if you don't know what you'd draw. Furthermore, if the card is undesirable, then if you didn't have the cantrip in your deck you would've drawn that card instead and could've discarded it, which is preferable to leaving it on top.

None of this is a reason not to get cards like Grand Market that are actually desirable. It's just a reason why low-power cantrips like Pearl Diver and Pawn, which by default tend to be ineffective but harmless, might actually have a tiny bit of harm beyond the tiny bit of help they give and therefore not be worth buying even with no other options.

164
Wharf's Duration status definitely holds back its compatibility with Lost Arts, since even in the best-case scenario you're only playing each Wharf every two turns rather than every turn. So as terrifyingly powerful as Lost Arts Wharf surely is, Wharf probably doesn't improve as much from Lost Arts as other cards, even ones that will still be weaker with Lost Arts included.

165
Dominion: Adventures Previews / Re: Preview: Messenger
« on: April 04, 2015, 12:04:09 pm »
Maybe he's a hinting that today's preview card will be the Prescriptive Grammarian: each player gains a curse for every grammatical error made.

166
I suspect that the -1 Card from Borrow will be more painful than it seems at first. Giving your opponent a free Urchin+ isn't the end of the world, but it's probably not something you want to make a habit of doing either.

It's worse than Urchin because you don't get to pick; it's more like hitting yourself with Minion without the cycling.

167
Pirate Ship is kind of a special case because it isn't played according to its wording anyway. I remember my first game with it, we were all confused and asked what the hell a coin token was and someone said you can spend them to make coins and so we started using the Pirate Ship tokens as Guilds coin tokens but still trying to track them for Pirate Ship purposes.

168
It says the Estates gain the traits of "that card", not "that pile" - this was crucial for Knights. So if you don't set aside a card you don't get anything.

169
I King's Court an Estate.

Yeah, with Adventures, you can now say "I King's Court an Estate."

And even more significantly, "Hooray! I drew an Estate!"

170
Dominion: Adventures Previews / Re: Preview: Giant
« on: April 03, 2015, 02:10:41 pm »
What I hope the +5 cards card is - $3 action
Turn your Journey token over (it starts face up). If it's face down, +4 cards. If it's face up, +1 card.

Too good? Could it even be balanced at 4? It's between a smithy and a moat, but it's better the first time you play it and moat gives you another effect. Also I think alternating is better than being constant, that is, giant would be worse if it gave 3 coins every time.
A terminal Gold with an Attack every two plays would not get away with a $5 price tag.

171
Dominion: Adventures Previews / Re: Preview: Giant
« on: April 03, 2015, 01:55:03 pm »
You can also make your own with construction paper, scissors, a writing utensil, compass,  and straight edge.
Journey token have a radius of pi.
Without specified units, so do all circular things.

172
Puzzles and Challenges / Re: Empty the supply in three turns
« on: April 03, 2015, 12:16:37 pm »
Fantastic!

The other problem with the Inheritance method is that as far as I can tell the Estates still only cost $2, so even though they can be targeted with Procession they can't gain Catacombs. But yeah the order also doesn't seem to work.

But yeah this is great! The 7/3 opening was so tempting, but the cycling really is such a problem...

173
Wait actually you could open Inheritance/Watchtower, turn your Estates into Processions, and I think that'd be enough?

174
So Province on turn 1 is a thing now. I mean, technically it was as soon as Lost City was revealed, but now it's a thing in 2 player games.

How? Borrow only gives you the $+1 once per turn, that doesn't seem enough.

With Borrow and Baker, you're only getting up to $7.
Lost City adds a sixth Copper.

But even in solitaire, we can open $7 now... KC, or even Inheritance. But for 3- turn empty Supply I think the way to go is Stonemason/Inn/Catacombs. I'm not sure it's enough with the draw penalty though...

175
I feel like $2 unlimited would be better than $1 once-only. There are diminishing returns, after all; making it possible to get to the often-sufficient two buys whenever you have just $1 to spare would really hurt the use of other +Buy cards.

Existing cost-reducers like Highway don't work on Events, right? That probably helps things, although they nonetheless synergize with more buy sources.

Pages: 1 ... 5 6 [7] 8 9 ... 19

Page created in 0.29 seconds with 18 queries.