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Topics - schadd

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51
Let's Discuss ... / empires: legionary, the legendary
« on: July 25, 2016, 06:49:50 pm »

the sword actually goes on for another twenty feet. that's how it puts you at two cards


it's militia+, featuring the most scariest attack you've ever seen! except donx pointed out that it's not really that much worse than militia. you discard a card that's the middle of the pack for your hand, and then draw one that'll be, on average, the middle of the pack from your deck. in practice it's a little different because of having controllable pairings of cards and also masquerade but it can only be so much worse. the other thing that this card does that defies precedent is straight-up giving 3 bucks on play for $5. what! but also that's not really that exciting, which is something we've figured out. in fact, +$3 without needing an action isn't even really that good for $6, and +$3 as an action card is like a smithy that draws three coppers. but legionary does another thing, in addition to its money thing. we just talked about it.


-how much more offensive is it than militia, really? and is the +$3 outrageous as well?
-what do you think about gating effects behind gold? does it usually mean, okay, pick up a gold while you're there sweetie, or does it push you in some direction, at some point
-how neat is it thematically? is a legionary a better version of a militia, and do legionaries only bother to do anything after augustus flashes his wallet?

52
Let's Discuss ... / empires: tax
« on: July 24, 2016, 06:10:49 pm »

we're in just as much debt as you, ma'am. these aqueducts or whatever aren't building themselves


the only two certainties of a tax board are debt and taxes. well, i mean, people don't always buy tax. it seems kinda situational actually. the big scenario i imagine playing out with tax is, bottom of the ninth, the wharf-and-treasure-cards guy has two provinces left to add to her armada. my fairgrounds are worth 8 points but i don't actually have any of them yet. i can produce like 20 dollars each turn but that's not really gonna cut it, the game's over too fast. so, just tax province ten times and thus, enough time is bought. although, perhaps the reason that i was so far behind, in spite of there being a wharf and presumably some sort of village, is that i decided to do fairgrounds on a tax board. i mean, both she and i knew i was gonna do it regardless but still. i end up taking something like 20 debt to get all those different uniques and that's a bummer.
  so, it seems like the bottom half is a bummer in general for engines (or, even more in general, for folks who want to buy a bunch of different cards) whereas the top half is neato for them. it is also incidentally good for the second player. it also makes opening two of a certain $3 more appealing (silver/silver ofc, but also stewards, swindlers, even masquerades and the like in situations where you'd usually rather not) and it likes spammy engine components like hunting party and maybe border village or something. ostensibly that sort of thing would get countered by the top half of tax, but you can always just buy a different thing and some portion of that tax will go to waste (you pay for 2 debt but the opponent only takes one for the alternative she picked up).


-do you agree with my assessments of the two things that tax does?
-what's the most satisfying use of the top half that you have executed/can think of?
-how often does it go on province? is there some reason that it would happen more or less than embargo?

53
Feedback / weird formatting junk
« on: July 24, 2016, 01:21:15 pm »
there's a couple things that randomly flub up my posts that i don't know if there is any way to troubleshoot or fix:
1. whenever i input a 1-space gap between lines, it just adds another space, like so:


that was me pressing enter twice at the end of the last thing. it's not that big a deal since it probably just looks stylistic but you know.
2. sometimes, when posting or previewing, it will output everything i typed as the smallest font size, with
Code: [Select]
"[/size]" at the end. this will seem to happen whenever i do something that might change the font size at all from the default and then modify it (e.g. the img command). it gets fixed when i do clear formatting. i'm having trouble reproducing it here though, for whatever reason

54
Let's Discuss ... / empires: settlers and settler's village
« on: July 22, 2016, 07:05:18 pm »

we can't bustle any harder!


bustling village can be anywhere from village-village to bazaar-village-lab. well, not anywhere. there is actually just the one thing that it can be that is placed between those two endpoints. but it seems like a good deal in spite of that! well, not necessarily in spite of it.
  anyway.
  these cards have some of that same problem that countation house has: there needs to be stuff in your discard for it to work, and so, often it doesn't. but maybe i just lied! i mean, even if it doesn't pick up a settlers, bustling village still does half of the thing that its title says that it does, times 2! so it can't be that bad. but it has a much lower ceiling than counting house, also! counting house can get you up to, what, 70-something coppers? but bustling village can only get you one. and also two more cards and three more actions. it is perhaps a fixèd counting house, thus.


-is it that good? in practice, what has been your average number of resolutions of each bustling village play? (i.e. 0 with no settlers, 1 with settlers but no copper, 2 for both)
-how badly is the pairing inhibited by the fact that bv only starts to show up around when your coppers start leaving?
-is that a child walking a swan on a leash down there in the bv art

55
Let's Discuss ... / empires: donate
« on: July 21, 2016, 06:48:07 pm »
if i get ousted because of the Capitalizing Issue then at least i'll have taken the cool one with me



only these two coins? that other guy gave me 8 silvers, and i couldn't say no!


the power card. the one card in dominion that i can think of the fewest reasons to skip. gardens, i guess. but i mean, having donate there makes all the other things more appealing. i would go as far as to say this is the single most effective thing to purchase given the amount of money it costs. it also has plenty of finesse to using it properly; generally you want to trash anything that won't be in your 5-card hand for next turn but maybe i just lied? especially if you pick it up after having bought more than 6 cards. but even opening with it: do you get it on turn 1 or 2? or some mysterious and completely different turn than those ones? is there some insane combo that you must open with such that you would want to take it on turn 3? how do you approach it if you want to trash curses that you get later? there are so many different kinds of times that you want to trash, and unlike the other trashers, you can't just make the decision to buy it once and then keep using it whenever it comes up. you gotta get another one every time, and it's a big decision. 8 debt!


  -is this the best
uh card-shaped thing
that dominion has ever had? is the game finally broken, did we break it
  -even if it's not broken or the best card or if both of those classifications are dumb, does this card make for significantly different games than those of most other cards? or does it just feel like a particularly good chapel, or a particularly particularly good steward?
  -if you've bought it, have you bought it a different number of times than 1 time? did you get it on a different turn than turn 2?

56
Let's Discuss ... / tempires: emple
« on: July 20, 2016, 06:25:30 pm »

yeah, it's all here. what are you doing with all this garbage anyway?


the perhaps inadvertent commentary this makes about temples in general is a bit odd: there's some initial benefit that you pick them up for, and you just kinda keep getting them and using them, often to trash the one you got before it because it seemed cool. but yeah, it's sorta like a wild hunt that everyone has access to. and nobody really wants to have access to it. we were trying to play dominion, not temple: the gathering.


-how often is the third card that you trash not a temple?
-should this be called something other than temple? like, tidal wave made out of garbage that follows you everywhere
-is it a good card?

57
Let's Discuss ... / empires: patrician and his startup
« on: July 19, 2016, 09:08:32 pm »

ahh there's two of them! lmao!


these two interact implicitly, but pretty intuitively. oh, patrician is a split pile huh? i bet the bottom one costs.. yup. and for emporium's thing, well, there will always be the 5 patricians at least. they don't immediately look that impressive. patrician looks better than vagrant but vagrant was never really that great to begin with, and emporium looks better (enabled) than duchy, but (reread the comparison to vagrant and modify it in the intuitive way).
  well, in practice, these two have treated me pretty well. there is probably some bias to patrician over e.g. vagrant because vagrant's effect is generally good but forgettable, whereas patrician can fish for the card you exactly want because that card probably costs 5 or more. but, well, getting that card is really good, and i've had it kick off a turn more than once. emporium is difficult: it's that same get-vp-but-don't-devalue-your-deck-that-much that distant lands is, but there are also surely plenty of times where $5 peddler is fine and the vp just straight-up puts you ahead of a bm player.


-how much does it hurt emporium (and also, throwback, chariot race) that they try to build while also giving you vp?
-have you encountered a situation where enabling emporium is an issue, in a sort of good stuff deck? or does it just usually mean "this card is inaccessible for a hard-bm deck, and i bet you wouldn't even want it anyway, nerd"
-how much do these cards individually improve because of the fact that the other one is always there? compared to rocks which seem to be about as good as uh rocks without catapult, these both seem very palatable without their other thing.

58
Let's Discuss ... / empires: city quarter
« on: July 18, 2016, 06:48:40 pm »

if this is only a quarter of it then we're not looking at an impressive city


this can draw you a lot of cards, and give you a two of actions. the thing that you want to do with it probably is have a bunch of cheap actions or just trash the things that aren't those. with reasonable trashing or one cheap action to get, you generally need about three to reliably draw all of your deck always, in my experience of two games. this is kinda clearly a strong card then, and it allows you to focus on the not-drawing cards you can buy.


-would you say the question of city quarter games is primarily how to enable it or is it how to make use of them once they're enabled? perhaps often you can accidentally do the first thing with the second thing
-what fun stuff happens because this is debt? have you had a bridge megaturn on turn 7?
-following that, how early do you tend to want to get it? i mean, it seems like you need actions for it to work but honestly +2 cards and +2 actions is probably fine at 8 debt

59

ohp. uh, steve, can you move me to the left a bit? i'd hate to land on that thing


dominion has always rewarded you for being able to do specific things, perhaps following in the footsteps of magic and also every game. even in the case of something like, for example, peddler, the thing that it rewards you for (playing actions) is only so specific and explicit, and buying peddlers helps you with the goal of playing a bunch of action cards. windfall seems like a little bit less of dominion's bonus-if-you-do-this-thing-you-were-already-gonna-do and more of magic's jump-through-these-hoops-and-then-get-huge sort of thing, although that's arguable; you do generally want to try to draw your deck. but i dunno—this is more explicit of a goal set by a card-shaped thing than we've seen, generally. it rewards engines and of course donate, pretty clearly. 3 is quite a few golds, and clearly you were able to draw all of your entire deck already so drawing it +3 should be manageable.


-is this a departure from most dominion rewards? or am i deluding myself
-does the game take a turn after you start getting windfalls? do you go from trying to draw your deck to slamming provinces and hoping for the best after the first or second one? or is it the same hold-out-until-the-green we usually see?
-did it have to be golds? what problems occur with "...gain three cards costing up to 5"?


note the vote! roll with the poll! s out

60

oh, how the tables have turned! the curser is military equipment and the other thing is a lady moving magicks around with her fingers.


these two are new and exciting in different ways. as the other pairings have been. enchantress is a totally new thing, the attack variant that people have been thinking about from the start but hasn't had much of a method of implementation. well, this one is kinda hard, and for several reasons wouldn't want to be in the first few expansions, but we're all good at rules now. there's a whole subforum for it! anyway, enchantress really smacks down rebuild and simple money strategies pretty hard, maybe counter-intuitively. it seems like a good attack, and it more or less completely stacks with most of the other ones! good luck if you get hit by a discard and an enchantress every turn.


catapult is another thing that's sorta been looming around but hasn't happened. theoretically we would want to gate some of the more powerful attacks behind trashing expensive cards, and cursing is, well, up there. too bad it hasn't been gated yet though. and it's neat thematically! the rocks will rouse an indian burial ground behind the opponent's kingdom if they're expensive enough (like a particularly neat seal on an envelope, for example) and you can then fling that indian burial back at your opponent's kingdom but it won't do anything. catapult is a bit of an oddity besides that thing; you cast a knights on yourself to cast a witch on them but knights are bad this game and witches are p good. also rocks is probably the worst bottom pile without its upstairs neighbor, which is interesting since it is one of two that don't mention each other at all.


-how different and revolutionary are these attacks? and perhaps empires as a whole, considering things like delve?
-how often do you completely forget to enforce the enchantress attack?
-what else does catapult want to throw? thematically and otherwise (rats!)

61
Let's Discuss ... / empires: new, exciting attacks
« on: July 16, 2016, 06:34:51 pm »
oh, how the tables have turned! the curser is military equipment and the other thing is a lady moving magicks around with her fingers.


these two are new and exciting in different ways. as the other pairings have been. enchantress is a totally new thing, the attack variant that people have been thinking about from the start but hasn't had much of a method of implementation. well, this one is kinda hard, and for several reasons wouldn't want to be in the first few expansions, but we're all good at rules now. there's a whole subforum for it! anyway, enchantress really smacks down rebuild and simple money strategies pretty hard, maybe counter-intuitively. it seems like a good attack, and it more or less completely stacks with most of the other ones! good luck if you get hit by a discard and an enchantress every turn.


catapult is another thing that's sorta been looming around but hasn't happened. theoretically we would want to gate some of the more powerful attacks behind trashing expensive cards, and cursing is, well, up there. too bad it hasn't been gated yet though. and it's neat thematically! the rocks will rouse an indian burial ground behind the opponent's kingdom if they're expensive enough (like a particularly neat seal on an envelope, for example) and you can then fling that indian burial back at your opponent's kingdom but it won't do anything. catapult is a bit of an oddity besides that thing; you cast a knights on yourself to cast a witch on them but knights are bad this game and witches are p good. also rocks is probably the worst bottom pile without its upstairs neighbor, which is interesting since it is one of two that don't mention each other at all.


-how different and revolutionary are these attacks? and perhaps empires as a whole, considering things like delve?
-how often do you completely forget to enforce the enchantress attack?
-what else does catapult want to throw? thematically and otherwise (rats!)

62
Let's Discuss ... / empires: new, exciting attacks
« on: July 16, 2016, 06:34:05 pm »
oh, how the tables have turned! the curser is military equipment and the other thing is a lady moving magicks around with her fingers.


these two are new and exciting in different ways. as the other pairings have been. enchantress is a totally new thing, the attack variant that people have been thinking about from the start but hasn't had much of a method of implementation. well, this one is kinda hard, and for several reasons wouldn't want to be in the first few expansions, but we're all good at rules now. there's a whole subforum for it! anyway, enchantress really smacks down rebuild and simple money strategies pretty hard, maybe counter-intuitively. it seems like a good attack, and it more or less completely stacks with most of the other ones! good luck if you get hit by a discard and an enchantress every turn.


catapult is another thing that's sorta been looming around but hasn't happened. theoretically we would want to gate some of the more powerful attacks behind trashing expensive cards, and cursing is, well, up there. too bad it hasn't been gated yet though. and it's neat thematically! the rocks will rouse an indian burial ground behind the opponent's kingdom if they're expensive enough (like a particularly neat seal on an envelope, for example) and you can then fling that indian burial back at your opponent's kingdom but it won't do anything. catapult is a bit of an oddity besides that thing; you cast a knights on yourself to cast a witch on them but knights are bad this game and witches are p good. also rocks is probably the worst bottom pile without its upstairs neighbor, which is interesting since it is one of two that don't mention each other at all.


-how different and revolutionary are these attacks? and perhaps empires as a whole, considering things like delve?
-how often do you completely forget to enforce the enchantress attack?
-what else does catapult want to throw? thematically and otherwise (rats!)

63


they both have horses.


chariot race wants your cards to be more expensive than the opponent's cards. this means, often, ahead on trashing or getting a larger mass of expensive cards. or, uh, ahead in an ability to play an sea hag in addition to more actions. it isn't always clear exactly what way chariot race wants you to be ahead though: do i get a(nother) remake and try to trash coppers and make my estates into things more expensive than her estates, or should i buy a port to (pretty heavily) boost the average cost of my deck? we may know these things in time, but it's fun to talk about them while we don't. it looks like it has that diminishing returns effect that menagerie does where it hates to reveal itself, but it's not like menagerie doesn't empty when it's good.


wild hunt's aheadness may be a little less intuitive and a little more wrong, but hear me out. if hitler and stalin can play 7 and 3 wild hunts, respectively, hitler gets to reap 7-point estates, whereas stalin has to choose between gaining a duchy (ew!) or tacking on his points to hitler's yield. even earlier, when hitler only had 5 and stalin had 2, there is some point at which the point counter passes a threshold where it becomes worth getting, and it is 2.5* as likely to happen with hitler's play.
  i have three-piled with wild-hunt as well! another tangential way it rewards being ahead


-what ways have you encountered to beef up chariot race? is there some mysterious other thing than trashing, gaining, and junking?
-what does wild hunt reveal about the concept of a smithy+?
-when do you start to notice how much vp you got from these? like, with monument it was "this silver had a province hiding behind it!" but with chariot race it's "this tournament had a colony hiding behind it! maybe it would be better off with a province hiding behind it but still"

64

neither of these cards communicate any succinct qualities this game will have. king's court means, okay, turn 7 we kick into overdrive. fishing village says, let's play a bunch of action cards like a bunch of millenials that don't understand credit cards. archive is like, uh. it increases the amount of cards that you get to have and it sorta makes each hand a little bit better qualitatively, depending on how important it is to have different kinds of cards at different times. crown means, uh. i guess it's good to have expensive cards, and it's good to buy if you either want to play a bunch of actions or a bunch of treasures, and if you want to do both then you get to choose.


-if you've played with either of these cards, did you ever say to yourself, 'okay i need to get one of these now.' or is it, indeed, 'i thiiink that this card is a better decision than a different card, don't ask me to cite any sources'
-does it look like empires will have more of the "what do i even do here" effect that adventures kingdoms had?
-are these elegant or are they secretly barf-tastic?

65



conquest is generally better than harem. triumph is generally better than wishing well. et cetera.
in most cases, for these cards, there usually needs to be a 'gain more cards than the one you can usually get' sort of thing for them to be good. i mean, you do buy harem, and conquest is generally better than it, as i mentioned earlier. and uh. maybe you would take 5 debt for an estate. the impression i get from these is that triumph is better for trimmish engines (but you might not be one of those for very long) and conquest might fit into things that produce a lot of money and get buys sometimes but maybe can't count on drawing themselves.


-what does triumph get from being 5 debt instead of 5 bucks? should we try to end the game by buying it?
-what's the strategy with infinite buys and n dollars with both masterpiece and conquest in play?
-considering triumph, several (i think?) empires cards, and inheritance, how does estate work as an alt-vp pile? what cases might pop up where one tries to poke holes in her opponent's triumph strategy by denying estates?

66
Game Reports / they never stop, do they
« on: July 12, 2016, 08:18:38 pm »





Code: [Select]
Travelling Fair, Poor House, Coin of the Realm, Pawn, Swindler, Magpie, Miser, Remodel, Spy, Fairgrounds, Bank
http://www.gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160713/log.0.1468368583606.txt


there are boards on the sloggy side without ruins and shelters where fairgrounds are good.
things:
-remodel magpie into fairgrounds
-kingdom as a whole is on the cheap side +travelling fair to forget about but in theory buy the cheaper cards quickly
-magpie/bank allows for buying multiple fairgrounds, except i thought i would need a lot of pawns to accomplish that, of course forgetting the other fair
-you get curses anyway from swindler
-potential threepile although that wasn't really necessary i think


cons:
-swindler might kick away uniques, but your opponent has to really be paying attention
-miser and poor house are useless but you can't win em all
-how did i not notice travelling fair. goddamn


but yeah. magpie/bank works, though i guess this isn't really the kingdom for it. also, woo!

67




well, maybe only delve does that exclusively. annex does another significant thing, and wedding gives you that vp. but hey, you'll pretty much never buy these things when you don't want to gain that card.


ah, the power creep in dominion is so frustrating! you're forced to buy the new expansions to keep up! haha, that was a joke that i made just then. intuitively, having these around will make for 'stronger' games in general but if delve is there then that means ferry might not have been there, and ferry is a big deal. they all do push the game in a direction, regardless: delve lets you get silvers in bulk or in addition to other stuff more easily, wedding means bm or whatever happens to want golds on the board has more options to that end (although it's hard to pinpoint what parts of the game those decks benefit, since it is strong both at the present and at the end of the game) and annex looks like it'll make the endgame more consistent, or something.


-does 'breaking dominion' mean anything at all ever, and did any of these cards accomplish that goal?
-do the thematic elements of these cards make you feel weird
-where do you put these during setup? should you put them next to the cards they gain, so you can consider your options?



68
Let's Discuss ... / let's discuss matters of empires: advance!
« on: July 11, 2016, 06:20:10 pm »
fanfare! let's burn a thing in commemoration.





someone makes the linear transition from non-knight to knight. the candlestick makers are gonna be empty turn 4, and they'll all be in the trash before your mom has the chance to light up her e-cigarette and say "home videos" in a soothing, yet weary voice. everyone goes mad, and babies will be living paycheck to paycheck except it doesn't matter because we'll throw them in the dumpster and collect our nobles, just like in roman times.


it smells pretty board defining, but alms had the faintest tinge of that scent as well and we sort of uncommonly find boards with it at the center. the thing about it is that there are two cracks for the variation to seep in: there ought to be something accessible on the left side and something compelling on the right side for it to work out, but hey, don't blink.


-is it gonna be board defining? will advance boards be "advance boards"
-what's the big exciting combo that isn't fortress?
-has the world collapsed yet? is morality dead? i mean, the window will always be there i guess.

69
Other Games / pokemon go
« on: July 10, 2016, 04:16:05 pm »
it's the real deal. went to a park near my house and there were like 15 people standing around with their phones & there were 3 pokestops rigged with the lure thing.


are we optimistic? at the moment it seems like the in-game purchases are zuper optional and it is p fun. however, there are very many problems with the software, ethos, etc. also what's the best pokemon you have? i have a cp300 jynx but i also got a seel and a kadabra somewhere which was gneet

70




Code: [Select]
Ratcatcher, Dungeon, Storeroom, Village, Watchtower, Bishop, Duplicate, Bandit Camp, Distant Lands, Royal Seal
http://www.gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160614/log.0.1465871593298.txt


the tricks here seem to be, have your opponent get bishops, get a lot of villages, one bandit camp is actually fine, and then play storerooms early. and of course, buy fairgrounds. i mean distant lands.

there was a moment of panic when i half-intentionally let a 3-pile hang out and although i had a somewhat hefty vp lead, my fairgrounds weren't at 6 points yet.

i mean i hadn't played all of my distant lands yet.

anyway, she only had 3 gains. so it was fine.

71
Let's Discuss ... / empires
« on: June 08, 2016, 11:07:07 pm »
so, empires is essentially out. intuitively, the let's discuss threads should accommodate this thing. however, i may have lied when i said empires is essentially out because most of us have not really played games with empires at all, and perhaps most of us think that it is either unproductive or apocryphal to discuss them to any level of depth before we have. that is why the survey do.


if some critical mass of people answer 1 or even 4, there will indeed be some series of threads here about each empires item and they will have to be generally started by me because order is an illusion.

72
Game Reports / oftentimes go for the engine
« on: June 07, 2016, 01:01:25 pm »



Code: [Select]
Scouting Party, Inheritance, Duchess, Lighthouse, Ratcatcher, Market Square, Thief, Cache, Giant, Library, Relic, Royal Carriagehttp://www.gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160606/log.0.1465225262834.txt


looking at this board, my thoughts were: ooh it's got everythi-oh it sucks, neverm-hm.

HvB went for two relics, two libraries, yellow, and green, and i did the other stuff.

perhaps the bigger takeaways are, royal carriage is a good card to have 10 of, and is quite nice with library, and inheritance is decent alt-vp.

i think i was pretty fortunate to be able to win the game on the last turn; i wasn't really watching piles that much since opp didn't have buys but the curses went out faster than i thought. fortunately that last thing ended up secretly being a good thing and also i was able to just slam the last three provinces.

that said, opp wasn't drawing particularly good or bad- she got 4 provinces on turn 14 which is to be expected pretty much and i started attacking her at like t12.

can we conclude the engine is good here?

73
Game Reports / adventures, in a kingdom
« on: June 01, 2016, 09:34:05 pm »





i mean jeez. this one is way hard. by observation, this seems like the kind of kingdom that will end around turn 12, either by piles (magpie, curses, both events) or by milling provinces (butcher, transmogrify). but who knows how to get there?

my approach was, uh. ferry on butcher and then get a bunch of those. i princed a butcher on turn 9 because i had a bunch of those lying around.


i think this kingdom is emblematic of adventures as a whole because of uh 3 of the more memorable adventures cards and 2 events but also the super strong engine as a whole, especially one that is very threatening on multiple fronts without buys.


i stand by ferry on butcher but you'll probably want to move it a few times. else, the endgame seems to me to be mint golds and butcher them into provinces, like every successful empire has done throughout the ages. but jeez, there are so many ways to get there. transmogrify estates into rabbles? prince farming villages? is magpie a waste of time? which attack hurts what thing?


the least exciting card thus seems to be bandit camp, and my opponent ferry'd it. he resigned turn 9.

74
Let's Discuss ... / rēs cornūcōpiae consultēmus: fortune cookie
« on: May 20, 2016, 04:04:35 pm »



yes, i can see it very clearly now. these are way better than my old prescription.

there are rebuild games, there are goons games, there are fairgrounds games, there have probably been even harvest games. there cannot be a game that is intrinsically a fortune teller game. it's a pretty weak attack, to begin with, and its other thing that it does isn't news at all. not only that, but there aren't times when the attack is particularly good: intuitively it is good when there are bad cards that it can put on top of one's deck but it really only needs one, in the deck at least, and if there is already a curse on top of her deck then the attack didn't do anything.

that said, it's not awful. it isn't actually, you know, not that far off from a terminal relic, except it cycles for your opponent rather than preventing it and doesn't hurt warehouse and it quite often misses. but a gal that gets these in games where villages are trivial will often have an edge, however imperceptible or not actually real it might be.

-how good is this card?
-what is she holding anyway?
-have you ever noticed fortune teller working? 

75
Let's Discuss ... / rēs cornūcōpiae consultēmus: young witch
« on: May 19, 2016, 09:53:12 pm »



oh, to be young and a witch again!

draw 2, discard 2, sometimes do some other thing. it is on theme because there is another card and it benefits your opponent to get it for reasons other than playing it.

my favorite thing about young witch is that, because it costs $4, there are more ways to get it during a turn than the other witches, and young witch is the card that benefits the most from that: opponent decided not to topdeck scheme, which is the bane, but too bad for her because you have ironworks and a strong engine so you get two of them and give her two curses that she maybe can't trash.

-does opening yw/bane leave a bad taste in your mouth?
-is it better than sea hag? is it at least way more fun?
-when do you get more than one or two?

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