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Messages - jonts26

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2251
Puzzles and Challenges / Re: Dominon analogies
« on: October 25, 2011, 01:33:17 am »
Courtyard:Mandarin::Smithy:Gold
Conspirator(activated):Peddler::Grand Market:Market
Border Village:Haggler::Village:Silver

The first and third ones work except for the action to treasure conversion.

2252
Puzzles and Challenges / Re: Dominon analogies
« on: October 25, 2011, 01:27:02 am »
Pretty close one:

Alchemist:Laboratory::Treasury:Peddler


2253
Puzzles and Challenges / Re: Dominon analogies
« on: October 25, 2011, 12:50:38 am »
Margrave:Council Room::Goons:Grand Market

Almost perfect. If not for the goons VP chip gain.
Alternatively -

Margrave:Council Room::Militia:Grand Market

If militia had a +buy.

Edit: Militia and Goons are also missing the +action. So not quite almost perfect.
Edit2: Ghost Ship:Smithy works maybe a little better. Only difference is cards go on deck, not discard.

2254
Dominion General Discussion / Re: [spoiler] Full Hinterlands card list
« on: October 24, 2011, 07:32:31 pm »
With a single buy and no gaining cards (ironworks et al.), Highway is functionally identical to peddler. Not the worst, but pretty bad at $5. That said, even without +buys, highway combos much better than bridge with cards like workshop and ironworks, because of the cantrip effect.

2255
Dominion General Discussion / Re: New Promo Governor
« on: October 24, 2011, 04:08:40 pm »
I think Governor is generally a decent pick up on most boards. The three cases where I think it really shines are:

1. Boards with discard attacks. Feel free to give them large hands, they'll just have to discard down to three anyway. Obviously this is not as strong as just making them discard, since they can set up their next turn, but I feel the benefit to you outweighs this drawback.

2. Possession boards. I think this is self explanatory. Using governor to draw a huge hand for yourself and your opponent is just amazing synergy. You are more likely to hit your possessions and then reap the benefits of their deck.

3. Colony games. In a province game gold is great and silvers are decent, but the difference often isn't worth the opportunity cost of getting governor in the first place. In a colony game, gold is good and silver is bad. Now you can actively improve your own deck while hurting the other guy. Win-Win!

2256
How so? You certainly wouldnt want to set a tactician aside. Starting my turn by discarding my hand doesn't sound very enticing.

2257
Game Reports / Re: The perfect kingdom for Ill-gotten Gains?
« on: October 23, 2011, 10:05:25 pm »
IGG/Gardens is elite. I haven't had the chance to play it in the wild yet, but I have messed around with it on the simulator, and it is awesome.

2258
Variants and Fan Cards / Re: Create a card inspired by another game
« on: October 21, 2011, 03:15:22 pm »
Global Thermonuclear War
Action $5

Put away Dominion. Play a nice game of chess, instead.

2259
Variants and Fan Cards / Re: Create a card inspired by another game
« on: October 21, 2011, 02:59:21 pm »
War - Action
$4

+1 Card
+1 Action

You and the player to your left both reveal the top card of your deck. The player who revealed the card with the higher cost puts both cards into their discard pile. If both cards have the same value, return the cards to the top of their decks.


2260
Variants and Fan Cards / Re: A Noob's Expansion - Come Rip it Apart...
« on: October 21, 2011, 02:49:42 pm »
Sea Hag grants no benefit to the Attacker and puts the Curse on the deck, where it can be dealt with by Upgrade, Lookout or Masquerade.

Putting the curse on top of the deck typically increases the severity of the attack. It is only preferable for the attackee when there are a very select few kingdom cards present, three of which you mentioned.

2261
Game Reports / Re: Ambassador Hell
« on: October 21, 2011, 12:15:18 pm »
http://councilroom.com/openings?card=Ambassador

Ambassador/Ambassador ranks third highest on the cards to pair with ambassador in the opening, behind only tourney and caravan. Now this doesn't mean it's always the right move to open double ambassador, but I would argue the opposite of what you said. It usually IS a great move.

2262
Rules Questions / Re: Alchemist/Scheme interaction
« on: October 20, 2011, 04:26:59 pm »
Yes, that's right. You choose the order you clean up cards. So you could clean up an alchemist and top deck it, then a scheme and top deck another action, then another alchemist. (This applies to other discard effects like herbalist as well)

2263
Dominion General Discussion / Re: [spoiler] Full Hinterlands card list
« on: October 20, 2011, 10:58:19 am »
Yeah, I've been quite surprised by how good Jack of all Trades is. It's also even more resistant to cursing attacks than most other BMU + action strategies. I recently played a game where my opponent opened sea hag, I opened Jack and completely ignored the hag. And I think my strategy was the right choice.

I imagine it will also be more resistant to discard attacks, too.

2264
Not many, but some cards are in fact quicker to play IRL, eg. navigator, hamlet, etc. That said, I find online and offline dominion to be two different experiences, both of which I enjoy immensely. Online is much faster paced and competitive while offline is better for socializing and playing casually. This is somewhat reflected in the fact that I play almost exclusively 2p online and 3-5p offline.

Of course, there is the option of playing online with people in the same room on laptops.

2265
Just so we're clear, you hate this set because the complex cards require a bit more text and it's more rewarding to players who actively try to improve their game. I mean, I guess I agree, but if you feel like the game here is too complex, remember that this is the 7th version. If you want you can stick to the earlier versions.

2266
Dominion General Discussion / Re: The Purpose of Thief
« on: October 17, 2011, 09:37:34 pm »
You can steal ill-gotten gains to hand out curses. It has a nice thematic quality to it.

2267
Dominion General Discussion / Re: Combo: +buy + Trader
« on: October 17, 2011, 06:34:47 pm »
Or buy a Curse, if you're trying to run out an extra pile.

Using traders ability does not trash the would have gained card. It stays right in the supply. So no, you can't empty a pile (except the silver pile, of course).

2268
At first I thought develop might work well in a gardens deck, but after some play testing I'm not so sure anymore. In theory, you mass develops and then develop them into gardens and estates. But the engine really seems to stall out once develops stop colliding. And you have no economy to finish off the gardens pile quickly enough.

2269
Dominion General Discussion / Re: Is border village a trap?
« on: October 16, 2011, 06:07:33 pm »
I like it most for the late-game Dutchy grab, as I feel the village powers buffer me (somewhat) from gaining an additional Victory card. Border Village enables a Gardens deck nicely I feel, but I generally never look at any 6-cost action until I have at least two (maybe three) Gold already acquired. Minion is a card Border Village might prompt me to buy, even though I have no gold. As I feel Border Village and Minion blend fairly well.

Border village, like vanilla village, does nothing to buffer you against victory cards. If you ever have a hand where you don't use the extra action, it is essentially a nothing card. You draw the village instead of the card you would have drawn anyway.

As far as the OP is concerned, border village is worht taking over a gold when you'd like to have a complicated engine going, but the opportunity cost of getting the villages to run it is too high. I would imagine something like any variant on village/smithy would work. And I do agree with ChaosRed, it works wonderfully with minion. I don't always want to run a minion engine, but with border village and any halfway decent supporting terminal, I'd take border village over gold.

2270
Dominion General Discussion / Re: What's the strategy against this set?
« on: October 16, 2011, 05:34:41 pm »
I'll second Elvy. You got quite unlucky in the opening. You  lost chapel in the first reshuffle, and then that hand was hit by militia, and even then there were no estates in it to trash. Witch is often a strong card, and the presence of chapel doesnt change the fact. Every curse your opponent has to trash is a copper/estate he can't. Finally, I'd say don't be afraid to open something like militia/chapel. Maybe not on this board, if you plan on grabbing a witch, but in general this is true. While it's bad if the two collide, it's almost just as bad if your silver and chapel collide, so why not.

2271
OK that makes sense. Thanks guys.

2272
How would mandarin interact with royal seal? It seems both card texts should trigger simultaneously on gaining of the mandarin.

I think this was spelled out in the Seaside rulebook (clarifying Durations), maybe earlier: if two things try to happen in the same time, you get to choose the order. Things trying to happen to multiple players at the same time happen in turn order.

edit: To directly answer your specific case, the Treasures and Mandarin will both end up on top your deck, with the Mandarin either on the very top, or just under the returned Treasures, your choice.

Hmm. If you resolve royal seal first, mandarin goes on top of your deck, then the treasures go on top, because mandarin's card text just says when gained. But if you resolve mandarin first, treasures go on top of the deck and when you go to resolve royal seal's text, it is no longer in play, so would mandarin not go on top then?

If you do get to choose the order of resolution, then I feel the two options would be mandarin goes on top, treasures go on top of that; or treasures go on top, mandarin goes to discard.

2273
Game Reports / Re: Dear My Opponent: I am Sorry
« on: October 15, 2011, 09:48:59 pm »
Speaking of uncanny shuffle luck, it's not quite lucky chancellor but it's not too far off. Sorry, greatexpectations.

http://dominion.isotropic.org/gamelog/201110/15/game-20111015-184542-87e9eecb.html


2274
How would mandarin interact with royal seal? It seems both card texts should trigger simultaneously on gaining of the mandarin.

2275
Dominion Isotropic / Mandarin Bug Report
« on: October 15, 2011, 09:12:27 pm »
Just tried swindling a card into a mandarin and isotropic broke. It's probably some coding error in handling the on gain when it isn't your turn.

http://dominion.isotropic.org/gamelog/201110/15/game-20111015-180747-b3ef7367.html

So maybe don't try swindling things into mandarins. Not that it was actually a good strategic move. I was just curious.

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