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Messages - popsofctown

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5076
Innovation General Discussion / Re: Dominion cards as innovation cards
« on: March 14, 2013, 05:18:00 pm »
Worse than Bishop, until you get up to trashing 5$ cards for Fairgrounds or 7$ cards for Provinces. 

I think you could get away with being more aggressive and saying 2$ more.  That makes it hit Golds better than Remodel, but that's okay since Remodel is so much more flexible.

5077
I want to use my skill to explore, but I have no idea whether I can explore 0, 1, or 2 possible directions from my current hex due to my lack of coastline understanding.

5078
I have trouble understanding where the extended coastline is.  Graphically, it looks like the area to the north that Jorbles explored would be beyond the extended coastline.  Is there some clear algorithm you can use?  Because I want to be clear on where I can explore and where I can't.

5079
Or two in my case :P

5080
Not sayin I'm gonna do that to you theorel... just asking I swear. 

Actually I'm pretty sure that'd be a bad idea even if successful.

5081
Am I allowed to try to conquer theorel's keep with PvP disabled?

5082
Innovation Articles / Re: Basic Strategy
« on: March 14, 2013, 03:08:46 pm »
if you're behind in tech, you want to focus on symbols to share/block dogmas;
Since Factories start in age 4 and start for-real in age 5, and clocks start in age 7 and start for-real in age 8, this isn't really a good strategy to deal with being behind on tech.  It's hard to force someone to share Coal if you're in age 3.

Actually, I think perhaps you got things mixed up: if you're behind on symbols, that's a great reason to techup rather than score, since you can't be forced to share high level dogmas.

5083
Can you use a Wound you just gained to play Rage? (I have no idea whether that wound was in Watno's hand at start of turn)
Another rules question I had, the crystallization skill theorel got, if you play it using a blue mana crystal does the blue mana crystal itself get returned along with the others?

5084
Raise your hand if you think Watno is going to destroy us all.

5085
Innovation Articles / Re: Turn 0 (Article)
« on: March 14, 2013, 02:52:58 pm »
Well, Hideyoshi agrees with you, and he's a better player, so you're probably on the right side of history HME.

There's a reason I feel the way that I do though:

Oars vs. Masonry:  If you meld Oars, you are losing a castle card.  To meld two cards off of Masonry, the expected number of times you'll need to apply the dogma of Oars is 2ish, since 7/13 remaining 1's have a castle. 
If you meld Masonry, the expected number of times you'll need to use your standard draw action to meld two cards off of Masonry is more like 1.5.  You have a coin flip chance of being able to do it right away, as opposed to Oars' 7/13*6/12=2/26=~= 8% chanced of being able to double Masonry off only one action.

If your plan is triple or quadruple Masonry, I am here to discourage you.  Monumental Masonry is not that good without Wheel or other strong enablers.  I do not think Oars is a good enough enabler.  You need to, on average, share Oars 4 times to enable Monumental Masonry, meaning you're going to spend the first four actions doing something that's hardly better than your standard draw action.  The only strategies that won't be thrilled that you're giving them the extra cards are Wheel and Metalworking, which are cards you definitely want to be blocking with Masonry anyway (I'm assuming here that your argument for Oars is based on the opposing openers with less than 3 castles).
By the time you are done with Monumental Masonry, you are likely to have already lost Prehistory to your opponent, which defeats the purpose of having Monument anyway.  Special achievements are offensive, they are the achievements the aggressive players want to get all the way to six.  Standard achievements are defensive and offensive, getting them denies your opponent the opportunity to get them, and allows you to deny the next age too more easily (While claiming Monument blocks them from claiming and Industrial Monument, but fails to help at all with blocking Wonder.  While blocking Prehistory helps you block Medieval when you already have some score. )

So if you let your opponent achieve 1, you are more or less trading material from behind (chess concept).  Monument is an offensive mechanism that helps the player who quickly achieved 1-5 shut the game down so that his opponent can't get Vaccination going or win by Empricism or what have you.

Opening Masonry is better for getting a double Masonry off, which is a nice, reasonable 2 for 1.  Blocking more dogmas is a plus that puts it over the edge.
I probably disagree with Hideyoshi the strongest about this one.

Archery versus Tools/Code/City: I don't feel as strongly about this one. Archery is good against Writing, fwiw, you don't get ABSOLUTELY nothing.
You should note that Domestication isn't the only thing you are blocking with Archery/Tools.  Archery lets you block The Wheel, at least temporarily, if you meld it instead of Tools.  (it depends somewhat on the other card they drew with Wheel)
Same goes for Metalworking. 

City States can be useful, but is quite often more powerful as a surprise.  Your opponent is more likely to play around it if it's already on the board.  I could certainly be wrong about City States, but I prefer it in hand.

Code of Laws has a pretty miserable dogma early on, and since that dogma's only purpose is icon control, surely you would want to play Archery instead for superior icon control..

5086
Ok, I will only heal 1 then.

5087
OHHH, that makes so much sense, thanks Spartan.

5088
WTF am I reading Leaves in the Wind right?  That seems ridiculously powerful.  Why would you ever take a common skill offer skill over it when you can just use it to gain whatever you wanted?

5089
Ooooh, this is awesome.

I use my Double Move skill to step into the adjacent Village.  I interact there, getting Influence +1 from my reputation because they know I'm a badass that kills wolf riders. 
Then I use red mana from the source to power Improvisation, discarding a Stamina from my hand to get 5 more influence.
Then I use the white crystal in my pocket to power Heroic Tale, getting six more influence and one Fame and Reputation for each unit I recruit this turn.

That gives me 12 total influence, so I can afford to recruit Utem Crossbowmen and still have enough left over for 2 points of healing.

I end my turn, rolling the red mana die I used.
Rolled 1d6 : 4, total 4

5090
The last picture you drew depicts no one on the south mine.  I should be on the south mine.

5091
Variants and Fan Cards / Re: Gang of Misfits
« on: March 13, 2013, 09:12:29 pm »
Indeed.  6$ is a buff, but 7$ is a nerf again.  8$ might be what's appropriate.

5092
Variants and Fan Cards / Re: Gang of Misfits
« on: March 13, 2013, 09:08:28 pm »
This is a 7$ card.  At the least.

5093
Innovation General Discussion / Re: Innovation IRL questions
« on: March 13, 2013, 08:34:35 pm »
I've played IRL.

Most of the issues actually tend to be related to the analysis paralysis of Innovation rather than the aspects of playing physically.  I didn't feel like the physical components of the game were really slowing me down.  Comparing 12-13 lightbulbs is admittedly a pain, but it's dwarfed by all the decisions

5094
Thread title still says Jorbles

5095
Fireball is a good choice considering the way the dice seem to be loaded..

5096
That all looked about right to my untrained eye.  What spell do you desire?

5097
Ok, so his reputation is really crappy now.  That makes me feel slightly better.

5098
And I felt like such a big shot for taking down a little orc riding a wolf  :'(

5099
Wait, really?  You must have a really nice hand.

EDIT: Oh, not really.  If he has his Arythea unique card he can do it with ease.

5100
You should attack immediately.

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