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Messages - tim17

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Artificer + Cursed Village

Really this is just artificer + any draw to X, but this one is particularly nice for two reasons:

1. Cursed village is nonterminal, so you don't need to pick up other villages to make this work.
2. Cursed village draws to exactly 6, which means you can play your artificer and discard 5 non-cursed village cards to gain either an artificer or cursed village topdecked.

Once I had a few of each, I was regularly gaining one more 5 for each artificer I had, which blows up pretty fast. Obviously, some trashing helps, but you may not need that much, just enough to be able to see both components in each hand of 6.

Started a turn with 7 captains in play and played them all as leprechauns.

Wow, that is a really great start to a turn. How many of the wishes and gold did you draw that turn?

I don't think I bothered getting around to them, I had a pileout anyway. Lord Voldebot wasn't putting up much of a fight.

Started a turn with 7 captains in play and played them all as leprechauns.

Tournament + Herald

Used Herald overpay to topdeck province and tournament. I bought an early province and got 3 prizes with it on my next shuffle.

Artificer + Crypt + Triumph

Played a game with this where I was drawing my deck with a few artificers left over and a crypt in hand. Realized I could discard nothing to topdeck coppers and draw them, boosting triumph points and then setting the coppers aside with crypt.

Lackeys + Ironworks (or other workshop)

Played with this the other day, the board had another village; it was nice to be able to ironworks a lackeys when I needed it to work as a village, and otherwise ironworks the village or something else.

Ironworks was nice as opposed to another workshop in this respect, as it didn't require me to use both villagers to get the village effect.

Variants and Fan Cards / Re: Really bad card ideas
« on: April 19, 2019, 06:27:43 pm »

Every treasure card, instead of producing coin, is worth VP equal to the amount of coin it normally produces.

Nice, yeah donate + travellers is great. How did you prince your warrior and still have 8 for province?

Travelling Fair + Traveller
Sure, it doesn't work on the upgrades, but it can let you play your Page or Peasant on turn two, putting you one shuffle ahead.

Never have I been more sad I got the 3/4 split when my opponent got the 4/3. )-8

When adventures first came out, I played an IRL game where we thought the topdecking did work on the upgrades. Man, we got teachers so fast :)

Dominion General Discussion / Re: March Madness Kingdom
« on: March 22, 2019, 11:31:54 am »

Or maybe the first edition cards?

Puzzles and Challenges / Re: Best Asymptotic Point Scoring
« on: November 20, 2018, 09:08:51 pm »
Glad that this thread has continued to generate interest :)

A question for tim17.  I'd like a ruling on how split piles work in an infinite kingdom.  Would it be possible to gain a Fortune or would they be buried under an infinity of Gladiators?  Or is it 5 Gladiators, 5 Fortunes, 5 Gladiators, 5 Fortunes, ....   While we're on the subject, how about Knights and Ruins and other mixed supply piles?

I forget if I had thought about this when I had initially posed the question. I don't have strong feelings one way or another; I tend to prefer to let people assume whatever they want and then see what they can come up with. Accordingly, let's say that any pile with more than one card name has infinitely many of each, and you get to choose the order of the pile during setup. If for some reason this causes problems, we can try some other interpretation, but let's go with this for now.

If you can get a bunch of them with a reliable way to start turns with a discard pile, they can actually build up fairly well to a decent megaturn. Had a game with sentry + star chart, and was able to get a reasonably large deck with a bunch of villages, +buy, and swashbucklers (and golds from tc), and bought 6 provinces and a duchy on turn 14.

Certainly the payload isn't as amazing as a bridge megaturn, but it is nice that swashbuckler gives both draw and payload in one card if you're lucky enough to have a board where you can regularly have a discard pile.

Had a neat way of getting +buy in a cultist stack game. Used cemetery to trash haunted mirror for a ghost. Then picked up a bridge troll. I'd ghost a cultist so that next turn I'd draw my deck with an action left to play bridge troll. The following turn I'd draw my deck with cultists and pick up colony + cultist to ghost the cultist and repeat.

This doesn't belong in the "potentially useful" thread because it needed several different cards and only worked against Lord Rattington, who chose not to buy cultists. I still thought it was neat though.

Game Reports / Re: A ridiculous kingdom
« on: April 17, 2018, 09:14:21 pm »
I don't have Alchemy, so don't have great intuition about Apprentice, but what would happen if one focused on Skulk+Apprentice to gradually turn your deck Gold with a bit of +Buy, draw and hexing? It feels like that might be very quick.

Skulk + Apprentice is reasonably quick, but a bit worse than say Market Square + Apprentice. Probably this interaction is worth making use of (especially with rogues gaining back the skulks), but I'd think that you'd still want to include a lot of other stuff.

Game Reports / Unlikely Comeback
« on: March 28, 2018, 11:19:12 pm »
Game #13063068

The board had the following things:

amulet, forager, urchin, quarry, tournament, cultist, wharf, villa, warehouse, young witch

triumphal arch, dominate

I opened quarry/amulet, my opponent opened urchin/forager. Both my opening buys missed the shuffle, so I picked up forager/quarry while my opponent got a 2nd urchin and quarry and trashed a bit. Things continued to miss the shuffle for me, and my opponent ended up colliding his quarries first and promptly bought all 10 villas before starting on the wharves.

At this point all reasonable chances for me were gone, so I started buying a bunch of tournaments and urchins, hoping to come out on the right end of a 3 pile. My opponent continued buying wharves while playing a bunch of villas; I eventually got enough trashing to be able to draw my deck and buy a province. After I hit province, he emptied the wharves and was like a dollar/buy short on emptying any of 2-3 other piles. On my next turn, down 7 points, I managed to (barely) collide tournament and province to pick up steed. I hoped to get another prize but sadly my province bottom-decked on the reshuffle. I drew it with my last tournament and realized that I needed to forage my province in order to hit 14 and 3 buys (with 2 quarries), just enough to buy dominate and the last 2 tournaments for a 2 point win.

Was not expecting that to work out.

Raze + Miser is fairly nice, it plays a little like a poor man's jack + bonfire (pun intended). Raze provides nonterminal trashing of estates with cycling to help you get your misers to 7 or 8 quickly. After that, raze can help you find your misers (and possibly mill provinces to accelerate the endgame). I played a game the other day where I bought 14 cards over 17 turns: 2 razes, 2 misers, 2 squires, and 8 provinces (I trashed 4 along the way, I could have trashed fewer if I needed to be less conservative). Probably it's not going to outpace a reasonably good engine, but I'd expect it to beat most money strategies.

Dominion General Discussion / Re: Best/Craziest Openings
« on: March 10, 2018, 11:32:03 pm »
One that I had awhile back:

T1: ferry on grand market
T2: alms for grand market

Dominion General Discussion / Re: Your stories of unexpected comebacks
« on: March 09, 2018, 09:26:51 pm »
Played a game a few weeks back (#11770595) with the following things on the board:

haunted woods


No +buy, no +actions other than encampment, no other trashers. We both ferried haunted woods and picked up a couple. After some building/trashing, my opponent picked up a couple groundskeepers and started on castles/harems for battlefield points. I decided to buy the encampments one by one before starting on plunders/groundskeepers, though I did stop along the way to pick up small castle.

After the battlefield points ran out and the first 4 castles were bought, my opponent had about a 40 point lead. However, he had a decent number of stop cards and no encampments, so with one haunted woods in play each turn, it was hard for him to buy provinces without my haunted woods making him topdeck them, and with no extra gains, it would take awhile to pile. We both started buying groundskeepers while I picked up some plunder points, and then I eventually played small castle to get opulent and bought sprawling castle, gaining 3 estates with a bunch of groundskeepers in play. This gave me the lead, and I eventually won like 120ish to 80ish in a 30-something turn game.

Perhaps my opponent could have bought provinces and razed them. Maybe buying opulent castle before I had as many groundskeepers would have been enough. We weren't sure. I definitely thought he had the game when he was up 40 points and drawing his deck with enough money to buy province.

Shepherd + Night Watchman

Draw your deck except for the last few green cards, then buy a shepherd (and whatever else you want) and use night watchmen to guarantee that your next hand has shepherd + 4 green cards.

Dominion Articles / Re: Etiquette in Dominion Online
« on: December 30, 2017, 10:51:19 pm »
Has anyone else noticed people resigning at the very beginning of a game? I've noticed lately that like 5% of games people will just leave after like 5 seconds. Is it because there are cards they don't recognize/like? Is it because they are already unlucky (e.g. opening 5/2 on a board where 4/3 is much better)? Or what? Just wondering if anyone else has seen this I guess ..

Or maybe people just don't like playing with me  :-\

I once had an opponent resign several games in a row on turn 1 after they lost one game and kept getting automatched against me.

Yeah, I'll have stuff like this happen to me occasionally; I guess I just assume that my opponent doesn't want to play against me.

I did have an opponent once who looked at the board, saw scrying pool on it, said "to boring", and resigned. (I know it was because of scrying pool because he told me so during a series of comments in our next game, where he voiced his disapproval of my choice to play an engine)

Dominion Articles / Re: Etiquette in Dominion Online
« on: November 04, 2017, 03:17:24 pm »
As an aside, I think in chess proper etiquette is that you should resign in a clearly losing position (at least at the higher levels). This to me seems like a better comparison than sports or something.

Dominion: Nocturne Previews / Re: Previews #2: Shepherd, Pooka, Cemetery
« on: October 26, 2017, 06:57:00 pm »
Alms makes Cemetery almost Chapel-level trashing. Without a cheap gainer, you're probably waiting a bit to use it, a bit like a big doctor overpay in the midgame.

More like better than Donate -level trashing. I literally can't think of a single hypothetical kingdom where I wouldn't buy Alms -> Cemetery on at least one of the opening turns.

Counting House + Travelling Fair

I think the envy art would make more sense if the envious fish was watching the other fish play dominion nocturne.

I wish that games less often felt like they were decided by the first shuffle or two (not that this happens all that often, but it's really frustrating when it does). Recently I've been thinking about whether it would work to add some blanket rule to every dominion game that lets you mulligan a hand (shuffle the hand back in and redraw), in exchange for your opponent receiving some number of vp chips. The amount would have to be enough so that you don't just mulligan a bunch of times looking for a great draw; only when you feel like the draw you got makes the game borderline unwinnable or something.

Another situation where I think multiple donates are optimal is with goons. The general approach is to play several goons in a turn, and then buy a bunch of coppers and donate to trash the coppers you just bought.

This could maybe also be viable (though not nearly as good) with merchant guild in place of goons.

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