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Messages - kieranmillar

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126
Game Reports / Re: Dear My Opponent: I am Sorry
« on: January 06, 2017, 03:55:41 pm »
Just had a game with university, possession, gladiator, caravan, and a bunch of other stuff, I can't remember it all.

Turn 1:
Bought gladiator

Turn 2:
Bought potion

Turn 3:
Play gladiator, revealing potion, opponent cannot reveal the same. Play 3 coppers, buy possession.

Opponent immediately resigns.

127
Dominion Online at Shuffle iT / Re: "Features" threads
« on: January 05, 2017, 02:37:57 am »
I thought cards were marked as familiar after them merely being present in a kingdom for the first time. Is that not how it works?

128
Dominion Online at Shuffle iT / Re: The Dominion online 2017 thread
« on: January 03, 2017, 02:30:14 am »
- I don't see a way to view Tavern mat
- I haven't played with Durations, Island, Prince, etc. yet, but heard they're invisible
These are viewable by hovering your mouse over the player's name/VP count area. If there are any cards out it shows up in the log window when you do this.

129
Dominion Online at Shuffle iT / Re: The Dominion online 2017 thread
« on: January 02, 2017, 12:30:23 pm »
Found a card bug. Played Overlord as Treasure map and trashed another Treasure map, didn't get my 4 golds. Wiki says "You gain 4 Golds when you play Band of Misfits as Treasure Map." so presumably Overlord should work similarly.

Code: [Select]
Turn 5 - kieranmillar
k plays an Overlord.
  k plays a Treasure Map.
    k trashes a Treasure Map and an Overlord.
k plays 3 Coppers.
k buys an Overlord.
  k takes 8 debt.
k gains an Overlord.
k repays 3 debt (5 remaining).
k draws 3 Coppers and 2 Estates.

130
Dominion Online at Shuffle iT / Re: The Dominion online 2017 thread
« on: January 01, 2017, 06:16:14 pm »
In case anyone had the same problem I did:

A few hours ago Stef said on the official forum that a new version had been pushed live that fixed the e-mail confirmation not being sent issue, but nothing had changed for me. By pressing Ctrl+F5 I forced a refresh that also cleared my cache for the site, and lo and behold the verison number changed to 1.0.2 and now it's sent me my e-mail.

Hooray!

131
Dominion Online at Shuffle iT / Re: The Dominion online 2017 thread
« on: January 01, 2017, 12:06:49 pm »
While I continue to not have a ShuffleIT forum account because I can't be bothered to sign up, I'll post here.

It looks like this unable to confirm e-mail account issue is playing havoc with the lobby. I have noticed that when I tried to Quick Match or Bot Game, it would tell me I couldn't host a game, but then it turns out that it still created a game anyway, but left me out of it. I found a number of games I was apparently hosting from a few hours ago, which I can only think of as coming from this.

I managed to clean up my fake games by joining them as a spectator, joining, kicking any poor soul waiting for a game, then leaving. I couldn't actually play the game because it still wouldn't let me host.

It seems like the lobby is currently filled with an enormous number of these fake games. Might be worth purging the lobby of duplicate hosted games, it's really difficult to find a legitimate game right now.

EDIT: Of course it's only difficult to find a game because matchmaking isn't working because e-mail confirmations aren't working.

132
Dominion Online at Shuffle iT / Re: The Dominion online 2017 thread
« on: January 01, 2017, 09:35:25 am »
I signed up a new account but the e-mail confirmation has never come through, even when I log in and type in my e-mail address and click confirm.

I'm guessing there's a lot of e-mails for their server to deal with right now, so I should wait to try out the new client tomorrow?

133
Dominion General Discussion / Re: Most complex first game possible
« on: October 11, 2016, 07:11:22 am »
Further incentivise the players to actually use the action cards by including Bandit Fort.

134
Dominion General Discussion / Re: New first game engine?
« on: September 27, 2016, 04:07:52 pm »
To clear all doubt, official FAQ says:

Quote
If you play more than one Merchant, each gives you +$1 when you play that first Silver; but if you play more than one Silver, you only get the +$1 for the first Silver.

135
I do like torturer's new wording

Quote
+3 Cards
Each other player either discards 2 cards or gains a Curse to their hand, their choice. (They may pick an option they can't do.)

136
Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 25, 2016, 07:01:59 am »
I feel the lack of Gardens-enablers worries me. I'm sad that thief goes. It was a good Gardens-enabler in 4p. It could have been tweaked to still do that, and not suck most of the other time. On top of that, we get a lot more engine-enablers. The new cards also cost more on average. Artisan is very likely to stop a Gardens-centered strategy cold rather than help it. Outside of a Workshop-Gardens combo, will Gardens be relegated to consolidation price status in the base set? That would be a shame for such a cool card. Not everyone who picks up the base set, even today, will go on and buy other expansions.

Yes, I'm a slogger at heart. Thief-Gardens in a 4p game was my first win and then I was hooked. I will miss that combo.  :'(
Honestly I think the addition of Artisan and a bunch of cantrips will help Gardens rather than hurt it. Gaining Festivals and Markets is really good for gardens based strategies and cantrips are nice anyway.

The problem Base had before was that Gardens was usually its own thing rather than adding to other strategies. Much of the time you went Workshop + Gardens or you never bothered with gardens, but now Gardens have the opportunity to be complementary to other strategies so is all round more useful, because you can now much more easily bloat your deck with useful stuff rather than a bunch of crappy stop cards.

137
Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 25, 2016, 05:53:30 am »
The problem with Coppersmith was that was largely useless in the expansion that it was present in. Intrigue is an early expansion that I imagine many people tend to buy when their only other set is Base, and there are pretty much zero effective uses for coppersmith in Intrigue and Base.

So given that the early sets are more likely to be played in a situation where the pool of cards to choose from is at its lowest, it's much better all round to have the cards in Intrigue provide much more general purpose utility and variety. This way the expansion is more interesting at the time when it needs to provide the most impact. Coppersmith was simply too narrow and weak.

138
Dominion General Discussion / Re: 2nd Edition Rules
« on: September 25, 2016, 03:09:13 am »
These cards are all awesome and am happy with which cards were removed. These sets are really cool now.

139
Dominion General Discussion / Re: Dominion and Intrigue second editions
« on: September 22, 2016, 06:57:13 am »
Scout with +1 card would be very similar to Apothecary except worse, so I'm not convinced that it would be insanely strong.

140
Let's Discuss ... / Re: Let's Discuss Landmarks: Wolf Den
« on: September 19, 2016, 06:14:37 pm »
It's games without +Buy where Wolf Den becomes significantly more tricky. Tracking your deck is really important!

You also need to watch out for remodelers, if you have two golds and remodel one into the last province, you aren't getting as many points as you might have thought!

In my first ever game with Wolf Den, I made sure to trash all of my Estates, then on the last turn stupidly picked up an Estate with my Province, causing me to lose. Oops!

141
General Discussion / Re: 'Bad' Rap
« on: September 15, 2016, 03:01:58 am »
I think bad rap gets a bad rap.

142
Dominion League / Re: Season 17 - Game Reports & Discussion
« on: September 14, 2016, 02:08:43 pm »

Game 1 out of 6. You can watch the other 5 on my channel.
I wanted to post about game 4 directly on the YouTube video comments but for some reason it wouldn't let me, giving some connection timed out error.

I think you definitely could have made some improvements in how you used gear here. Multiple times you played gear, had 4 coppers then bought a 3 cost. You could have been setting aside a copper for a better next turn. In addition you would set aside your estates despite lookout being certain to be in your next hand, giving you no opportunity to trash them because they are now in your hand.

Could this have helped you win? Against 3 provinces in a row early I'm not so sure, but at least it could have gone a bit better for you.

143
Dominion: Empires Previews / Re: Probably inaccurate power predictions
« on: September 11, 2016, 06:41:44 pm »
Urchin and Ambassador are really strong because they are fast trashers that trash more than one card at a time, so if you get them early you can add good cards to your deck while still having the overall size of your deck decrease per shuffle, an effect that I would say is more than twice as good as trashing just one card. So comparing these with Catapult is a mistake, they are in a different league entirely on a fundamental level.

144
Dominion: Empires Previews / Re: Probably inaccurate power predictions
« on: September 11, 2016, 02:20:52 pm »
Thanks for the comments. You are probably right that I am undervaluing these cards, but Catapult is so much worse than Militia. It's worth noting that it is not $1 less on play, it's $2 less because you trash a copper to get the effect, and combined with how slow trashers you really want to get rid of your Estates ASAP but with Catapult you want to kill the coppers because the discard effect is so much better in the early game you just end up with these super bad hands all the time with a high Estate density. Surelike Trade Route it has its use when you will take anything to get trashing, but for every card in the game you can construct kingdoms where that card is good, like Scout and Adventurer and Trade Route but those are still cards I'd rate 1/5.

Good point about sifting for Bustling Village and Settlers. Part of my reasoning for not being so keen on Bustling Village is because I found out when playing with City Quarter that only having 3 or so villages in your deck can make it super hard to kick off if the village isn't in your starting hand, which is less likely when you have so few, think about decks where you need Crossroads as your village and how often that can dud. City Quarter is 5/5 though because the drawing is insane so you don't need to buy terminal draw as much, and it plays nicely with other villages if they are around to help you use draw to find it and you still want it because it draws so much, while with bustling village I probably won't want it when other villages are on the board because it's so much harder to get and I can just use those other villages most of the time. And plowing through the settlers also means that while I spent time on getting g these not great cards I ended up also letting my opponent buy the Bustling Villages without them having to waste time buying bad stuff, so if you can't make the settlers work for you then it seems kinds bad.

145
Dominion: Empires Previews / Re: Probably inaccurate power predictions
« on: September 11, 2016, 09:21:36 am »
Time for part 2!

Events

Triumph: It's basically a Goons event except not as good. Really you want to get loads of buys then purchase a ton of coppers followed by as many of these as you can afford (and the last one doesn't need any money because it costs debt). It needs the right board with tons of buys to actually be worthwhile, but even then it's not always all that good. Seems quite narrow to me. 2/5

Annex: The 8 debt cost seems really steep for what you get. It gives you a Duchy, but it's still a pretty steep cost. I guess you would buy this if you hit 7 near the end of a shuffle while greening so you can not put some of your green in your next shuffle, but... eh. I'm not all that impressed with this. 2/5

Donate: It's as insane as everybody thinks it is. 5/5

Advance: Nice for getting up to 5 and 6 cost action cards quickly but I think it looks sexier than it really is. If you need lots of 5s then you're likely better off buying a silver or two instead of buying cheap actions just to convert them a shuffle later, because that's slow. It's really nice for letting you take more risks with opening two terminals, as a terminal collision is not so bad. 3/5

Delve: Silver flooding is usually a mediocre strategy because many silver gainers are just too slow, but this event is certainly better than Masterpiece and makes silver flooding very quick and easy. But even when not silver flooding its a nice way to spend a spare $2 and really keeps your economy going, so it's still useful with engines but way more restrained. I think this will impact pretty much every game it's in, but it's not going to be totally dominant very often. 4/5

Tax: The debt starting on the board is different and cool, but the event itself seems a bit pants, like an easier to use but much worse Embargo. 2/5

Banquet: I can see uses for this but being flooded with copper is so so bad most of the time, as we all learned from Cache. I think this is narrow and situational. 2/5

Ritual: Worth noting that trashing victory cards to Ritual is actually really poor, you usually break even or end up only 1 point ahead, which is a waste of time, and because you gain a curse doesn't even thin your deck. I think where this is most useful is trashing golds or actions in the late game for a last-minute point spike, but you're not always going to be able to pull that off easily. you definitely only want to trash something with a cost of $4 or higher. It seems like there is huge point potential here but you're going to need strong gaining or purchasing power I think. 3/5

Salt the Earth: On the one hand this seems nuts at first glance but on the other hand you really need to be substantially in the lead for it to be worth buying so its use only really comes into play right at the very end of the game. Obviously this card is all about positioning yourself into a strong end-game position with multiple buys and lots of money and so it brings that end game position a lot sooner sometimes. It also has some possible synergies with winning splits on strong alt-VP piles or shutting down some alternate strategies. It seems to help close the game early for the player with the stronger engine, but that person might have won anyway? Gauging the real impact of this seems tough. 3/5

Wedding: Gold for 4 is nice, and getting a point with your gold is nice, but in practice this is much more exciting looking than it really is. I think this is going to be overrated by newer players and in practice isn't going to be all that important. Allows you to get away with thinning more aggressively though as it's easier to buy decent payload, you only need to keep around 2 silvers instead of 3. Feels low impact to me in the grand scheme of things. 2/5

Windfall: This is either really crazy or totally useless, and it's usually quite obvious when either is the case. You need either super good trashing or really strong draw, and in the former case it adds payload so fast that you don't really need much else, so it seems like it might make those games a bit dull. Was going to rate it 4 but the games where it is totally useless stick out in my mind enough to drop its rating. 3/5

Conquest: This is really good for big-money silver flooding type strategies, although you do want to start picking up Provinces whenever you can because buying one of these per turn is not that fast in terms of points. I think it can work in an engine too but in more limited capacity, you actually want to buy this multiple times in a single turn and only one turn of doing that, as other ways to get silver during a turn are quite hard and if you can buy 4 of these that's 20 points for $24, so a bit like colonies, except you get 8 silver instead of two green cards. Sure in that case you don't really want the silver but it really helps you green reliably so that's probably why you want to do it once? I dunno. Seems powerful but the more I think about it the less powerful it seems? 3/5

Dominate: This is so many points, it's mad. But if the engine is weak it's quite easy to snipe Provinces from under it, but even so I think this is worth going for more often than not and 15 points all at once is enormous. I think that not having the Platinum around for this event will mean that this is not the right call more often than that is the case for Colonies, but it's still really good. It's only not getting 5 because it's not always so game-defining. 4/5

Landmarks

Aqueduct: Requires you to situationally dip into Duchies or nab an Estate. If you ignore this and your opponent goes Big Money they will rapidly accumulate lots of points but it's easy to stop while also buying you some more time to build if you're paying attention. It's there and forces your hand occasionally but overall doesn't feel like a huge deal. 3/5

Arena: Lets you take more risks with terminal collision, and then the points run out and it's business as usual. Might change the order you build your deck in slightly but not going to be all that important. 3/5

Bandit Fort: Massively punishing and game-warping, and heavily encourages even weak engines with lacklustre payload actions. Just don't be so scared that you forgo treasures entirely, sometimes you really need that Silver to get to $5, or that Gold to trigger Legionary. 5/5

Basilica: Rarely will this actively encourage you to buy cheaper cards, sometimes you will either go for more buys and economy earlier but often it will just randomly give you points and you will be like "oh OK". 2/5

Baths: Going to buy a wimpy 2-cost like Settlers or Pearl Diver? Stop. Take the points instead. Otherwise totally ignorable. Cards are good! Gain them! 2/5

Battlefield: Makes Action-Victory cards like Island and Great Hall quite good, and without those will encourage earlier greening. Makes a difference because the players have a lot of control over this and can change your strategy a bit. 4/5

Colonnade: When life gives you a colon, make colonnade? This card shouts build more! at you but you were gonna do that anyway, right? 3/5

Defiled Shrine: This can accumulate big points fast. Grab something like a woodcutter and be prepared to snipe points at a moment's notice, but the fact that you get a curse makes it tricky. Seems powerful on an engine board but might only be tie-breaker points to someone on lame Big Money boards. 4/5

Fountain: A no-brainer with no copper trashing but with trashing you're gonna need some strong draw if you go for this. I think this will be tricky to tell if it's worth it or not sometimes, which is fun, but how good is it really? Trashing is just so strong. 3/5

Keep: I don't think you can ignore this, and games will become treasure-heavy and there will be a lot of back and forth, with 5 or 10 point swings happening all the time. 5/5

Labyrinth: Well I guess I will go for that Workshop after all. 2/5

Mountain Pass: Throws an enormous and high-impact decision into the mix at a moment's notice, I think you really need to try and prepare yourself with the ability to generate decent money and then grab an early province if you can so you can be in a strong position to get a good deal for those points. If your opponent clearly isn't having very high-money turns and they bet big you can set them back multiple turns by letting them take the points and then crush them if there's a good engine, and if they don't want to take the risk you might get lots of points on the cheap. It's a lot of points, a 16-point swing is huge. I think you have to keep this in your mind all the time until it goes off but also pay attention to your opponent's deck. 5/5

Museum: Big points, but usually it's easy to just pick up variety either really late or opportunistically. You'll definitely need to pay attention to this, but I think most of the time both players will just have to go for it and things end up turning out the same so not super interesting. 4/5

Obelisk: Super random as to whether or not it will be any impact. Hard to give an overall assessment because it's so heavily dependent on both the board and what it grants bonus points to. 3/5

Orchard: It seems like sometimes it will actually be quite hard to get a lot of points out of this and scores will be similar. Really it will mainly just exist to provide a number of extra points to an engine player and so dis-incentivise alternative strategies slightly. When both players go for an engine it will probably make no difference at all? 2/5

Palace: Barring boards that are insanely good for this like Jack + Treasure Trove, this seems like while it offers some bonus points to big money players, engines that need treasures as payload will still be able to easily get 6 or 9 points from this, so overall the difference is not huge. Then again sometimes an extra province of points is all the big money player needs to beat the weak engine so pay attention. 3/5

Tomb: Trashing is really good so you were going to do it anyway, so this makes almost no difference honestly. 2/5

Tower: How often do piles empty where all players aren't going for them anyway? Games where one player gets substantially more of a certain card on a card are super-rare and those boards are either already going to win as they got loads of minions, or more rarely they were piling all of the cities themselves and now they might not get completely crushed. But usually at least one of the piles that runs are going to be a victory card so this will not make all that much difference. It's the speedy three-pile boards where you have to watch out because players don't need to pick up as many extra points while pulling off the three-pile and so three-piling is so much easier and harder to try and stop by grabbing green. I think overall this landmark is often weak but occasionally throws a spanner into the works of the end-game on boards that were already really tricky to play anyway. 3/5

Triumphal Arch: It seems to be so difficult to get a lot of points out of this, and feels a bit like Tower really. Usually the point differences it gives are very small, but like Tower sometimes that really matters. 3/5

Wall: Absolutely crushing. This seems to be game-warping because it's so easy to lose a lot of points by playing only slightly carelessly. Hurts the small point-value VP quite a lot so you really really need to care about point-chip sources and provinces. 5/5

Wolf Den: You've really got to pay attention to this because it's so easy to get caught out and lose a ton of points. Your first Duchy being worth 0 and the second effectively worth 6 makes a big difference too. There are actually quite a lot of cards that you only want one copy of so either you double-down on them or you have to be very careful about trashing them at the end game, it's so easy to end up having the game end before you trash them and get punished for them. you will have this playing on your mind throughout the entire game. 5/5



Summary

5/5: Very powerful cards that usually dictate a part of your strategy
  • City Quarter
  • Gladiator / Fortune
  • Temple
  • Legionary
  • Wild Hunt
  • Donate (Event)
  • Bandit Fort (Landmark)
  • Keep (Landmark)
  • Mountain Pass (Landmark)
  • Wall (Landmark)
  • Wolf Den (Landmark)

4/5: Strong cards that you often base a part of your strategy around
  • Overlord
  • Royal Blacksmith
  • Encampment / Plunder
  • Castles
  • Sacrifice
  • Villa
  • Archive
  • Crown
  • Delve (Event)
  • Dominate (Event)
  • Battlefield (Landmark)
  • Defiled Shrine (Landmark)
  • Museum (Landmark)

3/5: Generally good cards or those that are only strong in rare circumstances
  • Engineer
  • Enchantress
  • Farmer's Market
  • Charm
  • Forum
  • Groundskeeper
  • Advance (Event)
  • Ritual (Event)
  • Salt the Earth (Event)
  • Windfall (Event)
  • Conquest (Event)
  • Aqueduct (Landmark)
  • Arena (Landmark)
  • Colonnade (Landmark)
  • Fountain (Landmark)
  • Obelisk (Landmark)
  • Palace (Landmark)
  • Tower (Landmark)
  • Triumphal Arch (Landmark)

2/5: Often ignorable or quite weak cards or things that make no real difference to your strategy
  • Patrician / Emporium
  • Settlers / Bustling Village
  • Chariot Race
  • Capital
  • Triumph (Event)
  • Annex (Event)
  • Tax (Event)
  • Banquet (Event)
  • Wedding (Event)
  • Basilica (Landmark)
  • Baths (Landmark)
  • Labyrinth (Landmark)
  • Orchard (Landmark)
  • Tomb (Landmark)

1/5: Chancellor says hi
  • Catapult / Rocks

146
Dominion: Empires Previews / Re: Probably inaccurate power predictions
« on: September 10, 2016, 05:27:44 pm »
While this thread is of course primarily for predictions before you play with Empires, I wanted to give my thoughts on all the cards after only having played a few games, and this seems like an appropriate place! So there's a bit of experience behind this analysis, but very little in the grand scheme of things.

I'm not voting out of 10 because it's seems pointlessly granular. Ratings from 1-5 should be fine. I'd like to say the ratings are purely strength based but as a fallible human being exciting cards are probably biased towards higher ratings. There's a lot of speculation in these despite my preferred writing style maybe appearing in a bit of a factual tone at times.

Only the kingdom cards today, because this took a long time to write.

Debt

Engineer: Workshop that can trash itself for an extra gain. Ehh. Maybe the on-trash might help you to win a crucial split or get a card slightly earlier but for the most part it's going to play exactly like workshop, with the same decisions behind when you actually want one or not. And workshop is fairly average so this is as well. 3/5

City Quarter: This card is bonkers. You only need about 3 and with a bit of trashing you'll be mostly drawing your deck reasonably consistently in no time. Which is good, because they're expensive but wow it's so worth it. Your engine just explodes once you add a few of these. The debt cost is also nice when bonus buys don't come easily as it's easier to justify a single larger payment. With a little bit of support like a few labs or forums to grease the wheels kicking off is really easy. If it's the only village available though, you are not going to be able to buy lots of them so you'll need to lower your expectations on how many terminals you add, as the large cost to add more of them will definitely start to cause issues. 5/5

Overlord: It's going to be an extremely rare board where you don't want these. The flexibility is really really good and you have no issue playing exactly the right power card at exactly the right time. If you have a board with no villages but an important terminal like Witch and at least one cantrip, you can just get about 3 of these and have no issues playing the witch nearly every turn from turn 3 onwards, while not having to worry much about terminal collision. It's just so good. Buying this on your second opening buy and being in debt for 2 or 3 turns can easily be the right call. Village/terminal draw engines have almost no reliability issues at all (although you still want to buy some of the cheaper components, of course). Biggest problems it has are all-terminal boards, and those boards where the gains are so fast and strong that the important piles empty fast, which neuters the card a bit. 4/5

Royal Blacksmith: The powerful draw makes this a lot like City Quarter, except with the obvious differences that it's not a village. Both cards want the coppers out, but Royal Blacksmith needs village support but can also work better in engines with treasure payload, or that are being discard attacked each turn. So similar but perhaps a bit weaker overall, although perhaps this comparison is pointless because odds are low you'll have both in the kingdom right? Still very powerful, +5 cards is huge! 4/5

$2

Encampment / Plunder: Plunder probably comes a bit too late to make a huge difference but points are points and it makes for a great payload. The real rockstar here is Encampment, which is so easy to just keeping picking up incidentally even when putting them back. Lost city effects are really good that a one-shot for 2 is still great, and when you do get to keep them it's just insanely good value. The pile is really neutered without bonus buys or gainers though, but it's still a good card to buy on a dud $2 turn. Would you buy an event for $2 that gives you an extra card and action next turn? Yeah you would! 4/5

Patrician / Emporium: Seems hard to get use out of these but 2 points for a $5 peddler adds up! I feel that this pile will largely go untouched unless the players have enough incidental $2 buys to lower the Patricians enough that it's worth emptying them for the Emporiums. You don't want to specifically piledrive the entire pile just to get at the Emporiums, they aren't that good. 2/5

Settlers / Bustling Village: Don't know how I feel about these. The Settlers are actually not very good at all and piledriving them to get at the villages can be slow and have a big opportunity cost. The villages are really good, but they come late and when you do get them you can have reliability issues because you won't have many. I feel like this is not a village that is friendly for terminal draw. An example kingdom where I could imagine going for this would also include City Quarter and Farmer's Market, you have a +buy payload you can get early, want to increase your action density with cheap cantrips and need a boost to your otherwise meagre +actions. I can see myself ignoring these more often than I'd hope to. 2/5

$3

Castles: I have a lot to say about these. I think a lot of Alt-VP piles are an alternate way to score while ignoring provinces entirely, or at least not getting very many. But with Castles you can't do that, this is an Alt-VP that wants boards where you're going for Provinces anyway and this is a powerful supplement. Everyone knows that while the maximum possible score is huge, it's impossible to get all of those points in practice, but that's not really the point. I think that while these can be used in more of a treasure-heavy non-engine deck, it's the powerful engines where these will really shine. The better engine can put themselves in a really strong end-game position, and there's the real power. What you want is a deck-drawing engine with the ability to double province and have 3 or 4 buys and then just buy the first 3 or 4 castles all at once, and then next turn buy until there are 3 left and grab what ever your opponent leaves you on your next turn (they aren't going to be able to get all 3 without the small castle). This is so many points, and if you also manage to get Opulent castle the amount of money you can generate is huge and should be in a position to triple-province or slam the duchies. What you absolutely don't want to do is start buying the cheap ones early because not only are the first two not all that good but small castle is such an easy counter if your opponent gets it, it's the real power castle that lets you control the pile. Note: I have not actually had the chance to build such an engine in a two player game so this is very speculative. Anyways, this will not come into play on a fair number of games but when it does it heavily rewards the player with the stronger engine that can position themselves for the end-game first and ups the points enough to let them build a bit longer, so that's nice. 4/5

Catapult / Rocks: I really do not like these cards. They seem so bad! Catapult is like a militia, but instead of having a good turn while hurting your opponent, you militia yourself as well in order to trash a copper. It's like Miser except after all the copper trashing you don't have a powerful terminal payload card that generates enormous sums of cash. and if your opponent does go for catapult I think you should not follow suit and go for something less reliant on trashing, because if you do your gonna have these turns where you play catapult and have like only $2 or $3 to spend and it's just rubbish. The cursing seems entirely incidental because it's really really difficult to throw loads of curses their way without haemorrhaging your deck at a time when it actually matters and one or two curses is no big deal. Sure there are boards where you want to open Trade Route, but Trade Route is not a high barrier to meet. 1/5

Chariot Race: Sometimes you want those cantrips, but you really cannot build an engine around scoring points consistently with this. It's better than nothing, and the points can matter, but it's obvious when a cantrip is a better buy than silver and that's really the time when you pick them up. Also beware of debt-cost cards in the same kingdom, they KO this card with annoying frequency. 2/5

Enchantress: The duration effect is really nice, and the attack can be utterly devastating or basically no big deal. The attack hurts the most in those decks where the cards are very expensive and/or somewhat unreliable, like Bustling Village + Royal Blacksmith. You want these when you've got the spare action space or when it's really obvious that the attack is gonna be a big deal and well, that's all I have to say really. 3/5

Farmer's Market: I think people are underestimating this a bit, because VP chips are really good. Having said that, it's sort of like a strange monument/woodcutter combo that is terminal payload but definitely on the weak side. I think where this will really shine are those boards with loads of buys and gains like talisman and you can suddenly grab a load of these with villages and then get a bunch of points and money, but the board would have to have lots of gains basically being the only thing going for it, like a weak engine but there's stonemason, you know? I think it's on the weak side of average but will be relevant slightly more often than people give credit for. 3/5

Gladiator / Fortune: Holy smokes I was not prepared for this! Fortune is absolutely ludicrous! Imagine a board with no draw but everyone is double-provincing anyway, that's the power of Fortune! And Gladiator is actually pretty decent on its own too with getting the extra coin not really all that hard to pull off, although maybe you don't want it in your opening buy? It's hard to put across in text how insane Fortune is without going all caps, and I refuse to do that. 5/5

$4

Sacrifice: Yeah it's slow but this is actually really powerful. Trashing your Estates is always good but getting 6 VP for it? Also I usually never want to trash action cards but late game I'm trashing them with this bad boy like there's no tomorrow, which you know, there isn't because the game's about to end, but yeah anyway the point is that this is a really solid trasher. No matter what you trash, you're having a good turn. Well, a reasonable one at least. 4/5

Temple: You absolutely cannot ignore this card. It adds so many points so fast it's crazy. For trashing all your junk you're getting 7 VP (a lot!) while also throwing another 7 VP into a pool that you really want to win. Buying more temples once there are about 3 VP chips on the pile is something you really want to do because that's a 6 VP swing right there, and this is going to happen about 5 or 6 times really early on in the game. Each temple after the first is therefore like a Provence but you can trash it for no loss, and get even more points for doing that! And all the while you are getting insane amounts of points you're making your deck really thin and good. I think you absolutely have to position your deck to buy a 4-cost at the drop of a hat if you can because there are so many points up for grabs and you have to try to win it. 5/5

Villa: This is a strong card and engines can be way more reliable when it's available to buy. It will make you want to prioritise getting terminal draw more so than usual. A lot has been said about this card already and yeah it's really nice. 4/5

$5

Archive: Non-terminal draw is really really good! And this is no exception. Anyway I have already written my thoughts about this here. 4/5

Capital: Ehhh. It has obvious cute combos but most of the time you want 5 cost cards most of all and therefore buying this 5-cost card that generates you $0 overall just isn't actually very good. A narrow card. 2/5

Charm: This is either a non-terminal woodcutter (which is decent) or gets you some good 5 or 4 costs. It's alright but the gaining effect has not really been as useful as I would have thought so far and is extremely board dependent. I know there were initial comparisons to Horn of Plenty but it's not really the same thing at all. 3/5

Crown: Throne Room is awesome, and this is no exception, because it's Throne Room that's usually at least a silver if it misses. Almost everything that applies to Throne Room applies here honestly except for some cute synergies and anti-synergies. A good card, but so is Throne Room. 4/5

Forum: Excellent sifter but a tad on the expensive side. That whole no-buy cost thing? You will only rarely take advantage of that. 3/5

Groundskeeper: Not really had a chance to play with this much yet so am unsure of its power. I think you only need to get 2 points from it to be worth buying over duchy because not adding a stop card can be worth the small point loss. I think this will mostly be a card to give you better end-game control and that's always great, but it's just enough on the expensive side that it might be a tough call, and it's not going to help you if you overbuy it on those games where the province split is crucial. So.... not sure. 3/5

Legionary: This attack is crazy strong and yeah it needs some setup and you have to work for it, but really a terminal gold at 5 cost is plenty fine on its own and ensuring you have at least 6 coin when you get the attack off is really strong. It's so hard to do anything reliably when you get hit by this attack that games with strong engines will be over once someone pulls this off consisitently, and in games without strong engines you still want to go for this anyway. 5/5

Wild Hunt: Wow so many points. Much like Temple, you have to go for this. It's very strong. Obviously there's the powerful terminal draw engine games where winning the split will be huge, but outside of those games you still want to play this a lot anyway because smithy-likes are really good usually anyway, and one that gives a ton of points is just even better. 5/5

147
Dominion: Empires Previews / Re: Empires - A second look
« on: September 10, 2016, 02:06:30 am »
This increase in criticality and negativity is, in my experience, pretty common for people who become extremely invested in something and spend a lot of time on it, and it's usually attributable to burnout. If you're hoping a new expansion will give the same level of excitement as they did when Dominion was still new to you then it's never going to happen. Once you develop a deeper understanding of the game and the implications of new mechanics it won't reach the same highs of excitement because the Aha! moments don't come as often and aren't as fundamental or profound. Maybe consider taking a break for a while?

To be more on topic, Empires has been a smash hit with my group and its my favourite expansion by a mile (have only played base, intrigue, seaside, prosoerity and empires). One of my friends, after having played his first game, went out and bought his own copy and has had a lot of plays with his family. Only card we all aren't sure about is Catapult / Rocks which we all feel is weak and not worth buying, but everything else that we first looked at and were unsure about, like Salt The Earth, have ended up being fine. We were worried Salt games would end instantly and not be interesting, but it doesn't happen. Early salting is suicide, the opportunity cost too large and the one point so easy for other people to overcome. (Edit: yes I know about Salt + Feodum, I know you were getting giddy with excitement to edge-case that sentence)

So yeah, Empires. Bloody amazing! Always wanted to see the return of VP chips and have more than 3 things use them and boy howdy Empires was more than I ever could have hoped for and wildly exceeded even my grandest expectations. Debt is amazing and just a brilliant way to introduce powerful cards that have to cost 8 without having them compete with provinces so people will actually buy them. The people in my group who normally hate attacks still enjoy the attacks in Empires, as even though Legionary is strong you have to work harder for it and feels fairer to them, and Enchantress is novel and they find it easier to play around (although we forget one is in play all the time). Finally the Landmarks add a ton of variety in a wonderful way, feeling like rule modifiers that can change your decisions in both subtle and not subtle ways. The game I had with Bandit Fort was the best game of Dominion I have ever played even if it took an hour in 2 player, learned the hard way that you usually still want the silver.

Empires delivered everything I wanted from Dominion in a way that surpassed anything I could have hoped for, thank you Donald!

148
Dominion General Discussion / Archive as your primary draw
« on: September 07, 2016, 06:01:46 pm »
Let's talk about my favourite Empires card, Archive!

I've played about 3 games with it so far (I don't get to play all that often) and it's been super interesting to me to see how decks turn out when using this card. We all know that non-terminal draw is super good, and Archive appears to be no exception, but it's very unique in how it does it and how your deck ends up playing. To me it has hints of Forum, Lookout and Haven all in one. I've never played Adventures so can't comment on comparisons with Gear.

Rather than ask when this card is good for your deck, it's probably easier to ask when it isn't good. I feel like you wouldn't want to play Archive under the same scenarios when you wouldn't want to play Lookout or Haven, times when you want to play every card in your deck and can't take the risk on having key cards be stored away for an extra turn. Would having an Archive draw 3 Wandering Minstrels make you happy or would it be the death of this turn and the next one? Given Archive costs 5, you'd likely just never buy one in the first place, too much good competition at that price point.

But not every engine is super strong, right? Sometimes there's no trashing, or no other decent source of draw. The latter case is particularly interesting, as with only a small number of Archives it's really easy to "draw" your deck, except most of it is actually sitting aside on the table underneath your Archives and Crowns/Thrones. If you play a lot of them on one turn, you end up with this cool effect of having almost no cards left, followed by a really strong turn, and then suddenly your deck is back to being massive and your turns throughout the game play totally differently from each other. I mentioned Forum earlier because when you play lots of them you end up reaching through your whole deck and can find and play your key card, it feels like super strong filtering even though all the cards you skipped are heading straight for your hand on your next few turns. I initially thought it would be tough to play a key card often in an Archive deck because of the fear it would be set aside by your Archives all the time, but it's really not as big an issue, just pull it into your hand straight away and you might even play it again next turn because you deck is super thin for a turn.

I'm still undecided if it's a good idea to play loads of Archives all at once though. The super good turn you have the turn after you play a load is amazing, but then two turns later you shuffle and your deck is enormous and the sudden shift to having these comparatively much worse turns is pretty jarring. Maybe getting some generally all-round good turns by playing one Archive a turn is better. If an Archive finds another Archive and two mediocre cards, is it better to pull that Archive now, or wait until next turn? I just don't know!

Perhaps Archive is the ultimate card for a Good Stuff Deck. You're not planning on playing your cards every turn but once every 2 or 3 turns is fine. Its easy to draw while avoiding terminal collision, or to match two cards together like Legionary/Gold, or Treasure Maps (barring the nightmare scenario of both being drawn by the same Archive). Yet you're also not hurt by getting some spares if you want to play them more often, and so you can end up having pretty good turns a lot of the time without needing very many support components at all. Archive essentially does sifting and draw at the same time.

A small side note, my first Empires game also had Castles and they rock with Archive. Especially Opulent Castle. Just wait to pull all of your victory cards into the same hand as Opulent Castle, and then discard them all for two coin each. I might even buy a Secret Chamber if one was available with Archive, having multiple types of income stream in your deck works fine with archive, on one turn you pull your treasures, and then on the next you pull your junk to trash/discard for benefit.

I don't really know where I'm going with this post. I just wanted to talk about Archive. Hooray Archive!

149
Let's Discuss ... / Re: Let's Discuss Landmarks: Keep
« on: September 06, 2016, 04:43:13 am »
Worth noting that Keep + Castles is brutally unfair first player advantage. Not only are castles good in money slogs anyway, but Humble Castle is worth 6VP by itself!

Bonus comedy: Start player opens 2/5

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