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Messages - cascadestyler

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26
Horse Traders + Villa

Struggling to get the full +$3 from your Horse Traders because it keeps forcing you to discard treasures? End actions without playing the Horse Traders, buy a Villa, play the Villa, then play the Horse Traders for the full amount.

27
It seems to me that parity in the game is more important than any given position on undos. Whenever I play tournament matches (which is not for some time but I might get back into it), I always request from my opponent that an agreement be made that we will both honour. I request no-information undos to be granted and nothing else and every time the opponent has agreed. However, if the opponent said "no, I'd rather grant no undos" then I'd be happy with that (I'd just play quite a bit more slowly). I have never yet had someone agree to granting undos on a specified scheme then deny in-game. If anyone did, I would consider that to be cheating.

Unfortunately, there's just not time to do this in casual matching-play. When I'm settling in for 6 games against someone, I don't mind having a 3min chat about undos, but that's not really feasible when people are just bouncing about and matching up. My method for that has been to assume (based on good data) that most people allow no-info undos and obvious-misclick undos (I don't think the latter are appropriate for tournmant play just because the definition is too subjective) and to know that this is also my preference, so to play as if that's the case, and blacklist anyone who plays no-undo. I don't blacklist people who play no-info with no leniency for obvious misclicks, because, as I said, that's fairly subjective, so I leave this as a grey area and just accept that I might be playing as if I'll be granted those undos and then just occasionally not be granted them and have to suck it up. I then just blacklist anyone who plays total no-undo. It's not because I think it's cheating or even that it's unsportsmanlike - it's just not how I like to play, so I let them have their dominion online and I'll have mine.

The one thing that I absolutely cannot stand is if a player is inconsistent. If a player requests an undo of me then I assume that means they would grant that undo if I requested it. If someone requests a no-info undo then denies that to me then I wish there were a more severe blacklist (blacklist+report or something) that I can do, because that's just plain cheating in my view. If they request an "obvious-misclick" undo then don't grant me one then maybe we just differ on what's obvious. That's too subjective to get too annoyed about.

Similarly, if people spam undo requests at me for clear "I'll try this and see what cards I draw then undo if they're not what I want" reasons, then I'll deny, then ask them to stop, then eventually blacklist. A form of dominion where you just get to explore all the options for your turn then pick the one that worked best at the end is not a form of dominion I like.

The key all through here is that, though I have a particular undo preference (grant no-info undos always, grant obvious misclicks outside tournament play to taste), what is much more important to me is that a player be consistent, and that both players be playing on the same system in any one game. Because of that, I think a few set positions (for instance, never allow, always allow no-info undos but never anything else, always allow no-info undos and ask on anything else) should be allowed for specification in match-searching, so that there is less misunderstanding and conflict.

28
Dominion General Discussion / Re: A quick Temple tip
« on: April 18, 2018, 07:43:31 am »
Adding four silvers to a hugely overdrawing deck is generally better than adding two golds, if the game will end soon.

But is it better than adding two Golds and two Coppers?

I'd say no. I can't think of a way in which it makes a difference, assuming one is just using the treasure to produce $. If TfB is involved for payload then it will vary.

29
Dominion General Discussion / Re: A quick Temple tip
« on: April 18, 2018, 07:02:14 am »
You can't divide by zero.

But you can divide by arbitrarily small numbers tending down to zero. So, if you look at card-cost-per-coin-produced on a scale running from silver to copper, it gets better and better as you approach copper. Taking the limit, you can then say that copper is better than silver on this basis, even though it can't be evaluated by itself to have a value on this scale.

Of course, this normally not the right way to assess the strength of treasures, and copper should not in general be considered to be better than silver. I'm aware that was the joke, but I'm just pointing it out in case any fairly new players take it seriously.

That said, there are situations where this is a reasonable way to assess treasure strength, and where the cheaper standard treasures are therefore the better ones. If you will only take one more turn, and you have more 100% (or very close to) reliability overdraw than you have buys that you will use to buy treasures, then, in fact, you do want to evaluate treasure in this way. Adding four silvers to a hugely overdrawing deck is generally better than adding two golds, if the game will end soon. You're unlikely to have got into that situation without having missed an option to build more intelligently earlier, but it might happen. Just the other day I was playing IRL with my brother on a board with Ranger and Wharf for draw, but Royal Carriage was the only splitter (Cartographer and Menagerie the only other +action for a pseudo-village when replayed) and there was absolutely no trashing, so this was a very dicey kind of engine situation that would fall apart quickly when greening. He ended up saying "I would have won right now if I'd bought just one copper with one of my spare buys". Sometimes, particularly for megaturn similar very abruptly greening engines with overdraw, the total economy in your deck is much more important than the density of that economy. Interestingly, that was a game where coppersmith could have been absolutely epic. RIP coppersmith.

30
Dominion General Discussion / Re: Would you trash an estate worth 2VP?
« on: April 18, 2018, 06:52:55 am »
Situation in which this kind of question actually occurs:

At what point would you stop swindling an opponent's Peddler into a Province, and start giving them back a Peddler (if you could?) I'd probably give people Provinces instead of Peddlers until I think they will start to green on their following turn, in which case I'd prefer to give them a Peddler (though I probably wouldn't have the choice). If it were pretty early on (buying a peddler on T3/4 isn't particularly difficult, so swindling one on T5/6 will happen from time to time) then I'd give them a Province for sure, barring some odd edgecases.

31
Let's Discuss ... / Re: let's discuss guilds cards: baker
« on: April 02, 2018, 05:31:31 am »
If you're drawing your deck, there's no particular reason to have Baker. Well, except as an expensive Peddler, if that's what you need.

Where I've found Baker really useful is in getting the spikes I need around T5-8. If I want an early Province for Tournament, or I want an Inheritance, a few coin tokens make me a lot more confident.

Trouble is, Baker costs $5, whereas Candlestick Maker is a $2 which is almost as good for that purpose.


Candlestick maker only costs two because it is not a cantrip and cantrips are lot easier to stack.

Exactly. The difference between a cantrip and a non-terminal stop card is uuuuuuuge.

32
Dominion General Discussion / Re: Playing the new Guilds & Cornucopia!
« on: April 02, 2018, 05:28:57 am »
The only other expansion I don’t have is intrigue. But only because I’m trying to find the original at reasonable price. I want sabatour and secret chamber! And tribute looked like an interesting interactive card. Coppersmith would be an awesome addition to my copper strategy games. Apothecary, counting house, settlers, bustling village, beggar, fountain, goons, storyteller, gardens. Even just a couple of these in the game is a strong copper strategy.

I would strongly advise getting 2nd ed Intrigue and just making up some fan cards to match the removed 1st ed cards you like. The cards added to 2nd ed are some of the best dominion cards going. The ones that were removed generally look cool but turn out not to be once you've played with them a bit. Coppersmith can be interesting but Secret Chamber is horribly fiddly and Tribute is just annoying and pretty weak too.

33
If Laboratory is too powerful for you, then you need to nerf a *lot* of cards, because Lab is barely top 1/3rd of $5 cards.

34
Let's Discuss ... / Re: let's discuss guilds cards: baker
« on: March 27, 2018, 04:17:45 am »
The primary reason I'd go for baker specifically (there are, as others have noted, sometimes reasons to get any Peddler-type card even at $5) is if butcher is also on the board. Butcher goes from a very good $5 to maybe the best $5 if Baker is also available.

35
Dominion General Discussion / Re: When are Travellers ignorable?
« on: March 23, 2018, 08:21:35 am »
The Page line has to be a great example of why cards are sometimes really hard to evaluate. People tend to go for it when it's there, and then build decks that will be amazing once Champion is out. Problem is, these decks are actually pretty terrible until the Champion fires. When I play a Page game, I tend to find myself feeling particularly at the mercy of RNG, as a traveller skipping the shuffle, or a Warrior hitting your own traveller (nothing more angering than paying more attention to cycling/sifting than your opponent in order to promote your line faster then having your Hero hit by his Warrior) is pretty destructive and mostly out of your control. Games with good sifting/cycling make it more interesting because then you're at least more in control of your own destiny. Either way, your deck is pretty sucky until that moment when Champion fires, when it becomes incredible. That makes the Champion look uber-powerful, but actually it's not remotely valid as an argument to that end, because there's no comparison with what you might have been able to do had you just built a normal deck. As a result, it's just really hard to evaluate the actual strength of the Page line, and Champion in particular. I have a feeling that it's a lot weaker than everyone thinks, but we're just so grateful when our Champions finally get out that we forget all the sacrifices we made to get there.

36
Dominion General Discussion / Re: Playing the new Guilds & Cornucopia!
« on: March 23, 2018, 07:55:49 am »
I always thought they should of had a token for young witches bane. A bane token. About a year ago I had to throw out my young witch cards and a few others from dominion. Because my step father made me. But I didn’t want to lose the mechanics of some of my favorite cards. So I used the blank cards to replace them with cards that didn’t bother him. So I replaced young witch with crocodile. And what are crocodiles afraid of. Hippos! So I found an eraser with the picture of hippo on it. Most of my friends don’t care either way about young witch. But they definitely loved the hippo token for the game. It made the game easier that’s for sure. Also are they ever going to do a seaside 2nd edition. Lookout, and Seahag have no real benefit. And lookout can destroy your deck at the end of the game. One time I drew 2 duchies and province with lookout and it was online when it happened.talk about bad luck! And cutpurse is a pretty weak attack card too. And there’s not many ways to trash cards in seaside. If you want a card to trash cards salvager is the only really good one. Navigator and explorer are disappointing too. And pearl diver isn’t much better than those. So there’s at least 5 cards they should replace or least tweak a little. Lookout should let you draw a card also, seahag should at least give you a couple of treasure, cutpurse should make them discard a treasure instead of a copper. For a hand when they only have silvers and golds. Navigator should let you choose (like cartographer). Explorer should cost 4 instead of 5. Cause it’s always the last card you would buy for 5 money. And pearl diver should let you draw that card after you look at the bottom at least. No one seems to buy pearl diver at least not right away, when native village, lighthouse and embargo are in the game. Even haven is bought more often.

First off I'm sorry to hear about Young Witch. I also grew up in a fairly religious-fundamentalist kind of situation, and have horrible memories of the implications of constantly-changing and arbitrary decisions regarding what books, TV shows, films, and games I was allowed. Rabbits shooting Turtles = fine, but Robots kicking Robots = evil - Harry Potter being fine up until the release of Order of the Phoenix and then having to literally burn the previous four books - etc etc etc. It's shit.

But mainly I wanted to reply to you about Seaside. Seaside has actually got a 2nd edition, but the changes are pretty minor, and mostly cosmetic. Outpost is slightly different but I think that's the only gameplay change (and the change only matters in very few situations). Seaside is one of my favourite expansions, if not outright my favourite, and I feel the need to defend a couple of cards from your ire and encourage you to experiment with them more. You're right that Navigator and Explorer are generally weak. They're both cards that are strong in money-based decks, and those are generally the weaker choice compared with engine decks unless the engine available is very poor. They both combo well with Hunting Party, and Navigator can occasionally be useful in a Duke strategy maybe, but that's about it. But hey, some cards are more limited in their use than others. I've certainly used both of these cards well in the past, it's just not common. Pearl Diver is also obviously weak, but it's a $2 cantrip, so it' can't be that strong or any board with +buy will see it massively rushed. Cutpurse is odd - it's overpowered in 4P and mostly underpowered in 2P, but it's not awful. But as for Lookout and Sea Hag, I think you're really missing something, as these two cards are very strong. Sea Hag used to be considered one of the premium $4 cards in the game. It has become less powerful as later sets have given more and more ways to deal with curses, but in plenty of boards it is still an absolute must-buy. Lookout is even more impressive relative to price, in my opinion. If you look at the Qvist card rankings, Lookout is always right up there among the absolute best $3 cards such as Masquarade, Ambassador, and Steward. I rank it even higher than the community in general. It's just a fiddly card to play with and you absolutely should not be using it in the late-game, as you point out. But what use are most trashers in the late-game? Lookout has the very rare quality of being a powerful deck-thinner and giving decent odds of a T3/4 $5 buy (this is because it is a sifter/cycler as well as a trasher - that discard is almost as important as the trash). Often you have to weigh up the benefits of upping your odds of being able to get a powerful $5 early vs being able to thin down your deck (unless you open 5/2, when naturally lookout is not really going to be attractive anyway). If that power 5 is either a junker such as Mountebank or Witch, or a power trasher like Sentry, Junk Dealer, or Upgrade, then the deal is even sweeter. But even if it's just a regulation power 5, Lookout is a supreme opening buy and I'd often even take it over Chapel. I think the only reason people hate lookout so much is that they just can't seem to stop themselves playing it long into the mid-game or even late-game, and then it's obviously horrible. Just treat it like a late-game Chapel - as a dead card. If you can get rid of it, so much the better, but if you can't, then one dead card is better than ten! Keep on buying lookout - just restrain yourself from playing it late-game. Once you've opened Lookout/Militia or even Lookout/Cutpurse or Lookout/Navigator a few times and been able to thin by one card and buy a Mountebank by the T5 shuffle once or twice, you'll probably be more amenable to it.

37
Dominion General Discussion / Re: Surplus
« on: March 22, 2018, 04:20:49 am »
Agreed. If just that part was made into a separate Night-Attack card, there's no way you'd pay $5 for it. Maybe $2?

Smithy is $4 and Werewolf is $5; Throne Room is $4 and Crown is $5. In both cases, a popular base card has been buffed with an alternative way to play it, but it seems that alternative is rather weaker in Werewolf's case?

Playing multiple Hexes a turn on your opponent seems pretty good and Werewolf seems like the easiest way to do that.


But greed can actually help people in games with coppersmith.

It can also help your opponent if they have 39 cards in their deck, a bunch of Gardens, they're down by 1 point, and there's 2 piles gone, with 1 Copper left in the Copper pile.

But edge cases such as these are completely irrelevant to the discussion.


Have you seen dear my opponent I am sorry? It is way off topic. It's talking about grammar.

Off-topic is not the same as edge-casing.

38
Dominion General Discussion / Re: When are Travellers ignorable?
« on: March 22, 2018, 04:07:47 am »
Page is almost useless in a board with no decent terminals or attacks (though one must remember to check if Warrior fits this bill).

39
Dominion General Discussion / Re: Interview with Donald X.
« on: March 19, 2018, 09:00:38 am »
I do think those cards tend to be unpopular. Well they are unpopular among the group that talks loudly online. We always enjoy it when there's e.g. Sacred Grove in a game and it means that you'll be randomly getting some Boons from other players. But some people are all "I'd be such a fool if I helped them win" and shun that family of cards. The cards end up looking bad when they're fair.

I do them anyway in small quantities because they provide non-attack player interaction and well surely someone else likes them.

I don't think that's quite true. Governor is a clear counter-example. Top players and the forum crowd love Governor, and the friendly interaction is what makes it so interesting and difficult. It's also very strong, but then Bishop is a good example of a friendly interactive card that's generally liked despite being mid-strength. Bishop is very interesting because it's occasionally a powerhouse and the crux of a good strategy, but often it's not as powerful as it looks, and you need to be very careful about the friendly interaction.

Generally, I don't think there's a dislike for friendly interactive cards among the top players and forum posters. Yes, they're not all filling the top of the Qvist rankings, but those are power rankings, not rankings of how much we appreciate the cards as interesting and fun additions to dominion. Yes, very weak cards tend to be disliked, but so do overpowered ones. As well as Governor and Bishop, Lost City is a friendly interactive card that is very appreciated by skilled players, and the interaction is, once again, a huge part of that. Deciding at what points in the game the interaction is most helpful to your opponents and therefore what points are bad times to buy lost city is difficult and interesting. Council Room is generally considered weak, yes, but it's not disliked. Nobody raves about Duchess, but again that's nothing to do with the friendly interaction, it's just a fairly weak card in most situations. Vault and Embassy are friendly interactive cards that used to be a bit panned by some sections of the community, but that's because they were viewed as overpowered BM enablers just like JoaT was. The dislike was unrelated to the friendly interaction. And those dislikes have mostly gone away as BM has become less relevant. Messenger isn't a favourite but I've not seen anyone point out the friendly interaction as a problem. Often it's quite cool. Yes, Sacred Grove isn't liked by high-level players, but that's not really because it has a friendly interaction, it's because that friendly interaction is unpredictable and swingy. People dislike Swindler for similar reasons.

I guess I'm saying, next time you're designing a set, I'd be sad to think that you were considering friendly interactions only as something for the casual players and that won't be appreciated by the hardcore, just because Sacred Grove hasn't gone down a storm with the latter group. My observations of forum posting (which lines up with my own opinions on the cards) is that top level players actually quite like friendly interactions and see them as interesting and challenging, they just don't like it when that friendly interaction is unpredictable and swingy, which the boons when received off-turn certainly are, more than hexes off-turn and boons on-turn (the normal way round to get them), and probably more so than hexes on-turn (from Cursed Village, which is also a friendly interaction I suppose - hexing yourself is helping your opponents (though this could open up a huge can of worms as to what a friendly interaction actually is so don't hold me to this semantic judgement) - and Cursed Village is another generally liked card.)

40
Game Reports / Re: Dear My Opponent: I am Sorry
« on: March 19, 2018, 05:01:51 am »
Dear my opponent
I am sorry that I used inheritance on thief and stole all of your platinums and fortunes
Platina is the correct plural

Not according to Wiktionary.
https://en.wiktionary.org/wiki/platinum
(I hate it when people insist on using weird plurals.)

You mean weird pluraliosa

41
Help! / Re: A weird game
« on: March 13, 2018, 04:55:33 am »
I'd echo the claims about the importance of Ambassador here, but think that the answers so far have overlooked the power of Lookout. I'd open Lookout/Ambassador then try to slide into a Fishing Village / Wharf engine with Gold (but but too much as the game will always be junky, one Ghost Ship, and an maybe an extra Ambassador later if one can't deal with all the junk you're getting.

42
I promise there was a good reason for this



I'm guessing that reason had something to do with landmarks, maybe Labyrinth?

43
Dominion General Discussion / Re: Best/Craziest Openings
« on: March 11, 2018, 03:44:11 pm »
I opened potion/scrying pool in a mission+alms game the other day, that was pretty sweet.

Maybe it's the beer, but I just can't work out how to do that. Alms can't gain SP because of the potion cost, and though you could open P/Miss then have 2P to spend, you can't buy on Mission.

Open Mission and Alms for Potion turn 1. Draw Potion with 2 Copper turn 2 and buy Scrying Pool

Aaah. Yeah I was just being a bit slow on the uptake.

44
Dominion General Discussion / Re: Best/Craziest Openings
« on: March 10, 2018, 05:59:53 pm »
I opened potion/scrying pool in a mission+alms game the other day, that was pretty sweet.

Maybe it's the beer, but I just can't work out how to do that. Alms can't gain SP because of the potion cost, and though you could open P/Miss then have 2P to spend, you can't buy on Mission.

45
Variants and Fan Cards / Re: Really bad card ideas
« on: March 10, 2018, 04:31:43 am »
Hexvessel

$4
Action-Reaction

+$2
Discard the next hex.
You may choose to receive it.
If you do, each other player receives it, you discard the top card of your deck and, if it is an action, you may play it.

------

When another player gains 10VP or more in one turn, you may reveal this. If you do, set it aside, +1 card at the start of your next turn and, after the game ends, leave this set aside and take it to the next Hexvessel concert in your city, where it will grant you box seats and VIP backstage access.

46
Dominion General Discussion / Re: Dominion Confessions
« on: March 09, 2018, 04:42:36 pm »
This really confused me because I didn't remember commenting until I noticed it's just that SCSN and I have the same avatar. It's not even like it's that odd a choice.

47
Dominion General Discussion / Re: Your stories of unexpected comebacks
« on: March 09, 2018, 04:40:08 pm »
I was up I think five provinces to nothing against a very highly rated player who had ignored Sauna but contested Avanto. He built the most ludicrous Wild Hunt engine using pretty much every card in the kingdom and lots of finely balanced trashing and gaining each turn. I have never been more pleased to lose.

48
Game Reports / Re: Dear My Opponent: I am Sorry
« on: March 07, 2018, 11:13:28 am »
Dear My Opponent

I'm sorry I bought Blessed Village with 2 Copper left in hand, recieved The Earth's Gift, discarded one of those copper to gain another Blessed Village, and recieved The Flame's Gift to trash that Copper. That strikes me as rather fortunate.

49
Rules Questions / Re: Watchtower + Gain to hand
« on: March 07, 2018, 03:27:10 am »
Could one Artisan-gain a Trader then Trader-switch that Trader for a Silver? Sounds silly, but the Silver would then be in one's discard pile, whereas, had one gained Silver directly with Artisan, it would be in one's hand. That could be preferable.

50
The other day I opened Baker/Silver and my opponent opened Soothsayer/Enchantress.

I hit $5 on T3 and he didn't hit it on T3 or T4.

This did not surprise me as he'd opened two terminal stop cards that don't give coin.

He said something like "can't play against shuffle 1 luck like that" and resigned.

I guess he resigns a lot.

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