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376
Dominion General Discussion / Spy/Ghost Ship
« on: October 18, 2012, 01:46:46 pm »
Spy is actually a pretty decent... well, not counter, more of an ameloriation of Ghost Ship.  If your opponent plays Ghost Ship and you have Spy in hand, then put a crap card from your hand on top of your deck first, then a card you want in your deck.  That way Spy will draw the good card and discard the bad card, ensuring your next hand is not polluted.  Of course, if your hand has three cards better than Spy, just put it on top of the deck, unless none of them are cantrips.

377
Dominion General Discussion / Combo: Pearl Diver and Mystic
« on: October 16, 2012, 07:20:28 pm »
This is actually a great combo.  Pearl Divers are cheap, and once they've put something on top of your deck, your Mystic can scoop it up.  Better than Spy/Mystic because of the cost.

378
Dominion Articles / Rats (draft)
« on: October 16, 2012, 06:59:27 pm »

Rats!  When we saw this card for the first time we all thought: "Wow, that's thematic!  Why would I ever buy that?"

Rats, like most Dark Ages cards, require more finesse and thought than we're used to dealing with in Dominion.  In most other expansions, the thought goes into which cards to gain at what time.  Once they're in your hand, it's a pretty simple decision in what order to play your cards (+Actions, +Cards, everything else), unless you have clashing Terminals.  But cards like Fortress, Death Cart, Junk Dealer and Rats all make you think: "Do I really want to play this now?"  And that's good, right?

The Point

So what is the point of Rats?  Contrary to popular belief, it's not just to be Donald X's favorite card.  There are several instances where you really want Rats.  So what are they?  Well, first we need to establish what Rats does.

Rats replaces cards in your deck with Rats.  More generally, Rats replaces cards (typically of a low cost) with $4 Action cards (which you don't want to use too much).  The point of Rats is to replace low-cost junk with higher-cost junk.  Very quickly, I might add.  If you buy one Rats in the first two turns, and use a Rats every time you see it, you should see a hand of five Rats within 10 turns.  Obviously, you want to stop before you get to this point.

So Rats trashes junk to give you other junk to feed to a Trash for Benefit card.

"Well, why didn't I just buy the TfB card in the first place?"

Well, depending on the card, you probably should buy that card in the first place.  Any TfB card that does not care about cost probably should take precedence.  These would be cards like Moneylender, Spice Merchant, Jack of all Trades, and Altar.  The first two of these wouldn't even be able to trash Rats anyway, and the only benefit the other two would get would be drawing another card, and as Terminals, that's of questionable value, at least in an engine deck.  So Rats conflicts with several TfB cards.

But we have TfB cards that DO care about cost, and here Rats shines.

What Rats is best with

The Big Three

The top three that should come to mind are Salvager, Apprentice and Bishop.  All three of these convert the cost of a card into some resource - Coins, Cards and VP, respectively.  All of these cards are rather bad at getting rid of your starting Coppers and Estates, and are even worse with Shelters, though Bishop would be the best of these three, since it actually gives a resource when trashing a $0 cost card.  So why not trash this $4 card instead?  That way, instead of +$0, +0 Cards or +$1/+1VP, you'll get +$4/+1 Card, +5 Cards or +$1/+3 VP/+1 Card.  That's a lot better. 

Remodel-style cards

Even cards like Remodel and Remake benefit.  Do you want to trash two Coppers and get nothing, or trash two Rats and get two $5 cards?  Rats turn Upgrade into a less limited Lab/University mashup.  Since all of these cards are better when used on higher cost cards, they all do better with Rats.  Even lowly Develop, oft derided as slow and cumbersome, gets a boost.  Rather than getting nothing for those Coppers you trash one at a time, get a Silver and a $5 card right on top of your deck, after drawing a card!

Other synergistic trashers

Junk Dealer does well with Rats.  Not as well as the Big Three, given that Rats and Junk Dealer fill similar roles.  But getting a +1 Card along with the rest of Junk Dealer is a pretty nice addition.  Forge might have you thinking to turn two Rats into a Province, which is a cute trick, but if you're ready to green anyway, that $7 might be better spent on a Gold.  Also, that whole trick becomes much harder to pull off with Colonies.  Perhaps the greatest combo here is with Death Cart - turn all those Coppers and Estates/Shelters into Actions you're absolutely glad to get rid of every time.

Reactions

We have three Reactions so far that deal with trashing and/or gaining, and all of them work well with Rats.  If you have a Watchtower in hand, you can trash the Rats you gain when you play a Rats, and get +1 Card to boot.  So you're cleaning up your deck, and depleting a pile.  With Market Square in hand, you can lessen the damage of having to trash a non-junk card to a poor Rats play by gaining a Gold.  Even if you're trashing junk, gaining the Gold is awesome.  Finally we have Trader.  Now, why didn't I include it in the Big Three?  It's the other trasher that cares about card cost.  But the Action for Trader is really more of a facilitator for Big Money, and if that's what you're going for, you shouldn't really be getting Rats in the first place.  However, turning a Rats into four Silvers can be a nice supplement to whatever engine you have going on.  The Reaction is also nice, replacing your junk with Silver instead of Rats, though this undermines the whole purpose of Rats, at least with regards to the Big Three or Death Cart - again, this would be a supplement.

Non-trashing options

Which expansion heavily emphasizes Actions?  Alchemy, that's who!  And Alchemy has two cards that go well with a card that fills your deck full of junk Actions.  First is Vineyard.  Turn all those Coppers and Estates into Rats, and now all those Vineyards are worth at least 3 points more!  Just don't trash any Vineyards with them.  That would just hurt.  Second is Scrying Pool.  Scrying Pool works best if you can get rid of your Estates and Coppers and go for a money-less deck.  Rats can do just that.  Once you've Rats'd away all those starting cards, your Scrying Pools should draw your entire deck, except when snagging on Potions.

Another interesting strategy might be to use Rats to clear out your Coppers for use with Venture or Adventurer.  The biggest weakness of these two cards is drawing Copper instead of your better Treasures.  If those Coppers are Rats instead, they'll be skipped.

Rats as a Defense

If all your junk is Rats, certain Attacks suddenly become less painful.  Fortune Teller and Rabble clear out all those Rats from your next hand.  Saboteur and Knights are suddenly both improving your deck and increasing your next hand.  But Rats can also be used to mitigate Curses.  Even as the only trasher, it's better to have a Rats in your deck than a Curse.  Sea Hag is most vulnerable to this, given that you'll know that the next card you draw with Rats will be one you want to trash.

However, do not use Rats to clean up after Looters.  Unless you have a Big Three, it would be much better to have a Ruins (which gives a marginal beneficial effect) than a Rats.  Ruins do not effect your score, unlike Curses, so don't feel the need to get Rats if they're the only trasher.

Also, what hand would you most want Possessed?  A hand of five Rats!  Then your Possessor can't do anything without giving himself Rats, and you'll (hopefully) have a better hand for your turn.

If you're going to use Masquerade with Rats, remember to only send a Rats to your opponent if he did not play the Masquerade; otherwise, he's just going to trash it and draw a card.

When not to buy Rats

What if there are only straight trashers on the board, like Chapel?  In that case, you should probably just go with Chapel.  Chapelling Rats would draw you some cards, but it would be faster to just Chapel everything away, and spend your $4 on something that will build your economy.

The one TfB card that cares about cost that you DON'T want to use on Rats would be Procession.  Sure, you get a $5 cost card, but you also get two Rats, and have to trash two cards in your hand, which, by the time you get both a Rats and a Procession, you may not want to do.

Rats/Ambassador defeats the whole purpose of Rats.  Consider Ambassador to be a straight trasher, like Chapel (in a loose sense).  If you're going for that, you don't want Rats anyway.   If your jig is to buy junk to send to your opponent, Curses are much cheaper and will hurt him much more.

What if there are no other trashers on the board, outside of the options listed above?  DON'T BUY RATS.  Let me repeat that.  DO NOT BUY RATS IF THEY ARE THE ONLY TRASHER (outside of the aforementioned cases).

So I've bought Rats, specifically to trash it.  When do I?

Buy the Rats within the first two turns, and use a Rats every time it's in your hand with stuff you want to trash.  At the first opportunity, buy your TfB card.  Every time it's in a hand with a Rats, use it on the Rats.  Once you have your TfB card, only use Rats if it's in a hand without that TfB card, and with remaining junk.  In the highly unlikely event that you trash your last Rats before all of your junk is gone, don't worry.  You're leaps and bounds in the right direction anyway.  You should only ever purchase one Rats.  All your other Rats come from playing a Rats.

What about those non-trashing cases?

Use Rats whenever you have junk to trash.  Be smart with the Rats.  If you don't have anything you want to trash to them in hand, don't play them.  It's highly unlikely that the next card you draw will be one you want to trash (unless you've Spied ahead earlier), so just regard it as junk for that turn and ignore it.  Remember: you don't have to play a card in your hand.

P.S.  The Rats pile has 20 cards in it.  Don't forget that.

Works best with:
Bishop, Salvager, Apprentice

Works well with:
Remodel-style cards
Death Cart
Junk Dealer
Vineyards
Scrying Pool
Watchtower, Market Square, Trader
Adventurer, Venture
versus trashing Attacks
versus Cursing Attacks
versus Possession

Conflicts with:
Boards without trashers
More efficient trashers (Chapel, Steward)
Ambassador
Treasure-specific trashers (Moneylender, Spice Merchant)
versus Looting Attacks

379
Game Reports / I finally made the Golden Deck!
« on: October 11, 2012, 11:36:56 am »
Opening 5/2 with Mountebank and Embargo on the board tends to help.

http://dominionlogs.goko.com/20121011/log.5057ee40f93b9113b758b6b5.1349969735556.txt

380
Variants and Fan Cards / Jeweler
« on: October 09, 2012, 05:18:45 pm »
So, I submitted this to rinkworks' contest, and a lot of you (rightly) pointed out its flaws.  It's very swingy.  So in an attempt to ameliorate that, here's a couple different things to try:

Jeweler
Action - $5

+1 Action
+1 Buy
While this is in play, whenever you play an Action, +$1.
(This overcomes the "needs a Village" problem, but still has the KC "here, have all the coins ever" problem.)


OR

+1 Buy
+$1 per Action you have in play.
(This might be too similar to Bank.)


OR

+1 Action
+1 Buy
Name a card you have not already named with Jewelers this turn.  If it is a Victory card, it acquires the type "Treasure" for the rest of your turn.  When you play this card, +$1.
(This might just be too weird.)

381
Dominion General Discussion / Copper, Silver, Gold
« on: October 09, 2012, 02:58:50 pm »
Was thinking of a board that could reliably hold strategies for each of the three basic Treasures.  Here's my thought:

Beggar, Tunnel, Trader, Coppersmith, Feodum, Counting House, Embassy, Border Village, Worker's Village, Hunting Party

For the Copper-player: Beggar to gain Coppers, Coppersmith to make them valuable, and Counting House to scoop them all up.
For the Silver-player: Trader, Feodum and Embassy all generate Silver, and Feodum rewards you for having it.
For the Gold-player: Tunnel speaks for itself.

The other cards all serve all three: Embassy creates the necessary draw, and the discard for Tunnel.  Border Village provides the Actions, and can handily pick up components of each engine.  Worker's Village gives the oh-so-needed +Buy.  And Hunting Party can discard Tunnels and Coppers, and find that Counting House.

Other possibilities: Market Square (also gives +Buy, adds to the Gold player), Cache (for the Copper player), Gardens (mainly for the Copper player), Squire (for the Silver player and the +Buy and +Action).  Jack of all Trades also generates Silver, but would dominate too much.

382
Dominion General Discussion / What would make Scout better?
« on: October 09, 2012, 10:15:20 am »
The Scout joke has been done to death at this point, and we all know it's not exactly the best card out there.  So what would make it better?  It couldn't be anything to radically change the intent of the card, which is to scan the top of your deck and put Victory cards into your hand.

I think a +1 Card would make all the difference.  This would put it on par with Apothecary, which is only slightly more expensive with an opportunity cost, which is fine, because in most cases Coppers will be much more valuable to you than Estates.

383
Dominion: Dark Ages Previews / By the way, Rats...
« on: October 08, 2012, 02:50:16 pm »
It takes about 10 turns for you to get a hand of all Rats.  If you open with it, use it every time you can, and don't trash them.  You don't need to buy more than just the first.

384
Variants and Fan Cards / Card that Name: Fancy Hat
« on: October 07, 2012, 05:49:47 pm »
No premise here, just think it's a funny name for a card.  Run wild.

385
Variants and Fan Cards / Training Camp
« on: September 26, 2012, 12:56:15 pm »
Was trying to come up with a card that would say "Return this to your hand."  It would have to be spammable, do something interesting, and yet not be too powerful.  Here's what I came up with:

Training Camp - $3
Action

Choose one:

+2 Cards.  You may return this to your hand.

+2 Actions.  You may return this to your hand.  If you do, discard 2 Cards.

386
General Discussion / The Master
« on: September 26, 2012, 10:25:44 am »
Just saw this.  It was quite intriguing.  Joaquin Phoenix's performance was disturbingly awesome.  Anyone else see it?

387
Variants and Fan Cards / How much would this cost?
« on: September 25, 2012, 01:20:17 pm »
Action - $?

Diviner

+1 Action

Name a card.  Reveal cards from you deck until you reveal a copy of it.  Put it in your hand.  Discard the other revealed cards.

388
Dominion General Discussion / Post "Bad Cards" mentality
« on: September 25, 2012, 11:34:23 am »
So for a while I just ignored Oracle.  To me it seemed like a Spy that didn't even give +Action.  It seemed pretty weak.  But with the release of Catacombs, I've been re-assessing that.  Because Oracle and Catacombs function pretty much exactly the same way, except Oracle messes with your opponent's deck.  I actually played a game the other day where both were in the kingdom, and I ended up getting both of them, to my benefit.

Really, this, to me, is part of a larger paradigm shift for me where I'm trying not to think of cards as "bad," which, while perhaps not intentionally, often sinks into our heads when we rate cards, because cards at the bottom of the list will invariably be thought of as not good.  Scout and Counting House are not bad cards, and they can shine brilliantly in the right situation.  They're just not amazing cards.

So what I try to remember when looking at a kingdom is to not think "Oo, that's a good card, oo that's a bad one" but to think "How can I make these cards work together?"

Here's a game I played against a bot: http://dominionlogs.goko.com/20120924/log.5057ee40f93b9113b758b6b5.1348505874535.txt

Spy, normally ignorable, came in very handy as the only cantrip on the board, allowing me to King's Court it for draw and Actions, and thus play (or King's Court) multiple Barons (read: one Baron and a Band of Misfits pretending) per turn.  It did also help that the bot ignored Lighthouse for too long, and I was able to Rabble it into oblivion.

And this is why I like the Dominion Strategy articles - it emphasizes "how can I make this work?"

389
Dominion: Guilds Previews / So. Guilds.
« on: September 22, 2012, 01:50:00 pm »
Let the speculation commence.  What do we think?

I'm thinking either

A) We will finally see a permanently played card

or

B) We will see players choosing different starting conditions (which could be in the form of a permanently played card)

390
Dominion General Discussion / Hints from past Secret Histories
« on: September 18, 2012, 09:59:21 am »
I've been re-reading the Secret Histories (mainly out of boredom at work) and found this little tidbit:

Quote from: Donald X.
Treasury: This replaced a card that had rules problems. I eventually figured out a way to deal with the problems, but not in time for it to make the set. It will make it somewhere else eventually.

So what was this card that Treasury replaced, and have we seen it yet?


391
Puzzles and Challenges / Ensuring the same hand every turn
« on: September 16, 2012, 11:17:00 am »
How can you ensure that you King's Court the same three terminals every turn, no matter what happens to your deck, or what your opponent does to you?

392
Game Reports / Delightful! Count/Goons and etc
« on: September 11, 2012, 10:40:19 am »
I very much enjoyed this setup.  I would have preferred a better Village than Shanty Town, but given that I was using Watchtower for draw, it was somewhat fitting.  You see the bot went for Upgrade, which normally I would as well, but given the awesome trashing power of Count, I went in a different direction.  When too many Actions collided, I used Count to save them for later.  King's Court was definitely a boon (as it usually is), and Watchtower/Goons is a known combo.  But what I really liked was that sense of really integrating a Dark Ages card.  Previously, I was always like "Ooo a new card!" and would think of it separately - still using it within the context of the other cards, but I think this was the first game I didn't think of Count as a Dark Ages card, but as a part of a strategy I was going for.  It really eased into this board very nicely.

Also, getting hit by your opponent's Goons really isn't that bad when you've got Goons, King's Court and Watchtower in hand.  A Goons for next turn, and 4 more VP!  Yay!

http://dominionlogs.goko.com/20120911/log.503e9bc84e423bf9a00654c2.1347374075946.txt

393
Dominion Articles / Combo: Graverobber/Pillage
« on: September 10, 2012, 12:18:46 pm »
So I played a game with this over the weekend (though I didn't win), but I feel that if worked better, it could be very viable.

It's pretty simple.  You play Pillage, it gets trashed, you scoop it up with Graverobber, and put it back on top of your deck to use next turn.  Rinse and repeat.  Even better if you got Graverobber when someone else went for Pillage - you never even had to pay for your Pillage!

Would definitely be boosted by Schemes, to make sure that Graverobber is always there.

394
Dominion: Dark Ages Previews / Knights!
« on: September 09, 2012, 05:27:26 pm »
So, I was playing Dark Ages with Robz and Axe Knight over the weekend, and we tested out a few of the kingdoms.  We did a lot with Knights.  I sort of monopolized them, but because I was focusing on those, and Robz was just buying Silver and Gold, he still managed to pull a win, despite my incessant trashing.

Also, Graverobbing Pillages is a lot of fun, especially when you never actually bought a Pillage.  Also a good way to recover your Knights when they trash each other.

Cultist is a beast.  It can work so fast because of the chaining, and Ruins just slow your deck down to absolutely nothing.

395
Game Reports / 16 turns, 7 Provinces. COUNT!
« on: September 07, 2012, 11:47:56 am »
I really do like this card, and I really think Count is JoaT's more sophisticated uncle.  DoubleCount (as I showed here, with some help) is very effective.  Even without Torturer, Peddler, and Worker's Village, I've played DoubleCount before, and it's wonderful.  Trashing your entire hand is delightful, particularly when you can store useful cards for later, and if you draw both of your Counts, just save one for next turn.  I didn't use it here so much due to the engine, but the Duchy-gaining is massive, and can be an enormous help, particularly in kingdoms lacking +Buy where you know the +$3 will put you far over $8.

http://dominionlogs.goko.com/20120907/log.503e9bc84e423bf9a00654c2.1347032613102.txt

396
Dominion General Discussion / Translations
« on: September 07, 2012, 10:39:32 am »
Languages interest me very much.  So, while trying to find the German translations for the Dark Ages cards (for my own diversion), which don't seem to be published yet, I came across something I had seen before - the translations for the other cards.  Handelsposten (Trading Post) still makes me laugh hysterically.  But one thing I found curious was the translation for Ill-Gotten Gains: Blutzoll.  I tried putting this into a German/English dictionary, but it didn't come up.  So I tried de.wikipedia, but it sent me to a disambiguation page, and my German is not good enough to figure out what was said there.  Trying Wiktionary, no page came up, but what did come up was a search result for "death toll" - for which the German translation is "Blutzoll."  Turns out it's a compound word (which, if you're not aware, happens a hell of a lot in German).  The two compounds here are "Blut" (blood) and "Zoll" (toll).  So literally, the translation for Ill-Gotten Gains is "Blood Tax."  That's very disturbing.  Thanks, Germans.

397
Dominion: Dark Ages Previews / Hmmm my thoughts
« on: September 05, 2012, 09:04:19 pm »
-Do not use Squire as your only Village - that is not its purpose.  The +$1 is nice, but the lack of +Cards is not.

-Death Cart me likey, though it has a lot of AP.

-I kept forgetting to top-deck for Graverobber, but I like it, especially with Death Cart and Hermit.

-Hermit is pretty nice, but having to not buy something for the Madman, beyond the first few turns, is so awkward and feels like such a waste.

-Hunting Grounds are awesome and perfectly priced.  Best with Villages other than Squire, though.

-Junk Dealer is decent, though I should probably play it in kingdoms without other trashers to really see.

-Rats are okay.  They go well with other trashers when you want to get rid of something for a +Card.

-Sage is aggravating with cheap cards.  Whenever you play one, the next card is always your Spoils or your Squire or something.

-Storeroom is a solid card - the kind you'd say "needs +Buy" for, and hey!  It has +Buy!

-Scavenger is useful.

-I really like Ironmonger, but Goko really needs to make buttons for it.

-Cultists are a delight to play.

-Marauder is the new Sea Hag.  Get with the times, people.

398
Dominion General Discussion / Now I feel like a hipster...
« on: September 05, 2012, 02:12:19 pm »
The past few days have been a little slow on here, so I went over to BGG to try and get my Dominion chatter fix.

My mistake.

I guess I'm so used to talking to people who either own all the expansions or are familiar with them and can appreciate them.  Reading how people avoid Alchemy and Cornucopia because of how complicated they are puzzles me.  Also, I think my heart broke when someone said they were disappointed by Hinterlands.  I just wanted to shove Fool's Gold in their face, but not in a mean way.

And whenever people ask about which expansion to get first (which just gets so old), I can't help but look to my own experiences with teaching people Dominion.  It really, really depends on the person.  Some people need to play the First Game setup fifty times before they can even be shown, happenstance forbid, Chancellor, or their brains will break.  Other people I've shown Hinterlands and Dark Ages on their second game and they don't even bat an eye.  One person I showed it to, who had MTG experience, was bored and disappointed by the First Game setup, so I threw Hinterlands and Dark Ages at him just to show him how much variety there was.  He really enjoyed Ill-Gotten Gains and Cultist.  Like, a bit too much.  I'll most likely be playing Dominion with him again, but the base set will be left at home.

Anyway, that's my whatever this is.

399
Variants and Fan Cards / Fan Card: Investment
« on: September 01, 2012, 05:46:43 pm »
So I was thinking about Bandit Camp, and realized you could sort of think of it as a Village that gives +$3, just not this turn.  So I came up with a card that would accomplish that same thing, but on a more formal level.  It changed a bit.


Investment
Action-Duration - $4

+1 Card, + 1 Action

Discard a Treasure.  If you do, at the start of your next turn: +$4.


Play two of these and guarantee a Province for yourself next turn.

400
Dominion General Discussion / Bearded Lady
« on: September 01, 2012, 05:38:30 pm »
So I was looking closely at the Market Square artwork, and there's a bearded lady.  On the right, in a green dress.  There are obviously boobs, and there is obviously a beard.

Anyone find any other odd things in Dominion artwork?

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