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Messages - werothegreat

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7276
Dominion: Dark Ages Previews / Re: The Feel of Dark Ages
« on: August 07, 2012, 01:39:39 pm »
You've really got time to burn, don't you?  ;)

I'm on my lunch break.  :P

7277
Okay, the problem with Feodum is that you need 9 Silvers to get it up to Duchy level, which is always a good benchmark.

9 Silvers may be no problem with Trader, which can get you that by trashing a Platinum, but with cards that just gain one Silver at a time, it's going to be a real task.

What Feodum needs is to always appear in conjunction with a card that can net you 3 Silvers a pop.

Trader/Cache.

7278
Dominion: Dark Ages Previews / The Feel of Dark Ages
« on: August 07, 2012, 01:36:35 pm »
With the first preview, the first three cards seemed to hark back to a purely medieval theme, something which hadn't been evoked since Intrigue.  I think this is possibly why they seemed so much like fan cards (that, along with the trash-gaining and the $1 cost).  But Graverobber and Poor House seem really gritty, and they, along with Sage, really feel like they'd fit in the actual Dark Ages.

The second preview seemed to me more exotic (perhaps the brighter colors), much like the Hinterlands previews were.  With the Hinterlands previews, you got a feel for the aesthetic of the set pretty quickly.  But in two days we have two different artistic directions for Dark Ages.

Permeating all of this is a sort of sense of finality.  I realize there is one more expansion to come after this, but Dark Ages really feels like the last stand - a way for Donald X to really go out with a bang with his series - the Dark Knight Rises of deck-building card games, if you will.  Just looking at the Ruined Market is almost like seeing the corpse of an old friend dredged up on the banks of a river.  This is the post-apocalyptic expansion.  I forsee this expansion being very aggressive and very violent.  Even just with the Graverobber, I've been getting images of players fighting over the good stuff in the trash like vultures, in ways they would never have fought over cards from their supply piles.

But destructive or not, this set looks like it's going to be a hell of a lot of fun.  Morituri te salutant, Donald X.

7279
(3) "Three ways to gain Ruins" -> I'll bet it's not "Three cards that give Ruins", but rather "Three ways"
     Way #1: Other player gives them to you like a curse
     Way #2: You give them to yourself as a penalty for a card that would otherwise be too good (We've seen lots of fan cards like this before that have been poo-poo'd. Just like $1 cards and card that take from the trash were poo-poo'd)
     Way #3: Something else? Maybe you start with Ruins? Or cards get transformed into Ruins?


No, see my post above; Donald confirmed that there are 3 Looter cards.

Quote
And it would mean overall if you played randomly you would barely ever play with Ruins -> 3 cards in ~200?
According to the BGG thread, this gives you about a 15% chance of having Ruins in a completely random game. It's identical to the chance of needing VP tokens.

If Guilds gives 13 Kingdom cards, it will be exactly a 15% chance.

Are you including the promo cards in your count?

Nope.  Apparently my statistics is faulty, but if you ignore Promos, all the sets together should yield 200 Kingdom cards.

7280
(3) "Three ways to gain Ruins" -> I'll bet it's not "Three cards that give Ruins", but rather "Three ways"
     Way #1: Other player gives them to you like a curse
     Way #2: You give them to yourself as a penalty for a card that would otherwise be too good (We've seen lots of fan cards like this before that have been poo-poo'd. Just like $1 cards and card that take from the trash were poo-poo'd)
     Way #3: Something else? Maybe you start with Ruins? Or cards get transformed into Ruins?


No, see my post above; Donald confirmed that there are 3 Looter cards.

Quote
And it would mean overall if you played randomly you would barely ever play with Ruins -> 3 cards in ~200?
According to the BGG thread, this gives you about a 15% chance of having Ruins in a completely random game. It's identical to the chance of needing VP tokens.

If Guilds gives 13 Kingdom cards, it will be exactly a 15% chance.

7281
Maybe shelters are like Native Villages for Ruins. Like if you get hit by a ruin, you can reveal a shelter to store it instead, and then use shelters to play them at will. Or maybe not.

No mats in this set.

7282
I'll take a shot at predicting the other Ruins.

Ruined Smithy: +1 Card.
Ruined Village: +2 Actions.
Ruined Woodcutter: +1 Coin.
Ruined Chapel: Trash a card from your hand.

Ruined Smithy might be +2 Cards and still be sufficiently bad.
Ruined Village could be +1 Action, but that's a card you almost never have any incentive to play. It's incredibly uninteresting. I'd prefer +2 Actions; Discard a card.
Ruined Chapel seems like it would be much more powerful than the others, especially in a Dark Ages-heave setup, so it's the least likely.

Ruined Chapel: Gain a card from the Trash costing $0.

Wouldn't that be a Ruined Graverobber?

No.  It's doing the opposite of what you want Chapel to do.

By the way, I kind of really want Graverobber as my avatar.  Add these to the Avatar library, theory!

7283
I'll take a shot at predicting the other Ruins.

Ruined Smithy: +1 Card.
Ruined Village: +2 Actions.
Ruined Woodcutter: +1 Coin.
Ruined Chapel: Trash a card from your hand.

Ruined Smithy might be +2 Cards and still be sufficiently bad.
Ruined Village could be +1 Action, but that's a card you almost never have any incentive to play. It's incredibly uninteresting. I'd prefer +2 Actions; Discard a card.
Ruined Chapel seems like it would be much more powerful than the others, especially in a Dark Ages-heave setup, so it's the least likely.

Ruined Chapel: Gain a card from the Trash costing $0.

7284
Bizarro question for the day:

Can Ruins show up in the Black Market deck?  That'd suck almost as bad as getting Treasure Map.

They can't, because they are not part of the kingdom cards, just as Curses, Potions and Platinums can't.

Nice avatar.  Think I may give mine a change, just for giggles...

7285
Updated, though I'm too lazy to do a fancy hyperlink.

7286
If the Shelter is going to not be worth any points, what's the point of making it a Victory type card? Just to make it feel better replacing Estate or something?

So it can count towards Silk Roads?  So Scout can put it in your hand?

7287
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 11:30:41 am »
OHHHHHHHHHHHHHHHHH

IT JUST DAWNED ON ME

SHELTERS PROTECT YOU FROM LOOTERS





i.e.

Shelter
Victory-Reaction
$2
0 VP

When another player plays a Looter card, you may reveal this from your hand.  If you do, you are unaffected by that Looter.

7288
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 11:26:53 am »
Upgrade a Cultist into a Gold, Watchtower it, draw it along with 2 other cards.

I'm not sure if you can do that, actually... I think that when you play Upgrade, first you trash the Cultist. At that moment you have to choose to draw 3 cards; before you have gained anything from Upgrade. Then you gain a card, then you can reveal Watchtower.

Still, you get 3 extra cards, and an Action to use them with!

7289
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 11:14:48 am »
Who would buy Transmute if it were the only trasher on a board with Feodum?

7290
And I still disagree that they would put in 36 extra victory cards that only have relevance in kingdoms with Barbarians. :P

There are 50 Ruin cards.

Hah.

BUT there are three Looting cards.  Equivalent to VP tokens in Prosperity.

7291
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 07, 2012, 11:04:41 am »
So is Mint/PH now "the other good Mint opening"?

Yes.

7292
Dominion: Dark Ages Previews / Re: Dark Ages Predictions, Day #2
« on: August 07, 2012, 11:04:03 am »
I'm just going to keep editing my post in the first thread...

7293
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 11:03:01 am »
Love the artwork, by the way.  The replication of the artwork on the Grand Market card is really clever, effective, and evocative.

It's the same artist.

7294
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 11:02:10 am »
Upgrade a Cultist into a Gold, Watchtower it, draw it along with 2 other cards.

7295
Dominion General Discussion / Re: Homage to the Best Card
« on: August 07, 2012, 10:58:13 am »
Isn't there a risk of schemes blocking golems in the combo ? I mean, if you've one golem + one scheme in hand, if your golem immediately draws scheme + CH (or without discarding the whole of your deck), it is blocked, right ?

Scheme both Golems every turn.

EDIT: Grujah'd.

7296
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 10:54:02 am »
Curious - in the box, will there be separate slots for each Ruins pile, or will they all be shoved into one pile?

7297
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 09:41:11 am »
Apprentice->Cultist->Graverobber

7298
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 09:19:53 am »
Be careful when you buy an Embassy with Feodum on the board.

7299
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 07, 2012, 08:32:17 am »
About an hour left!

Also, I'm thinking that if these cards are any indication, there are going to be a lot of cards that specify exact costs or ranges of costs, which is going to make Highway a lot more powerful and a lot more relevant and a lot more strategic.
Still all the Alchemy cards sit crying in their little corner.

Well, you can "Expand" them with Graverobber, if not actually...  rob them from their grave...

7300
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 07, 2012, 08:25:15 am »
Sage/CH should be simulatable/testable decently easily though. Buy a CH or two ASAP, getting coppers until you can, otherwise (no silvers, and no sages yet, because you need to be able to grab that CH). Once you have a CH, prefer sage to copper, but get 1-2 more CHs when possible, and coppers when you can't get sage. At this point, buy provinces when you can.
I am guessing that this will be... maybe infinitesimally better than BM? Maybe you should still get a single silver, and maybe you should still get golds. I don't know.

Like I've been saying for every CH strat mentioned ever...

...still needs +Buy.

Though I'll admit this seems a lot more viable than HP/CH (which I tried once - got lots of money, but WITHOUT +BUY my opponent won the Province race), and actually goes pretty far in making CH maybe not be a sucky card.

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