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Topics - brokoli

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76
Dominion General Discussion / All reactions in 1 kingdom
« on: October 26, 2012, 06:52:42 am »
http://www.dominiondeck.com/games/all-reactions-and-bazaar

(for the 10th card I chose Bazaar because it's a village and a $5 simple card).

What is the best strategy in this kingdom ?

It's interesting to note that almost all cards are useful somehow (the only one that seems useless is moat)

77
Goko Dominion Online / Private beta not closed
« on: October 22, 2012, 08:42:18 am »
According to a recent e-mail from Goko, the private beta should be closed now. But I can still access it. What's going on ?

78
Dominion: Dark Ages Previews / Wandering minstrel - A trap ?
« on: October 18, 2012, 05:52:14 am »
When I played my first game with Wandering minstrel, it seemed very strong. But after a couple of other games on goko, I realized that it had some weaknesses : discard silver/gold/plat, and prevents trashers from working. Now I feel that it is one of the worst $4 villages... Your opinion ?

79
Game Reports / Upgrade + Feodum + Duke
« on: October 16, 2012, 05:31:37 pm »
http://dominionlogs.goko.com/20121016/log.5058a28af93b9113b758ba19.1350422801724.txt

I love this game, love feodum, love Dark Ages.
I'm not sure rats were necessary, but rats are always fun and upgrading a feodum into a duchy/duke is a very neat trick, because duke always want silvers, and at the same time you could take a few feodums at the end of the game instead of duchies (cheaper).


80
Dominion Articles / We need article for this card !
« on: October 11, 2012, 04:21:13 pm »
I'm probably one of the worst english speaker of this forum, my apologies. This is why I never write articles. But I think some cards definitely need an article. In my opinion, these cards are :

Base :
- Adventurer : because sometimes it's useful, but it's difficult to see where.

Intrigue :
- Coppersmith : noobs sometimes don't realize the huge potential of this card.
- Maybe pawn : less simple than it seems

Seaside :
- Outpost : for the same reason as coppersmith.
- Salvager :
- Pirate ship

Alchemy :
- Golem

Prosperity :
- Forge : difficult to use at the begining, there are various "additions" to know.
- King's court (I'm very surprised to read that this card don't have article yet...)
- Rabble : I only realized the power of this card seeing WW's videos...

Cornucopia :
- Horn of plenty : clearly. The power of this card is really not obvious at the first glance.
- Remake : Outside the "trasher" power, there are various fun remake tricks you could do, using it close to remodel than chapel...
- Harvest : A bit unpopular card, but I think there are more strategic depth than people give credit for.

Hinterlands :
- Develop : difficult card, really.
- Farmland
- Trader
- Tunnel : how many tunnels do you want, what are the different combos, etc...

Dark Ages :
- Poor house
- beggar
- Count
- Death cart
- Hermit
- Feodum
- Urchin
- Rats
- Knights
- Squire
- Graverobber
- Procession

81
Game Reports / Mystic - Conspirator
« on: October 09, 2012, 01:41:11 pm »

82
Dominion General Discussion / The Custom designed kingdoms
« on: October 09, 2012, 11:04:17 am »
I know there are several thread like this, but I haven't found any really "serious".
So, here are my kingdom suggestions. They were all tested. The goal was to create, of course, interesting kingdoms (it means : various different viable strategies, and/or a kingdom where all cards can be used somehow, and/or kingdoms with a few traps)
(many -if not all- of these are findable on dominiondeck : brokoli)
Feel free to add your own kingdoms or to post comment on these created decks !
(I will add the eventual others designed kingdoms in this post)

1 set
Base set only :
1.1) Cellar, Moat, Spy, Feast, Militia, Moneylender, Remodel, Council room, Festival, Library

2 sets
Base - Seaside :
2.1) Embargo, Ambassador, Gardens, Militia, Salvager, Thief, Treasure map, Mine, Treasury, Adventurer

3 sets
Base - Intrigue - Prosperity :
3.1) Village, Swindler, Loan, Baron, Bridge, Throne room, Mine, Rabble, Harem, Hoard

4 sets or + :

Intrigue, Seaside, Prosperity, Cornucopia, Hinterlands, Promo Black Market
4.1) Ambassador, Scheme, Black Market, Baron, Horn of Plenty, Inn, Rabble, Fairgrounds, King's court
Base, Intrigue, Seaside, Alchemy, Cornucopia, Hinterlands
4.2) Apothecary, Crossroads, Scheme, Cutpurse, Gardens, Cartographer, Council room, Harvest, Market, Stables
Base, Intrigue, Seaside, Prosperity, Dark Ages
4.3) Chancellor, Market Square, Wishing well, Smugglers, Quarry, Smithy, City, Count, Altar, Peddler
4.4) Pearl Diver, Steward, Mining village, Baron, Caravan, Sea Hag, Monument, Rats, Catacombs, Bank
Base, Intrigue, Seaside, Alchemy, Prosperity
4.5) Herbalist, Mining village, Remodel, Golem, Coppersmith, Minion, Bazaar, Rabble, Tactician, Bank
Intrigue, Seaside, Alchemy, Prosperity, Cornucopia, Hinterlands, Dark Ages
4.6) Haven, Steward, Menagerie, Urchin, Storeroom, Death Cart, Feodum, Apprentice, Jester, Border village

Comments :
1.1)This one is only to prove that an engine can work in the base set
2.1)Gardens is a counter to ambassador. Thief is a counter to treasure map. Treasury is a source of money that can counter Thief. Salvager is a counter to gardens. Ambassador is a counter to salvager. I see two possible things : Thief-Gardens or Salvager-Treasure map. Embargo and Militia are counter to some strategies, too. So you must be very careful to what your opponent does.
3.1)Engine (Village, Loan, Rabble, Bridge, Throne room), or -Big- money (Loan, Mine, Rabble, Harem, Hoard)
4.1)KC - Scheme or Black market - Fairgrounds ? Or both ? Horn of plenty megaturn is viable too.
4.2)Interesting copper interactions : Apothecary, Cutpurse, Stables.
4.3)An interesting synergy between Altar and City. Market square provides an opportunity to buy a couple of peddlers, but the reaction part is also useful with Altar.
4.4)Rats is a great counter to Sea Hag, but on the other side rats are difficult to play well and the only way to get rid of them is steward...
4.5)Herbalist-Bank-Coppersmith with tactician, villages and card draw ! It proves that coppersmith is sometimes massive... remodel and golem can both help this engine somehow.
4.6)Huge things. Apprentice-BV. Menagerie. Death cart. Storeroom as a +buy. Urchin with Jester. Some interesting decisions : should I trash early with steward or wait for the mercenary ? Should I take a feodum for the silver piρata ?

83
Dominion: Dark Ages Previews / Trash feodum
« on: October 07, 2012, 06:30:40 pm »
If you don't buy feodum for victory points, it's sometimes very beneficial to trash it.
I had an interesting game with Border village + Apprentice. With this combo it's easy to draw the whole deck.
So I bought feodum, trashing hovel. The next turn I trashed the feodum with apprentice. Gaining 3 silvers that I drawn during the same turn.

84
Dominion Articles / Combo : Armory / Conspirator
« on: October 07, 2012, 06:09:06 pm »
The idea is very simple. Say you have a hand of village - armory - conspirator - copper - estate

1) Play the village
2) Play the armory, gaining a conspirator on top of your deck
3) Play the conspirator, drawing the other conspirator
4) Profit

If you don't have enough village, simply gain a village on top of your deck instead of conspirator.

One of the funniest uses for armory.

85
Game Reports / Fun with Apprentice and Horn of plenty
« on: October 02, 2012, 07:37:31 am »
http://dominion.isotropic.org/gamelog/201210/02/game-20121002-043540-6f91fc3b.html
Nothing special to say, apart from the fact that I loooove Hron of plenty !  :D

86
Variants and Fan Cards / Card with a bad effect when trashed
« on: October 01, 2012, 12:50:28 pm »
I thought about this mechanic for a simple reason : dark ages come with a lot of cards that have a good effect when trashed : rats, cultist, catacombs, fortress, hunting grounds, squire ... and they make all Saboteur, knights, rogue, swindler, etc... weaker (and saboteur is already not so strong...).
So why not a card with a bad effect when trashed ? This is difficult to do, because if there is a bad effect when trashed, you simply don't want to trash it and the "on trash" effect is useless. However, I thought this card (inspired by death cart) could work :

Action - $4
+1 action
+$3
You may trash an action card from your hand. If you don't, discard 2 cards.
---
When you trash this card, gain a curse.

Your opinion ?

87
Help! / Silk road - Crossroads - Duchess
« on: September 30, 2012, 08:29:20 am »
http://dominion.isotropic.org/gamelog/201209/30/game-20120930-052224-a12fcbc9.html

An interesting game. I completely ignored witch (but bought some watchtowers), and tried a weird strategy with duchy-duchess and silk road.
I lost by 10 points, but do you think my strategy could work otherwise ? I think I made some mistakes (discarding copper with duchess, took silk road too late), and it could work better with +buy, but even, is this strategy viable ?

88
Dominion General Discussion / Dark ages on dominiondeck
« on: September 29, 2012, 10:30:49 am »
I don't find the thread, but someone asked when the dark ages cards will appear on dominion deck.
There is a part of the set now, and likely the whole set soon.

http://www.dominiondeck.com/cards

89
http://dominion.isotropic.org/gamelog/201209/28/game-20120928-150412-d8e2dc95.html

Ok, so this board is obviously an engine board : Minion, conspirator, Oasis and Grand market together !
It was definitely fun to play. But a question I ask myself is : did I greened too late ? My opponent clearly not played optimally but what is the best time to green in this game ?

90
http://dominion.isotropic.org/gamelog/201209/18/game-20120918-054808-9ba6e06a.html

With trashing (here, bishop*), Harvest give very, very often $4 :

Quote from: Isotropic
— brokoli's turn 10 —
brokoli plays a Harvest.
... (brokoli reshuffles.)
... revealing and discarding a Gold, a Bishop, a Silver, and a Copper and getting +$4.

— brokoli's turn 15 —
(...)
brokoli plays a Harvest.
... revealing and discarding a Bishop, a Curse, a Gold, and a Copper and getting +$4.

— brokoli's turn 18 —
brokoli plays a Harvest.
... revealing and discarding a Province, a Forge, a Farming Village, and a Copper and getting +$4.

— brokoli's turn 21 —
brokoli plays a Harvest.
... revealing and discarding a Great Hall, a Curse, a Farming Village, and a Forge and getting +$4.
(due to harvest, I bought the last province at this turn)

total : I played harvest 8 times, getting $4 four times.
(Harvest was also good for deck cycling)

Also, farming village is sometimes VERY strong :

Quote from: Isotropic
— brokoli's turn 20 —
brokoli plays a Farming Village.
... getting +2 actions.
... revealing a Curse, a Curse, a Province, a Province, a Curse, and a Gold.
... putting the Gold into the hand.
... discarding 2 Provinces and 3 Curses.

*forge too, but in this game the forge was almost useless (I trashed only a province and a copper with it)

91
Mini-Set Design Contest / Garrison variant
« on: September 17, 2012, 12:56:04 pm »
Garrison is a nice idea, but I'm still a little unconvinced by this card. What I like with torturer and rabble is that they are getting bettter and better the more you play them, whereas garrison becomes useless as soon as you play it for the 3rd time.

With Dark Ages and the arrival of ruins and looter, I think this would be interesting :

Action - $5
+3 Cards
Each other player choose one : he puts a card from his hand on top of his deck ; or he gains a ruin.


This is usually better than garrison, but probably not better than torturer.

I don't want to change the actual card, but I would like your opinion, to maybe try it myself.

92
Game Reports / Bishop against Herbalist/Philosopher's stone/Gardens
« on: September 13, 2012, 11:36:21 am »
I'm particularly proud of this very interesting game : http://dominion.isotropic.org/gamelog/201209/13/game-20120913-081143-13f4a231.html. Especially for the end, because before my last turn I was behind (50 - 62) and with my last province buy my gardens reached 4VP each.

And knowing that bishop counter gardens well, I wonder what is the best strategy ? Herbalist + PS + Gardens (after buying some provinces) or bishop with no support ?

93
Game Reports / Engine with TR-Scheme and no village
« on: September 12, 2012, 02:38:34 pm »
http://dominion.isotropic.org/gamelog/201209/12/game-20120912-104607-28c26153.html

We both don't played optimally (especially me), but engines with throne room "as a village" are rarely viable. This one with scheme, steward, wharf, peddler and Oracle was very fun to play.

94
Dominion General Discussion / "Strictly better" card
« on: September 04, 2012, 06:57:48 am »
One of my fears, seeing for the first time new dominion cards, is that one card is strictly better than another of the same cost. The first time I saw cutpurse, I immediatly compared it to militia. And in fact, unfortunately, militia is often strictly better than cutpurse, when both are in the game.

So the purpose of this thread is to find counter-examples...

Cutpurse > Militia
- Opponent build a deck with coppersmith/Apothecary/counting house
- You want to open cutpurse and trash it after (procession, Apprentice ...)
- Tunnel

Lab > Hunting party
- Deck with useful duplicates (bridge, goons ?)

Council room > Wharf
- You build an engine with militia/goons ?

Thief > Noble brigand
- IGG, Fool's gold, HoP and other kingdom treasure cards.

Scout > Everything
- ?

95
Dominion: Dark Ages Previews / What is your favorite Dark Ages card ?
« on: August 30, 2012, 04:01:06 pm »
I haven't played the whole set yet, so I can't answer to my question. However, after reading the cards, I loved beggar and Hunting grounds.
After some games on goko (with only Parade of misfits), my favorite card of this third is probably cultist : I'm not a fan of attacks usually, but cultist is fun to play, especially if you succeed to trash them later.

96
Dominion: Dark Ages Previews / Rats + Forge
« on: August 15, 2012, 03:04:54 am »
It could be an interesting combo : Forge 2 rats into a province...

97
Mini-Set Design Contest / My challenge #5 card : Farmer (Ford)
« on: July 27, 2012, 12:53:50 pm »
Farmer
$3 - Action
+1 Card
+1 Action
Look at the top 5 cards of your decks. Discard all cards that have the same name as any other cards you reveal.
Put the rest back on top in any order.


Someone said it could be too strong. I don't think so, because although you will often discard coppers and estate, sometimes you will discard very good cards. It is a menagerie enabler, but sometimes you will discard two menageries which is very bad.
I'm bad at finding names, too. I thought of Farmer because it fits with the cornucopia theme, but it's not very thematic otherwise.

Any critic, suggestion ?

98
Other Games / Seasons
« on: July 25, 2012, 11:27:48 am »
Try it on BGA !

It's a mix of 7 Wonders, Race for the Galaxy, Gosu, Magic and Dominion. I really like it.

99
Game Reports / Thief-Gardens against bot
« on: July 17, 2012, 01:03:15 pm »
Hilarious funsocket game against Village idiot bot (I like him) today !
He bought a chapel, a lot of treasure map and some salvagers. My strategy was Thief-Gardens (yes, it can work sometimes).
He bought a lot of golds during 6-7 turns, and each time I played my thief, I stole a gold.  ;D
Final score :
Me : 8 gardens (48 points), 2 provinces, 4 estates, 6 curses (I embargoed myself) : 58 points
He : 5 provinces, 4 duchies, 2 estates, one curse : 43 points

It was a game from a kingdom I designed (Base and Seaside only).
I think this is a very interesting kingdom, if you want to try it : Chapel, Embargo, Ambassador, Treasure Map, Salvager, Thief, Gardens, Treasury, Mine, Adventurer.

100
Dominion General Discussion / Questions about trade route
« on: July 16, 2012, 11:58:21 am »
I find it hard to understand this card...

- When would you open with trade route ?
- Do you buy sometimes a duchy or an estate to increase the value of the Trade Route mat ?
- Is it worth it in BM games sometimes ?

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