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Messages - Commodore Chuckles

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926
Dominion General Discussion / Re: Dominion Records!
« on: August 11, 2018, 10:30:09 pm »
Has anyone ever emptied the Black Market pile?

927
Variants and Fan Cards / Re: Dominion: Revolution
« on: August 07, 2018, 09:13:35 pm »
I've seen one-use events on the forum somewhere, haven't I? Again though, I've forgotten them and these are of my own originality.

You've seen them in the actual game with Inheritance.

928
To me it seems your first mistake was opening Caravan. Caravan is good but there's more important stuff to do in the beginning, like trashing, and you can get them with your Engineer instead.

929
Yay more coin tokens! And finally action tokens! No more overpay, though?

Artifacts: So if we have to "fight over" them, I guessing they might be cards where there's only one copy. Maybe there's an auction mechanic where they go to the highest bidder (fitting given the art theme) or maybe they can be passed around.

Adventures = Seaside sequel
Empires = Prosperity sequel
Nocturne = Dark Ages sequel
Renaissance = Guilds Sequel (looks like returning coin tokens Coffers)

Yes this does seem sort of like a Guilds Sequel. I'd like this to mean there will be more overpay, but it wasn't mentioned...

I'm not really seeing how Nocturne can be considered a Dark Ages sequel. The art and names are "dark" but that's the only similarity. The actual mechanics are not a continuation of Dark Ages' trashing theme.

930
Variants and Fan Cards / Re: Royal Seal fix
« on: August 02, 2018, 06:21:26 pm »
I feel like this is a reasonable place to say "What's wrong with Royal Seal, they can't all be the best $5 ever."

How would you feel if the next dominion expansion entirely consisted of nerfed versions of existing cards that you ignore in most games? You just wasted your money. Card quality matters.

In addition to being bad, it's boring.

Royal Seal isn't a nerfed version of anything.

I don't think he was actually saying that. I think it was just an example of how "they can't all be the best ever" isn't necessarily an excuse for weak cards that rarely make any difference.

931
Variants and Fan Cards / Re: Really bad card ideas
« on: August 01, 2018, 11:54:50 pm »
Harbinger Makework
Action
Cost: $1

+1 Card
+1 Action
You may discard the top card of your deck.

932
Dominion General Discussion / Re: SepRanks for Top Player Rating
« on: August 01, 2018, 11:42:13 pm »
So, I'm guessing the rankings won't weighted...

...At least the first time around. Future lists could be weighted based on who was on the previous list.

933
I just had a game where I bought Travelling Fair, then Cursed Village. I chose to top deck the Cursed Village before receiving the Hex... and you can probably guess what Hex I got.

Yup, it was Locusts. I had to trash the Cursed Village I just top decked... BUT this let me gain a powered-up Miser instead, allowing me to win the game by a single point.

934
Dominion General Discussion / Re: Question- What is an Engine
« on: July 28, 2018, 09:27:35 am »
I get the sense that the broadest definition of "Golden Deck" is one that gains a Province each turn with 100% reliability. So, the Bishop one, Mandarin HoP etc. The Hunting Party one is borderline because it's not 100% reliable, but still very reliable nonetheless.
There are Golden Decks that don't fall under that definition though. The best-known one consists of four Bishops and four Fortresses.

I guess if you use that you're assuming your opponent is emptying piles? Otherwise the game would never end...

935
Dominion General Discussion / Re: Question- What is an Engine
« on: July 27, 2018, 10:04:54 pm »
I get the sense that the broadest definition of "Golden Deck" is one that gains a Province each turn with 100% reliability. So, the Bishop one, Mandarin HoP etc. The Hunting Party one is borderline because it's not 100% reliable, but still very reliable nonetheless.

I think maybe the term is popular simply because the idea of such a minimalistic deck seems really cool in theory. You're right that practically, it doesn't show up often, due to the dominance of that other deck type that we can't figure out how to define.

936
Dominion General Discussion / Re: Question- What is an Engine
« on: July 26, 2018, 09:34:31 pm »
And yes, this means golden decks are engines. I don't see anything wrong with this. The whole point of engines is consistency, and a golden deck is about as consistent as you can get.
The point of engines is snowballing. Golden decks are static.

A snowball phase followed by a static one is characteristic of every deck, due to the nature of the game. The static phase comes sooner in money and golden decks, but you have to snowball up to both of these first; in golden decks the snowballing is necessary to get all the needed components before trashing all the others.

937
Dominion General Discussion / Re: Question- What is an Engine
« on: July 26, 2018, 05:30:33 pm »
I think my response was something like: "A deck with the goal of drawing itself every turn."

I came up with the same thing after thinking about this a bit.

The point isn't what the deck is actually doing, it's about what it's trying to do, or what the ideal case is. Smithy big money isn't an engine because you don't want to draw your other Smithies. Rushes aren't engines because the bar for what you're trying to do each turn is much lower. And so on. So when we say "go engine" what we're saying is "try to draw as much of your deck as you can."

And yes, this means golden decks are engines. I don't see anything wrong with this. The whole point of engines is consistency, and a golden deck is about as consistent as you can get.

938
Dominion General Discussion / Re: Question- What is an Engine
« on: July 26, 2018, 10:31:21 am »
I don't see why we can't just say an engine is where you draw/sift through your whole deck every turn (at least until you start greening.)


I don't like the "whole" in that sentence. If you can consistently draw 3/4 of your deck; and consistently generate enough coin and buy to keep going, I wouldn't think to call that not an engine just because you have a few more stop cards than you have draw.

Yeah, I guess this is the main sticking point for me. I think it's been implied by some people here that an engine just isn't worth doing if you can't draw/sift your whole deck, but I might be wrong?

939
Dominion General Discussion / Re: Question- What is an Engine
« on: July 26, 2018, 10:09:37 am »
I don't see why we can't just say an engine is where you draw/sift through your whole deck every turn (at least until you start greening.)

Arguing about whether edge cases like golden decks are engines might be interesting, but we already have terms for those (like "golden deck") so I'm not sure it will be that helpful, at least when describing what an "engine" is to beginners.

4. Council Room/Margrave deck with nothing else. Yes, this is an engine. It increases consistency and it can score more than one set of points a turn. However, it is a very weak engine.

I fail to see how this could be considered anything other than Terminal Draw Big Money. Tacking a +Buy on Smithy Big Money does not an engine make.

940
Variants and Fan Cards / Re: Royal Seal fix
« on: July 25, 2018, 10:06:18 am »
Just giving Royal Seal a +buy would make it so much better.

Agreed. It's a shame that Prosperity already has too much +Buy in it. Though you could probably take +1 Buy off of Grand Market. And possibly Goons. Though if you really wanted to fix Goons, you'd probably first remove the attack.

Well, too much +Buy is thematic! The bigger problem is why the set needs Royal Seal at all when it already has Watchtower...

941
Dominion General Discussion / Re: Favorite Expansions in 2018
« on: July 25, 2018, 09:54:22 am »
I mean I played with a family member once and all they bought were treasures and victories, sure they won. But they hardly ever play it because it wasn’t any fun. The actions make it fun.

Want to build an engine? If there's King's Court, there's a way.

Challenge:
Kingdom is King's Court, Throne Room, Treasure Map, Vampire, Prince, Coin of the Realm, Duplicate, Quarry, Silk Road and Outpost.

(even this kingdom should have better strategies than just buying VP and Treasure, though)

You can make a kingdom from just Prosperity cards where it's useless: King's Court, Watchtower or Counting House, and all 8 kingdom treasures.

942
Nice. We can call this the Prince and the Pauper kingdom. I suppose Princing a Beggar would be even more "Prince and the Pauper"-ish, but it's still amusing that this set actually does have Beggar.

943
There really isn’t a card that’s better when it misses the first shuffle, because otherwise why would you have bought it if you didn’t want it?

Both of the examples I gave were ones you'd prefer not be in your deck immediately but will help later on. If you don't want to blow a lot of $ on a stupid Herbalist, it's better to get it before you actually need it, though I admit opening with it might be suspect. Humble Castle is a better example: the effect of having it in your deck is something you rarely want, but payoff at the end might be worth it if you really want to nab it before the other guy (particularly if there's Keep.)

944
Now I'm trying to think of a card that's better when it misses the first shuffle. Maybe an Herbalist you got just because you'll need the +Buy later? Humble Castle, if you decided you absolutely had to grab it before the other guy, maybe because of Keep?

945
Variants and Fan Cards / Re: Grey makes a boring card now and then.
« on: July 20, 2018, 09:22:11 pm »
gaining a card costing exactly $1 more is way weaker than Remodel's up to $2 more.

Considering it lets you trash Coppers, Curses and Ruins, it's often way stronger, actually.

946
Dominion General Discussion / Re: Best cards to learn specific rules?
« on: July 20, 2018, 08:49:31 am »
I also notice that some players, when buying a card, tend to take that card into their hand, and then do clean-up
I don't see that one. But I do see people confusing their play area and their discard pile quite frequently: gaining to in-play, or playing to the discard pile.

I also see a lot of people throwing their Victory cards into play along with their Treasures. Which can matter.

I'm not sure there's any specific card or cards which demonstrate why these are wrong, though. Any engine will do.

The first one I see very sparingly, the second a lot.

Bonfire would work for the second. I can't quickly think of a simpler one.

I was thinking Pilgrimage.

I think Haunted Woods would be the best teacher here. It's possible that they would understand that their green cards aren't "in play" even if they throw them down. Haunted Woods' attack, though, suddenly makes it matter that they're still in your hand.

947
Dominion General Discussion / Re: Dominion Anime Protagonists Unite!
« on: July 19, 2018, 01:39:11 pm »
If you get bitten by Vampire, you die get sent to the Shadow Realm!

948
Dominion General Discussion / Re: Favorite Expansions in 2018
« on: July 18, 2018, 01:27:51 pm »
What do we mean by Monolithic?

Regardless of power level, I think the big difference between Goons and Rebuild is interactivity with the rest of the kingdom and variability of builds.

Rebuild is powerful in the same way in every kingdom in which it appears and those games feel pretty much the same, whereas Goons, while centralizing, is an expensive, terminal stop card, meaning you need to support your deck in every way imaginable to maximize it, making the way it centralizes the board different every game.

Right. In my mind, "monolithic" is not the same as "must-buy." "Must-buy" is not necessarily bad design, as the decision of how to use it can still be interesting. But "monolithic" generally is bad design, as the decisions of whether to buy and how to use it are both uninteresting.

949
Contract
$3 - Action
+1 Card
+1 Action
Trash a card from your hand.
You may gain a curse. If you do, trash up to two more cards from your hand.

I can tell you right now that a cantrip trasher is way too good for $3. This would probably be balanced at $5.

Wealthy Uncle
$3 - Action
If more the half of the Provinces remain in the supply pile, gain a Duchy.
If half or fewer of the Provinces remain in the supply pile, gain an action card costing up to $5.

This also seems way too good for $3. It's hard to think of a reason not to open with it. Gaining a Duchy might hurt, but if half the Provinces are already gone, it will likely help just as much. If you really don't want the Duchy you can just not play it, which is a small price to pay for all of 5s you got earlier on.

950
Dominion General Discussion / Re: Best cards to learn specific rules?
« on: July 17, 2018, 11:50:23 pm »
On a somewhat related note, I think Shepherd is the best card for teaching players to be careful about triggering shuffles. I played a Shepherd game with my brother today and he found out how easy it was to get a hand of 5 dead green cards.

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