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Messages - Chase Adolphson

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176
Dominion General Discussion / Re: Favorite Expansions in 2018
« on: March 05, 2018, 12:22:31 am »
I took people's responses here, ranking their favorite dominion expansions, and did some analysis on them. I included 11 people's responses, anyone who gave a ranking of their favorite 12 expansions, and the post seemed sincere (sorry alphabetical guy).  From these responses, the average ranking from best to worst was (with 1 being favorite and 12 being least favorite; so the average score is 6.5):

Tier 1 (1-4)

1.  2.68 Adventures (4.25 people rated this as favorite, [1 person ranked 4 as his favorite])

...

Tier 4 (10-12)

12 10.36 Alchemy (1 favorite; everyone else rated it 10-12th)


I guess I had better post my list since it might throw these results off somewhat. It's interesting how much my ranking this time around has changed from when I did this last year:

1- Empires
2- Intrigue 2nd ed.
3- Prosperity
4- Dark Ages
5- Guilds
6- Hinterlands
7- Alchemy
8- Adventures
9- Cornucopia
10- Dominion 2nd ed
11- Seaside

(I haven't played enough Nocturne to rank it)

What's wrong with cornucopia

177
Variants and Fan Cards / Dominion:Cities
« on: March 04, 2018, 11:52:38 pm »
Dominion:Cities


1. Mansion
Action
10

4 vp tokens

2. Robber
Action attack
11

Gain the top card of each other players deck and put it in your hand

3. Rainbow
Reaction attack
9

When another player plays an attack card, you may reveal this from your hand to be unaffected by it and that they have to do the attack

4. Cursed store
Action curse
6

2 cards
2 actions
1 buy
----------------------
-1 vp

5. Cursed coin
Treasure curse
5

4 coins
----------------------
-2 vp

6. Dangerous forest
Victory curse
6

1 vp per 5 cards in your deck
-1 vp per copper you have
-1 vp per estate you have

7. Golden town
Treasure victory
12

3 coins
----------------------
4 vp

8. Army
Action attack reaction
15

4 coins
Each other player discards down to 2
----------------------
When another player plays a reaction card you may reveal this from your hand to discard a victory card and gain a card costing up to 4 coins more

9. Golden sorcerer
Treasure attack
14

3 coins
Each other player gains 2 curses

10. Kings crown
Action treasure victory
12

If its your action phase 2 cards 2 actions.
If its your buy phase 3 coins
----------------------
3 vp

11. Sword
Treasure attack duration gathering
9

2 coins
Each other player reveals the top two cards of their deck trashes one of them that you choose and discards the other one. If that card is 3 coins or less, take the vp tokens from the sword supply pile. Otherwise add 1 vp token to the sword supply pile.
At the start of your next turn, 1 card.

12. Worker
Reaction reserve
16

When you gain a card, you may reveal this from your hand to gain a copy of that card and put this on your tavern mat.
----------------------
At any time during your turn you may call this to gain a card costing up to 6.

13. Mayor
Reaction
8

When you draw this, you may reveal it for 2 cards and 1 vp token.

14. Field
Victory
8

4vp
----------------------
When you gain this 1 buy and 3 coins

15. Royal coin
Treasure
15

7 coins
Choose one: 1 buy or 1 vp token

16. Royal market
Action duration
22

3 actions
3 buys
3 vp tokens
At the start of your next turn 3 cards and 3 coins

17. Wizard
Action attack gathering
10

Choose one: look through each other players discard pile and gain a card from it costing up to 8, and add one vp token to the wizard supply pile, or take the vp tokens from the wizard supply pile

18. Performer
Action duration gathering
25

Reveal the top five cards of your deck and for each card revealed, if its
An action card, now and at the start of your next turn, 1 card and 1 action
A treasure card, 3 coins and add one vp token to the performer supply pile
A victory card, 2 cards and take the vp tokens from the performer supply pile
Do them in the order they were revealed
Put them back on top in the same order

19. General
Treasure reaction
16

2 coins
----------------------
When you finish playing your second action card this turn, or when you draw this from a general, you may reveal this from your hand for 3 cards and to gain a card costing up to 8

20. Constructor
Treasure duration reserve
18

2 coins
----------------------
At the start of your next turn, 1 card and put this on your tavern mat
----------------------
At any time, you may call this to trash a card from your hand, and gain a card costing up to five more than it

21. Ocean
Reaction curse
14

When another player plays an attack card, you may reveal this from your hand to be unaffected by it, 1 card and gain a card costing up to 11
----------------------
-1vp

22. Gold rush
Treasure gathering
8

3 coins
If you have ten or more treasure cards in play, take the victory tokens from the gold rush supply pile. Otherwise, add one victory token to the gold rush supply pile.

23. Spell book
Action attack reserve gathering
12

1 action
1 coin
Choose one: each other player gains a curse per spell book you have in play and add one victory token to the spell book supply pile or take the victory tokens from the spell book supply pile
Either way put this on your tavern mat
----------------------
At any time during your turn you may call this for 2 cards

24. Country
Action victory gathering
28

Choose one: 2 cards 2 actions 2 buys 2 coins and add one victory token to the country supply pile or take the victory tokens from the country supply pile
----------------
15vp

25. Villain
Treasure attack reserve
26

4 coins
Each other player gains a curse and discards a card
Put this on your tavern mat
----------------------
At any time during your turn you may call this to choose one: gain a gold and 1 vp token or gain a province and 1 card












178
Dominion General Discussion / Re: Favorite Expansions in 2018
« on: February 25, 2018, 01:45:41 am »
This is my expansion ranking alphabetically...

1. Adventures
2. Alchemy
3. Cornucopia
4. Dark Ages
5. Empires
6. Guilds
7. Hinterlands
8. Intrigue
9. Nocturne
10. Prosperity
11. Seaside


Finally I found somebody else who likes alchemy as well. I thought I was the only one who liked alchemy

179
Dominion General Discussion / Re: very short strategy article
« on: February 24, 2018, 12:32:38 am »
The Hexes are more hurtful than the Boons are beneficial, though. Or at least it seems that way to me.
Yes, but the Hex-dealers suck (apart from Vampire), and the Boon-givers are all kinda good.
Whoa, Werewolf sucks? Since when?

Skulk sucks too????????????

180
Dominion General Discussion / Re: The Dominion Cards Lists 2017 Edition
« on: February 24, 2018, 12:30:52 am »
I was doing the best art list, and I got scout vs harem.  I'm still stuck on it.  I can't decide which one looks worse. 

They both scare me. A lot.

Jester vs pillage
Those ones are scary

181
Dominion General Discussion / Re: Most unique cards amongst each set?
« on: February 24, 2018, 12:24:08 am »
I'm actually going to change mine a little bit.
Dominion
Library
It's complicated not simple
Garden
It's the only victory card
Moat
It's the only card with a dividing line

Intrigue
Duke
It's the only victory card that doesn't help you during the game
Courtier
It is the only card that matters how many types a card has
Lurker
The only way from intrigue to trash a card from the supply and the only way from intrigue to get a card from the trash

Seaside
Outpost
A way to take another turn
Native village
A way to put a lot of cards in your hand
Treasure map
You have to have two of them for it to have any effect at all

Alchemy
Possession
A way to use somebody else's deck
Scrying pool
A way to put lots of cards in your hand at once
Vineyard
A way that action cards can be worth victory points

Prosperity
Contraband
Naming a card that they can't buy
Peddler
Changing cost
Grand market
No copper rule is weird


Cornucopia
Young witch
Eleven kingdom piles instead of ten
Tournament
Prizes are weirdly overpowered
Jester
Making them gain a card or you gaining that card is interesting

Hinterlands
Crossroad
Makes victory cards good in your hand
Farmland
It's when buy remodel effect is interesting
Noble brigand
When you buy it you get the same effect as when you play it except for the one coin

Dark ages
Poor house
Subtracting money is really weird
Feodum
It's when trash effect helps other feodums that you have
Market square
It reacts to when one of your cards is trashed

Guilds
Baker
The setup changes the first two turns
Butcher
You can spend coin tokens in your action phase
Merchant guild
When buy something take a coin token is weird

Adventures
Distant land
It's weird that its only worth victory points if its in the right place
Miser
The only way to put a treasure card other than coin of the realm on your tavern mat
Caravan guard
The only way to play a card during somebody else's turn

Empires
Crown
The only action-treasure card
Villa
The only way to go back to your action phase from your buy phase
Archive
The only card that stays in play for two more turns after the turn you play it

Nocturne
Druid
The only way to choose which boon you get
Idol
It cares about even and odd
Fool
The only kingdom card to give you a state, and the only one that gives you three boons

Promo
Black market
The only way to get cards that are not even in the game
Stash
The only card that gets to be put anywhere in the deck instead of reshuffled in randomly
Prince
You can play an action card at the start of your turn every single turn which is really interesting

182
Dominion General Discussion / Re: Most unique cards amongst each set?
« on: February 23, 2018, 11:35:56 pm »
But they are leaving play

You seem to be misunderstanding something... though I'm not quite sure what.

You play Overlord, playing it as if it were a Distant Lands. Following the instructions, you put it on your Tavern Mat. Because it leaves play, it is no longer a Distant Lands, it is an Overlord again. You now have an Overlord (a non-reserve card) on your Tavern Mat. Thus, Overlord (and Band of Misfits) are ways to get a non-reserve card on your Tavern Mat, thus Miser is not the only one.

That's true

183
Dominion General Discussion / Re: Most unique cards amongst each set?
« on: February 23, 2018, 05:14:42 pm »
But they are leaving play

184
Dominion General Discussion / Re: Most unique cards amongst each set?
« on: February 23, 2018, 05:07:29 pm »
Taxman - can force a player to discard a specific card from hand
So did Cutpurse.

And Pillage.

Also Band of Misfits and Overlord are ways to get non-Reserve cards (namely themselves) on the Tavern mat.

Bom and overlord are only that card when they are in play not on your tavern mat

That is true. Which is why they are a way to get a non-Reserve card (namely themselves) on the Tavern mat.

You can't put them on your tavern mat

185
Dominion General Discussion / Re: Most unique cards amongst each set?
« on: February 23, 2018, 05:05:49 pm »
Empires: crown
It is the only action-treasure card, and it is the only way to play a treasure twice.

There's Counterfeit, too.

I forgot about that

186
Dominion General Discussion / Re: Most unique cards amongst each set?
« on: February 23, 2018, 04:58:40 pm »
Taxman - can force a player to discard a specific card from hand
So did Cutpurse.

And Pillage.

Also Band of Misfits and Overlord are ways to get non-Reserve cards (namely themselves) on the Tavern mat.

Bom and overlord are only that card when they are in play not on your tavern mat

187
Donate/chapel
I used donate to trash my coppers and my estates. Wait, why did I buy a chapel, then.

188
Philosophers stone/donate
I trash all of those coppers and estates, but now I'm going through my whole deck every turn. WHY DID I BUY A PHILOSOPHERS STONE!!!!!!!!!!!!!!!?????????????!!!!!!!!!!!!!?????????????

189
Philosophers stone/windfall
I want to go through my whole deck but I also want lots of cards in my deck

190
Dominion General Discussion / Re: Most unique cards amongst each set?
« on: February 22, 2018, 11:45:05 pm »
Most unique cards

Dominion: library
Library is complicated, not simple.

Intrigue: duke
All of the victory cards in intrigue help you during the game except for duke.

Seaside: treasure map
It is the only card that you need two of them for it to have any effect.

Alchemy: possession
It is the only card that lets you use somebody else's deck.

Prosperity: contraband
It is the only card that lets another player decide on one card that you can't buy.

Cornucopia: young witch
The eleventh kingdom card is really wired.

Hinterlands: farmland
It's when buy remodel effect is really interesting.

Dark ages: poor house
It is the only card to subtract money.

Guilds: baker
It's setup changes the first two turns.

Adventures: miser
It is the only way to put a non reserve card on your tavern mat.

Empires: crown
It is the only action-treasure card, and it is the only way to play a treasure twice.

Nocturne: druid
It is the only way to choose which boon you receive.

Promo: black market
It is the only way to get cards that are not even in the game.

191
Village, witch, council room, militia, chapel, cellar, smithy, vassal, remodel, mine. This game has a lot of combos, but surprisingly this game was randomly picked. I did edit this game, though. I removed vassal, remodel and mine, and added in festival, throne room and garden.

192
Spy + Thief
Blast from the past, but amongst the few synergies I discovered before everyone else as the sets were coming out starting with base game back in 2007...
I tell everyone who reveals a Gold, to their dismay, to leave put it back on top.  One opponent caught on right away that there was a Thief coming right up


Shepard + Tunnel
Them Shepards are also proficient at finding Gold in Tunnels!
Spy + Thief
Blast from the past, but amongst the few synergies I discovered before everyone else as the sets were coming out starting with base game back in 2007...
I tell everyone who reveals a Gold, to their dismay, to leave put it back on top.  One opponent caught on right away that there was a Thief coming right up


Shepard + Tunnel
Them Shepards are also proficient at finding Gold in Tunnels!
Spy + Thief
Blast from the past, but amongst the few synergies I discovered before everyone else as the sets were coming out starting with base game back in 2007...
I tell everyone who reveals a Gold, to their dismay, to leave put it back on top.  One opponent caught on right away that there was a Thief coming right up


Shepard + Tunnel
Them Shepards are also proficient at finding Gold in Tunnels!

Shepherded and tunnel sounds awesome. I can't wait to try it

193
Arena + Faithful Hound: Discard Faithful Hound every turn

That sounds fun. I will have to try that

194
Dominion General Discussion / Re: Favorite Expansions in 2018
« on: February 22, 2018, 10:05:40 pm »
Why do people hate alchemy so much? It's my favorite expansion!

195
Thief and harem
Thief steals your harem. You gave them victory points, and you lost victory points.

196
Dominion General Discussion / Re: Favorite Expansions in 2018
« on: February 21, 2018, 11:24:34 pm »
13 dark ages
This expansion sucks. I don't like trashing that much. In most expansions there is at least one card that stands out to you as a good card, but this expansion just doesn't have any.

12 seaside
Duration cards are really slow. Also like dark ages, there is no card that stands out to me as a good card. The only thing that is good about this expansion is that it has very brutal attacks.

11 dominion
The cards are just really boring and simple.

10 prosperity
I like being wealthy, but these cards are kind of dumb. They are just not that powerful. One thing good about this expansion is platinum and colony.

9 nocturne
Skulk, werewolf, raider, blessed village, druid, idol, cobbler, fool, crypt, shepherd and tracker are awesome. Pixie, pooka and leprechaun suck.

8 guilds
Most of the cards suck, but the ones that don't suck are really awesome!!!! Masterpiece is way cool!!! If you pay ten for it you get seven silvers. BAKER!!!!!!!!!!!!!! I love baker!!!!!!!!!!!!! They are super easy to stack, since it is a cantrip. If you have a lot of coin tokens that can help you a lot! Also the setup is really fun.

7 hinterlands
Guilds is the last expansion that I don't really like that much. So that means hinterlands is the first expansion that I really like. The cards are simple like dominion, but unlike dominion these cards are actually fun. TUNNEL!!!!!!!!!!!!!! Tunnel should be a five card not a three card! Yeah, I know, it's that good. Really? Really, it's that good. Two victory points is already awesome. But the reaction ability that it has is awesome!!!!!! Someone could play a militia, go haha, you have to discard down to three cards in hand. And then you just discard two tunnels from your hand of five cards, and you go thanks for the two golds.

6 adventures
Coin of the realm, miser, royal carriage, distant land, caravan guard, duplicate and giant are awesome. Page and peasant are really cool. HIRELING!!!!!!!!!!!!! I love this card so much!! If you have four of them, your starting hand size is nine cards!

5 intrigue
Why I like this expansion so much is because I like victory cards that help you during the game. COPPERSMITH!!!!!!!!!! If you have four coppersmiths your coppers are worth a platinum that turn.

4 promo
Governor, prince, sauna/avanto and stash are cool, but the main reason I like this expansion so much is BLACK MARKET!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Black market is my favorite card, which is why my profile picture is the black market picture. To get cards that are not even in the game is so cool.

3 cornucopia
Hunting party and remake suck. Fairground, horn of plenty, menagerie, farming village, and hamlet are awesome. But the main reason this is number three is because of two cards. The first one is JESTER!!!!!!!!!!!! Two coins helps. But then, with the other part either way it benefits you. The other one is TOURNAMENT!!!!!!!!!!! The prizes are awesome!

2 empires
Empires is really wealthy like prosperity, but has good cards unlike prosperity. GLADIATOR/FORTUNE!!!!!!!!!!! Gladiator is okay, but fortune is awesome! CROWN is also awesome!!!!!!!! Also, even though empires only has three attacks, all three of them are very brutal.
Legionary: It's worse than margrave because with margrave you can discard the card you draw, but with legionary you can't.
Catapult: If somebody trashes a silver, you get a curse, and have to discard down to three cards in hand.
Enchantress: if you have a princess all you get for it is one card and one action.

1 alchemy
Transmute, apprentice and golem are okay, but the other nine are do good that I am going to talk about each one of them individually.
Alchemist: if you keep on putting them back on top, you can have a lot of them in a row.
Apothecary: coppers add up, and potions are very useful.
Familiar: this is my favorite alchemy card, because since it replaces its self, you can play a lot of them really easily, and the more you play, the more curses get distributed.
Herbalist: if any kingdom cards are treasure cards, you could put one of them on top.
Philosophers stone: your decks get pretty big, so this is a really good card.
Possession: taking another turn is awesome, but that second turn, is with somebody else's deck, which is even more awesome.
Scrying pool: to put a lot of action cards in your hand is awesome.
University: two actions is cool, and gaining an action card costing up to five coins is also really cool.
Vineyard: makes action cards worth victory points.

197
Dominion General Discussion / Re: Most fun sets of 10
« on: February 20, 2018, 07:05:45 pm »
If you've played my game let me know how fun you think it is.

198
Dominion General Discussion / Most fun sets of 10
« on: February 19, 2018, 11:28:46 pm »
Tunnel, militia, cobbler, royal seal, duplicate, overlord, mill, vagrant, island, sea hag

Platinum, colony, shelters

Hopefully you like this game. I want to know what games you have thought of.

199
Dominion General Discussion / Re: Top 20 kingdom cards
« on: February 19, 2018, 11:00:32 pm »
It's not on anyone's list but Vampire is the sexiest suckiest card by far.

Vampire and Exorcist are neck and neck for my favorite Nocturne card. Vampire's attack can carry a real bite, and I think being able to gain Duchies should count for a lot.

Fool, idol, tracker, werewolf and cobbler are mine. None of them are in my top 20 list, though.

200
Dominion General Discussion / Re: Top 20 kingdom cards
« on: February 19, 2018, 10:57:59 pm »
It's not on anyone's list but Vampire is the sexiest suckiest card by far.

Vampire is awesome. What are you talking about????????

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