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Messages - BubbleBoy

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Puzzles and Challenges / Re: A probably easy What's Missing?
« on: September 30, 2012, 03:20:01 pm »
Is it cards with on-trash benefits?

Puzzles and Challenges / Re: A probably easy What's Missing?
« on: September 30, 2012, 07:40:20 am »
Those cards almost fit a theme of cards that trash copies of themselves, except Rats wouldn't fit then, and I would have no idea why Peddler is even mentioned.

Dominion: Guilds Previews / Re: So. Guilds.
« on: September 29, 2012, 02:30:51 pm »
I am not necessarily supporting the idea of having choose-a-target attacks with no game rule changes, as cards like that certainly can detract from the game. What I'm talking about is point-sharing. As in, teams are established before the game begins. In such games, a card that chooses a target can be used strategically rather than politically.

Dominion: Guilds Previews / Re: So. Guilds.
« on: September 29, 2012, 10:07:01 am »
I wouldn't be surprised if Guilds incorporated cooperative or team playing.
I would. It completely goes against the 'no politics' aspect of Dominion.
Dark ages completely went against the 'trashing is permanent' aspect of Dominion. But expansions are all about new game mechanics.

Dominion: Guilds Previews / Re: So. Guilds.
« on: September 28, 2012, 05:56:27 pm »
I wouldn't be surprised if Guilds incorporated cooperative or team playing.

Dominion General Discussion / Urchin/Mercenary Strategy
« on: September 23, 2012, 01:48:21 pm »
I've looked at these cards time and again, and I still have trouble grasping the concept. How should this card pair be played? It seems to me like in many cases, Urchin is actually better than Mercenary. It also seems to me like these cards work terribly when others are also getting them. Can Urchin still be worth buying even if Mercenary is not worth gaining? If Mercenary is the only trashing card in a set, is it worth getting a couple of Urchins? At some point I would really love to read an article on this.

Dominion: Guilds Previews / Re: So. Guilds.
« on: September 23, 2012, 12:02:54 pm »
This could certainly be a good way for a small set to have a big impact on the game. It would be cool if there was a stack of 12 unique Guild cards which give different passive abilities to their members. At the beginning of the game, each player is dealt two at random, choosing one to keep. It would also be interesting if each guild had a certain Kingdom pile attached to it which was automatically in the game, and the guild member with whom it is associated got a discount on that card. This would be really difficult to balance, but it could really add some variance to the game, forcing people to try strategies that might otherwise be ignored.

Dominion General Discussion / Re: Mint Openings in light of Dark ages
« on: September 23, 2012, 11:43:01 am »
Squire and Poor House certainly have potential. I wouldn't discount Beggar either; while it seems counterproductive to gain a bunch of Coppers after you trashed a bunch, it will guarantee your purchase of a Silver, which, with lucky shuffling, will soon be duplicated and will quickly get you to Gold. You wouldn't want to play Beggar after turn 4, though, so I would say it's probably only worth trying if your opponent is going for attacks, and hitting them hard early on.

Game Reports / Re: I somehow one despite eating ten curses
« on: September 06, 2012, 10:10:53 pm »
Warehouse + Conspirator when you have a bunch of Curses in your deck is magic by itself. Add a little scrying to that and you might as well put on some round glasses and kill Voldemort.

The way I handle Procession will be the same way I currently handle Mining Village: just turn the trashed card sideways and physically place it in the trash after the turn is over. Processioned Fortresses will be harder, but that's more a Fortress problem than a Procession problem. (See: Salvager + Fortress.)

Band of Misfits will also give some trouble, but probably not much more than any other card that offers choices.

Dominion: Dark Ages Previews / Re: Bandit Camp
« on: September 03, 2012, 08:50:05 pm »
Yeah. Following the initial analogy, you basically get an extra Gold in your deck each time you choose not to play Spoils.
Not quite. Since Bandit Camp only replaces one Spoils at a time, if you play both Spoils next shuffle, you will go back to having just one per shuffle. So not playing a Spoils is just like not playing a Spoils at any other time - you get an extra Spoils in your deck (and have $3 less than you would have had otherwise).

Dominion: Dark Ages Previews / Re: The New Golden Deck
« on: September 01, 2012, 04:17:37 pm »
The thing that's great about the Golden Deck is that it only requires one kingdom card to be pulled off. The more cards you require for a combo, the exponentially more unlikely it is for that combo to even be possible in a game. That being said, I really like the Bishop/Fortress idea.

Dominion: Dark Ages Previews / Re: Nombo of the day: Rats / most things
« on: September 01, 2012, 09:56:58 am »
I think it's strongest point is that it's the only trashing cantrip (that I can think of)
Yeah...also, Junk Dealer and Apprentice (sort of). By the way, Apprentice is pretty great to use on Rats.

Dominion General Discussion / Scavenger + Stash
« on: September 01, 2012, 09:46:33 am »
So, at this point, just about everyone knows about the Chancellor/Stash combo, right? Well, make way for Scavenger/Stash! with just 3 Stashes and 2 Scavengers, you are guaranteed a Province every turn (assuming no hand-reducing attacks available): Just use your Scavenger to make your other Scavenger the only card in your deck, then play your Stashes, buy a Province, shuffle (putting your Stashes on top), and repeat.

The big problem with the Chancellor/Stash strategy was that you couldn't guarantee that you would get a Chancellor with your Stashes, meaning you would almost definitely NOT be able to get a Province every turn. As a result of this, it's also necessary to get 4 Stashes, just in case you end up with only 6 or 7 money after the reshuffle. Not only that, but with Chancellor, it's necessary to get a bunch of Chancellors in order to increase your chances of drawing one when you need it. However, with Scavenger, 2 and 3 Stashes is all you'll ever need.

This combo is also pretty easy to set up. Open Silver/Scavenger (or Stash/whatever), then buy Stashes when you have $5+ (or Scavengers, if you already have 3 Stashes), a Scavenger next time you have $4 (or next two times, if you din't open with one), and Silvers with $3 (or $4, if you have 2 Scavengers already). Then, once you have three Stashes and two Scavengers, use your Scavenger to make your deck a Scavenger, and begin! I imagine a player could have everything he needs by turn 7 or so, and just start cashing in.

Someone probably has already realized this, but I didn't see a post on it, so I made one myself.

Dominion General Discussion / Re: Dark Ages Mint Mark?
« on: June 12, 2012, 06:23:43 pm »
I would expect ruins, since that seems to be the primary focus of both the expansion and the cover art.

Variants and Fan Cards / Re: Card Idea: Flower Seller
« on: June 07, 2012, 05:11:07 pm »
"Flower Peddler" seems appropriate.

Rules Questions / Re: Noble Brigand vs Lighthouse
« on: June 07, 2012, 08:25:11 am »
Lighthouse specifically says, "when another player plays an attack card." It says nothing about gaining. So Isotropic was correct.

Variants and Fan Cards / Re: Card Idea: Flower Seller
« on: June 06, 2012, 12:29:11 pm »
I like it a lot, actually, although I would rename it "Florist." I'm a big fan of Market-like cards, and also of Copper interactions. I also think it's rather appropriate how this combos with Spice Merchant. For a card that increases your hand size by one, though, it might be under-priced.

Dominion General Discussion / Re: Will Scout Ever Get Better?
« on: June 04, 2012, 11:07:19 pm »
There are plenty of ways to make Scout more useful by adding new cards to the Dominion card pool, and not all of those even need to be Victory cards. Maybe some card could be made that says, "Reveal the top 3 cards of your deck. If none of them are Victory cards, ..." or, "Any time a card is revealed, ..." However, the Dominion card pool is already so large that the chances of both Scout and any of these new cards ending up in any particular kingdom are too small to justify purposely adding cards to the pool to help Scout. It just wouldn't be worthwhile.

So, will Scout ever get better? Hey, who's to say no? Maybe it will. But seeing how much effort would be needed to make any significant impact, my guess would be that it will not get much better any time in the near future, and if it does, it will be an accident; Maybe Dark Ages and/or Guilds will just have lots of half-Victory cards in them, or maybe there will be a couple of cards with abilities like I suggested above, or maybe someone will come up with a new way to use Dominion cards that will bring Scout's usefulness up (hopefully a way that doesn't have to do with bicycle spokes). If one of these things happen, great for Scout. If not, oh well, it's just one card. In the meantime, I do buy a Scout every once in a while - maybe not as much as other cards, but it still does have a use, and I enjoy trying to find that use.

Rules Questions / Re: Noble Brigand vs. Watchtower
« on: June 03, 2012, 06:38:14 pm »
That makes sense. Thanks for the reply, Donald!

Rules Questions / Noble Brigand vs. Watchtower
« on: June 03, 2012, 06:33:39 pm »
Say I play Noble Brigand and force my opponent to gain a Copper. He reveals Watchtower from his hand, trashing the Copper. I'm pretty sure this wasn't the intention, but based on the wording of Noble Brigand I must ask: Do I gain the trashed Copper?

Side question: Say we have the same scenario, but my opponent reveals Trader before Watchtower, thus trashing a Silver instead. Do I gain the Silver?

I'm guessing no to both of these, but I'd like to know why or why not.

Dominion General Discussion / Re: What cards are the most fun?
« on: June 03, 2012, 09:53:32 am »
Black Market Iím a freak for diversity. I like that Black Market has a different effect every time it is used, and I like how it can get you the missing elements you need for your strategy, at least with a little luck.

Conspirator I donít know, something about pulling off a Conspirator chain just gives me chills.

Fishing Village Best way to get Actions, and I love Action-heavy strategies. Also, it's pretty safe to buy, even early, when you don't have a lot of Actions to use with it.

Border Village This is the perfect card for me, because I can get sweet Action cards and the extra Actions I need to play them at the same time.

Hamlet This is the best 2-coster IMO. Itís cheap, itís a cantrip, and it can get you either of the most essential elements to your engine at a small cost.

Warehouse Cycling is almost always good, even mid-game with deck thinning, and even if it reduces your hand size by one. I almost always open with a Warehouse if itís out, and I often get one or two more later on.

Hoard I love that moment where you have 3 Hoards and 3 Buys, you buy 3 Estates, and you gain 9 Golds. Hoard kind of goes against my usual style of play, but itís my favorite way to do a BM-like strategy.

Chapel Sometimes I love it and sometimes I hate it. I love when I can use Chapel just to clean my engine and speed up my combos, but I hate when it spurs a BM strategy on an otherwise interesting board.

Variants and Fan Cards / Re: Dark Ages card speculation: Bad Penny
« on: June 02, 2012, 05:41:13 pm »
Why does a penny give you $2? :P

Simulation / Re: How many stashes do you want in Chancellor/Stash?
« on: June 02, 2012, 05:39:20 pm »
I have no knowledge or experience in this matter, but has anyone ever tried only 3 Stashes? If you have enough Chancellors, there's a good chance you'll draw it in one of the two other cards you draw on the reshuffle, giving you the $8 you need for a Province. This maybe only works with a good trasher out, and maybe not even then.

Rules Questions / Re: Black Market + Mandarin
« on: June 02, 2012, 05:28:25 pm »
Right, yeah, Mandarin is an on-gain, so that would work. I wonder if there's a way to make this actually useful, though. I mean, in most cases, it's probably better to just buy more Treasure cards. But maybe if you have lots of money and even more drawing power you could get yourself some crazy awesome turns. Or maybe there's a way to use this to bury your green cards and continue reusing the same hand every turn, like with KC/Scheme.

Hm...dusting off a few mental cogs here...

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