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Author Topic: Dark Ages combo ideas  (Read 23000 times)

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jsh357

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Re: Dark Ages combo ideas
« Reply #25 on: August 30, 2012, 02:28:02 pm »
0

I just played this one on Goko and it seems pretty good: Tactician/Scavenger.  If you have 2 Tacticians, as long as you end up with the Scavenger in hand you can stick one on the deck for next turn.  Having two might even be overkill.  It's like Scheme/Tactician, I guess, but with the benefit of reshuffling your deck.
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werothegreat

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Re: Dark Ages combo ideas
« Reply #26 on: August 31, 2012, 12:24:02 am »
+1

Tunnel/Storeroom.  It even has +Buy built in!
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Schlippy

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Re: Dark Ages combo ideas
« Reply #27 on: September 03, 2012, 09:52:59 am »
0

Black Market, Royal Seal, Tactician, Madman.

:)
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Dopey42

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Re: Dark Ages combo ideas
« Reply #28 on: September 04, 2012, 03:53:31 pm »
0

I have Played a couple of games now: tonight I played Junk Dealer/Fortress.

You can get rid of your shelters easily; and after buying a couple of gold it is easy to buy province.

It has to be said that it only works when (at the beginning) you also buy some estates and copper. The estates can be helpfull, not only for the trash, but  might give you the victory at the end of the game.

I wasn't completly satisfied with the way it turned out, but I think it might be a nice couple.

Any suggestions on this couple!
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brokoli

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Re: Dark Ages combo ideas
« Reply #29 on: September 07, 2012, 05:53:53 pm »
+2

Lookout/Fortress/Cultist

Very fun ! The lookout is a nice way to trash cultists when all ruins are gone, and after, you can trash fortresses so lookout becomes cantrip and don't hurt your deck anymore.
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Voltgloss

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Re: Dark Ages combo ideas
« Reply #30 on: September 10, 2012, 01:18:04 pm »
0

Pure Speculation

Procession/Hunting Grounds

The problem with Procession is you don't want to play it on your valuable $5 actions and get nothing in return, so having a $6 action help that. Then you don't mind processing your Hunting Grounds late game to draw 8 (8!) cards and also gain a duchy.

I've done this one and it seems fairly effective. Also it works well with a decent $5 on the board. You get to play Procession on the $5 knowing you'll get to replace with with a Hunting Grounds, which you later trash to draw 8 and gain 3 points.

This works great in the Grim Parade setup (the first recommended all-Dark Ages setup in the instructions), which has Procession, Hunting Grounds, Fortress, and Cultist.  Procession a Fortress to get a Cultist, +3 Cards, and +5 Actions (after you play the Fortress post-Procession); Procession a Cultist to get a Hunting Grounds, +4 Cards, hand out Ruins twice, and get two chances to Cultist-chain; and Procession a Hunting Grounds to get +8 Cards and +3 VP.
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Squidd

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Re: Dark Ages combo ideas
« Reply #31 on: September 10, 2012, 02:41:39 pm »
0

You mean +7 Cards for Procession-Cultist. (+3 when you trash it.)
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dondon151

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Re: Dark Ages combo ideas
« Reply #32 on: September 12, 2012, 03:44:35 am »
0

This works great in the Grim Parade setup (the first recommended all-Dark Ages setup in the instructions), which has Procession, Hunting Grounds, Fortress, and Cultist.  Procession a Fortress to get a Cultist, +3 Cards, and +5 Actions (after you play the Fortress post-Procession); Procession a Cultist to get a Hunting Grounds, +4 Cards, hand out Ruins twice, and get two chances to Cultist-chain; and Procession a Hunting Grounds to get +8 Cards and +3 VP.

needs +buy tbh
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loppo

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Re: Dark Ages combo ideas
« Reply #33 on: September 12, 2012, 08:28:31 am »
0


needs +buy tbh

grim Parade has Market Square as +buy. They give you even free golds with Procession
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GendoIkari

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Re: Dark Ages combo ideas
« Reply #34 on: September 12, 2012, 01:20:44 pm »
0


needs +buy tbh

grim Parade has Market Square as +buy. They give you even free golds with Procession

I found that in Grim Parade most of our +buys game from Forager. Though Market Square is great in that set as well. While in the middle of a crazy Procession + Fortress + Cultist + Hunting Party thing, it's not too hard to discard the Market Square for Gold multiple times during 1 turn.
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Forge!!!

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Re: Dark Ages combo ideas
« Reply #35 on: September 12, 2012, 07:03:03 pm »
+2

I played a game with Counterfeit, Bandit Camp, and Forager, and both Bandit Camp and Forager seemed to go well with Counterfeit. Counterfeit loves spoils, since you're just going to be returning them anyways, and Counterfeit also slims your deck down and allows you to play Bandit Camp more often and get more spoils. Forager, of course, feeds off the cards that counterfeit has trashed. I guess these are both pretty obvious.
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Re: Dark Ages combo ideas
« Reply #36 on: September 12, 2012, 10:52:14 pm »
+1

Procession/Death Cart

+10$ and a free 5? Yes please.

Bad part is, if Procession is the only trashing available, those Ruins can add up fast.

Though you could just Procession the Ruins...but that would be slow.
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AJD

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Re: Dark Ages combo ideas
« Reply #37 on: September 12, 2012, 11:02:47 pm »
0

Procession/Death Cart

+10$ and a free 5? Yes please.

Bad part is, if Procession is the only trashing available, those Ruins can add up fast.

Though you could just Procession the Ruins...but that would be slow.

Death Cart itself is also a Ruins trasher.
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Archetype

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Re: Dark Ages combo ideas
« Reply #38 on: September 12, 2012, 11:12:47 pm »
0

Oh duh :P I forgot that when you trash it you could still trash the Ruins.

Still, it is a combo I'm eager to try out.
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mischiefmaker

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Re: Dark Ages combo ideas
« Reply #39 on: September 13, 2012, 12:58:37 am »
+1

Masquerade/market square:

This combo can get you a flood of gold very very quickly. You open masquerade and market square, then add a second masquerade and a second market square on the next reshuffle. Pick up a few more market squares as you go, then switch to buying provinces and using the +buys of the market squares to pick up duchy's or estates. What makes this combo so powerful is that the masquerade both allows you to trash cards and draw your market squares. Plus, the trashing means that even as your deck fills with gold you can still connect your market squares with you masquerades pretty reliably. I played this combo and it seems like it is very fast, as fast as most tunnel strategies with the added benefits of trashing and +buys.

I tried this combo solo -- it is an absolute BEAST. Open Masquerade/Market Square, add one Market Square on the second reshuffle, and you're off to the races. 4 solitaire games, I hit 4 provinces in 12, 13, 14, and 14 turns, with a first province coming as early as turn 6.

I'm guessing it'd hold up pretty well to junking attacks, though perhaps not quite so well to discard attacks.
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dondon151

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Re: Dark Ages combo ideas
« Reply #40 on: September 13, 2012, 01:14:50 am »
0

Since most of your income is coming from Market Squares, what kinds of cards should you get at $4 or $5 if they're available? I'm guessing things likeWarehouse, Caravan, and Market are preferred over Silvers. Should you get a second Masquerade?
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mischiefmaker

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Re: Dark Ages combo ideas
« Reply #41 on: September 13, 2012, 11:12:47 am »
0

Yes, I think most cantrips will be better than Silver. Not sure about second Masquerade; the results I got are pretty darned fast, so I think I'd need a simulator to suss out the difference between the variations (1Masq/2MS, 2Masq/2MS, 2Masq/1MS, etc.)
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sitnaltax

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Re: Dark Ages combo ideas
« Reply #42 on: September 13, 2012, 11:13:08 pm »
+1

Grim Parade is a ludicrous (and yes, in a kind of awesome way) set. My opponents were rolling their eyes while I did my huge Procession/Fortress/(things I had got by Processioning Fortress in previous turns) chain. I really wanted it to be computerized to handle the huge action chain.
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Scissors61

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Re: Dark Ages combo ideas
« Reply #43 on: September 15, 2012, 05:46:13 pm »
+1

Scout/scout.
Wait, I'm in the wrong thread.
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Robz888

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Re: Dark Ages combo ideas
« Reply #44 on: September 15, 2012, 06:04:12 pm »
+1

Scout/scout.
Wait, I'm in the wrong thread.

Insert obvious Robz humor.
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eHalcyon

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Re: Dark Ages combo ideas
« Reply #45 on: September 15, 2012, 11:31:58 pm »
+6

Scout/scout.
Wait, I'm in the wrong thread.

Insert obvious Robz Robvious humor.

FTFY
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Graystripe77

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Re: Dark Ages combo ideas
« Reply #46 on: September 17, 2012, 06:16:42 pm »
0

Death Cart/Forager seems to play well, though I'm not sure if it's actually a combo. The main problem with this, though, is an unlucky turn 3 or 4 can wreck this deck.
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Schneau

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Re: Dark Ages combo ideas
« Reply #47 on: September 17, 2012, 07:10:24 pm »
+2

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Venescas

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Re: Dark Ages combo ideas
« Reply #48 on: September 20, 2012, 03:07:12 pm »
+3

Alright, tested it out; Fortress + Bishop by itself is very, very strong. On the 4/3, buy Bishop and silver. Get a second Bishop over the first Fortress and start trashing Estates and Coppers. Alternate Fortress and Bishop buys until you have 4 Bishops and 4 Fortresses.

By turn 12 (give or take a turn due to shuffle luck), I have an 8-card deck that can churn 12vp per turn along with 6 provinces worth in points. As soon as I'm ahead, I can adjust the deck in one turn by Bishop-ing a Bishop to make 8vp a turn while draining any and all 3 or less cost cards. In essence, this could indeed be (and I would go as far as to say 'is') much stronger than the original golden deck of Bishop + Chapel.

NOTE: I tested this with the normal starting deck. With shelters however, I'd assume it would go a bit smoother since Necropolis can alleviate the possibility of the first two Bishops colliding, not to mention the +1 card gained from Overgrown Estate. Buying the Estate on $2 with Hovel wouldn't hurt here since you're not going to buy Provinces or Duchies anyway, and you can trash the Estate for an extra point.
« Last Edit: September 20, 2012, 03:29:22 pm by Venescas »
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FishingVillage

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Re: Dark Ages combo ideas
« Reply #49 on: October 02, 2012, 06:34:08 pm »
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An obvious one, but I managed to do Mercenary + Fortress in a IRL 4p game. I nearly trashed myself out of the game since I was running 2 Mercenaries and bought a Mint, then fed the Mint to one of the Mercenaries immediately next turn. Yes that made me feel very smart.

But Mercenary + Fortress is great! I was able to draw the Fortresses together most of the time, so I wouldn't draw dead most of the time.

I didn't get a chance to try this, but in another IRL game I was watching, Beggar and Urchin/Mercenary were in the same game. It would certainly work better if there were a village to use them both at the same time, but feeding the Coppers from Beggar to Mercenary seems like a good idea.
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