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GOAT
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# ? Oct 27, 2017 14:02 |
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# ? Jun 3, 2024 07:06 |
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Links to Day 5 and the bonus card, Necromancer. Sold on this set. Hopefully I can get people to play it!
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# ? Oct 27, 2017 15:37 |
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I'm going to feed my goat good cards because he deserves it
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# ? Oct 27, 2017 15:47 |
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I'm going to let my opponents trash their goats then gain those goats then feed my goat those goats.
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# ? Oct 27, 2017 15:48 |
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I'm trying to work out a Rats and Goat strategy.
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# ? Oct 27, 2017 17:14 |
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Necromancer is 4 unique cards, which is +2 on any given split pile. You would need a way to pull the Zombies out of the trash, however, which I don't think you can do on the maxed unique card board that I posted earlier.
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# ? Oct 27, 2017 18:01 |
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sector_corrector posted:Necromancer is 4 unique cards, which is +2 on any given split pile. You would need a way to pull the Zombies out of the trash, however, which I don't think you can do on the maxed unique card board that I posted earlier. Exorcist brings in all the Spirits tho, so that gives 4 unique cards, although that's only +1 since it makes Cemetery redundant. also: wouldn't it be worth it at that point to replace the 2 split piles with Lurker + Necro for a net gain of 1? It also has the benefit of making gaining things a lot more practical to actual achieve Guy A. Person fucked around with this message at 18:42 on Oct 27, 2017 |
# ? Oct 27, 2017 18:35 |
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Does excor ist actually bring in more cards? Missed that
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# ? Oct 27, 2017 18:53 |
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Yeah it brings in all the Spirit cards, which there are 3 of. You trash a card from your hand to get a cheaper card from the Spirit pile, so you can trash Estates for Will O' Wisps right out of the gate. Each of the Spirit cards also has (at least) one other action that targets a specific one. Interestingly there are only 6 Ghosts still.
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# ? Oct 27, 2017 19:24 |
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Guy A. Person posted:Exorcist brings in all the Spirits tho, so that gives 4 unique cards, although that's only +1 since it makes Cemetery redundant. Yeah, you're right, Lurker at one split pile and Necro at the other is 5 uniques compared to 4. I haven't really been factoring practicality into it, and I'm just sort of assuming that you're playing potato AI that skips each turn.
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# ? Oct 27, 2017 19:42 |
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Yeah true enough, it's not like a normal game would ever last long enough for you to get one of each Traveller on top of everything else anyway
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# ? Oct 27, 2017 19:52 |
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Or all of the knights/castles.
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# ? Oct 27, 2017 20:19 |
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Given infinite time and no resistance, I wonder which alt-VP generates the most points with its entire pile (obviously tokenized VP doesn't count here, since you could play Monuments into infinity while not buying anything with those conditions). Without running any actual calculations I'd assume Gardens.
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# ? Oct 27, 2017 21:29 |
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sector_corrector posted:Given infinite time and no resistance, I wonder which alt-VP generates the most points with its entire pile (obviously tokenized VP doesn't count here, since you could play Monuments into infinity while not buying anything with those conditions). Without running any actual calculations I'd assume Gardens. I'd assume Vineyards outscale Gardens because Gardens cap out in the 20s and Vineyards go to the low 30s, last I checked.
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# ? Oct 27, 2017 21:39 |
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Anywhere the math on those is linked? I assume Gardens is somewhat similar to Fairgrounds in that you are looking for a lot of cards that give out of supply cards, then getting everything down to 1 card left. So Marauder would be perfect again for Spoils and Ruins. I also assume you're limiting it to 2 player games? If you go up to 6 player that effects Gardens via the Ruins and Curses.
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# ? Oct 27, 2017 21:47 |
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Toshimo posted:I'd assume Vineyards outscale Gardens because Gardens cap out in the 20s and Vineyards go to the low 30s, last I checked. Hmm, let's see... you want to drain two piles, but not three. With just base cards for 2P you have 10 Starting Cards in hand, 45 Coppers, 39 Silvers, 29 Golds, 7 Estates, 7 Duchies, 7 Provinces, If you throw in Prosperity then you have an additonal 11 Plats, and 7 Colonies In terms of the Kingdom: All Gardens, so 8 cards If you have 1 pile be Alchemy, then you have 9 of the card itself (I don't think any one is better than another), 15 Potions Any Looter gives you, 9 of the card itself and... 9 Ruins (although you have to give your oponent some of these if it's Marauder, so there's probably a more optimal way to do that) Bandit Camp gives you, 9 of the card itself and... 15 Spoils (doesn't count towards piles so you can take them all) Port gives you, 19 of itself Rats gives you, 19 of itself Tournament gives you 9 of the card itself, and 5 of Prizes That's a 270 card deck with only 6 Kingdom card piles claimed. You can throw in 4 more of any basic 10 card pile you'd like to reach another 36, and then whatever other piles you drain (which is another 2 cards) which bumps you into a ~30VP Garden. I would need to figure out an exact number to see if 9 Curses is a net gain or not. I think you could also put Lurker in there with Urchin / Merc., so you would get all of the Mercs and 9 Urchins, which would be a 19 card pile. I'm pretty sure that Nocturne, with all of its supporting piles, could move that up to low 30s, so I'd say Gardens is edging into at least similar territory to Vineyard.
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# ? Oct 27, 2017 22:04 |
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Port is only 12 (11 before emptying) right?
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# ? Oct 27, 2017 22:09 |
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Guy A. Person posted:Port is only 12 (11 before emptying) right? Oh, yeah, you're right. So that's 8 fewer.
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# ? Oct 27, 2017 22:14 |
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I don't see Travellers in there, which are 29 cards each.
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# ? Oct 27, 2017 22:15 |
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And Young Witch for 9 free cards + another pile.
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# ? Oct 27, 2017 22:16 |
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But... Young Witch Peasant Page Death Cart Rats Port Is 9 + 29 + 29 + 9 + 9 + 19 + 11 = 115 cards for only 5 Kingdoms. While that's 11.5 points for gardens, it's already 38.3 points for Vineyards.
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# ? Oct 27, 2017 22:20 |
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Oh, yeah to both of those. Some of the stuff I wrote earlier might be surpassed by something in Nocturne, too.
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# ? Oct 27, 2017 22:21 |
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Toshimo posted:But... Yea that's true, especially since Ruins are actions Vineyards is just going to keep outpacing it with every new pile of things.
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# ? Oct 27, 2017 22:28 |
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Yeah, that's probably true.
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# ? Oct 27, 2017 22:37 |
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For those who lost track; these are the Kingdom cards that have not been previewed yet, and thus are a spooky mystery for when the expansion actually launches: Bard, Changeling, Cobbler, Conclave, Den of Sin, Guardian, Monastery, Night Watchman, Sacred Grove, Secret Cave, Tormentor, Tracker, Tragic Hero
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# ? Oct 27, 2017 22:59 |
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jivjov posted:For those who lost track; these are the Kingdom cards that have not been previewed yet, and thus are a spooky mystery for when the expansion actually launches: Most interesting thing here is that Changeling doesn't turn into another card since extra cards are accounted for. Maybe it's another Knights/Castle-like where every card in the pile is different. Or another BoM/Overlord card. sector_corrector posted:Oh, yeah to both of those. Some of the stuff I wrote earlier might be surpassed by something in Nocturne, too. So adding to what I said earlier, I wonder if the only way for Gardens' ceiling to outpace Vineyard's is for the player count to be upped to 6. Several advantages there: - all Victory cards climb to 12 including Gardens itself while Province climbs to 18 - Vineyards actually ironically helps there because it becomes a 12 card Poison pile - with extra Gardens the Curses allow a net gain of VP: you get 40 more curses which net 8 more points (although admittedly this is peanuts with the scale we're talking) - the big one is obviously that you double the amount of standard treasure Ruins tho again works against Gardens since it jumps up to 50 providing 4 extra points per Gardens but 13(!) per Vineyard (sorry if this is boring to anyone, just love the theory crafting)
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# ? Oct 27, 2017 23:22 |
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I taught someone the hard way today that Overlord is the best Leprechaun.
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# ? Oct 28, 2017 19:32 |
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Yeah, I'm really not liking this xpac at all. It's the worst RNG they've ever introduced, which is really counter to the point of Dominion, in the end.
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# ? Oct 30, 2017 01:36 |
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When you realize how brutally you have hosed up.
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# ? Nov 13, 2017 14:55 |
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Toshimo posted:When you realize how brutally you have hosed up. I agree, you bought a Village.
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# ? Nov 13, 2017 15:15 |
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Actually, MVP in that deck was "Empty Spot where T2 Mining Village used to be".
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# ? Nov 13, 2017 15:31 |
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Nocturne rules are up!
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# ? Nov 16, 2017 11:50 |
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I hate to be a downer but must admit that having looked at the full card list overall I feel a bit disappointed by Nocturne. Heirlooms are neat and changeling looks interesting but there's nothing else that really grabs me, compared to the mind-blowing excitement that Adventures and Empires brought to the table with the fundamentally game-changing and really cool events and landmarks. Maybe it's because I wasn't impressed by boons and hexes and seeing cards like +$2, receive a boon, or the half-wharf and half-lighthouse leave me feeling "meh".
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# ? Nov 16, 2017 18:46 |
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I don't like the boons and hexes. I think the rest is neat.
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# ? Nov 16, 2017 18:57 |
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No real new surprises which is a shame, although I guess the mechanics themselves are wild enough that once you know those you can predict some of the cards. Plus since we had the cool online preview week we had to see a lot of the specialty piles like Boons and Hexes. Lot more Night cards that gain to hand than I expected, that is cool and will push their use a lot more. Conclave is another card that does the "play an action card from hand that you don't have a copy of in play" trick which is neat. Magic Lamp is another potentially easier (mostly because it is a treasure) way to get some Wishes. H2Omelon posted:I hate to be a downer but must admit that having looked at the full card list overall I feel a bit disappointed by Nocturne. Heirlooms are neat and changeling looks interesting but there's nothing else that really grabs me, compared to the mind-blowing excitement that Adventures and Empires brought to the table with the fundamentally game-changing and really cool events and landmarks. I just feel like all the really exciting stuff (in my book: Necromancer, Ghost, some of the more interesting/synergistic Nights) were previewed and played with and there's one or two cards that got my attention but nothing that wows me that we haven't seen. By Contrast Empires had at least Donate and Mountain Pass that were really mind blowing that hadn't been previewed (I went back and checked cause I thought Fortune might've been another release day surprise). I feel kind of spoiled saying that but it is weird, we knew every single non-supply card except for 2 Heirlooms weeks ago.
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# ? Nov 16, 2017 19:00 |
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Nocturne seems a lot like how I feel about Alchemy: a few cards I like, many cards I ignore, some cards I actively hate.
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# ? Nov 16, 2017 19:13 |
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ugh i wanna shepherd some tunnels so bad
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# ? Nov 16, 2017 19:17 |
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Oh little synergy spoiler: Necromancers LOVE Tragic Heroes. They trash themselves when they draw too much and then when they're in there and you necromance them they provide their own payload for the draw (since there's no if clause)
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# ? Nov 16, 2017 19:21 |
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Broken Loose posted:ugh i wanna shepherd some tunnels so bad Hey there buddy Did you take a gander at my new favorite card Night Watchman? (cause it just allowed me a turn 2 Tunnel discard)
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# ? Nov 16, 2017 21:37 |
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# ? Jun 3, 2024 07:06 |
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Dominion-theme question: is there a fairy-tale I don't know where a goat eats a pixie?
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# ? Nov 17, 2017 14:34 |