Ian Kelly
United States Longmont Colorado
Allow me to introduce myself. I am Hexachlorophene J. Goodfortune, Kidnapper-At-Large, and Devourer of Tortoises par Excellence, at your service.
If you can read this, then this sentence is false.
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quartersmostly wrote: The best combo I can think of that is actually practical is Labs / Secret Chamber / Tactician. Once you get it going you only need to have 1 of each of these cards in your next 10 cards to continuously buy a province. And as long as you have the labs you are going to get to draw more for a great chance of getting a Secret Chamber and the Tactician.
Clearly the Labs help, but I don't see why they're necessary. Just having Secret Chamber + Tactician + 8 other cards is sufficient to buy a Province and keep going.
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Jeff Wolfe
United States Columbus Ohio
Zendo fan, Columbus Blue Jackets fan, Dominion Fan. These are 'permanent microbadges' to free up space on my microbadge row
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Peristarkawan wrote: quartersmostly wrote: The best combo I can think of that is actually practical is Labs / Secret Chamber / Tactician. Once you get it going you only need to have 1 of each of these cards in your next 10 cards to continuously buy a province. And as long as you have the labs you are going to get to draw more for a great chance of getting a Secret Chamber and the Tactician. Clearly the Labs help, but I don't see why they're necessary. Just having Secret Chamber + Tactician + 8 other cards is sufficient to buy a Province and keep going.
Tactician doesn't work unless it has a card to discard.
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Joe Rickard
United States Los Angeles California
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jeffwolfe wrote: Peristarkawan wrote: quartersmostly wrote: The best combo I can think of that is actually practical is Labs / Secret Chamber / Tactician. Once you get it going you only need to have 1 of each of these cards in your next 10 cards to continuously buy a province. And as long as you have the labs you are going to get to draw more for a great chance of getting a Secret Chamber and the Tactician. Clearly the Labs help, but I don't see why they're necessary. Just having Secret Chamber + Tactician + 8 other cards is sufficient to buy a Province and keep going. Tactician doesn't work unless it has a card to discard.
Exactly so you need at least one more card. Lab fits perfectly. Also since you will be getting two buys the more labs you have the more your Secret Chamber is worth. I'm not saying this is the best use of the Tactician card but it works and you don't need a lot of gold or silvers to make it work. Just enough to get it going. after that everything is basically a copper. Including those provinces you are buying.
And like somebody said earlier you don't have the extra action until you use the Tactician once but once it gets going this should work fairly well. If cellars are around I would mind a few of those as well to help out.
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Kirkwb
United States
Nevada
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I dig it, it makes more treasure-less deck combinations possible like Remodels did.
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Joseph Courtight
United States
Pennsylvania
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I bet there will be an attack card that discards duration cards.
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Jason Woolever
United States Mountain View California
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Secret Chamber + Tactician is really the key. There are many ways to get an 8th coin other than Laboratory, such as Festival, Minion, or an action multiplier with one of many possible actions.
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Ian Kelly
United States Longmont Colorado
Allow me to introduce myself. I am Hexachlorophene J. Goodfortune, Kidnapper-At-Large, and Devourer of Tortoises par Excellence, at your service.
If you can read this, then this sentence is false.
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Dalek5 wrote: I bet there will be an attack card that discards duration cards.
Doubtful. Such a card would be completely useless in a board with no duration cards.
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Adam Smiles
United States Dedham Massachusetts
The ratio of people to cake is too big.
Excuse me, I believe you have my stapler...
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Peristarkawan wrote: Dalek5 wrote: I bet there will be an attack card that discards duration cards. Doubtful. Such a card would be completely useless in a board with no duration cards.
Just like Moat and Secret Chamber are completely useless in games with no attack cards?
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Matthew M Monin
United States Branford Connecticut
8/8 FREE, PROTECTED
513ers Assemble!
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asmiles wrote: Peristarkawan wrote: Dalek5 wrote: I bet there will be an attack card that discards duration cards. Doubtful. Such a card would be completely useless in a board with no duration cards. Just like Moat and Secret Chamber are completely useless in games with no attack cards?
Except that the Moat and Secret Chamber have Action uses that are separate from their Reaction uses.
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joewtwins
United States Des Moines Iowa
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Octavian wrote: asmiles wrote: Peristarkawan wrote: Dalek5 wrote: I bet there will be an attack card that discards duration cards. Doubtful. Such a card would be completely useless in a board with no duration cards. Just like Moat and Secret Chamber are completely useless in games with no attack cards? Except that the Moat and Secret Chamber have Action uses that are separate from their Reaction uses.
Everyone seems to forget that these Reaction cards do anything else. The best use of a Moat is to draw 2 cards when you have an extra action to play. The best use of the SC is to get coins for the crap after a long chain.Their Reaction is just a lucky bonus IMHO.
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Joseph Courtight
United States
Pennsylvania
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Maybe an attack card could have an alternate action also.
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Matthew M Monin
United States Branford Connecticut
8/8 FREE, PROTECTED
513ers Assemble!
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Dalek5 wrote: Maybe an attack card could have an alternate action also.
That's true, and the Minion already fits that description. Evenso, an Attack that only affects Duration cards seems really specific - the basic use of the card would have to be the main feature and the Attack would be a bonus when it comes up (much like Moat and Secret Chamber Reaction uses).
-MMM
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Chris Edwards
United States Havertown Pennsylvania
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Dalek5 wrote: Maybe an attack card could have an alternate action also. There is already one attack card with a choice for the person playing it: Minion. There could be one that gives the choice between discarding "duration" cards from everyone and some other kind of attack.
jcaraway wrote: Everyone seems to forget that these Reaction cards do anything else. The best use of a Moat is to draw 2 cards when you have an extra action to play. The best use of the SC is to get coins for the crap after a long chain.Their Reaction is just a lucky bonus IMHO.
I might agree with what you say about the best use of the Secret Chamber, but I think the reaction effect of Moat is generally better than the action effect. The net effect of playing a Moat card from your hand (as compared to not having it in your hand in the first place) is +1 card, -1 action. Sometimes that's a worthwhile trade-off, but it's nothing to write home about. Being completely immune to a nasty attack, on the other hand...
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Myke Madsen
United States Salt Lake City Utah
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Peristarkawan wrote: One thing I keep wondering is how this card will do in a Minion deck.
That was the first combo I thought of. I think it will be very powerful with Minion.
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K. Bailey
United States Sacramento California
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baba44713 wrote: So... Dominion gets hints from RftG. It was inevitable, I guess.. This is not true, because Donald gets his card ideas strictly from RftG variants only. Somewhere out there, a RftG player is sleeving his "Zombie Gambling Discworld" card that sets aside a planet and gives you two little vp chips.
Donald also trolls RSP looking for posts that can be translated directly into card ideas.
And if a card text reminds you of a GeekQuestion, I'm telling you now that it's probably not a coincidence.
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Steven Metzger
United States Pullman Washington
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Octavian wrote: Right. You are essentially giving up this turn to take a double turn next time. That's a break even proposition on the face of it. The Tactician can help you get to 8 coins for a Province, but then it's just a more powerful card-drawer with a penalty attached (you need to skip a turn to use it).
The Tactician needs to either come to you when the rest of your hand is utter crap, or be comboed with a chain of +Action +Coin cards, or give you a very fortunate card draw on your next turn to be truly useful.
-MMM Yeah, well, watch them release the "Territory," a cost $13, 10 point Victory card.
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Bill Barksdale
United States Mountain View California
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Octavian wrote: Right. You are essentially giving up this turn to take a double turn next time. That's a break even proposition on the face of it. The Tactician can help you get to 8 coins for a Province, but then it's just a more powerful card-drawer with a penalty attached (you need to skip a turn to use it).
The Tactician needs to either come to you when the rest of your hand is utter crap, or be comboed with a chain of +Action +Coin cards, or give you a very fortunate card draw on your next turn to be truly useful.
-MMM
If your deck is just money/VP, Tactician is still doing something useful. Instead of buying two things with separate five-card hands, you're buying two things with a combined ten-card hand. Essentially, you get to choose the distribution of money in your two hands. 3+6 can be a lot better than 4+5.
Whether this is better than whatever else is available for $5 is another question.
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Sterling Babcock
United States
Colorado
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We played Tactician by proxy yesterday and it was quite fun!
Having about 5 Villages, 4 Bridges, and 2 Tacticians was amazing!
Can someone explain the discussion of the Tactician + Minion? I am not sure I understand why people are saying it is a good combo.
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James Perry
United States Oakland Tennessee
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Solamar wrote: We played Tactician by proxy yesterday and it was quite fun!
Having about 5 Villages, 4 Bridges, and 2 Tacticians was amazing!
Can someone explain the discussion of the Tactician + Minion? I am not sure I understand why people are saying it is a good combo.
You minion for +2 coins until you have one Minion left. Play that to get 4 new cards and continue until you have the Tactician. Play the Tactician discarding at least one card and then use the money from the Minions to do your buy. The Tactictian gives you 10 cards to work the strategy off of instead of only 5...
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Matt Sargent
United States Portland Oregon
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Solamar wrote: Can someone explain the discussion of the Tactician + Minion? I am not sure I understand why people are saying it is a good combo.
A pretty good combo that people use on BSW a lot is festival+minion+[any trashing card] You slim down your deck and buy a bunch of minions and possibly some festivals. Then on your turns you play any festivals or extra minions from your hand, afterwards using a minion to draw four more cards. Repeat until you have eight coin. With a couple tacticians and a good draw, you could get six or eight coin and then play a tactician, giving you a decent buy this turn, and a huge buy next turn.
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Joseph Courtight
United States
Pennsylvania
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Tactician could be a powerful first buy. You could draw your entire hand next turn if combine with other +card cards.
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kyle busch
Ypsilanti Michigan
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Has anyone thought to mix conspirator with this? I play a mean moneyless deck based around this card. conspirator until you have one card left and play the tactician. you can chain about 6-8 of the conspirators together for about 12-16 money plus any other money cards you get. To top it off you have 10 cards next turn plus two actions, very easy to get the conspirator combo off again.
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Matthew M Monin
United States Branford Connecticut
8/8 FREE, PROTECTED
513ers Assemble!
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You would need a card to provide extra actions, of course. Conspirators, quite appropriately, don't work well by themselves.
-MMM
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If you make an attack card that targets Durations, you have to make it be a Duration card itself, to ensure it always has something that can target it.
For example
Contested Territory[cost=3]: Each opponent puts all of their played Duration cards into their discard pile. +1 Card at the start of every turn this is out.
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