March 28, 2024, 04:03:17 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: Welcome to the Burgundy Ridge Forum!   Return to Burgundy Ridge Website by clicking here
 
  Home Help Search Login Register  
  Show Posts
Pages: [1]
1  Questions about.... / Games / Re: Dominion: Card Analysis: Chapel (under construction) on: October 15, 2009, 12:38:25 AM
Good job! Just one question.

Are you doing the reviews on the cards (and the cards they affect) for all the cards in the game, or just what is available on BSW?
Either way, you will do fine.

Just those cards I have experience with, which for now means those on BSW.
2  Questions about.... / Games / Re: Dominion: Card Analysis: Chapel (under construction) on: October 08, 2009, 10:00:14 PM
Okay, I'm ready for the first round of feedback.  Feel free to comment on both the layout and content.

Scott
3  Questions about.... / Games / Re: Strategy & Tactics Guides on: October 03, 2009, 11:57:51 PM
I don't like bunnies.  Not that I'm judging or anything.  It's just that neither kind is satisfying.  Rabbits are so cute and you want to cuddle them, but they hate being picked up or held, so you can't.  And then there's your "snow" bunnies--we can't really do what we want with them either.

Scott
4  Questions about.... / Games / Dominion: Card Analysis: Chapel (under construction) on: October 03, 2009, 02:56:25 AM


Basics
Cost: 2
Description: Trash up to 4 cards from your hand.
Usage: Chapel can streamline your deck by removing the less effective cards to leave only the best ones.  However, these optimized decks are vulnerable to attack and are weakened more (proportionately) by Provinces.

Advantages
Best With: Minion, Laboratory
  Any action card which allows you to draw additional cards into your hand (and to a lesser extent, additional actions) can help your deck realize its full potential on every turn.  Additionally, some cards can help counter Chapel's vulnerability to attacks.

Minion
  • defends against Militia by drawing four new cards
  • defends against Thief by reducing, or even eliminating, the need for treasure cards
  • works best with Festival and Market, by adding coins and buys before Minion draws a new hand

Laboratory
  • defends against Militia by drawing cards without losing an action
  • makes it easier to trash the maximum of four cards by drawing to larger hands
  • works best with Gold treasure cards

Best Against: Witch, Spy
  Chapel can trash the Curses that Witches give you, and Spy can't force you to draw weak cards if you've already trimmed your deck to contain only strong ones.

Disadvantages
Worst With: Gardens
  The value of Gardens increases with the size of your deck, so trashing cards with Chapel would decrease the value of your Gardens.

Worst Against: Swindler, Militia, Bureaucrat, Thief
  Getting hit with Militia before you've finished trimming your deck can force you to trash less cards than desired and/or skip buying new cards.  Swindler, Bureaucrat and Thief all prey upon the increased frequency of their target cards that occurs in Chapel decks.

Links
Game Balance... (Chapel is overpowered)
Chapel trashing no cards

5  Questions about.... / Games / Re: Strategy & Tactics Guides on: October 03, 2009, 01:49:44 AM
Sounds like someone needs to spend some time showing their wares on BGG.

Sounds like someone else needs to spend some time stalking girls instead!

Hmm... seems you could get good return on your effort by cross posting per Moose_Head's thought: "Sounds like someone needs to spend some time showing their wares on BGG."  Put your guide on both www.boardgamegeek.com and here, thus gaining a far wider readership.  (Not to mention a great chance of learning still more about the game from the huge pool of BGG-ers.)

The only readership I'm interested in is Burgundy Ridge, and the only return I care about is our skill level :-Þ
6  Questions about.... / Games / Strategy & Tactics Guides on: October 02, 2009, 12:53:17 AM
Part of the way I learn games for myself is by writing up this stuff anyhow, so whenever I'm part of a gaming team, I like to make a full, official strategy guide.  It helps me learn the game better, and hopefully other people as well.  Dominion is my favorite game (so far), so I'll start with it, and then probably move to Dog and Thurn und Taxis.

So far, I'm planning three sections: card analysis, strategies, and tactics.  For the card analysis I will look at each action card in depth---what cards it works best with and against, which cards hurt its effectiveness, etc.  The strategy section will discuss concepts like continuous action, multiple actions, and the beginning, middle and end games.  The tactics section will look into specific ways of implementing each strategy.  For example, one way (tactic) for gaining multiple actions (strategy) is to play two Throne Rooms in a row.

Anyway . . . I'm going to start with the card analysis and set myself the goal of writing up at least two cards per week.  If you see me slacking, please poke, prod, smack, and otherwise motivate me to get back to work.

Scott

edit: I think one card analysis per week may be more realistic, now that I've actually started the work.
Pages: [1]
Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2008, Simple Machines LLC Valid XHTML 1.0! Valid CSS!