Dominion Strategy Forum

Dominion => Dominion General Discussion => Topic started by: Nimmy on October 17, 2011, 04:54:56 am

Title: Fun with Hinterlands
Post by: Nimmy on October 17, 2011, 04:54:56 am
http://dominion.isotropic.org/gamelog/201110/17/game-20111017-015100-32d74c27.html (http://dominion.isotropic.org/gamelog/201110/17/game-20111017-015100-32d74c27.html)

Look at "t3's turn 3" and particularly "t2's turn 9"


Title: Re: Fun with Hinterlands
Post by: DStu on October 17, 2011, 05:27:26 am
It's probably very situational, but ambassadoring IGG's in Multiplayer when you're defended yourself (Watchtower/ Lighthouse /Trader?) seems like fun.
Title: Re: Fun with Hinterlands
Post by: Thisisnotasmile on October 17, 2011, 05:29:31 am
It's probably very situational, but ambassadoring IGG's in Multiplayer when you're defended yourself (Watchtower/Lighthose/Trader?) seems like fun.

Lighthouse doesn't work as IGG is not an attack card.
Title: Re: Fun with Hinterlands
Post by: DStu on October 17, 2011, 05:34:42 am
It's probably very situational, but ambassadoring IGG's in Multiplayer when you're defended yourself (Watchtower/Lighthose/Trader?) seems like fun.

Lighthouse doesn't work as IGG is not an attack card.

Arggh. And I was so proud of me that I figured out I can not use Moat....
Title: Re: Fun with Hinterlands
Post by: Nimmy on October 17, 2011, 06:09:52 am
This also solves the following puzzle: In a 6-handed game, as first player, deplete the curse deck by the end of your fifth-turn. You may suppose your opponents are only buying coppers on their turns.
Title: Re: Fun with Hinterlands
Post by: Thisisnotasmile on October 17, 2011, 06:23:00 am
Are curses capped at 30 for a 6-handed game or do they go up to 50 to follow the 10(n-1) rule?
Title: Re: Fun with Hinterlands
Post by: Nimmy on October 17, 2011, 06:30:01 am
I assumed 50.
Title: Re: Fun with Hinterlands
Post by: Thisisnotasmile on October 17, 2011, 06:44:24 am
I assume so too since you need Base and Intrigue to even consider playing 6-handed, in which cases you have the extra curses needed, but I wasn't sure as I do not own Intrigue and have never been even slightly interested in Dominion with more than 4.

Edit: Also, check out this game report which falls under the banner of "Fun with Hinterlands":
http://forum.dominionstrategy.com/index.php?topic=820.0
Title: Re: Fun with Hinterlands
Post by: Davio on October 17, 2011, 06:45:21 am
It's 40 Curses for 5p and 50 Curses for 6p.
Treasure piles should be combined from Base + Intrigue.
15 Provinces for 5p, 18 Provinces for 6p, rest of the VP piles should have 12.

Ending condition modified for 4 empty piles instead of 3.
Title: Re: Fun with Hinterlands
Post by: Buggz on October 17, 2011, 07:07:29 am
Ending condition modified for 4 empty piles instead of 3.
Which is exactly why City has "two or more" empty supply piles in its description. That had a friend of mine confused for a long time.
Title: Re: Fun with Hinterlands
Post by: Thisisnotasmile on October 17, 2011, 07:12:09 am
Ending condition modified for 4 empty piles instead of 3.
Which is exactly why City has "two or more" empty supply piles in its description. That had a friend of mine confused for a long time.

Alternatively you could empty the third pile at the beginning of your turn with, say, Ironworks and then proceed to play your Cities...