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Messages - Mole5000

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1
Goko Dominion Online / Cornucopia Act 1 Game 8
« on: January 21, 2016, 09:20:22 am »
I give up, I have absolutely no idea what the strategy is to beat the pair of computer players.  No matter what I try I am just not fast enough to beat being junked up by Jester spam nor consistent enough to win a slog.  I don't get it.

2
Dominion General Discussion / Re: 5 cost treasures
« on: October 31, 2015, 05:36:00 pm »
Horn of Plenty is one of the cards that should immediately stand out from the kingdom and make you ask yourself the question "is there any way I can build an engine?".

Horn of Plenty is one of two cards (along with Duke) that makes me go "Oh no, I'm going to get crushed" as I can never, ever play them right whilst my opponent produces works of incredible artifice and genius with them.

3
Dominion Articles / Re: key cards in Dominion: a report card.
« on: October 12, 2015, 09:12:44 am »
IGG is rarely ignorable. as it rapidly depletes 2 piles, something no other card does.

A lot of people think this is true, but it super-isn't true.

Let's say my opponent is going for the Canonical IGG Rush™ -- without some serious help, he's getting one IGG per turn, and then when those are gone, he buys Duchies. Let's say he gets near-perfect draws and can buy an IGG for 10 straight turns, starting at T3, then he can buy a Duchy every single turn after that. So the game is over on T20. That's like forever, and all you have to do is get 5 Provinces and trash most of your Curses and you just win. 20 turns is like an eternity; if there's any decent trashing at all, any respectable engine (or even a good big money strategy) will have no problem with this.

Why is the perfect drawing Canonical IGG Rush™ buying Duchies?  They are going to snag Provinces to make it super hard to overhaul them.

4
Game Reports / Re: Pulling an anti-Stef
« on: June 04, 2015, 05:01:35 pm »
Did you then pull an anti-anti-stef, and buy a Herbalist at $22?

I've bought a Herbalist for 7 as it was the only +buy don't think I've gone any higher than that.

5


Code: [Select]
Beggar, Herbalist, Shanty Town, Gardens, Plaza, Spice Merchant, Trader, Margrave, Possession, Bank
I was over whelmed by the choice on this board - espcially given that there were Colonies/Platinum.  I know I didn't play it well but I can't put the pieces together about how to play it better.  I kept thinking I should add a trader to get rid of the estates but never got round to it, I feel I should have got a possession earlier - I never did and I can't help but feel there should be some rush available to 3 pile this super quick and I know I got lucky and my opponent drew badly to allow me to win.

What I actually did is here: http://www.gokosalvager.com/static/logprettifier.html?20150604/log.514708c4e4b0cf33e05114cd.1433451098290.txt

And I feel pretty dumb for not buying out the estates to win a turn earlier.

Can I get some pointers as to waht was actually available on this board?

6
Adventures Previews / Re: Quality of the Adventures expansion
« on: April 03, 2015, 04:28:21 pm »
From the moment I saw Adventures, I thought of it as "Dominion Advanced." Someone else mentioned elsewhere that calling it an expansion undersells it. This is absolutely correct. It's part expansion, part spinoff. I think that games with Adventures will feel like a completely different game. And man, that's without seeing the tokens yet.

That was me. Frankly there are more ideas and mechanics in adventures than in your average "totally not dominion" deck builder from other designers.

7
Adventures Previews / Re: Previews #4 - Expedition, Trade, Mission
« on: April 03, 2015, 04:21:38 pm »
I saw that post before you deleted it, Mole5000.  I saw it!

There's always someone watching!

8
Adventures Previews / Re: Preview: Messenger
« on: April 03, 2015, 09:45:31 am »
I've thought about Messanger some more and decided it is the new Jester.

i.e. a card I got enormously excited about but is actually mediocre.

9
Adventures Previews / Re: Previews #4 - Expedition, Trade, Mission
« on: April 03, 2015, 06:00:02 am »
So, as a mental exercise, I am trying to work out the cost of an event that gives +1 Buy.

The answer I get so far is that it depends on the Kingdom.

My actual answer is 2 but I'm not sure.

Ruined Event? :)

Buying the event costs a buy so you probably mean +2 buys and yes I think you're right. $1 would be too cheap and $3 too expensive.

Errr, yes, +2 Buys  ;D (Attention to detail like that is why -Stef- is a top player and I am not!)

If you added the restriction "Once per Turn" you could make an argument for it to be 1.  I don't know if it would be a good argument but making it non-spammable would reduce the power.

10
Adventures Previews / Re: Previews #4 - Expedition, Trade, Mission
« on: April 03, 2015, 05:10:34 am »
TradeKevin:
This would be totally broken at 3. Most likely just too strong at 4. I feel like it's going to be pretty weak at 5. I mean, the issue is, you have to have the cards in your hand. Maybe it is good for terminal-draw BM? Yes, probably - turning 2 estates into silvers is going to be better than gold pretty much every time. An estate and a copper into silvers has to be as well. Two coppers? Well, now you need to have $7 (you need to hold the coppers back), which is asking a lot. Better than gold in a BM deck.... mmm, probably not. How about in engines? Sure, if you can't otherwise trash, or if you have cards that have outlived their usefulness (trashers say), turning them into silvers is a pretty sleek way to upgrade (not the card necessarily) your economy. So I guess this is reasonably solid anyway. Another role player, probably better for Big Money than engines, because in engines you'll so often want a 5-cost instead. Yeah.

I think Kevin will be a situational card for the late-building phase of engines - for those turns where it's not quite all together but you have a lot of draw yet somehow you've wiffed and missed your good stuff cards (+Buy, Trash for Benefits) cards and normally you'd sigh but now you'd still sigh but not as loud and use Kevin to get rid of the last Estate and Copper in your deck.

11
Adventures Previews / Re: Previews #4 - Expedition, Trade, Mission
« on: April 03, 2015, 05:00:56 am »
So, as a mental exercise, I am trying to work out the cost of an event that gives +1 Buy.

The answer I get so far is that it depends on the Kingdom.

My actual answer is 2 but I'm not sure.

12
Adventures Previews / Re: Previews #4 - Expedition, Trade, Mission
« on: April 02, 2015, 10:59:50 am »
At this point I feel it starts to undersell Adventures as a simple expansion.  Starting to feel like a new game which happens to use the base cards from Dominion.

13
Adventures Previews / Re: Preview: Messenger
« on: April 02, 2015, 10:19:28 am »
There's the +Buy card, for whomever was asking.  ;)

This card is making me feel tingly and it's not the +Buy that's doing it!

14
So this might see a brandead obvious thing to say but all the reserve cards we've seen so far it feels like having multiples of them on your tavern mat is not just a linear increase in utility - having 1 guide is handy, having multiple guides lets you control your reshuffle with extra precision, having multiple duplicates suddenly gives your 3 pile control etc.  So it it seems that strategies based around gaining/playing multiples of them at the same time will be important to consider when reserves are around.

15
Adventures Previews / +Buy
« on: April 01, 2015, 11:55:45 am »
We haven't seen a +Buy card yet. 

This is a content free observation.

16
So, where does this put us on the whole mat thing.  What is the most mattastic game we can have?

Pirate Ship, Island, Trade Route, Tavern, Native Village am I forgetting something?

There is a "Trash" Card that you could call a Mat.

Only if you were some kind of heathen.  If it's not square it's not a mat.

17
So, where does this put us on the whole mat thing.  What is the most mattastic game we can have?

Pirate Ship, Island, Trade Route, Tavern, Native Village am I forgetting something?

There's the mats that hold VP tokens. And Trade Route mat is a separate category, because there's only 1, not 1 for each player.

ALL THE MATS.

Just because there is only one of them it is still a mat.  And possibly my favourite mat at that.

18
So, where does this put us on the whole mat thing.  What is the most mattastic game we can have?

Pirate Ship, Island, Trade Route, Tavern, Native Village am I forgetting something?

19
Adventures Previews / Re: Preview: Storyteller
« on: March 31, 2015, 09:08:39 am »
I am solely going to be using this to Storyteler triple Quarry kings court remodel plays.

20
Adventures Previews / Re: Previews #1 - Lost City, Magpie, Hero
« on: March 31, 2015, 05:49:52 am »
This is the first expansion coming out for me since I started playing, so, got any embarrassing stories about people overestimating cards?

People thought Jester would be bonkers?

that's the one I remember and I was totally part of that hype tain - first few games I played with Jester I bought it and played it and thought "WHY AM I NOT WINNING???"

21
Dominion General Discussion / Circular strategies in the base set
« on: December 16, 2014, 03:00:23 am »
I could have sworn I read an article somewhere that showed there was a set of 3 strategies for the Starter Kingdom where A beat B beat C beat A but I can't find it anywhere so I am now doubting its existence.

Does anyone else share my belief and if so can they point me at the article?

22
Dominion General Discussion / Re: The disappearance of Big Money
« on: March 27, 2014, 12:04:34 pm »
I've been trying to work out a 'trick' board that looks like it should have something interesting to play but secretly Big Money-X is the dominant strategy (where BM-X is defined as buying only standard Treasures, standard VP cards and any number of one other Kingdom card).

23
I don't know. If my turn was so good that I can win now, or I can win ten turns from now, am I not doing a favour by ending the game early? Or, if I can forfeit now by causing a 3-pile on a loss now or have the game go on for another 10 turns of sloggyness, am I in the wrong to end the game on a loss when I don't want to try winning the game anymore?

If it's a one-sided game, I agree with you.

If it is early in the game I prefer to not take the easy way out I'd rather rely on the strength of the deck I've built than win by technicality and due to the fact that I got to have an extra turn.

I once played a game, oh what a game it was, my opponent got a really sweet KC mega turn deck together, I played awfully, he could have ended the game.  Instead this happened:

http://councilroom.com/game?game_id=game-20110127-050348-a4d3d199.html

At the time I felt a little bit sorry for him.  But not anymore.

24
Game Reports / Re: The Pirate Ship Revival?
« on: October 14, 2013, 11:49:08 am »
In one of my GokoDom games, we ended up in a Scrying Pool duel with thin decks. I was behind but still doing ok until my opponent grabbed a Pirate Ship, and used his Scrying Pools to systematically sniff out and trash my Golds. I am sure I misplayed badly, but I'd never seen Pirate Ship used in such a way and I was impressed by its efficacy.

I had exactly the same happen to me.  We were both building towards decent engines - he was better than me and his engine was starting to come together a turn or so quicker, I had just reshuffled, he bought a Pirate Ship on his turn then reshuffled.  I didn't grok what had just happened and played another turn as normal, he hit me with PS and bought a second.  I then realised I was screwed and I was as the money disappeared from my deck in a flash as he played through his deck every turn and double provinced out.

25
Workers Village used to be my undisputed number one favourite village but now I'm wondering if Wandering Minstrel has stolen my hart with a song of interest and reliability.

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