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Messages - Hertz_Doughnut

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1
Dominion League / Re: Season 25 - Standings
« on: December 10, 2017, 08:38:43 pm »
Super nit-picky, totally minor, worthless criticism:

"1st criterium" should be "1st criterion" (unless this league is now a bicycle race)

Kind regards,
HD

2
Dominion League / Re: Season 19 - Signups
« on: December 16, 2016, 01:09:09 pm »
/in Hertz_Doughnut --- America/Central

(Whoops!  Just noticed now that I was supposed to reply in the Season 18 standings.  I'm coming back.  Can't wait to play with Empires!)

3
Dominion Online at Shuffle iT / Re: "Features" threads
« on: November 29, 2016, 02:48:41 am »
Quick thoughts on draws:

1) Draws are a bug, not a feature of chess tournaments. Tournament play degenerates when players can agree to draws. Originally, drawn chess games were replayed, but in 1867, the British Chess Association was vexed by having too many games needing to be replayed to keep their rounds on schedule, so they made an ad hoc ruling to split the win. Now that's tradition, and the chess community is plagued with grandmaster draws where players intentionally don't play a game of chess for external reasons ("let's save our energy for Bobby Fischer" or "let's split the prize money"). Tournament organizers have to go to great lengths to encourage players not to draw. (At Millionaire Chess, they gave out a trip to Hawaii.)

2) All situations mentioned so far here can be addressed by (a) quitting and replaying or (b) aborting and resuming. If you're in the Possession / Donate death spiral, choose (a).  If your baby woke up when you were winning, choose (b).

...

Now that I've written that, how exactly does the resume function work? If my opponent refuses to resume, can I claim that he resigned? Hmmm...

4
Dominion Online at Shuffle iT / Re: "Features" threads
« on: November 29, 2016, 01:59:16 am »
I taught my 4-year-old to play Dominion with a forked version of Goko Salvager that was basically a "kid mode" which limited the game as follows:

- Removed the scary cards:
var JackIsASweetInnocentBoy = " /witch /youngwitch /harem /thief /torturer /seahag /alchemy /fortuneteller /cultist /urchin /deathcart /mystic /altar /graverobber /rogue /soothsayer /cutpurse"

- Forced all games to be against Serf Bot

He loved it.  A fun way to teach basic math and logic skills. (Which the world needs more of!)

5
Let's Discuss ... / Re: empires: forum
« on: October 30, 2016, 01:40:58 am »
Forum is boss with Apothecary.

A) Play the Forums first, discard coppers/potion... Apo picks up all coppers at the end of your turn
B) When this gets going, you have 7 coppers and a potion during your buy phase... which purchases a Forum + Apo
C) You're drawing your whole deck by like turn 7-8. Add in engine parts or power terminal to win.

6
Let's Discuss ... / Re: Let's Discuss Adventures Events: Training
« on: October 19, 2016, 01:37:38 pm »
Boss with Candlestick Maker. Drain the CM pile as fast as possible. Train. Province every turn (ish). Hit rematch.
Seems better with a lot of other cards that you can turn into peddlers and such.

Nope.  Trained-CM is so fast you don't have time for engine-like considerations.  For example, 6 Provinces by Turn 14.  (Trained CMs beat trained Scheme.)

Also, you can 3-pile very quickly with trained CMs.  In this one, my trained CMs beat trained Bakers.  Once Native Villages were depleted on turn 12,  I ran the estates and saved coin tokens for a last-turn Province.  Since his deck only had one +Buy, I controlled when the estates would finish, and could time it to end when I had more VPs.

Training + Candlestick Maker is wicked fast.

Kind regards,
HD

7
2016 DominionStrategy Championships / Re: Round 1 Matchups & Results
« on: October 05, 2016, 02:48:34 pm »
Hertz_Doughnut graciously conceded via PM, so the "official" score is now Chris is me 4 - Hertz Doughnut 3

Correct.  Best of luck, Chris!

8
Dominion League / Re: Season 18 - Signups
« on: October 05, 2016, 02:34:21 pm »
Sign me up please!

Username: Hertz Doughnut
Timezone: America/Chicago
Own: all the cards

Don't check my Iso rating for placement until the season starts. I'm going to do some grinding. :)

Kind regards,
David

9
The way I see it, the primary goal when playing with a fresh recruit is to make Dominion attractive to them.  Thus, I try to tailor the experience to their personality.

Some people have prior experience with Eurogames, others don't.
Some people like to have a solid grasp of the fundamentals before moving on, others like being thrown into the deep end.
Some people expect to lose their first time playing a new game, others never want to play again if they lose the first time.  (Usually, because they assume that the game is "too hard" for them.)
Some people only have about a 30 minute attention span for a game, others are happy to play a 5-hour game of chess.
Some people learn best by reading a rulebook, others are kinesthetic learners and catch on faster by going through practice motions.
Some people are only 5-years-old and can barely read the cards.  ("Daddy, what does reveal mean?")
My sister-in-law hated the Witch, because she thought it was mean that her husband was giving her -1 curses.  (So we don't play with cursers when she's in the game.  If Witch was in the first game she played, she may not have ever played again.)



Generally speaking, "complexity" in a game is attractive to some people, while it scares off others.  Some people see complexity and start engaging with it, asking questions, make an attempt to grok it.  (I gather that just about everyone who reads this forum has this trait.)  Other people respond to complexity with a sense of being overwhelmed, and therefore not interested (like someone explaining differential equations to a person who doesn't know algebra).  Still others may be capable of understanding, but, seeing too much complexity, dismiss the subject with an "I don't have time for this" kind of approach. 

I'm a huge fan of complexity, and thoroughly enjoy the variant of Dominion where all kingdom cards are in play.  But pretend Magnus Carlsen was my recruit.  He definitely has a mind capable of learning all aspects of Dominion, has the patience to play a long game, and excels in complexity.  However, let's say I decided to introduce him to Dominion using the all-kingdom-cards variant for his first game.  And then I proceeded to pulverize him before turn 10 with a Band of Misfits combo.  I think we'd all understand if Magnus wasn't interested in a rematch.

My point is that for some people, the 10-card kingdom can have a similar initial effect as the 250-card kingdom.  If you see that deer-in-the-headlights look on the recruits face, and they aren't asking questions... you're giving them too much, too quickly.  Ask them if they want to play a practice round with just the fundamentals.  Since we can scale the amount of complexity present in the player's first game of Dominion, we can hit that sweet spot of "enough complexity to be interesting, but not so much that it turns them off of the game".

Kind regards,
David

PS For anyone who cares, my preferred way of learning a game is like how my brother taught me Terra Mystica.  He had played it before, so I told him to just start off playing the full game with me a few turns, and tell me when I screw up.  Once I felt like I had a grasp on all the mechanics involved (the power, the turn bonuses, etc.) we aborted that game, and started over playing a "real" game.

I learned Dominion by Donald's method.

I learned chess by rook-and-king vs king.

10
Donald,

I love your game.  Apparently I unintentionally wandered into something you have strong feelings about.  Sorry for that.  I also assumed that playdominion.com created Tutor Thomas with your input.  Guess I was wrong, and sorry for making that assumption.

If I were in your shoes, I would have been delighted to hear of a method of introducing my game to people that were not grabbed by the normal method.  I'd be totally supportive of anything that created more potential Dominion fans.  I mean, I own a business, and when someone brings me a new customer, I don't care how they brought them in, I love that people are spreading the word about my products.  And if it's a method I'm not used to, I inquire about it to see if I can repeat that success.

But you're not me, and that was not your reaction.  I'm not saying that judgmentally, just by way of explaining why I've been so dumbfounded on my end today.  I mean I had zero expectation that my first post would even be noticed by you.  Then to wake up this morning and find you criticizing it, my only thought was that I must have been misunderstood... so I continued to politely explain my method, only to incur further criticism.

You've made yourself clear.  Thanks for sharing your input.  I hope you understand that I had no intention of making you upset or even bothering you at all.

Kind regards,
David

11
You know what?  If you go to playdominion.com and press Tutorial, the first kingdom with Tutor Thomas is only basic treasures, basic VPs, and Smithy.

How did that "awful suggestion" (aka "only first gear") method make it to the official online version of the game?


Fragasnap hit the nail on the head.  It's all about who you're trying to reach and their previous experience with (Euro-ish) gaming.  I'm not trying to re-write the rulebook or anything, just giving a suggestion of something to try if your recruit looks visibly overwhelmed by a 10-card kingdom.  If they're a Puerto Rico veteran, do it Donald's way.  But if their basic idea of a game is charades, try Tutor Thomas' method.  It's not mutually exclusive.

12
You move me not. There are things I would change about the main set if doing it today, but for sure not your awful suggestion of, game one there's no game.

Well, I don't know what to say.  I was posting my thoughts to an OP that sounded like the kind of thing I had run into with new players.  So I gave him a "Here, try this.  It worked for me."  My suggestions were not warmly welcomed.

Here's my perspective.  If you want someone to buy a car, you first get them to take a test drive.  That's what the no-action kingdom is.  Nobody considers it a real game, nobody takes it competitively.  It's just a quick exercise of how the flow of the turn and game goes.  After a couple Provinces are bought, they see the gist, and then you add Smithy.  The whole thing goes very quickly.

I agree that not everyone needs this kind of start, but it worked for me, when introducing the game to my wife, my dad, my uncle, my brother-in-law, and my son.  All of said people would be in your "out of there so fast" category... that apparently you are fine leaving be.  I'd rather play Dominion than Pinochle at family gatherings, so I dumbed down the game a bit to make it more accessible.  And it worked.  And I'm catching heck for it.

Life is strange.

13
With brand new players, I have always played the actual game, the actual game that the game is, with a full 10 kingdom cards. That way they get to play the actual game.

Just curious, do you play your hardest, then, too? Or something like my Basic Big Money strategy?

I'm my experience, here are the things that scare a person off of a game:
1) A feeling that the game is too complicated / that they would have to invest too much time to learn (why I've had trouble getting friends to adopt Twilight Struggle and Napoleon's Triumph)
2) A feeling that there is an insurmountable talent/money gap (e.g. if a grandmaster taught you how to play chess, or if you learned Magic with a rich kid who bought the ultra-rare best cards and bragged about their price)
3) A feeling that the game just takes too long (Napoleon's Triumph, Twilight Struggle, Agricola)

For those reasons, I've had better luck with my approach. In the first No Actions kingdom, they find that the game is simple and quick. They always ask how much it cost me to buy all the cards, but they can see that the game itself is democratic... we both can play with Platinum, even though I physically own the Platinums. (It's not like that in many games, consider Magic cards and golf clubs.)


I suppose it also matters who's playing. If your friends are boardgamegeek regulars, that's different from trying to teach a pair of 5-year-olds or old men whose idea of a card game is Pinnochle.

Also in effect, Donald, your name is on the box. People are more generous with their time when playing my original games, just because they personally know me. They feel like they're helping me, giving me suggestions, rooting for it to become a hit, etc.

When I've used your method with Dominion, most people aren't interested in playing a 2nd game. That's why I bothered to come up with my method.  And, empirically, it works.  After a few months, I begged a couple players to try Dominion again, who preiously had a bad taste in their mouth from their original session. We used my method.  Now they like it.

Kind regards,
David

14
With brand new players, my first game is just treasures and vp cards. This teaches the flow of the game (actions, buy, clean up) and the importance of using money to get to the province level.

Once this game is "boring", we add smithy. Some people avoid him altogether, others over-buy, but it's important that the game doesn't present too many options so that our friends are overloaded with "analysis paralysis".  Hopefully, some will pick up on the idea that there's a "sweet spot" of just the right # of Smithys.  Next, add Militia and Laboratory.  After that they're probably ready for a 10-card kingdom.

Point being, these practice kingdom games go really quickly,  show the fundamentals of the rules, AND basic dominion strategy.

Then with the 10-card kingdom, I personally always play Basic Big Money (i.e. only buy normal treasures and VPs) until my friends can consistently beat it.  They will figure out that they are over-buying actions once they realize they keep losing to a guy who doesn't buy any.

15
Here's a 5-turn win.  Not the strongest opponent, but that might not matter?



Code: [Select]
Sage, Warehouse, Fortress, Moneylender, Procession, Rats, Baker, Band of Misfits, Governor, Border Village

16
6 turns! (vs a level 33 opponent. I went 2nd with a 4-3 split.) 



Code: [Select]
Sage, Warehouse, Fortress, Moneylender, Procession, Rats, Baker, Band of Misfits, Governor, Border Village, Shelters, Colonies, Platinums
I think this kingdom can actually get a 5-turn win with good shuffle luck.  In this scrimmage against Lord Bottington (same kingdom, except for Spice Merchant in place of Sage) I started exploding on turn 5, but messed up my gains, so it won on turn 6 instead.

It took me awhile to figure out the process of how to optimize this combo.  Here's how it goes:
- Open with BoM and Sage (use Baker coin)
- Then use BoM as Moneylender to purchase Border Village + BoM (if $6) or BoM (if $5) or Procession (if $4)
- Once you have 2 BoMs (or Procession/BoM), you use one as Procession on the other (as Fortress) which gives you +2 cards, +4 action, and gain a Border Village+X

X is the hardest part... generally you want X to be BoM (keeps the combo going) but one of the first couple times you need to have X be a Governor.  (Make the Gov gain before a reshuffle.)  When you get to Gov, Procession it for +6 cards, +2 actions and it upgrades to Border Village+X... if you don't do this, you'll run out of steam.  Keep the Procession+BoM combo going until Border Villages get low.  One of your X's has to be a Fortress (again, right before a reshuffle) because once the Border Village pile is gone, you have to shift to BoM(Procession)+Fortress to pile out the remaining BoMs and pick up a few Governors.

At this point, you need to drain your deck and discard pile and then use BoM as a Rats... trashing your Fortress.  Do that again, and you now draw a Rats and gain a Rats.  Continue until all 20 Rats are gone.  3 empty piles.  Now use a Governor to Remodel a Border Village into a Province.  End turn, win.


It definitely doesn't always follow this script.  Sometimes on turn 6 or 7 you have to use a lone BoM as a Warehouse and hope to pick up 2 others.  Sometimes your deck is too thick when you run out the BoM pile and can't switch to Rats... then you have to try to use BoM(Procession)/Fortress to make the Governor pile empty.

17
Dominion General Discussion / Re: Fewest number of turns
« on: February 28, 2015, 01:50:12 pm »
Good job.  I'm interested that you call it 7.5 turns.  Using that system, I guess my record is 6.5.

However, I feel like I should report it as 7, because I took 7 full turns.  Sometimes I use an outpost-turn after my 7th "real" turn... that's what I might call 7.5.

Anyway, definitely harder to pull off a 8-turn win with a random kingdom as you did.

18
I invented this kindgom, and use it to consistently win in 7 turns.  (add shelters and colonies)




This kingdom is an improved version of my previous one that usually won in 7-8 turns.  Obviously, I'm pretty impressed with finding such a killer combo, and to my knowledge, nobody has written about how game-warpingly powerful Upgrade-Rats-Fortress is.  (Way more powerful than the Masq pin... which has been written about extensively.)


The challenge is... can anyone else equal or beat this?  Either by improving my kingdom or using an entirely different combo that reliably wins in 7 or fewer turns against solid opponents on playdominion.com?

It's a fun exercise to see what combos can be exploited the quickest and most-reliably.  If anyone's interested, let's designate one of the lesser-used multiplayer lobbies to exploring these kinds of kingdoms.

19
Dominion General Discussion / Fewest number of turns
« on: February 27, 2015, 11:48:22 pm »
I'm curious if anyone has ever won a game in fewer than 7 turns. (Not counting quits or resigns.) I searched the logs of some of the top players and none of them had a 7-turn win.

I invented a kingdom that can win in 7 turns often... has anyone seen a kingdom that is faster than that?

20
Goko Dominion Online / Tracking coin tokens!
« on: February 19, 2015, 02:11:33 pm »
New feature.  The viewer on gokosalvager.com now tracks coin tokens from turn to turn.

For example:

http://www.gokosalvager.com/static/logprettifier.html?20150215/log.50e86751e4b0d990e88ce76f.1424060981439.txt

21
Guilds Previews / Re: Preview #1: Baker
« on: June 03, 2013, 10:47:44 am »
Well the most important question is: How does this affect Dominion Battle Royale?

The card itself looks too slow when compared to all the other great cantrips you could get... especially vs highway, governor, and menagerie.  I doubt anyone would buy it.

However, the +1 coin for each player at the start of the game definitely messes with established Battle-Royale deck setup.  My normal $4/$3 opening (Envoy/Steward) is now a $5/$3... (Torturer/Steward?).  Council Room?  Governor?  Witch?  Cultist?

You could even take a $4/$3 and open Mint/Fool's Gold...

22
Variants and Fan Cards / Re: Dominion Battle Royale
« on: April 22, 2013, 12:51:31 pm »
Battle Royale evolves.  The combo that is currently dominating the format is not one that I have found in any forum post or strategy article on this site.  And this combo can come up in regular Dominion... for example, this kingdom:

Hamlet, Menagerie, Watchtower, Tactician, Outpost, Upgrade, Squire, Procession, Fortress, Rats (+ Colonies, + Shelters)

I can win that kingdom regularly in 7 turns on goko.  The combo involved is much easier to set up than the Masquerade pin.


And here is why I like Battle Royale:

How long would it take to discover this combo playing regular Dominion?

I'm guessing decades.  It takes millions of games to get the component parts together in the same kingdom, and then one of you have to be a savant who can recognize in the time it takes to make the first buy exactly how they interact together, and what's the best path to getting them your deck.  And once that game's done, you can forget the combo even existed because you won't see the situation come up again for millions of kingdoms.

Battle Royale is about discovering the best synergies in the entire set of Dominion cards.  My brother came across this combo because he spent an evening on his own wondering how he could exploit Upgrade to the max... and discovered that Upgrade/Fortress creates a chain to gain every single Upgrade for just 1 action (with your deck drawn).  Similarly, Rats, on its own, can create a chain to gain all the Rats.  Plow through one other pile and the game is over.  (Moral of the story, watch out for cantrips that can gain themselves...)

I spent one night learning all the different ways to exploit Squire.  (Best so far: open with Watchtower, buy a Squire with Watchtower in hand, top-deck a Margrave, who subsequently gives you cards and buys to top-deck 2 attacks on future turns... where I prefer the non-terminals Minion and Familiar... Familiar can sometimes be Graverobbered into a turn-6 top-decked Possession.))  I've also played a lot of Governor/Forge and Governor/Possession (both fun)... in addition to the standard killer decks like Native Village/Bridge (a dud) and Ironworks/Silk Road (too slow).

Right now Upgrade/Fortress is unbeatable.  And when both players know that Upgrade/Fortress is unbeatable, the mirror games actually are very interesting... if you don't get 8 Upgrades, you can't pile out the Duchies in one fell swoop... and it's hard to justify any Rats in your deck if you can't auto-deplete 3 piles in one turn.


But the discussion isn't always about banning... we've actually considered un-banning King's Court or Mountebank to see if that allows for something else to compete with that combo.



Right now I know of only 4 people in the entire world that have played Battle Royale.  We've played no more than 30 games in total.  And yet, I think we've broken ground in Dominion strategy by identifying an unyet discussed 7-turn game-winning combo.

23
Non-Mafia Game Threads / Re: Dominion Battle Royale (Take Two)
« on: April 19, 2013, 04:22:55 pm »
Yeah, I think Battle Royale is a lot about pivoting your deck to respond to the situation, which is what I did on turn 8.  Thus Mint and Forge are pretty key... because they can trash out your old deck and start a new thin one.

Also we determined BoM is broken for this format and banned it.  (I know, I know... Ray Charles saw that one coming.)

Fortress might be broken, too.  I have yet to see Fortress/Procession/Upgrade lose... even without the BoMs.

24
Non-Mafia Game Threads / Re: Dominion Battle Royale (Take Two)
« on: April 19, 2013, 02:22:11 pm »
==H_D Turn #9==

==State before this turn==

Deck {6} Band Band Band Fort Band Duke

Hand {5} Hove Curs Band Over Mint

Discard {0} Poor

Mats: 2 VP (from auction)

==Turn==

> Play BoM #1 as Menagerie
> Reveal Hand:  Hove Curs Over Mint
> Draw 3 Cards: Band Band Band

> Play BoM #2 as Rats
> Draw Fort
> Gain Rats
> Trash Overgrown Estate (draw Band)

> Play BoM #3 as Procession on Fortress
> +4 actions, draw 2 cards: Duke, reshuffle, Poor
> Trash Fort (back to hand), gain BoM (3 BoMs in supply)

> I have 4 actions at this point, 1 buy (my normal one), and 0 coins

> Play BoM #4 as Procession on Fortress
> +4 actions, draw 2 cards: Rats, reshuffle, Band
> Trash Fort (back to hand), gain BoM (2 BoMs in supply)

> I have 7 actions at this point, 1 buy, and 0 coins

> Play BoM #5 as Procession on Rats
> +1 action, draw 1 card: Band, gain Rats
> Trash Curse
> +1 action, draw 1 card: Rats, gain Rats
> Trash Hovel
> Trash the Rats (draw 1 card: Rats), gain BoM (1 left in supply)

> I have 8 actions at this point, 1 buy, and 0 coins
> Play BoM #6 as Procession on Rats
> +1 action, draw 1 card: Band, gain Rats
> Trash Mint
> +1 action, draw 1 card: Rats, gain Rats
> Trash Poor House
> Trash the Rats (draw 1 card: Rats), gain BoM (0 BoMs in supply)

> I have 9 actions at this point, 1 buy, and 0 coins

> Play BoM #7 as Procession on Fortress
> +4 actions, draw 2 cards (only 1 avail): Band
> Trash Fort (back to hand), gain Upgrade (9 Upgrades in supply)

> I have 12 actions at this point, 1 buy, and 0 coins

> Play BoM #8 as Procession on Fortress
> +4 actions, draw 2 cards (only 1 avail): Upgr
> Trash Fort (back to hand), gain Upgrade (8 Upgrades in supply)

> I have 15 actions at this point, 1 buy, and 0 coins

> Play BoM #9 as Procession on Fortress
> +4 actions, draw 2 cards (only 1 avail): Upgr
> Trash Fort (back to hand), gain Upgrade (7 Upgrades in supply)

> I have 18 actions at this point, 1 buy, and 0 coins

> Play Upgrade #1
> +1 Action, +1 Card: Upgr
> Trash Fortress (back to hand)
> Gain Upgrade (6 Upgrades in supply)

> Play Upgrade #2
> +1 Action, +1 Card: Upgr
> Trash Fortress (back to hand)
> Gain Upgrade (5 Upgrades in supply)

> Play Upgrade #3
> +1 Action, +1 Card: Upgr
> Trash Fortress (back to hand)
> Gain Upgrade (4 Upgrades in supply)

> Play Upgrade #4
> +1 Action, +1 Card: Upgr
> Trash Fortress (back to hand)
> Gain Upgrade (3 Upgrades in supply)

> Play Upgrade #5
> +1 Action, +1 Card: Upgr
> Trash Fortress (back to hand)
> Gain Upgrade (2 Upgrades in supply)

> Play Upgrade #6
> +1 Action, +1 Card: Upgr
> Trash Fortress (back to hand)
> Gain Upgrade (1 Upgrades in supply)

> Play Upgrade #7
> +1 Action, +1 Card: Upgr
> Trash Fortress (back to hand)
> Gain Upgrade (0 Upgrades in supply)

> I have 18 actions at this point, 1 buy, and 0 coins

> Play Upgrade #8
> +1 Action, +1 Card: Upgr
> Trash Fortress (back to hand)
> Gain Outpost

> Play Upgrade #9
> +1 Action, +1 Card: Outp
> Trash Fortress (back to hand)
> Gain Tactician

> Play Upgrade #10
> +1 Action, +1 Card: Tact
> Trash Fortress (back to hand)
> Gain Duchy

> Play Outpost

> Play Tactician (discard hand:Rats Rats Rats Duke Fort)

> Cleanup:  draw 3 cards: Upgr Band Band

==State after this turn==

Deck {22} Band Duch Band Band Band Upgr Upgr Rats Upgr Rats Upgr Band Upgr Upgr Duke Band Upgr Band Rats Fort Upgr Upgr

Hand {3} Upgr Band Band

Discard {0}

In play {2} Tact Outp

Mats: 2 VP (from auction)


==Outpost Turn==

> +1 action, +1 Buy, +5 cards from Tactician: Band Duch Band Band Band

> I have 2 actions, 2 buys, and 0 coins at this point

> Play BoM #1 as Throne Room on another BoM (#2) as a Throne Room on two more BoMís (#3 & #4) as Smithys.... so thatís 4 BoMs = +12 cards
> Draw 12: Upgr Upgr Rats Upgr Rats Upgr Band Upgr Upgr Duke Band Upgr

> I have 1 actions, 2 buys, and 0 coins at this point

> Play Upgrade #1
> +1 Action, +1 Card: Band
> Trash Rats (on-trash +1 card: Rats)
> Gain Duchy (6 Duchies left in supply)

> Play Upgrade #2
> +1 Action, +1 Card: Fort
> Trash Rats (on-trash +1 card: Upgr)
> Gain Duchy (5 Duchies left in supply)

> Play Upgrade #3
> +1 Action, +1 Card: Upgr
> Trash Rats (on-trash +1 card: reshuffle, Duch)
> Gain Duchy (4 Duchies left in supply)

> Play Upgrade #4
> +1 Action, +1 Card: Duch
> Trash Fortress (back to hand)
> Gain Duchy (3 Duchies left in supply)

> Play Upgrade #5
> +1 Action, +1 Card: Duch
> Trash Fortress (back to hand)
> Gain Duchy (2 Duchies left in supply)

> Play Upgrade #6
> +1 Action, +1 Card: Duch
> Trash Fortress (back to hand)
> Gain Duchy (1 Duchies left in supply)

> Play Upgrade #7
> +1 Action, +1 Card: Duch
> Trash Fortress (back to hand)
> Gain Duchy (0 Duchies left in supply)

And Iíll just end my turn.

3 piles empty...  one lucky Duke.

good game


25
Non-Mafia Game Threads / Re: Dominion Battle Royale (Take Two)
« on: April 19, 2013, 02:20:54 pm »
Correction... I have 5 BoMs... only 4 left in supply.

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