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Messages - Frozyme

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Rules Questions / Outpost + Possession interaction
« on: June 23, 2011, 05:06:32 pm »
I feel like I've been playing a lot of Possession or Outpost games recently against people that don't understand the basic intricacies of playing the card correctly (Possessing themselves on a possessed turn, or outposting on an outpost turn).
A while ago I ran into a game that had both Possession and Outpost in play - and it ended up throwing both of us for a curve.

http://councilroom.com/game?game_id=game-20110611-172350-c55f8e2c.html

On Turn 22 my opponent plays an outpost on a turn following a turn he was possessed
This resulted in the typical outpost turn after an outpost turn of drawing 3 cards, and him not getting an extra turn - which we both thought bizarre, but it makes sense if you consider the turn I had him possessed as his first turn even though I was controlling him.

On Turn 24, given my strong lead and his misinterpretation of the rules a few turns ago - I played outpost while possessing him, just to see what would happen - and what happened wasn't quite what I expected.
The result of this was that he got an outpost turn followed immediately by his regular turn.
Again, this makes relative sense given the order that the cards were played, and I can see the interaction - however it seems to contradict the wording on Outpost
"This can't cause you to take more than 2 consecutive turns"

Clearly this clause was the reason that his attempt on turn 22 failed - so it puzzles me what exactly was happening here.

I'm just curious if anyone has mapped out all of the possible Outpost + Possession interactions, who takes what turn when, and why this is the case - I can't imagine dealing with it in an in-person game.
(I also can't imagine what would happen when you start mixing Throne Roomed Possession turns and Outposts together)

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Here's another solution to the puzzle: there is just one Silver left in the supply pile, and emptying that pile will win you the game.

The polar opposite of this is another reason - if emptying the gold pile will end the game and you're behind

3
This type of game seems to happen a lot - and often both players get so wrapped up in their engines that they don't realize that all of those +buys with bridges and quarries lowering costs can result in a quick game end
Then one player does

http://councilroom.com/game?game_id=game-20110614-172839-0a9b0073.html

This game also exemplifies this though it's significantly less strategic than your win - on the last turn I started to buy a bigger engine (3 KCs) then realized that markets, villages, and bridges were all low piles and were free - and provinces cost me $2

also: small note - in my game I'm pretty sure I recall that the other guy picked the kingdom set hoping for something epic

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