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Messages - Whitecrow

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1
2012 / Re: Schedule & Rules
« on: December 07, 2012, 12:24:32 am »
I and my opponent have contacted each other, but we are not able to match (under normal condition) during this weekday/weekend due to our personal schedules don't allow. Could we be allowed to extend Round 1 match for one or two more days?

2
Dominion General Discussion / Re: Greatest Isotropic Moments of 2012
« on: November 02, 2012, 06:21:01 am »
http://dominion.isotropic.org/gamelog/201211/02/game-20121102-030726-f67ac2a5.html

Piledrived Mining Villages, then trashed them all.


   — Whitecrow's turn 25 —
   Whitecrow plays a Mining Village.
   ... drawing 1 card and getting +2 actions.
   ... trashing the Mining Village for +$2.
   Whitecrow plays a Torturer.
   ... drawing 3 cards.
   ... Lekkit gains nothing in hand.
   Whitecrow plays a Mining Village.
   ... drawing 1 card and getting +2 actions.
   ... trashing the Mining Village for +$2.
   Whitecrow plays a Mining Village.
   ... drawing 1 card and getting +2 actions.
   ... trashing the Mining Village for +$2.
   Whitecrow plays a Bridge.
   ... getting +1 buy, +$1, and reducing all costs by $1.
   Whitecrow plays a Bridge.
   ... getting +1 buy, +$1, and reducing all costs by $1.
   Whitecrow plays 3 Coppers.
   Whitecrow plays a Bank.
   ... which is worth +$4.
   Whitecrow buys a Province.
   Whitecrow buys a Duchy.
   Whitecrow buys a Duchy.
   (Whitecrow draws: a Copper, a Remodel, and 3 Mining Villages.)


— Lekkit's turn 26 —
Lekkit plays a Remodel.
... trashing a Gold.
... gaining a Province.
Lekkit plays 3 Coppers.
Lekkit buys an Estate.
(Lekkit draws: a Province, a Curse, 2 Silvers, and an Estate.)
   

   — Whitecrow's turn 26 —
   Whitecrow plays a Mining Village.
   ... drawing 1 card and getting +2 actions.
   ... trashing the Mining Village for +$2.
   Whitecrow plays a Mining Village.
   ... drawing 1 card and getting +2 actions.
   ... trashing the Mining Village for +$2.
   Whitecrow plays a Mining Village.
   ... drawing 1 card and getting +2 actions.
   ... trashing the Mining Village for +$2.
   Whitecrow plays a Remodel.
   ... trashing a Remodel.
   ... gaining a Duchy.
   Whitecrow plays a Mountebank.
   ... getting +$2.
   ... Lekkit discards a Curse.
   Whitecrow plays 2 Coppers.
   Whitecrow buys a Duchy.
   (Whitecrow draws: an Estate, a Curse, a Copper, a Torturer, and a Mining Village.)


— Lekkit's turn 27 —
Lekkit plays 2 Silvers.
Lekkit buys an Estate.
(Lekkit draws: a Province, an Estate, a Bank, a Silver, and a Mountebank.)
   

   — Whitecrow's turn 27 —
   Whitecrow plays a Mining Village.
   ... drawing 1 card and getting +2 actions.
   ... trashing the Mining Village for +$2.
   Whitecrow plays a Mining Village.
   ... drawing 1 card and getting +2 actions.
   ... trashing the Mining Village for +$2.
   Whitecrow plays a Torturer.
   ... drawing 3 cards.
   ... Lekkit gains nothing in hand.
   Whitecrow plays a Mining Village.
   ... drawing 1 card and getting +2 actions.
   ... trashing the Mining Village for +$2.
   Whitecrow plays a Torturer.
   ... drawing 3 cards.
   ... Lekkit gains nothing in hand.
   Whitecrow plays a Mining Village.
   ... drawing 1 card and getting +2 actions.
   ... trashing the Mining Village for +$2.
   Whitecrow plays a Bridge.
   ... getting +1 buy, +$1, and reducing all costs by $1.
   Whitecrow plays a Silver and 4 Coppers.
   Whitecrow buys a Province.
   Whitecrow buys a Duchy.
   (Whitecrow reshuffles.)
   (Whitecrow draws: a Duchy, 2 Torturers, a Silver, and a Copper.)

All Provinces are gone.
Whitecrow wins!


Both of us played rather poorly this time and the game went very messy with torturers and mountebanks.

3
Dominion General Discussion / The best black market pool I've seen
« on: October 19, 2012, 06:40:06 am »
Black Market deck:   Bridge, Cutpurse, Envoy, Fishing Village, Grand Market, Ironworks, Masquerade, Mining Village, Native Village, Philosopher's Stone, Possession, Scout, Scrying Pool, Shanty Town, Swindler, Tournament, Wharf

The title says it all... I got these my last game. And Imagine how crappy the kingdoms were... except that cheesy King's Courts were in. ;-)

4
I'm not certain unique knights are good idea.
Promptly there will be popular ones and unpopular ones.
1) Let's say sir discard or someone nice is on top: First player has much better chance to buy him, strengthen 1p advantage more.
2) Got unpopular one on top, the pile is dead. Everybody will think twice before buying a knight when it's bad one and the next one might be a better knight.

Trashing attack alone is not great either. It looks like nerfed saboteur to me as if saboteur were a power card. (of course it rules in MP...)

5
Dominion General Discussion / Re: Most FUN Cards EVER
« on: August 14, 2012, 02:19:36 am »
Governer is fun. Everytime I play it, I have to carefully choose what to do with it, esp. when I don't have militias/goons/ghost ships. It is very pleasing to make grand finish with drawing massive cards, give my opponent lots of cards, remodeling 2 golds to provinces, and buying another one in the same turn. Of course sometime I botch it... ;-)

6
I'd like to try Rats+Oasis+Vineyard.

Rush for Vineyard and Oasis (or any cantrip money), then buy out Rats pool to finish the game!

I figure that If you draw whole deck and have all rats hand, you can gain all remaining rats in one turn.
(let's say you have one rats in hand, one rats in discard pile, and empty draw pile.)

7
My guess on ruins: (serious)

Ruined Village : +2 actions
Ruined Smithy : +2 cards
Ruined Mine : Gain a silver
Ruined Estate : Trash this card. Gain an Estate.

All cards are from the original set.
They should do something good however little it does. So +1 action or +1 card is pointless.
I think above are just enough for $0 cards like copper.

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