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Messages - NinjaBus

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1
So, I couldn't find a good place to file a bug report, but this'll work.

Playing the base game, I had 5 achievements out of 6 needed to win. On my opponents next turn, he ended up sharing astronomy (I was most likely going to get age 7 on my turn) which earned me Universe. This gave me the winning achievement, but instead of showing the 'you win!' screen the game froze. Apparently, it also took the server down with it, as Isotropic is no longer responding. Oops  :-\

2
Innovation General Discussion / Re: Figures with no Echoes is the best
« on: August 09, 2013, 02:23:17 pm »
I'm inclined to agree with you, but I never actually got the hang of the echoes expansion. When one action can result in melding, tucking and scoring 5 different cards I just gave up on trying to plan anything in advance. Figures is much more manageable.

I've still found that claiming early achievements is your best bet, it's impossible to stop someone from claiming the final achievement with declarations in play.

3
Innovation General Discussion / Re: Is Metalworking a trap card?
« on: July 18, 2013, 04:05:19 pm »
Using metalworking while behind in towers takes a special kind of chutzpah.

4
It would mean that a 6-4 curse split would be far less killer in a 2p game. You'd probably want to avoid buying a 2nd curse card just for the sake of winning that war. As it is now, it hurts your opponent and forces them to buy more green cards than you, which is the real game ender.

5
GokoDom / Re: PLEASE READ: Deadline is Sunday 20 May at 11:59 PDT
« on: May 24, 2012, 12:27:49 pm »
Oh, also, we should probably clarify: the 3-2-1-0 scoring is fine if there are no ties within a game. What if there are?

Would it make sense to split the score then? Tie for first gives both players 2.5, then the next guy gets 1 and the loser 0.

6
GokoDom / Re: Kirian's bracket semi-final scheduling
« on: May 24, 2012, 12:09:07 pm »
I'm free all weekend, want to schedule it for an afternoon?

I'm worried about veto mode with 4 people, we'll end up with some nerfed boards like that. How about we go for all random, and each player gets 1 veto on the random set throughout the match?

7
GokoDom / Re: Kirian's Bracket, Week 7
« on: May 18, 2012, 05:08:53 pm »
Here are my matches against CarpeDeezNuts, NinjaBus wins 4-2 with 1 tie. I hope to get around to posting more details, but here they are for now.

http://councilroom.com/game?game_id=game-20120515-200846-367b23aa.html
NinjaBus 7, CarpeDeezNuts 21

http://councilroom.com/game?game_id=game-20120515-201324-b909dacf.html
NinjaBus 41, CarpeDeezNuts 28

http://councilroom.com/game?game_id=game-20120515-202010-1ace320c.html
NinjaBus 44, CarpeDeezNutz 42

http://councilroom.com/game?game_id=game-20120515-202538-6e4c457a.html
NinjaBus 49, CarpeDeezNuts 64

http://councilroom.com/game?game_id=game-20120515-203132-c1183232.html
NinjaBus 29, CarpeDeezNuts 27

http://councilroom.com/game?game_id=game-20120515-203817-c3ed36b0.html
NinjaBus 57, CarpeDeezNuts 48

http://councilroom.com/game?game_id=game-20120515-204407-80e77d25.html
NinjaBus 40, CarpeDeezNuts 40 Tie

8
GokoDom / Re: Kirian's Bracket: Missing Matches
« on: April 25, 2012, 10:51:28 am »
mikemike has been awol for the past 2 weeks it appears, I've sent him a message yesterday. If there aren't any future updates I'll assume he's disappeared.

9
Dominion Articles / Re: Noble Brigand
« on: April 18, 2012, 11:48:11 am »
You should note that Noble Brigand's attack on buy ability becomes very effective when combined with oracle. If you see an opponent's gold lying in the top two cards of their deck, you can safely buy their money for 4$.

10
GokoDom / Re: Kirian's Bracket, Week 3 -- Vacation Edition
« on: April 16, 2012, 04:04:56 am »
The match between me and michaeljb took place on thursday, but I didn't post the results right away and then forgot to do so for a while...

Anyway, NinjaBus wins 5-2 vs michaeljb.

Game 1: NinjaBus 24, michaeljb 19
http://councilroom.com/game?game_id=game-20120412-203720-3e4dba65.html

Game 2: NinjaBus 59, michaeljb 44
http://councilroom.com/game?game_id=game-20120412-204621-b66b4d6c.html

Game 3: NinjaBus 42, michaeljb 44
http://councilroom.com/game?game_id=game-20120412-205351-a7bf76dd.html

Game 4: NinjaBus 33, michaeljb 24
http://councilroom.com/game?game_id=game-20120412-205928-9e48d155.html

Game 5: Ninjabus 38, michaeljb 31
http://councilroom.com/game?game_id=game-20120412-211018-7aabdccf.html

Game 6: NinjaBus resigns (1), michaeljb 18
http://councilroom.com/game?game_id=game-20120412-211848-cdc74d5e.html

Game 7: NinjaBus 37, michaeljb 36
http://councilroom.com/game?game_id=game-20120412-212245-4a865a72.html

11
Game Reports / Re: Ambassador/Bishop into Gold Trashing...
« on: April 07, 2012, 11:31:59 pm »
Doublejack also has the advantage of still playing a 5 card hand even after a bishop trash, so it doesn't seem too surprising.

12
GokoDom / Re: Kirian's Bracket, Week 2
« on: April 06, 2012, 12:20:15 pm »
Set Results: A_S00 2 wins: NinjaBus 5 wins.

Game 1: A_S00 53, NinjaBus 47
http://councilroom.com/game?game_id=game-20120405-180334-46a46abe.html
There is hoard, hamlets and great halls on the board, so I open coppersmith in hopes of grabbing an early hoard for gold. However, it misses the shuffle and falls flat. A_S00 manages to buy out the provinces before I can catch up on colonies.

Game 2: A_S00 40, NinjaBus 24
http://councilroom.com/game?game_id=game-20120405-181053-6ac90c2f.html
A_S00 plays double jack with some other cards in there, I go for torturers/bridges. My megaturn doesn't pan out, and the steady jack each turn ignored the torturing. I clearly wasn't torturing the right amount, I either needed more to start landing curses, or ignoring the card completely.

Game 3: A_S00 27, NinjaBus 33
http://councilroom.com/game?game_id=game-20120405-181534-f72b0a69.html
A minion game, I go for upgrades before the minions, and great halls after my opening silvers. The end results is a leaner deck and the ability to play my 4 minions quickly. The great halls actually ended up deciding this one.

Game 4: A_S00 24, NinjaBus 32
http://councilroom.com/game?game_id=game-20120405-182208-4b550b6f.html
A swindler heavy game with chapel, not too much to say other than being stuck with 3 stewards when your only +action is tribute is unfortunate for A_S00.

Game 5: A_S00 26, NinjaBus 42
http://councilroom.com/game?game_id=game-20120405-183241-b9960247.html
A game with masquerade and torturers, I got an early thinner deck by ignoring torturer and going double masq, and in the end it pays off.

Game 6: A_S00 7, NinjaBus 21
http://councilroom.com/game?game_id=game-20120405-184137-5077c65f.html
This game ended on piles, minions and great halls(partially due to swindler) empty early. A_S00 attempts to catch up with cities, but due to the number of pawns bought earlier it is easy for me to empty the pile with a lead. I did get a lucky swindle of an upgrade on turn 5, which probably allowed a much easier game for me than normal.

Game 7: A_S00 31, NinjaBus 39
http://councilroom.com/game?game_id=game-20120405-184856-66685bea.html
An interesting game with 2 strategies, I open bureaucrat / wishing well vs. A_S00 going for a conspirator chain with pawns and highways. With lots of non-terminals to help out, it was certainly possible. However, without any early trashing or card draw it never really took off. Late game was close, as A_S00 had the potential to buy multiple victory cards at once should he get a lucky draw, where I was stuck at 1 per turn. Since I had no chance to win a duchy standoff, I ignored the PPR and it paid off. (Based on the log, I actually won by a lucky wish. Close game!)

13
Dominion Articles / Re: Combo: Cartographer/Tunnel
« on: April 06, 2012, 12:16:17 am »
I think the way to analyze vault/tunnel, is that you get to reveal a tunnel from 6 cards not including the vault.  You opponent gets to reveal a tunnel from his hand of 5 cards.  So that's only a net difference of 1 card.  So gaining gold is great using the vault when playing solitaire, but not so great if you opponent is also buying tunnels.
 
The cartographer/tunnel deck should have a higher density of gold.  However the vault/tunnel deck has an easier time buying provinces.  This might be what we are seeing in the sims.  Or the sims might have a bug in them.

Yes, this is the issue. Be careful of the discard cards which also work for your opponent when playing tunnels. Vault, Minion, and Duchess (not really a tunnel enabler, eh) can all potentially activate opposing tunnels.

If we're just talking single player sims, I guess cartographer could win simply because you can play more than 1 per turn? Each is 4 cards searched, but you can easily get to 8 or 12, while vault is stuck at 6 every time.

14
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: April 05, 2012, 12:51:44 am »
I like the set a lot, the trashing on use theme hasn't really been used in dominion. As such, you get to make the one shot cards more interesting. Here's just a few thoughts...

What if Barracks scouted for attack cards instead of searching for them? Then you could combine the + actions and the + card and sketchy players couldn't cheat the system. Even if there is no other attack card, it's still a 5$ village which curses once.

Barracks: +1 card / +2 actions, reveal the top 4 cards of your deck. Place any revealed attack cards into your hand, and discard the rest. :: When you gain this, gain a conscripts.

I say discard the non-attack cards instead of placing them back on the deck for balance reasons, if you could use it to set up a draw chain it would be way too effective.

*Edit* I'm keeping that idea up for discussion, but I realized that as is in certain trashing heavy games, or with scrying pool, (don't even imagine ambassador) that card as suggested is way too good.

Honestly just make it "+1 card / +2 actions, when you gain this card gain a conscripts." It might be a little boring, but it's balanced and never useless in a kingdom set.

I like fund, one shot gold is never bad. However, you might want to restrict the +buy to only when you trash it, otherwise it blows woodcutter out of the water. Did you have problems in playtesting if it's effect stacked with itself? The upshot of bridge is that you can use it to buy more of itself rapidly, but with fund you can't, since you trash it in the process. It might be slow enough that without other sources of income massing lab/fund isn't automatically a winning strategy.

Cathedral appears to be godly powerful at first glance. Its 1 card draw short of embassy, a card so good it gives your opponent silvers when you buy it. And it even trashes instead of discarding your crap cards! If you want, you can even move money to your next hand if you've gone over 8$. Yikes. Ironically, making it trash more and courtyard more would be really cool. What about "+4 cards, trash up to 4 cards from your hand and place your hand on top of your deck in any order?"

I'm sorry if I'm completely changing how you wanted these cards to be played, but I'm a bit tired and fairly inspired by what you have here. :)

15
Hah, well done. My one of my friends had a d30 he found which we used to randomize back when I had base and intrigue, but you've taken it to the next level.

16
Dominion Articles / Re: A theorem about drawing and density
« on: March 25, 2012, 11:10:49 pm »
This doesn't seem right. Either I'm misunderstanding what you're arguing or you're claiming that a deck full of farming villages is equal to an identical deck of regular villages. That can't be true.

Take a basic deck of 10 coppers, 5 estates. Now add 5 farming villages. If these were regular villages, your deck would not improve. (In theory, by manipulating shuffles you can actually beat the odds slightly.) You will draw your deck, worth 10$, every three turns. However, farming villages muck that idea up. Since you have a chance at skipping over estates, you will actually be drawing through your deck faster than that. Potentially, you could improve your deck to the point of drawing 10$ in two turns, not 3. That's a significant increase.

Every time you skip over a dead card in your deck you are playing your treasures at a faster rate than you normally would. You're not magically making your future draws better, but your deck is obviously better for it. If you switch out farming villages for ventures the results are identical.

17
Game Reports / Re: Ambass+Transmute+3players=Transmute wins.
« on: March 25, 2012, 10:48:48 pm »
Honestly looking at the final cards transmute was a good idea, with warehouse on the board you can match it up with estates very easily, especially with caravans and getting gifted more estates.

However, was gifting away all of your money an appropriate counter strategy?  ;)

18
Simulation / Re: Simulation Challenge: Make Scout useful
« on: March 21, 2012, 05:41:27 pm »
The only time I can remember scout being useful for me was when I opened Scout/Pawn and was gunning for peddlers. Being able to deliberately set up an action draw chain in the first 5 turns matters in such a game, and skipping estates to do it helps. Of course, teaching a script how to maximize its buys*actions played over multiple turns isn't going to be a cakewalk.

19
Dominion General Discussion / Re: Homage to the Best Card
« on: December 22, 2011, 12:43:41 am »


And while I'm at it...


20
2011 / Re: Schedule and Results: 2011 DominionStrategy.com Championships
« on: December 07, 2011, 05:38:37 pm »
Chapel Division: NinjaBus beats SilentSteve22 4-1

Game 1: NinjaBus 33, SilentSteve22 28
http://councilroom.com/game?game_id=game-20111206-181027-7861dcf3.html
A masqurade game, Steve gets stuck with a bad 5/2 opening, and I go for masq/talisman. While fun, it was probably not the best move to make. I fell behind early, but managed to win with a miracle double province turn plus points from monuments.

Game 2: NinjaBus 42, SilentSteve22 41
http://councilroom.com/game?game_id=game-20111206-181717-1959d536.html
A fairly standard board, Steve opens with Bishop and play for a single council room with bank on the board, hoping for a good double buy. My mega turn doesn't quite pan out as Steve pulls off 4 provinces and has bishop points. I honestly deserved to lose near the end, but dutchies and poor shuffles allowed me to take the lead.

Game 3: NinjaBus 31, SilentSteve22 15
http://councilroom.com/game?game_id=game-20111206-182912-60e10dde.html
A game dominated by minion / tournament, with loan to back things up with trashing. I take the early province lead, start aquiring prizes and denying Steve tournament money. Eventually due to followers and swindling the game ends with curses, estates, and minions emptied out.

Game 4: NinjaBus 66, SilentSteve22 67
http://councilroom.com/game?game_id=game-20111206-183931-14246ba9.html
An attack loaded game, curses, ghost ships and oracles messing everything up. This could've gone either way, and in the end I lost by a curse.

Game 5: NinjaBus 38, SilentSteve22 28
http://councilroom.com/game?game_id=game-20111206-184335-3856e670.html
Unfortunately a not very exciting game to end on, we both played cutpurse/silver and picked up explorers. The only other meaningful card in the set was expand, but when the choice is between buying that or buying a province, it didn't get picked up.

There were definitely some games where pulled out a win I didn't deserve here, thanks for the match Steve.

21
2011 / Re: Schedule and Results: 2011 DominionStrategy.com Championships
« on: December 03, 2011, 02:36:50 am »
A good set of games with me(NinjaBus) and Djinncito here:

Chapel Division: Ninjabus vs. Djinncito
Final Results were 4-2 NinjaBus, here's how each game played out.

Game 1: NinjaBus 9, Djinncito(resigned)
Shuffles and swindling came out in my favor, and Djinn resigned when I ended up with a healthy money lead.
http://councilroom.com/game?game_id=game-20111201-183709-3237f2bd.html

Game 2: Djinncito 68, NinjaBus 51
http://councilroom.com/game?game_id=game-20111201-185126-1fcf3b87.html
Djinn played a governor / militia combo which was supported by a Golem. I went for golds and platinums, but it turned out that Djinn's strong card draw paired with keeping me at a starting hand of 3 worked out in the end.

Game 3: Djinncito 48, NinjaBus 48
http://councilroom.com/game?game_id=game-20111201-190155-a3a435ea.html
A fairly tame game with Dukes and Hoard as the main cards, looking back on it I would have been better served taking a duchy lead rather than going for provinces earlier, I ended up losing by turn order at the end in part due to points from dukes.

Game 4: NinjaBus 38, Djinncito(resigned)
http://councilroom.com/game?game_id=game-20111201-191427-ced33cd4.html
An ambassador game, and a good example of why one should double up on ambassadors or fall behind. At the end of the game I had 6 of the provinces and had gifted away nearly all of my junk cards. Has anybody else used border village to pick up an ambassador?

Game 5: NinjaBus 28, Djinncito 25
http://councilroom.com/game?game_id=game-20111201-192320-d7cde279.html
A close game, I'm not sure how this would play out in simulation, but it'd be interesting to try. I played big money masquerade, Djinncito opened with masq/spice merchant instead for faster trashing. Would it be risky since you'd end up with not enough junk cards to trade back?

Edit: I just ran it, and assuming Geronimo's dominino simulator is fairly sensible with masqurade and spice merchant (does it trade away the spice merchant when coppers are low? ever?) solo masq wins 62% of the time. It's worth noting that spice merchant /masq's chances are improved by venture(but not enough to win), probably because that set will tend to hit 5 more than 6 in the first few turns, and venture gets much better when it has less coppers to hit.

Game 6: NinjaBus 37, Djinncito 37
http://councilroom.com/game?game_id=game-20111201-193332-cc657c16.html
Djinncito, you'd probably be kicking yourself if you saw the hand I had when you ended the game. :P This easily could have gone either way.

22
2011 / Re: 2011 DominionStrategy.com Championships Registration
« on: November 22, 2011, 07:30:15 pm »
NinjaBus
GMT-6 (Central US)

23
Dominion General Discussion / Re: Must-Buy Cards?
« on: July 21, 2011, 03:06:09 pm »
Still a risky strategy, if your opponent didn't copper themselves to oblivion 1 powerhouse goons/tactician turn could've earned more points than all of the green cards in the game combined.
You'd basically need to be able to organize playing like 5 goons in a single hand... quite unlikely.

It's set specific, but for that set it had worker village, lab, tactician and chapel trashing. It'd be easy.

24
Dominion General Discussion / Re: Must-Buy Cards?
« on: July 21, 2011, 02:13:10 pm »
Still a risky strategy, if your opponent didn't copper themselves to oblivion 1 powerhouse goons/tactician turn could've earned more points than all of the green cards in the game combined.

25
Dominion General Discussion / Re: Combo? Contraband/Expand
« on: July 19, 2011, 01:35:47 pm »
This combo also has the problem of opponent simply denying the expand purchase. On certain boards, such as those without extra buys outside of contraband or those with upgrade/remake can be pretty critical.

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