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Messages - chesskidnate

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1
Innovation Game Reports / Weirdest way to win ever
« on: March 26, 2013, 10:53:05 pm »
http://innovation.isotropic.org/gamelog/201303/26/game-20130326-193716-d1dfa4ac.html This three player game, in which Fission goes off when I have a probably winning setup and most of the cards in ages 1-8 have already been drawn. I manage to pull off a win by dogma-ing Oars(!!)  to score my opponent's pirate code giving me one more point than him.

2
Dominion Isotropic / Re: It's gone
« on: March 16, 2013, 12:07:16 am »
for those that missed isotropics outro (written in the chat in red right before isotropic closed):
»»» This was a triumph
 »»» I'm making a note here: HUGE SUCCESS
 »»» It's hard to overstate my satisfaction
 »»» Iso Dominion
 »»» I offered this game
 »»» Because, why not
 »»» Eentertaining all of you
 »»» Except the ones who ragequit
 »»» But there's no sense crying over every attack
 »»» You just keep on buying till you run out the stack
 »»» And you return to the lobby
 »»» And it's kind of like a hobby
 »»» For the people who have some free time
 »»»
 »»» I'm not even angry
 »»» I'm being sooooo sincere right now
 »»» Even though you saturate
 »»» My bandwidth
 »»» And send me five emails
 »»» Every time the server dies
 »»» As you climbed the leaderboard I was so happy for you
 »»» Now the licensed site would like you all to sign on
 »»» Goko's out of beta
 »»» It's not like at GenCon
 »»» So I'm glad I made this
 »»» Running this site I'll kind of miss
 »»» For the people who have some free time
 »»»
 »»» Go ahead and leave me
 »»» I think I will shut this server down
 »»» Maybe you'll find someone else to help you
 »»» Maybe FunSockets
 »»» THAT WAS A JOKE
 »»» I MEANT "GOKO"
 »»» Anyway these Guilds are great
 »»» They're so exciting and new
 »»» Look at me still talking
 »»» When there's coding to do
 »»» When I read the forums, I am glad I'm not you
 »»» There's Innovation to be run
 »»» Many other games are fun
 »»» For the people who have some free time
 »»» And believe me I have some free time
 »»» I'm writing python and I've some free time
 »»» I feel FANTASTIC and I've some free time
 »»» While you're losing I'll have some free time
 »»» And when we're down I will have some free time
 »»» Some free time
 »»» Some free time

3
Dominion General Discussion / Re: Village
« on: February 04, 2013, 09:42:15 pm »
What about universities into cities then bazaars or bandit camps?

4
Variants and Fan Cards / Re: Some card ideas
« on: January 10, 2013, 05:35:56 pm »
Well, wait a second there. The attacker can choose to not be hurt by the attack.
That said, the attacker can choose to hurt both himself and the defender, this probably won't be in his best interest but is politicized nonetheless.

5
Dominion General Discussion / Re: Playing With Altar
« on: December 30, 2012, 08:22:52 pm »
... When using an engine, Altar is ONLY useful when trying to build it...
I wouldn't buy altar late or anything but I'm pretty sure it remains useful pretty long if you're going for an engine without other trashing (and obviously continues to be good if fortress is out). Namely, late game you can get a fairly cheap duchy and earlier, if you can draw more than your whole deck, you can gain a card and draw it all in the same turn allowing you to continue to build your engine while it is already running smoothly and allowing you to get more immediate gains from altar.

6
Variants and Fan Cards / Re: Dominion with betting
« on: November 14, 2012, 01:47:42 pm »
I think the idea of the draw would be to mitigate luck if it was a situation where it seemed like the winner would just be decided by better shuffle luck and both players seemed to have the same winning chances. That said, it is pointless because if one person just chooses to decline draws then the addition of this rule doesn't change anything

7
Help! / Re: I win the village-wharf fight, lose the game?
« on: November 10, 2012, 11:22:35 am »
Here's another one along the same lines:

http://dominion.isotropic.org/gamelog/201211/09/game-20121109-143222-1d2cb22b.html

I still don't have any real understanding of what's going on. I get more of everything that ought to matter, and lose.
I think some of the problem might have been your opening, because you weren't able to get your wharves early enough. I might've been tempted to open smithy/loan to get early trashing, be able to buy an early wharf, then start getting villages, a salvager, and more wharves but that might take too long to build up.

8
purely going off of theory here, perhaps you should go heavy governor-KC-Possesion with 7 coins+potion so you can keep accumulating cards, then, you have one power turn when you play KC-KC-KC-Governor(3golds)-Governor(at least one gold and enough +cards) -Possession-Possession-Possession, The idea being that you can force your opponent to have the money you need to buy stuff and you will play his deck 9 times(hopefully with governors of his own) before he gets to wreck your golds into provinces with your governors.Essentially, suggesting that you want a lot of possession, a lot of governors, no+buy(the opponent can capitalize too easily), and many KC's while keeping 7 coins so they need to take money and play massive possession if they want to use your deck.
*edit to add: maybe he should've tried condensing his deck with governors trashing ability to get rid of some coppers so he could only worry about something like1 gold 2 silvers for his economy and buy more KC, possession, and less coin than he did

9
Game Reports / Sabotage
« on: September 16, 2012, 10:35:42 pm »
http://dominion.isotropic.org/gamelog/201209/16/game-20120916-192127-523a4a1c.html
 My opponent's deck is winning the ambassador tennis and is already buying platinum before I bought anything costing more than five...(see turn 16) and I come back with a massive forge-sabotuer-amb-stables-throne room deck. The interesting points are that I thought saboteur would be strong here because usually ambassador decks have some problems accumulating money early(I probably either didn't get it early enough or late enough) and I knew that a massive stables-throne room chain was my best chance at recovering when I realized how many *gifts* his ambassadors were sending. I think my constant sabotaging is what gives me a shot at recovering because it slows him down enough that he isn't already won before I have time to catch up. By the end his deck is more or less in shambles except for vp cards because of me clogging with ambassador and trashing a lot of his good cards with sabotuer. I messed up with over trashing my coppers which I needed to feed to stables causing me to have a couple of dud turns. I think I was pretty lucky to have a comeback and maybe I should've gotten a second ambassador before my first stables. Any other thoughts on this game or improvements for either side?

10
Dominion: Dark Ages Previews / Re: What is your favorite Dark Ages card ?
« on: September 04, 2012, 08:27:55 pm »
(Recently had Caravan/Fort/Upgrade/Wharf/Forge game, Fort was SO AWESOME!)

Oh man, Upgrade + Fortress ≈ Lab + University + Lab, isn't it?
I think its only = lab + university because both the fortress and the upgrade end up being +1 card (upgrade usually reduces handsize but will just return fortress to the hand)

11
Dominion General Discussion / Re: Homage to the Best Card
« on: August 30, 2012, 02:31:13 pm »
[Leo]
Doesn't trusty steed only draw 2 cards?

12
Dominion General Discussion / Re: The Red Tape Pin
« on: August 28, 2012, 03:11:03 am »
... and you can regain mad men indefinitely with trash diving).
Remember, graverobber can only gain cards costing from 3-6

...which is exactly what you need to bring those Hermits back, so you can get more Madmen.
I think in his solution he was also buying things, meaning that hermit wouldn't pull them, but I could be wrong

13
Dominion General Discussion / Re: The Red Tape Pin
« on: August 28, 2012, 01:13:22 am »
... and you can regain mad men indefinitely with trash diving).
Remember, graverobber can only gain cards costing from 3-6

14
Variants and Fan Cards / Re: A non-synergising card: Cargo
« on: August 28, 2012, 01:01:42 am »
Keep in mind that you're losing a 3-cost card from your hand to... gain 2$. That sounds eerily similar to, I don't know, silver :P. Basically, the effect of the second(and all subsequent) cargos is that of silver since you lose it from your hand and get 2$(except for edge cases where you just want a cantrip, or have a slim, overdrawing deck). If you want it to be a chance at a cantrip silver(i.e. +1 card, +1 action, +2$) you should make it +2$, +1 card for each card discarded. With this change I think it would probably be too strong(with good trashing it would be a monster, 5 of these as your deck would generate 20$)

15
Puzzles and Challenges / Re: The Mystery Hand
« on: August 25, 2012, 01:55:40 am »
Solutions above using Counterfeit/Contraband already been that score, razorborne!
yeah but no one unbanned contraband.

Oh, you wanted Counterfeit but not Contraband.  I think you'd want to do something like

Council Room for big draw and +Buy.  Counterfeit other Counterfeits to get as much +Buy as possible.  Get a bunch of money from by ending Counterfeit chains with Venture, drawing all the other Ventures and then Banks.
Interesting(and possibly irrelevant to this challenge) rules note. If you chain counterfeits you can still have them in play for bank since you're still in the midst of playing them the first time if you end the chains with banks.

16
Variants and Fan Cards / Re: FBI - Fancy Balance Issues
« on: August 23, 2012, 03:13:43 pm »
Maybe Ironworks

17
Dominion: Dark Ages Previews / Re: Best knight?
« on: August 17, 2012, 01:18:38 am »
Vander is clearly a homunculus fashioned by Alchemists transmutes using all their extra lead.
FTFY

18
Dominion: Dark Ages Previews / Re: Knights vs Rogues!
« on: August 16, 2012, 07:32:10 pm »
A Rogue can kill a Rogue without dying, but if a Knight kills a Knight, it dies. Plus Rogue can get Knights and Rogues back from the trash. So I think Rogue should win.

But if there are any $3-$6 cards in the trash, you HAVE to gain them and can't attack instead.  If a Rat was trashed earlier, it's coming after your Rogue.  Also Scout.  So Rogue's attack is much less consistent.
Gaining scouts just like that sounds borderline overpowered to me.
I'm not sure if it's that op. I mean, it is a 2-card combo and besides, who would trash a scout for you to gain it. Sure, you may think that rogue would do this but your opponent would probably rather trash his revealed gold than scout(given the option) and your opponent can stock up on like 10 moats to negate this attack

19
Variants and Fan Cards / Re: Really bad card ideas
« on: August 16, 2012, 04:40:50 pm »
More Dark Ages Spoilers

The Beggar that couldn't be a Chooser
Cost: 2
Gain a Thief, a Scout and a Rats
---
When you're attacked, you may reveal and discard this card. If they aren't in the supply, gain a treasure map and a fool's gold, putting one on top of your deck. You may only do this once per game.

Fairgrounds!

20
Nooo, there's no new "X Village" card?

I know a couple of the cards have village effects, but their names are different. I really wanted to build an all-village kingdom sometime once all the expansions are out, and we're missing two ... and I doubt Guilds will have two in it.

Village
Mining Village
Native Village
Fishing Village
Native Village Worker's Village
Farming Village
Border Village
Walled Village
FTFY

22
Dominion Isotropic / Re: Isotropic Avatars
« on: August 14, 2012, 11:02:57 pm »
Done.  Base Cards and Isotropic are all uploaded into the forum avatar gallery.  You can change your avatar here: http://forum.dominionstrategy.com/index.php?action=profile;area=forumprofile
Finally found out how to get a sweet avatar.(not that I ever tried to find out ;))

23
dor, Insomniac, please duel to the death so only one of you has a Cultist avatar.

I believe I used it first. Insomniac, please trash your avatar and pick one from the three cards revealed today.
If he trashes his avatar, shouldn't he get all 3 cards revealed today  :P

24
Hm... I wonder if cultist's ability of rapidly junking is strong enough to open silver/silver on an ambassador board(assuming amb can return ruins but would need multiples with same name in hand to return 2 at a time). The idea is that you can probably still hit early 5s against amb to buy cultists and the junking from the cultist happens more rapidly than cursers along with the effect of making the amb take longer to send junk back since it will probably be at a rate of 1 per turn ambassador is played if he's sending ruins

25
Didn't check whole thread, I wouldn't be too surprised if Donald actually didn't make three of the other ruins as predictable as he implied but my guess for the mystery one is either a ruined chapel(as many others have posted) or a ruined workshop(gain a card costing up to 2$[poorhouse combo?])

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