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Messages - marco2012

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1
The erreta is : How to force you to draw an 11 without touching cards from Age 5 to 10.

Can you imagine how strong it is? The game suddenly ends at age 4

2
Innovation General Discussion / Re: Figures in the Sand
« on: July 18, 2013, 01:58:49 pm »
Something strange happens when I use Napoleon Bonaparte to claim war

http://innovation.isotropic.org/gamelog/201307/18/game-20130718-105525-9207f489.html

Please check this log

3
Innovation Game Reports / Trapping your opponent
« on: April 30, 2013, 10:51:18 am »
http://innovation.isotropic.org/gamelog/201304/30/game-20130430-071225-991fe4d3.html

My opponent would win the game at long run. After translating all his cards, he got all icons advantage. But at one point, I trapped him and win.


4
Innovation Game Reports / Re: Dear My Opponent I'm Sorry
« on: April 30, 2013, 10:33:47 am »
Your opponent's worst move is not to meld mathematics at turn 2.
Otherwise, he would have a chance to win (thought still very hard).

Nice one, anyway

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Innovation Rules Questions / Hot Air Balloon Bug
« on: April 25, 2013, 01:17:44 pm »
http://forum.dominionstrategy.com/index.php?topic=7421.0

Please check the hot air balloon...... Just notice that the structure of the hot air balloon should be
[Bulb][Echo][Hexagon][Bonus 7]

It is not [Bulb][Echo][Hexagon][Bulb]

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Innovation Game Reports / Utimate soap game
« on: April 24, 2013, 01:38:32 pm »

7
Innovation General Discussion / Re: "dream" starting hand
« on: April 23, 2013, 12:38:34 pm »
My idea for base: Sailing/Clothing

Reason: Your sailing will not crash on clothing lol
First action sailing melds clothing is a pain

Echo: Metalworking/Chopsticks

Claiming 1s

8
Innovation Game Reports / Re: Canal Building / Education combo
« on: April 22, 2013, 08:29:39 pm »
That combo requires both crown and bulb. Your opponent needs both icons to follow the combo, which is unlikely.

p.s. http://innovation.isotropic.org/gamelog/201304/21/game-20130421-074233-c08cd736.html
Agriculture is a better card in this combo.
Canal building requires a turn to draw 2 cards, which may also valuable to attacks about hands (Archery). But with Agriculture, you do not keep cards in your hand.

Canal building is a good alternatives, but slower. Still good if your opponent don't hide Archery or any hand-stealing cards.

9
Innovation Articles / Re: Innovation Card List / Icon Analysis
« on: April 15, 2013, 01:34:20 pm »
umm i've been wondering this for a while but do you share all the "If" and like effect with opponents that have more than that symbols than you?

like you have alexander the great,do opponent with more castle than you get the "use each player score" effect?


Karma are just passive effect that works on 'you' only.
It normally counts:

1) Entering effect:
Some effect happens when you meld this card. Usually it is 'opponent returns their figure(s)'

2) Passive effect:
There are three way:
a) Increase icons
b) Reduce difficulty of decree
c) Counts as achievement(s)

3) Replace Mechanism
This part is to alter the normal mechanism of the game.

Figures have at least one of them, but not all.

10
Innovation General Discussion / Re: I'm really confused
« on: April 01, 2013, 12:56:06 am »
I don't understand either. Thought he got no score, his board is really good...... He still got a good chance of winning.

11
Early Achievement is good as :
1) you are closer to win
2) You block your opponent to end the game early.

However, achievement no. 1 and no. 2 usually comes with player who play clothing or metalworking. That's why it is not always possible to do early achievement.

12
One question: Any case of 'Rock Beats Scissors'?

13
Nice piece of information

Assuming all solitaire game is excluded...... most of the time, achievement is the main way to win

p.s. I have a new aim now..... win by Sudoku

14
Innovation General Discussion / Re: Let's talk specific situations
« on: March 24, 2013, 10:32:36 am »
I would think at this way

1) Do your opponent have loads of leaves? If yes, find fermentation to block it (as well as getting age 3 card and then teching up. And if your opponent do not have loads of leaves, then
2) Do you have at least 6 leaves? With mathematics and the Wheel on your board, I assume you would have about 3-4 leaves on board after finding and meld fermentation. If not, then just tech up by using mathematics

I have one interesting situation here:

1) Your opponent is leading in bulb and clock, and you are leading in factory and crown
2) Your opponent is using Quantum theory to draw an 10 and draw and score a 10 last turn.
3) Your opponent's hand is less then 3 cards. (One of them is 10, and the others is not '7')
4) The '7' pile is non-empty
5) Your opponent have higher score, but he got less achievement then you (assume you have 4 achievements, and your opponent have 3)
6) You have a 'Explosive' in your hand.

Question: Will you use 'Explosive', knowing that there is a chance of backfire? (Your opponent will be able to draw an 11 if you use 'Explosive' and win the game)


15
Innovation General Discussion / Re: new tournament
« on: March 20, 2013, 12:38:35 pm »
I would prefer base game as tournament. It is because:

1) base game is quicker and simplier. If all players are high-ranked, it is possible to have echo game (or even figure game, if it is possible). It is possible to have a 15 min echo game if both players are experienced. But I assume it is not the case

2) Players may be at different time zone, and it may be hard to find a time to play. Therefore, we need a shorter game (i.e. base game)

16
That's true. However, it cannot check whether city state works......

17
Innovation General Discussion / Re: I'm sorry
« on: March 17, 2013, 10:20:54 am »
I think I need to say sorry to this person, too (quite old log)
http://innovation.isotropic.org/gamelog/201301/19/game-20130119-070301-ac79487c.html

18
Innovation General Discussion / Re: Teaching games anyone?
« on: March 16, 2013, 11:23:17 am »
I play anything also. I am lv28 right now, and willing to teach also (but my style is quite different...... tech-up tactics are my style)

Brokentree would be the one who can achieve 3 seconds per move in average...... (a move is classified as one click ). It is because he memorize all base cards and most echoes

19
In fact, the offical rules says that 'when someone attapts to draw a card higher than 10, the game ends. It usually happens because when you try to draw a 10 and there aren't any'

The offical rules have mentioned that, but the wording would be a bit misleading, thought

20
Innovation General Discussion / Re: new tournament
« on: March 04, 2013, 12:53:04 pm »
One question for this one: Any news for tournament?

21
Innovation Articles / Re: Best / Worst card of each age
« on: February 28, 2013, 01:02:13 am »

Age 1
Best: Mysticism. 
Worst: Oars
Agree on Oars.  Not convinced about Mysticism.  It's a house when all the 1's are emptied, but that's not always the case.  Clothing seems like a stronger card to me, it forces your opponent to meld cards they wouldn't have otherwise melded.  And as a long term plan I prefer to have the leaves for Fermenting, Machinery, and Reformation over the liability of towers.

Oars is good when opponent is using Domestication, which is about equal to sailing at age 1.
Mysticism is only good when you meld all 5 colours. And you will not use Mysticism at turn 1

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Age 2
Best: Mathematics.  Overrated but still a lovely techer / game ender.  Fermenting is close behind.
Worst: Currency.  Not really that much better than Pottery/Agriculture, hard to set up, and basically a way worse version of Lighting.
Disagree on the worst, I think Canal Building is worse then Currency.  They have pretty similar score potentials, but Currency can achieve Monument, and Canal Building can't.
Currency is crazy at age 5/6 when you have 3 different age cards in your hand.
Even monotheism is great if it comes early. Bombing your opponent's board while tucking cards.
Age 2 cards are quite useful.
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Age 3
Best: Machinery. 
Worst: Feudalism.
Machinery is nuts.  You read it and you get to "score a card from your hand with a tower" and you're like, surely there will be no more text on this card.  But wait, there's more.
Age 3 cards are quite disruptive. Loads of attacks that can help you against tech-aheader. Agree about Feudalism that it is weak. But for the best cards, optics/compass can stand a chance
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Age 4
Best: Gunpowder.  Can be a total dud if it comes out too late, but if you get to it early via Paper or Mathematics it can really obliterate your opponent.  Second place is likely Printing Press, for that 1/5 chance of PPing into another purple card.
Worst: Colonialism.  It works out to roughly "tuck a card and a half" on average, I think.  Hard to rely on, and unlike Industrialization, doesn't snowball or splay.
I think Navigation might have to be the worst, simply because Colonialism blocks Gunpowder.  Colonialism does get a good bit better with some card counting. 
For the record, it tucks more than a card and a half on average, 50% of age 3 cards have a crown, so it tucks 2 or more cards 50% of the time, so the average is 1.5 + however much the 3 tuck and 4 tuck pull up that average.
It doesn't really matter what the average is though, because the tucking effect is weak enough that it needs to be used in conjunction with card counting, you need to know that a large number of remaining 3's have a crown, or know that there's a 50% chance the remaining 3 is of a color you have splayed containing the icon you need, or whatnot.
Gunpowder are not that strong if your opponent knows how to avoid/counterattack Gunpowder.
Experiment, Printing Press, Enterprise are stronger in my view.
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Age 5
Best: Chemistry, though occasionally Pirate Code can run away with scoring.
Worst: Statistics, probably. None of them really stand out. 
I think I like Astronomy better than Chemistry just because I want to get out of Age 5, not because Astronomy is that great of a techup card, it's ok. 
Chemistry is conditional, so in a discussion of average case scenarios I think it doesn't quite have alpha status.
I love Coal and Steam Engine. They are good scorer at that age.
Astronomy is great too.

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Age 6
Best: Industrialization.  In any other age Vaccination would be here.
Worst: Encyclopedia.  Useful a lot more often than Translation, but still rarely useful.
Translation is way more useful than Encyclopedia.. it achieves World dude..
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Encyclopedia is good with canal building/democracy.
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Age 7
Best: Bicycle, maybe Lighting?  Bicycle has more big-play potential, while Lighting is almost always good.
Worst: Refrigeration. 
I think your uncertainty is misplayed here, Lighting is less situational than Bicycle, but not that much less situational, the cards in your hand don't always have different values.
Age 7 cards are very strange. It is, generally, harder to tech up at age 7.Lighting is useful because you can score loads of points, and go to age 8 faster by using all age 7 cards.
Agree about Refrigeration
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Age 8
Best: Another all-star age.  You could argue for Rocketry, Quantum Theory, Mass Media, Mobility, Empiricism, or Skyscrapers, and I think they'd all be legitimate contenders.
Worst: Socialism.  It's just so ... boring compared to its compatriots.
I feel like it's Mobility, because it's strong against a variety of strategies and situations.  It doesn't matter if your opponent is threatening to win next turn or just trying to tech up to 10 or what, Mobility will score you points and make your opponent less eligible for achievements and less able to do things.
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Age 9
Best: Satellites.  Meld/execute is so ridiculously overpowered that sometimes I deliberately Satellites my hand just so I can meld/execute instead of meld.  Computers, if you're behind.
Worst: Unclear.  Fission?  Suburbia? 
Definitely Fission.  I think I've yet to win a game after a successful nuke.  I postulate that "going first", that is, having one action remaining going into that empty board state, is worse than "going second" in post-apocalyptic Innovation.
Oh, and Satellites, yeah, it's pretty silly.  The only Meld/Execute card that gives you choices, non?
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Age 10
I'm not sure this is meaningful, since the 10's are so stupidly strong that it really depends on your game situation.  In general though I find The Internet to be the most scary.
But Miniaturization is so weak, how could you not mention it?  All it does is let you end games on score, if you can burn 3 actions and still have score advantage.  Flipping Agriculture does a better job of that.  There's never ever enough time left in the game to use the bazillion drawn tens, so it's a very one trick pony.

Someone has not used Education on two 8's only to draw Miniaturization.  Let me tell you, it is depressing.
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No comment at age 8-10 cards yet

22
Innovation Game Reports / Re: ridiculous chopsticks game
« on: February 28, 2013, 12:47:17 am »
lol
Six 1 achievement produced in this game......Crazy chopsticks users lol

23
Innovation Game Reports / Re: why I prefer echoes to base
« on: February 25, 2013, 12:43:16 am »
Think about Almanac. A single card which stands a chance to draw an 11 with your board at age 3 only

(Clothing is one of the card that can kill you if you have bad draws, even at echoes)

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Innovation General Discussion / Re: Is this all luck?
« on: February 23, 2013, 11:14:48 am »
I would says...... it is not the end if opponent have all icons more than you
http://innovation.isotropic.org/gamelog/201302/23/game-20130223-080846-a61902d0.html

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