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Messages - eyhung

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Innovation General Discussion / Re: Though Experiment: Fastest win
« on: April 09, 2013, 05:47:24 am »
You can also win through this path with COMPUTERS executing SELF-SERVICE, because when you ASTRONOMY, you can draw a green 6, meld it over PAPER; then meld ATOMIC THEORY over math; and then achieve UNIVERSE for having all non-purple stacks age 6 or higher.  Then SELF-SERVICE provides the win since you have the most achievements (and it's appropriate since this is a solo win).  So 11 actions after the initial meld seems to be the lower bound.   

2
Innovation General Discussion / Re: Time allocated to players
« on: April 01, 2013, 02:37:05 am »
I'm fine with letting you resign your opponent after a certain period of time, but the server should also let you know that you are about to enter a state where the opponent can resign you.  (Say, a 15 second warning displayed to the user saying "You are taking a while.  In 15 seconds, your opponent will be given the option to force you to resign.)

3
Well done!  How far do the logs go back?  I've noticed my earlier games don't show up. 

4
Innovation General Discussion / Re: Industrialization >:(
« on: March 30, 2013, 06:25:33 pm »
Actually, I feel Industrialization is even more important/broken in the expansion game with the new drawing rules, with echoes and bonuses and all sorts of special achievements that can be obtained with it.  All you need to do is to make sure you'd be drawing and tucking echoes cards by holding at least one base card and no echoes cards.  It is very easy to acquire HERITAGE, WEALTH, HISTORY this way (along with MONUMENT and SUPREMACY).  I think an easy nerf given the new drawing rules is to reword the first dogma as :

"Draw a [6] for every two factories on your board.  Then tuck all cards drawn." 

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Innovation Articles / Re: Best / Worst card of each age
« on: March 20, 2013, 01:55:12 pm »
Mostly agree with your commentary, hoff, but Perspective is a yellow card, not a purple. 

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Innovation General Discussion / Re: new tournament
« on: March 20, 2013, 01:48:42 pm »
I would prefer echoes.  Why not run two tournaments then, one for each?

7
http://www.boardgamegeek.com/thread/686561/katana seems to indicate that katana should always require the opponent to transfer a card to forecast of age = # of towers transferred.  However, on Isotropic, it's not implemented in that way if only one card is transferred.  Has this rule changed, or is this simply a bug?

8
My impression is that returning multiple cards is atomic for purposes of computing special achievements.  But I could be wrong.  Is there an official ruling?

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Innovation General Discussion / Re: Online Innovation
« on: March 04, 2013, 02:26:16 am »
I have also seen the same bug that AJD has reported.  I hope that resigning doesn't affect ladder ranking.  Does it? 

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Innovation Articles / Re: Best / Worst card of each age
« on: February 27, 2013, 05:49:55 pm »
I disagree with some of your picks:

Mysticism is not even close to one of my favorite Age 1 cards.  Obviously it has one of the most powerful dogma effects.  However, it has bad symbols (towers become obsolete quickly).  Also, the timing is bad.  At the very beginning, Sailing is clearly better.  It becomes better when Age 1 is nearly done and you have 4-5 piles, but by that point I'm looking for even stronger cards such as Math or Paper to tech out of the early age cards that Mysticism draws.  I much prefer Sailing (good long-term symbols and conservation of actions) to start, and Metalworking for potentially efficient big scoring.

Age 2, I don't think Currency is that bad, it can be quite useful in late game for a big score.  I think Monotheism is far worse, again because of the crappy symbols, and because it requires you to have an empty pile to take full advantage of it.  I'd rather have 5 piles. 

Age 3 is all about planning around Machinery, but an honorable mention has to go to Paper; splaying, teching, and drawing is good.

For Age 4, even though Gunpowder is the card to plan around, the card I'm happiest to get is Reformation.  Splaying two colors right, tucking all the useless crap you've accumulated, and giving you a lead in leaves is really important.  I think the worst Age 4 is Invention.  Navigation at least has 3 crowns and doesn't have any side effects. 

Age 5 best is Pirate Code, that's the card lets someone leverage crown advantage into score. 
In almost every 2p game someone has crown advantage, so it's important to get or, if you're behind, to deny to your opponent. 

11
This is the result of a bug where the echo for Umbrella (Meld a card from your hand) is not being properly logged.  I'm sure he had a 7 in his hand, melded, and then returned/scored. 

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