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Dominion League / Re: Season 25 - Results
« on: January 28, 2018, 09:50:17 pm »
I'm in for the next season

Group B, USA vs Norway

PerryGreen 4 - Jeebus 2

Tournaments and Events / Re: Dominion World Cup 2018 Sign-Ups
« on: November 22, 2017, 05:47:12 pm »
Iím in!


Dominion League / Re: Season 25 - Signups
« on: November 17, 2017, 01:50:12 am »
Hi, I'd like to join.

Username: PerryGreen
Timezone: America/Los_Angeles

FWIW, I would be able to do DC, but nothing too far from it.

Dominion League / Re: Standings & Results thread
« on: June 22, 2014, 10:27:43 pm »
A-5 (Perry Green) vs A-6 (Andrew Iannaconne): 3-3

Dominion League / Re: Signups Season 1
« on: April 13, 2014, 12:42:04 pm »
Perry Green, GMT -4

Goko Dominion Online / Re: Goko Dominion Salvager Discussion
« on: April 09, 2014, 12:25:45 pm »
I'm not sure if this has been mentioned before (46 pages of comments is a bit daunting), but I figured I'd explain my opposition to an identical starting hands option.  I think it would, if widely adopted by the competitive community, potentially limit some of the more skill-testing situations in dominion.  Yes, there are games where a player opens 5-2 and gets a turn 1 Mountebank and is already a 75% favorite to win. But if the other player is clever enough to trash coppers before curses, and so decreases this advantage from 3:1 to 2:1, then in the long run they will win significantly more. On the flip side, even if some player gets lucky and can open T1 Mountebank, a mediocre player might be able to beat a fantastic one only 60% of the time. But, if the strong player wins 90% of the time in the reverse position, I want to see THAT discrepancy in skill represented in the rankings.  It's NOT just that I expect unlucky opens to even out in the long run --- it's that I expect players with skill in particular sorts of situations to be rewarded for that skill in the long run, when otherwise skill in those situations would not play (as significant) a role.

Being able to play to your outs, shut out your opponent when ahead, and adapt to asymmetry, are just as strategically difficult as being able to out-plan your opponent from an identical starting point.  I'd hate to see dominion get to the point where these skills are not required of top players.

In contrast, alternating first-player doesn't have this problem: I expect the same number of games going first/second either way, and if people would rather see their first player advantage evenly distributed rather than randomly clustered, I don't see any problem with that. Then again, I don't see it as a particularly important feature, since I generally feel that the first player advantage is somewhat overblown (though I'd be easily convinced by evidence to the contrary).

GokoDom / Re: GokoDom III: Round 4 Results ONLY
« on: March 23, 2014, 12:52:16 am »
pg beats julle

GokoDom / Re: GokoDom III: Round 3 Results ONLY
« on: March 15, 2014, 04:06:52 pm »
Young Nick beats pg

Goko Dominion Online / Alibenballa
« on: March 12, 2014, 08:54:48 pm »
I'm not sure if this has been brought up before and I missed it, but has anyone else noticed something, erm, odd about the game history of Alibenballa (consistently in top 3 on Goko rankings)?

Log search

It's not even particularly subtle, just many consecutive games with a parade of guests.

GokoDom / Re: GokoDom III: Round 2 Results ONLY
« on: March 03, 2014, 06:12:52 pm »
pg ties with M0G3L

GokoDom / Re: GokoDom III: Third Theason Thign-up Thread
« on: January 21, 2014, 12:29:14 pm »
I'm in. All sets.

Game Reports / Re: Workshop-Silk Road or KC-Saboteur
« on: January 19, 2014, 12:02:55 am »
I was completely lost this game.

I remember opening silver-silver-KC, and being super embarrassed about it  :-[. I was thinking that the key was to get to 3+ KC ASAP and start sabotaging , and then when I got 7 on the first shuffle, I wasn't sure if I could turn it down. I knew it would be bad for one more shuffle, but hoped that after that I'd have enough actions to make it reasonable, and I knew that eventually the key would be to get many as quickly as possible.  If I had to make the same choice again (after a silver-silver opening), I'd pick up haggler. What do you guys think about haggler vs. kc vs. counterfeit here? Obviously I prefer to get 2 5s on the first shuffle, but with 7/3 I'm not sure what to do.

Silver/Moat is almost certainly better than silver/silver. I probably just completely didn't consider it. I don't think that workshop is good though: I think getting to the 5s is really the priority.

I don't know if you need festival for the engine most of the time, but this game I needed both +buys and money for buying multiple provinces in order to catch up. Festival was the only way to have a chance there.

Help! / Re: Jack game, how could I lose?
« on: January 04, 2014, 03:42:40 pm »
I was reluctant to go for engine here because of the no (real) +buy. The inability to go for 2+ duchies in a turn in the late game can hurt a lot, even if Haggler is around for picking up Plazas in the mid-game (though without a village at 3 and after opening with steward-steward, haggler gains when you have 3/4 coins could be actively bad for engine). I wasn't thinking about using haggler to pick up Nobles+plaza early as a way to get those extra points to win on a 4-4 province split, so maybe engine is still right, but I doubt Jack/Plaza/Nobles is a significant underdog here. In any case, I doubt that I could have played engine well enough to win.

Is Haggler over Gold on T3 for soulnet crazy? I would have considered it, but it could just be wrong. Maybe I'm just overvaluing the important of Haggler for Nobles-Plaza/Province-Gold turns (I did buy Haggler T4 after all, which Polk says is very wrong).

In any case, pretty undeniable that lots of 7s at the end was very unlucky, and I probably lose this game most of the time.

Goko Dominion Online / Outpost Bug Messing with Log Search?
« on: December 07, 2013, 03:30:07 pm »
I just reported a bug in the way that the game's winner is determined when outpost is played on the last turn of a game: They must be determining the turns taken by each player by the next turn to occur, rather than the previous one. When outpost is played, this will make it appear like the player who ended the game had one fewer turn than they really did.

The REALLY weird thing, though, is that the games affected by this bug don't seem to show up in the Log Search.  You can see the game I played between the two linked on getsatisfaction, where I resigned because I was going first again.  But the actual games with the bugs aren't returned at all.

Just making sure I understand the system: does one team in each group sit out every week?

Edit: The rules say that the round phase involves 3 matches per team, so I guess I was wrong. I'm sure I'm just being incredibly dense, but can someone clarify what happens each round/how many rounds there are?

Tournaments and Events / Re: Dominion Team World Cup Signup
« on: November 07, 2013, 04:00:35 pm »
Goko Username: Perry Green
Country: USA
Cards: All sets, no promos

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