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Game Reports / A game from dominion.games with some questions
« on: June 04, 2020, 02:17:32 pm »
I had a game where I got absolutely clobbered, and wanted to evaluate it. The kingdom contained Sleigh, Groom, Merchant, Gladiator, Cavalry, Mastermind, Merchant Guild, Sentry, Farmland, and something irrelevant.

Towards that end:
1) Is there some way to see old games in dominion.games?
2) Is there a way to view game logs in a more human readable way?
3) How highly do you prioritize hitting $5 to buy Sentries and Masterminds, versus winning the Merchant split?
4) If you prioritize the former, how does your buy order (and "Groom order") change?
5) If you prioritize the latter, how does your buy/Groom order change?
6) Were my results to be expected, because I chose the wrong strategy (i.e. I overvalued hitting $5 and opened wrong, I bought a stupid Gladiator on turn 3) or did I just get hard-screwed by the shuffle (no $5 on the first shuffle, hit $2 turn 6, Sentry hit 2 buys on turn 9, Mastermind collided turn 10, etc.)?
7) Is this the right forum for this?

Game #46475496, rated.
ddubois: 54.22
arlequin_ldv: 50.61

Kingdom generated with these relative percentages:
0%: Possession

d starts with 7 Coppers.
d starts with 3 Estates.
a starts with 7 Coppers.
a starts with 3 Estates.
d shuffles their deck.
d draws 4 Coppers and an Estate.
a shuffles their deck.
a draws 5 cards.

Turn 1 - ddubois
d plays 4 Coppers. (+$4)
d buys and gains a Groom.
d draws 3 Coppers and 2 Estates.

Turn 1 - arlequin_ldv
a plays 4 Coppers. (+$4)
a buys and gains a Groom.
a draws 5 cards.

Turn 2 - ddubois
d plays 3 Coppers. (+$3)
d buys and gains a Silver.
d shuffles their deck.
d draws 3 Coppers, an Estate and a Groom.

Turn 2 - arlequin_ldv
a plays 3 Coppers. (+$3)
a buys and gains a Merchant.
a shuffles their deck.
a draws 5 cards.

Turn 3 - ddubois
d plays a Groom.
d gains a Merchant.
d gains a Horse.
d plays 3 Coppers. (+$3)
d buys and gains a Gladiator.
d draws 2 Coppers, a Silver and 2 Estates.

Turn 3 - arlequin_ldv
a plays a Groom.
a gains 2 Silvers.
a plays 3 Coppers. (+$3)
a buys and gains a Merchant.
a draws 5 cards.

Turn 4 - ddubois
d plays a Silver and 2 Coppers. (+$4)
d buys and gains a Merchant.
d shuffles their deck.
d draws 3 Coppers, a Silver and an Estate.

Turn 4 - arlequin_ldv
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays 4 Coppers. (+$4)
a buys and gains a Merchant.
a shuffles their deck.
a draws 5 cards.

Turn 5 - ddubois
d plays a Silver and 3 Coppers. (+$5)
d buys and gains a Sentry.
d draws 2 Coppers, 2 Estates and a Groom.

Turn 5 - arlequin_ldv
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Groom.
a gains a Merchant.
a gains a Horse.
a plays 3 Coppers. (+$3)
a buys and gains a Merchant.
a draws 5 cards.

Turn 6 - ddubois
d plays a Groom.
d gains a Merchant.
d gains a Horse.
d plays 2 Coppers. (+$2)
d buys and gains a Sleigh.
d draws 2 Coppers, 2 Merchants and a Horse.

Turn 6 - arlequin_ldv
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Silver and 2 Coppers. (+$4)
a gets +$2.
a buys and gains a Sentry.
a shuffles their deck.
a draws 5 cards.

Turn 7 - ddubois
d plays a Merchant.
d draws a Gladiator.
d gets +1 Action.
d plays a Gladiator.
d gets +$2.
d reveals a Horse.
d gets +$1.
d trashes a Gladiator.
d plays 2 Coppers. (+$2)
d buys and gains a Sentry.
d shuffles their deck.
d draws 2 Coppers, a Silver, a Merchant and a Sentry.

Turn 7 - arlequin_ldv
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Groom.
a gains a Merchant.
a gains a Horse.
a plays a Silver and 3 Coppers. (+$5)
a gets +$1.
a buys and gains a Mastermind.
a draws 5 cards.

Turn 8 - ddubois
d plays a Sentry.
d draws an Estate.
d gets +1 Action.
d looks at an Estate and a Copper.
d trashes a Copper and an Estate.
d plays a Merchant.
d draws a Copper.
d gets +1 Action.
d plays a Silver and 3 Coppers. (+$5)
d gets +$1.
d buys and gains a Mastermind.
d draws a Copper, an Estate, a Merchant, a Sleigh and a Horse.

Turn 8 - arlequin_ldv
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Sentry.
a draws a card.
a gets +1 Action.
a looks at 2 cards.
a trashes a Copper and an Estate.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Silver and 3 Coppers. (+$5)
a gets +$3.
a buys and gains a Sentry.
a shuffles their deck.
a draws 5 cards.

Turn 9 - ddubois
d plays a Horse.
d draws a Copper and a Horse.
d gets +1 Action.
d returns a Horse to the Horse pile.
d plays a Horse.
d draws a Copper and a Sentry.
d gets +1 Action.
d returns a Horse to the Horse pile.
d plays a Sentry.
d draws a Gladiator.
d gets +1 Action.
d looks at a Groom and a Merchant.
d topdecks a Merchant and a Groom.
d plays a Gladiator.
d gets +$2.
d reveals a Sleigh.
d gets +$1.
d trashes a Gladiator.
d plays 3 Coppers. (+$3)
d buys and gains a Mastermind.
d reacts with a Sleigh.
d discards a Sleigh.
d looks at a Silver, a Sleigh, an Estate, a Merchant, a Sentry, 2 Masterminds and 3 Coppers.
d topdecks a card.
d shuffles their deck.
d draws a Copper, a Merchant, a Sentry, a Groom and a Mastermind.

Turn 9 - arlequin_ldv
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Groom.
a gains a Merchant.
a gains a Horse.
a plays a Silver and 2 Coppers. (+$4)
a gets +$3.
a buys and gains a Merchant Guild.
a draws 5 cards.

Turn 10 - ddubois
d plays a Sentry.
d draws a Sentry.
d gets +1 Action.
d looks at an Estate and a Mastermind.
d trashes an Estate.
d topdecks a Mastermind.
d plays a Sentry.
d draws a Mastermind.
d gets +1 Action.
d looks at a Merchant and a Gladiator.
d topdecks a Merchant and a Gladiator.
d plays a Mastermind.
d buys Delay.
d sets a Mastermind aside.
d draws 2 Coppers, 2 Merchants and a Gladiator.

Turn 10 - arlequin_ldv
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Mastermind.
a plays a Silver and 3 Coppers. (+$5)
a gets +$1.
a buys and gains a Mastermind.
a draws 5 cards.

Turn 11 - ddubois
d starts their turn.
d plays a Merchant.
d draws a Silver.
d gets +1 Action.
d plays a Merchant again.
d draws a Copper.
d gets +1 Action.
d plays a Merchant a third time.
d draws an Estate.
d gets +1 Action.
d plays a Mastermind. (Delay)
d plays a Gladiator.
d gets +$2.
d reveals an Estate.
d gets +$1.
d trashes a Gladiator.
d plays a Merchant.
d draws a Copper.
d gets +1 Action.
d plays a Silver and 4 Coppers. (+$6)
d gets +$4.
d buys and gains a Cavalry.
d draws a Copper and a Sleigh.
d gets +1 Buy.
d reacts with a Sleigh.
d discards a Sleigh.
d looks at a Sleigh, a Groom, a Merchant, 2 Sentries, a Copper and a Cavalry.
d topdecks a card.
d buys and gains a Merchant Guild.
d shuffles their deck.
d draws a Merchant, a Gladiator, a Sleigh, a Cavalry and a Mastermind.

Turn 11 - arlequin_ldv
a starts their turn.
a plays a Sentry.
a shuffles their deck.
a draws a card.
a gets +1 Action.
a looks at 2 cards.
a topdecks 2 cards.
a plays a Sentry again.
a draws a card.
a gets +1 Action.
a looks at 2 cards.
a topdecks 2 cards.
a plays a Sentry a third time.
a draws a card.
a gets +1 Action.
a looks at 2 cards.
a trashes a Copper.
a topdecks a card.
a plays a Sentry.
a draws a card.
a gets +1 Action.
a looks at 2 cards.
a trashes a Copper.
a topdecks a card.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Groom.
a gains a Cavalry.
a draws 2 cards.
a gets +1 Buy.
a gains a Horse.
a plays a Merchant Guild.
a gets +1 Buy.
a gets +$1.
a plays a Mastermind.
a plays a Silver and 4 Coppers. (+$6)
a gets +$5.
a buys a Farmland.
a gets +1 Coffers.
a trashes an Estate.
a gains a Cavalry.
a draws 2 cards.
a gets +1 Buy.
a gains a Farmland.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a shuffles their deck.
a draws a card.
a gets +1 Action.
a plays a Cavalry.
a gains 2 Horses.
a plays a Silver. (+$2)
a buys a Farmland.
a gets +1 Coffers.
a trashes an Estate.
a gains a Cavalry.
a draws 2 cards.
a gets +1 Buy.
a gains a Farmland.
a uses 1 Coffers. (+$1)
a buys a Silver.
a gets +1 Coffers.
a gains a Silver.
a shuffles their deck.
a draws 5 cards.

Turn 12 - ddubois
d starts their turn.
d plays a Merchant.
d draws a Copper.
d gets +1 Action.
d plays a Merchant again.
d draws an Estate.
d gets +1 Action.
d plays a Merchant a third time.
d draws a Silver.
d gets +1 Action.
d plays a Gladiator.
d gets +$2.
d reveals an Estate.
d gets +$1.
d trashes a Gladiator.
d plays a Mastermind.
d plays a Cavalry.
d gains 2 Horses.
d plays a Silver and a Copper. (+$3)
d gets +$3.
d buys and gains a Cavalry.
d draws a Copper and a Merchant Guild.
d gets +1 Buy.
d plays a Merchant Guild.
d gets +1 Buy.
d gets +$1.
d plays a Copper. (+$1)
d buys a Merchant Guild.
d gets +1 Coffers.
d gains a Merchant Guild.
d reacts with a Sleigh.
d discards a Sleigh.
d looks at a Sleigh, a Merchant Guild, a Cavalry and 2 Horses.
d topdecks a card.
d draws a Copper, 2 Sentries, a Merchant Guild and a Groom.

Turn 12 - arlequin_ldv
a starts their turn.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Horse again.
a draws 2 cards.
a gets +1 Action.
a plays a Horse a third time.
a draws 2 cards.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Sentry.
a draws a card.
a gets +1 Action.
a looks at 2 cards.
a discards a Cavalry.
a topdecks a card.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Groom.
a gains a Cavalry.
a draws 2 cards.
a gets +1 Buy.
a gains a Horse.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Sentry.
a draws a card.
a gets +1 Action.
a looks at 2 cards.
a topdecks 2 cards.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Mastermind.
a plays a Merchant Guild.
a gets +1 Buy.
a gets +$1.
a plays a Cavalry.
a gains 2 Horses.
a plays a Silver and 4 Coppers. (+$6)
a gets +$7.
a plays 2 Silvers. (+$4)
a buys a Farmland.
a gets +1 Coffers.
a trashes a Farmland.
a gains a Province.
a gains a Farmland.
a buys a Farmland.
a gets +1 Coffers.
a trashes a Farmland.
a gains a Province.
a gains a Farmland.
a buys a Farmland.
a gets +1 Coffers.
a trashes a Cavalry.
a gains a Farmland.
a gains a Farmland.
a shuffles their deck.
a draws 5 cards.

Turn 13 - ddubois
d starts their turn.
d plays a Sentry.
d draws a Copper.
d gets +1 Action.
d looks at 2 Merchants.
d topdecks 2 Merchants.
d plays a Sentry again.
d draws a Merchant.
d gets +1 Action.
d looks at a Merchant and a Copper.
d trashes a Copper.
d topdecks a Merchant.
d plays a Sentry a third time.
d draws a Merchant.
d gets +1 Action.
d shuffles their deck.
d looks at a Copper and a Cavalry.
d trashes a Copper.
d topdecks a Cavalry.
d plays a Merchant Guild.
d gets +1 Buy.
d gets +$1.
d plays a Sentry.
d draws a Cavalry.
d gets +1 Action.
d looks at a Sleigh and a Horse.
d topdecks a Sleigh and a Horse.
d plays a Merchant.
d draws a Sleigh.
d gets +1 Action.
d plays a Merchant.
d draws a Horse.
d gets +1 Action.
d plays a Horse.
d draws a Copper and a Merchant Guild.
d gets +1 Action.
d returns a Horse to the Horse pile.
d plays a Merchant Guild.
d gets +1 Buy.
d gets +$1.
d plays a Groom.
d gains a Silver.
d reacts with a Sleigh.
d discards a Sleigh.
d looks at a Silver and a Sleigh.
d puts a Silver into their hand.
d gains a Silver.
d plays a Cavalry.
d gains 2 Horses.
d plays a Silver and 3 Coppers. (+$5)
d gets +$2.
d buys a Gold.
d gets +2 Coffers.
d gains a Gold.
d buys a Silver.
d gets +2 Coffers.
d gains a Silver.
d draws an Estate, a Merchant, a Gladiator, a Mastermind and a Horse.

Turn 13 - arlequin_ldv
a starts their turn.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant again.
a draws a card.
a gets +1 Action.
a plays a Merchant a third time.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Sentry.
a draws a card.
a gets +1 Action.
a looks at 2 cards.
a trashes a Copper.
a topdecks a card.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Cavalry.
a gains 2 Horses.
a plays a Mastermind.
a plays a Silver and 2 Coppers. (+$4)
a gets +$8.
a uses 5 Coffers. (+$5)
a buys and gains a Cavalry.
a draws 2 cards.
a gets +1 Buy.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Cavalry.
a gains 2 Horses.
a plays a Silver. (+$2)
a buys a Farmland.
a trashes a Farmland.
a gains a Province.
a gains a Farmland.
a draws 5 cards.

Turn 14 - ddubois
d plays a Horse.
d draws a Silver and a Cavalry.
d gets +1 Action.
d returns a Horse to the Horse pile.
d plays a Merchant.
d draws a Copper.
d gets +1 Action.
d plays a Mastermind.
d plays a Silver and a Copper. (+$3)
d gets +$1.
d buys and gains a Silver.
d shuffles their deck.
d draws 2 Silvers, 2 Merchant Guilds and a Cavalry.

Turn 14 - arlequin_ldv
a starts their turn.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Horse again.
a draws 2 cards.
a gets +1 Action.
a plays a Horse a third time.
a shuffles their deck.
a draws 2 cards.
a gets +1 Action.
a plays a Sentry.
a draws a card.
a gets +1 Action.
a looks at 2 cards.
a trashes a Copper.
a topdecks a card.
a plays a Sentry.
a draws a card.
a gets +1 Action.
a looks at 2 cards.
a discards a Cavalry.
a topdecks a card.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Merchant Guild.
a gets +1 Buy.
a gets +$1.
a plays a Groom.
a gains a Cavalry.
a draws 2 cards.
a gets +1 Buy.
a gains a Horse.
a plays a Cavalry.
a gains 2 Horses.
a plays a Cavalry.
a gains 2 Horses.
a plays a Silver and 2 Coppers. (+$4)
a gets +$2.
a plays a Silver. (+$2)
a buys a Farmland.
a gets +1 Coffers.
a trashes a Farmland.
a gains a Province.
a gains a Farmland.
a buys a Silver.
a gets +1 Coffers.
a gains a Silver.
a draws 5 cards.

Turn 15 - ddubois
d starts their turn.
d plays a Merchant Guild.
d gets +1 Buy.
d gets +$1.
d plays a Merchant Guild again.
d gets +1 Buy.
d gets +$1.
d plays a Merchant Guild a third time.
d gets +1 Buy.
d gets +$1.
d plays a Merchant Guild.
d gets +1 Buy.
d gets +$1.
d plays 2 Silvers. (+$4)
d buys a Province.
d gets +2 Coffers.
d gains a Province.
d draws a Copper, a Gold, 2 Merchants and a Horse.

Turn 15 - arlequin_ldv
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Horse.
a shuffles their deck.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Sentry.
a draws a card.
a gets +1 Action.
a looks at 2 cards.
a trashes a Cavalry.
a topdecks a card.
a plays a Mastermind.
a plays a Silver. (+$2)
a gets +$5.
a uses 1 Coffers. (+$1)
a buys and gains a Province.
a draws 5 cards.

Turn 16 - ddubois
d plays a Merchant.
d draws a Mastermind.
d gets +1 Action.
d plays a Merchant.
d draws a Cavalry.
d gets +1 Action.
d plays a Mastermind.
d plays a Gold and a Copper. (+$4)
d uses 4 Coffers. (+$4)
d buys and gains a Province.
d draws 2 Silvers, a Gladiator, a Sleigh and a Groom.

Turn 16 - arlequin_ldv
a starts their turn.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant again.
a draws a card.
a gets +1 Action.
a plays a Merchant a third time.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Groom.
a gains a Cavalry.
a draws 2 cards.
a gets +1 Buy.
a gains a Horse.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Merchant Guild.
a gets +1 Buy.
a gets +$1.
a plays a Cavalry.
a gains 2 Horses.

2
Dominion General Discussion / Re: Musings and Pixie strategy
« on: March 26, 2020, 02:59:30 pm »
This was not a board about hitting $5 reliably, it was a board about getting lots of Destriers ASAP
Apparently not!

But I thought Patrician/Mystic was a good combo here, and the latter cost 5, and I also expected Destiers would cost 5+. I didn't really know what the boons did, and failed to anticipate how double Swamp’s Gift with double Forest' Gift would impact Destiers.

Coming back after 4-5 years, it's harder to deal with the cards that aren't that in your face.  All these boons and hexes and split piles and levelling up cards seems worse than the thousand different events/projects/etc, since those are right on the board at least. (I just found out I can click kingdom and scroll down to see the weird cards.)

3
Dominion General Discussion / Musings and Pixie strategy
« on: March 25, 2020, 11:26:34 pm »
I'm coming back to the game after several years (quit when isotropic went away), and as expected, I usually get smacked around in any games with lots of new cards. The cards are more intricate, and there's so many crazy combos now. Is there a list of combos to look out for? I think I still do OK, not great, with "regular" engine building that involves finding actions, draws, trashing, and buys in the right mixture - 2020's smithy wannabe isn't much different from 2017's smithy wannabe - but I don't have long term vision of strange interactions, and am pretty bad at evaluating the new cards beyond those metrics.

From memory -- is there any way to review my games or access logs for dominion.games?!? -- the board was Candlestick Maker, Pixie, Patrician, Fortress Village, Hostelry, Village Green, Festival, Gatekeeper, Mystic, Destrier (and Reap)

In this game my opponent did something with Pixie and I'm still not sure what hit me. Are there any strategy articles about that card?  (I did find a relevant article about Boons at: http://forum.dominionstrategy.com/index.php?topic=18188.0). They opened Pixie/Village Green which seemed like a bad way to get anywhere on a board that looked like hitting $5 over and over would be important, since 4 seemed really terrible to me. He still hit $5 of turn 4, and that seemed a little lucky after buying no econ, but I'm not used to Goat either, no maybe that's normal. His strategy of focusing on Pixies and +buys let him get 5 Destriers on turn 9 and the game was over. Is this repeatable? Was it the obvious strategy that I should have known?

Code: [Select]
Turn 1 - jonnyba
j plays a Goat. (+$1)
j trashes an Estate.
j plays 3 Coppers. (+$3)
[b]j buys[/b] and gains a Village Green.
j draws 5 cards.

Turn 1 - ddubois
d plays 3 Coppers. (+$3)
d buys and gains a Silver.
d draws 3 Coppers, an Estate and a Goat.

Turn 2 - jonnyba
j plays 3 Coppers. (+$3)
[b]j buys[/b] and gains a Pixie.
j shuffles their deck.
j draws 5 cards.

Turn 2 - ddubois
d plays a Goat. (+$1)
d trashes an Estate.
d plays 3 Coppers. (+$3)
d buys and gains a Village Green.
d shuffles their deck.
d draws 3 Coppers, an Estate and a Village Green.

Turn 3 - jonnyba
j plays a Pixie.
j draws a card.
j gets +1 Action.
j takes The Sea's Gift.
j discards The Sea's Gift.
j plays a Village Green.
j plays a Goat. (+$1)
j trashes an Estate.
j plays 2 Coppers. (+$2)
[b]j buys[/b] and gains a Pixie.
j draws 5 cards.

Turn 3 - ddubois
d plays a Village Green.
d plays 3 Coppers. (+$3)
d buys and gains a Patrician.
d draws 2 Coppers, a Silver, an Estate and a Goat.

Turn 4 - jonnyba
j starts their turn.
j shuffles their deck.
j draws a card.
j gets +2 Actions.
j plays a Pixie.
j draws a card.
j gets +1 Action.
j takes The Sky's Gift.
j discards The Sky's Gift.
j plays a Pixie.
j draws a card.
j gets +1 Action.
j takes The Field's Gift.
j discards The Field's Gift.
j plays 5 Coppers. (+$5)
[b]j buys[/b] and gains a Festival.
j shuffles their deck.
j draws 5 cards.

Turn 4 - ddubois
d starts their turn.
d draws a Copper.
d gets +2 Actions.
d plays a Goat. (+$1)
d trashes an Estate.
d plays a Silver and 3 Coppers. (+$5)
d buys and gains a Mystic.
d shuffles their deck.
d draws 3 Coppers, a Patrician and a Goat.

Turn 5 - jonnyba
j plays a Goat. (+$1)
j trashes a Copper.
j plays 3 Coppers. (+$3)
[b]j buys[/b] and gains a Silver.
j draws 5 cards.

Turn 5 - ddubois
d plays a Patrician.
d draws a Copper.
d gets +1 Action.
d reveals a Copper.
d plays a Goat. (+$1)
d trashes a Copper.
d plays 3 Coppers. (+$3)
d buys and gains a Village Green.
d draws 2 Coppers, a Silver, an Estate and a Mystic.

Turn 6 - jonnyba
j plays a Pixie.
j draws a card.
j gets +1 Action.
j takes The Sun's Gift.
j discards The Sun's Gift.
j plays a Pixie.
j draws a card.
j gets +1 Action.
j takes The River's Gift.
j discards The River's Gift.
j plays a Festival.
j gets +2 Actions.
j gets +1 Buy.
j gets +$2.
j plays a Village Green.
j plays 2 Coppers. (+$2)
[b]j buys[/b] and gains a Pixie.
[b]j buys[/b] and gains a Candlestick Maker.
j shuffles their deck.
j draws 5 cards.

Turn 6 - ddubois
d plays a Mystic.
d gets +1 Action.
d gets +$2.
d wishes for Copper but reveals Village Green.
d plays a Silver and 2 Coppers. (+$4)
d buys and gains a Destrier.
d shuffles their deck.
d draws 3 Coppers, a Patrician and a Village Green.

Turn 7 - jonnyba
j starts their turn.
j draws a card.
j gets +2 Actions.
j plays a Pixie.
j draws a card.
j gets +1 Action.
j takes The Earth's Gift.
j trashes a Pixie.
j discards a Copper.
j gains a Patrician.
j discards a Copper.
j gains a Pixie.
j discards The Earth's Gift.
j plays a Pixie.
j draws a card.
j gets +1 Action.
j takes The Moon's Gift.
j discards The Moon's Gift.
j plays a Candlestick Maker.
j gets +1 Action.
j gets +1 Buy.
j gets +1 Coffers.
j plays a Goat. (+$1)
j trashes an Estate.
j plays a Silver. (+$2)
j uses 1 Coffers. (+$1)
[b]j buys[/b] and gains a Destrier.
j draws 5 cards.

Turn 7 - ddubois
d plays a Patrician.
d draws a Village Green.
d gets +1 Action.
d reveals an Estate.
d plays a Village Green.
d plays 3 Coppers. (+$3)
d buys and gains a Candlestick Maker.
d draws 2 Coppers, a Silver, an Estate and a Mystic.

Turn 8 - jonnyba
j plays a Pixie.
j shuffles their deck.
j draws a card.
j gets +1 Action.
j takes The Flame's Gift.
j trashes a Pixie.
j trashes 2 Coppers.
j discards The Flame's Gift.
j plays a Festival.
j gets +2 Actions.
j gets +1 Buy.
j gets +$2.
j plays 2 Coppers. (+$2)
[b]j buys[/b] and gains a Patrician.
[b]j buys[/b] and gains a Pixie.
j draws 5 cards.

Turn 8 - ddubois
d starts their turn.
d draws a Destrier.
d gets +2 Actions.
d plays a Mystic.
d gets +1 Action.
d gets +$2.
d wishes for Goat and finds it.
d plays a Destrier.
d shuffles their deck.
d draws a Copper and a Patrician.
d gets +1 Action.
d plays a Patrician.
d draws a Village Green.
d gets +1 Action.
d reveals a Copper.
d plays a Village Green.
d plays a Goat. (+$1)
d trashes an Estate.
d plays a Silver and 3 Coppers. (+$5)
d buys Reap.
d gains a Gold.
d sets a Gold aside.
d shuffles their deck.
d draws 3 Coppers, a Candlestick Maker and a Destrier.

Turn 9 - jonnyba
j plays a Destrier.
j draws 2 cards.
j gets +1 Action.
j plays a Pixie.
j draws a card.
j gets +1 Action.
j takes The Swamp's Gift.
j trashes a Pixie.
j gains 2 Will-o'-Wisps.
j discards The Swamp's Gift.
j plays a Pixie.
j draws a card.
j gets +1 Action.
j takes The Mountain's Gift.
j discards The Mountain's Gift.
j plays a Patrician.
j shuffles their deck.
j draws a card.
j gets +1 Action.
j reveals a Will-o'-Wisp.
j plays a Village Green.
j draws a card.
j gets +2 Actions.
j plays a Will-o'-Wisp.
j draws a card.
j gets +1 Action.
j reveals a Pixie.
j puts a Pixie into their hand.
j plays a Will-o'-Wisp.
j draws a card.
j gets +1 Action.
j reveals a Festival.
j topdecks a Festival.
j plays a Pixie.
j draws a card.
j gets +1 Action.
j takes The Forest's Gift.
j trashes a Pixie.
j gets +1 Buy.
j gets +$1.
j gets +1 Buy.
j gets +$1.
j plays a Patrician.
j draws a card.
j gets +1 Action.
j plays a Festival.
j gets +2 Actions.
j gets +1 Buy.
j gets +$2.
j plays a Candlestick Maker.
j gets +1 Action.
j gets +1 Buy.
j gets +1 Coffers.
j plays a Goat. (+$1)
j trashes a Copper.
j plays a Silver and 2 Coppers. (+$4)
j uses 1 Coffers. (+$1)
[b]j buys[/b] and gains 5 Destriers.
j discards The Forest's Gift.
j shuffles their deck.
j draws 5 cards.

4
Other Games / Re: Prismata
« on: March 14, 2016, 11:45:27 am »
IMO, the games take too long, and the board gets "too busy" to appeal to a wide audience.  It's also very inelegant that the line of drone takes up so much of the play area.  It would serve them well to tweak the UI: maybe have stacked 1-hp units reside on top of each other and merely display a count, rather than splay across the board.

5
Other Games / Re: Duelyst
« on: March 10, 2016, 11:15:28 am »
I did the "I'll drag my guy here, drag guy to attack, click end turn... WTF it didn't attack!" thing a couple times.  But I learned my lesson.

This game killed Hearthstone for me.  I'll still begrudgingly log into HS sometimes to re-roll a quest and clear a 60 when I'm full on quests, but I'll hate myself when I'm doing it, because I'm having literally zero fun.  Duelyst's mulligan every turn mechanic is the Jesus of card game mechanics.  Every CCG-ish game should have.  I can't remember if I ever had a game of Duelyst where is did nothing the first two turns, and that happens all the time in HS and MtG.

6
Hearthstone / Re: List of Hearthstone IDs
« on: August 16, 2014, 12:01:52 am »
ddubois#1243

7
Other Games / Re: Race for the Galaxy
« on: March 08, 2013, 05:31:39 pm »
I've been playing this game a little bit for a long time, but recently went a huge binge on it with after getting burnt out on Dominion.

What would you do here?



Full replay at http://en.boardgamearena.com/archive/replay/130306-1112/?table=3343087&player=914385&comments=

This was a frustrating game to lose, featuring my opponent’s play on the last turn of the game including making two 6dev’s for a pathetic 2pts each, and a production to nowhere.

I guess the key problem was missing an early dev when he got bank, my dubious production selection for my mining conglomerate getting blocked by his mining world settle, and new economy being really strong with his run-out.  He didn't get ~that~ much out of diversified – only two produces for five cards, and he only had nine VP chips at game end.  I’m sort of confused how I managed to lose.

But then, he did have for his first five plays be: a) +1 card on dev, b) +1 card on settle, and c) +cards on produce, d) +1 card on produce, e) +1 card on consume.  So, maybe I should be surprised to be that close?

8
Game Reports / Crazy game of power cards and black market
« on: March 08, 2013, 04:10:59 pm »
http://dominion.isotropic.org/gamelog/201303/07/game-20130307-130440-bbcff0cd.html

I think Baron is key here, because there's so many good cards you want to get more than one a turn, but I don't think I like my turns 7 or 13.  I think I should have had more Oasis to line up Baron with Estate and to power up Menageries, and I won because I got a little bit lucky with using Black Market to activate my Menageries more than I probably should have been able to.  I simultaneously had multiple terminal collisions while still having multiple Shanty Town plays that did nothing, so my balance was probably off somehow.

I think my opponent probably should have kept the variety of his deck down instead of grabbing so many Black Market trinkets, and just rode 1 Governor + 1 Baron and infinite HPs home.  But perhaps rushing Provinces leads to doom if I predictably switch into Vineyard?

I really don't know what the line should be here?  This seems like a Kingdom contest board.

9
Goko Dominion Online / Re: Will You Switch to Goko?
« on: March 08, 2013, 03:26:24 pm »
I've sufficiently burnt myself out on Dominion that the lack of isotropic Dominion probably represents an improvement to my life.  I only play it joylessly out of habit, with the outcome being either I'm apathetic when I win or get out-played (not often, but it happens), and enraged and stressed when I get outdrawn.  :'(

I'm try-harding on RFTG on boardgamearena now.  I can't stay over 1700 and it's driving me nuts.

10
   Fin Fang Foom plays a City.
   ... (Fin Fang Foom reshuffles.)

Oh yeah, that's huge.  I didn't even notice that.

11
Help! / Re: No actions - I got slammed - Options, please?
« on: February 14, 2013, 12:15:42 am »
Courtyard is actually pretty good with Treasure Map, isn't it?  It can help you put back a Tmap when you anticipate based on the remainder of your deck that you will have one in the next four cards.  http://dominion.isotropic.org/gamelog/201302/13/game-20130213-212435-1b26a902.html

Swindler is weaker than normal when you have another cursing attack at $5 you are trying to hit.  I probably would still open one Swindler, but certainly not double.

I'd probably go one Swindler, 2 Montebanks (perhaps stopping to buy one gold before the third terminal if I happen to hit $6 having two terminals in my deck, otherwise just skip it), then buy a Duchy every time I hit 5 or more, moving to Duke either when I have 6 Duchies or when that pile is empty.

12
Help! / Re: What....what on earth happened here?
« on: February 13, 2013, 11:47:09 pm »
I certainly did learn a lesson about trade route.
To buy three of them, never collide, and activate your solitary Menag twice?  Good lesson.  :P


13
That game was pretty much destined to be decided by who draws +action/+draw together earliest and more often. Given that, there's probably a significant first player advantage here.  Your decision to take a curse on his turn 11 is dubious, but probably not in and of itself a deciding factor.

I'm not convinced the city gain on turn 7 is a big mistake.  Going for BV/Tort first with two terminals already in deck is just begging for collisions, 'dead' tort draws, and drawing through your ambs instead of into them.  (On the upside though is that when you do draw the tort, even dead, it makes purchasing subsequent BVs much easier.  So maybe it is a big mistake.   :P)

14
Help! / Re: Did I HAVE to buy City?
« on: February 01, 2013, 07:09:55 pm »
(If you are offended by a necro'd thread, I'm sorry that you are offended, and perplexed why you would be.  I was searching for City threads trying to answer another question and found this, and had something to say about it.)

I think you should compete for Cities, and use Apoc/HT to get them.  Your opponent got cities on turn 6/8/12/13/15.  I just solitaire'd a courtyard/potion open and had half the cites by turn 10.  Even on a bad draw you can have half the cities and half the Apocs by turn 12.   City/Courtyard put back a copper/Apothecary it back is a great line.  Get a Horse Trader as soon as possible, and you should be able to crank our some Apothecary + City turns while your opponent is derping.

15
Game Reports / Which Ironworks rush?
« on: January 30, 2013, 05:04:09 pm »
I sort of did both, which usually means I did neither well:

http://dominion.isotropic.org/gamelog/201301/30/game-20130130-135346-81a4741a.html

I gained a potion on turn 5, but didn't get a second until turn 12, because I was always either interested in playing my terminal and needed the Ironworks to give plus action, or I felt like I wanted a Silk Roads more.  I ended with four 7pt vineyards and seven almost-5pt Silk Roads, so I probably screwed up and emphasized Silk Roads too hard?  I.e., I should have gone turn 7 gain a potion (over Silk Road), then switch to gaining roads on the last-played Ironworks each turn?

Have simulators answered the question on what to do when there are multiple rush cards present, or is it yet another "It depends" question?

16
avoid almost all of alchemy.  Scrying pool is probably the slowest card in the whole game. Golem is slow too, but alchemist, apothecary and others slow things down a lot. Any card that causes everybody to make a decision increases game time. (Attacks like goons/militia/margrave, Spy)

Cards with choices take a long time for newer players (pawn, steward, governor, and especially hermit)
Cards that do a LOT of drawing/sifting will cause mid turn shuffles which drastically increases game time. (warehouse, cartographer, embassy, envoy)

For 4 player games, cards that everybody wants lots of can frequently speed games toward a 3 pile ending. Caravan, fishing village, laboratory, oasis, etc.

But if you want to have quick games, just remove all the village-type cards.  People will onl play one or 2 actions, then buy something with money.  Should go fast.
In other words, take out all the fun....

17
Dominion General Discussion / Re: Term for when cards "miss a shuffle"
« on: January 29, 2013, 10:02:55 pm »
Waylaid has a bit of an attacked connotation, but it's probably as good as anything else I can come up with... postponed, deferred, dislocated, lagging, tarried?


18
Dominion General Discussion / Re: Term for when cards "miss a shuffle"
« on: January 29, 2013, 06:43:56 pm »
'Held over' is one of the more accurate terms I've seen but there doesn't seem to be an English word for something accidentally lost/separated and therefore delayed.
Ok, now I'm on a quest, because I cannot believe there's no such word.

19
Help! / Re: Is Counting House-WV really this good?
« on: January 26, 2013, 12:35:31 pm »
I only see "zahlman plays a Ghost Ship." four times.

20
Help! / FG/Bridge, no wait, NV/Bridge
« on: January 26, 2013, 02:58:14 am »
I don't know what happened here.... Did First try to fake me out with the FG open?  I.e., was he trying to get me to take the wrong strategy?

http://dominion.isotropic.org/gamelog/201301/25/game-20130125-234947-9987ab14.html

I couldn't even figure out why I won, when clearly my deck is more "polluted" than his, and my FGs didn't really connect in any way that mattered significantly.  (Then I looked at the log and saw his draw after turn 9.  Holy shit!)

21
Game Reports / Re: Worker's Village + Torturer + Saboteur = Go engine!
« on: January 25, 2013, 05:01:17 pm »
I'd probably go Apothecary also, but I'd:

1) Try much harder to draw $4 on a non-potion turn before turn 8!  Those three Silvers are real problems...
2) Prioritize one Salvager before any Worker's Village to clear out all those Estates and eat a curses here or there
3) Transition into a 4-5 Worker's Village and 2-3 Torturers rather than straight-up eat 10 curses and let you have all the fun

It took you 20 turns to get your 24 points against no attacks, so you probably overbuilt.

22
Help! / Re: So... I don't actually want to trash here?
« on: January 25, 2013, 04:11:47 pm »
With this board, I'd guess Caravan/Silver > Silver/Silver > Caravan>Loan.  You gotta hit $5 to be in the game, and knowing Mint is out there (particularly with giant Wharf-fueled hands) makes Loan worse than usual.  You were really lucky to hit $5.  Given that you did, I don't think your turn 5 play is bad at all; I would probably buy Mint there too, and if it's wrong, it's only wrong by a tiny bit.

I actually think your big mistakes were after that.  You keep piling on terminals, passing up a chance at double village on turn 9 (to get a second goon you won't be able to play), and don't get a second village until the game is basically over on turn 16!

23
Help! / Re: Why did I lose this Governor board?
« on: January 25, 2013, 03:33:57 pm »
When on the spice merchant on turn 3, you quite often need to take the money/buy option to hit your $5 - drawing two can often mean they'd both need to be copper, which is really unlikely.
Obviously, if you can guarantee $5 with ccccm or ccsme, you do that, sure.  That doesn't really answer the question though.  Sometimes you have t3 spice with less than $4, sometimes spice is in the bottom 2, etc.  I didn't bother to calculate all the ways you can get screwed; there might be others.  I was hoping someone already knew the probability offhand.

24
2012 / Re: Thief Division: Bracket and Results
« on: January 24, 2013, 08:32:59 pm »
Game 3: BadAssMutha 6 - 31 HME
Key cards: Young Witch, Wharf, KC, Quarry, Tunnel, Warehouse
On 2/5 he goes for nothing/Wharf, while I go Herbalist(bane)/YW. My thinking is that goal #1 is to mass Quarries and I don't need the Wharf quite yet for that. He decides to go into Warehouse/Tunnel while I just collect Quarries. Eventually I'm able to get a Wharf and KC, which snowballs very quickly with 3 Quarries. I have to be a little careful about piles, on my second-to-last turn, but other than that it's smooth sailing.
Very cool game!  I've never seen anyone eschew Tunnel on a board with warehouse/YW/oasis.  I need to re-read this one a few more times and think on it.
I went back and looked at this log more, and you didn't play that Herbalist until the last turn of the game when you had a million cards from a KC/Wharf.  So, basically what this suggests is Young Witch/- is better than Young Witch/Herbalist.... (or even, Young Witch/- is better than Wharf/- if your plan is to otherwise ignore Young Witch and eat 9 curses.)

As strange as it sounds to say this, I think sometimes I underestimate Wharf.  More than once my opponent has let me do something that would normally be suicidal, like letting me have 8-10 Minions while they buy Gold or "dumb stuff", but they just power through with Wharf for the win leaving me scratching my head.

So my current opinion is: It's probably "wrong" to have zero Tunnels in a game where you have all of: Lookout, Young Witch, Oasis, and Warehouse(the tunnel quadfecta!), but it's more wrong to pass up chances at KC with two Wharves in deck, and to eat 9 curses as your opponent did.

25
Help! / Re: IRL game thoughts
« on: January 24, 2013, 07:52:07 pm »
Salvager/FG seems clearly better to me.  I don't care about the masq +draw very much when I'm just trying to hit $2 every turn, so the abiluity to get two G in one turn trumps the normally superior Masq.

Can anyone make an argument for Masq/FG or Salvager/Masq?

If my opponent gets an Embargo, I'll have to grab a Masq or two, but it won't deter me from continuing with FG, assuming I already have 3-4 before that happens.  Same thing with Familair - it'll make me dip into Masq, but its presence is not enough to deter my open.

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