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Messages - Tahtweasel

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Dominion General Discussion / Re: Card value: Bridge vs. Highway
« on: May 25, 2012, 11:05:30 am »
Highway at $4 is a nonstarter. Even at $5, it's already responsible for some of the fastest strategies in the game. (WV/Steward/Highway, for example)

Game Reports / Re: Ridiculous endgame dancing
« on: April 24, 2012, 08:13:00 pm »
If you were going to do Alchemists you should have purchased Outpost.

Game Reports / Re: All 10 Curses, 9/10 Fool's Golds FTW
« on: April 21, 2012, 07:09:05 pm »
I believe I've opened Lighthouse/Lighthouse on a Minion board.

Dominion General Discussion / Re: Possession
« on: April 16, 2012, 05:01:10 pm »
so possession games essentially falls into 3 cases.
1. Too slow
    In the majority of games possession is simply too slow to have an effect on game play, in these types of games, aside from serving as a trap, possession is a card spot wasted (though, to be fair, no worse than, say, transmute or thief, or Forge, and being a trap does lead to the interesting problem of determiinng WHEN possession is a trap)
2. fast enough to be worth buying but not completely game warping
    These games possession is psychologically frustrating (in that people dislike the feeling of a good hand being stolen even more than they dislike the feeling of a good hand being discarded (i.e. I personally can still get irritated when my opponents minion hits my dream hand and gives me 2 coppers and 2 estates). Aside from the psychological frustration is the inevitable swinginess, on both sides, of how valuable the card is (it can range, from gaining a colony and you opponent losing that hand, too essentially helpful).
    Beyond that it is game warping in an interesting, and difficult to play manner, Green too hard and your opponent(s) will crush you, Green too soft and your opponent will reap the benefit of your deck AS well as that of ones own. In these games Posession leads to frustrations involving swinginess but, at least in my opinion, leads to enough game benefit to be a worthwhile card.
3. games where possession is completely and utterly dominant
       In any game where you can ramp up to >1 possession per turn relatively early the card changes the game beyond recognition, having a deck which can buy green becomes a BAD thing. People attempt to trash there economy to the point where they can no longer buy even estates, the game becomes silly. Worse, with good play on both sides, the game devolves into the behind player daring to buy enough coppers to gain an estate, and getting further behind for it. While some people may find this game play enjoyable, these types of games are, for the vast majority of players, degenerate in an unsatisfying way, these games also are as close as dominion gets to stalemates, where neither player wants to buy any cards.
The amount of games of type 3 (which are in some sense, analogous to KC/goons/masq pins but MUCH easier to pull off) compared to type 2 as well as the irritatingness of the increased swinginess in type 2 games is the primary issue that Possession suffers.

Analysis is more or less spot on except... there's very very few games of type 3. Also, this is one of the great arguments for allowing anytime resigning.
There are more games of type 3 than you think. You're both (1) very far to the Big Money end of the BM/Engine spectrum, and (2) on the extreme right tail of the talent distribution. You turn a lot of games into type 1 where most players would be playing type 3.

Dominion General Discussion / Re: Possession, a poll!
« on: April 16, 2012, 04:35:06 pm »
I'm the lone vote for poor balance/bad design.

There is a large subset of Possession games that become completely degenerate - because you end up playing your opponent's deck much more often than you play your own. When trashing exists, these games can become indefinite.

Try playing with Farming Village, Golem, Possession, and Chapel. The best you can hope for is that one player is lucky enough to get significantly far ahead, and take exponentially more and more possession-turns, and manages to three-pile before you both trash down to zero treasure and zero coin-producing actions.

I'd recommend going for a more Menagerie fueled engine.  The Horse Traders/Fishing Village/Watchtower combo looks very appealing on paper, but it to pull it off successfully and have an extra action after playing Watchtower, you need to start with at least  3+ actions.  Fishing Village/Horse Traders/Menagerie will be much easier and more reliable.

I'd probably try to play a game with only 1 Gold/Platinum as to not screw up the menagerie, and then just run with the engine components while throwing in a few Monuments for VP support.
Agreed 100%. Monument is spectacularly strong with Fishing Village and Menagerie.

Help! / Re: Did the 5/2 opening kill me on this board?
« on: March 27, 2012, 01:32:13 pm »
You should have bought Wharf at the beginning. Wharf is a wonderful card, and it doesn't really mind Coppers being sent your way.

I think I probably lean towards the people who think Ambassador is unnecessary on this board - but I doubt one Ambassador would hurt much. Regardless, Wharf is the key card.

Game Reports / Re: amazing new strategy
« on: March 16, 2012, 05:00:19 pm »
Yeah, Coppersmith is obviously a mistake; I was playing against a real-life friend and felt like having a bit of fun, and after that Lighthouse opening I figured Coppersmith was the best of the $4s.
Bureaucrat was the best of the $4s.

But as you don't start getting gardens till turn 14, how do you intend to get decent VP against the opponent who just buys gardens to deny them to you, or the traditional workshopplay that starts getting garden much earlier?

Here's a more traditional way of playing workshop-gardens, played up to turn 14. I just ran this once, but try it yourself.

Note that by Turn 14, I have 6 gardens. Thats when your deck starts acquiring gardens.

Admittedly in a two player game, it won't quite work like that, as I'll be helping you run the workshops down. But regardless, I'll have more gardens than you by the end of the game, and thats what counts.

Did you intend to post a link?

That particular solo game was just to show that Courtyard/Big Money, which is usually quite strong, simply isn't an option on this set.

Dominion Isotropic / Re: Decline of civility on isotropic?
« on: March 09, 2012, 03:03:42 pm »
Double Ambassador is quite luck-dependent, but very strong on average.

The ideal draws for turns 3 and 4 are AEECC followed by AECCC. On the triple-copper hand, you send the estate and buy a silver.

With a single Ambassador, AECCC usually means sending the two coppers.

But with two Ambassadors, it's different; you have two terminals, no buying power, and a fast-thinning deck.


Just a single trial, playing on instinct, I got 5-point Gardens by turn 18, and finished the game on turn 19. That should be considerably stronger than any big money/Province strategy that doesn't adapt.

The room for debate on this board is entirely about the Workshop/Mining Village/Scheme/Gardens balance, which I agree, varies dynamically based on what your opponent is doing.

Game Reports / Re: Dear My Opponent: I am Sorry
« on: March 09, 2012, 01:59:44 pm »
Dear Bazinga!,

This is one of those games where a typical player wouldn't even notice how absurdly unlucky you were. Both of your opening buys came on turn 5, which happens with 1% probability.  The powerful cards were $5, and you repeatedly hit $4. Without attacks or "swingy" cards, the game was over by turn 6.

Dominion Isotropic / Re: Decline of civility on isotropic?
« on: March 09, 2012, 01:49:12 pm »
A level 21 calling a level 22 a "noob" is just priceless.

That said, WW is right, two or three Goons would have been better there.
I've been called "lucky" for winning against someone 1,793 spots below me on the isotropic leaderboard. It was a board that had Witch, and he didn't buy Witch.

Dominion General Discussion / Re: 4/4 opening
« on: March 08, 2012, 11:29:43 pm »
Feast/Feast would be fun.
That sounds like one of the worst openings I've ever heard of, for virtually any set.

Pretty much any time you see the wording "while this is in play" it's code for "KC and Throne Room don't work on this."  See also: Highway and Princess vs. Bridge.
Also, Haggler.

Dominion General Discussion / Re: Worst Kingdom Design Thread!
« on: February 28, 2012, 03:11:56 pm »
Here's another submission of mine:

Farming Village

No $2 cards or attacks.

Once you've played this sort of board enough, you will know exactly why.

Dominion General Discussion / Re: Worst Kingdom Design Thread!
« on: February 28, 2012, 03:10:17 pm »
What's wrong with that kingdom?  It looks interesting enough to me. Definitely not the "worst" kingdom I would think of.  This one is just asking for a Scrying Pool deck.  Once you are drawing a lot of your deck, Secret Chamber can be used for money.

Yes, there exists a strategy for the board I created - a strategy that encourages people to both (a) play an attack card repeatedly and (b) purchase Secret Chamber.

Dominion General Discussion / Worst Kingdom Design Thread!
« on: February 28, 2012, 12:20:32 pm »
I don't think we've had a thread like this since Hinterlands. I challenge anyone to come up with a kingdom half as annoying as this one.

Scrying Pool
Secret Chamber
Ghost Ship
Pearl Diver
Young Witch (Bane: Pawn)

Game Reports / Re: A tale of Bishops, Border Villages, and 30 turns
« on: February 27, 2012, 09:35:08 pm »
Stalling is a very strong tactic with Bishop or Monument on the board. (Goons so fundamentally changes the game that it's just normal strategy to avoid victory cards when they're on the board.)

Dominion General Discussion / Re: Courtyard-Explorer
« on: February 25, 2012, 10:54:40 am »
Re-checking my simulator instructions, I can get Courtyard/Explorer to beat Courtyard/Silver about 53-38.

Dominion General Discussion / Courtyard-Explorer
« on: February 24, 2012, 07:30:59 pm »
I got a 5-2 split on a big money board that had these two, and I realized that they're absolutely dominant when put together.

Courtyard loves to join with any strong terminal non-drawer, because there's zero collision risk. My belief is that Explorer actually becomes a strong terminal non-drawer when paired with Courtyard.

Explorer gets a lot of hate because it's hard to get it to generate the Gold (and when it generates the Silver, it's not worth its price.)

But with good deck-counting, you know (1) whether your Explorer is left in the deck, and (2) whether your Provinces are left in the deck. Courtyard's ability becomes critical there, because you can actually put a Province back on your deck, instead of treasure, if you know the Explorer is coming.

I feel, in my heart, that this has to be significantly stronger than a pure Courtyard and money strategy. I can't get simulator results to back it up, but I don't think the simulator would play the strategy well.

I'd love to hear thoughts from some of the better big money players.

Game Reports / Re: Outpost comeback
« on: February 20, 2012, 09:35:30 pm »
Outpost is excellent in Scrying Pool games - and with Haven, it's even more of a no-brainer. Even on your absolute worst Outpost turns, you could probably get at least a Haven. Haven gets picked up for free by your Scrying Pools, and allows you to send your victory cards forward by a turn, so they don't stop the Scrying Pool draws.

Game Reports / Re: Oracle vs. Envoy BM
« on: February 20, 2012, 09:24:42 pm »
I was the opponent here.

Obviously tlloyd was lucky - there's no question about that. If you get to 5 provinces 4 estates in 13 turns with a Big Money strategy, you've been lucky.

He won by a ton, though - so the question is how lucky he was, not whether he was. I'm sure Double Oracle + BM comes very, very close to Envoy + BM in a typical game. What we're wondering is whether I made the slightly better play, or he did.

Dominion General Discussion / Re: Tribute in a Big Money mirror match?
« on: February 15, 2012, 10:44:38 am »
Tribute is strong in Big Money mirror matches.

It will most often be +$4, +2 cards +$2, or +4 cards.

+$4 - means you'll almost certainly buy a Gold or Province.
+2 cards +$2 - better than Smithy unless the Smithy would have drawn a Silver or Gold.
+4 cards - better than Smithy.

Less likely outcomes:

+2 cards +2 actions: As good as Laboratory for you (actions don't matter) and it means you flipped your opponent's key action card.
+2 actions +$2: As good as Silver for you (actions don't matter) and it means you flipped your opponent's key action card.
+2 cards: Poor outcome.
+$2: As good as Silver (actions don't matter) but at least you flipped two of his treasure cards.

The main problem with Tribute in BM is that you have to draw exactly $5 to get it, because Gold is the strongest BM card.

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