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Dominion League / Re: Season 37 - Signups
« on: November 29, 2019, 02:41:55 pm »
/in ced
Discord: ced#2949
Timezone: Europe/London

2016 DominionStrategy Championships / Re: Signups 2016 f.ds Championship
« on: September 28, 2016, 04:28:02 am »

Dominion League / Re: Season 16 - Results
« on: August 12, 2016, 03:56:21 pm »
ced 5-1 DG

I won't be back next season :(

Dominion League / Re: Season 16 - Results
« on: August 09, 2016, 03:46:45 pm »
ced 4-2 Mikey the great

Let's Discuss ... / Re: empries: ritual
« on: August 04, 2016, 12:45:55 pm »
Possibly the most forgettable Empires event? I forgot this was a card until you posted it.

Seems best with any way of easily gaining expensive cards. Peddler is something you could buy a ton of, then it's worth the full 8 if you don't play an action. Explorer and Market Square can give you a steady stream of golds to trash, but this will slowly drown you in curses. Altar seems like the best combo - trash a curse, gain a 5, draw the 5, then trash it for 5VP+curse. You need 2 Villages, Altar, $4 to make the golden deck.

Beyond that, I think you might buy it in the lategame if you're behind and the Provinces are low. If you hit $7, perhaps Ritualing a Gold is better than buying a Duchy? That's one situation.

Let's Discuss ... / Re: empires: villa
« on: August 02, 2016, 04:17:48 am »
Very strong with cost reduction. Four Bridges or two Quarries lets you immediately pile these out if you so desire, even gaining a net $1 with every buy. Interestingly, Merchant Guild scales even more strongly - with five Merchant Guilds in play, you can buy Villa, play it, go to your buy phase and instantly spend your five coin tokens for a net gain of $2. Five Merchant Guilds and an extra $4 is enough to buy six Provinces if all ten Villas are still there.

Let's Discuss ... / Re: empires: capital
« on: July 30, 2016, 05:04:26 am »
Capital-Mandarin opens up the possibility of a Scavenger-Stash-esque pseudo golden deck.
If you have three Capitals you can buy Province-Duchy every turn in addition to the Mandarin. Four Capitals lets you buy Province-Province-Estate or Province-Duchy-Duchy. With 5, you can buy Province-Province-Province or Colony-Colony-Estate or Colony-Province-Duchy. Mandarin can also help set up the multiple Capital turn, but you'd need some trashing/sifting to help out or you may end up piling out Mandarins while greening.

Let's Discuss ... / Re: empires: royal blacksmith
« on: July 29, 2016, 01:03:10 pm »
My one game so far with Royal Blacksmith was an engine board with Amulet and Spice Merchant for trashing. That's basically the perfect board for it, really - you have fast copper trashing, +buy to pick it up, and you can gain a few Silvers for some economy for it to draw. Unfortunately, both my trashers missed the shuffle and I ended up a little while later buying the Blacksmith with four coppers still in my deck. This was a mistake, as it became difficult to get rid of those last few coppers. There was actually also an Embassy in the kingdom, which I should have bought before the Blacksmith.

So, in kingdoms with Copper trashing, you should still look to buy other draw before the Blacksmith to cycle back to trashers without discarding coppers, then go back and pick up Blacksmith to draw your deck. If there's also a powerful attack (particularly a junker), you might want to go Blacksmith early anyway so you can get back to it quickly (possibly not as good an idea with Mountebank, though).

Is this good without Copper trashing? I guess you could pre-emptively discard coppers with Warehouse, Royal Blacksmith to draw everything else, then a bunch of cantrips to get the coppers back. 4 Magpies is enough to draw all 7 coppers, that's probably the easiest thing, but Wishing Well could do work too. Maybe just a big engine with lots of cheap cantrips and a couple of Blacksmiths would do it.

Let's Discuss ... / Re: empires: donate
« on: July 24, 2016, 09:44:43 am »
I played a donate/familiar game with faust.

I actually played Donate/Familiar too, with Rabid. The payload was Farmers' Market - I used Charm to gain them (alongside Villages or just with the +buy), while he used Engineer. He Donated a turn earlier, but I decided to wait a little longer and pick a Gold up first. This proved to be game-winning, as I gained control over the FMs and he wasn't able to buy the second Donate without falling too far behind.

Yesterday I built an engine consisting of entirely of eight copies of Overlord and some treasure*. I thought Seprix would like to know.

*also a Guide that sat on the Tavern mat for ten turns

Let's Discuss ... / Re: empires: new, exciting attacks
« on: July 18, 2016, 04:53:43 am »

Ha. This is super wrong.

Enchantress really fucks up engines, just not when they're finished being put together. When they're being built its a huge pain in the dick. Your Trasher never works. You can't line up Village / Terminal when you only have one of each. You can't play your own fucking Enchantress. The attack really does fuck up engines. I think it's pretty rare that you don't just open two of these.

Yes, that's true. When the engine is still money-dense it would be hard to get much going. On some boards this could be mitigated by picking up cheap cantrips over Silvers (e.g. Oasis, Wishing Well, even just extra Villages), and BM doesnt have this option - unless you're Enchantress BM.

I agree that you'd want to open double Enchantress a lot of the time. I think this opening will highlight first-player advantage a lot, though.

Catapult is a split pile that I feel will rarely run down to the second card in two-player. There just aren't a lot of boards on which you would want 3 Catapults.

I think the intended use of the third Catapult is that you throw it at them for a Curse. Perhaps this might come up if you're much thinner than they are somehow and want the Rocks?

Let's Discuss ... / Re: empires: new, exciting attacks
« on: July 17, 2016, 01:24:24 pm »
Enchantress feels like a card you buy for the durational draw. The attack is just a bonus sometimes, since it won't hurt engines nearly as much as it can hurt BM. Kind of like Haunted Woods, really. Haunted Woods is at its best when you can pick up a few to start each turn with an 8 or 11 card hand in your engine, and Enchantress will be used similarly (albeit for 7/9 cards). One advantage Enchantress has here is that you can pick two up in your opening buys rather than having to buy them over/delay them for other 5s.

One interesting aspect of Enchantress's attack is that a good counter to it is your own Enchantress. Starting with a larger hand means you have more options for which action gets pigged.

Dominion League / Re: Season 16 - Game Reports & Discussion
« on: July 15, 2016, 07:04:30 pm »
My B2 match vs. ced:

Re: The criticism of my game 3 opener in the youtube comments:
Firstly, I'm on a 4/3. Opening Expedition is only a 60% chance of hitting 5 on turn 2. Yeh, you can rebuy Expedition if you miss, but then all you have is a T3 Count, when Expedition guarantees Count on the reshuffle anyway.
Secondly, I want the economy. Count can get Duchies by itself, sure, but there's two more stacks of victory cards you can upgrade into Provinces, so just emptying the Duchies isn't enough vs somebody who can buy them. Then, once I have the actions in my deck, the events are better buys than Silvers, so the only real time to get them is the opener.

My game 2 opener was pretty bad, though. Perhaps I would have been better off skipping Amulet? HPs can skip the junk, and the combination with Scavenger seems like it would get you to Teacher very quickly.

Game 6 ended up not having any Ruined Villages, did it? Man, the one time it's the best Ruin on the board and it's not even there.

Dominion League / Re: Season 16 - Results
« on: July 14, 2016, 04:30:12 pm »

ced 3-3 Qvist

I was crossing my fingers from night two on that scum would just kill me and let me be done!

Well we almost killed you N2 and N3. Sorry for keeping you alive  :P

EBWODP: Actually, any chance of a link to the spec chat or the various partner chats? Thanks.

I agree that the setup did favour the scum. The whole "partner chat" thing is a slight town advantage - but the lover mechanic was more heavily scum-favouring, mostly because the mafia know about the potential lover status of up to three pairs, while each individual townie knows about only one. It also can result in LyLo situations where the town can lynch scum and still lose (we tried to set one of these up but flubbed it). This was compounded by the low amount of town power. A single doc vs a roleblocker is pretty close to the town having just a confirmable townie, which doesn't cut it in a game of this size.

A major aspect of the setup that I have to criticize is the voting rules. Three of the four days went to the deadline lynch, and the fourth (day two) would have gone there too had Seprix not voted himself. This is really to the detriment of both sides. For the town, it stagnates the game if everyone is sitting around waiting for a lynch to happen. In this game, the scum were really in control of the thread from day two onwards, but the voting rules made it much more difficult than it should have been to push mislynches home. This was most prominent on day 3, when I smelled blood and tried to push the gkrieg lynch home a couple of days before the deadline. He racked up 4 votes, but wasn't lynched until the deadline, giving him time to go back and figure that I might be scum.

Now for some play commentary:
-As mentioned previously, I haven't played mafia in a couple of years, and you have to go back 3 or 4 since I've played regularly. As such I was feeling very rusty at the start. My faust case was a bit of a feeler, but my post 203 was incredibly scummy (a cheap attempt to push a faust lynch disguised as an attempt to generate discussion). Fortunately, Silver was the first to pick up on this, and nobody really came back to it after he dropped the point.
-The Jimmm bus was kind of unilateral. He hadn't actually posted in our scumchat since the day started, and it just felt like there was very little incentive to leave him alive if he's a lynch candidate in that situation. In the end, it turned out to be the correct decision, as Haddock was not going to get lynched.
-Faust's question to Joseph was actually very good, and was the overwhelming reason that we didn't kill the lovers N1. This did end up working out for us, though, as the town didn't consider the full implications of the question.
-Seprix was simply too easy to push on day two. The lovers lie at the last moment was bizarre to say the least, and Seprix following it up by stalling for time made for a very easy case. However, the town got distracted by RR/Joseph. Annoying, but at the same time really the moment that we knew we'd win the game eventually.
-Gkrieg's self-defense on day three was just not very good. I alluded to this at the top of 1270. It is true that it isn't really scummy, but it doesn't make for a convincing counterargument for the townies watching. Then there's the tonal disconnect between the defense and the "can't believe I'm getting mislynched" attitude, making it a very easy vote for a demotivated townie to make.
-On night three we meant to kill iguana but failed to submit in time. In the end I guess we can say it cancelled out the modkill and call it quits, right?
-Day four was simple enough. Almost all the potential townie leader figures were dead (aside from maybe iguana), leaving an opportunity for myself/Silver to step up and finish the game. In the end, this wasn't really required, as there was enough anti-Awaclus sentiment (stirred up by Silver over the course of the game) to end it there.

I'll finish by thanking EFHW for a good job modding the game, especially with the replacement bother and despite my issues with the setup. I had fun, and I'm sure I'll sign up for another game here at some point.


Will probably have more to say on the game later - for now it's pretty late where I am, so I'm going to sleep.

For now I'll congratulate Silver on an excellent under-the-radar scum game - made me much more confident to push mislynches as I knew the town wouldn't find both of us in time.

Mafia Game Threads / Re: Mafia 82: Speed-Dating Mafia - Day 4
« on: July 11, 2016, 07:10:58 pm »
Well, RR's not hammered: so he's either town, or scum with Awaclus.

Mafia Game Threads / Re: Mafia 82: Speed-Dating Mafia - Day 4
« on: July 11, 2016, 10:18:10 am »
Vote: Awaclus

I'm sure I formatted my vote correctly this time.

Oh well.

Vote: Awaclus

Mafia Game Threads / Re: Mafia 82: Speed-Dating Mafia - Day 4
« on: July 11, 2016, 05:20:26 am »
I'm tempted to go for it and vote Awaclus. I'd prefer a RR lynch though.

A no-vote at the deadline is a vote for a random lynch. Random lynch is awful since it's only a 1 in 3 chance to not lose on the spot (so a 2/3 chance to lose), and an Awaclus lynch must have better odds than that.

Mafia Game Threads / Re: Mafia 82: Speed-Dating Mafia - Day 4
« on: July 10, 2016, 04:56:48 pm »
Plus, random lynch is really not so bad considering how unsure everyone is and the high chance of it hitting scum.

If by "not so bad" you mean "worst thing we can do today", then I would agree. A no-lynch is better than random lynching.

Mafia Game Threads / Re: Mafia 82: Speed-Dating Mafia - Day 4
« on: July 10, 2016, 09:33:38 am »
Thats not how it works. We have the most tiebreaker votes on Awaclus so he'll get lynched. If Awaclus is scum abd someone else isn't voting for him, then his scum partner can use that to win.

The rules mention that you need "valid votes" at the deadline for there to be a lynch. I interpreted that as at least one voting pair required.

Mod: can you explain what you mean by valid votes?

Mafia Game Threads / Re: Mafia 82: Speed-Dating Mafia - Day 4
« on: July 10, 2016, 07:53:18 am »
With 36 hours until the deadline, we're heading for a random lynch. Need to make sure we have at least one set of valid votes when the deadline hits. I can move my vote to Silver at that time if required.

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