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1
Maybe my google fu is weak, but it took me a surprisingly long time to find this link.

shuffleIT dominion online 2017

https://www.dominion.games/

2
Game Reports / adventurer and scout both good?
« on: May 08, 2015, 04:19:19 pm »
http://dominionlogs.goko.com/20150507/log.516d4542e4b082c74d7b70a8.1431035320559.txt



Code: [Select]
Crossroads, University, Warehouse, Scout, Spice Merchant, Thief, Mystic, Adventurer, Hoard, Possession, Colonymaybe we both played awfully, but I really envied his adventurer...

3
Game Reports / butcher/rats vs goons/gardens
« on: March 24, 2015, 12:34:53 pm »
I just won this game with a strategy that feels way too fancy.  butchering rats into spy hardly seems like a winning strategy?  Did my opponent just draw poorly?  (note that necropolis makes my plan slightly less insane.)



Code: [Select]
Menagerie, Baron, Bridge, Gardens, Rats, Scout, Spy, Butcher, Cache, Goons, Shelters

http://www.gokosalvager.com/static/logprettifier.html?20150324/log.514b5511e4b0b79c883b5e3b.1427214663687.txt

4
Game Reports / interesting money game
« on: January 27, 2015, 01:17:43 pm »
http://dominionlogs.goko.com//20150127/log.5075b25251c30da02a09b898.1422381884533.txt


Code: [Select]
Native Village, Masquerade, Warehouse, Philosopher's Stone, Militia, Nomad Camp, Silk Road, Thief, Vault, Peddler, No Shelters, No Colonies
My opponent opens copper/vault, and I open masque/militia.  (Copper?  Copper???)

Other than the copper, I think my opponent played pretty well, although he probably wanted to get a militia on T6.  I just wanted to highlight the game because the open is non-obvious, and it was a fast, money-focused game with interesting tactical decisions.  I think masque militia is correct against a vault open, but anway, i like the kingdom.  A lot of anti-synergy.

T8, I get a gold rather than province.  It's right before a shuffle, but I tend to think that this "right before a shuffle" business is a trick we play on ourselves.  It matters, but I think it's very easy to overestimate how much it matters.  However, I'd bought 2 golds, two silvers, plus masque, Militia, and Vault at that point, and I felt i needed the treasure.  I suppose I would've had the opportunity to get more later.  Your thoughts?

The end had me getting the penultimate province, which meant he'd lose on turns if he got the last province.  He'd passed me an estate in the early end-game (T12) - he could've passed silver and still had an assured province.  Looks like he had some super clumpy money there.

5
Dominion General Discussion / fun kingdoms/kingdom design
« on: January 02, 2015, 03:21:02 pm »
Just wanted to have a place to show some kingdoms that were fun



Code: [Select]
Courtyard, Apothecary, Develop, Advisor, Bureaucrat, Conspirator, Plaza, Count, Nobles, King's Court + colonieshttp://www.gokosalvager.com/static/logprettifier.html?20150102/log.5075b25251c30da02a09b898.1420229497874.txt

strong engine lacking +buy.  The only real gainer is develop, but with such a strong engine, and good actions at 2,3 (develop only),4,5,6, and 7, develop is really good here.  I went for apothecary and my opponent went for nobles.  Not sure which is right, but i lost big time.  I'm thinking the kingdom might be a little more interesting without colonies?  or something that makes it easier to get to colony earlier, e.g. a smithy variant?  How would you tweak the kingdom for maximum fun points? 

(PS, i suggested that a whole sub-forum be devoted to kingdom design.  i dno if people just aren't interested or if the forum feedback subforum gets no traffic, but if you like that idea or have comments on it, I invite you to say so here: http://forum.dominionstrategy.com/index.php?topic=12078.0)

6
Feedback / kingdom design subforum
« on: November 17, 2014, 05:51:08 pm »
Hey,

I think kingdom design deserves much more attention and that a subforum would help draw minds and posts to this under-explored topic. 

7
Dominion General Discussion / timed dominion
« on: October 31, 2014, 02:38:22 pm »
How would you do design a play-clock that would tighten the amount of time you had to make decisions?  In comparison to chess, games in dominion take variable amounts of time for various reasons.  I mean, would the clock make you not want to get scrying pool?  I'm assuming we don't want that, so how do you do it? X amount of time between each during-turn decision and Y amount of time during buy phase?  a clock that gets incremented every action you play? (up to some max?)

(I personally enjoy taking my time with decisions, but this seems like it's worth pontificating on.)

h/t to liopoil and Polk5440 for the idea behind this thread.

8
Help! / bandit camp/council room vs scrying pool
« on: October 14, 2014, 12:52:33 pm »
http://www.gokosalvager.com/static/logprettifier.html?/20141014/log.5075b25251c30da02a09b898.1413304268129.txt



Code: [Select]
Embargo, Pawn, Scrying Pool, Lookout, Workshop, Bandit Camp, Council Room, Market, Royal Seal, Peddler
I'm out of practice!  I've been playing bots too much and I guess I'm not used to the pace set by actual humans.  I just got crushed by a player ostensibly 22 levels lower than me...

My opponent and I both opened lookout/potion.  first reshuffle, he got bandit camp, then eec/pot/lookout on turn 4, which means two estates (good) and potion and lookout miss the 2nd reshuffle.  I got pawn/scryping pool turns 3/4 with nothing missing the reshuffle.  I'm thinking, market has to be a better first-five than BC with peddler on the board, but then he gets a council room and it never misses his bandit camps, despite his weak trashing and 1-2 bandit camps.  Now, council room is good here since i'm overdrawing my deck, but he totally crushed me, getting 4 provinces T12 (!) primarily fueled by bandit camps and 7 markets (why so many markets?).  So where did I go wrong?

T6 i make a questionable play.  My hand was ecc+lookout+pawn.  I play the lookout, revealing cc/SP and trashing a copper, obviously.  Now, if I discard the scrying pool, I can get up to $4 and grab a peddler.  If I discard a copper and pick up the scrying pool, the rest of my deck is 6 coppers, 2 estates, and one scrying pool, so the likelihood is that I draw a copper and end up with $4 anyway but now three of my actions have missed the shuffle (along with ecc).  I opt for leaving the SP on top and getting a second lookout.  Should I have gotten a peddler here?

Did I blunder strategically?  I mean, by T13 I had $19+P to spend and a very reliable deck, but my opponent had just gotten 4 provinces on his T12.  I mean, it seems like I over-trashed and neglected my economy early, but aside from T6 I'm not sure that I made any really poor plays...  Was he just lucky?

Any help would be appreciated.

9
Dominion General Discussion / When should you open island?
« on: July 23, 2014, 06:45:03 pm »
is there any kind of rule of thumb for when you should be opening island?  I feel like it's mainly in BM settings or with non-terminal $3s...

10
Goko Dominion Online / slow roll registry
« on: May 05, 2014, 07:47:40 pm »
strictly optional.  use it or don't.  if ppl want this taken down I can respect that.

https://docs.google.com/spreadsheets/d/1jBE-Kyafo-W-IJp5aoIWDLT8GEYyvEnh3LzDF3SEmps/edit?usp=sharing

11
Dominion Articles / article request: endgame control
« on: April 12, 2014, 12:35:46 pm »
My sense is that this term, and the focus on it as an element of strategy, is relatively new (like a year old).  perhaps there's already an article on it that I haven't found.  This article might want to be quite short, but it ought to be on the wiki.  Here are some thoughts to get the ball rolling.

What is endgame control (EGC), and why is it important?  Having the ability to choose to end the game is nice, but you don't really have "control" unless you can end it and win.  So EGC is the ability to end the game when you want to while holding or grabbing the lead.  Contrariewise, EGC involves preventing your opponent from doing the same.

Dominion games end on piles or province/colony, so decks have EGC when they allow you to gain a bunch of cards all at once - but again, you also need points.  So gainers in general help, but trash-for-benefit cards like Remodel, Salvager, and Counterfeit help a lot because they provide gains that exceed your average buying power.  Goons is very nice as well in providing points and gains.

EGC is nice even in the mid-game because it can force your opponent to buy victory cards defensively instead of building.  In the end of the game, EGC allows you to come from behind or nail down your opponent's coffin when you're ahead.  When the score is close, you often find the lead switching from turn to turn; in this case, EGC means you can pick up the lead without letting your opponent come back.

Most big-money strategies lack EGC because they have no gains.  They have trouble ending the game while ahead, and they have even more difficulty coming from behind.  It seems to me that this is one of the reasons while money strategies are generally weak even when they provide slightly more points/turn: if I'm behind with engine, a big turn might allow me to pick up the lead and end it.  Doing this with most money strategies is hard.  (Counterfeit and Wharf are notable BM enablers whose gains provide EGC; this is one of the reasons Counterfeit so good for BM.)

One of the subtleties of EGC is that it's not just about deck composition.  It's also tactical.  This is why you have to take time to calculate at the end of a game.  Decisions you make at the beginning of your turn may determine whether you have enough gains to end it - or whether you have enough cash to take an insurmountable lead.  In my games with Stef, I've found he's exceptional at this, and I think end-game tactics are part of what separate the 30-somethings from the 40+ players.

So far, what I've written doesn't really account for the fact that EGC should also mean the ability to prevent your opponent from ending on a win.  To accomplish that, you basically have to stake out a lead and/or keep piles from getting too low.

Your thoughts?

12
Game Reports / the hugeness
« on: April 01, 2014, 12:17:23 am »
Just played a game against bots where the engine was HUGE.  I got 61 points in 12 turns, which I'm quite sure is super slow.




Code: [Select]
Stonemason, Steward, Fortress, Procession, Trader, Market, Outpost, Tactician, Upgrade, Expand
http://www.gokosalvager.com/static/logprettifier.html?/20140331/log.5075b25251c30da02a09b898.1396324487123.txt

Almost everything on the board is useful.  The "payload" is expanding 5-cost actions into provinces (and upgrading fortresses into duchies).  you get those actions with procession/upgrade-fortress.  You don't need treasures to get points, so it's also a double-tactician board - with outpost, even!

I went for markets so I could get some cash economy, which is definitely a mistake (you can get your expands by upgrading gold), and I failed to get the double-tactician going at all. 

crazy sauce!!

13
Goko Dominion Online / goko lives
« on: March 28, 2014, 01:59:24 pm »
for us and only us.

i mean, it seems like basically the corporate entity behind dominion online is now "Making Fun".  the goko front page no longer exists.  so we can still call it goko, but I think it's a bit funny is all.

14
Rules Questions / Procession island
« on: March 03, 2014, 10:56:59 pm »
What happens when I procession an island?  This much is clear: I set two cards aside and gain a $5 action.  But do I trash the island?  Or did I lose track of it when I set it aside?

15
Game Reports / herald top-deck ftw
« on: January 29, 2014, 12:49:53 pm »
http://dom.retrobox.eu/?/20140129/log.5075b25251c30da02a09b898.1391014805971.txt

usually i see the top-decking as a sort of side benefit for when i want the herald and have extra to spend on it.  Here, i just spam the overpay so as to win the curse split.

I think my strategy here was a little cock-eyed.  I guess with a curser played in the first reshuffle, it's not soo crazy to have the game go 27 turns, but this is .  herald and soothsayer definitely anti-synergize.  my opponent had terrible economy. 

when do you really value the overpay?  is my win here a fluke?

16
Forum Games / What is a forum game?
« on: January 07, 2014, 12:26:18 pm »
Not a joke.  How do you play, e.g., 7 wonders via forum, and what else happens here?

17
Game Reports / in which rebuild is not viable
« on: December 18, 2013, 10:30:04 am »
Here's an kingdom where rebuild just can't win. 



Code: [Select]
Herbalist, Market Square, Remake, Salvager, Worker's Village, City, Highway, Knights, Rebuild, Witchestates and colonies.

We played this several times.  I've kind of decided I'd rather play without rebuild for the most part, and I suggested to yed (who was very gracious and friendly) that we agree to ignore it as soon as I saw it.  But then, looking at the board, I realized that the knights are very effective against rebuild, especially with highway (playing two is the sweet spot where 8->6 and 5->3), and the highways along with the strong trashing and plentiful buys make for exploding ( >exponential, technically not "explosive") payload.  Cities and witch provide draw.

Here are all the games we played: http://gokologs.drunkensailor.org/logsearch?p1name=flies&p1score=any&p2name=yed&startdate=12%2F17%2F2013&enddate=12%2F17%2F2013&supply=highway&nonsupply=&rating=any&pcount=2&colony=any&bot=false&shelters=any&guest=false&minturns=&maxturns=&quit=false&resign=any&limit=20&submitted=true&offset=0

The first one was engine v engine.  No rebuilds bought.  This is a fun engine board, I highly recomend it. 

After another game or two, I suggested that we retry this one, and yed said he'd go for rebuild.  He won this one, but only on account of my carelessness allowing him to empty piles.  I don't recall exactly how many duchies were left at that point, but it was more than two, I'm pretty sure.  I'm 100% certain that I'd have won the following turn if I'd bought an estate instead of the last highway.  He said his plan was to pile out estates and duchies.  I suggested that destroying the province pile was likely to be quicker.

So we tried again, and then again.  The second time I bought no duchies, only rebuilds on 5-7, silver on 3-4, and a single province on the penultimate turn.  Still too slow.  Note that in this game, the engine buys no attacks and still wins handily.

We tried one more time to see if rebuild could cut it.  This time, the rebuild player would attack the province pile even stronger - naming estate once he has a single duchy (note on T8 he's forced to get a second duchy).  Having Dame Natalie (gainer) on top is real handy with highways available.  On T13 I manage to remake copper into colony  8) and win real big.

So, not that anyone ever really doubted this, but strong engines definitely can beat rebuild.




18
Game Reports / Rats/Watchtower ftw
« on: December 11, 2013, 06:15:39 pm »


Code: [Select]
Fishing Village, Village, Watchtower, Pirate Ship, Rats, Hunting Party, Journeyman, Mountebank, Tribute, Goons
http://dom.retrobox.eu/?/20131211/log.50bfbb9ae4b0a380e35fa23b.1386800824183.txt

So Rats/Watchtower is a thing.  I don't remember what thread it was, but it was mentioned earlier this week.  If you have a WT in hand, Rats becomes +2 cards, +1 action, trash a card in hand, which is sick.  But can you line them up? 

Can you do it here?  Well, I got some early luck lining them up (and in hitting $6 T4, incidentally), but the main reason it works so well is that WT is already desirable.  You've got actions galore including FV, a disappearing village, strong terminals, and the WT defends against Goons's discard, AND, of course, Goons and Watchtower are good friends.  (It defends against Monty as well, but that wasn't an issue here.)  In addition, the engine has a huge payoff in the Goons points, so trashing is very helpful. 

Starting T10 I had my whole deck in my hand almost every turn with basically nowhere to go but up.  There's no way that would be possible without trashing down.

So, I'm convinced that Rats is correct here, but I'm not sure I did the right thing in buying my first one T3 without any WT in deck.  Does my buy order look correct?  Probably the tribute was a mistake - i mean, the actions might have come in handy, when it's just +4 actions that doesn't hurt the draw to X very badly, and his deck had all ten startign cards, and I didn't really need the draw - I could have gotten monty I suppose; my main reason not to do that was that the game was gonna end soon, and, in retrospect, the copper isn't hard to skip with HP and Journeyman.

Anyway, I had fun and wanted to share my epic win.

19
Game Reports / slog fairgrounds+IGG vs minion stack
« on: November 22, 2013, 03:25:26 pm »


Code: [Select]
Shanty Town, Baron, Navigator, Scout, Silk Road, Young Witch, Butcher, Ill-Gotten Gains, Minion, Venture, FairgroundsShanty was the bane.
http://dom.retrobox.eu/?/20131122/log.5075b25251c30da02a09b898.1385147298293.txt

I wanted to share this game b/c I enjoyed it a lot and it was somewhat unusual for me: I almost never win trying to slog with fairgrounds.  But here, the engine is rather delicate, and Silk Road makes strong support for the slog.  Minion stacks need high minion density, so junking attacks and extended greening hurt. 

He starts buying Shanty Towns, indicating more of an engine direction.  T6 he gets a minion.  Typically, uncontested Minions are quite strong, but here the only trashing is Butcher, and it's hard to get Butcher to turn curses into engine parts without useful $2s.  Plus, he gets his first minion after I've gotten 2 silvers and a gold, and minions don't really like treasure.  Instead, I have to hurt his minion stack.  That means junking him.  With all the Shantys he's got, YW won't do it.  IGG is the way to go.  IGG can hand out curses very fast if you can hit $5 reliably, and that's really going to hurt the Minions.

However, IGG rush is also out because of the Young Witch.  When Hinterlands first came out, I looked at IGG, figured out whether it was rushable, and if it wasn't I'd tend to ignore it.  Later, I saw how can IGG work in the presence of other cursers, helping you win the split.  IGG is usually a crappy silver after you buy it, so you often don't want it outside of rushes, but TfB is one of the major exceptions to that rule.  IGG works real well with Butcher.  But in a slog where you're not trying to hit $8, the copper gaining doesn't hurt and can even help.  Here, where I'm trying to hit $6 with a hand of four cards, copper isn't so hot, but $6 is not $8, so it's not that bad either.

My fifteen uniques for FG are to include IGG, YW, Butcher, Shanty Town, G/S/C, Curse, P/D/E, Fairgrounds, and Silk Road, so I'll need two more.  Baron is decent - I'd trashed two estates, but the estate gaining is nice for beefing up the Silk Road.  That leaves Minion, Venture, Navigator and poopooface.  Of these, Venture helps my deck the most, but I get a navigator b/c I'm nervous about getting up to 15 uniques quickly in case of an early end.  Plus, I mostly want to bump my $5 turns up to $6 with tokens.

Long story short, my plan works.  Yed is able to draw his deck pretty reliably, but all the curses and coppers prevent those crucial Minion collisions.  Plus, it takes quite a while for him to get the engine running.  By the end he's struggling to hit $5.

I benefited from some good luck, blocking the YW often, few terminal collisions, and my butcher never missed the reshuffle, and of course first player advantage helps in cursing games, but I am inclined to credit my choices for the win.

20
Game Reports / in which I use steed for the silver twice (sans feoda)
« on: November 19, 2013, 05:16:23 pm »
http://dom.retrobox.eu/?/20131119/log.5075b25251c30da02a09b898.1384898026341.txt



Code: [Select]
Oasis, Woodcutter, Marauder, Mining Village, Tournament, Trader, Graverobber, Ill-Gotten Gains, Mystic, Possession

Nothing particularly elegant about this slog.  It wasn't a close game (I got some decent luck, my opponent's mystics were only ever just silver), but I wanted to ask whether you think the silver gains were correct and discuss the steed-for-silver option more generally.  Certainly it's less frequently useful as compared with the others.

My first gain is on T12.  Treasurewise, my deck has 2 IGG, a spoils, a gold, and my starting coppers.  I've also got Followers, Steed, Mining Village, 2 Ruins, 2 Oases, 3 Tourneys.  Plus an estate and a province and shelters.  I am way ahead already as my opponent has one gold on me, 3 curses, and nothing else too exciting.  My main objective is to clamp down on my lead.  My deck feels pretty thin; I'm not hitting $5 reliably, let alone $8.  I think it'd be real hard to hit $8 reliably at all on this board.  That being the case, my sense is that at this point I can basically ride IGGs, picking an odd province, piling out on curses and ruins and one other pile (ends up to be IGG), so my thinking is that I do want to hit $5 reliably.  So I go for silvers.  T16 I do it again for the same reason.

So: silvers are good here because I'm not trying to put engine parts together (I've already got the steed and the followers), I haven't got a lot of treasure, I do have a fair amount of junk with no trashing, I'm not trying to double province, I mainly want to hit $5 reliably and often.  Contrariwise, the +2 options are best for getting to $8 (or supporting other actions), neither of which is a strong concern.

There will be other cases where you take the silver, e.g. fuel for tfb, the occasional engine that needs a boost of silver (tho that's got to be pretty rare), and of course feodum, but you basically need a constellation of unusual circumstances for the gains to be useful.

21
Game Reports / In which Stef wins by a transmute
« on: November 18, 2013, 05:35:00 pm »
http://dom.retrobox.eu/?/20131118/log.50b20dc3e4b0c9ce0cf27eb3.1384812856848.txt



Code: [Select]
Transmute, Beggar, Apothecary, Scrying Pool, Scheme, Spy, Horn of Plenty, Journeyman, Mine, Outpost
So I'm looking at this board and thinking, no +buy, no virtual money, no +action, no trashing, SP is out.  That leaves apothecary/beggar, but that probably needs +buy too.  Big Money it is.  Plus, I'm playing against Stef, so I probably can't beat him at engine building anyway (note that this is a terrible reason not to go engine).

However, there is pseudo+buy in horn and outpost, and scheme really really helps the outpost.  And there is trashing in transmute which is really a key card in this engine.  Stef never buys/gains a treasure besides the potion and the Horns, so without the golds from transmuting estates, he'd never get to $8.  Later, he uses the transmute on a scheme at the end for a duchy, which gives him the win that turn.  (If that hadn't been enough right at that point, he had an outpost in hand whereas I could only buy an estate on my next turn, leaving up to 4 effective turns he'd have had to make up the difference.)

Thanks to some decent luck (his spying attacks never really hurt me - the one time he skips a journeyman i'd have drawn it dead anyway), I get four provinces by T12, but it's not enough.  He gets the horns up to 8, cashes out, and wins by a nosetransmute.  "Such a powerful card," he says.

PS: Stef said he hadn't even noticed the possibility of Journeyman/BM.  I guess when you set your sights high...

22
Game Reports / GGG - Goons/Governor/Gardens
« on: November 15, 2013, 04:18:16 pm »
http://dom.retrobox.eu/?/20131115/log.5075b25251c30da02a09b898.1384548083253.txt



Code: [Select]
Crossroads, Lighthouse, Oracle, Farming Village, Gardens, Apprentice, Governor, Knights, Witch, Goons(Sir Michael - discard - was on top but never bought)

An interesting game here.  Huge engine potential, with Goons and Gardens for alt-VP and Governor/Apprentice to draw your deck every turn.  The main thing against the engine is the lighthouse.  You can easily gain a lot of them through governor trashing and goons buying, so you've got very strong coverage.  This hurts the the Governor's draw (given the discard attacks), and of course it makes knights pretty useless. 

The first difference comes with the first reshuffle, where my opponent buys a Witch on 6.  I think this is clearly a mistake b/c of the lighthouses and the good $2 targets for governor trashing.  I pick up a goons for the attack and to start in on my lighthouse coverage.  Unlike the curses, which hurt later, while the goons hurts now, at least in principle.  Looking at the log, the discard attacks didn't really hurt that much, so I'm thinking that governors should've been a higher priority.  I'm ok with goons 1 before governor, but T10 i get a 3rd goons instead of the last governor while I have no plus action - definitely a mistake.  My opponent wins the governor split 6/4.

Turn 12 is where we start to diverge.  He picks up an apprentice while I, stuck with $4, get a gardens.  I was basically feeling a little behind in the engineering race and wanted to start greening.  I get a big turn T13 - the crossroads was in the last 4 cards in deck - if I hadn't picked that up I'd have been very sad.  I get $20 and four buys.  I make another mistake here in getting two provinces, a gardens and a copper.  Almost certainly this should've been something like 3xgardens + prov/goons, although at this point there are still 6 goons in the supply. 

From there, I'm basically all green while my opponent's engine is really starting to cook.  He's drawing his whole deck every turn, but the clock is ticking.  I am trading my silvers in for gardens through my opponent's governor trashing, and he's only got one goons to start.  T14 he plays one goons, T15 he plays 3, and T16 he plays 5!  However, his governors are putting cards in my hand, so T16 I manage to pick up all my goons and the crossroads (drawing just 4 with it -  :'() and pile it out on goons, governor, and gardens.

Very fun game here.  GGG all!  (Dan Savage would be proud, I'm sure.)

23
Game Reports / non-optimized apothecary/native village
« on: November 14, 2013, 04:08:59 pm »
http://dom.retrobox.eu/?/20131114/log.5075b25251c30da02a09b898.1384462486904.txt



Code: [Select]
Herbalist, Native Village, Pearl Diver, Apothecary, Develop, Bureaucrat, Spice Merchant, Talisman, Rabble, Tribute
My first time pulling this off so I wanted to share.

I tried to be really disciplined about it - i bought just one copper and a single native village.  I should've gotten a second to deal with the onslaught of rabbles (e.g. on T10).  I played the NV blind once T8 when I was sure there were no apothecaries to soup up (cd've gotten the second NV here instead of playing it blind, since it looks like there were no estates left in the deck either).  Pretty straightforward besides that. 

You can see that i had green floating around in my deck the whole game.  I never managed to pull up the starting cards because the rabbles meant i kept drawing them.  Another NV and I think I'd have been golden.  I was behind for most of the game, but this combo has practically infinite longevity, so I was able to keep my buying power up through the end.

I only had 2 provinces by T14, so I guess I was doing something wrong, the lack of the 2nd NV being the most likely culprit.

24
Simulation / big money ranking?
« on: October 24, 2013, 07:48:52 pm »
is there a topic listing the performance of various big money variants against each other?  I'm sure I've seen it...

25
Innovation General Discussion / any tips on speeding up IRL setup?
« on: October 22, 2013, 10:47:37 am »
So much shuffling.  Is there any help for it?

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