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Topics - wrathofmine

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Game Reports / interesting games with beginners
« on: August 25, 2012, 09:40:42 am »
I had 2 beginners who never played dominion and am happy of the kingdoms I created, we had two very interesting games and they bought one copy of dominion each one (donald can thank me again ;) )

First game :
- cellar, moneylender, smithy, lookout, market, bazaar, cutpurse, spy, throne room, oasis

impossible to open double terminal, you can improve your deck in the beginning by trashing, drawing or attacking

First player opens moneylender silver and goes for some kind of big money
Second player opens market, copper (against my warnings), sees that the big money of first player gives big turns very fast and goes for some kind of smithy/big money
I open market/cellar. Seeing that my two beginners want to go for heavy money decks I try an engine based on throne rooms/market, and one cutpurse with lookout for trashing. My principal objective was a deck with many different actions cards to show them why you need trash, attacks, and how you can combo actions. I also avoided to buy the cards they had (so: no moneylenders, not so many smithies).
The engine was very challenging to pull out (and clearly not optimal) but I managed to get the win over the moneylender/big money. And the smithy player gets far behind stopping brutally to buy money to get one of each actions when he saw the combo possibilities.

Second game, I want to add some "rules" but let the same flavor they liked, so :
- lookout leaves for steward : choices
- bazaar leaves for tribute : one player saw this card and wanted to try it, so why not (and I hoped one player would have bought too many actions and cannot play them)
- moneylender leaves for jester (you wanted to get rid of your coppers... now get some, and discover the curses)
- cellar leaves for moat (obvious reason)

This time first player goes steward/cutpurse saying "why would you ever buy silver above steward" and goes for a heavy action deck (cruel lesson)
Second player (the one who wanted tribute) goes very fast for a heavy tribute/jester, because of opening 5$ and lucky 5$s at the beginning.
I make some heavy trashing with steward and follow on jester

Near the beginning my jester gives the too-many-action-player one more cutpure to help him drawn in terminal actions.
The tribute player's deck goes impressively great as soon as I reveal one action. He is also the only player with moat for a moment.
I finish first with a good advance (being the only one to buy golds!) but they understood their mistakes.

That was a long time I didn't have real fun playing with beginners and I'm really happy with the kingdoms I created. Everyone enjoyed the game and they learnt their mistakes by themselves seeing the other possibilities of the board.

edits: I fight against my keyboard

When you play IRL it's important to find ways to keep track of how many actions are left, how much money the player have with his actions etc...
It's a challenge when a player play king's court / kings court / pawn / minion / nobles.

what we do is :
- making a tree with actions: if there is only one action under your village you've still got one action left with that village. (when I play one isotropic I still visualize my cards like that to keep track of my actions in my head)
- turning 90 the duration card at the clean up. Next turn's clean up we will know which one have been played last turn or now
- when minion chain (without throne room/KC) we put the "discard your hand" ones on another column, to be sure we don't count $ for those afterwards.
- we recap orally how many $ and buys are on the table before we play the money

For the rest it's memory but I think with the coming of dark ages we can have games that will be harder to follow : procession / kings court / pawn / merchant ship for example. I don't know how we're going to put that on the table and keep visual for next turn.

Do you have some tricks to follow certain steps during someones' turn  ? do you play differently your cards on the table?

Variants and Fan Cards / Attacks that give a choice to opponent
« on: August 17, 2012, 09:48:53 am »
Since Torturer is out I think a card where you have to choose between get the attack or give a bonus to opponent could be interesting. Like that for example :

5$ - Action - Attack
+1 card
+ 1 action

All other players may discard down to 3 cards in his hand.
If at least one don't : +2$

That could be interesting because once everyone has discarded, you cannot have +2$ anymore. But if they don't want to discard their cards and you have another in hand, you can win another 2$ or make them think twice.

I also thought of the same card with stronger attack but as a terminal to make it less easily spammable :

5$ - Action - Attack
All other players may gain a curse (or a copper if no curse available)
If at least one don't : +2$

I add the copper requirement to make the card not useless if there is no curse available anymore. I haven't tested those cards so far, just an idea I wanted to see in Dark Ages. Maybe there is a good reason no card of this type has been done and I don't see it.

What do you think ?

Rules Questions / Hoard / Trader
« on: August 13, 2012, 04:44:54 am »
With Hoard in play and Trader in my hand, can I buy an estate, reveal a trader to gain a silver instead, but still gain the gold from the hoard ?

I would say yes because for me the gain "triggers" after the buy, and hoard gives a gold on buy, but I'm not sure of me ? can someone confirm that or tell me where I'm wrong ?

Game Reports / locked by rabbles/minions
« on: August 01, 2012, 12:37:42 pm »

I just had a very long game where my opponent gave me each turn 3 victory cards in a 4 cards hand with 3 victory cards to draw. The game took forever because I had 5 provinces and 2 duchies to 2 provinces and my oppponent wanted to cautiously build up without let me play and there was no +buy on the board.. Here is the log :
I just couldn't play from turn 20 to 38 where I finished buying the 10 curses to win (I thought of this exit very late). My opponent did a mistake ending 2 piles, if he hadn't I couldn't have won I think.

But this game gives me many questions. Is this a frequent way to play ? Did I have any way to avoid this ? Could I see it come and made a big mistake ? And which way would you take ? (I know Hunting parties/rabble wasn't optimal because the way I played, after a good hand I had big chances to have a crap one.)

And would you choose this way to play on this board ? I ask that because I find this all but fun playing hours to have your opponent "0$... I buy nothing/copper/curse" (and I cannot imagine in a real game). And when you are the one that is constantly with 0$ hands, it's so boring and frustrating to play...

I'm not english speaker so excuse me if I'm not simple to understand.

Game Reports / Unlucky Treasure map
« on: June 12, 2012, 09:46:50 am »

I feel i've been the most unlucky with treasure map i could be :
in turns 12 and 13 i had 6 cards in my deck, and still not the 2 treasure maps together : 3 coppers, 2 treasure maps and a lookout. What is the probability to have that ?

I know I should have done like my opponent and buy 3 or don't buy it at all, the set had many other possibilities, but I like this card so much... not my fault!.

And my after game is horrible but 4 provinces to 0 with nothing but 4 golds in the deck I don't think I could have come back.

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