Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - mischiefmaker

Filter to certain boards:

Pages: [1]
1
Dominion General Discussion / Pillage pinning
« on: September 13, 2012, 02:54:37 pm »
TL; DR: I'm an idiot. This isn't a real thing. Look, a picture!

It's usually pretty hard to repeatedly Pillage your opponent -- Pillage trashes itself, and it also clogs up your deck with Spoils, making it harder to get to the Pillages that are in your deck.

We can solve that problem with Graverobber, which not only fetches Pillage from the trash, but also puts it back on top of your deck, for easy access the following turn. But we've only replaced our problem, since now we have to get repeated access to the Graverobber.

Finishing off the pin is King's Court-Scheme, which gives us four things we need: 1, a source of extra actions so that we can play both Pillage and Graverobber; 2, a way to put the Graverobbers on top of the deck so that we can repeatedly get the Pillages, 3, a way to ensure that all the Spoils we're getting from repeatedly Pillaging don't stop us from playing the pin, 4, a way to draw those Spoils so that we can actually do something once our opponent is pinned.

The actual pin:
 - Draw KC-KC-Scheme-Scheme-Scheme.
 - Play KC on KC
  - on Scheme, drawing KC-Graverobber-Scheme
  - on Scheme, drawing Scheme-Pillage-Pillage
  - on KC
    - on Pillage, discarding your opponent's best 3 cards
    - on Pillage, discarding your opponent's remaining cards
    - on Graverobber, returning 2 Pillages and some other action to the top of your deck
 - play Scheme 3x, drawing three cards

Do whatever you want since your opponent has no cards. Often those three cards will be enough to get you another KC or Scheme, in which case eventually you'll be able to extend your turn to KC a Scheme and draw more non-pin cards; or those three cards will all be Spoils, so you can buy Province, or your opponent will just do this:




Otherwise, you've KC'd scheme twice and played it three times. Your deck already has 2 Pillages on top from the Graverobbers; now clean up and put Scheme, Scheme, Graverobber, KC, 3 Schemes, and 2 KC on top, in that order. Rinse and repeat; hooray! Now your friend hates Dominion!
 
You might say that this combo is too slow, and on some boards you might be right. Playing it solo, I was able to Pillage my imaginary opponent twice during turns 7-10, and then was able to Pillage every turn starting on 11-12, with the pin coming on turn 16-17. Turn 16-17 is obviously pretty late in the game, but here's the thing: it's pretty damn hard to buy a Province if you're getting Pillaged every turn. I tried it with Smithy-BM and even when I timed it so that I got Pillaged on the best possible turns 7-10, I never got more than 4 Provinces by turn 16 (and keep in mind that the pinner can buy Duchies once the pin is in place). I encourage you to try your favorite combo solo and see how effective it is when you lose your best card every turn from turn 12 on, knowing you will have no cards starting turn 17.

Now obviously a 4-card combo is going to come up roughly never. But it's worth knowing about. And playing through it really helped illustrate the point that getting Pillaged every turn is freaking rough -- there's probably quite a few boards that will have Pillage and Graverobber or Rogue and will allow you to do some weaker variant of the pin, not to mention multiplayer games where you might get Pillaged by multiple opponents.

2
Dominion: Dark Ages Previews / Graverobber rules question
« on: August 30, 2012, 06:37:49 pm »
What happens if I choose the second option, but do not have an action card in hand? (This is not the same as the accountability issue mentioned earlier -- I can have zero cards in hand, or I can even reveal them though I am not forced to do so.) The FAQ specifically says I can choose an option even if I know I can't do it, so the answer isn't "you can't choose that option".

The relevant text of the card is "...or trash an Action card from your hand and gain a card costing up to 3 Coins more than it."

There are a couple of different interpretations that make sense to me:

1. "trash a card" and "gain a card" are not separate clauses. You either do everything in the single clause "trash a card then gain a card" or you do none of it. So if you don't trash an action card, you gain nothing. This is supported by the FAQ on Governor, which has the same wording, and so I'm pretty sure this is the right interpretation, but the FAQ on Graverobber doesn't mention it so I thought I'd check.

2. They are separate clauses. You didn't trash an Action card, so there is no cost. No cost is equivalent to $0. Therefore you may gain a card costing up to $3. This was my initial interpretation, since the text is not the same as the text on Remodel/Expand/Upgrade/Remake. On the other hand, maybe the text is different only because there's too much text on the card, which is supported by the text on Governor. On a third, orthogonal (ewww) hand, is an undefined cost really the same as zero?

3. They are separate clauses. You didn't trash an Action card, so the cost is undefined. Uh...I don't even know where to go from here (do I get to make up the cost since it's undefined and I'm the active player? That can't possibly be right) so I'll just make a programming joke: null pointer exception, the game ends in a draw and you pick a new kingdom.

3
Dominion Articles / Combo or trap: Tournament/Scheme
« on: February 23, 2012, 06:48:58 pm »
jonts' Scheme article going up on the blog today and a game I played got me thinking about this potential combo.

Strengths:
 - Once you win the first tournament, Scheme gives you the ability to get more plays out of your Trusty Steed or Followers (or Princess or Bag of Gold, I guess). This is probably the biggest attraction.
 - Since you will often want some other action for trying to quickly bootstrap to $8, if you miss, Scheme lets you try again. For instance, say you play Vault, but don't draw Gold -- just buy Gold, topdeck the Vault, and try again.
 - If you have a couple of Tournaments and a Province already, but don't get them to collide, you can topdeck the Tournament to try again.
 - In many tournament games, you often want to use a Tournament to get to $8 and your first Province. In cases where your Tournament is at the end of the shuffle, having a Scheme prevents it from missing the shuffle and improves the chances you can collide Province/Tournament on the next shuffle.

Traps:
 - As the article says, Scheme sacrifices power for reliability. Having a Scheme instead of Silver might make it harder to get that first Province. Having the ability to topdeck Followers doesn't mean much if your opponent gets to Followers first.
 - Since you often want some other action to quickly bootstrap to $8, Scheme might get in the way. Terminal draw is the most obvious example.

Tournament is one of my 15 or so worst cards (-1.49 Eff With), so I'm hesitant to make definitive statements, but it seems to me that on balance it's worth picking up a Scheme or two in a Tournament-based deck. Not sure when, though -- before the bootstrapping action? After, but before Tournaments? After Tournaments, but before Province? After Tournament/Province? After getting a Prize? Probably depends on the rest of the board, but I'd like to hear thoughts from others.

4
Dominion Articles / Combo: Cartographer/Tunnel
« on: February 15, 2012, 05:37:47 pm »
I imagine most of those who frequent this forum already know about this combo, but the specifics are kind of interesting.

First, let's talk about these cards separately. As alluded to in another thread, Cartographer can be a bit of a trap card, as it's easy to fall in love with its sifting power only to realize that you haven't bought enough good cards to actually sift for. In addition, it's easy to trigger unwanted reshuffles, and since you've sifted through all your junk, your next few hands will be mostly that junk.

Tunnel can be another trap card. At first glance it either looks so powerful (2 VP for $3 AND you can get bunches of Gold?) or so weak (only one VP more than Estate, and how am I ever going to trigger the Gold-gaining effect?). Then you realize that there are tons of cards that cause discards and maybe you buy a Tunnel, only to find that either you can't trigger them as often as you'd hoped (Oracle, opponent's single Militia), so you buy more Tunnels, and now you have tons of Gold, but your hands are all Gold-Gold-Tunnel-Tunnel-Copper. Sad panda.

Putting these cards together helps them solve each other's weaknesses. Cartographer's 4-card discard reach and the ability to chain multiple Cartographers means you don't need very many deck-clogging Tunnels to reliably trigger the effect. The Gold-gaining effect solves the dilemma of having to spend your buy on Cartographers and still get good cards to sift for. Add it up and you have a combo that's reasonably competitive.

However, it's important to make note of two things. One, while this combo is reasonably good, it's inferior to both Smithy-BM and Envoy-BM. (It has a narrow margin of victory in the simulator, but that's because the default bots don't buy Tunnel. Add a buy rule to buy Tunnel at <= 3 Provinces and both Smithy-BM and Envoy-BM pull ahead.) Two, it's a huge dog to at least three other Tunnel strategies: Young Witch/Tunnel, which is a beast, Warehouse/Tunnel, which gets going fast, and Embassy/Tunnel; this is because while Cartographer reaches 4 cards into your deck, it can't discard anything in your hand, so having both in the same hand gives you the double whammy of having a dead card *and* not being able to find/discard it for Gold. It's pretty good when there's not much else going on on the board, but it's not always going to be the dominant strategy, and it's not that fast (it derives most of its power from the additional VP from Tunnels, which you can hit early without clogging the deck).

Also of interest is that this strategy plays well with other cards, unless they're terminal draw. Cartographer/Monument/Tunnel is nearly a 3:1 winner over Monument-BM, and Cartographer/Mountebank/Tunnel is a 60-40 favorite as well. Cartographer/Witch/Tunnel, on the other hand, is nearly dead even with just plain Witch.

5
Game Reports / Awesome combo or luckiest draw ever?
« on: December 18, 2011, 01:39:06 pm »
I played this game against ScottPilgrim92 yesterday:

http://councilroom.com/game?game_id=game-20111217-113710-6682a597.html

I basically let his choices define my strategy, as I had no idea what I was doing. Quarry to buy Market? Sure! Multiple Markets to use Quarries to buy...I dunno what? OK! A gold here, a silver there? Why not? On turn 8 I have a particularly epic buy of mishmosh parts, and comment in chat, "It's like I'm trying to build a Fairgrounds deck". It should go without saying that Fairgrounds were not in the supply.

When he goes Potion, I think, hey, I should clog up my deck with victory cards so he can't get anything good from my hand. So I grab some Duchies and some Silk Roads.

And then BANG all of sudden my deck just completely and utterly explodes. On turns 13, 14, and 15 I buy double province every turn, with money left over for a Silk Roads, Mining Village, and other stuff.

I have been trying pretty hard to reproduce my results playing solitaire to see if I can come up with a usable combo, but even specifying a 3-card combo with sifting to help (Quarry, Market, Crossroads, Warehouse), that deck stalls hard as soon as I start reaching for green. But...double provinces 3 turns in a row, that's either a really strong deck or ridiculous, ridiculous luck. (I will note that turn 14 was a 4 VP + copper draw, and I happened to have Haven'd a Crossroads, so the luck thing is likely.)

Can someone help me figure out which one it is? And if it isn't luck, is there any kind of combo that we can learn from this?

6
Dominion Articles / Counter: Native Village/Fortune Teller
« on: December 01, 2011, 05:05:33 pm »
       

Fortune Teller is, to be clear, one of the weakest attacks in the game. Early on, especially with any trashing, it can provide a Chancellor effect to your opponent, cycling through his deck and dumping it in the discard if it doesn't find any Victory cards, and thus helping him get to his new, more powerful cards quickly. And unlike other weak attacks (Bureaucrat, Cutpurse, Torturer to some degree), it improves not at all from playing multiple ones per turn, as the net effect to your opponent is the same.

If Native Village is on the board, Fortune Teller becomes even weaker. Each time you draw Native Village, if your opponent plays Fortune Teller, you can safely squirrel away a Victory card to your mat. Like the Apothecary/Native Village combo, when you begin greening, each play of Fortune Teller is another opportunity for you to clean out some green from your deck and keep it moving along; this is especially true in multiplayer games, where more than one person might have purchased a Fortune Teller. Also, if you're fairly certain a Fortune Teller will be played, you can be more aggressive about buying green, since you know you'll be able to clear it out of your deck.

Granted, Fortune Teller's attack is so weak that you might just ignore it. But if your strategy would be happy to incorporate a Native Village or three, it's a great way to turn Fortune Tellers from a nuisance into a key part of your deck construction.

Also might work to counter other cards that influence the top of your deck: Ghost Ship, Spy, Sea Hag, Scrying Pool. (I haven't tested this, so will need to verify/get other people's thoughts.)

7
For those of you that play live in addition to (or instead of) isotropic, how do you store your cards?

I've been using two of these, with dividers that I downloaded from BGG, printed on card stock, and cut.

Unfortunately, my two boxes are currently full, and I picked up my copy of Hinterlands today (hooray!), which got me thinking about how I'm going to store this set, plus two more sets next year. The options I'm considering:

 - Third box, which lets me use the same style horizontal dividers that I like, but three boxes is a little unwieldy for carrying
 - One large box, but all the large boxes I've seen stand the cards up vertically, so I'd need new dividers, and the top isn't as secure (woe be to me if I should drop the box the wrong way).

Anyone have a solution they like for storing cards that will easily expand another ~1000 cards or so? (300 for hinterlands, 150 for the spring expansion, 300 or 500 for the last expansion, plus dividers.)

Pages: [1]

Page created in 0.044 seconds with 17 queries.