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Topics - mameluke

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1
Rules Questions / Villa / Wine Merchant
« on: March 10, 2017, 11:32:06 pm »
if I have a Wine Merchant on my Tavern Mat, and it's my buy phase, and I have $6, and I buy a Villa, can I discard the Wine Merchant from my Tavern Mat prior to returning to my Action Phase?

The wiki seems to say no (http://wiki.dominionstrategy.com/index.php/Villa), but this did work on Shuffle iT.

2
Goko Dominion Online / Dominion Online Freezing?
« on: August 16, 2016, 10:47:18 am »
I've noticed this the last few days, quite a few times the whole application has just frozen on me in the middle of play. Has this started happening to anyone else recently?

My only guess is that it has something to do with the new update to Windows 10 that was just installed.
 

3
Game Reports / Suboptimal components make for a fun board
« on: June 28, 2016, 11:18:28 am »


Code: [Select]
Amulet, Oasis, Watchtower, Ironmonger, Ranger, Transmogrify, Distant Lands, Library, Fairgrounds, Harem

http://gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160628/log.0.1467126251926.txt

There's no village, but Ironmonger is there. The only +Buy is on Ranger, which isn't strictly needed for draw and takes up terminal space. There's no other gaining except Transmogrify, which leads to interesting decisions. Amulet is a good trasher, though. Otherwise, lots of potential points with Distant Lands and Harem -- and neither of us went for Fairgrounds!

I just found this board to be one of the more interesting as-you-play games as far as decisions go, making sure you Transmogrify at the right time and massage the Oasis-Ironmonger-Library interactions correctly. Spiking the early Province was OK because I kept discarding it to Oasis, but I only realized a bit later than I should have how important the +Buy from Ranger would be. I'm not sure I could have gone after another one because I was afraid of terminal space.

4
Game Reports / Always look for the three pile
« on: May 16, 2016, 11:48:56 am »
http://gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160516/log.0.1463413307992.txt



Code: [Select]
Alms, Seaway, Oasis, Baron, Horse Traders, Marauder, Bandit Camp, Haunted Woods, Mint, Stables, Grand Market, Hireling

Here's a game I had no business winning. I don't know what my opponent was thinking here, not trying to three-pile him/herself. But I had the world's worst deck, bogged down by Ruins (I should have opened Marauder/Marauder as well), and some pretty bad shuffles, but thankfully I found three of my four Grand Markets at the bottom of the deck in one hand. With 5 estates left, I was able to just have enough buys and enough money for four of the estates, putting me into a tie, but then I remembered I could buy Alms with my last buy and pick up the final estate for a 20-19 victory.

5
Variants and Fan Cards / Idea based on Storyteller
« on: March 27, 2016, 07:20:29 pm »
Been playing Adventures more recently and thinking about the 'pay' mechanism. What do you think of something like

Action -- $6

+$1
+1 Buy
Pay up to 4 Actions (Actions, not Action Cards), +$1 per Action paid.

Basically, an Action version of Diadem. It has to be worth it if there are no villages on the board, so I'm not sure of the other benefits to the card, or if it should cost $5 or $6 -- if it's too cheap, it'll get too cwazy on Champion boards, etc, if it's too expensive, well, it's a ridiculously expensive Herbalist if you have no actions remaining. Maybe paying this many actions is rather niche, and it could even cost $4.

6
Let's Discuss ... / Let's Discuss Adventures Cards: Duplicate
« on: January 28, 2016, 10:52:20 pm »

Action - Reserve
$4
Put this on your Tavern mat.
-----
When you gain a card costing up to $6, you may call this, to gain a copy of that card.

Discussion:
It's the Smugglers we wish we had. Of course, it costs $4. It's also worth comparing to the other $4 gainers, Armory and Ironworks, or perhaps Talisman is even closer. This seems superior: it can gain cards up to $6, they can be Victory Cards, and you can wait around until you can actually Duplicate the card you want. It doesn't even need to wait around on the Tavern mat like other Reserve cards -- you can call it in the same turn you play it.

The drawback, of course, is that you have to be able to afford the card you're aiming for, so it is susceptible to slogs and attack cards, unlike Smugglers or Jester which can benefit from the opponent's good play. In a Gardens slog, you only need a Workshop in your hand to pick up another Gardens -- the rest of your hand can be junk. A hand of Estate-Estate-Copper-Copper-Duplicate will leave you Duplicating on a future turn. This isn't a bad thing, but like the other gainers, you'll want to be able to call this as much as possible, especially because it can gain $5s and $6s.

Because it can gain cards up to $6, it's much easier to Duplicate Provinces: you only need two highways (or Bridges, etc.) in play, which is feasible even in 3 and 4 player games. Perhaps picking up a few Highways, Duplicating Duplicates and then attempting to pile-drive the Provinces is a viable strategy.

Certainly it works best in engines where you want more of everything. Buy a Border Village for $6, and gain four cards. Get multiple Cultists in your deck even sooner. And in the endgame, pick up extra green cards.

How successful have you been at Duplicating? Do you leave it on the mat until you can gain that key card, or do you use it to gain $4s? Is this an early buy, or one to save for the mid-game?

Earlier discussion: http://forum.dominionstrategy.com/index.php?topic=12865.0

7
Let's Discuss ... / Let's Discuss Adventures Cards: Dungeon
« on: January 22, 2016, 01:34:41 pm »


Dungeon: Action - Duration
$3

+1 Action
Now and at the start of your next turn: +2 Cards, then discard 2 cards.

--------
Discussion:
1) The obvious comparison is with Warehouse. If you're playing either one at the start of your turn,
Warehouse: Choose your best 4 cards out of 7, continue your turn with another action.
Dungeon: Turn 1 -- Choose your best 4 cards out of 6, continue your turn with another action
              Turn 2 -- Choose your best 5 cards out of 7, continue your turn with another action

Certainly there will be few times when they're both on the same board, but Warehouse can activate 3 Tunnels in a single turn, if you're lucky enough to see them all within 7 cards. On one play, Dungeon can activate 4 Tunnels, and they can be mixed among your next 13 cards.

Warehouse isn't that great against handsize attacks because you end up with only 2 cards in hand post play. This faces a similar problem on Turn 1, but on Turn 2  you'll at least have 3 cards to start with, even after some filtering.

2) So, for duration effect, is giving up one card of cycling worth it, compared to Warehouse? For the price, I'm not sure.

3) This seems extremely good when you need to constantly collide cards: think Tournament/Province, Baron/Estate, Treasure Maps, and even Urchin/Urchin (although for $3, perhaps you're better off buying another Urchin). Engines will like this, even if there is good trashing, because of the increased reliability in setting your engine off on Turn 2.

8
Let's Discuss ... / Let's Discuss Adventures Cards: Distant Lands
« on: January 18, 2016, 01:27:34 pm »
I figured we should get back to real discussion. Apologies if I'm stepping on anyone's toes by starting this topic.


Cost: $5, Action/Reserve/Victory
Card Text:
Put this on your Tavern mat.
----------
Worth 4 VP if on your Tavern mat at the end of the game (otherwise worth 0 VP).


Discussion: At what point in the game do you want to go for DL vs. Duchy? Is DL a strategy in of itself, where you want to get as many as possible as soon as possible (turning into a Duchy/Duke type of slog that will eventually leave your deck), or do you just want to sprinkle them into an engine where you can play one each turn or so, but still focusing on Provinces?

How does the high cost compare to other Alt VP like Gardens and Silk Roads? How about with Fairgrounds, which is more expensive but with no real effort is also worth 4 VP?

Any good combos? University and Altar can gain them. You can also put it on the Tavern mat with Procession, and also gain a $6 cost (Procession of course will also gain them).

9
Puzzles and Challenges / Colliding Fool's Gold
« on: January 11, 2016, 03:47:52 pm »
You buy nothing but Fool's Gold when you have $2 or more. What is the most number of turns that it takes before you have two Fool's Gold in hand? (i.e., you have the worst possible shuffle luck)

10
Rules Questions / Possession + tokens
« on: September 22, 2015, 11:37:37 am »
Am I reading the rules correctly, that if you are possessing another player's turn, you can use Teacher or an Event to muck around with the token placement for that player? I guess, if you have nothing better to do, buy Pathfinding and move your opponent's +1 card token from Lab to Chapel, hah-hah.

11
Dominion General Discussion / Trade Route vs Forager
« on: August 15, 2015, 03:31:27 pm »
Both seem to be similar cards, but Forager is non-terminal. I can't really figure out why they're at the same cost, since Trade Route very rarely gives more $ than Forager (late in the game, when you are less likely to trash anyhow, but Forager could just as likely give +$3 or more).

12
Game Reports / waiting around for Scrying Pool deck to set off
« on: August 03, 2013, 11:54:01 pm »
I figured that I could go for Princess, and maybe get lucky with a few Ruined Markets. But I really couldn't get anything going for the longest time, Scrying Pool definitely choked on curses and other things far more than I had hoped. I probably should have picked up a few more Inns earlier, like my opponent was doing, but I finally got wise at the end and bought won to set up the megaturn.

Definitely key cards: Inn to draw and get through junk so I could play everything at the end, highways for lowering price, and the kicker, two Rogues to steal his Province and pick it up from the trash for the win. Before my last turn: 6 points. After: 33 points, over his 30.

http://dom.retrobox.eu/?/20130803/log.50ef27c4e4b01a13905ce40e.1375587973589.txt

13
Dominion Articles / Request: Advisor
« on: July 09, 2013, 07:05:32 pm »
I'd like to get the community's opinion on this truly strange card (I might try to write more about it later). As a mix between Envoy and Lab, it first seems pretty strong, but then pretty weak. It either works with a deck where having a lot of junk in your hand is good (rare?), or when your deck is pretty homogeneous, or at least doesn't have very many weak cards. In either case, you need a bunch of them, but at $4, it's not that hard to do. It's a support card, for sure: you can't draw your whole deck with them, and you don't want your $5s and $6s sitting in the discard pile the whole game, so make sure there's some other source of +cards.

For sure, the card is a lot stronger when you have certain cards in your hand at the beginning of your turn. If you're hoping to play an Advisor chain and then discard everything for money, you'd better hope you have your Secret Chamber already in hand. At the very least, Advisor decks make things.. interesting.

With a big nod to Nobles and Ironworks, this game provided an interesting combo with Minion: if your opponent makes you draw your weak cards, just play Minion for discard and (provided you don't reshuffle), your next four cards should be good. If not, well, continue as usual. Even if I wasn't attacking, Minion's +$2 and Advisor grabbing at least a copper made it easy to hit $8 every time. (* Maybe just going after only Minion is a better strategy, but I fell behind early and had an Ironworks, so..)

Works with:
-Cards where it is easy to gain $4: Ironworks, Talisman, Armory, Workshop
-Having a big hand is an advantage, even if it's a lot of junk: Secret Chamber, Vault, Cellar, Warehouse, Crossroads, Stables, Baron, Forge, Mercenary...
-Early trashers, to get rid of the junk in the first place
-Dense deck of solid action cards (although if you have nothing but Silvers in your deck, that will work too, but you might as well play Smithy if it's available)
-Other source of +cards

Doesn't work with:
-Any strategy that revolves around a few expensive cards: unless you are lucky enough to have it in hand at the beginning of your turn, your opponent will just discard it for you. Goons, Grand Market, Platinum, etc. are hard to amass when you've first picked them up, and playing Advisor will make sure you never see them.

Works awesome with:
Play 3 Mandarins, putting 3 Tunnels on top of your deck. Then play this.

What do you think? Thoughts of combos with this card? Any good games with Advisor?

14
Game Reports / The Hail Mary Rebuild
« on: June 04, 2013, 02:59:55 pm »
http://dom.retrobox.eu/?/20130604/log.50ab1a76e4b02bf1d5a3c855.1370371693398.txt

This was sort of a crazy game with Death Cart and Rebuild. I still haven't quite figured out Rebuild, and I'm thinking more and more that there are more cases NOT to name Province than I had thought. Anyhow, my opponent through up the Hail Mary pass at the end here. We had VP on, and he was down by 4. If he named Estate and hit Duchy, he would get the last Province and play his Death Cart for the last Duchy (e.g. +6 points). But if he hits Province, he loses (+3 points for the last Duchy). On the other hand, if he names Province, if he hits Duchy, he wins, but if he hits Estate, he gets the last Duchy and can only buy another estate (+3 points).

15
Dominion General Discussion / Best curse trashers?
« on: May 24, 2013, 01:02:22 pm »
With Dark Ages and all of the other sets, we have a lot of different trashers. They all give different benefits, of course. Some are better at trashing curses than others, and this also depends on the cost -- e.g. Transmute is terrible, so is Develop, Bishop is iffy, and Junk Dealer is pretty good. How would you rank all of the trashers we have, considering their ability to trash curses?

for reference: http://wiki.dominionstrategy.com/index.php/Trasher

16
Rules Questions / Trader / Ruins (or Knights)
« on: May 06, 2013, 01:50:14 pm »
Let's say I have a Trader in hand and you play a Marauder. Ruined Market is on top. Do you give me the Ruined Market and reveal, say, a Ruined Village next, and then I reveal Trader and get a silver instead, and return Ruined Market (turning Ruined Village upside down), or do I show the Trader first, I get a silver, and we never reveal the card that is under Ruined Market?

17
Goko Dominion Online / Log shows too much: putting back/discard
« on: March 21, 2013, 01:30:17 am »
Hi all,
This seems to be a serious error in Goko. Some cards, like Mandarin and Duchess should not show the other player what gets put back on top of the deck. But Goko does in fact tell the other player (I've been using the log "parser" from this site, and it just came to my attention). Can anyone confirm that the same happens with Ghost Ship, Cartographer, Lookout, and the like?

I've also noticed the same with discarding--if you get hit by Militia, you can see exactly which cards were discarded. Iso didn't do this, but Iso also didn't let you see the top card of the other players' discard. In IRL games, I definitely know at least one of the cards that gets discarded, so I'm less concerned about this one. Is there an official ruling about revealing discarded cards?

PS: http://dom.retrobox.eu/?/20130320/log.50ef27c4e4b01a13905ce40e.1363843344379.txt E.g. turn 26 for Mandarin and Duchess.

18
Dominion General Discussion / Ironmonger & Harem
« on: March 20, 2013, 12:35:23 pm »
Ironmonger is a very cool card. But I found myself in a quandry with Harem in my deck. Discard or put back?
Discard = +1 action, +2 cards, + $1
Put back = +1 action, +1 card, + $3

That's more or less right, I think. Depends on the kingdom, I guess, but discarding offers better filtering and another chance at a better card to play (or at least a copper, maybe), whereas the other is more money. Hmm.

19
Goko Dominion Online / Scrying Pool card
« on: March 06, 2013, 09:39:56 pm »
Should be an Attack Card, right? It doesn't say so on the card.

Also, why don't the cards list the artist's name?

20
Goko Dominion Online / bug with tunnel / rebuild
« on: February 05, 2013, 10:47:07 pm »
Am I correct in understanding Rebuild / Tunnel that if something other than Tunnel is named, Tunnel should be trashed and not discarded?
Here is a log where Goko handles it diffferently (see Turn 9 De Lost)

http://dominionlogs.goko.com//20130205/log.50ef27c4e4b01a13905ce40e.1360122286967.txt

21
Goko Dominion Online / Harem
« on: January 27, 2013, 08:19:05 am »
Is it just me, or does Harem say Treasure - Reaction for everyone else?

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