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1
Dominion Online at Shuffle iT / Ratings
« on: December 31, 2016, 07:58:30 pm »
I was wondering where on the site it displays rankings. I didn't see it in any of the tabs.

Btw love the setup. Took 15 seconds to learn, and just works.

2
Game Reports / Prince and Princess
« on: September 03, 2014, 05:10:42 am »
Here is one of the crazier games I've played of dominion.

The first thing that stands out is tournament. I looked down and see 5/2 split and curse my luck. Figuring I'm behind, I decide to try something a little different; I open Mine/-. This is a pretty lousy opening, but Mine/Alchemist has some synergy. I figure I can get a nice stack of Alchemists. Though I'll probably get a later Province, I should have an easier time connecting it with my Tournament.

Things get off to the expected start with me getting my first Alchemist T6; this is just really slow with me not having a potion off the opening. My opponent spikes a gold T4. I'm not real optimistic about my chances at this point.

I start to build up a nice stack of Alchemists while my opponent grabs a Province T8. He grabs followers on T11, and I feel the game slipping away. I really want to get Princess and Trusty Steed at this point. I grab my first Province on T12, and am optimistic for the first time all game. I win a prize on T12 and grab Princess, I'm going to need some serious cost reduction to get back in this. My opponent grabs Trusty Steed and his 4th Province on T17, and I assume its over.

Time to reevaluate this disaster. I have nearly a whole stack of Alchemists at this point and he is playing Followers fairly often bringing the game to a crawl. Despite being in a terrible spot there are two things on the board that give me hope: Prince, and Vineyards. With that many potential alt victory points, I figure anythings possible. I decide to go for Prince/Bridge and see if I can throw down either a mega turn, or some serious Vineyards. I haven't really played with Prince yet, and didn't realize that it's a terminal, and doesn't do anything the first turn you play it, Ouch! I quickly collide the Prince and Princess, and everything gets easier (Not surprisingly a good synergy). I slowly build my deck over the next few turns, and able to win with 9 point Vineyards, 3 Prince/Bridges and a Prince/Princess for 5 cost reduction.

I really didn't think I would win this one. I think a little more focused play from my opponent may have given him the last Province. This was a pretty fun game all in all.


http://www.gokosalvager.com/static/logprettifier.html?/20140903/log.50775a4a0cf28ed55d9d6fd3.1409732667465.txt

Edit:
Added normal log, since I don't think the prettifier can handle Prince yet
http://dominionlogs.goko.com//20140903/log.50775a4a0cf28ed55d9d6fd3.1409732667465.txt

3
Game Reports / A Mess of an Engine
« on: September 01, 2014, 01:29:30 am »
Here's a game with a very goofy engine. It's foundation is KC/Scheme with Steward for trashing. Trade route is the only plus by, and relies on gaining cards with beggar to trash.

I'm not sure if any of the University/Island play helped, but I think University helped kick start the early game.

http://www.gokosalvager.com/static/logprettifier.html?/20140831/log.50775a4a0cf28ed55d9d6fd3.1409547732412.txt

4
Innovation Game Reports / Beating Clothing Monument
« on: October 10, 2013, 01:51:34 am »
In general you have to play badly or get crazy unlucky for your opponent to get Clothing Monument. I did both here.  I should have melded Sailing on T2. I should not have achieved 1 while not contesting his Clothing.  So this went very badly, and I think my opponent could have punished me more by delaying his achieving.  I was pretty close to leaving, since I was in such bad shape, but I figured I'd see what happened.

I did have Math, so I started teching hoping for something to destroy his score pile. I found Industrialization and built a huge board, and kept him trapped below the 5s.  I was able to make it all the way to 10 and pull Databases.  After I destroyed his score, i Mathed a 10 for the win.  This is by far the biggest comeback I've ever had in Innovation.  Not bad for a game I was gonna leave :).

http://innovation.isotropic.org/gamelog/201310/09/game-20131009-224541-bf20b88c.html

5
Game Reports / Menagerie is Awesome
« on: September 14, 2013, 05:25:37 pm »
This set has tons of cool  combos: Knight/Rouge Squire/TFB/Strong Attacks Menagerie/Everything. Menagerie is so good her its crazy! After about T10 its better than Laboratory, which is stupid for a card costing 3.  I was able to build a very strong, but fragile deck.  I'm sure I would have won this eventually, but it would have taken a long time.

http://dom.retrobox.eu/?/20130914/log.50775a4a0cf28ed55d9d6fd3.1379184626136.txt




6
Innovation Game Reports / Industrialization/Christopher Polhem
« on: September 14, 2013, 03:11:26 am »
I found a neat little combo, in Christopher Polhem with Industrialization.  2 Points for each Factory is pretty cool when you are building a huge board. It's not like this is a real strong combo, but it did work out pretty well.

http://innovation.isotropic.org/gamelog/201309/14/game-20130914-000139-70feb650.html

7
Game Reports / Black Market
« on: September 10, 2013, 10:02:09 pm »
I'm pretty sure this is why people hate Black Market.  Most the time I enjoy the variety it provides, but this game was a little crazy.  I get Witch and Moat out of the BM, but he gets Graverrobber, which is crazy on a Knight board.  This thing drags on for ever, and late in the game I'm 3 coins away from winning, but eventually he just kills me. It was interesting, and really messy.

http://dom.retrobox.eu/?/20130910/log.50775a4a0cf28ed55d9d6fd3.1378864762250.txt

8
Game Reports / Lookout/Lookout Opening
« on: August 30, 2013, 02:13:27 pm »
There's been a lot of talk lately about how good Lookout is.  Joking aside, I thought I'd post a game where it is pretty awesome.  This may be the first time I've ever opened double lookout.  It's a Colony game which buys way more time to build a thin deck.  There are no villages, and no hand size increase so I went for a trim deck that could play 1 lighthouse each turn and Mountebank each turn.  You can also do fun tricks with Lookout/Cartographer.

Lighthouse, Develop, Loan, Lookout, Nomad Camp, Cartographer, Jester, Journeyman, Mountebank, Forge

http://dom.retrobox.eu/?/20130830/log.51102b6ee4b06719e45eef9d.1377886000022.txt

9
Innovation Game Reports / huh, Software is kinda dangerous
« on: August 22, 2013, 01:00:59 am »
This was a game between me and huh.  I dogma Software which melds Globalization and dogmas Robotics which melds AI for the auto loss :(.  I think this happens fairly often, but its pretty frustrating when you are in a strong position.

http://innovation.isotropic.org/gamelog/201308/21/game-20130821-215013-07169367.html

10
Innovation Game Reports / Fermenting/Refermation
« on: August 15, 2013, 04:16:51 am »
People talk about Fermenting/Reformation quite a bit. It is a a strong combo but there is a lot you can do to defend against it.  I think my opponent did a great job of defending against F&R. Below is a list of some of the stronger counters to F&R, but there are a lot of things that will sometimes work.  I've even stolen Fermenting with City States since they had castles splayed and it was their only top castle card. 

I forgot to post the log for this, and can't find it now.  If anyone knows how to find it, that would be great it was between me and dudeHere around 2:30 am MDT 8/15.

Counters to F&R
  • Fast Scoring (Clothing, Currency, Perspective, Coal, Machine Tools)
  • Sharing Dogmas (Sailing, Experimentation, Railroad, Corporations)
  • Board Screwing (Engineering, Gunpowder, Fission, Globalization, Bioengineering)
  • Hand Size Attacks (Classification, Explosives, Composites)

11
Game Reports / Fortress/City/Butcher
« on: August 15, 2013, 12:09:52 am »
This set was a really cool combo of trash for benefit plus some pretty strong engine cards.  We both opened double Silver, and the got Butcher with the first 2 5s and TR/City/Fortress after that.  I threw in a haggler, and he didn't, but I don't think it was very important either way. I think this engine is a little slow to build, but has huge power.  In the mirror though i is guaranteed to 3 pile.  This game was pretty much a mirror.  I got slightly better shuffle luck at the end, and was able to pull it out. 

Squire, Fortress, Pirate Ship, Throne Room, Treasure Map, Butcher, City, Haggler, Market

http://dom.retrobox.eu/?/20130814/log.50775a4a0cf28ed55d9d6fd3.1376537746803.txt

12
Game Reports / Fun Comback
« on: August 03, 2013, 02:40:34 am »
I went for a Baron double Tactician deck, vs. my opponent who went for an engine with a ton of Laboratories for draw, and a Baron for +Buy.  I get a great start with a Tactician/Lab T3 and T4, by opponents engine sets up a little faster than mine.  He builds up to 1 Province and Laboratory turns.  I screw up my double Tact by Forging all my hand so I can't trigger my other Tactician on T11 and lose a turn.  I also Forge 2 Estates that I need for my double Baron. 

At the start of my T13, I haven't bought any provinces, and my opponent already has 3.  I try to just buy provinces hoping that he will stall, but I'm just to far behind to win doing that.  A double Tactician with Cellar, can hold a lot more green than his deck can (cellar just loves big hand size).  I decide to give up on provinces and drag out the game as long as possible while buying any gardens as I can.  In the end my deck stays strong just a little bit longer and I'm able to win by 1 point.  I think reacting to  your opponents deck composition, is really important but is rarely talked about.   

http://dom.retrobox.eu/?/20130802/log.513845c2e4b02905fc72a26f.1375510110320.txt

13
Innovation Game Reports / Industrialization Mega Board
« on: July 27, 2013, 07:00:28 pm »
I'm just starting to get into echos games.  I had heard that Industrialization was pretty strong in echos.  This is by far the biggest board I've ever built.  It was interesting to try and look at the echo effects in each stack. 

http://innovation.isotropic.org/gamelog/201307/27/game-20130727-141644-96f0c548.html

14
Game Reports / No +Buy Megaturn
« on: July 19, 2013, 10:02:39 pm »
This set looks like a great engine set, but is missing any +Buy.  However it is possible to still gain 20+ points on one turn.  It took me a while of looking at this to figure it out. 

Stonemason, Doctor, Fishing Village, Menagerie, Coppersmith, Feodum, Ironmonger, Cache, Catacombs, Harvest

Stonemason can be used as a +Buy to trash Catacombs into 3 Feodum and Feodum into 5 Silver

http://dom.retrobox.eu/?/20130719/log.50775a4a0cf28ed55d9d6fd3.1374285229110.txt

15
Game Reports / Destroyed By Swindler
« on: July 16, 2013, 11:42:44 am »
This is about as bad as I've ever lost a game! I'm playing against one of my an IRL buddy that moved away while we face time. We got some pretty good laughs out of this game! I get 5/2 vs. his 4/3 and go for Rebuild/Embargo and he goes for Swindler/Swindler.  I figure with a Rebuild opening I can plow through points real fast, Swindling my Coppers doesn't really hurt, however Outpost is a pretty nasty target for my 5s. 

I Embargo Silver on T3 since I don't need any economy, and I figure that will slow him some.  I am able to get 3 Rebuilds while his deck is just colliding swindlers.  I figure its over at this point, and i should be able to win pretty quickly.  I continue to make a Rebuild vs. BM type deck; I get a few estates and cellars so i can play my Rebuilds more often.

While I'm building this common deck archetype he Swindles all Rebuilds into Outpost on Turn 4/6/9. Suddenly I'm left with a deck with NO economy built to play a key card it neither has nor can afford. Obviously things didn't go very well from here.

I think I got pretty unlucky here, but Swindler is not bad against Rebuild, especially with a really bad 5.  Also I think Market Square would crush Swindler/Swindler on a  4/3, but I thought Rebuild would be fast enough, but it wasn't.

Cellar, Embargo, Herbalist, Squire, Market Square, Swindler, Market, Outpost, Rebuild, Upgrade

http://dom.retrobox.eu/?/20130715/log.50775a4a0cf28ed55d9d6fd3.1373930847497.txt

16
Game Reports / Trade Route/Trade Route Open
« on: July 16, 2013, 01:37:41 am »
There are almost no situations that you would ever want to open TR/TR.  It kills your economy at the price of very lousy trashing.  However this game had just the right set up to make it the best opening. At first look I didn't notice Colonies, and thought GM was ignorable, and that some BM would win; likely with a sprinkling of Lighthouse/Swindler/Fishing Village mostly to react to what your opponent does. 

However Colonies change everything! A Colony game gives you so many more points that you have enough time to get to Grand Markets. Swindler would be a big threat without Lighthouse, but with lighthouse, I can just trash down to a trim deck that has 2 Lighthouses. His early Swindler only hurts if it hits one of my TRs, since I want to trash all my starting cards.  It takes me quite a while to build back any economy, but once I do I am able to win the GM split 7/3 and its just about over at that point.

http://dom.retrobox.eu/?/20130715/log.50775a4a0cf28ed55d9d6fd3.1373952465950.txt

17
Goko Dominion Online / Browser Refresh In Game
« on: July 14, 2013, 04:27:58 am »
I've never had this problem before today. Today, while I was playing on goko, my browser was refreshing in the middle of a game.  It seems like it doesn't usually happen until i get close to the end of the game.  It happened maybe 7 times today out of 30 games.  Has anyone else seen this.  Any guesses whether its a Goko bug, internet connection issue, or browser problem?  :(

18
Game Reports / Ill-Gotten Gains & Grand Market
« on: July 13, 2013, 10:09:38 pm »
Typically these cards are never in the same deck, so much that an April fools combo was written about them. However in a tight Remake/Fortress deck, I was able to curse my opponent by remaking Fortress to IGG and then remake those to Grand Markets. 

http://dom.retrobox.eu/?/20130713/log.50bf7f45e4b06eb53227757d.1373767477809.txt

19
Game Reports / Clunky Engine vs. Duchy/Duke
« on: July 13, 2013, 06:15:01 pm »
This set has a lot of different strategies available.  Bureaucrat into Duchy/Duke is strong in a slog.  Chapel, KC, Outpost and Vineyards are usually good for an engine.  The engine here is pretty clunky though, with only Nobles for cards, and Forager for +Buy.  I think with so many points out there, you have to go for the engine.  Whatever your opponent goes for there is all time time in the world to build with so many points on the board.   

After choosing the engine, i was really unsure as how to open.  I didn't want to trash down to quickly with Chapel since the only +Buy required trashing and all of the good engine parts were very expensive, at 6 and 7.  Finally i opened Plaza/Forager so i could save my coins for Nobles while still building up villages.  I'm pretty sure there are a lot of different routes to the engine here; Chapel/Plaza, Chapel/Bureaucrat, Silver/Plaza all seem interesting.  KC/Bureaucrat allows you to gain fuel for the foragers, so you can continue to expand your deck; it also brings any slog deck to a crashing halt.

 My opponent went for a hybrid Duchy/Duke that seemed slower than just Bcrat into it, so i was able to get ahead, and 3 pile pretty early.  I think in the mirror Vineyards would be critical as well as trying to have enough buys to 3 pile. 

http://dom.retrobox.eu/?/20130713/log.50775a4a0cf28ed55d9d6fd3.1373752542297.txt

20
Innovation Game Reports / Fastest Game
« on: July 01, 2013, 02:57:39 pm »
This is the fastest game I've ever played.  Starting with a Metalworking Monument, and about that good of luck from then on.  Hard to believe you can win in 6 turns though. 

http://innovation.isotropic.org/gamelog/201307/01/game-20130701-114509-22e4902f.html

21
Goko Dominion Online / Disappearing Actions Bug
« on: June 17, 2013, 12:30:37 am »
I played a game with vineyards, and at the end of the game 6 action cards were gone from my deck.  I only noticed because i had point counter on, and i had 50 points on there, and when the game ended i had 40 instead.  Fortunately it didn't affect the outcome.   Between my last turn and the end state of the game my deck lost 6 action cards 3 Gold and a Potion.  Has anyone seen something like this before?  Any guesses at what the bug is that would cause this?  Also should i report this to goko somehow? 

http://dom.retrobox.eu/?/20130616/log.50775a4a0cf28ed55d9d6fd3.1371442802778.txt

22
Game Reports / Sea Hag/Urchin
« on: June 11, 2013, 03:28:38 am »
This was a really interesting kingdom, despite being really frustrating for both of us.  I think Sea Hag/Urchin is the obvious opening, and both of go for it, with the goal being to get a Mercenary, as quickly as possible, and then start picking up Market Squares to discard for gold while cleaning your deck.

We both go for the same strategy, but he collides his on turn 3, and I can't trash an Urchin until turn 10.  (It felt a lot like missing a treasure maps and i thought about leaving in frustration)  Fortunately when i do collide on turn 10 I am able to trash all 3 Urchins on the same turn.  I loose the Curse split 7/3 since he got a second Sea Hag, and started trashing earlier. 

At this point I figure my trashing is faster, and the Militia in Mercenary will slow him down, so I though I had an outside chance.  My opponent builds his deck getting Forge and some engine parts while I mostly just trash and buy Market Squares.  In the end my deck ends up a little more clean than his, and I am able to pull together a lucky turn with most of my deck which allows me to 3 pile (likely because he didn't protect against 3 pile quite enough instead of building his engine). 

This was a really weird game, where both of our decks were pretty ugly till the end.  I think I was pretty lucky to be able to pull out a win here.  I do think that you would want at least 2 Urchins in this setup, since the Mercenary trashing was so helpful.  Finally Its good to be playing again, I took a long break after Iso went down, and am really just getting started playing on goko. Goko is starting to build the same kind of comradery and sense of community that existed on Iso.

Crossroads, Market Square, Scheme, Urchin, Sea Hag, Wandering Minstrel, Catacombs, Festival, Graverobber, Forge

http://dom.retrobox.eu/?/20130611/log.50775a4a0cf28ed55d9d6fd3.1370934605673.txt

23
Innovation Game Reports / Dear My Opponent I'm Sorry
« on: April 29, 2013, 11:12:03 pm »
This game made me think innovation could use a thread like this, similar to the dominion one.  Sometimes the cards just aren't good for you.  Try and post games where you got so lucky you feel guilty about it, not games where you are "sorry" your opponent played badly. 

So, I felt a little dirty after this game. I won in 8 turns, which is pretty ridiculous. I opened Clothing into another color he didn't have giving me a strong start with 2 1s scored. That's ok, he has Domestication into Metalworking, that can score fast, while giving him new cards to block my clothing.  It didn't turn out that way, his Metalworking scores nothing, and draws a card he already has. On my first draw, I drew the 1 color that wasn't on the board already, and use clothing to meld it and score 3 1s, not bad for turn 2.
He uses Metal working again, twice, instead of blocking my Clothing, but that's an easy mistake to make when you are new, and the only mistake i saw all game.  I play Clothing twice empty to get Monument, and its really all over from there.  It did happen that the 3 i draw so i can achieve is Translation on a board with only crowns, so I take World too.  That was some crazy good luck!

http://innovation.isotropic.org/gamelog/201304/29/game-20130429-195629-cd45e9d2.html

24
Game Reports / An Improbable Engine
« on: March 02, 2013, 01:47:04 pm »
I really wanted to build an engine on this set. It seem that many of the typical engine pieces are missing or quite weak.  I almost backed out when I saw the lack of +Buy, also Trading Post is not very good trasher for an engine, and Throne Room is not an ideal source of actions for this board. There are a lot of little things that help the engine in this board.  The engine has almost unlimited time to catch up to a money player with Fairgrounds and Monument as alternative sources of points. Militia, also slows down the money player a fair amount.

It end up being a really long game, where my opponent nearly piledrives the Provinces, but stalls out just a bit too early, and I am able to keep getting points consistently with TR/Monument.  This game was intersting because with no +Buy I consistantly spent 8-16 coin hands on 4 cost cards. Finally, I didn't even look at Contraband, and it was REALLY good here, so that's a pretty big miss

Contraband, Explorer, Fairgrounds, Militia, Monument, Outpost, Smithy, Throne Room, Trading Post, and Wishing Well

http://dominion.isotropic.org/gamelog/201303/02/game-20130302-103015-45c1bf08.html

25
Game Reports / A game where Throne Room is key for the Engine
« on: February 04, 2013, 07:05:39 pm »
This was one of those games were you first look at the set and know there is an engine, but it takes a long time to figure out what it is.  With Throne Room as the only village, it took a while to build an engine on this board, but once it was up and going it was quite strong.  Margrave with Masquerade make for a strong attack, and Monument allow you to come back from any number of points down.  My biggest problem was that 8 Throne Rooms wasn't enough to let me play all my actions, but it was close enough.  Wharf was key in creating the large hand size that you need to do this kind of weird engine.  In the end I felt kinda bad playing these huge turns against an opponent who wasn't to far Masq into BM Tact. 

Cellar, Jester, Margrave, Market, Masquerade, Mine, Monument, Tactician, Throne Room, and Wharf

http://dominion.isotropic.org/gamelog/201302/04/game-20130204-155441-8e6369d8.html

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