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1
Rules Questions / Inheritance and Nomad Camp
« on: February 10, 2018, 03:05:19 am »
I played an online game recently where I Inherited Nomad Camp and then used Ironworks to gain Estates. I was expecting the gained Estate to be topdecked (and then immediately drawn), but instead it went to my discard pile. I know that when-buy and when-gain abilities of Inherited cards apply when buying/gaining Estates, but Nomad Camp doesn't quite have those, instead having an alternate gain location. So I have a question about two scenarios:

If I buy and subsequently gain an Estate Inheriting Nomad Camp, where does it go?

If I gain an Estate Inheriting Nomad Camp without buying it, where does it go?

2
Puzzles and Challenges / First Turn VP Chips
« on: January 12, 2017, 06:48:07 am »
You and a friend have decided to play a game with all the Landmarks and Events! (And some cards of your choosing.) You are going first. Just for silliness' sake, you decide to get the most VP chips you can on the first turn (not counting Mission turns or between-turn time). How many VP chips can you get on turn 1 when you go first?

3
Puzzles and Challenges / The Five Card Straight
« on: October 20, 2016, 06:43:39 pm »
Play a solo game of Dominion.
At the end of the game, during scoring, you must have exactly five cards in your deck, with one each costing , , , , and (Asterisks are irrelevant).
Do this without gaining any cards.
Use no more than 10 Kingdom piles (plus Bane if needed). Use any number of events and/or Landmarks.

4
Goko Dominion Online / Dominion Online Log Auto-Prettifier
« on: September 25, 2016, 08:57:35 pm »
I made a short user script to automatically redirect to yed/ragingduckd/nutki/????'s prettifier for Dominion Online logs, saving you laborious copying and pasting. It works with Greasemonkey in Firefox or Tampermonkey in Chrome.

Get it here.

5
Introductions / Hello is this thing on?
« on: June 23, 2016, 01:21:28 am »
Given that this is my 500th post on these forums I thought I'd introduce myself.

I am 30 years old, went to college for 9 years but never finished, and currently do technical writing for a software company. I have been playing strategic board/card games for about 10 years. Some non-Dominion favorites are Agricola, Tichu, and Scrabble. My Dominion story is thus:

I first played with some friends in college in 2008. Base only because that was all there was. We all thought Bureaucrat was way overpowered. Silver for free, immediately topdeck it, and an attack? Unfair. I only played a few games then. Fast-forward to 2011 and I played once more with a local gaming group; thence I discovered isotropic. Isotropic was the bomb. You could see your entire hand at once and stuff and it was so fast. I found this forum in late 2012 (via the dominionstrategy blog) but never posted until mid-2015.

I also like video games, anime, and manga. Some favorites are Cowboy Bebop, Dennou Coil, and Puella Magi Madoka Magica. I'm a fan of symphonic metal and synthpop music.

I am also a new homeowner, which is both great and stressful.

6
Dominion General Discussion / Jack of All Trades and Bonfire
« on: June 17, 2016, 12:24:21 am »
With the availability of Adventures online, I stumbled upon what appears at first to be a fast two-component Big Money strategy. (Good luck) (Bad luck) Overall the strategy is quick, reliable, and resistant to attacks. Here's how it works:

Open with Jack and Bonfire, trashing two of your Coppers. If you get 5/2, take Jack and be sad. If you get 5/2 and Baker or Borrow enables you to get $3 for Bonfire on the first shuffle, do it.

Then next thing you want to do is to thin your deck by trashing Coppers with Bonfire and Estates/Shelters with Jack. Buy Bonfire whenever you have 2 Coppers in play until you are thin. Unless you get all 3 Estates in 1 hand, you should be able to buy Bonfire on both turns 3 and 4. On turn 5, you should be trashing your last or second-to-last Estate and have several Silvers and at least $5 to buy with. Best-case scenario, which is fairly common, you end turn 5 with your deck consisting of 1 Jack, 1 Copper, 3 Silver, and 1 Gold. From there buy Province/Gold/Silver with Duchies as needed. With no attacks, you should get your 4th Province around turn 11 or so.

So what makes this better than DoubleJack? Notice how around turn 5 or 6 your deck has mostly Silvers and is nearly free of junk? Start buying engine parts instead of Gold. Turns out you weren't playing Big Money at all! You were trashing and building economy to prepare for your engine!

Ok, so back to Big Money. I made a bot (attached) using Geronimoo's sim. It buys Bonfire when it can up until turn 6 whenever it has 2 or more Copper in play. I added logic to buy another Jack when facing Cursing attacks. Otherwise, it's a standard Big Money strategy. Some simulation results of note:

Beats Cultist 57-42
Beats Rebuild 80-19
Beats FG/Council Room 54-42
Beats Fishing Village/Wharf 70-28
Loses to Young Witch/Tunnel 28-70

For these two, I am not sure how much cleverness has been programmed into the bot, so take them with a heaping load of salt.
Beats Hermit/MS 51-45
Beats Counting House/Travelling Fair 62-35

Has anyone else used this strategy? How did you do with it?

7
Rules Questions / Overlord as Prince
« on: June 07, 2016, 06:32:35 pm »
If I play Overlord as Prince (using cost reduction), do I still choose a card, or does the Prince effect fail when it reverts to an Overlord upon being set aside?

8
Dominion General Discussion / Favorite Attack Bracket
« on: April 26, 2016, 12:36:11 am »
Let's get this melee started! If you are like me, you agree that there's no better feeling in Dominion than burying your opponents under mountains of junk or annihilating the valuable cards in their carefully-built decks. So what attack do you like the best? Vote now! Seeding is done by Qvist weighted averages. If necessary I will cast tie-breaking votes.

Byes in first round:
1 Ambassador
2 Mountebank
3 Goons
4 Cultist
5 Scrying Pool
6 Followers
7 Witch
8 Urchin/Mercenary
9 Swindler
10 Torturer
11 Minion
12 Familiar
13 Sea Hag
14 Young Witch
15 Militia
16 Margrave
17 Ghost Ship
18 Marauder
19 Haunted Woods
20 Swamp Hag
21 Bridge Troll
22 Knights
23 Soothsayer

First round contenders:

24 Rabble
41 Thief

25 Jester
40 Saboteur

26 Warrior
39 Pirate Ship

27 Soldier
38 Bureaucrat

28 Cutpurse
37 Spy

29 Giant
36 Fortune Teller

30 Oracle
35 Taxman

31 Relic
34 Rogue

32 Pillage
33 Noble Brigand

9
Variants and Fan Cards / singletee's cards
« on: April 17, 2016, 04:31:31 am »
I am pleased to present here some fan cards I have made. Currently I have 15 culture-themed cards (plus extras), 4 industry-themed cards, and 4 odds and ends. The culture-themed cards are designed as an expansion. Everything herein is a work in progress. I would greatly appreciate any feedback on these. To get things started, I'll post 2 cards from the culture expansion.

Culture Expansion
Accumulate Culture tokens and turn them in to receive benefits.
At the end of the game, every 5 Culture tokens you have left over are worth 1VP.

Major themes: Culture tokens
Minor themes: Trash-for-benefit, reward for doing lots of stuff in an action, card types, card variety

Thanks to 461.weavile for the templates.

10
Puzzles and Challenges / Most Cards from One Buy
« on: November 29, 2015, 05:07:25 pm »
As a follow-up to my puzzle about highest value you can get from one buy, what is the highest number of cards you can get as the result of buying a single card?

Puzzle:
During your buy phase, you buy a single card and resolve any on-buy and on-gain effects and any additional effects you wish to trigger from those. What is the highest possible number of additional cards you end up with in your deck?

Rules:
  • Solo game
  • Any number of events allowed in Kingdom
  • Perfect shuffle luck
  • Unlimited turns of setup
  • Standard number of Treasures (53 Copper, 40 Silver, 30 Gold, 12 Platinum, 16 Potion)
  • 10 Curses in Supply
  • Cards you lose from your deck do not count against you, but:
  • Cards you never had (or had briefly and then trashed) do not count for you

My solution from the other puzzle gets 125 cards, and could get 10 curses easily too, so it's at least __135__. But I'm sure we can go higher!

11
Puzzles and Challenges / Highest Total Value from One Buy
« on: November 25, 2015, 01:47:27 pm »
Puzzle:
During your buy phase, you buy a single card and resolve any on-buy and on-gain effects and any additional effects you wish to trigger from those. What is the highest possible total value of the bought card plus the additional cards you end up with in your deck?

Rules:
  • Solo game
  • Any number of events allowed in Kingdom
  • Perfect shuffle luck
  • Unlimited turns of setup
  • Standard number of Treasures (53 Copper, 40 Silver, 30 Gold, 12 Platinum, 16 Potion)
  • 10 Curses in Supply
  • Potions in costs do not count extra for value
  • If any cost reductions are in effect after your buy, your total value is calculated using the reduced costs

12
Game Reports / Is Butcher really this strong?
« on: June 09, 2015, 12:57:28 pm »


Code: [Select]
Shanty Town, JackOfAllTrades, Silk Road, Thief, Wandering Minstrel, Butcher, Embassy, Saboteur, Soothsayer, Witch
http://www.gokosalvager.com/static/logprettifier.html?20150608/log.50ace175e4b0da3f463f5f04.1433770725536.txt

What the heck happened here? Is Butcher of all things really such a strong Big Money enabler? I do feel like my opponent got rather lucky draws:
  • Drew Butcher + Estate on both turns 4 and 5
  • Bought Gold on turns 7 and 8 and immediately drew them both on turn 9
  • Did not draw a single dead card on either of his last 2 shuffles

In retrospect, knowing I wouldn't be facing any attacks myself, I would have only gotten a single JoAT, and discarded estates instead of keeping them to trash, probably getting Witch earlier in the process.

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