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1
Game Reports / double tactician golden deck
« on: December 23, 2012, 04:45:26 pm »
In this game, I have a plan from the start featuring most cards of the board that I completely achieve as late as turn 17 due to many misplays (trashing a wrong card, forgetting to save an action for tactician, changing from baron to something else).

By that time, I've set up a double tactician deck with shanty town as a village, laboratories as card draw, workshop as card gainers for bishop to trash, gaining/buying and trashing three cards each turn while having exactly the right amount of actions and cards to repeat the same thing over the next turns to overcome a 0-8 province split. My opponent would have won, though, if he had been a bit luckier to buy the last province a turn earlier.

PS: There is the Golden Deck thread, and the Double Tactician thread, but I couldn't decide where to put it, so a new thread to make this subforum even more organized.

2
Help! / "Safely" breaking PPR?
« on: May 11, 2012, 09:07:49 am »
Just had this game with WanderingWinder; Sea Hag game with Steward, Throne Room and cheap Cantrips.
He went for more money early and got an early Gold turn 5, followed by three more Golds turn 11, 13, 14, which forced me to something different. I went for a "let's take 5 minute a turn"-Throne Room helped engine with heavy trashing, allowing me to draw my deck. I bought Noble Brigand to rob all his money, which gained me a Gold, but didn't work otherwise.

Question is, while he starts stalling, I can get 8$ safely every turn. With two Provinces left, I need both of them to win, being three points behind, where he just reshuffled the turn before.
What is better now; taking the chance and try to grab both Provinces (which would have worked out, since he had 7$ and 6$ next turns), or go Duchy- and finally Estate-dancing; which worked out for me here, but also means ~10 more turns, and more turns mean I give luck more chances to screw me, too.

PS: Honestly I just want to brag about my win here. 8) (Of course not.)

3
Solo Challenges / 5.1 - Curse you! & 5.2 - Catharsis
« on: May 05, 2012, 03:17:31 pm »
Hi!

After the last one, let's make these one as simple as possible:

5.1 Empty the Curse pile as fast as possible and have all Curses in your deck.
The turn you emptied the Curse pile is counted.

5.2 Empty the Curse pile, have all Curses in your deck at this moment, and get rid of them again as fast as possible.
The turn you removed the last Curse from your deck is counted.

Entries as a gamelog and one per person, only, deadline Sunday (since I posted late today, so you have a full weekend, splitted though, if you need it), May 13th, GMT+1 9:00 a.m.

There are two parts of this challenge. Both count as a complete challenge, so 4,2,1 points again, BUT you are only allowed one entry in total. This means you may need to decide what you want to do - get the Curses as fast as possible and screw your deck, needing longer to get rid off them again, or get the Curses a bit later, but have a better deck to trash them again. Or can you do both?

4
Game Reports / KC-helped comeback
« on: May 01, 2012, 07:51:52 am »
In this game with Native Village, Steward, Margrave and KC, I continued in playing pretty poorly - which I nearly mastered today - early on, where I'm not really committed to anything, doing something with Native Villages, trashing something, not getting anywhere. My opponent gets his KC way earlier, but draws it dead early on. Still, he gets a big economy advantage and double Provinces on turn 14. He has 4 Provinces before I got any VP card and 5 Provinces before my last turn.
I went for more buildup, using the ability to draw my whole deck anyway to make Mandarin pretty much a KC-able Gold, KC-ing a Feast and using a Royal Seal I gained the turn before to set up the next turn with KC, KC, Steward. But time is running, and on turn 18 with my Margrave played thrice, I don't want my opponent to see another turn where he grabs a Province and maybe more.
I get 33$ and 7 buys, which exactly equals 3 Provinces, 1 Duchy, 2 Estates (and a Copper) to win by one point.

5
Solo Challenges / 4 - One of a kind
« on: April 28, 2012, 05:51:40 am »
Hi!

Let's face it: When we play with cards, we rarely think about what the cards feel! Have you ever asked your KC if he likes to have its only purpose in playing other KCs? Have you ever asked your Minions if they want to cooperate with eachother, or if maybe one of them wants to be your one and only? Isn't it enough to torture captives once? And what about the poor little fox who has to run away from not one but up to ten Hunting Parties?
That's cruel, and I want to change this.

After the first two turns, you are only allowed to play cards with the same name once a turn. Also, you are not allowed to have any cards more than once in your deck, the exceptions being Coppers and Estates (naturally since you start with them), and Colonies. That also means no Throne Rooms or King's Courts, and not even two Coppers are allowed to be played beginning with turn 3. Additionally, since every single card is a precious individual, you are not allowed to get rid of the last copy of a card once it is in your deck. Don't trash all your Coppers and Estates!

The goal of the challenge is to end the game by having 8 Colonies in your deck while having exactly one copy of each other card available in your deck at that point. This includes one Curse as well as one Province, but doesn't force you to empty the Black Market pile if you chose to play with Black Market.

These are many rules, but I hope they are clear and somewhat easy to remember since they thematically match the challenge (but the 8 Colonies in your deck, which is needed to avoid making things to easy by trashing a Colony into a Colony).

Entries as a gamelog and only one per person, deadline Saturday, May 5th, GMT+1 9:00 a.m.

Points (4,2,1) are awarded as usual for the fewest turns needed, and bonus points (2,1) for the highest valued Fairgrounds in your deck at the end of the game.

Please tell me if something is not clear; otherwise, have fun!

6
Game Reports / Most bizarre ending conditions
« on: April 26, 2012, 04:34:45 am »
The other topic made me think if we could collect gamelogs of the weirdest conditions by which a game ended. It's probably three piles mostly, but which three piles? Copper, Silver, Gold? Cards you normally only want one of? All piles at once?

I'll start with Banks, Platinums, and Golds are all gone.

7
Solo Challenges / 3 - No buys allowed
« on: April 21, 2012, 05:56:14 am »
Hi!

In a solitaire game, have 8 Colonies in your deck at the end of the game.
Problem: You are not allowed to buy any card at any time but turn 1 and 2. All other cards must be gained differently, somehow...

Bonus point for not using KC. ;)

Since I expect this to be a bit, well, harder, longer, more luck dependent (edit: actually, this totally seems not to be the case, judging after the first solutions I got. Seems like I'd suck at these puzzles, which is ok.); with more possible ways to go, I'll say at most two entries (as a personal message with an isotropic gamelog) only per person, deadline Saturday, April 28th, GMT+1 9:00 a.m.

By the way, with one of my ideas gone for a while (basically what Geronimoo asked for; trashing down and rebuilding the deck), I notice that it's not so easy to come up with fun ideas, since most things can be done by megaturns with KC and other cards, which I don't want to have as the obvious solution.
So, if you have any ideas that fit into my theme (that is, create your own deck to achieve the goal), feel free to send them in.

8
Solo Challenges / 2 - Gifts for the Natives
« on: April 14, 2012, 04:31:08 am »
If you have a déjà vu now, your memory must be crazy, since this comes from a puzzle I posted in August.

In a solitaire game on isotropic, find the fastest way to set aside your whole deck but a Native Village and another card of your choice on the Native Village mat. Restriction: There is no trashing or pseudo-trashing allowed, so no Chapel, no Remake, and so on; and no Island, no Ambassador, no nay never.

Since I have more work to do than I thought, let's keep the rhythm by making the deadline Saturday, 9:00 a.m. GMT+1. Entries as a gamelog per private message, only one entry allowed per person.

Have fun!

9
Solo Challenges / 1 - Fewest turns
« on: April 10, 2012, 04:22:37 pm »
Hi!

Now with the new subforum available, I think of doing one or maybe more challenges in Ozle's spirit.
I don't want to copy his great idea completely, so let's make things a bit different: Your creativity is not only asked when coming up with the best strategy on a given board, but to create the kingdom yourself!

So without further ado:

Challenge 1 - End a solo game in the fewest number of turns. Ending is not resigning on any turn.

One entry (as a personal message) only per person, deadline Saturday, GMT+1 9:00 a.m. (a bit more time at first, afterwards maybe shorter periods.)
I don't know yet if I will do it similar with points and maybe bonus points and a ranking. Probably, if I have enough ideas for other challenges.

Have fun!

10
Dominion Isotropic / Bug: Nothing played and estate bought
« on: December 01, 2011, 04:05:00 pm »

— Daimun's turn 18 —
Daimun buys an Estate.
(Daimun draws: a Copper, a Hunting Party, a Gardens, a Silver, and a Potion.)


I knew he had two Copper and nothing else in hand because I possessed him the turn before, so he probably played them, but it didn't show, neither during the game, nor in the log.

11
Puzzles and Challenges / Mirror, mirror....
« on: October 28, 2011, 04:49:05 pm »
Never had such a weird game where my opponent and I did pretty much everything like the other did. Both opening Fishing Village/Remake, picking up more Fishing Villages and some Menageries, a Library and enough money to get 8$ consistently.
At my turn 10, with both our decks trashed nicely, I already thought that this was going to be a draw, when I spotted the nice little move to remake two Menageries for two Silk Roads during turn 12. But look what my opponent did right after!
With more and more green cards, I was afraid that one Library wasn't enough to get to 8 one more time, which is why I bought the penultimate Province, followed by my opponent.
Look at our final decks composition.

12
Puzzles and Challenges / Gifts for the Natives
« on: August 03, 2011, 06:55:45 am »
Hi puzzle lovers,

here is one which I thought of today. Let's say it rather is a challenge since I don't know the solution (but have some basic ideas) and it could be hard to find the optimum. Feel free to post your attempts even if you think they are far from perfect.

- Solitaire: Starting with 7 coppers and 3 estates, what is the fastest way to set aside your whole deck apart from a native village and another card on the native village mat? What cards can be this second card?
No trashing allowed, and no pseudo-trashing (ambassador, masquerade, island, whatever you can think of). The only way to get rid of cards should be by native villages.

- Is it possible to get rid of all cards but one native village? I doubt it, but surprise me.

- Multiplayer: Now it is possible to get rid of all cards but one native village. Find the fastest way. Find different cards that enable it.

13
Variants and Fan Cards / Reducing the luck factor?
« on: July 16, 2011, 12:01:17 pm »
I'm annoyed with the game.
In the beginning, I had the opinion that luck belongs to the game and somehow makes it even more exciting. If I wanted a strategy game without any luck, I could play chess.
But that changed over the last few weeks. I came to the opinion that luck decides way to many games in an unplesant way. 5-2 start against 4-3 in some boards means game over. You seahag my seahag, nice, gg. You go for treasure maps in a board without cycling or trashing and nevertheless get them in the fifth turn, gg. I got a chapel with three estates in turn 3 and buy a witch in turn 4, where you get your chapel in turn 4 or 5 with coppers, gg.
And so on. There are way to many options for a game to be over after the first few rounds without anyone making a mistake, especially in games where both players know what to do. No matter if I win or lose this way, it just isn't fun anymore.

Any useful ideas on how to change the game slightly so that luck still matters, but games are not over due to one simple thing gone wrong or right for one player?

In the meantime, I'm going to take a break and play something different.

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