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Game Reports / A game from dominion.games with some questions
« on: June 04, 2020, 02:17:32 pm »
I had a game where I got absolutely clobbered, and wanted to evaluate it. The kingdom contained Sleigh, Groom, Merchant, Gladiator, Cavalry, Mastermind, Merchant Guild, Sentry, Farmland, and something irrelevant.

Towards that end:
1) Is there some way to see old games in dominion.games?
2) Is there a way to view game logs in a more human readable way?
3) How highly do you prioritize hitting $5 to buy Sentries and Masterminds, versus winning the Merchant split?
4) If you prioritize the former, how does your buy order (and "Groom order") change?
5) If you prioritize the latter, how does your buy/Groom order change?
6) Were my results to be expected, because I chose the wrong strategy (i.e. I overvalued hitting $5 and opened wrong, I bought a stupid Gladiator on turn 3) or did I just get hard-screwed by the shuffle (no $5 on the first shuffle, hit $2 turn 6, Sentry hit 2 buys on turn 9, Mastermind collided turn 10, etc.)?
7) Is this the right forum for this?

Game #46475496, rated.
ddubois: 54.22
arlequin_ldv: 50.61

Kingdom generated with these relative percentages:
0%: Possession

d starts with 7 Coppers.
d starts with 3 Estates.
a starts with 7 Coppers.
a starts with 3 Estates.
d shuffles their deck.
d draws 4 Coppers and an Estate.
a shuffles their deck.
a draws 5 cards.

Turn 1 - ddubois
d plays 4 Coppers. (+$4)
d buys and gains a Groom.
d draws 3 Coppers and 2 Estates.

Turn 1 - arlequin_ldv
a plays 4 Coppers. (+$4)
a buys and gains a Groom.
a draws 5 cards.

Turn 2 - ddubois
d plays 3 Coppers. (+$3)
d buys and gains a Silver.
d shuffles their deck.
d draws 3 Coppers, an Estate and a Groom.

Turn 2 - arlequin_ldv
a plays 3 Coppers. (+$3)
a buys and gains a Merchant.
a shuffles their deck.
a draws 5 cards.

Turn 3 - ddubois
d plays a Groom.
d gains a Merchant.
d gains a Horse.
d plays 3 Coppers. (+$3)
d buys and gains a Gladiator.
d draws 2 Coppers, a Silver and 2 Estates.

Turn 3 - arlequin_ldv
a plays a Groom.
a gains 2 Silvers.
a plays 3 Coppers. (+$3)
a buys and gains a Merchant.
a draws 5 cards.

Turn 4 - ddubois
d plays a Silver and 2 Coppers. (+$4)
d buys and gains a Merchant.
d shuffles their deck.
d draws 3 Coppers, a Silver and an Estate.

Turn 4 - arlequin_ldv
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays 4 Coppers. (+$4)
a buys and gains a Merchant.
a shuffles their deck.
a draws 5 cards.

Turn 5 - ddubois
d plays a Silver and 3 Coppers. (+$5)
d buys and gains a Sentry.
d draws 2 Coppers, 2 Estates and a Groom.

Turn 5 - arlequin_ldv
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Groom.
a gains a Merchant.
a gains a Horse.
a plays 3 Coppers. (+$3)
a buys and gains a Merchant.
a draws 5 cards.

Turn 6 - ddubois
d plays a Groom.
d gains a Merchant.
d gains a Horse.
d plays 2 Coppers. (+$2)
d buys and gains a Sleigh.
d draws 2 Coppers, 2 Merchants and a Horse.

Turn 6 - arlequin_ldv
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Silver and 2 Coppers. (+$4)
a gets +$2.
a buys and gains a Sentry.
a shuffles their deck.
a draws 5 cards.

Turn 7 - ddubois
d plays a Merchant.
d draws a Gladiator.
d gets +1 Action.
d plays a Gladiator.
d gets +$2.
d reveals a Horse.
d gets +$1.
d trashes a Gladiator.
d plays 2 Coppers. (+$2)
d buys and gains a Sentry.
d shuffles their deck.
d draws 2 Coppers, a Silver, a Merchant and a Sentry.

Turn 7 - arlequin_ldv
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Groom.
a gains a Merchant.
a gains a Horse.
a plays a Silver and 3 Coppers. (+$5)
a gets +$1.
a buys and gains a Mastermind.
a draws 5 cards.

Turn 8 - ddubois
d plays a Sentry.
d draws an Estate.
d gets +1 Action.
d looks at an Estate and a Copper.
d trashes a Copper and an Estate.
d plays a Merchant.
d draws a Copper.
d gets +1 Action.
d plays a Silver and 3 Coppers. (+$5)
d gets +$1.
d buys and gains a Mastermind.
d draws a Copper, an Estate, a Merchant, a Sleigh and a Horse.

Turn 8 - arlequin_ldv
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Sentry.
a draws a card.
a gets +1 Action.
a looks at 2 cards.
a trashes a Copper and an Estate.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Silver and 3 Coppers. (+$5)
a gets +$3.
a buys and gains a Sentry.
a shuffles their deck.
a draws 5 cards.

Turn 9 - ddubois
d plays a Horse.
d draws a Copper and a Horse.
d gets +1 Action.
d returns a Horse to the Horse pile.
d plays a Horse.
d draws a Copper and a Sentry.
d gets +1 Action.
d returns a Horse to the Horse pile.
d plays a Sentry.
d draws a Gladiator.
d gets +1 Action.
d looks at a Groom and a Merchant.
d topdecks a Merchant and a Groom.
d plays a Gladiator.
d gets +$2.
d reveals a Sleigh.
d gets +$1.
d trashes a Gladiator.
d plays 3 Coppers. (+$3)
d buys and gains a Mastermind.
d reacts with a Sleigh.
d discards a Sleigh.
d looks at a Silver, a Sleigh, an Estate, a Merchant, a Sentry, 2 Masterminds and 3 Coppers.
d topdecks a card.
d shuffles their deck.
d draws a Copper, a Merchant, a Sentry, a Groom and a Mastermind.

Turn 9 - arlequin_ldv
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Groom.
a gains a Merchant.
a gains a Horse.
a plays a Silver and 2 Coppers. (+$4)
a gets +$3.
a buys and gains a Merchant Guild.
a draws 5 cards.

Turn 10 - ddubois
d plays a Sentry.
d draws a Sentry.
d gets +1 Action.
d looks at an Estate and a Mastermind.
d trashes an Estate.
d topdecks a Mastermind.
d plays a Sentry.
d draws a Mastermind.
d gets +1 Action.
d looks at a Merchant and a Gladiator.
d topdecks a Merchant and a Gladiator.
d plays a Mastermind.
d buys Delay.
d sets a Mastermind aside.
d draws 2 Coppers, 2 Merchants and a Gladiator.

Turn 10 - arlequin_ldv
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Mastermind.
a plays a Silver and 3 Coppers. (+$5)
a gets +$1.
a buys and gains a Mastermind.
a draws 5 cards.

Turn 11 - ddubois
d starts their turn.
d plays a Merchant.
d draws a Silver.
d gets +1 Action.
d plays a Merchant again.
d draws a Copper.
d gets +1 Action.
d plays a Merchant a third time.
d draws an Estate.
d gets +1 Action.
d plays a Mastermind. (Delay)
d plays a Gladiator.
d gets +$2.
d reveals an Estate.
d gets +$1.
d trashes a Gladiator.
d plays a Merchant.
d draws a Copper.
d gets +1 Action.
d plays a Silver and 4 Coppers. (+$6)
d gets +$4.
d buys and gains a Cavalry.
d draws a Copper and a Sleigh.
d gets +1 Buy.
d reacts with a Sleigh.
d discards a Sleigh.
d looks at a Sleigh, a Groom, a Merchant, 2 Sentries, a Copper and a Cavalry.
d topdecks a card.
d buys and gains a Merchant Guild.
d shuffles their deck.
d draws a Merchant, a Gladiator, a Sleigh, a Cavalry and a Mastermind.

Turn 11 - arlequin_ldv
a starts their turn.
a plays a Sentry.
a shuffles their deck.
a draws a card.
a gets +1 Action.
a looks at 2 cards.
a topdecks 2 cards.
a plays a Sentry again.
a draws a card.
a gets +1 Action.
a looks at 2 cards.
a topdecks 2 cards.
a plays a Sentry a third time.
a draws a card.
a gets +1 Action.
a looks at 2 cards.
a trashes a Copper.
a topdecks a card.
a plays a Sentry.
a draws a card.
a gets +1 Action.
a looks at 2 cards.
a trashes a Copper.
a topdecks a card.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Groom.
a gains a Cavalry.
a draws 2 cards.
a gets +1 Buy.
a gains a Horse.
a plays a Merchant Guild.
a gets +1 Buy.
a gets +$1.
a plays a Mastermind.
a plays a Silver and 4 Coppers. (+$6)
a gets +$5.
a buys a Farmland.
a gets +1 Coffers.
a trashes an Estate.
a gains a Cavalry.
a draws 2 cards.
a gets +1 Buy.
a gains a Farmland.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a shuffles their deck.
a draws a card.
a gets +1 Action.
a plays a Cavalry.
a gains 2 Horses.
a plays a Silver. (+$2)
a buys a Farmland.
a gets +1 Coffers.
a trashes an Estate.
a gains a Cavalry.
a draws 2 cards.
a gets +1 Buy.
a gains a Farmland.
a uses 1 Coffers. (+$1)
a buys a Silver.
a gets +1 Coffers.
a gains a Silver.
a shuffles their deck.
a draws 5 cards.

Turn 12 - ddubois
d starts their turn.
d plays a Merchant.
d draws a Copper.
d gets +1 Action.
d plays a Merchant again.
d draws an Estate.
d gets +1 Action.
d plays a Merchant a third time.
d draws a Silver.
d gets +1 Action.
d plays a Gladiator.
d gets +$2.
d reveals an Estate.
d gets +$1.
d trashes a Gladiator.
d plays a Mastermind.
d plays a Cavalry.
d gains 2 Horses.
d plays a Silver and a Copper. (+$3)
d gets +$3.
d buys and gains a Cavalry.
d draws a Copper and a Merchant Guild.
d gets +1 Buy.
d plays a Merchant Guild.
d gets +1 Buy.
d gets +$1.
d plays a Copper. (+$1)
d buys a Merchant Guild.
d gets +1 Coffers.
d gains a Merchant Guild.
d reacts with a Sleigh.
d discards a Sleigh.
d looks at a Sleigh, a Merchant Guild, a Cavalry and 2 Horses.
d topdecks a card.
d draws a Copper, 2 Sentries, a Merchant Guild and a Groom.

Turn 12 - arlequin_ldv
a starts their turn.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Horse again.
a draws 2 cards.
a gets +1 Action.
a plays a Horse a third time.
a draws 2 cards.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Sentry.
a draws a card.
a gets +1 Action.
a looks at 2 cards.
a discards a Cavalry.
a topdecks a card.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Groom.
a gains a Cavalry.
a draws 2 cards.
a gets +1 Buy.
a gains a Horse.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Sentry.
a draws a card.
a gets +1 Action.
a looks at 2 cards.
a topdecks 2 cards.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Mastermind.
a plays a Merchant Guild.
a gets +1 Buy.
a gets +$1.
a plays a Cavalry.
a gains 2 Horses.
a plays a Silver and 4 Coppers. (+$6)
a gets +$7.
a plays 2 Silvers. (+$4)
a buys a Farmland.
a gets +1 Coffers.
a trashes a Farmland.
a gains a Province.
a gains a Farmland.
a buys a Farmland.
a gets +1 Coffers.
a trashes a Farmland.
a gains a Province.
a gains a Farmland.
a buys a Farmland.
a gets +1 Coffers.
a trashes a Cavalry.
a gains a Farmland.
a gains a Farmland.
a shuffles their deck.
a draws 5 cards.

Turn 13 - ddubois
d starts their turn.
d plays a Sentry.
d draws a Copper.
d gets +1 Action.
d looks at 2 Merchants.
d topdecks 2 Merchants.
d plays a Sentry again.
d draws a Merchant.
d gets +1 Action.
d looks at a Merchant and a Copper.
d trashes a Copper.
d topdecks a Merchant.
d plays a Sentry a third time.
d draws a Merchant.
d gets +1 Action.
d shuffles their deck.
d looks at a Copper and a Cavalry.
d trashes a Copper.
d topdecks a Cavalry.
d plays a Merchant Guild.
d gets +1 Buy.
d gets +$1.
d plays a Sentry.
d draws a Cavalry.
d gets +1 Action.
d looks at a Sleigh and a Horse.
d topdecks a Sleigh and a Horse.
d plays a Merchant.
d draws a Sleigh.
d gets +1 Action.
d plays a Merchant.
d draws a Horse.
d gets +1 Action.
d plays a Horse.
d draws a Copper and a Merchant Guild.
d gets +1 Action.
d returns a Horse to the Horse pile.
d plays a Merchant Guild.
d gets +1 Buy.
d gets +$1.
d plays a Groom.
d gains a Silver.
d reacts with a Sleigh.
d discards a Sleigh.
d looks at a Silver and a Sleigh.
d puts a Silver into their hand.
d gains a Silver.
d plays a Cavalry.
d gains 2 Horses.
d plays a Silver and 3 Coppers. (+$5)
d gets +$2.
d buys a Gold.
d gets +2 Coffers.
d gains a Gold.
d buys a Silver.
d gets +2 Coffers.
d gains a Silver.
d draws an Estate, a Merchant, a Gladiator, a Mastermind and a Horse.

Turn 13 - arlequin_ldv
a starts their turn.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant again.
a draws a card.
a gets +1 Action.
a plays a Merchant a third time.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Sentry.
a draws a card.
a gets +1 Action.
a looks at 2 cards.
a trashes a Copper.
a topdecks a card.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Cavalry.
a gains 2 Horses.
a plays a Mastermind.
a plays a Silver and 2 Coppers. (+$4)
a gets +$8.
a uses 5 Coffers. (+$5)
a buys and gains a Cavalry.
a draws 2 cards.
a gets +1 Buy.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Cavalry.
a gains 2 Horses.
a plays a Silver. (+$2)
a buys a Farmland.
a trashes a Farmland.
a gains a Province.
a gains a Farmland.
a draws 5 cards.

Turn 14 - ddubois
d plays a Horse.
d draws a Silver and a Cavalry.
d gets +1 Action.
d returns a Horse to the Horse pile.
d plays a Merchant.
d draws a Copper.
d gets +1 Action.
d plays a Mastermind.
d plays a Silver and a Copper. (+$3)
d gets +$1.
d buys and gains a Silver.
d shuffles their deck.
d draws 2 Silvers, 2 Merchant Guilds and a Cavalry.

Turn 14 - arlequin_ldv
a starts their turn.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Horse again.
a draws 2 cards.
a gets +1 Action.
a plays a Horse a third time.
a shuffles their deck.
a draws 2 cards.
a gets +1 Action.
a plays a Sentry.
a draws a card.
a gets +1 Action.
a looks at 2 cards.
a trashes a Copper.
a topdecks a card.
a plays a Sentry.
a draws a card.
a gets +1 Action.
a looks at 2 cards.
a discards a Cavalry.
a topdecks a card.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Merchant Guild.
a gets +1 Buy.
a gets +$1.
a plays a Groom.
a gains a Cavalry.
a draws 2 cards.
a gets +1 Buy.
a gains a Horse.
a plays a Cavalry.
a gains 2 Horses.
a plays a Cavalry.
a gains 2 Horses.
a plays a Silver and 2 Coppers. (+$4)
a gets +$2.
a plays a Silver. (+$2)
a buys a Farmland.
a gets +1 Coffers.
a trashes a Farmland.
a gains a Province.
a gains a Farmland.
a buys a Silver.
a gets +1 Coffers.
a gains a Silver.
a draws 5 cards.

Turn 15 - ddubois
d starts their turn.
d plays a Merchant Guild.
d gets +1 Buy.
d gets +$1.
d plays a Merchant Guild again.
d gets +1 Buy.
d gets +$1.
d plays a Merchant Guild a third time.
d gets +1 Buy.
d gets +$1.
d plays a Merchant Guild.
d gets +1 Buy.
d gets +$1.
d plays 2 Silvers. (+$4)
d buys a Province.
d gets +2 Coffers.
d gains a Province.
d draws a Copper, a Gold, 2 Merchants and a Horse.

Turn 15 - arlequin_ldv
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Horse.
a shuffles their deck.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Sentry.
a draws a card.
a gets +1 Action.
a looks at 2 cards.
a trashes a Cavalry.
a topdecks a card.
a plays a Mastermind.
a plays a Silver. (+$2)
a gets +$5.
a uses 1 Coffers. (+$1)
a buys and gains a Province.
a draws 5 cards.

Turn 16 - ddubois
d plays a Merchant.
d draws a Mastermind.
d gets +1 Action.
d plays a Merchant.
d draws a Cavalry.
d gets +1 Action.
d plays a Mastermind.
d plays a Gold and a Copper. (+$4)
d uses 4 Coffers. (+$4)
d buys and gains a Province.
d draws 2 Silvers, a Gladiator, a Sleigh and a Groom.

Turn 16 - arlequin_ldv
a starts their turn.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Merchant again.
a draws a card.
a gets +1 Action.
a plays a Merchant a third time.
a draws a card.
a gets +1 Action.
a plays a Merchant.
a draws a card.
a gets +1 Action.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Groom.
a gains a Cavalry.
a draws 2 cards.
a gets +1 Buy.
a gains a Horse.
a plays a Horse.
a draws 2 cards.
a gets +1 Action.
a returns a Horse to the Horse pile.
a plays a Merchant Guild.
a gets +1 Buy.
a gets +$1.
a plays a Cavalry.
a gains 2 Horses.

2
Dominion General Discussion / Musings and Pixie strategy
« on: March 25, 2020, 11:26:34 pm »
I'm coming back to the game after several years (quit when isotropic went away), and as expected, I usually get smacked around in any games with lots of new cards. The cards are more intricate, and there's so many crazy combos now. Is there a list of combos to look out for? I think I still do OK, not great, with "regular" engine building that involves finding actions, draws, trashing, and buys in the right mixture - 2020's smithy wannabe isn't much different from 2017's smithy wannabe - but I don't have long term vision of strange interactions, and am pretty bad at evaluating the new cards beyond those metrics.

From memory -- is there any way to review my games or access logs for dominion.games?!? -- the board was Candlestick Maker, Pixie, Patrician, Fortress Village, Hostelry, Village Green, Festival, Gatekeeper, Mystic, Destrier (and Reap)

In this game my opponent did something with Pixie and I'm still not sure what hit me. Are there any strategy articles about that card?  (I did find a relevant article about Boons at: http://forum.dominionstrategy.com/index.php?topic=18188.0). They opened Pixie/Village Green which seemed like a bad way to get anywhere on a board that looked like hitting $5 over and over would be important, since 4 seemed really terrible to me. He still hit $5 of turn 4, and that seemed a little lucky after buying no econ, but I'm not used to Goat either, no maybe that's normal. His strategy of focusing on Pixies and +buys let him get 5 Destriers on turn 9 and the game was over. Is this repeatable? Was it the obvious strategy that I should have known?

Code: [Select]
Turn 1 - jonnyba
j plays a Goat. (+$1)
j trashes an Estate.
j plays 3 Coppers. (+$3)
[b]j buys[/b] and gains a Village Green.
j draws 5 cards.

Turn 1 - ddubois
d plays 3 Coppers. (+$3)
d buys and gains a Silver.
d draws 3 Coppers, an Estate and a Goat.

Turn 2 - jonnyba
j plays 3 Coppers. (+$3)
[b]j buys[/b] and gains a Pixie.
j shuffles their deck.
j draws 5 cards.

Turn 2 - ddubois
d plays a Goat. (+$1)
d trashes an Estate.
d plays 3 Coppers. (+$3)
d buys and gains a Village Green.
d shuffles their deck.
d draws 3 Coppers, an Estate and a Village Green.

Turn 3 - jonnyba
j plays a Pixie.
j draws a card.
j gets +1 Action.
j takes The Sea's Gift.
j discards The Sea's Gift.
j plays a Village Green.
j plays a Goat. (+$1)
j trashes an Estate.
j plays 2 Coppers. (+$2)
[b]j buys[/b] and gains a Pixie.
j draws 5 cards.

Turn 3 - ddubois
d plays a Village Green.
d plays 3 Coppers. (+$3)
d buys and gains a Patrician.
d draws 2 Coppers, a Silver, an Estate and a Goat.

Turn 4 - jonnyba
j starts their turn.
j shuffles their deck.
j draws a card.
j gets +2 Actions.
j plays a Pixie.
j draws a card.
j gets +1 Action.
j takes The Sky's Gift.
j discards The Sky's Gift.
j plays a Pixie.
j draws a card.
j gets +1 Action.
j takes The Field's Gift.
j discards The Field's Gift.
j plays 5 Coppers. (+$5)
[b]j buys[/b] and gains a Festival.
j shuffles their deck.
j draws 5 cards.

Turn 4 - ddubois
d starts their turn.
d draws a Copper.
d gets +2 Actions.
d plays a Goat. (+$1)
d trashes an Estate.
d plays a Silver and 3 Coppers. (+$5)
d buys and gains a Mystic.
d shuffles their deck.
d draws 3 Coppers, a Patrician and a Goat.

Turn 5 - jonnyba
j plays a Goat. (+$1)
j trashes a Copper.
j plays 3 Coppers. (+$3)
[b]j buys[/b] and gains a Silver.
j draws 5 cards.

Turn 5 - ddubois
d plays a Patrician.
d draws a Copper.
d gets +1 Action.
d reveals a Copper.
d plays a Goat. (+$1)
d trashes a Copper.
d plays 3 Coppers. (+$3)
d buys and gains a Village Green.
d draws 2 Coppers, a Silver, an Estate and a Mystic.

Turn 6 - jonnyba
j plays a Pixie.
j draws a card.
j gets +1 Action.
j takes The Sun's Gift.
j discards The Sun's Gift.
j plays a Pixie.
j draws a card.
j gets +1 Action.
j takes The River's Gift.
j discards The River's Gift.
j plays a Festival.
j gets +2 Actions.
j gets +1 Buy.
j gets +$2.
j plays a Village Green.
j plays 2 Coppers. (+$2)
[b]j buys[/b] and gains a Pixie.
[b]j buys[/b] and gains a Candlestick Maker.
j shuffles their deck.
j draws 5 cards.

Turn 6 - ddubois
d plays a Mystic.
d gets +1 Action.
d gets +$2.
d wishes for Copper but reveals Village Green.
d plays a Silver and 2 Coppers. (+$4)
d buys and gains a Destrier.
d shuffles their deck.
d draws 3 Coppers, a Patrician and a Village Green.

Turn 7 - jonnyba
j starts their turn.
j draws a card.
j gets +2 Actions.
j plays a Pixie.
j draws a card.
j gets +1 Action.
j takes The Earth's Gift.
j trashes a Pixie.
j discards a Copper.
j gains a Patrician.
j discards a Copper.
j gains a Pixie.
j discards The Earth's Gift.
j plays a Pixie.
j draws a card.
j gets +1 Action.
j takes The Moon's Gift.
j discards The Moon's Gift.
j plays a Candlestick Maker.
j gets +1 Action.
j gets +1 Buy.
j gets +1 Coffers.
j plays a Goat. (+$1)
j trashes an Estate.
j plays a Silver. (+$2)
j uses 1 Coffers. (+$1)
[b]j buys[/b] and gains a Destrier.
j draws 5 cards.

Turn 7 - ddubois
d plays a Patrician.
d draws a Village Green.
d gets +1 Action.
d reveals an Estate.
d plays a Village Green.
d plays 3 Coppers. (+$3)
d buys and gains a Candlestick Maker.
d draws 2 Coppers, a Silver, an Estate and a Mystic.

Turn 8 - jonnyba
j plays a Pixie.
j shuffles their deck.
j draws a card.
j gets +1 Action.
j takes The Flame's Gift.
j trashes a Pixie.
j trashes 2 Coppers.
j discards The Flame's Gift.
j plays a Festival.
j gets +2 Actions.
j gets +1 Buy.
j gets +$2.
j plays 2 Coppers. (+$2)
[b]j buys[/b] and gains a Patrician.
[b]j buys[/b] and gains a Pixie.
j draws 5 cards.

Turn 8 - ddubois
d starts their turn.
d draws a Destrier.
d gets +2 Actions.
d plays a Mystic.
d gets +1 Action.
d gets +$2.
d wishes for Goat and finds it.
d plays a Destrier.
d shuffles their deck.
d draws a Copper and a Patrician.
d gets +1 Action.
d plays a Patrician.
d draws a Village Green.
d gets +1 Action.
d reveals a Copper.
d plays a Village Green.
d plays a Goat. (+$1)
d trashes an Estate.
d plays a Silver and 3 Coppers. (+$5)
d buys Reap.
d gains a Gold.
d sets a Gold aside.
d shuffles their deck.
d draws 3 Coppers, a Candlestick Maker and a Destrier.

Turn 9 - jonnyba
j plays a Destrier.
j draws 2 cards.
j gets +1 Action.
j plays a Pixie.
j draws a card.
j gets +1 Action.
j takes The Swamp's Gift.
j trashes a Pixie.
j gains 2 Will-o'-Wisps.
j discards The Swamp's Gift.
j plays a Pixie.
j draws a card.
j gets +1 Action.
j takes The Mountain's Gift.
j discards The Mountain's Gift.
j plays a Patrician.
j shuffles their deck.
j draws a card.
j gets +1 Action.
j reveals a Will-o'-Wisp.
j plays a Village Green.
j draws a card.
j gets +2 Actions.
j plays a Will-o'-Wisp.
j draws a card.
j gets +1 Action.
j reveals a Pixie.
j puts a Pixie into their hand.
j plays a Will-o'-Wisp.
j draws a card.
j gets +1 Action.
j reveals a Festival.
j topdecks a Festival.
j plays a Pixie.
j draws a card.
j gets +1 Action.
j takes The Forest's Gift.
j trashes a Pixie.
j gets +1 Buy.
j gets +$1.
j gets +1 Buy.
j gets +$1.
j plays a Patrician.
j draws a card.
j gets +1 Action.
j plays a Festival.
j gets +2 Actions.
j gets +1 Buy.
j gets +$2.
j plays a Candlestick Maker.
j gets +1 Action.
j gets +1 Buy.
j gets +1 Coffers.
j plays a Goat. (+$1)
j trashes a Copper.
j plays a Silver and 2 Coppers. (+$4)
j uses 1 Coffers. (+$1)
[b]j buys[/b] and gains 5 Destriers.
j discards The Forest's Gift.
j shuffles their deck.
j draws 5 cards.

3
Game Reports / Crazy game of power cards and black market
« on: March 08, 2013, 04:10:59 pm »
http://dominion.isotropic.org/gamelog/201303/07/game-20130307-130440-bbcff0cd.html

I think Baron is key here, because there's so many good cards you want to get more than one a turn, but I don't think I like my turns 7 or 13.  I think I should have had more Oasis to line up Baron with Estate and to power up Menageries, and I won because I got a little bit lucky with using Black Market to activate my Menageries more than I probably should have been able to.  I simultaneously had multiple terminal collisions while still having multiple Shanty Town plays that did nothing, so my balance was probably off somehow.

I think my opponent probably should have kept the variety of his deck down instead of grabbing so many Black Market trinkets, and just rode 1 Governor + 1 Baron and infinite HPs home.  But perhaps rushing Provinces leads to doom if I predictably switch into Vineyard?

I really don't know what the line should be here?  This seems like a Kingdom contest board.

4
Game Reports / Which Ironworks rush?
« on: January 30, 2013, 05:04:09 pm »
I sort of did both, which usually means I did neither well:

http://dominion.isotropic.org/gamelog/201301/30/game-20130130-135346-81a4741a.html

I gained a potion on turn 5, but didn't get a second until turn 12, because I was always either interested in playing my terminal and needed the Ironworks to give plus action, or I felt like I wanted a Silk Roads more.  I ended with four 7pt vineyards and seven almost-5pt Silk Roads, so I probably screwed up and emphasized Silk Roads too hard?  I.e., I should have gone turn 7 gain a potion (over Silk Road), then switch to gaining roads on the last-played Ironworks each turn?

Have simulators answered the question on what to do when there are multiple rush cards present, or is it yet another "It depends" question?

5
Help! / FG/Bridge, no wait, NV/Bridge
« on: January 26, 2013, 02:58:14 am »
I don't know what happened here.... Did First try to fake me out with the FG open?  I.e., was he trying to get me to take the wrong strategy?

http://dominion.isotropic.org/gamelog/201301/25/game-20130125-234947-9987ab14.html

I couldn't even figure out why I won, when clearly my deck is more "polluted" than his, and my FGs didn't really connect in any way that mattered significantly.  (Then I looked at the log and saw his draw after turn 9.  Holy shit!)

6
Dominion General Discussion / Warehosue/Sea Hag vs. Silver/Sea Hag
« on: January 04, 2013, 09:43:49 pm »
I always avoid going with the former because I live in fear of my turn 4 play/purchase missing the reshuffle, (i.e., play warehouse turn 3, hag is in bottom 4).  I'm a negative thinker.  I do see the advantage later for having Warehouse because there will be so many bad cards to pitch once everyone is slogging; you'll tend to have a full compliment of cards that produce less than $1 to pitch.  But first turn Warehouse, I dunno.  I'm dubious, but I admit I could be wrong.

Other people go for it, because they are hoping to live the dream, i.e. turn 3 warehouse into hag, with all of their turn 4 cards, perhaps with a curse included, missing the re-shuffle.  They are optimists.

Which of us is right?

Does it depend on how important having some economy is?  The particular board for the game I just played had a number of other cantrips besides warehouse that would similarly be good for cycling around to hag quickly, e.g. Haven, Caravan, Stables.  (I ended up getting lucky and hitting $4, $5, and $2 my next three turns, and winning both the Curse and Caravan splits.  The rest of the board was mostly inconsequential: Fortune Teller, Haggler, Tactician; or plain terrible: Fool's Gold, Treasure Map.)

Does it depends on whether you are going first or second?  In other words, if you are second, it behooves you to try to ride the high-variance pony?

7
Help! / Trashing game I FUBAR'ed
« on: June 14, 2012, 07:08:25 pm »
Man, I really screwed this up bad.  I trashed harder/better than my opponent, but without a good idea of what deck I was trying to get down to.  I realized after the fact that my plan was dependent on some kind of cantrip card (Mengarie would have been glorious, but Wishing Well or even Great Hall would have worked), which was not present, and which Warehouse cannot pretend to be.  The score is deceiving; my deck was a total pile at the end, as the garbage deck I built initially got desparately bloated with a bunch of green garbage.

http://councilroom.com/game?game_id=game-20120612-173403-32d319f1.html

In retrospect, is trying to get down the golden 5pt/turn deck the better route?  How fast can you get there with Remake/Warehouse->Bishop instead of Chapel/Bishop?


8
http://dominion.isotropic.org/gamelog/201204/18/game-20120418-154209-3f24ff79.html

There's not a bit of doubt in my mind some engine involving Gardens/IGG./Trader was the right play on this board, but I somehow lost this game to a mundane bishop deck.  He did get lucky to hit a turn 6 Gold after opening Sivler/Bishop/Bishop/Silver, and which he promptly re-drew and immediately ate 3 for 3 each of my Gardens he denied, but even still, my strategy seems so overpoweringly dominant, I don't get how this was even a contest.  Did I diversify too much on my spread of Gardens/IGG/Trader/Prov?  Should I have not gotten the GM on turn 8?  Did I need to focus harder on piling out, rather than focus on deck growth like I did?

9
Game Reports / I almost felt bad
« on: February 07, 2012, 11:15:34 pm »
I'm known for complaining about my luck.  I had to keep my mouth shut for the rest of the day (ok, an hour, tops) after this game's turn 3:

City, Crossroads, Fairgrounds, Harem, Horse Traders, Potion, Spy, Thief, Tournament, Vault, and Vineyard:
http://councilroom.com/game?game_id=game-20120206-181310-f4e03edc.html

10
Dominion General Discussion / What's the best route to this target deck?
« on: February 02, 2012, 08:49:59 pm »
The 12 chosen cards are Baron, Black Market, Duchess, Farming Village, Fool's Gold, Governor, Haggler, Inn, Saboteur, Steward, Trade Route, and Wharf.
ddubois vetoes Black Market.
large wooden badger vetoes Saboteur.

http://dominion.isotropic.org/gamelog/201202/02/game-20120202-173120-c6d063ad.html

My opponent's plays are mostly ignorable as they approached the game wrong and didn't take the right strategy with their Governor.  (I don't veto Governor against low levelled opponents and this is a big reason why.)  I'm mostly looking for feedback on the efficiency of my goldfishing technique.

I'm pretty sure turn 3 or 4 Steward two cards & buy a FG is part of said best route, but beyond that, I'm not sure what to pair it with.  I don't like opening FV generally, but it clearly is a card I want to have around the same time I hit Wharf.  And it does improve the quality of my turn 5 marginally, even if it doesnt flip a green turn 3/4.  Whereas if I put a silver in my deck turn 1, I'm going to be Governor'ing it up ASAP, because it's a card I really don't want in my deck.

Turn 6 felt a bit greedy.  I knew I could get a guranteed vil/wharf play immediately with the purchase effect, and took it over second Wharf (living in fear of the terminal Wharf into Vils turn), but after my trashing was nearing completion, I really felt hampered by the -card play effect of it, either because I had to pitch good cards, or because I had to pitch cards I wanted to Governer-up or Steward.

How many Governor's and when I'm not sure about either.  I like eating coppers for FGs, but that play desires big hands from Wharf generally as well.

I got lucky to hit the $5 twice on turn 5 and 6 as I did, and I wonder if my technique's flaws were hidden by my fortune.

11
Dominion General Discussion / Going green green green
« on: December 08, 2011, 11:05:51 pm »
With this board:
Apprentice, Cutpurse, Gardens, Library, Merchant Ship, Philosopher's Stone, Potion, Silk Road, Venture, Woodcutter, and Worker's Village

I had this game:
http://dominion.isotropic.org/gamelog/201112/08/game-20111208-195310-f340afed.html

My opponent tried to do a vil/draw strategy on a board that clearly, IMHO, screams for a green strategy.  But I'm not very adept at these garden strategies, and would like to ask the forum: When should I have started greening?  I waited pretty long, probably too long.  I waited for him to buy a Prov first, and then I waited further for my re-shuffle, hoping that doing so would get me some double garden turns.  It worked out, but I suspect the optimal play is to start greener earlier.  How much earlier?

I think the fact that I didn't need to dip into Estates when tapering down to the end of the game probably indicates I valued ramping up my buy power too much.  I'm always worried that I'll finish two piles and then stall, so I think I tend to ramp buy power too much unless there's a card gainer like Ironworks.  When is a garden deck typically supposed to goldfish?

Also, I may have overvalued Venture here.  I really like how they can skip past a bunch of green cards late game, but its possible more Worker's Village and more aggressive copper buying was the correct strategy.

Last, it's possible I'm not supposed to buy that one Prov that I did.

12
http://dominion.isotropic.org/gamelog/201110/14/game-20111014-025049-a94b2d54.html

The guy is level 40-something, so he must have had a plan... I guess he envisioned Hoard into that turn 13 ahead of time, but... How the heck can such a gross sacrifice of overall card efficiency be correct?  Is there some specific logic surrounding reshuffles I simply don't understand?  Under what circumstances could Courtyard as my $4 be right?

13
Dominion General Discussion / Interesting board - what would you do?
« on: October 12, 2011, 01:40:30 am »
Bishop, Bridge, Familiar, Festival, Horse Traders, Ironworks, Mining Village, Monument, Pirate Ship, Potion, and Remake

Assuming both people open 4/3....

I had a heck of a time deciding between Remake, Ironworks, and Potion.  I'm fairly sure my final deck will include all three, but which one is most important to have on the first wave?

14
Game Reports / How lucky did I get?
« on: August 31, 2011, 08:01:40 pm »
In this game I tried to eschew the typical boring luckfest that is Silver-Tournament-Tournament-Tournament-Gold-Province, Hey-I-Win-Fucking-Stupid-Dominion, by using Baron to ramp to a fast King's Court, then back-filling with Tournaments after disrupting with Torturer.  Was my strategy correct, or was did I just end up on the right side of a high-variance play (lol@turn 10kckc)?
http://dominion.isotropic.org/gamelog/201108/30/game-20110830-190807-2cde5482.html

15
Dominion General Discussion / Mono-bishop implementation
« on: August 31, 2011, 07:35:17 pm »
Assuming a Province game with no other interesting cards -- i.e, pretend it's Bishop, treasure, and green -- and your plan is to ride Bishop the whole game, what's the optimal strategy?  For instance, are you limiting how many bishops you put in as a percentage of you deck, or do you always just buy Bishop on $4 or $5 every time, with the idea that you'll trash them to each other?  Do you ever buy Gold when $8 is available?  Assuming you generally Bishop green before anything else, when might you deviate to trash a Bishop or a coin instead?

This is an example game where my opponent went all-bishop and lost:
http://dominion.isotropic.org/gamelog/201108/30/game-20110830-160958-5ab49dea.html

I've had other games where my opponent went all Bishop, and won soundly.  And I honestly couldn't tell you what the key difference was between the two games.

16
Game Reports / Game Analysis: opening Watchtower / Horse Traders
« on: July 08, 2011, 08:16:47 pm »
Not sure if this is the right place to post this.  I want to posts games not for brags or LOLs, but to analyze the decisions made.  I'll probably post one a day or thereabouts.

So.... What do you guys think of my line?

http://dominion.isotropic.org/gamelog/201107/08/game-20110708-095011-768e29ea.html

I feel like I'm all over the place here. At first I was just trying to defend myself from getting monte'd out, but then sort of switched into a duke strategy, which I basically never do and thus have no experience with. I'm told Horse Traders is by far the best card to go Duke with though.

Him activating Trade Routes really hard forced me to react and load up on terminals way more than I would have liked.

Still, despite winning, I feel like there's some subset of what I did that I actually should have done.

Thoughts?

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