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Topics - silverspawn

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Welcome! This game uses a simple invented open setup, and is easy as an entry point into the game. See the next post for details. If you don't know the general rules of mafia, go here (click).

Mod: silverspawn

Tags: SpaceAnemone, Joseph2302

Coaches: mcmcsalot, faust, iguanaiguana, gkrieg

Players
  • LaLight Mafia Goon (survived) WINS
  • WestCoastDidds VT (lynched day 5)
  • hypercube Doctor (killed night 1)
  • chairs VT (endgamed)
  • DatSwan VT (killed night 3)
  • Xxraptorslayer96 Replacement: gkrieg Doctor (killed night 2)
  • Hydrad Mafia Rolecop (lynched day 2) WINS
  • Awaclus VT (lynched day 3)
  • Uncleeurope VT (killed night 4)
  • infangthief VT (lynched day 1)

Game start Night 1 Night 2 Night 3 Night 4 Game End

The Rules:

The Golden Rule:
This is a game. Everyone who signs up to play must be considerate of each other, never get personal, and focus on having fun. Once the game starts, having signed up is a commitment: inactivity is just as inconsiderate as rude comments.

The Standard Rules:
1. No communication between players outside of the game thread or shared QTs at any time. This includes passing references, jokes, or cases in other games or threads, whether in context or not.
2. If the game thread is locked, do not post. If you are unsure if something is locked, ask the mod by PM.
3. Direct or verbatim quoting of mod-provided information is strictly forbidden. Paraphrasing is okay.
4. All night actions must be submitted within 23 hours of day ending.
5. Players must post once every 24 hours.
6. Do not edit or delete posts, ever. If you need to clarify or correct something, post again.
7. Invisible text, font size less than 10, and spoiler tags are not allowed.
8. Cryptography is not allowed.
9. The time between a lynch being reached and a flip being provided is called twilight. All players may continue posting during this time, including the lynched player.
10. Dead players may not post in thread or QT, except their Role QT. A lynched player is not "dead" until a flip has been provided.
11. Personal multimedia, such as video or audio recordings, are not allowed in the game thread.


The Voting Rules:
1. Votes should be in this format: vote: playername. If the colon is missing or 'vote' is misspelled, your vote will not count. If you are using a nickname, the decision of whether it counts is left up to me, but common nicknames are usually accepted. Any nickname which has counted at one point in the game is guaranteed to always count, so if you are unsure, simply use one that has worked in the past (or the real one). I also guarantee that I will never differentiate between upper- and lower case. Any experimentation with intentional misspellings or wrong syntax is permitted as strategic play and I do not consider it against the spirit of the game, however you run the risk that your vote doesn't count, obviously. I may or may not be automating vote counts.
2. Unvotes should be in this format: unvote or unvote: playername
3. Unvotes are not required if changing your vote from one player to another.
4. You may vote: no lynch
5. Lynches occur when a simple majority (rounded up) of living players is reached. Once reached, a lynch cannot be undone.
6. If a majority lynch is not reached by the Day's deadline, no lynch occurs.

The Rest:
1. Bold, purple text is reserved for the mod. Players may not use it.
2. If you have an issue or problem with the game, please use your personal QT or PM the mod. Do not post complaints in the game thread.
3. Mods make mistakes - please point them out gently. If they can be corrected, they will. If irreversible, they will stand as final to be commiserated over after the game.
4. Once the game has started, the best way to ask questions is in your personal QT. Sending a PM to the mod works, too. General rule questions may also be posted in the thread, but only do this if you are sure that this doesn't reveal information to other players. Pre-game, you may ask anything in the thread.
5. One prod will be issued after 48 hours without posting in the game thread. Players are subject to replacement or modkill after one prod.
6. All rule violations will be dealt with according to their severity, as determined by the mod.
7. Each player will receive their own QT, regardless of role. Don't quote from it. Paraphrasing is acceptable.
8. If the game goes on for 3 days and 3 nights without a lynch or nightkill, town wins.
9. You are not allowed to talk about the exact phrasing of mod messages. For example, you are not allowed to ask how exactly the opening message in someone else's QT was phrased, and neither are you allowed to state how yours was phrased. Violations of this rule will be dealt with an immediate mod kill. Of course, you are allowed to discuss the content of mod messages.


Deadlines:
First game-day lasts 6 RL-days, second lasts 8 RL-days, all subsequent ones last 10 RL-days. Nights last 1 RL-day.

3
General Discussion / Buying a new Monitor
« on: December 09, 2017, 07:11:36 am »
I find that there are too many times where I have to minimize a window to then look at something in another window, only to memorize that before returning to the first window, so I concluded that I ought to have more screen available to put stuff on. My first idea was a second monitor, but that doesn't seem to be possible with my current setup.

So then the alternative was to just buy one really big one.

My current screen size is around 14,8*12 inches. Stuff I see on Amazon hovers around 27*15 which would already be over twice as much space. I almost just put a bunch of filters on the search results in amazon and bought the first one that seemed reasonable, but then I thought it might be smarter to ask around first.

Is there anything I should pay attention to? Considering this or this right now just based on size, cost, and review average. Note that I don't want it to look super amazing, I primarily want to have a bigger virtual desk. But I also would like it to actually work. Do I have to worry about my graphics card not being able to hande it, or anything like that?

4
Mafia Game Threads / Mafia Championship Season 4
« on: April 09, 2017, 01:52:19 pm »
As our last year's participant, I've been instructed to inform the f.ds community that the

Mafia Championship Season 4

is upon us!

For an official comprehensive totally awesome invitation see this google doc. Here is a summary:

- The invitation needs to be accepted until April 16. Our nominee needs to be chosen by April 23.
- The setup is 13 VTs + 3 Goons. Full Vanilla!
- You are required to make at least 10 posts a day, but you are going to make more, trust me. These guys are hardcore. It is not comfortable f.ds mafia. The big upshot is that you get to know everyone really fast.

I suggest we do participants again and then a voting if necessary and send the best f.ds player! I for one already look forward to the enormous amounts of pressure and nerve-wrecking arguments that I will not have to endure this time. Obviously, whoever signs up is expected by everyone to make it to the finals and be the MVP there. No pressure.

5
Mafia Game Threads / Newbie Mafia 8: Time Loops (Game Over!)
« on: September 08, 2016, 06:50:03 am »
Welcome to Newbie Mafia 8: Time Loops!

This is a semi-open setup designed to be a staring point into mafia. It has a lot of potential roles (which are common on this site), but no special rules or interactions, and the randomizing process is simple. If you want to play, make a post saying /in (in this thread). Make sure to skim over the rules (link) and sign our civility pledge (link) first. But if you are completely new to the game, read this (link) first, it is a better explanation of what this is all about. Any additional information which you need should be included in the second post that explains the setup. If you have any questions, ask away.

Player List:
  • LaLight Vanilla Townie (Died Night 3)
  • McGarnacle Motion Detector (Died Night 2)
  • pingpongsam Mafia Goon (Lynched Day 2)
  • SpaceAnemone Roleblocker (Wins!)
  • Roadrunner7671 Vanilla Townie (Lynched Day 1)
  • ashersky Vanilla Townie (Lynched Day 3)
  • Zigaton Vanilla Cop (Died Night 1)
  • J Reggie Vanilla Townie (Endgamed)
  • pacovf Vanilla Townie (Lynched Day 4)

Tagged: Haddock, gkrieg13, mail-mi, Joseph2303, Calamitas

Navigation:
Day 1 start
Day 2 start
Day 3 start
Day 4 start
Game End

Further Rules:
  • Game days will last 7 days. Nights will last 1 day.
  • You may vote: nolynch. If a majority of these votes is reached, a no-lynch will occur.
  • Night Actions may be submitted and changed up until an hour before the next day starts.
  • Extreme inactivity or any violation of rules will be dealt with based on my judgment.
  • Mod posts will be blue. Similar formatting should be avoided by players.
  • After a succession of No-Lynch -> No-Kill -> No-Lynch, mafia may not no-kill
  • Players may not quote anything from the game elsewhere while the game is still ongoing. "The game" means this thread, all related PMs, and the Mafia QT.

6
Mafia Game Threads / M83: Duel Mafia (Game Over, Town Wins!)
« on: June 03, 2016, 08:54:49 am »


This is an invented open setup featuring alignment changes. It is described in Post 2.
Mod: silverspawn

Player List:
  • gkrieg13 Survived
  • Joseph2302 Lost Duel Day 4
  • Haddock Survived
  • e Survived
  • Egork Survived
  • J Reggie - Lynched Day 3
  • faust Lost Duel Day 2
  • teamlyle Lynched Day 1
  • Seprix Won Duel Day 4
  • iguanaiguana Died Night 3
  • chairs Died Night 1
  • Jimmmmm Survived
  • ashersky Won Duel Day 2

Tagged: scott_pilgrim, liopoil, EFHW, SpaceAnemone, Roadrunner, skip wooznum

Navigation:
Day 1 start
Day 2 start
Day 3 start
Day 4 start


The Rules of Mafia apply, in addition to the set of rules listed below. The only change to my last game are in the first two rules.
  • Game days will last 10/9/8/7/7... real days. Nights will last 1 real day.
  • The Mafia NK is compulsory. A town-player will be randomized if no choice was submitted.
  • There are personal QT's for all town players, quoting is prohibited. Exact ruling can be found here.
  • You may vote: nolynch. If a majority of these votes is reached, a no-lynch will occur.
  • Night Actions may be submitted and changed up until an hour before the next day starts.
  • Extreme inactivity or any violation of rules will be dealt with based on my judgment.
  • Mod posts will look like this. Similar formatting should be avoided by players.
  • Players may not quote anything from the game elsewhere while the game is still ongoing. "The game" here includes this thread plus all related QTs.

7
Non-Mafia Game Threads / Codenames VI
« on: March 04, 2016, 12:57:34 pm »


Alright! New Match! Everything is randomized except that I made myself spymaster, since I already saw the full grid.

Red Team:
eHalcyon (spymaster)
gkrieg13


Blue Team:
silverspawn (spymaster)
Eevee



Grid:
ICE CREAMROCKGLOVECOMICHIMALAYAS
KNIGHTIVORYMERCURYTRIANGLEPRIVATE
DRAGONGREECESHOTCHESTLINE
ENGLANDCHECKMINTALPSELECTRIC
AMERICAEYEHORSECARDSCALE

Blue goes first.

8
Mafia Game Threads / RMM31: Untitled Mafia (Game Over, Mafia Wins!)
« on: January 30, 2016, 06:26:14 pm »
Welcome to RMM31: Untitled Mafia!

See the second post for Setup and Flavor Information.

Player List:
  • Awaclus (Friendly Neighbor) (Died Night 3)
  • gkrieg13 (Mafia Aligned) (Survived) - Wins!
  • Hydrad (Tracker) (Died Night 5)
  • Roadrunner7671 (Cop) (Died Day 1)
  • pingpongsam (Modified Jack of all Trades) (Died Day 3)
  • 2.71828..... (Cop) (Died Day 6)
  • Witherweaver (Neighborizer) (Endgamed)
  • Ichimaru Gin (Mafia-Aligned) (Died Day 5) - Wins!
  • chairs (Doctor) (Died Night 4)
  • Haddock (Cop) (Died Night 2)
  • Limetime (Mafia-Aligned) (Died Day 2) - Wins!
  • Axxle (Lover, Gambler) (Died Day 1)
Tagged: ashersky, faust, scott_pilgrim

Navigation:
Day 1 start
Day 2 start
Day 3 start
Day 4 start
Day 5 start
Day 6 start
Game Over


The Rules of Mafia apply for this game. Additionally, there are some new rules for QTs:

- All players will receive a personal QT.
- Communication via QTs is preferred to PMs for all purposes.
- Personal QTs will not be shared by the mod at the end of the game, but players may share theirs if they wish.
- Other QTs, if existent, will be shared.
- It is not allowed to quote from QTs, nor is it allowed to use a substitute in order to quote from (this does not include writing posts somewhere else with the intention of posting them later). Paraphrasing is acceptable. Since this rule is exploitable, I hope that no-one tries to do so.


Plus another few rules. Changes to my last game are bolded.
  • Game days will last 10/9/8/7/7... real days. Nights will last 2 real days.
  • You may vote: nolynch. If a majority of these votes is reached, a no-lynch will occur.
  • If mafia forfeits their kill at night, and a no-lynch happens as described above, mafia is obligated to attempt a kill in the following night. This does not apply if a no-lynch happens for a different reason.
  • Night Actions may be submitted up until an hour before the next day starts.
  • Extreme inactivity or any violation of rules will be dealt with based on my judgment.
  • It is forbidden to ask other players questions about syntax of information they received from the mod. This includes the wording of results from any night actions.
  • Mod posts will be blue and bolded. Similar colors should be avoided by players.
  • Players may not quote anything from the game elsewhere while the game is still ongoing. "The game" here includes this thread plus all related QTs.
  • There is no template for Role PMs.

9

This game uses asher9++ - see the second post for a detailed description.

Player List:
  • chairs - Vanilla Townie (lynched Day 4)
  • UmbrageOfSnow - Vanilla Townie (endgamed)
  • Witherweaver - Vanilla Townie (lynched Day 2)
  • gkrieg13 - Godfather - WINS
  • yuma - Vanilla Townie (endgamed]
  • Awaclus - One-Shot Strongman - WINS
  • ashersky - Roleblocker - WINS
  • faust - Universal Backup (died Night 1)
  • Hydrad - Doctor (died Night 2)
  • TwistedArcher - Roleblocker (died Night 3)
  • Jimmmmm - Vanilla Townie (endgamed)
  • pingpongsam - Vanilla Townie (lynched Day 1)
Tagged: scott_pilgrim, Axxle, pacovf, mail-mi

Navigation:
Day 1 start
Day 2 start
Day 3 start
Day 4 start
Game End


The Rules of Mafia apply for this game, along with a bunch of largely recycled changes:
  • Game days will last 10/9/8/7/7... real days. Nights will last 1 or 2 real days.
  • Votes need to follow the syntax of vote: playername or vote: {nickname} wherein {nickname} is any common abbreviation for the player. If a vote does not follow this syntax (that includes votes with spelling errors), it will not be counted.
  • You may vote: nolynch. If a majority of these votes is reached, a no-lynch will occur.
  • All Town Players will have personal QT's. All submissions or conformations are preferably done via QT.
  • Night Actions may be submitted up until an hour before the next day starts.
  • All Players with a usable Night Action are required to check in during every night. This means either using their power or making it clear that they are purposefully not using them.
  • If the game stalls and neither side is willing to lynch or nightkill a player, mafia will be forced to act.
  • If a player becomes inactive, other players may request prods on him. In extreme cases, further actions may be taken based on the mod's discretion.
  • Alignment will be referenced as Writing-Aligned or Emmure-Aligned, because why not!
  • It is forbidden to publicly ask for syntax specific questions about PM's from the mod. For example, if someone claims cop, you may not ask how the pm giving him his result is worded.
  • The town wincon is "You win when all mafia players have been eliminated."
  • The mafia wincon is "You win when all town players are eliminated and at least one player of your faction is still alive, or nothing can prevent that from happening."
  • Mod posts will use this hopefully pleasant shade of blue, and will always be bolded. Similar formatting should be avoided by players.
  • Players may not quote anything from the game outside of this thread while the game is running.
  • Each player is required to respond to his initial PM stating his role (not his flavor). That means e.g. 'VT', 'Cop', or 'Mafia Goon'.

The flavor of this game will be based on My Little Pony: Friendship is Magic, aswell as on writing in the broadest sense, and a little bit of music... I'm not sure what I'll do with this concept, so it may go places.

10
Mafia Game Threads / M64: Pony-Mafia Mafia (Game Over, Town wins!)
« on: June 15, 2015, 12:54:44 pm »


Setup information in the second post.

Player list:
  • Awaclus - Mafia Roleblocker (Twilight Sparkle playing as Gilda) - Lynched Day 1
  • Teproc - Mafia Strongman (Liara playing as Chrysalis) - Lynched Day 6
  • Hydrad - Universal Backup -> Innocent Child (Rarity playing as Twilight Sparkle) - Died Night 4
  • Joseph - Innocent Child (Colgate playing as Lyra) - Died Night 1
  • Witherweaver replaced by hockeysemlan - Vanilla Townie (Cold Autumn playing as Scootaloo) - Died Night 3
  • skip wooznum - Town Roleblocker (Fluttershy playing as Pinkie Pie) - Died Night 5
  • A Drowned Kernel - Town Doctor (Pinkie Pie playing as Rainbow Dash) - Lynched Day 3
  • Seprix - Mafia Godfather (Applebloom playing as Discord) - Lynched Day 2
  • --- SURVIVED: mail-mi - Vanilla Townie (Scootaloo playing as Applebloom)
  • UmbrageOfSnow - Vanilla Townie (Rainbow Dash playing as Liara) - Died Night 2
  • --- SURVIVED: chairs - Vanilla Townie (Sweetie Belle playing as Sweetie Belle)
  • pacovf - Vanilla Townie (Lyra playing as Cold Autumn) - Lynched Day 4
Tagged: Ichimaru Gin, scott_pilgrim, faust

Navigation:
Day 1 start - Day 1 end
Day 2 start - Day 2 end
Day 3 start - Day 3 end
Day 4 start - Day 4 end
Day 5 start - Day 5 end
Day 6 start - Day 6 end

The Rules of Mafia apply for this game, just like they always do. In addition...
  • Game days will last 10/9/8/7/7... real days. Nights will last 2 real days.
  • You may vote: nolynch. If a majority of these votes is reached, a no-lynch will occur.
  • All Town Players will have personal QT's.
  • Night Actions may be submitted up until an hour before the next day starts.
  • All players who are still alive are required to check in during the night.
  • If the game stalls and neither side is willing to lynch or nightkill a player, mafia will be forced to act.
  • If a player becomes inactive, other players may request prods on him. In extreme cases, further actions may be taken based on the mod's discretion.
  • Alignment will be referenced as Town-Aligned or Mafia-Aligned.
  • Flavor will be based on the TV Show My little Pony: Friendship is Magic aswell as on the forum game mafiascum. You can also play it here. Be sure to check out the Forum Games!
  • Flavornames and posts will not be relevant for anything that happens in the game.
  • It is forbidden to publicly ask for syntax specific questions about PM's from the mod. For example, if someone claims cop, you may not ask how the pm giving him his result is worded.
  • The town wincon is "You win when all mafia players have been eliminated."
  • Mod posts will be purple! Similar colors should be avoided by players.
  • Players may not quote anything from the game outside of this thread while the game is running.

11
So, I have this idea for a setup which I want to mod next. Basically, it works like this: every player has a certain amount of stuff (could be coins, magic, whatever, the point is that it's a universal currency, let's call it X) which is used to perform (Night-)Actions in the game (conventional roles do not exist). For instance, A pays 23 X to doctor B.

here is where it gets bastard: the players don't know how many X they have at any point in the game, and there is no limit to what they can buy with it - meaning they can ask for absolutely anything, from basic night actions to alignment changes to enforce posting restrictions on other players - all is possible, as long as they have enough X. If players try to do something which costs more X than they have, they get punished in some way. asking for their number of X is possible (naturally, since everything is possible), but it costs X

here is why I don't want it to be bastard: I think it would be a lot more fun if players tried to win, and spend actual thought in what kind of action would be most effective in every situation, instead of just doing it in a stream of consciousness style.

I'm not sure how the policy on RMM games is though; can I host something which is a) completely crazy and b) inevitably depends on decisions from the mod as an RMM? Or can I do it as a bastard but tell everyone to try to win? or is it more fun to just make it bastard and let everyone do whatever he wants? ... or is it maybe not fun period? would you be interested in playing it in some form?

12
Welcome to Mafia 61: It's a Beautiful World

Setup and Flavor information in the second post.

Mod: silverspawn

Player list:
  • Ichimaru Gin (died night 3) - support-enabled Babysitter (Rarity)
  • Hydrad (survived) - Loved Goon (Corrupted Cheerilee) - WINS
  • Awaclus (lynched day 3) - one-shot Sensor (Trixie)
  • 2.71828..... (died night 2) -  Weak Visitor (Fluttershy)
  • Seprix (died night 3) - VT (Colgate)
  • chairs (survived) - Mafia Neighborizer (Chrysalis) - WINS
  • Joseph2302 (lynched day 2) - VT (Apple Bloom)
  • EFHW (lynched day 1) -  VT (Rainbow Dash)
  • Ghacob (endgamed) - VT (Colgate)
  • faust (survived) - Discord - WINS
  • A Drowned Kernel (died night 2) - VT (Cadence)
  • Pit [replaced by Witherweaver] (endgamed) - hammer-enabled Roleblocker with penalty (Luna)
  • ashersky (survived) - Mafia Goon (Corrputed Celestia) - WINS
Tagged: Teproc, scott_pilgrim


The Rules of Mafia apply with the following additions:
  • Days will last 10/9/8/7/7... real days. Nights will last 2 real days.
  • You may vote: nolynch. If a majority of these votes is reached, a no-lynch will occur.
  • All Town Players will have personal QT's.
  • Mod posts will use a color pattern similar to this one. Formatting from players should be kept reasonably different.
  • If the game stalls and neither side is willing to lynch or nightkill a player, mafia will be forced to act.
  • Should any player become unreasonably inactive, actions may be taken based on the mod's discretion.
  • Players may not quote anything from the game outside of this thread while the game is running.

13
Mafia Game Threads / M57: Blarnia Mafia (Game Over, Mafia Wins!)
« on: January 18, 2015, 07:52:33 am »
Welcome to M57: Blarnia Mafia!

This is an invented, closed, but fairly simple 9 Player setup.

Mod: silverspawn

Player list:
  • Awaclus - Mafia Goon (Survived) - WINS
  • A Drowned Kernel - Vanilla Townie (Killed Night 2)
  • Teproc - Town Protector (Killed Night 3)
  • Hydrad - Mafia Gladiator (Lynched Day 3) - WINS
  • CalignoBot - Innocent Child (Endgamed)
  • Jimmmmm - Vanilla Townie (Lynched Day 4)
  • Archetype - Vanilla Townie (Lynched Day 1)
  • Pit - Vanilla Townie (Lynched Day 2)
  • 2.71828..... - Vanilla Townie (Killed Night 1)

Tagged: faust, Joseph, Ichimaru Gin, ashersky

Day 1 start
Day 2 start
Day 3 start
Day 4 start
Game end

The RULES OF MAFIA will be followed with the following additions/changes:
  • Day deadlines will be 10 days. Night deadlines will be 2 days.
  • Night Actions should be submitted during the first 24 hours of Night.
  • You may vote: nolynch. If a majority of these votes is reached, a no-lynch will occur.
  • Mafia is obligated to perform the factional kill every night.
  • Alignment will be referenced as Town-Aligned or Mafia-Aligned.
  • Flavor of lynches may reference the vote count, but flavor names are randomly assigned and not indicative of alignment. Flavor of night kills is not indicative of anything, even if it might seem that way.
  • All town players have personal QT's, but using them is completely optional. I just like QT's.
  • Bold, blue text is reserved to the mod. Any other format may be used during the game.
  • Posts from the game may not be quoted anywhere outside the game.

Note about the setup: There will not be many roles, but there may be unusual ones. It is "simple" mostly in regards to the amount of Roles.

14
Tournaments and Events / My Escape
« on: January 07, 2015, 06:32:35 pm »
A little bit less than a month ago, I discovered Prismata, and started playing that a lot. Since then, I've rapidly lost interest in dominion, and by now I honestly don't want to play it anymore. The problem is that I'm hyper competitive, and take tournaments very seriously. That was fine while I was in good shape, but now playing league matches is a nuisance, and playing in the world cup is truly horrible, because other people depend on me and I know that I'm doing much worse than I would have a month ago.

So, I'm out of the league. I'd probably demote anyway, and no-one benefits if I grind through the games against the rest of my group. As for the world cup... I don't know. Staying means probably losing almost every upcoming match, bad results for the german group, and a lot of frustration on my part; leaving means, well, leaving as a team leader, which sucks. I think it'd be best for everyone if RTT takes my position and assemble joins the main team. I could stay, but I would perform poorly, no matter how much I try.

Either way, I'm very sorry for this. I didn't see any of it coming.

15
Dominion Articles / Island
« on: January 06, 2015, 12:19:01 pm »

Island is the combination of two largely unrelated effects in one package: it provides two VP and it thins your deck by one card. The problem with this specific combination is that both effects excel on very different types of boards. A static VP boost is better the weaker the board is, while thinning is mostly valuable in engines, which tend to be strong boards. Because of this, you will almost never see a board where both effects are equally valuable, and likewise, both individual effects are usually too weak to warrant a buy on their own.

So, how do you decide if Island is worth it? If you just want VP and Island is the best option in your current turn, go for it. If you have a nice engine in a slim deck that's afraid of green cards, you can consider it to exile your Provinces, but make sure that the late thinning is really necessary. Mostly you want it for specific combinations. And if the board has none of that, just ignore it.

If you do want Island, when exactly should you pick it up? In a lot of situations this decision is trivial, but if it's not, there is no general answer. It basically works like other trashers, so you'll just have to rely on intuition. Opening Island is only advisable on really weak boards.

This is really all I have to say about the card in general, so the rest of the article will be a list of enablers.

1. Workshop and Variants
While the presence of a workshop type card doesn't really make each copy of Island any more useful, it decreases the cost to gain them significantly. Ironworks is the best as it is a cantrip when gaining Island, and can be considered even on weak boards, just for the VP. Armory and a plain Workshop usually want to be integrated into an engine, preferably playing the gained Island on the same turn.

2. Hoard
Hoard is really straight forward. Buying Duchies or Estates to trigger early Hoards is often a mistake, but buying Island is pretty good. Ask yourself whether you'd take an Island for free; if yes you should buy it over gold itself, if not you might still want to buy it for 4$ or 5$.

3. Copper Trashers
If you can just trash your Coppers but not your Estates or Shelters, using Island to clean the remaining junk out of your deck can be good, if the additional thinning is worth it. Loan and Counterfeit aren't as good for this as Spice Merchant, and Moneylender is most likely a trap.

4. Menagerie
Here we have a case where the fact that Island exiles cards rather than trashing them is the deciding factor. If you use Menagerie as your primary draw, you often run into problems once you pick up your second province, especially if there is no way to discard them mid turn. Island allows you to put that province aside, effectively removing the problem while leaving the points intact. Do this only if other cards allow you to trash down first.

5. Wishing Well/Apothecary
If no better trashing is present and Copper isn't that bad of a card, you can consider using Island to get rid of your Estates or Shelters, and later your Provinces. You'll need a decent payload for this to be worth it.

6. Hovel
Like Great Hall, you can buy Island to trash a Hovel if you draw it with 4$. Unlike Great Hall, however, an Island/Silver opening does not guarantee 5$ on the second shuffle, so think twice about this.

7. Procession
Island can be interesting for Procession, partly because it is a good target (you'll exile two cards, gain a card costing 5$, and leave the 2 VP intact), and partly because its dual type aspect can make it a possible payload. Do this with caution.

Conclusion
Island is a weak card. The most important thing is not to buy it without a good reason, and the most common misplay is to do just that. Still, it has its uses, the key is just knowing when to get it. There is no easy answer about what to do if you draw it without good targets; sometimes it's better to hold it off, but more often you probably just want to use it on a Copper.



Example Games:

Hovel and Spice Merchant: I buy just one Island to get rid of my only two dead cards (Hovel and OE)

Menagerie: Stef brilliantly plays a Menagerie Engine with Contraband, buying Duchies and Islands as VP.

Spice Merchant and Ironworks: Stef is utilizing Ironworks in a Hunting Party engine to exile all of his green cards.

Procession: I play a crazy procession/fortress engine where I use Island as a payload.

Apothecary, Wishing Well, and Armory: Stef plays a beautiful Apothecary engine, using Armory -> Island to set aside his points.

Wishing Well: A case of less support but a high payload, a Wishing Well/Monument engine, also played by Stef.

16
Dominion Articles / I want to write a strategy article...
« on: December 09, 2014, 04:51:10 pm »
...but I don't know for which card. I have a small set of cards I feel comfortable with that deserve an article, but I don't really have any preference. So, instead of picking one at random, I thought I'd just ask which card people care most about. Whichever card gets the most votes, that's the one I'll try to write for, and faust will write one for the runner-up card.

17
Variants and Fan Cards / How do you make an effect un-thronable?
« on: November 27, 2014, 05:29:47 am »
Example: I want to make Ruined Village unthronable (so that, if you play TR or KC on it, you still just get +1 Action). How do you do that?

original:
Quote
+1 Action

clean but tedious version:
Quote
Set this aside. If you do, +1 Action. At the start of Clean-up this turn, discard it.

potentially working but confusing version:
Quote
When you put this into play, +1 Action

version that is restricted to some effects
Quote
While this is in play, you have one more Action

clean version that mostly works but has some unsolvable problems
Quote
If this is the first time you play this card this turn, +1 Action

good version:
---

18
Game Reports / A strange game
« on: November 19, 2014, 12:59:29 pm »
With two very exotic plays, that are almost never correct, but both were game changers here.



Code: [Select]
Native Village, Vagrant, Ambassador, Masterpiece, Urchin, Marauder, Sea Hag, Wandering Minstrel, Highway, Rabble
log: http://gokologs.drunkensailor.org/static/logprettifier.html?20141117/log.5182cd42e4b05e4ebc88aeed.1416262511031.txt

Unconventional Play #1: on turn 4, I buy Ruined Market from the top of the ruins pile (never did that this early before), thankful that he didn't do it before me. As planed, that almost doubles the strength of my deck (I even managed to not accidentally trash it with merc), and I get far ahead. The next ruin is not a market, so no-one touches it for the rest of the game.

Knowing that I'm in full control of this game now, I overbuild a little bit, because why not. Play it safe. I then mess up on turn 16, where I exile the market instead of a dead card with my only native village, because I somehow think it will be discarded by Wandering Minstrel. An unfortunate misstep, but I'm still in an unloseable situation. the next turn I get it back. Three provinces are left in the supply, i have two buys, he is 6 points ahead, so I choose to buy one of them and a rabble, knowing that, if he buys a province, I can province/duchy and win, and if he doesn't, I can double province and win; either way, my ruined market is unstoppable. After all, there is no way he can get more than one province out of the supply without buys... r-right?

Unconventional Play #2:
Itay Bavly   plays Ambassador
Itay Bavly   reveals Province
silverspawn    gains Province
Itay Bavly   plays 2 Silver, 1 Copper, 1 Gold
Itay Bavly   buys Province
Itay Bavly   gains Province


And it was a tie. a very aggravating result indeed. It felt like the win was snatched right out of my grasp.

19
Mafia Game Threads / some probabilities
« on: November 11, 2014, 07:25:14 am »
so I wrote this simulation for probabilities in mafia earlier today, and I thought it was kinda interesting. The syntax is, X/Y: Z% means, in a game with X town, Y scum, no powers, and random lynch targets, town has a Z% chance to win. Town will no-lynch whenever the total amount of players is even, and lynch randomly whenever it's not. Scum will always nightkill a town.

I doubt that these are really useful for anything though, because normal games have so many other factors. it's mostly a thought experiment.

2/1: 33.3%

3/1: 33.3%
3/2: 13.3%

4/1: 46.6%
4/2: 13.3%
4/3: 5.71%

5/1: 46.6%
5/2: 22.8%
5/3: 5.70%
5/4: 2.54%

6/1: 54.2%
6/2: 22.8%
6/3: 11.4%
6/4: 2.54%
6/5: 1.15%

7/1: 54.2%
7/2: 29.8%
7/3: 11.4%
7/4: 5.77%
7/5: 1.15%
7/6: 0.53%

8/1: 59.3%
8/2: 29.8%
8/3: 16.4%
8/4: 5.77%
8/5: 2.93%
8/6: 0.53%
8/7: 0.24%

9/1: 59.3%
9/2: 35.2%
9/3: 16.4%
9/4: 9.06%
9/5: 2.93%
9/6: 1.49%
9/7: 0.24%
9/8: 0.11%

10/1: 63.0%
10/2: 35.2%
10/3: 20.7%
10/4: 9.05%
10/5: 4.98%
10/6: 1.49%
10/7: 0.76%
10/8: 0.11%
10/9: 0.05%

I found that most of the numbers were lower than I expected.

20
Puzzles and Challenges / another puzzle
« on: November 08, 2014, 07:28:25 am »
given is the following list of cards:

Bank
City
Duke
Expand
Forge
Goons
Harem
Hoard
Inn
Mine
Mint
Peddler
Prince
Spy

What is their common property?

21
Variants and Fan Cards / Two different ideas
« on: November 01, 2014, 08:41:55 am »
The first one is inspired by Cookie Lord's and Last Footnote's Poacher and Barrister. They both exchange one of the 10 starting cards with a unique, non-supply card, but neither of them change the number of coins in your deck. that got me thinking, what if you do change it, and give, say, Forest Hut in exchange for copper.

that sounded like a neat idea for a while, but it's probably not good. if you start with 6 coppers and essentially 4 estates, and there are no strong 2$'s, 3/3 has a huge advantage over 2/4, and that's gonna happen a lot. You can also not really choose anything, so it's swingy without a real reward. Going to opposite way would be neat, but it's a lot like Baker.

So, what I came up with instead, is this

Quote
XXX - Action - 2$
+1 Card
+1$
You may play an XXX from your hand.
-------
Setup: Each player (starting with Player one) may trash any number of coppers from his deck.

The top part should be a simple, balanced effect for 2$, that benefits from a small deck, but not so much that it becomes an auto-buy. There aren't many effects that fit these conditions, so I took this one that was suggested uh somewhere, I can't find the thread. This is going to increase the luck/swinginess of the first couple of turns a lot, but it might also increase the skill for these turns. I usually don't try super luck dependent cards, but maybe this is worth it? I think how many coppers you want in your starting deck is a non-trivial decision, but I could be wrong.

The second one is inspired by another thread that I can't find. it had a "set number of things total to X" theme.

Quote
YYY - Action - 4$
+2 Cards
Set your number of Actions to 2. Discard a card per Action gained this way.

This might seem strong/difficult to judge, so here are a few things it can do. Play one, it's an Inn. Play a second one, it's the "+2 cards, +1 Action, discard a card" thing that never wanted to be an official card. Play if after playing two villages, and it's a moat.

Play two in a row, and you have exactly the same effect as a warehouse and a village. If you already played a village, it can sift without decreasing your hand size. it will almost never be a dead card, so that's an advantage.

22
:) ahem. Showdown did all of these, I just provided the ideas. So, here are our "fixes" for some official cards. I tried to leave the inherent function of each card intact, and only tweak it a little bit. They are hd images, so they should be easily printable and handily replace the original card.

Talisman, Harvest, and P3$ cards to come. And, if someone has suggestions, we could do those too.


Quote
Adventurer - Action - 6$
Reveal cards from your deck until you reveal 3 Treasure cards. Put those Treasure cards into your hand and discard the other revealed cards.



Quote
Rebuild - Action - 5$
+1 Action
Name a card. Reveal cards from the top of your deck until you reveal a Victory card that is not the named card. Discard the other cards. Return the Victory card to the Supply and gain a Victory card costing up to 3$ more than it.



Quote
Scout - Action - 4$
+1 Action
+1$
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.



Quote
Transmute - Action - P$
+1 Action
Trash a card from your hand.
If it is an...
Action card, gain a Duchy.
Treasure card, gain a Transmute.
Victory card, gain a Gold.



Quote
Transmute - Action - P$
Trash a card from your hand.
If it is an...
Action card, gain a Duchy.
Treasure card, gain a Transmute.
Victory card, gain a Gold.
---
When you buy this, +1 Buy.



Quote
Talisman - Treasure - 4$
Worth 1$
---
While this is in play, when you buy a card costing 4$ or less, gain a copy of it.



Quote
Scrying Pool - Action - 2P$
+1 Action
Reveal cards from the top of your deck until you reveal one that is not an Action. Put all revealed cards into your hand.



Quote
Harvest - Action - 5$
Reveal the top 4 cards of your deck, put one back and discard the rest. +1$ per differently named card revealed.


Quote
Minion - Action - 5$
Choose one: 2$; or discard your hand and +4 cards.


Quote
Alchemist - Action - 2$P
 - Ability unchanged -


Quote
Familiar - Action - 2$P
 - Ability unchanged -


Quote
Philosopher's Stone - Treasure - 2$P
 - Ability unchanged -

or click here to view them all

23
Rules Questions / Does Prince remain set aside?
« on: October 26, 2014, 06:45:15 am »
If I Prince an Action card, and at the end of the game, I have 18 cards in my deck, not counting Prince + the card set aside. Are gardens worth 1VP or 2VP?

24
Variants and Fan Cards / An exotic mix between TR and Golem
« on: October 20, 2014, 11:56:27 am »
Quote
?? - Action - 4$
Dig for an Action card. Play it twice.

If you have more cards in your hand than in play, trash this.
(dig = reveal cards from your deck until you reveal X, discard the other cards)

what do you think? the restriction is pretty much PoE of possible conditions, so there's no grand plan behind it. It's kind of a semi one-shot.

edit:

25
Rules Questions / Black Market/Hermit
« on: October 16, 2014, 03:13:35 pm »
If you play Black market, buy a card, play hermit, don't buy something in your buy phase, should you gain a madman? Hermit clearly says, "if you did not by any cards this turn", so I think you don't, but goko says you do. My guess is that this is just incorrect implementation... or is it correct?

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