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Topics - matt979

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1
Puzzles and Challenges / KC + KC + 3
« on: July 20, 2012, 06:07:31 pm »
Suppose three players agree to a variant in which each player's starting deck has five cards: KC, KC, and three cards of that player's choosing. If the players choose nine distinct kingdom cards then the board is those nine plus a tenth chosen at random; if they choose fewer than nine distinct, then enough are chosen at random to make a full board.  Starting hands are chosen simultaneously, and then it is decided at random who goes first.

Which cards would you have to exclude to make this game interesting? (For example, Bridge would have to be excluded, otherwise the first player just wins immediately.) Having implemented those exclusions, what starting hand do you choose?

I have a few ideas, but for every possible "you would obviously begin with X" solution, one can tweak the exclusions to make configuration X impossible (at least if the reason why X is so good involves overwhelming first-mover advantage).

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Game Reports / Achievement unlocked: 100+ card opponent hand
« on: June 02, 2012, 05:57:35 pm »
http://dominion.isotropic.org/gamelog/201206/02/game-20120602-140202-7fef0b3c.html

This is a fugly one that I'm still impressed I somehow managed to squander away.

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Game Reports / satyagraha
« on: December 16, 2011, 07:37:14 pm »
http://dominion.isotropic.org/gamelog/201112/16/game-20111216-163143-13460e83.html

I like to pretend that I had my last turn planned out all along.

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Game Reports / Two fun ones with long opponent turns
« on: October 04, 2011, 04:33:32 am »
From yesterday...
http://councilroom.com/game?game_id=game-20111003-151708-af41a98d.html
I eschewed the Scry because on this trashing-unfriendly board I thought FV + (Envoy and/or CR) + Bank could take an insurmountable lead before the Scrying really kicked in. But even after getting best-case scenario on turn 12, I couldn't finish him.

From about a week ago...
http://councilroom.com/game?game_id=game-20110928-150348-8a0a63ce.html
Gotta love a board with not only Vineyards but also two types of green action.  His five KC, two Pirate Ship, etc., looked really exciting (especially his turns 20-21), but there's nothing Vineyards to give you a huge lead in a game that on the surface seems like a rout in the other direction.

5
Game Reports / Vineyard, Remodel, Peddler, and semi-useful tactical advice
« on: September 22, 2011, 01:52:09 pm »
If Vineyards are a big part of your game plan, then it turns out you shouldn't remodel peddlers into provinces. (Unless you're ending the game, and you're ahead...)

The difference between remodeling with the net loss of one action card and remodeling with the net gain of one action card is, alone, worth 2/3 as many points as the # of Vineyards you expect to accumulate.

Also, picking up provinces shortens the game, and the player in better position to grab Vineyards wants the game to be longer (to keep acquiring both action cards and Vineyards).

But if you insist on remodeling peddlers into provinces, at least don't brain-fart and remodel a copper into estate (instead of into moat) on what turns out to be the game-deciding blunder. :-)

(OK, so this isn't really a game report. The game in question will be on CouncilRoom.com by tomorrow of course.)

6
Dominion General Discussion / FTOP (FTOD?)
« on: September 18, 2011, 02:24:00 pm »
I won a game today because my opponent possessed me.

With one Province left and less than a Province of score difference, he possessed my Bishop-S-C-C-Province; my next hand was G-S-C-C-C.

If he knew both my hand and my deck, he clearly wouldn't possess me. Maybe even knowing my hand would be sufficient not to possess me.  So even though possessing me was obviously the odds-on right thing to do, if it makes any sense at all to repurpose the Fundamental Theory of Poker to Dominion then his play happened to be FTOD-incorrect.

This is vanishingly unlikely to have wider applications -- I can't think of situations where your play (basically limited to reactions) could successfully deceive your opponent about your hand, or even be worth doing.  But maybe a different analogy is better, to the bridge (the game, not the card :-)) skill of keeping track of cards and understanding what's (nost likely) actually in your opponent's hand.

Just some slapdash thoughts for now...

7
Dominion Isotropic / KC/Possession sportsmanship question
« on: September 02, 2011, 03:12:17 am »
Let's say you KC a Possession with one Province left (and the score is such that if you buy the Province you'll win), and on the first of your three possession turns you can end the game.

Do you take the Province immediately, and win by a little, or play to maximize your score?


8
Dominion Isotropic / Canceled Games?
« on: August 04, 2011, 02:47:17 pm »
I just "won" a game where (as far as I can tell) both my opponent and I were briefly booted during a traffic spike, I got back, and he didn't. In addition to the "make [opponent resign]" option that comes up if someone takes too long, it would be nice for a more sportsmanlike "cancel game" option to be available.

Thoughts?

9
Dominion Isotropic / A frivolous Council Room feature request
« on: July 25, 2011, 11:34:46 pm »
Average turn length per player? (Calculated as either action cards played per turn or # of lines of text in the game log per turn.)

I ask this because my (very unscientific) impression from perusing game logs is that I play relatively brief turns. My opponents just have much more elaborate engines than I do -- not that this is good or bad, just distinctly there.

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