Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - jsh357

Filter to certain boards:

Pages: [1] 2 3
1
Dominion Articles / Hot Take: Triumph
« on: September 07, 2017, 04:33:47 pm »
This is a messy article that I'm sure is missing some nuances. I just felt like writing something. I hope it helps somebody.



In Adam Horton's recent analysis of a reddit card ranking poll, Triumph was the second-most controversial pick of the lot, with ratings ranging from 2/10 to 9/10 and an extremely high variance. It's understandable; until you have lost to a good Triumph strategy, you might be inclined to think it's a mediocre event. I'm here to argue that Triumph is anything but that, and it can in fact be such a centralizing endgame purchase that it should weigh into your plans from the start of the game unless there's just no way to make it good.

When is Triumph good?
To put it simply, when you have ways of gaining many cards in a turn. These gains could come from +Buy, traditional gainers such as Ironworks or Workshop, Remodel variants, or even non-traditional gainers like Bandit Camp and Beggar. As long as you are gaining cards during turns, Triumph has the potential to explode, and the more you can gain, the better it gets.

As a simple example, Beggar gains three cards to your hand (Copper). The Estate gained from purchasing Triumph adds another, and as a result, Triumph grants you 4 virtual victory points. That's more than a Duchy, and you potentially paid $0 for this Event. (taking Debt tokens) You might be thinking, "but Beggar gains me crappy cards!" Well, Beggar isn't the only synergy. Let's take the example of Bandit Camp. If you manage to get five of them and play them all, that's a Spoils per play, and those also factor into your point total. Spoils are nice, right? But you need not necessarily be loading your deck with stop cards like treasure and victory cards.

Let's say you don't even want to commit to gaining cards just for Triumph. The truth is, gainers are already good things to have in your deck in most cases. You WANT a way to get mass amounts of Villages or other components. Spending $7 on 2 cards is often better than just buying a Gold. Triumph is icing on the cake. When your deck is humming along and gaining you great stuff ALREADY, but all of a sudden the end of the game is near, that's when you light the fuse and go in on Triumph to capitalize on what your deck can already do!

That's a lot of points
Novice and mid-level Dominion players fall victim to the cost-sunk fallacy a lot. "Since Province costs $8, surely it's better than something that costs 5D!" However, the math is quite clear with Triumph. If you gain more than 6 points, you are paying less for a value higher than what the Province could have given you. To be fair, the end goal of the game is a concern. Perhaps lowering the Province pile is valuable since you want to end the game more quickly. However, something to keep in mind is that games where Triumph is important have a good chance of ending on piles since many cards are being gained; you might as well make one of those a 10-point Estate, huh? Maybe you think this is just an extreme good case for Triumph, but that case is more common than it sounds on paper. Bear in mind, Triumph has a similarity with Goons: you can always purchase Coppers at the end of the game to power up your Triumph turn. Let's say you have a game with Worker's Village and split the pile even. 5 of those is 5 extra buys, so with the additional Estate gain from Triumph, you're already beating Province. (Of course, you need not purchase Copper if more useful cards are affordable)

Victory Points are for the end of the game
In almost any game of Dominion, you want to delay greening as long as possible, and the same is true for Triumph. It's especially true if you can continue to gain Gainers and build up to a better Triumph purchase, but no matter what the case, waiting is generally a good plan. With that said, if your opponent is similarly interested in Triumph, it may be necessary to contest Estates earlier in the game than normal. This is a judgment call, and it's the same as any other greening judgment call you'd make in Dominion, only with the huge caveat that you can spend $0 to purchase Triumph. Remember that only 5 pre-Triumph gains means 6 points (as much as a Province) and you can potentially do a lot better! How many times have you built a huge engine, had a bunch of Buys at the end of the turn and had to click "End Turn" because there was nothing good to spend them on? I'm just saying, Triumph and its tempting cost gives you a magnificent option.

Stacking
Something to keep in mind is that there's no limit on how many Triumphs you can purchase as long as enough Estates are in the supply. As long as you have $5 or more (and multiple buys), multiple Triumphs are an excellent endgame play; each one you do will be worth one extra point as well. In fact, in many cases, this will be flat-out better than buying a Province. In nearly all cases, points-wise, it's better than buying a Duchy.

Anti-Triumph

The best way to counter someone going for Triumph, generally, is to buy your own Triumphs. Maybe that goes without saying. However, there could be reasons this isn't feasible. If the Estate pile is getting low, do bear in mind you have the option of denying potential points from a Triumphing opponent by simply buying Estates. Usually, this is a losing play since the player building up to Triumph probably has an overwhelming endgame control advantage, but it's important to keep the tactic in mind just in case it comes up. Remember that Estates are cheap, and if you have +Buys you can easily burn the pile. Another situation could be that you are shooting for Provinces and your opponent is just slogging it out with Triumph. If that's the case, you do not want the game to drag out and need to green hard, possibly accelerating with cards like Salvager or Rebuild to get big payloads. Even then, I'd be a little afraid.

Conclusion, if any
Triumph is a powerful event. Like many cards in the game, it's situational, but don't let that fool you into thinking those situations never happen, or you will one day be on the receiving end of a devastating point gulf because of Triumph. If there are ways to gain cards in the game, one of the first things you should be asking yourself is whether you can make Triumph more than or equally as valuable as Province.

2
Dominion General Discussion / Dominion: Nocturne announced!
« on: August 03, 2017, 07:54:21 am »
http://riograndegames.com/Game/1328-Dominion-Nocturne



You've always been a night person; lately you've even considered becoming a vampire. There are a lot of advantages: you don't age; you don't have to see yourself in mirrors anymore; if someone asks you to do something, you can just turn into a bat, and then say, sorry, I'm a bat. There are probably some downsides though. You always think of the statue in the town square, that came to life, and now works as the tavern barmaid. The pedestal came to life too, so she has to hop around. The village blacksmith turns into a wolf whenever there's a full moon; when there's a crescent moon, he turns into a chihuahua. That's how this stuff goes sometimes. Still, when you breathe in the night air, you feel ready for anything.

3
Your Greatest Opponent: Advice from a Top Dominion Player

Recognize the Elephant in the Room

Not too long ago, I reached #3 on the Dominion Online leaderboard, the only two players above me being two of the best players the game has ever seen. It was a surprisingly humbling experience; I had come off of a hot streak, and didnít feel I had truly earned my placing. Since then, I have stayed in the Top 8 or so, and the experience got me thinking about the way I play, the way my opponents play, and the future of myself playing this game.

In reflecting on this, I came to an important realization: my greatest opponent in this game was not Stef, who was #1 at the time, but my own dumb self. I remembered the only time I had a tournament match against Stef, the SemiFinals of last yearís Dominion Strategy Championships. Without getting into too many boring specifics, I threw two of those games: one by making a tragic endgame mistake and misjudging his number of buys, another by missing a complicated pile-out that I recognized on the next turn. If I had won those two games, thereís a chance I would have been ďthe bestĒ for some period of time. To be honest, I was broken up over this for about two weeks. But truthfully, what would that win even have meant? I certainly wouldnít be the best Dominion player in the world! Obviously, Stef still existedóhe would have just played some cards incorrectly and let me win on a fluke.

However, in thinking about this reflection, I realized the best thing that tournament had done for me: it forced me to carefully consider these two critical decision points that I ruined for myself. Sure, Stef took advantage of my mistakes, but there was nothing I could have done (short of blackmail) to influence that. To find those winning plays, I had to go back and look at the dumb idiot who made the bad plays and figure out how he could fix them. Thereís a natural resistance to doing this, as we want to believe we played games well and donít want to dwell on errors, but AS I SEE IT this is the path to reaching the top. It dawned on me that certainly Stef and any other top player did the same thing, consciously or not, and that was what separated them from players who always seemed to miss the things top players saw.

Preface and Plugs

This article wonít be longóitís simply a bulleted list of points I want players who wish to reach the top to consider. My audience is online players in the 2 player metagame, but hopefully some of these lessons can apply to other metagames as well. These are lessons from my own perspective, and they are primarily about maintaining a winning mentality. If you want specific strategy advice, do check out the Strategy section on the dominionstrategy wiki or other good resources like the Dominion Discord channel. (Yeah, yeah, I have to plug it once in a while so it stays alive)

http://wiki.dominionstrategy.com/index.php/Strategy
https://discord.gg/6Pveru9

A quick note about Simulations: I donít use them, but they are certainly a tool that Dominion players should keep in mind. If you want to reach a high level at the game, it will suffice to learn basic lessons from sims, such as which Big Money strategies are good on dead boards and which simple engines beat others. The reason I bring sims up at all is because using them falls under the category of reflective thinking, so if you are a mathematically minded person, this could be up your alley. My one warning is not to take sim results as gospel, as itís a rare game of Dominion where other factors arenít in play besides the ones you analyzed.

Things a Top Player Does (Or at Least I do)
1. Play less and be careful when you play. Yeah, play the game less. Odds are, you got to where you are by playing lots of games and learning how all the cards work, so this might seem counter-intuitive, but itís one of the secrets to my success. I went from playing 10-20 games a day to playing 1-5 on average, taking breaks in-between, and saw considerable growth. Iím not a scientist, but I believe there are some key reasons this matters.
 a) I reiterate: take breaks. Donít play a zillion games in a row.
 b) Auto-piloting. Even the best players arenít ďonĒ in every game they play. Maybe you start getting sleepy, maybe your mind wanders, and maybe you get fixated on playing certain sequences of cards without considering other options. The best way to avoid auto-piloting is to play less. Youíre only human; you canít play optimally every time.
 c) Donít play ranked games when youíre sick, tired, stressed, or under any other condition that might affect your play. If playing Dominion is therapeutic for you, Iím not here to judge, but you will do yourself a service by playing unranked or Bot games. Maybe ask a friend or someone on Discord if they want to play. This might seem like obvious advice, but Iím guilty of it myself: one time I even showed up for a tournament match with a death flu. It went really, really poorly.
 d) Taking an extended break and returning with a fresh mentality can do wonders. I recently took about one week, maybe more, off the game and came back with my hottest win streak ever. I saw combos I had never even thought about before. Maybe it was all in my head, sure, but I believe I was in a rut with the game. When you find yourself in a similar slump, consider the benefits of getting a fresh set of eyes.

2. Look for your mistakes and figure out what you could have done better. Do this every time you lose, and do it when you won but felt shaky. You donít have to read the log line by line and scan for every single mistake (Though that will be hugely beneficial to you) but you do need to be AWARE of why you lost a game or won it less efficiently than you could have. If you donít want to take my word for it, take the word of Armada (the current top Super Smash Bros. Melee player). After every tournament, he watches all of his matches and some of othersí back and looks for improvements (often on stream so others can give input). This is a common practice among the best players in pretty much every game out there, and itís ultimately very logical stuff.

 a. One approach I like to take is to answer a simple question: Where did I go wrong? See if you can find the exact turn. You might be thinking, ďitís around turn 12 when I got a Gold instead of a Duchy, so I didnít have enough points.Ē Sometimes itís that simple, but usually it isnít. Try to think several steps BACK, the reverse of how chess masters think several steps FORWARD. What got you in the position of making that Gold mistake? Often, this process can take you all the way back to your opening. You donít have a time machine and you canít fix what you did, but when you inevitably run up against a similar situation, your brain will have a better idea what to do.
 b. Donít blame bad luck. It happens and thereís nothing you can do about it, but I would venture that 9 times out of 10, you still made some mistake prior to the bad luck event or a mistake after the bad luck that made things worse. If you got shafted during a game, ask yourself instead: is there something I could have done to make this better? Really grasp at straws if you need to.

3. Donít underestimate anyone. Sure, maybe you got matched against a guy 40 levels below you and now think your silly Duchess-Oasis rush is going to win. Maybe it even will, but if you won that game you did nothing to improve as a player. Even good players play poorly, and playing against bad plays is just as important as playing against good ones. Also donít assume your opponent is going to miss a high-level tactic; you canít magically make them ignore a pile-out or ignore a key card. The reason Iím bringing this up is because I do it all the timeówe all do. We get fixated on irrelevant factors like level numbers and miss the fact that any player can play the same cards we do or play around their draws better than we do. If you see a silly experimental strategy, consider playing it afterward in an unranked game, but donít try it on ranked mode unless you are okay with potentially losing the game.

4. Play your Opponentís turn mentally. I have a bad habit of talking to myself and narrating my decisions, which drives my wife crazy. Maybe you do this in your head. At first, I only did this for my own thought process, but after a while I realized that understanding my opponent was equally important and I started asking what I would do in the other position. When your opponent is at a decision point, ask yourself what they should do, take mental note of what they actually do, and then ask yourself if any defied expectations seemed better than you thought (often this is easier to tell after a game). Reading your opponent is an art, but itís helpful because you effectively get to think through each game from two different perspectives at a time. Be generous and recognize when your opponent makes a good playómaybe youíll use it in the future. The most obvious benefit of watching your opponent is that you become more cognizant of what his deck can do. For instance, if they have 5 Markets, you should be aware that they have six Buys, so leaving an easy pile-out for them is not advisable. However, itís just as important to get a feel for how other players make choices so you can look for improvements in your own play.

5. You arenít the best, even if the numbers say youíre the bestógetting cocky and putting all the importance in scores is going to make you fall hard and feel terrible when you start playing poorly because of it. There is always room to improve, so donít assume that having some internet points automatically makes you a good player. I learn new things about this game all the time, and Iíve been playing it a criminal amount of time. Improving at Dominion is a process that doesnít end because there is simply too much to consider.

6. Finally, when you watch other good players play, donít do it passively. This is like playing your opponentís turn in stereo: 3 different perspectives are at work, and you can learn from them all. Personally, I donít watch other players much anymore myself, but if I truly cared about reaching #1, this is something I would try and do more often.

Conclusion
I hope if you read this it helped you think about playing Dominion better, and if you knew everything I said, thatís cool too. Remember that you are human; you make mistakes and are subject to any number of vices or outside factors that can hurt your gameplay. Your opponents are human, too, and the best ones will be improving in their own ways at the same time you are. Donít take your current knowledge for granted!

4
Tournaments and Events / Crew Battle Third Round
« on: October 13, 2016, 02:01:59 pm »
The second round is underway!

Round 3:
IWB vs WW
jsh 4-0 drsteelhammer (drsteelhammer eliminated) WW: 16

FIM vs TEOP

ROUND 3:
[2] ISOTROPIC WAS BETTER: 1 win
Mic Qsenoch (4)
jsh357 (4)
Emil (4)
breppert (4)
polot38 (4)

[4] WEED WHACKERS - 2 wins
Dan Brooks (4)
Seprix (4)
drsteelhammer (0)
tracer (4)
Lekkit (4)

[1] FRIENDSHIP IS MAGIC: 1 win
LaLight (4)
2.71828..... (4)
Qvist (4)
Burning Skull (4)
Idontplaythisgame (4)

[3] THE ECSTASY OF PLATINUM
singletee (4)
Limetime (4)
ceviri (4)
gkrieg13 (4)
amoffett11 (4)

Round 2:

Matches so far:
IWB vs FIM
polot 4-2 Lalight (lalight eliminated) IWB: 18 FIM: 16
E 2-0 polot (polot eliminated) iwb: 16
e 4-0 Emil (Emil eliminated) iwb: 12
Mic 4-0 e (e eliminated) fim: 12
bskull 4-2 Mic (Mic eliminated) iwb: 8 fim: 10
bskull 4-0 jsh (jsh eliminated) iwb: 4
breppert 2-0 bskull (bskull eliminated) fim: 8
idontplaythisgame 4-0 breppert (breppery eliminated) iwb: 0

WW vs TEOP
amoffett 4-2 Lekkit (Lekkit eliminated) TEOP: 18 WW: 16
Dan 2-0 amoffett (amoffett eliminated) TEOP: 16
Dan 4-2 singletee (singletee eliminated) TEOP: 12 WW: 14
Dan 4-0 Limetime (Limetime eliminated) TROP: 8
ceviri 2-0 Dan (Dan eliminated) WW: 12
ceviri 4-2 drsteel (drsteel eliminated) WW: 8 TEOP: 6
gkrieg 4-0 Seprix (Seprix eliminated) WW: 4
tracer 4-2 gkrieg (gkrieg eliminated) WW: 2 TEOP: 2
tracer 2-0 ceviri (ceviri eliminated) TEOP: 0

[2] ISOTROPIC WAS BETTER: 1 win
Mic Qsenoch (0)
jsh357 (0)
Emil (0)
breppert (0)
polot38 (0)

[1] FRIENDSHIP IS MAGIC: 1 win
LaLight (0)
2.71828..... (0)
Qvist (4)
Burning Skull (0)
Idontplaythisgame (4)

[4] WEED WHACKERS - 2 wins
Dan Brooks (0)
Seprix (0)
drsteelhammer (0)
tracer (2)
Lekkit (0)

[3] THE ECSTASY OF PLATINUM
singletee (0)
Limetime (0)
ceviri (0)
gkrieg13 (0)
amoffett11 (0)


ROUND 1:

Matches so far:
IWB vs TEOP
singletee 2-0 jsh (jsh eliminated) IWB:16
Mic 2-0 singletee (singletee eliminated) TEOP: 14
Mic 2-1 Limetime (limetime eliminated) IWB: 14 TEOP: 12
Mic 2-0 Ceviri (Ceviri eliminated TEOP: 8
Amoffett 1-0 Mic (Mic eliminated) IWB: 12
ammoffett 2-1 breppert (breppert eliminated) IWB: 8 TEOP: 6
Emil 1-0 amoffett (amoffett eliminated) TEOP: 4
Emil 2-1 gkrieg (gkrieg eliminated) IWB: 6 TEOP: 0

WW vs FIM
Dan 2-0 BSkull (BSkull eliminated) FIM: 16
e 2-1 Dan (Dan eliminated) FIM: 14 WW: 16
Seprix 1-1 e (e eliminated) FIM: 12 WW: 14
Seprix 2-0 Qvist (Qvist eliminated) FIM: 8
Lalight 1-0 Seprix (Seprix eliminated) WW: 12
Lalight 2-0 drsteelhammer (Drsteelhammer eliminated) WW: 8
Lekkit 2-0 Lalight (Lalight eliminated) FIM: 4
Lekkit 2-1 idontplaythisgame (idptg eliminated) WW: 6 FIM: 0

[1] FRIENDSHIP IS MAGIC
LaLight (0)
2.71828..... (0)
Qvist (0)
Burning Skull (0)
Idontplaythisgame (0)*

[2] ISOTROPIC WAS BETTER
Mic Qsenoch (0)
jsh357 (0)
Emil (2)*
breppert (0)
polot38 (4)

[3] THE ECSTASY OF PLATINUM
singletee (0)
Limetime (0)
ceviri (0)
gkrieg13 (0)
amoffett11 (0)

[4] WEED WHACKERS
Dan Brooks (0)
Seprix (0)
drsteelhammer (0)
tracer (4)
Lekkit (2)


A large amount of communication is being done on Discord for this, but I will update posts to keep the other players/interested parties in the loop.

5
Tournaments and Events / Crew Battle Drafting Phase (Complete)
« on: October 12, 2016, 08:23:06 pm »
Team Standings:

[1] FRIENDSHIP IS MAGIC
LaLight (2)
2.71828..... (2)
Qvist (2)
Burning Skull (2)
Idontplaythisgame (2)

[2] ISOTROPIC WAS BETTER
Mic Qsenoch (2)
jsh357 (2)
Emil (2)
breppert (2)
polot38 (2)

[3] THE ECSTASY OF PLATINUM
singletee (2)
Limetime (2)
ceviri (2)
gkrieg13 (2)
amoffett11 (2)

[4] WEED WHACKERS
Dan Brooks (2)
Seprix (2)
drsteelhammer (2)
tracer (2)
Lekkit (2)

The draft is over!

6
Crew Battle Tournament

How does this differ from a regular tournament?
In a Crew Battle, you play on a team of 5 players, but battle individual members of the other crew when you're up. Each player has 4 points or "lives" that keep them in the battle. Losing = -2 points and Tieing = -1 point. If a player runs out of lives, they are eliminated. When an entire crew has been eliminated, the other crew wins the battle. In each round of play, lives are restored to 4 per player.

Discord Channel for the Crew Battle can be found here:
https://discord.gg/m24yvY8
Individual team channels will be set up when there are individual teams. You are highly encouraged to communicate via Discord for the sake of speed, but not required.

A. Drafting Phase
1. First, players will sign up to join the crew tournament. Once there are 20 entrants, signups are complete.
2. Team leaders will be determined at random out of the pool of 20 entrants.
3. Team leaders must choose a team name that strikes fear into the hearts of their rivals.
4. Team leaders may then draft players from the entrant pool one a time, beginning with the lowest seeded team leader and proceeding in snake draft format (1234432112344...). The team leaders may select players by any means they wish, including blackmail and coercion.
5. Each team should have five players at the end of the drafting phase.
6. Players may opt to sign up as alternates in case a player needs to drop out between battles.

B. Tournament Structure
1. Each crew will battle each other crew once. Since this tournament calls for 4 Crews, there will be 3 rounds of crew battling. One crew will face another until a crew loses, meaning each one of its player has 0 or fewer lives remaining. In the next rounds, the crews will be paired with crews they haven't played yet until all crews have fought.
2. If a team has won more matches than any other team, or no team is able to catch up any longer, that team wins the Tournament.
3. If there is a two-way tie, there will be a final crew battle between the winning teams.
4. If there is a three-way tie, the first tie breaker is based on total remaining lives over the course of the tournament.
5. If there is still a tie, there will be another round of crew battles between the tied crews to try and determine the winner, essentially repeating step 1.

C. Match Structure
1. Teams will decide amongst themselves who should begin playing first. The discord channel or PMs can be used to arrange things. Team leaders have the final say on decisions if there is some form of controversy.
2. Games of Dominion are played between the two players who are up. Turn order is chosen at random from the client. Players are encouraged to use the currently active Dominion Online client, but can also play IRL or by other means agreed upon by the teams. The point counter should be defaulted to On and All legal cards should be used, but players may agree upon other terms.
3. When a player loses a match, they lose 2 lives. In the event of a tie, each player loses 1 life. When a player is down to 0 (or fewer) lives, they are eliminated from the crew battle for this round.
4. After a player loses, the team must select the next team member to play.
5. Should both teams end up having 0 points, the teams will select a player to play the tiebreaker match(es). In this case, the first player to win a game will receive 1 life.

D. Counterpicking
1. When a player loses (not ties) a game, the team may opt to select a different player to play regardless of remaining lives. Team leaders have the final say in this decision. A player who wins is required to play the next game.

E. Substitutions
1. If a player drops out of the tournament during a crew battle, either: a) if they have already played a game, they immediately are dropped to 0 lives or b) they may be replaced with an alternate from Signups.
2. Between rounds, players may be replaced at no penalty, but the player(s) who drop out may not re-enter the tournament.

F. Communication
1. This is a crew battle. You are encouraged to communicate with and coach your teammates, as well as decide when each player should go in to play. A player should not be working as a sockpuppet for another player(s), but discussing games between matches benefits your team. Individual channels for each team will be created on the discord channel should you need them.

G. Timing
1. The tournament begins when there are 20 entrants and all the teams have been drafted. Within reason, rounds can take as long as is needed for all games to be played. A round should ideally not take more than two weeks, and less than one week is preferred.
2. If a player is being inactive or non-responsive, the team leader needs to make a decision about making a substitution.

H. Incomplete games
1. If a game ends due to an unintentional disconnect from the game, discuss the gamestate with your opponent and crew
2. If the game was still close, simply replay the game.
3. If the lead was almost insurmountable for one player, award a win to the player who was ahead.
4. If you have trouble coming to an agreement, put the match "on hold" and message the admin(s) with the situation that occured.

7
Tournaments and Events / Crew Battle
« on: October 07, 2016, 03:02:32 pm »
We are trying out a team-based Dominion tournament.  Pop in to the discord server if you would like to enter. Edit: We already have our teams, but may do this again in the future with fewer games per player.
https://discord.gg/wehK54Z

Rules of the crew match:
1) There are two teams, each with 5 players. (The first person to start a team is team leader, and they can decide for themselves who is in their team. Recruiting is fine. Accepting people who pop in is fine.)
2) Each team starts the match with 15 points.
3) The goal is to run the other crew out of points. Winning a match depletes 1 point and tieing depletes .5 for each team. When a team is at 0 or below, they lose.
4) Each player has 3 points to lose, and when they are at 0 or less they are eliminated.
5) The current player must play until they are eliminated.
6) Turn order must alternate each game regardless of wins and losses.

EDIT: It is already on!

8
Communicating through Private Messages can be a bit slow and awkward. If you would like to communicate with other users on the fly, I have opened up a room specifically for this tournament on the Dominion Discord Server. (#fdschampionship) This of course depends on your opponent also using Discord, but crazier things have happened.

https://discord.gg/Nj4XE4w

9
Tournaments and Events / Dominion: Survival Finals, Friday 8/12, 2PM EST
« on: August 10, 2016, 02:40:20 pm »
The Dominion: Survival Finals stream is expected to occur at 2PM EST this Friday, 8/12/2016. jsh357 will face ren3vant in a thrilling "first to 4 (maybe 5) wins" series. Commentary will be provided by Adam Horton and a mystery second person. Be there!

https://www.twitch.tv/adamhorton

10
Dominion General Discussion / Dominion Discord Server
« on: August 09, 2016, 04:04:53 pm »
After the recent outages, I got thinking it might be nice to have another Dominion hub where A) conversations are a little easier to follow than on reddit and B) the community is a bit more focused than on BGG. Being an old man, I only recently discovered Discord, which is like a chatroom/forum (text and/or voice, voice is optional) you can pop in to anytime. You don't even have to register.

One nice thing about the program is it could facilitate matching up with other players or just looking for casual games, a problem often complained about (but hopefully addressed in Dominion Online 3.0). It should theoretically also make tournaments far easier to organize since you wouldn't have to send tons of PMs; you could just chat with people on here. One-day cups could even be run almost entirely based on discussions in the discord chat.

I haven't explored every feature, but did go ahead and create a server. If anyone is familiar or interested, drop by and let's see if we can make this a thing.

https://discord.gg/6MJ9KsT

11
Goko Dominion Online / Summon is now available on MF
« on: June 06, 2016, 08:30:12 pm »
Pretty sweet!

12
I am playing Riphia now:
http://www.twitch.tv/jsh357

13
Empires Previews / Empires Bonus Preview #1: Villa
« on: May 09, 2016, 02:15:46 pm »
We've seen debt; we've had our minds expanded. Let's take a look at something completely different.


It happens to the best of us. You play that Smithy with no action left, thinking "what could possibly go wrong?" and curse your rotten luck when two Action cards pop into your hand. "If only I could turn back time," you say. Well, buckle your seatbelt because where we're going, we don't need Villages. A Villa will do nicely enough.

Villa is a brand new type of Village to populate your empire with. The natives are restless, and they simply don't want your turns to end. Maybe the other players do, but you don't care; you're impressing them with your fancy action chain. Aside from being able to continue your turn, you of course gain the Villa itself, and maybe you needed one of those. I'm not judging. With Villa, the possibilities are endless. Or perhaps only tenfold, as the pile has to empty at some point.

As long as there are Villas left in the pile, you always have that shot at continuing your turn. And you can do it more than once in the same turn! Wow! The rulebook can't actually cover all possible turn order acronyms now. ABCD... ABABACD... ABABABABABABABCD... the list goes on, and that would have been valuable ink. Of course, as an emperor, you've begun to develop some higher-order critical thinking skills. I'm sure you can come up with your own mnemonic devices, or defer to your Mnemonic Advisor.

14
General Discussion / Adventure Out
« on: May 02, 2016, 03:57:06 pm »
If you want to have an adventure, you should go outside. The world is a magnificent place, and there is beautiful scenery to behold even just beyond your front door. I just thought we could all use a reminder.

15
General Discussion / Dank Dominion Memes Bracket
« on: April 30, 2016, 11:40:54 am »
What? Isotropic is going down?! vs #IWB
Is it Moat? vs Hot Air Balloon
Rrenaud's Law vs "Maybe Adventures is coming to MF this century"
Scout Jokes vs Blue Dog Rule
SCSN hates all Treasure vs Have you checked out the Forum Games?
We are all WW vs Joke Explanations
Brackets vs Taking Meta concepts to the extreme/Endless parody posts
Mine/Mint (or is it Mint/Mine?) vs Marin references
Decline of civility on Isotropic vs Dominion: Gunpowder
Editing Posts vs Awaclus

16
Dominion General Discussion / Dominion Card Type Bracket
« on: April 30, 2016, 11:21:32 am »
Ruins vs Looter
Duration vs Prize
Traveller vs Reaction
Reserve vs Knight
Shelter vs Action
Attacks vs Landmark
Events vs Curse
Treasure vs Victory

17
Let's Discuss ... / Let's Discuss Base Cards Cards: Estate
« on: April 18, 2016, 05:58:02 pm »
You are ignoring this user.

18
General Discussion / Some post I expect to be made fun of for
« on: February 16, 2016, 04:20:15 pm »
Once upon a time, some tool was introduced to a game. We all know the game was called Dominion. It was complicated and had a lot of strange decisions to make in, but something about it intrigued the player. The creativity involved in play, the thrill of drawing a hand and seeing what possibilities were there, you name it. A flame had been sparked. He invited other friends to try the game out; they played hundreds of games, developed cool new strategies and discussed the cards they liked and didn't like, even making their own lists and comparing them. It was all enjoyable. They were even slightly competitive with one another, but able to see there was more to the game than their own victories. Dominion is an inherently social game; you play it with other people, and things go more smoothly when you like those people.

One day, things started to change for this group of friends. One of them, him, had started looking up strategic advice and developing in to a strong player. While his buddies thought the game was neat, they weren't as interested, and he got left behind as, one by one, his buddies became less excited about playing and losing to him. Soon, he had turned to playing with random people online since all of his friends refused to play anymore. Sometimes meeting new people is cool, though.

At first, he struggled. Randoms online played the game a lot more brutally and impersonally. There was less silly experimentation, less laughing off bad luck, and everything got serious fast. With no way to enjoy the game as a casual fan with friends anymore, all he could do was get competitive and watch his number rise and fall.

Like the number, of course, the player evolved. He continued to follow the strategy forums, played in tournaments, got into leagues for a bit, streamed videos, and even met up with denizens of the forum for fleeting moments. For a while, this was entertaining, but when he hit a skill wall, everything got frustrating. There were plays he couldn't wrap his head around, scenarios that seemed unfair and led to outrage. After a while, he left the league, not wanting to face those negative emotions, especially not in a format that might as well have been public.

Eventually, he got to help playtest future expansions, and it was some of the most fun he had playing the game. Why? Because the game was fun again. Not because there were new cards, not because he was in a secret club, but because he was allowed to enjoy the game for its pure entertainment value once more. Making silly plays for the sake of testing things out was something he had missed, as was bantering with the other players, not feeling so pressured all the time. Sure, competition still existed, but it was in the background. He began taking a more relaxed approach to the game, and for a while it bled in to his posts in the community. He was having a good time and wanted other people to feel good too; share a few bad jokes, have a few laughs while enjoying the game he loved. The social dynamics of the game were something he had missed.

But this approach could not sustain itself. His way of thinking did not match the direction of the community; he wanted to enjoy the game just for what it was, but knew too much about it to go back. The more he played, the more those competitive feelings returned, and eventually all of the fun was gone. Dominion was just something he did; he felt nothing when he won anymore and anger when he lost. Negative emotions began to seep in to his personal life, and that's when he realized the truth of things: this addiction, not to the game, but to the impersonal nature of competitive gaming, was impacting his world. He couldn't even play the game with his friends on those rare occasions anymore: they were too scared of the person he was when playing. Soon, he was afraid of that person too.

One day, he got in an argument with someone on the forum. Someone he thought was a pretty cool guy and had hoped had mutual feelings. Someone he had met and considered a pal, even if not a very close one. Emotions were running high, probably for both of them, but the player started being judgmental. The next day, when he looked back over those posts he made, he was in shock about what he said. Even if he had made those judgments in his heart, the last thing he wanted was to treat someone he respected like they were just some disembodied husk on the internet; what happened to the guy telling jokes and trying to make the community a more fun place to be? He had already ruined the Dominion-playing community in his personal life, and now he was starting the process of tearing down his ties with the online community without even meaning to. Was it all in his head? Probably on some level, but it still unsettled him.

So he stopped posting on the forums. And reading them.

After a week of blackout, not even playing the game, he gave in and began checking, but not posting anything, and playing some games sparingly too. He watched as the drama on the forums kept getting worse, even without his input. He had found other forums that were hurting him less to visit, but things still weren't the same. He realized he'd been happy for a week and was starting to regret coming back now, and that feeling built up inside every day. Now he doesn't know what to do, but feels he won't be posting very much anymore. He just wants to get all this off his chest so someone can pay witness, and if they've ever had similar internal strife (probably not as crazy as this) to know there are kindred spirits out there. He has no advice, but can recommend a sabbatical.

In summary, Expedition has the best card art in Dominion. It's honestly glorious. Thank you for listening.

19
Goko Dominion Online / v.2.0.46
« on: December 15, 2015, 08:58:39 pm »
http://forum.makingfun.com/showthread.php?8396-Release-Notes-v-2-0-46&p=43942#post43942

Some good stuff this update.

Features/Changes

Now you can choose Always! and Never! as VP Counter options in the Seek screen. For matching, players seeking Always! will never get paired with those seeking Never! Counters are shown If and only if at least one player is Always! or all players prefer them. (1389, 2057, 2070)
Added support in the Choose Cards screen for individual non-promo cards, such as could be obtained by in-box promo codes (2054, 2069)
Dropped the "Complete My Collection" price and resulting Ducats when you don't own anything to eliminate leftover Ducats in this case (2038)
Pop down Black Market reveal area automatically when playing a Loan for a Black Market buy (1780)
Increased the size for the story in the campaign pre-screen (1923)

Bug Fixes

Fixed: Client disconnects when there is a system message, such as a low battery warning (1509, 1970, 1982)
Fixed: Card cost reductions can cause a freeze with Band of Misfits (2043)
Fixed: Victory point counter may be incorrect when Vineyard and particular action cards are in play (1885)
Fixed: Get a second reveal area when moving a reaction reveal area to the bottom (1621)
Fixed: Display of trade route token count doesn't update for all players (386)
Fixed: Showed 0 ducats in the store after changing your avatar (1990)
Fixed: May see username is taken on sign up, regardless of what is entered (2040)
Now saves preference in Seek and other screens if you quit the app before exiting the screen
Changed cards of Hinterlands, Act 1, Level 18 (2073)
Fixed a case where seeking could fail
Fixed when ads and the dialog about the ad policy are shown to non-paid users (2036, 2061)
Fixed error message (2019)
Miscellaneous (2015, 2032, 2055, 2064, 2075)

iOS: Fixed "You don't have permission to issue this command" that could be experienced as a guest (2033)
iOS: Fixed: Low resolution campaign map was shown even for iOS devices with high resolutions (1725)
iOS: Fixed bug with initial purchases before signing up (2047)
Android: Fixed: Clicking away from purchase confirmation on Google Play gives error (1996)
Amazon: Fixed: after seeked game, every other expansion on Seek screen is checked (2056)
Amazon: Fixed IAPs on version downloaded from Amazon store but running on non-Amazon hardware running Android 5.x (2022)

20
Tournaments and Events / Atlanta Meetup: December 19th/20th 2015
« on: December 02, 2015, 03:01:10 pm »
Edit:

The current plan is to meet at Shraeye's and Raerae's house on December 19th, possibly the 20th as well. I am bringing my sets with (probably) enough base cards for everyone. Reply here to 'RSVP' if you are planning to come so you can be in the loop on the location and such.

Original post:
Would anybody be interested in meeting up in/near Atlanta, GA this month or next (or later; discussion is nice)? Perhaps the Dec. 18-20th weekend or Jan. 8th-10th? The intent would be to play Dominion, obviously. I don't have anything arranged, but have friends and family in the Suwanee area I may want to be visiting anyway and am aware of several game stores that might be good locations. If it's just a few people, we might not need to reserve anything; there could be tables just waiting for anyone to take them.

I'd love to see some kind of regular meetup in the southeast, and was wondering if I was the only one.

21
Dominion Articles / Pilgrimage
« on: October 17, 2015, 10:15:23 am »


"The pilgrimage has gained momentum /
Take a turn, take a turn /
Take a fortune, take a fortune"

- Michael Stipe

At first it might seem like Pilgrimage is more trouble than it's worth. You have to spend two turns and $8 to get its effect, and that can be quite a lot of opportunity cost on many boards. Things get rosier when you realize you are gaining three cards you have in play of any cost. This means you can gain another Gold. It means you can gain another King's Court. It means you can gain another Familiar or Possession. Grand Market has an amazing synergy too.

I think the implications there are fairly obvious. You're spending a measly $8 (really $4 two times, which is a whole lot different than $8) on cards that could be worth a whole lot more. However, I'd argue Pilgrimage is still pretty sweet when you are gaining cheaper cards with it. The important thing here is that in most cases, Pilgrimage is gaining you cards that you certainly want more of in your engine. Most engines like having parts in mass: draw cards, villages, gainers, money earners, and so on. By adding more of these cards to your deck in one fell swoop, you are adding a lot of value at hopefully little stopping risk.

Of course, you want to be careful what you gain. If your turns contain Village, Smithy, Market, and Militia, odds are your Pilgrimages should be netting you Villages and Markets primarily with a few Smithies sprinkled in. Odds are you don't want to add another Militia. The more cantrips and nonterminal actions you can add, the better. It might seem like adding a bunch of Gold and Woodcutters could net you a lot of money, but remember that having a starting hand of five stop cards means you are doing no better than your initial hand in a turn. This is where deckbuilding skill comes in to play, and it's why I predict we will see better players using Pilgrimage more often. Pilgrimage is not an event you should trigger without a plan.

Setting up your Pilgrimage takes a bit of finesse. You need to spend a spare buy on a $4 that nets you nothing. The upside of this is that by the time you have a deck worth playing Pilgrimage with, hopefully there are not very many $4 or fewer options you would consider worth a single buy. The prospect of gaining three helpful cards next turn should outweigh the lost opportunity. There are some instances where it might not! If an important pile is about to be drained, you should probably buy the last card in that pile instead, for example. Certain situations are nice for buying that dead Pilgrimage too, particularly in Adventures-heavy games. Opponent played a Swamp hag? Might as well set up your Pilgrimage this turn. You went on a Mission? Pilgrimage away.  Of course, speaking more generally, there are times where you might end up with a bad draw. It happens to the best of us. Often you do have $4 on those draws, though, so Pilgrimage is likely to be a strong option as long as you have a good potential to profit off the Event soon.

I should quickly mention that Pilgrimage can be combined with Ranger or Giant to flip the Journey token around. Of course, remember that if you use this combination you are losing the effect of one of the Journey token users, so it had better be worth doing.

Finally, one of the considerations when using Pilgrimage is that it can only gain cards that are put in play. This means you are not going to be able to gain Provinces or Colonies, which means that Pilgrimage is only useful in the endgame if you are planning to run piles. Good engines typically do want to have that option available, so Pilgrimage is quite nice in the endgame as long as you can end on a point lead, but if things are down to the wire and you need points, not pile control, it is probably not worth setting up a Pilgrimage over gaining points. Don't throw all your eggs in a basket that might have a hole in it.

The short version:
- Pilgrimage can gain cards that are very expensive or awkward to buy as long as you already have one
- Pilgrimage is worth using when you want multiples of the same cards in your deck, particularly in an engine
- Some cards, particularly in Adventures, help you set up a Pilgrimage, so always consider those options when they are available
- Consider using Pilgrimage in the endgame for pile control, but remember it cannot gain the big victory cards unless Donald releases an Inheritance for Provinces in a future set.

23
Dominion General Discussion / JSH's True Art Rankings
« on: August 11, 2015, 12:53:21 pm »
Many years ago, a great man began a project that would revolutionize our view and understanding of Dominion. He spent countless hours writing about various cards, putting himself out there and hoping only for the respect and toleration of his peers. That man's name was theory, and without him, Dominion Strategy may well never have existed. Let's give him a hand. Not a literal one, though. Ew.

But enough about that guy. Last summer, I began a thread that sought to rank all of the Dominion cards by the quality of their art. Everything started off well enough, but little known fact: by that time, I had already joined the playtester group for Dominion: Adventures. Why did I start a ranking thread, knowing full well that there would one day be more cards to rank? What kind of lunatic would make life harder on himself like that? Apparently this guy. Anyway, eventually the weight of the project got to be too much. Aside from turbulent scenarios on my own life making it harder to care about ranking art, the futility of the whole thing got to be too much once the expansion started nearing release. But then I got to thinking: I could make the project less of an ordeal for myself by simply posting one card a day, sticking to one expansion at a time, and not adhering to a stupid gimmick in my write-ups every post. Sure, it could take a mammoth amount of days, but it would also be easier for everyone, most importantly myself.

At the end of each expansion, a ranking of the overall art cohesion and my perceived quality will appear. I will be keeping numerical scores of each picture private, but will show the 'average' number in those posts. The Promos and Base Cards will have their own separate expansion, and box art/mat art/etc will be evaluated with the expansion they belong in.

As an aside, a common complaint in the last ranking thread was that I was judging the quality of art by how it appeared on the card and not in high-res pictures seen online. In order to continue being a troll to these types of nitpickers I am going to continue judging the art by how it appears on the cards. That is the medium the art is intended to be seen in, and as such it will be in my mind.

As a final note, I want to get this out there to any Dominion artists who happen upon the thread. As an artist, I'm sure you understand the concept of subjectivity and hope you won't take offense if I happen to place a picture you drew lower on the list. This stuff is your work that you put sweat and tears into and I have no intention of putting you down for it. I've been there. Besides, even some art I dislike is loved by others. Also, I am in no way a professional art critic and actually have no clue what I'm talking about! Teehee!

As a true final note because I'm a liar, these rankings are not going to match up with the previous list. Times change, people change, art changes. Even war has changed.

25
I am kind of surprised this is already out, but a lot of people watch TDT so I guess it warrants a thread.

Note: the actual review starts around 13:50.  The stuff before that is just him going over some cards.


Pages: [1] 2 3

Page created in 0.11 seconds with 16 queries.