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Topics - Robz888

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1
Dominion Online at Shuffle iT / For anyone else who can't find the trash
« on: December 31, 2016, 08:05:23 pm »
Scroll to the top of the log in the upper corner.

2
Goko Dominion Online / MF Now Crashes on Me Constantly
« on: November 07, 2016, 09:59:05 pm »
This just started happening... every fifth game or so fails to start, and it counts as a loss for me. I have MF for Macbook, and downloaded the newest version. Anyone else having this problem?

3
Game Reports / It Finally Happened: A Game Where Scout Was Good
« on: September 13, 2016, 09:52:39 am »


Code: [Select]
Ironworks, Messenger, Pirate Ship, Plaza, Scout, Catacombs, Horn of Plenty, Merchant Ship, Vault, Altar

I've been mostly away from the Forums for the past year, so apologies if there's been some paradigm shift and the expert opinion on Scout has shifted. But in my day it was considered the very worst card in all of Dominion. I have gone years without buying it at all.

Well, last night I finally had a game where I acquired a Scout--two Scouts, in fact. And I'm convinced it was the right move. Scout helped my deck! Take a look at the log: https://dominion-game-logs.s3.amazonaws.com/game_logs/20160913/log.0.1473731690423.txt

So, this is obviously a Horn of Plenty game: we have villages and we have draw. What we don't have is terrific trashing: all we have for that is Altar. I opened Silver / Messenger-Ironworks with the intention of grabbing as many Plazas as possible. My first $6 was an Altar, and it was pretty much Plazas, Horns, and Catacombs after that.

Of course, we quickly ran out of Plazas, which left my Ironworks with nothing to gain, except... Scout. Scout! It's an extra card for the Horns, so that's good. And the re-arrangement effect was useful, because this is sort of a wobbly engine consisting of a major component that doesn't draw anything--the Horns--and I really need my Plazas to find Catacombs. Scout helped. Not a lot, mind you. But in this one, rare case, it was better than nothing.

4
General Discussion / Anybody Else Have the Agricola Game App?
« on: June 16, 2014, 07:27:21 pm »
You can get it on your iPhone or iPad at Playdeck.com. It costs a couple bucks, and a couple bucks more for the expansions.

Agricola is a GREAT game. It's really won me over to the point of complete obsession.

Anybody have the app and want to set up some long-term games? Would be gun to play with Forum people.

5
Dominion General Discussion / Superman plays Dominion
« on: April 18, 2014, 01:51:36 pm »
http://www.avclub.com/article/whats-best-tabletop-game-only-two-players-203578

The AV Club has a nice little feature on 2-player board games, and they asked some people--including Superman Returns' Brandon Routh--about their favorite games. Routh likes Dominion!

6
General Discussion / I just got engaged!
« on: April 11, 2014, 11:34:49 pm »
To my girlfriend of 10 years. Just wanted to let my friends know!

7
Game Reports / My Opponent Gathers 60 Coin Tokens! He Loses
« on: March 22, 2014, 12:47:45 pm »
http://www.gokosalvager.com/static/logprettifier.html?/20140321/log.514cd37de4b0fe3236619906.1395465581298.txt



Code: [Select]
Forager, Menagerie, Storeroom, Watchtower, Fortress, Moneylender, Young Witch, Baker, Festival, Merchant Guild, Altar
Terrifically fun Kingdom. So much synergy!

We sort of choose different routes to go about it, though. I am more interested in an early Altar, aggressive trashing, and really going after a few Merchant Guilds and then mostly Bakers.

My opponent has loftier ambitions, and commits to much longer building, though he doesn't have an Alar or an early Fortress. He really wants to do the mass Merchant Guild thing. Eventually, he works Watchtower into this in a really, really cool way. He can buy a bunch of extra coppers, trash them all to the Watchtower, and rack up Coin tokens! With five Merchant Guilds in play, that gets him 60 Coin Tokens in one turn. Neat!

Unfortunately for him, I greened earlier, and already have 6 Provinces. My deck is less impressive, but just buying stuff lets me a lot of Coin tokens, too. I buy the last two Provinces, and the game ends, his 60 tokens unspent.

8
http://www.gokosalvager.com/static/logprettifier.html?/20140312/log.50b20dc3e4b0c9ce0cf27eb3.1394648471237.txt



Code: [Select]
Steward, Trade Route, Urchin, Noble Brigand, Pirate Ship, Salvager, Catacombs, Duke, Harvest, Venture
I have been know to say, "I don't believe in Pirate Ship." My basic view is that the card can always be overcome, at least in 2-player. But if ever there was a Kingdom for Pirate Ship, this looks like it. Virtual coin is available, but there are no villages so it can't be stacked. Your deck will need to add Treasures to succeed here--there's just no way around it. And that's theoretically a good cue for Pirate Ship. What's more, you can pair your ship with an Urchin opening and go for Mercenary. Grabbing Urchins is a fine alternative to grabbing Silvers that just clog your PS strategy and help your opponent's PS, and Mercenary is probably mildly good here. Really, what else can you do? And to the extent Duke is a factor, it has to help the PS player, who is better prepared for a slog, rather than the player who keeps buying and losing Treasure.

That's what I'm thinking, anyway, so Stef and I both open Pirate Ship/Urchin.

Well, my Ship is the last card in my deck, and Stef flips it over with his Ship, so already I feel like I am in trouble. I spike $2 and then $5--just dreadful--but grab a Harvest because at least that's solid economy he can't destroy. He's quicker with Mercenary, but I get there eventually. His Ship is up to $3, and eventually gets up $5. But he's Mercenarying away his Coppers too fast for me, and my Pirate Ship is never worth more than $1. Time to get creative.

I grab another Harvest, and then just plow away at Treasures: Gold at $6, Venture at $5, Silver at $3. Well this let's me get the first Province, and the second one. Stef hits Gold and Venture and destroys my economy, but he can't buy anything as long as he is attacking me... so I just but the Treasure back. Venture and Harvest are really doing it for me, since I've trashed my Coppers and have a small deck. With Harvest and Venture in hand, I can basically guarantee a Province.

Okay, but Stef can buy Duchy at will with his $5 Pirate Ships. Fine... that means he's not attacking me! And I can deny him some Duchies and by now I just have a massive points lead. I realize that he's probably going to have to start killing my Treasures again before he actually goes for the Dukes, or else I'll drain Provinces without much problem. I pick up a Salvager at this point to close the deal. With 1 Province to go, he resigns.

I should never have betrayed my core beliefs! Pirate Ship is the losing strategy here. And I daresay, if it loses here, it loses everywhere.

What do you think?

9
Help! / A Rude Opponent Claims I Made A Mistake
« on: February 24, 2014, 03:10:18 pm »
http://dom.retrobox.eu/?/20140224/log.514cd37de4b0fe3236619906.1393272283024.txt



Code: [Select]
Crossroads, Trade Route, Watchtower, Alchemist, Baron, Caravan, Ironworks, Spice Merchant, Contraband, Margrave
After my opponent whines about shuffle luck for a while, he says this:

fap_on_it: ironworks was a mistake btw
fap_on_it: not worth it
fap_on_it: you have extra buy
fap_on_it: common mistake i know
Robz888: i disagree
fap_on_it: just shows that you don't have good understanding of the game

Obviously, I'm blocking this jerk. But anyway, I submit the question to the experts. Was Ironworks wrong? I think it was a good pick up, given my draws. It allowed me to pile drive the Caravans, which were an important source of draw for me.

10
Goko Dominion Online / Don't even bother with Goko today
« on: February 23, 2014, 04:07:06 pm »
More like Slowko.

11
Game Reports / Scout By Any Other Name Sucks Just the Same
« on: February 15, 2014, 01:24:06 pm »
http://dom.retrobox.eu/?/20140215/log.5108429fe4b02265335fae99.1392488287456.txt



Code: [Select]
Oracle, Steward, Conspirator, Scout, Smithy, Young Witch, Band of Misfits, Council Room, Merchant Ship, Witch, Goons
Steward for trashing, fight the Curse war, move into Big Money Goons slog. Pretty obvious board, really.

My opponent keeps hitting $5, though, and heads for mass Band of Misfits. The problem? The only non-terminal card is... Scout. (And powered up Conspirators.) So the best my opponent can hope for here is drawing three BoMs, playing the first two as Scout, and the third as Conspirator.

As it turns out, this strategy is terrible. Despite losing the Curse war 7-3, I cruise to a pretty easy win.

Scout by any other name... is still Scout.

12
Help! / The Apothecary Deck That (Almost) Didn't Stall
« on: February 12, 2014, 12:00:35 am »
http://dom.retrobox.eu/?/20140211/log.514cd37de4b0fe3236619906.1392180479451.txt



Code: [Select]
Transmute, Apothecary, Develop, Sea Hag, Council Room, Royal Seal, Stables, Fairgrounds, King's Court, Peddler
So, I say to myself, well, Develop isn't good enough trashing to overcome Sea Hag. So I open Sea Hag/Silver. It's possible to pair the Hag with Develop, I think, but... you know I do want to get to $5 for Stables, so I'll pick up Develop later. My opponent opens Develop/Potion. No Hag at all?! Well, then I don't need one. I'll just load up on Stables and Curse his Apothecary deck into oblivion.

Well, that's not what happens. I've only given him 2 Curses by Turn 8, and he's drawing enough of his deck to Develop them away with ease. I suspect this was just good luck on his part and dreadful luck on mine, but I would appreciate any thoughts on the matter.

Things quickly go from bad to worse. He is Kinging his Apothecaries and drawing his whole deck with ease. He can Province over and over again. Is this really happening? Is the engine killing the Hag, even without +buy? (Only extra buy is Council Room, which he never buys, although I think he could have considered it and really destroyed me. You have to King something for +actions, though).

My opponent scoops up 5 Provinces in 15 turns. He Develops a King into a Province and a Fairgrounds on Turn 16. The score is now 40-13 and there is 1 Province left.

My only hope is Fairgrounds... but it's such a distant hope. Lack of access to quality +buy limits me, as does the limited number of low cost cards to pick up. But I plug away at it, taking Fairgrounds on all my $6s, grabbing a Duchy on $5. My King continues to fail me... I could Develop it into the last province and a Fairgrounds, and still lose by 20 points, so I don't do that. Eventually I Develop a Silver into a Potion, put that on my deck, and buy an Apothecary next turn. On he next shuffle I can grab a Transmute for 15 uniques... and now, hey, I'm actually in this! I'm only down 5 points! Of course, he could have spoiled this by dipping for points instead, but he's doggedly insistent on building his deck back up for the last Province. Finally, I can Develop the Hag into a Silver and Stables on top of the deck, which gives me a shot. He for some reason doesn't buy a Duchy, keeping me within range. And then I happen to have a good hand and actually make the Province. What a win!

I got insanely lucky to pull it off, but he also closed out the game terribly. Thoughts on whether Hag should actually be skipped here?

13
Goko Dominion Online / Goko Is Games That No One Can Play
« on: February 06, 2014, 12:40:00 am »
Earlier today, it was lagging horribly.

Then it was doing that thing where the game starts, but doesn't actually start.

Now it won't even let me create a game.

I mean, seriously.

14
Goko Dominion Online / Attack of the Ghost Deck! Or, Why Is Goko the Worst?
« on: February 02, 2014, 01:05:16 pm »
I had just begun a game last night when something odd---something creepy--happened. A bug? A glitch? Ah, the dreaded Ghost Deck!

I have attached a screenshot of the spooky effects. For the rest of the game, though I had 5 cards in each hand, only 1 or 2 of them would be visible. My actions would be invisible, but flashing blue if I could play them.

This made playing out the game not impossible, but very very difficult. And I did indeed lose.

Goko!!!

15
Goko Dominion Online / It's Down Again, And I've Had It
« on: January 07, 2014, 05:28:04 pm »
Well, I think that's it for me, on the online Dominion front.

Who wants to play Agricola?

16
Game Reports / The Adventurer Dream Board: Adventure Was Worth It
« on: December 18, 2013, 04:03:46 pm »
I'm a huge skeptic of Adventurer. If it's better than Scout, it's not by much. And really, it's the only card in the game where one can easily say, "miscost!" It just would work much better at $5. At $6, you virtually never want it, and I don't think I've ever purchased it on Goko, maybe once or something.

But this highly interesting Kingdom made it a worthy buy.

http://dom.retrobox.eu/?/20131218/log.514cd37de4b0fe3236619906.1387393687738.txt



Code: [Select]
Baron, Scavenger, Golem, Baker, Counterfeit, Mystic, Soothsayer, Tribute, Adventurer, Grand Market
The presence of Baker allows for a Soothsayer opening. Then what? SCSN opts for the engine, and there's definitely something to it, with GMs, Bakers, Golem and Scavenger. Lack of trashing makes it not so automatic, though.

He Soothsayers me, causing me to draw an early $8. I decide from then on that I'm just going to try to outrace the engine with a BM deck. I pick up 2 Counterfeits (such a strong card), which will do a little bit of Copper clearing for me and also get the most bang out of the Golds I'm gaining from my Soothsayers.

On a mid-game $6, I decide that Adventurer is the right call, over Gold or a third Counterfeit. The reason: I actually have a decent number of Golds in my deck relative to Copper, and only one other terminal (Soothsayer). What I didn't realize is that the Adventurer works really nicely alongside my Counterfeits when I am able to draw them together, because Counterfeit lets me do something with that Treasure and gives me a +buy.

I don't know how much of this game was luck, it ended up a bit lopsided. On a side note, my current thinking is that Soothsayer is a not-so-great card for an engine player trying to play against a money deck if he doesn't have his engine going yet, because that extra card is so useful to my deck, and he's not cursing me constantly enough for it to hurt me. But this might just be an extreme example of that.

17
Game Reports / My Hand Produces Only $2... For 15 Straight Turns
« on: December 03, 2013, 11:54:39 pm »
It begins on Turn 5 and ends on Turn 21. I was not amused.

http://dom.retrobox.eu/?/20131203/log.514cd37de4b0fe3236619906.1386132737224.txt



Code: [Select]
Crossroads, Fortune Teller, Lookout, Death Cart, Sea Hag, Wandering Minstrel, Festival, Merchant Ship, Stables, Nobles

18
http://dom.retrobox.eu/?/20131126/log.514cd37de4b0fe3236619906.1385534445186.txt


Code: [Select]
Haven, Fishing Village, Menagerie, Smugglers, Bridge, Ironworks, Haggler, Rebuild, Upgrade, Hunting Grounds
I get the 5/2 and almost instinctively and thoughtlessly click on Rebuild... before realizing that this is like the dream Mega Bridge set. It has perfect village support, ideal trashing, and awesome draw. "Okay," I say to myself. "If you can't beat Rebuild here, you will have forever brought shame upon yourself."

And it's an easy victory of course, but it certainly felt good.

19
Goko Dominion Online / It Gets Worse
« on: November 22, 2013, 03:43:28 pm »
I'm sure I'm not the first person to point this out, but.... Goko quality seems to be rapidly degrading.

Now when I start games, sometimes it doesn't load me into them. Other people are having this problem as well.
Games lag terribly, much worse than ever before, and I know it's not my internet connection.
These issues seem to be chasing high skill opponents away, and it's harder and harder to even find people to play.

I had come to like Goko just fine a few months ago, but now I'm seriously missing the Isotropic days again... and I can't shake the feeling that online Dominion is headed for its end.

20
Goko Dominion Online / Furious
« on: November 16, 2013, 09:11:36 pm »
I am being slow-played RIGHT THIS VERY MOMENT, as I live and breathe.

His Goko name is barry.

First he accused me of cheating, because I was making pretty good Wishing Well guesses. (I have two cards left in my deck, 2 of them are Copper, I guess Copper, and I am right... obviously I am cheating!)

I kindly explained to him how I was able to make pretty good (though well short of perfect) WW guesses. Well, now he is slow-playing me. Like, really really badly. Usually, people just give it up after like 2-3 turns of this, but he is absolutely committed to it.

I am loathe to give in to the Goko terrorists, so I guess I am going to play it out like this. I am so mad though.

22
Game Reports / In Which I Give My Opponent 20 Silver
« on: November 15, 2013, 03:33:49 pm »
http://dom.retrobox.eu/?/20131115/log.5075b25251c30da02a09b898.1384547292719.txt



Code: [Select]
Pearl Diver, Chancellor, Masterpiece, Shanty Town, Throne Room, Trader, Mountebank, Witch, Altar, Farmland
Well, I probably called this one wrong from the get-go. But having drawn $5 so many times, I really felt committed to a Throne Room/Mountebank strategy. Trader is of course the appropriate response, and he absolutely wrecks me with it here.

By Throning Mountebank when he had Trader on at least two occasions, it was like I was repeatedly playing Trusty Steed on him. Although I guess that would make it an Untrustworthy Steed.

23
Game Reports / The Pirate Ship Revival?
« on: October 12, 2013, 03:39:56 pm »
Why are all my opponents buying Pirate Ship these days?

http://dom.retrobox.eu/?/20131012/log.514cd37de4b0fe3236619906.1381606268863.txt


Code: [Select]
Workshop, Advisor, Ironmonger, Pirate Ship, Scout, Bazaar, Catacombs, Count, Wharf, Harem
Pirate Ship is so obviously doomed to failure here I think it's sort of laughable. My opponent actually gets pretty lucky to hit my first Silver, too, and he is still gets trounced. Ironmonger, Bazaar, and Count provide excellent coin, Workshop can replenish Silvers if it comes to that... so, so not a Pirate Ship board. You would have to hit so many times to make your PS better than Gold or Count, and you're never going to hit that much, because my action density is just going to be enormously high very quickly.

Anyway, I asked my opponent after the game (which I won 53 to 16), what made him think Pirate Ship. He said, "No money trash." I think he meant that I had no way of getting rid of my original Coppers quick, meaning they would up his PS. I tried to explain why this was backward thinking, but he held steadfast to the idea that his plan was good, just executed poorly.

I wouldn't bring it up, except this is the second time recently that someone of not-low-rank has opened PS against me on a terrible board for it. Weird!

24
Game Reports / Pirate Ship Beaten By Ye Old Treasure-less Deck
« on: October 05, 2013, 12:48:29 am »



The game: http://dom.retrobox.eu/?/20131004/log.514cd37de4b0fe3236619906.1380948066055.txt

My opponent opens Pirate Ship. Pirate Ship!? It's so bad!

Anyway, I decide, "Wouldn't it be fun if I refused to buy Treasure?" So I never did, not once.

He gets bad shuffle luck from the get go, and doesn't hit my Coppers on his first play. After that, it's pretty much too late--Remake/Lookout make swift work of them. Then I just Remake up my deck--Shelters into Estate, Estates into Villages, Villages into Remakes, and Remakes into Highways. He has nothing to do with his Ships: They're worth $0 all game. He sensibly resigns before I Remake a pair of Villages into Provinces.

25
I know people don't do it from a position of malice, but saying "GG" before the game is actually over infuriates me. Like, I am in the middle of my turn, and the other person says "GG." How am I supposed to take that? The other person is giving up? He is resigning? He just expects I am going to be able to end the game, or something? And then when I don't end the game, oh no, he isn't done playing, he has a chance now! Don't say it unless the game is truly, literally over. It is bad form to drop "GG" prematurely, and such behavior should be shunned alongside slow-playing and excessive complaining about shuffle luck.

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