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Topics - Forge!!!

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Puzzles and Challenges / some guilds themed name puzzles
« on: April 11, 2015, 08:25:04 pm »
I did some of these a long time ago and they weren't super popular but I'm bored on the train. Let me know if this is the wrong forum...

Basically I give a clue for a name of a guilds card. Using spoilers, give me the name of the card. These are in hypothetical ascending difficulty

1. Bases his life around a famous 80s band

2. Tamper with

3. My most important gun

4. More manly

5. A hat someone gives you to market their company


I know I should have prioritized Silk Roads over Islands more. My original thinking was "well i can put aside other cards with the island and it'll free things up more". I got to about turn 5 before I realized how dumb that was. Other than that, what else could I have done? He had an extra Workshop, but I never really had another turn where I hit 3 like he did. He also had a couple extra estates that really boosted him up. Should I have gotten a silver, or an extra workshop? Or did my couple of turns of having 1 money just kill me?

Help! / How the HECK did I manage to tie this game?
« on: January 23, 2013, 10:31:38 am »

Pretty much by turn 4 I had given up, I got a hearty chuckle out of my turn 12 double colony buy, laughed when I got the "lead" on turn 13, was very confused by his turn 14 purchase, and then managed to tie (and honestly was unlucky I didn't win) on turn 15.

I understand a lot of what he did wrong: not continuing to ramp up with coppersmiths, playing a very poor end game, etc., but what I don't know is what I did right. Did I just get incredibly lucky? Are platinums just that good?

Puzzles and Challenges / Incredibly stupid play on words challenge!
« on: December 10, 2012, 07:02:24 pm »
People seemed to like the dumb Margrave thing, so I made some more (obviously I spent a ton of time on them, eh?). I'm going to give everyone till the end of this Wednesday, Midnight CST (-6 GMT) to figure them out and PM the answers to me (no answers, spoiled or unspoiled, on here please). Whoever gets the most right wins! There are 15 of them, in what I think are increasing levels of difficulty.

All answers will be the name of a kingdom card. If you are looking for an example, look back at the Margrave topic. If an answer isn't the answer I originally decided on but is clearly a correct answer, you will get the point anyways. Good luck!

1) Strange

2) Can be anagrammed to make 4 other english words

3) the area around your eyes

4) Wears suspenders and a bra

5) Kate Upton, again

6) Definitely not yours

7) Similar to "Fore!"

8: Works in the Department of Furniture

9) Put a check next to this one

10) Burt Reynolds had a famous one

11) What Rod Stewart would play if he was asian

12) No one is angry here

--------- be warned all ye who enter here

13) 888

14) Saying hello to one of the cast from the Jersey shore who you happen to be good friends with

15) It's a type of baked good, rite?

And, because you'll need it at some point:

Puzzles and Challenges / Incredibly stupid play on words
« on: December 10, 2012, 10:34:57 am »
I just thought of this so forgive me.

What card's name can in a way mean a watery end?

Help! / Help Forge!!! get better at this game
« on: December 09, 2012, 04:17:07 pm »
Tombolo stopped doing his daily thing, so I figured I would pick up the slack. There's a clear skill gap between myself and a large amount of the posters here and I'd love to be able to close it at least a little.

Let's start with: Is Margrave/BM really better than Oracle/Tunnel simply because it's a Colony game?

I know the Cities were a bad choice (though I'm not entirely sure what I would replace them with), and I know I should have picked up some Platinums at some point because the Golds simply weren't cutting it for getting Colonies. I still feel like my strategy should have won out though. I solitaired a couple Margrave/BM games and got similar results to what he got (ignoring my Oracle, though), so maybe he wasn't as lucky as I thought. Though I definitely didn't get any double Colony turns.

Game Reports / An interesting game
« on: December 08, 2012, 07:19:48 pm »

This game was an awful slog that we both played rather poorly. Despite this I feel it has huge potential for a crazy Goons megaturn with Crossroads/Villages/Great Hall. How would you go about trying to create one, keeping in mind Young Witch? Should we just have focused on hitting 6 to get lots of goons early, and then used the +buys to fill in the rest?

Also, as a bonus, check out the end for a weird comeback.

Dominion General Discussion / A super random question
« on: September 12, 2012, 07:23:56 pm »
Let's say 2 novices are playing each other, they know the basics but have almost zero concept of strategy. HOWEVER, they also have the option of buying the help of a partner who can tell them what to do. They have 3 options, and they can only choose one:

1) A level 10 isotropic player who costs 4
2) A level 20 isotropic player who costs 5
3) A level 45 isotropic player who costs 8

Which one would you suggest they buy? Essentially it boils down to, can the level 20/45 player catch up to the level 10 player? Those early turns are very, very important.

I know this would be very board-dependent, so feel free to have different answers for different contexts, such as smithy/BM vs. Scrying Pool or trashing vs. no trashing.

Help! / What would you have done here?
« on: September 12, 2012, 03:02:44 pm »

A game with two very different strategies, and theirs managed to eek out the win. I have a particular dislike for Ambassador so I always look for ways to ignore it. A few questions:

Which strategy do you think will win more often here?

What turn would you have bought a Festival? I know I should have bought one, but I just didn't find a good time. Perhaps early on,
or perhaps when I bought the Nobles?

Do you think Hunting Party/Ghost Ship would have worked well here? It seems like his Wishing Wells would have been a reasonably effective counter against them.

Game Reports / The Worst Conspirator Engine Ever
« on: September 08, 2012, 10:50:35 am »

I was bored and wanted to do something different, saw Conspirator and Wishing Well and Scout and Loan and decided that was enough support. No +actions, no great trashing, and I knew it was over when my opponent got a Sea Hag from Black Market, otherwise I very well might have won. It was a lot of fun, and I've never been happier to pull a Scout from a Wishing Well before.

Also, looking at the log, one thing it doesn't show is how useful Scout's ability to put things back in any order was. Not only with knowing what the next card to get with Wishing well was, but also lining up my Conspirators so I could string them together.

Dominion: Dark Ages Previews / Catacombs
« on: September 04, 2012, 08:55:40 am »
I haven't seen really any discussion about Catacombs on here (point me to where if there is some), but it really seems like Catacombs is going to be a real power card and Catacombs/BM is going to be tough to beat on many boards. Having two different choices on which 3 cards to draw is great, but the ability to cycle through the deck super fast seems to be the real power. I played a game where I bought a Catacombs and then on the next 3/4 turns was able to use it. 3 out of 4 turns where I had 7 card hands. That's pretty lucky, of course, but the card really gives you power over the reshuffle. I would imagine it would be really solid in engines as well, where you can draw 3 cards and if you don't get the engine parts you need to keep going, you can just discard and draw again. I'm pretty excited about this card.

Dominion General Discussion / So...has anyone heard from Qvist?
« on: May 02, 2012, 05:05:08 pm »
He was right in the middle of finishing up his great lists things, and then all of a sudden stopped coming on the site completely, since mid-february. Does anyone know him or has anyone heard from him? It's a little disconcerting.


It's a nice place in Downer's Grove, unfortunately I couldn't find anything more than this, I'm intrigued by the whole first place person gets to go to regionals though. (I've always wanted to go to regionals)

A lot of these non-isotropic tournaments feature two things: more than 2 players per game, and much less experienced opponents. What's the best way to minimize luck and play effectively in 3 or 4 player games? I've found in general that simpler strategies work, going for duchies earlier is better, and to watch out for 3 piling, because people love their pawns and villages. Does anyone else have any tips?

Cause if not, it's now this one.

My first time being able to buy out pretty much whatever I want, aided of course by an opponent that wasn't entirely sure what was going on.

Help! / How did Ironworks/Gardens fail here?
« on: February 08, 2012, 06:06:35 pm »

I know envoy/BM is a very competitive strategy, but he didn't really play BM, or his strategy particularly well, and I didn't feel that unlucky, so I'm assuming I did something wrong here. But I'm not entirely sure what it was. Should I have gone for more Ironworks earlier, instead of gardens?

Game Reports / The usefulness of Contraband
« on: February 07, 2012, 06:26:14 pm »

I think Contraband is useful in more games than a lot of people give it credit for, and I was very happy with my choice to pick one up this game. If I had I like to think of them as engine-building money, in that you get two cards for your engine and a decent amount of money to buy them with, and your opponent can't block all the parts of the engine you want. In this game, where you obviously want to build some sort of engine due to Chapel, I was able to have my choosing between monuments, fishing villages, and throne rooms. This, among other things (luck) helped me win this game.

Also, yes, if my opponent had played Chapel better, it probably would have been a closer game. Oh well.

Other random Contraband game:
Using Contraband with Dukes/Duchies/Islands to beat someone who got 6 provinces and a Duchy in 16 turns.

Game Reports / Relatively proud of this game (The power of Scheme)
« on: January 15, 2012, 04:47:42 pm »

I think this game showcases the marginal power of Scheme rather well, showing that you don't need to do anything fancy with it or get a ton of them, my 1 rather handily beat his 3. I use it with Remake to trim my deck and turn all my estates into silvers, and then with Envoy to turn all my silvers to provinces.

Critiques and everything are very welcome.

Help! / What's the strategy for Trusty Steed?
« on: January 04, 2012, 12:51:00 pm »
Apparently it is the best prize you can get in most games, but I have no idea what the strategy is for it. I often find myself lost and confused and just giving myself +2 actions +2 cards and wishing that I had gotten followers instead.

Here's a game where I gain Trusty Steed and then proceed to flounder around with it and lose. So how do you play with it?

So I both very much enjoyed watching the taped matches WW put up, and have been hoping to see more videos put up. Sadly, this hasn't happened, and I thought, well why not just do it myself? But would anyone be interested in how a level 20ish thinks about the game? I figure if nothing else, it's more footage up of people playing.

I'm also assuming there are plenty of people more qualified on here who think, "I wouldn't mind making videos, but no one wants to watch me play." If they would rather make annotated videos and put them up, that would be cool too, and may/may not be the actual point of this post.

Dominion General Discussion / Engine Building Question
« on: December 16, 2011, 06:45:48 pm »
All right, so I just played in a game with:

Other various cards

How does one go making an engine with all this? There are just so many possible cards and I have no idea which ones to begin with or end with or anything. I tried going Highway/Workshop at the beginning to be able to gain lots of the 5 cards quickly but it completely failed.

Partially because I just want to see more interesting discussion, partially because I figure I'll probably end up hovering around level 30 some day. So what separates the two?

Dominion General Discussion / How good are these combos?
« on: December 08, 2011, 05:32:00 pm »
Embassy/Fools Gold

Workers Village/Peddler

Governor/Militia or Margrave

These are things I've noticed seem to work relatively well together and I was curious what general public/scripts had to say about if they're actually any good or not.

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