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1
Innovation General Discussion / what happened to this place?
« on: November 17, 2015, 11:41:18 am »
hello guys! i used to be pretty obssesed with this game, recently i took a peek to see if the game was still alive and i heard there is going to be another expansion and rebalance change? that's amazing! i tought the game would be dead and buried since there was no news at all about the cities expansion

are they finaly going to nerf the shit out of almanac? is cities going to be less boring and icon extensive? are any of these change going to be implemented in isotropic?
 

2
Other Games / Time Masters on BGA
« on: October 17, 2013, 04:47:10 pm »
hello! i tought people here would be interessed,if not ignore the thread

anyway BGA just got a new deckbuilder game called time master,basicaly the gimmick of this one is that you don't buy card with coins as usual but instead you buy them with actions,that's it the more card you play in a single turn,the more/better card you can buy so basicaly it's a deck builder focusing on the concept of the mega combo turn

of course cards aren't played for free and instead you play them with ke,you start with 4 ke and don't get more but some card replenish it or you can discard 2 cards to get 1 ke back... or alternatively you can skip your whole turn

there are no victory cards,each card is divided in spheres and higher spheres card have bigger effect (the equivalent of forge for example is a sphere 5 card while sphere 1 card have small effect like "draw 2 cards") and each card give you point equal to their level (so in this case buying forge is like buying a province too)

there are also card called timer which let you play a card on them so that they trigger on their next turn effectively working like dominion orange cards

anyway i tought dominion fan wouldn't mind giving it a try

3
Innovation General Discussion / what is the most important symbols?
« on: April 17, 2013, 06:46:44 pm »
crowns? so your don't card get stolen? leaves? so your score is safe?
what do you think are the most important card that are off-color,like would you meld translation and optics just for the crowns on them?
discuss!

4
Innovation General Discussion / Other Innovation Implementation?
« on: April 13, 2013, 03:33:16 pm »
i remember seeing somewhere else another implementation of innovation with a rudementary AI,would it be possible to know where it was found and if the source code for it can be found?

5
Innovation General Discussion / make "I Demand" effect more noticeable
« on: April 13, 2013, 11:06:11 am »
ok i know,i guess it's my fault,but i lost count of how many times i lost a game because i wasn't paying attention (i tend to browse as i play) and i decided to keep a card in my hand when my opponent had archery,or didn't realize a machinery got melded by optics or stuff like that

so would it be possible to make "I Demand" card more noticeable like make their outline a darker color? or alternatively you could fill the black blank with pictures like the actual games so you can recognize each card by the picture instantly,with a single glance?

6
Innovation Articles / Echoes Guide
« on: April 10, 2013, 09:49:46 am »
allright,i think i've got enough experience with echoes that i feel confident enough to write some lines about it,i hope this will make more player try echoes...

Basic

1) echoes game feature five new special achievement,of those four are gotten through board expansion,echoes also feature new effect that get added to the effect of your top card when the echoes card is in the same pile and the echo symbol of that card is shown... these two things combined make board expansion and card that can tuck or meld massive amount of cards very important in echoes games

2) when you have an echoes card in hand,you can't draw more echoes card in hand... card that drew and meld therefore gains a new significance as they are the only one who are fast enough to search for specific echoes card as normal drawing is just too slow,card that let you discard and draw or score from your hand and draw also help

3) echoes card usualy tend to have less symbols overall than base card,especialy annoying are card that come with both a bonus AND an echo effect... echoes effect also tend to be more  outlandish... so the moral of the story is do not forget about base card only because there are new spiffy card to draw

4) be wary of opponent who can't score,even if you can't score you can always meld a card with a bonus and then claim an achievement with the score given by that

5) splaying left isn't usualy considered a good idea in base game but in echoes,there are a lot of nice echo effect that are on the right side of the card and therefore show up only when the pile is splayed left or up

7
Innovation General Discussion / Revaluating Writing
« on: April 05, 2013, 08:33:48 pm »
you know i've been thinking... is writing really that useless? think about it,sure all it does is that it draws you a 2,but 2 is the age with math and fermenting,those 2 card so powerfull whole strategy revolve around them,isn't being able to get them first a huge advantage?

8
Innovation Rules Questions / Novel Supremacy Triggers
« on: March 31, 2013, 03:21:18 pm »
so my board consist of translation,novel,optics and glassblowing,i use novel... now the cards don't have any icon in common other than coins/crowns but they also have no other icons other than that,is it correct that i still don't get supremacy? shouldn't it be considered like if i only had novel on the board?

9
Innovation General Discussion / Industrialization >:(
« on: March 29, 2013, 09:47:20 pm »
i need to vent... industrialization in echoes game is fucking stupid,you start spamming it and all the domain achievements introduced with echoes falls in your lap automaticaly,therefore getting you 3-4 achievements with a single card,it's incredibly stuuuuuuuuuuuuupid and i want to choke my opponent everytime he starts doing it,heck i've seen people winning a game with 5 domain achievements and just 2 age one

10
Innovation General Discussion / Please Fix Katana
« on: March 29, 2013, 04:21:08 pm »
currently when you use katana and katana removes only 1 card you don't get to forecast,i tought that was how it was supposed to work but angelkurisu says it ain't so

http://boardgamegeek.com/thread/686561/katana

so please can we fix katana?

11
Innovation General Discussion / Try to do better
« on: March 26, 2013, 06:53:52 pm »

12
Innovation Articles / [Featured] A More Detailed Strategy Guide
« on: March 23, 2013, 10:15:47 am »
Hello!  A while ago I tried to write an article about basic strategy.  Today I want to try to go a little deeper and talk about the cards you should look for.  I divide the cards in ages and describe what to look out for in each age by separating each card by their uses.

Age 1

There are basically two ways to play age 1.  The first is to start building up your board and/or hand with cards like Sailing, Domestication, The Wheel and Code of Laws.  The other is to try to score as quick as possible.  Scoring is achieved through Metalworking, Clothing and more rarely, Agriculture and Pottery.  The tech up cards of age 1 include Writing and Tools.  Writing just lets you draw a 2 which quickly becomes useless.  Tools lets you skip 2 ages ahead to age 3 but requires 3 cards to spend to do so.  Special mention goes to Masonry which let you achieve Monument with relative ease.

Scoring

Clothing - Playing against Clothing is best reason why you should build your board by playing as many colors as possible.  A quite common newbie mistake is to not play more cards and instead to just keep drawing (usually because they want to search for cards like Masonry) letting the opponent score as many as 3 cards per Clothing dogma.  This is huge, especially since it lets your opponent achieve Monument, thus making your Masonry pointless.  So if you see Clothing try to build at least have 3 colors on board so your opponent can't achieve Monument.

If you are playing with Clothing, board building cards are your pal.  Mysticism lets you find color you don't have (although you also risk covering Clothing) and Domestication gives you both free meld and drawing action which is awesome support.  Sailing is also good, but you need to play it before Clothing because both are green.

Metalworking - There isn't a lot to say about Metalworking.  You use it, pray you get cards with castles and also get a free draw action out of the deal.  The best part of it is that it makes the role of the guy with Masonry harder as it drains the cards with castles from the draw pile.  Metalworking is an action you don't want to share, since it’s got a reasonable chance of scoring very big for your opponent. 

Pottery - Don't bother reading the text on pottery.  Here's what the card effectively does "If all the pile below it are empty, score a card from your hand, and then draw a card from the same age".  The other nice thing about Pottery is that it comes with 3 leaves which can be really useful to combo with Fermenting from age 2.

Agriculture - Agriculture is kinda lame at the beginning, but once you get to age 4 it lets you score a 5 point card for each card you return.  5 points is the difference in score between consecutive eras.  So Agriculture can be pretty powerful if you tech up quickly.  One little Agriculture trick, if you return an age 10 card, it will end the game.

Board

Sailing - Sailing is the first of many "Draw and meld" cards, these are all useful as they let you build your board quickly.  Building your board gives you a symbol advantage and options.  You can also share forced melds in an attempt to eliminate a particular annoying opponent card.

Domestication - This is sort of like sailing but more controlled, since you pick from your hand rather than whatever is on the top of the deck.  But this can also be a disadvantage after the ages pass, since Sailing can meld from the piles, but Domestication will force you to get rid of all the lowest cards from your hand.

Mysticism - Sailing with an added condition that the drawn card matches the color of a card already on your board, but a free draw added on top of it.

Drawing

The Wheel - Draw 2 age 1 cards, there is not a lot to say.

Stealing/Board Screwing

Archery - Archery lets you take the highest card from your opponent’s hand, and in return, they draw a 1.  Archery forces a teched up opponent to always have his hand empty so they don’t get their card stolen and their tech advantage negated.  It's easy to use as teched up opponents usually don't have many castles, but otherwise it's a pretty dull card.

City States - The chances are you usually don't want whatever the opponent gives to you.  But if you don't want to share Metalworking or the Wheel, it's a nice solution to decrease your opponent castles.  If you are hit by City States, giving your opponent Mysticism is a nice way to shut up the card.

Oars - This is probably the worst card of all the game, most cards in innovation are situational.  But the situation in which you want oars involve an opponent that teched up, has less castles than you, is keeping his coins card in hand, and you have no better way to score.  There are way too many conditions to make Oars worthwhile most of the time.

Tech Up

Writing - Again, this quickly becomes useless.

Tools - Getting 3 cards is pretty easy, especially if you use The Wheel.  Once you get to age 3 your best hope is to jump to age 4 (usually with Paper) and then get to Gunpowder which lets you blast your opponent’s castle cards and score big.  Tools other power can be handy if the age 1 and age 2 draw piles have run out.  You discard a 3 and then draw three 3s, thus netting you 2 cards a-la Calendar.

Splaying

Code of Laws - If the tucked card can help you make a demand or not share an effect you don't want to share, it can be a good idea to use Code of Laws.  But most of the time it's better to just wait for the other splaying cards.

Special

Masonry - Masonry lets you meld multiple cards, but the cards you meld must all have castles on them.  These cards quickly become useless once age 3 is over.  The real power is that it hands you the Monument achievement without much pain.  It's just a matter of drawing cards until you get to 4 castle cards in hand.  The other thing to watch out is if you have to share Masonry, if your opponent has more than 4 card in hand chance are they can use the shared effect to gain Monument before you do.

13
when selecting a card if you hover over it with your cursor and you have equal or less symbols than your opponent a ! pops out,can't believe it took me this long to notice it

14
Innovation General Discussion / Innovation Memes
« on: March 15, 2013, 08:32:04 pm »
the dominion thread was fun,let's have an innovation one ;D









First Age Problems

15
Innovation General Discussion / Clock Probability
« on: March 14, 2013, 12:22:14 pm »
assuming you only draw from the base deck

- Probability that you draw 0 clock is of 0.8333333333333334
- Probability that you draw 1 clock is of 7.5
- Probability that you draw 2 clock is of 12.5
- Probability that you draw 3 clock is of 20.833333333333332
- Probability that you draw 4 clock is of 22.5
- Probability that you draw 5 clock is of 17.5
- Probability that you draw 6 clock is of 12.5
- Probability that you draw 7 clock is of 4.166666666666667
- Probability that you draw 8 clock is of 1.6666666666666667

basicaly clock works best against 3,4 and 5,thus giving you odds of at least 60% when these 3 numbers are present,that increase to 72% if 2 is present too and tops at 85% when you add 6 to the mix,of course this also assume this is your first draw as your odds change when you eliminate 3 cards and have to draw from a pool of 7 possible card's

just know that there are 2 cards with 3 clocks (which is why it's impossible to draw 9 clock) 3 with 0 clock,2 with 2 clock and 3 card with 1 clock,so eliminating the card with 3 clock gives you better odd for lower numbers and eliminating card with no clock gives you better odds at higher numbers

EDIT: counting drawing 2 base card and 1 blue card

- Probability that you draw 0 clock is of 4.0
- Probability that you draw 1 clock is of 12.0
- Probability that you draw 2 clock is of 14.666666666666666
- Probability that you draw 3 clock is of 24.0
- Probability that you draw 4 clock is of 17.333333333333332
- Probability that you draw 5 clock is of 16.0
- Probability that you draw 6 clock is of 7.555555555555555
- Probability that you draw 7 clock is of 3.5555555555555554
- Probability that you draw 8 clock is of 0.8888888888888888

expansion set has 4 card with 2 clock and 6 card with 0 clock thus making the odd of drawing lower number higher although 3 and 4 are still the most probable one

16
Innovation Articles / Basic Strategy
« on: March 13, 2013, 12:54:54 pm »
i know some people are raring for strategy article about this game,i'm pretty new to the game myself but i think i got a decent grasp of it so if it's not a problem i'm going to get a head start and post some tips... so... how do you win at innovation? you basicaly have to follow at least 2 of these 3 roles as best as you can depending on what you draw,the 3 roles are the brainac,the emperor and the overachiever

- the brainac doesn't care about score or board,all he wants to do is getting to 8-10 as quick as possible,8-10 has all the cool toys,card's that let you score big,card that put your opponent in a nasty situation and best of all,card that instantly win you the game under the right situation,card that helps the brainac are writing,mathematics,paper,printing press... writing -> math -> paper is a good brainac opening for example

the good way to deal with the brainac is to pronge attack him,combine card that steals card from the board (compass,societies,enterprise) with card that steals from hand (archery,machinery,construction) and he'll be forced to share the tech one way or the other... another good way is to share your sucky effect in hope to ruin your opponent board,if your opponent use math to draw a 4 card and then you cover it by sharing sailing then his effort have been in vain,of course this requires a nice amount of luck to pull off... alternatively try to make each age run out as quick as possible,each age (beside 1 who has 14 and 10 who has 10) has only 9 card in it,with the brainac having removed at least 1,that means as long as you can draw or play more than 4 cards a turn (the wheel,fermentation,industrialization) you can catch up by simply removing all the obstacle between you and the high level tech,this is also a good way to play,role number 2 which is...

- the emperor! the emperor cares about board relevance,he wants to make big piles and then splay them forcing his opponent to share all of his effect and preventing any attack,the emperor loves card that gives him free draw and/or melding action like sailing,mysticism,reformation and most importantly industrialization which can give you a HUGE board presence,and of course he need his fair share of card to splay piles too with card like paper,metric system,flight,and mostly importantly measurements! the emperor has an hard time achieving era's quickly but he makes up by usualy ending up winning the domain achievement as long as nobody picked them up through other cards,one thing of importance when playing the emperor... you don't want to meld too many card with castle on them,except in rare case's castle become useless mid in the game as such other than splaying 3 castle for the empire domain achievement there is no reason to play castle card for their icons,try to focus on early card with other icons like agriculture,pottery,translation... you get the idea

the best way to beat the emperor is to end the game as soon as possible,if you score 4 era 2 domain achievements through cards then the emperor won't have any time to build,you do so by playing the role of....

- the overachiever! the overachiever only cares about scoring each era as quickly as possible,he scores,achieve's and tries to bring the game home ASAP,card that the overachiever like are clothing,metalworking,currency,agriculture (if playing brainac) and steam engine

with the overachiever there are 2 way to deal with him,the first is pretty obvious and it's to attack his score pile,these card include stuff like anatomy,vaccination,mapmaking,navigation and the biggest of them all,rocketry
the other way is to achieve thing yourself even if you are behind achievements and the overachiever has 1,2,3,4,5 if you end up scoring 6 then he will be forced to score 7 and if you score 7 he will be forced to score 8 instead and so on...

Alternate Way to win the game

most people seems to know about collecting 6 achievements but seems to have no idea about the other ways to win the game,the first one is by scoring,the game ends by scoring when a card higher than 10 gets drawn,one of the advantage of playing the brainac is that if you get to the 10 pile first and then deplete it,then you get to decide when the game ends,coincidentaly most of the 10 card let you score big so it's not uncommon for a brainac to get from a score of 0 to a score of 50 and then ending up winning on points

the other way are through special effect of high level cards these are...

- Empiricism ( 8 ),which wins you the game if you have 20 lightbulbs,handling the victory to an emperor who got most of the blue/purple cards as those are the ones that mostly often comes with a lightbulb
- Collaboration (9),which wins you the game if you have a stack of 10 green cards,handling the victory to an emperor who got most of the green cards
- Bioengineering (10),which wins you the game if your opponent doesn't have enough leaf making it good against people who haven't build their board like an overachiever
- Self Service (10) let you win if you have more achievements than your opponent
- Globalization (10) gives the victory to the player with the most point if there are more industry than leaves on the board thus making it a good brainac/overachiever carrd
- A.I (10) gives the victory to the player with the lowest score when 2 other 10 cards (Robotics and Software) are on ANY board as top cards... rather than fitting a strategy this is mostly a last resort card,note that if the difference between you and your opponent score is 9 or less,you will still lose the game as you gain more point before the other effect resolve but if you have less lightbulb than your opponent then you both get the effect and the score will get even,also if you try to pull the card off with software and you have to share the effect,do it only if the 10 stack is still full,using software means pulling 3 10 cards from the deck,so if both you and the opponent do so,you get to pull a great total of 6 cards thus forcing a draw of a card higher than 10 if only five 10 cards are present in the deck making the game ends by score

17
Innovation General Discussion / Move the action log somewhere else
« on: March 12, 2013, 08:47:16 pm »
this is a pretty stupid problem... but when pile gets pretty big,the whole screen get covered by them and i have to scroll each time to see the action log,the end result is that more often than not i end up not noticing what my opponent is doing! would it be possible to move it so that it's in the right part of the screen (like just below the chat) instead of top of the piles?

example



or alternatively make it so that a pile only shows echo effect like with the opponent board

18
Dominion General Discussion / have you ever grow bored of dominion?
« on: January 26, 2013, 09:12:38 pm »
well so... my experience with dominion was like this,at first i totaly sucked at the game,it made me sort of grumpy but it was interessing so i keep playing,as i played more and more games and played with people that knew the game,i picked more trick so after losing my first goon game a bajillion point to 3 i learned how to play a goon game and i picked more and more trick and man at that moment the game was awesome as i saw yet another way to win a game,then after playing the game for around 2-3 month i realized something... i more or less started to play like a robot,i always look for fool gold's/chapel,if those aren't avaiable i look for trashing,if trashing isn't avaiable i look for curse attack's,if those aren't avaiable i look for +action if a card that can abuse them is on board (like torturer or conspirator) so somehow it feels like the game has grow stale,i think one of the reason is because the game lacks a random element,sure the card you do draw are random but they are also the one you buy and also most of the time they are bought exactly to reduce that random element as much as possible so a lot of games started to feel the samey

i was sort of worried of making such a thread but i hope we can discuss this as civil person's ;D

19
Dominion General Discussion / All Victory Card Kingdom
« on: January 22, 2013, 08:53:02 pm »
you'll have to excuse me if this isn't the right section,so anyway i just saw someone making a kingdom that featured every victory card released so far (so that would be a kingdom made of noble,harem,feodum,silk road,island,duke,farmland,fairground,great hall,gardens) and i tought wondering about what's the best way to play such a kingdom would make an interessing discussion... so what would be a good way to go? buy harems and turn them into province with farm lands? abuse silk road and nobles/great hall combination? ignore everything and just go big money?

20
Dominion General Discussion / Kingdom Builder Avaiable on BSW
« on: December 20, 2012, 10:37:08 am »
tought some dominion fans might care but Kingdom Builder (donald other game) is now avaiable on BSW,a nice gesture from him :D

21
Goko Dominion Online / Free Cards
« on: October 23, 2012, 07:45:46 pm »
mmm i don't understand the reasoning behind it but it seems that if you access goko from www.playdominion.com you get the chance to redeem a code (i tried from the starting goko page but got no prompt to do so) if you do it,you get nobles,hoard and haven for free... giving you a sample so you buy the whole thing perhaps? :o

22
Goko Dominion Online / so this is out?
« on: September 21, 2012, 07:25:54 am »
at least i was able to register normaly and actualy i'm playing it right now

right now you can buy seaside,prosperity and intrigue each set is divided in 2 parts which each cost 40 gokoins (4 dollars) or you can buy both part for 70 or you can buy all 3 of them for 200,you can also buy a dark ages set

the dark ages set contains altar,armory,band of misfits,bandit camp,count,cultist,fortress,ironmonger,procession,sage,scavenger,vagrant

you can buy gokoins in set of 2,5,10,20,50,100 the bigger the set the more free gokoins you get

so far i hadn't any problem playing against the CPU but the music skip and doesn't play correctly which is pretty weird

23
Dominion General Discussion / stockpiling on trash for benefit cards
« on: December 26, 2011, 07:50:05 am »
i was wondering what's the opinion on this,i tought it was a good idea as it let you trash something every turn,and if you draw 2 trash for benefit cards together,you can always use one to trash the other (so apprentice an apprentice to draw 5 cards for example,salvager a salvager to get 4$)

so what do you think?

24
Dominion General Discussion / what's the best time to stop gaining silvers?
« on: December 25, 2011, 08:35:05 pm »
hello,i'm new here,i've played a lot of games on isotropic and i really like the game.....

...apparently according to some people,too many silvers are a bad thing,so i was wondering,how many silvers should a deck hold in general? and also can buying only golds hurt your deck? everytime i feel i have to choice between a gold and a 5$ action,i end up going for the gold as to not waste the 1$ but of course this lead to more money,which leads to the scenario repeating itself and somehow this doesn't feel like it's the best way to play the game

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