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 - Galzria

Filter to certain boards:

Pages: [1]
Hearthstone / Worst Hearthstone Moments 2017
« on: July 24, 2017, 04:15:11 pm »
So... I made a mistake today. Genuine one, yes. The result was a little more than I bargained for however.

In Arena:
I'm a Priest, playing a Paladin. I go first.

T1: Nothing
OT1: Nothing
T2: I play a 2/2 minion
OT2: He plays a 2/2 minion
T3: I play Forbidden Shaping

--- "Spend all your Mana. Summon a random minion that costs that much" --- Not my favorite spot to play it, but I didn't have a 3 drop.

T3 continued: I summon Wickerflame Burnbristle

--- "2/2 Taunt. Divine Shield. Damage dealt by his minion also heals your hero." ---

T3 continued: I sacrifice my 2/2 into his 2/2.
OT3: He summons a 2/4 Taunt
T4: I draw and play Auchenai Soulpriest

--- 3/5 "Your cards and powers that restore Health now deal damage instead." ---

Now this is where I messed up. Because I should've attacked first and then played the Soulpriest so that the healing caused by Wickerflame didn't get converted to damage instead.

What I DIDN'T expect was to go infinite. Because the "damage " caused to my Hero by Wickerflame IS considered damage caused by the card. So it tried to heal me again. And again. And again. And again.

I suspect this should be a bug. But despite the loss I couldn't help cracking up.

Hearthstone / Critique a Deck:
« on: December 10, 2014, 01:42:11 pm »
A thread to post your decks/ideas and get constructive criticism before running it out in constructed play!

Hearthstone / Worst HS Moments 2014
« on: November 17, 2014, 12:34:30 pm »
Right, so if you can have a "best moment 2014", then you've gotta also have those moments when you just want to slap yourself for doing something ridiculous. Or maybe things just didn't go as planned.

For every best, there's a worst. This thread is share those embarrassing moments that you really don't want to share. Those ones where you're glad there was only one person there to see, and that there was no chat area.

Mine, today, wasn't completely awful, but it was still embarrassing nonetheless.

I had a Leper (2/1) on the table.
My opponent had a Croc, (2/3).

I thought I had Animal Companion in my hand, so I grabbed it and threw it onto my side of the board... just to realize it was Kill Command. I never reestablished board control after that.

General Discussion / Swimming
« on: September 17, 2014, 02:06:56 pm »
Theory, I thought we had a topic on Swimming quite awhile back when the topics of "Running", "Walking", etc were up, but I can't seem to find it. If it's there, you can just merge this, otherwise, I'll just start this one here.


I figure posting constantly in the Forum Games "V/LA" thread isn't exactly the most appropriate place to update on what's going on in my life, and besides, if there are other Dominion players out there who swim, but don't play Forum Games (shame on you!), then they wouldn't have a place to come together and talk about their adventures. So here's this.


I took on Tahoe! Whoohoo! 21.24 miles lengthwise, from Camp Richardson to Hyatt Beach (Incline Village), my total time was 13 hours, 46 minutes, 5 seconds. I walked off the beach and into the water at 11:46 PM, Sunday the 14th, and walked back up onto dry sand at 1:30 PM, Monday the 15th.

The lake was gorgeous, the water was perfect, and the wind was non-existent (which is awesome, as they're in a wind advisory today!). Water temperatures ranged from a low of 61F, to a high of 67F, but really stayed steady between 64F-66F most of the way. Wind Speeds topped out at about 6.5 mi/hour, but that was only on gusts. Air temperature got as low as 45F, but after the sun came up we were back into the mid 70's F.

Some links:

My tracked route across:

And two of me swimming in the water (absolutely beautiful lake, isn't it?):

Me + Kayaker:

Me + Boat:

Next up:

I plan on swimming from Catalina Island to Los Angeles next year. Most likely, I'm aiming for a July swim, as many of my crew (if I can get them to help out again!) will be riding their bicycles in Paris during the month of August. My pilot is also trying to talk me into doing a crossing of Lake Ontario (Niagara Falls -> Toronto, 31.5 Miles), which I might try and squeeze in at some point.

This swim was absolutely amazing, and it was hands down the most beautiful place I've ever been in the water. If you're on the West coast of America, and you haven't been to Lake Tahoe during the summer (I know Winter is a lot of fun too!), get up there and spend some time in/on/around the water. It's absolutely stunning.

Treasure Hunts / puzzledpint:
« on: July 07, 2014, 10:58:47 pm »
This shouldn't prove to be a challenge for too many of you, but it's cute and fun anyway. Plus, beer and puzzles.

The cities holding puzzle parties are Portland, Seattle, Chicago, SF Bay Area, Phoenix and London.

General Discussion / Jonathan Strange & Mr. Norrell
« on: November 30, 2012, 08:31:18 am »
Is being adapted by the BBC.


Especially with Toby Haynes at the directing helm, this begins to look very wonderful indeed.

Variants and Fan Cards / Design Space:
« on: June 06, 2012, 02:10:01 pm »
I'm just curious if some of these areas have been explored, and what your thoughts might be:


When you play this card, you may immediately shuffle your discard pile, and place it on top of your draw pile.

Card-Hunter: (Duration?)

When you play this, name a non-VP card. If the named card is played before the start of your following turn by any player, you may gain a copy of it.

City/Fairgrounds/Trade Route combination (Card "X" below):

Place a token on each of the starting kingdom cards. Anytime a card is gained for the first time, remove it's token and place it on a mat. Card "X" does A, B, or C depending on how many tokens are on the mat.

(The idea is to be a power-up card like city, that plays off Fairgrounds desire for unique cards, instead of piles drained. This is, I think, done best in a Trade Route fashion)

Anyway, just some thoughts on design space ideas that may not have much coverage yet.


Help! / How would you play this board?
« on: June 05, 2012, 12:46:38 am »
I generally kick back and relax with some fast games on Androminion, and nothing really jumps out at me. I find it's a decent way to test out new ideas, and generally crush the AI. But I'm always thinking competitively too, for Iso or F2F. I came across this board, and don't even know where to start:

Chapel, Duchess, Alchemist, Spice Merchant, Treasure Map, Embassy, Wharf, Bazaar, Hunting Party, Nobles

My opening hand is $5. Thoughts?

Wharf + BM?
HP + Duchess?
Chapel into engine? (actions, buys, +$ all available on action cards)

What would be fastest? I'm pretty sure Alch and TM are dead cards here, but don't know where to go with it. If this where a competitive game, what would be fastest to 4 Provinces? Would that strategy hold up to Duchy Dancing?


Puzzles and Challenges / Reorganize This! #1
« on: June 01, 2012, 06:08:19 pm »
Place the following cards in the correct order:

Ill-Gotten Gains

Solo Challenges / Back to the Future:
« on: May 14, 2012, 05:38:52 pm »
Whoa, that's heavy Doc.
Doc? How do you know who I am!?! Tell me, future boy, who's President of the United States in 1985?
Ronald Reagan
Ronald Reagan? The Actor? Then who's Vice President? Jerry Lewis?
Whoa. Wait a minute, Doc. Are you trying to tell me that my mother has got the hots for me?
Whoa. This is heavy.
There's that word again. "Heavy." Why are things so heavy in the future? Is there a problem with the Earth's gravitational pull?
Now, remember. According to my theory, you interfered with your parents' first meeting. If they don't meet, they won't fall in love, they won't get married and they won't have kids. That's why your older brother's disappearing from that photograph. Your sister will follow, and unless you repair the damage, you'll be next.
Sounds pretty heavy.
Weight has nothing to do with it.
Doc, I did it!
Next Saturday night, we're sending you, Back To the Future!
Oh, Marty. Marty, here's your keys. You're all waxed up, ready for tonight.
Keys? Whoa. This is heavy.


The story begins in 1955, when an little known Duke living in a small Village marries a smart, pretty Duchess - Much to chagrin of the local Goons. Still, they have very little, only 3 Estates, and 7 Coppers to their name. As they grow old and have children, life treats them fairly well, but not great. They build up a modest living of 8 Duchy's, but the man still lives in fear of the Goons, who have made it their life mission to make hell for the man.

One day, some 30 years later, their youngest child (you) meets a crazy Witch, who sends him back in time. He awakes back in 1955, and through a series of misadventures, must work his way back home. Despite the warnings of the Witch not to change anything, our young hero can't help but interfere.

Upon his return home, he finds that indeed, the Witch was right, and things are not as they once were. For him and his family, things have improved greatly! They are now the richest in the Kingdom, owning all 8 Province's, and what's more? The Goons work for him!

Our hero, happy with his success, takes his young Harem in his new Caravan to the local Oasis, where they spend a rather eventful weekend, knowing that one day soon, they will head to the Chapel to be married, and live happily ever after.


Challenge: Empty the Duchy Pile, then go back in time, returning your deck to the starting state of 3 Estates, 7 Coppers, **And your choice of 1 Forge, or 1 Chapel**. Then, empty the Province pile. All 8 Province's must be in your deck at the end. Fewest number of turns wins.

Board: Chapel, Oasis, Goons, Village, Young Witch, Smithy, Forge, Festival, Caravan, Witch, !Colony, *Scheme

Rules: You must use the given board. You must have all 8 Duchy's in your deck before you begin to go back in time (although if you gain the last 1 midturn, you may begin trashing then).

Deadline: There is no deadline!

Submissions: You may submit as many attempts as you like!

How To: Post your game log right here in the thread. I will keep an updated list at the end of this post of the top times, or honorable mentions.

Points: There are still points! I'm going to hold over the points awarded in the Governor's Ball, and the scoring system here will remain the same. 4 for 1st, 2 for 2nd, 1 for 3rd. However, as this challenge is open-ended, the leaderboard may change!

Notes: None at the moment. /reserved. ;D

Good Luck!


Alright! Official results!

Setting the bar, and coming in third with 60 turns is Schneau:

Arriving in at 50 turns, good for second place, we have Drab Emordnilap: -- 50 turns. -- 50 turns. -- 50 turns.

Does this mean that 50 is the best that can be done? Hmm...

No it does not! Coming in a full FOUR turns faster, at 46, Fate has thrown down the gauntlet, callin' all the rest of ya 'Yellow' and daring you to challenge his effort.


But Chwhite will not be deterred! He really got his Flux Drive working overtime when he came in at 44 turns and first place!:


Fate claims to be able to match Chwhite's effort; which if true would mean two entries both at 44 turns. Add them together.... and you hit 88 Miles Per Hour! Can you take this one faster? Only time will tell...

The leaderboard now looks like:

Chwite: 4 Points
Drab Emordnilap and Powerman: 4 Points
Schneau: 3 Points
Fate: 2 Points
Saturday Wins: 1 Point

Looking forward to seeing some more results. I will keep this post updated as soon as I can after each response. Good luck!

Solo Challenges / [Complete] Governor's Ball
« on: May 03, 2012, 12:35:47 pm »
Dear Sir or Madame,

I would like to personally invite you to this years Governor's Ball. As you're probably aware, the winner of this years Masquerade will Lord over all the Province's in the Kingdom, and your knowledge and service to us all has been invaluable. Indeed, there are few who know all of the intricacies of our beloved Dominion better than you. As such, we would be honored if you came to claim the mantle of Lord as your own. Don't think it'll just be handed over on a Silver platter however. This Feast will include many other highly qualified Dukes and Duchesses, as well as a few Ambassadors from neighboring Kingdoms.

But don't let that discourage you. I have sent my prayers forth from our Chapel, and have faith that you are meant to lead us. There will, of course, be a Festival and Tournament, which you are more than welcome to partake in. I know those living in nearby Border Villages would be inspired by your presence.

I hope for a speedy reply.

Yours in honor,

Challenge: End the game on Provinces as few turns as possible.
Rules: You may only purchase Masquerade and Governor. There will be no Black Market. This is a high class event.
Notes: You may gain cards in any fashion you see fit, but all 8 Provinces must be in your deck at the finish.
Points: 1st (4), 2nd (2), 3rd (1)
Bonus: Use the thematic kingdom and have at least one of each card in your deck for TWO bonus points:
Masquerade, Governor, Duke, Duchess, Ambassador, Festival, Tournament, Feast, Chapel, Border Village, !Colony

Deadline: May 13, 11:59PM - I don't care which time zone you're in, just get it submitted before the 14th. 1 Entry per contestant. (Pacific Standard Time if you MUST have a zone)


Dominion Isotropic / BM/Iso Bug
« on: April 29, 2012, 03:23:11 pm »
I came across this today, and believe that it is a bug:

... Gah! Well, I thought if I pulled the log, it would show the cards available within the Black Market deck, but apparently it does not. (Does Council Room once the gamelog is mined?)

Edit: Here's the log anyway, as you can see where Iso gets confused. Look at the constraints.

prohibited: Fishing Village; bane: Fishing Village
Mind you, when I put in the constraints on the main page, I did NOT put any prohibits in - Iso did this itself.

Anyway, I've set all the constraints for 10 cards, one of which is Black Market. I've also specified what I wish my Bane Card to be, if Young Witch appears inside the Black Market. On my 3rd Black Market play, I draw: Tournament, Fishing Village, Young Witch (This is rather irrelevant, but it's how I noticed the bug). Fishing Village was my bane card, and IS on the board. If I purchase it from the Black Market Deck, I can obtain 11.


--Double Edit-- Put the wrong Game log in at first, correct one is there now.

Rules Questions / duration
« on: April 19, 2012, 02:42:33 pm »
This is probably hard to answer as there is no card that exists of this nature right now, but if there were a duration price reduction card (suspension bridge: This turn and next, +1 coin, +1 buy, all costs reduced by 1, no card may cost less than 0), would your opponent recieve the cost reduction benefit?

Game Reports / More Thoughts...
« on: April 14, 2012, 03:27:24 pm »
First off, much respect for my opponent. I know how much time and effort it takes to get into the 40's in level. As I commented at the start of the match, I was having a good day (7-1-0) up to that point, and the last thing I wanted to do was play a level 44. :)

I wanted to go with a straight 2 Merchant Ship strategy, but with his opening of 5/2 to my 4/3 I thought I was doomed right out of the gates. Still, I played with a very fast game in mind, thinking that if I got lucky, and we split the Provinces, my opening of Monument could make the difference.

Everything went pretty straight forward. We ended up with almost identical decks. Ben had a Crossroads (thanks to his 2 coin opening), and a caravan that I didn't have. He also had one more gold, and a few less silvers (maybe those made the difference?)

We both started greening at the same time (technically he was a turn ahead, from second position), and went 2x Province. He picked up his first Duchy over me on turn 13, but I was able to come back and answer with a third straight Province. We both followed up with a Duchy each, and he finished out turn 15 with his third Province, leaving him 1 Duchy up on me overall, and into a full on Duchy dance.

Turn 16 saw us both gain another Duchy, leaving just 3 in the pile. However, I knew that:
A) I was 2 points ahead in VP tokens
B) I had just reshuffled, meaning all 3 terminals were in my deck
C) He hadn't reshuffled since playing a Merchant Ship, AND his Monument

Given my strong draw on turn 17 then, which included a Merchant ship and 8 coins, I decided to risk breaking PPR and gamble for a straight win. I couldn't know that he had drawn a terrible hand obviously, but I thought my deck was set up at that time as good as it ever was gonna get. In the end, I bought my 4th Province turn 17, and my 5th on turn 18 to take a solid victory.

I recognize that, had Ben had 8 coins in hand, and bought that last Province, I would have lost by 1. I still would have been very happy with the overall game though. Perhaps, had I thought about it a little further, I should have realized that I was more likely to snag 2 of the last 3 Duchy's evening us out, and leaving me in the lead on straight VP tokens, with only Estates left (nothing he was likely to catch up on at that point). However, had I done so, and a reverse flip happened where he got two good draws and I was stuck floundering trying to find 8 coins, he very well could have ended on Provinces over me instead.

So, did I make the right decision at the time? It was, I think, a very well played game on both sides. I don't feel that I was overly lucky, although maybe I was. Who ever feels they actually are? So, any thoughts, comments, or ideas anybody here has, I'd love to hear them.


Quick question, and maybe there is no easy answer. We both had Merchant Ship and Monument collide in our hands twice. I played my Monument, thinking that giving up 2 coins next turn (and I especially believed this early, before greening began, turns 8 and turns 9 for me) was worth gaining 1 VP. Since I thought the game would be close, this seemed right. Ben played his Merchant Ship both times, turns 4 and 10. Given his level of experience, was I wrong?

Game Reports / Can anyone confirm...
« on: April 14, 2012, 01:42:33 pm »
That this game should NOT have ended in my Victory?

While I imagine we both played this board well sub-optimally (I decided to try Cache + BM which has been said around these parts isn't as terrible as might be thought), I feel that I had NO business winning this game.

Granted, my turns 6-10 were STUPID. The fact that I drew every possible method of 5 Coins, and not 6 was driving me crazy. Still, while his initial plan seemed clear, I wasn't sure mid-game where he was going with it.

I decided after snagging 2 Provinces on 11/12, that I could probably try a Duchy rush and aim for a 3/5 Province split in his favor. His Lookout killed his 3 Estates, meaning to counter the 12 point Province swing, I was only going to need 3 Duchies to force a tie. And since my deck was so full of Coppers, I couldn't be sure when I would hit TWO more 8 coin hands (though I was confident that I would get at least 1 more soon). That meant that I was looking at 4 turns worth of buys, which would out-race his 5 turns of Province buys required.

In the end, that payed off, and maybe it was the turning point for me. Still, thoughts on what you might have done differently (especially thoughts regarding playing the Cache strategy in my 5/2 starting situation), and if you think I just got dead lucky by poor play on the other side would be greatly appreciated!

Game Reports / Was the key here the second Amb?
« on: April 13, 2012, 02:22:15 pm »
I played a game not too long ago, that my opponent resigned from after it seemed he wouldn't be able to come back:

Granted, I wasn't working some magically quick deck, but I didn't think (at the time), that I was THAT far ahead. In truth, at the outset, I had serious consideration to play almost the exact engine he went for (Worker's Village + University for Actions, Vault for +draw and discard, and Watchtower to bring the handsize back up). I decided at the last second though, that I wanted to try and keep it a little bit simpler. I opted instead for a Peddler rush (I know, usually not as strong on a Colony board), hence the unusual, and often bad, worker's village buy at the outset.

Actually, my theory behind it was: A) I wanted them for Cantrip +buy, and B) opening Amb/Amb might slow my economy down too much - Amb/*nothing* would give me a little bit of breathing room. I hadn't been planning on grabbing a second Ambassador at first, however with 3 coppers on turn 3, and knowing I could get a Silver turn 4, I decided to gamble.

However, now I'm not sure it was such a gamble.

Thoughts? Did I get lucky? Play well? What do you think?

Pages: [1]

Page created in 0.119 seconds with 17 queries.