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Messages - Yariv

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1
Dominion League / Re: Season 21 - Results
« on: May 29, 2017, 10:49:09 pm »
I would like to continue for next season

2
Dominion League / Re: Season 21 - Results
« on: April 29, 2017, 07:53:25 pm »
D3:
yariv 4-2 ryan.echternacht

not all ties, then

3
Dominion League / Re: Season 21 - Results
« on: April 24, 2017, 05:22:50 pm »
D3:
yariv - The Do-Operator
3 - 3

if all games are tied, how many coins are needed to determine league order?

4
Dominion League / Re: [Still open] Season 21 - Signups
« on: April 22, 2017, 07:50:51 pm »
Not sure why it says "[Still open]", given that the leagues are already defined and some results recorded, but why not?

I'd like to play next season, and would if getting no reply, we'll also try to do it when next season signups begin (assuming I won't forget).
Username: yariv
TZ: Asia/Jerusalem

5
Dominion Isotropic / Isotropic ignore list?
« on: February 24, 2013, 07:50:10 am »
I would personally be happy to have a persistent ignore list on isotropic. It's not common that I get stalled in iso by losing players, but it happened at least twice. By now I don't even remember who was the first to stall against me the first time (though there is a thread here somewhere), currently jmoney is playing/unplaying a copper to the game. There are also some players that use offensive language on practically every game (winning or losing).

I do not wish to ban those players or anything similar, but I do not wish to play against them. The solution seems to be some player specific "ignore list", which will be persisted between different sessions. Players in the ignore list will not be matched automatically, and a warning will be displayed if you are suggested a game with a player on your ignore list.

Do you find such a feature reasonable?

BTW: I've seen poozle's post regarding my disconnection. I would like to apologize, and though I'm not sure I guess my machine crashed. It happened to me on several cases (though it's not often), and usually the restart is not fast enough to rejoin the game (amazingly, sometimes it is). I certainly had no intention of leaving him hanging. The only cases I did so were when I had to leave urgently during an opponent's turn, before I knew clicking "exit" would forfeit the game even in this case.

8
Dominion Isotropic / Re: delaying games on purpose, how to handle?
« on: January 16, 2012, 09:24:55 am »
game log:
http://councilroom.com/game?game_id=game-20120113-155711-d8b7ad19.html

As you can see I could end the game on turns 14/15, bought 2 colonies+alchemist in both instead. The conversion were during his turn 15, and as a result I didn't end the game on my turn 16 (I probably would have bought the alchemist if I wasn't so angry with him). BTW, I won't resign in such circumstances, it seems morally wrong to me...

9
Dominion Isotropic / Re: delaying games on purpose, how to handle?
« on: January 14, 2012, 11:26:45 am »
I don't think there is a practical way to handle stalling beyond what is already implemented and that won't punish some types of play over others. I was only looking for a personal ignore-list...

Regarding the problem of ending the game, I agree that ending when possible is the proper action, and usually try to do so. However, if I feel that my strategy works well I'm not going to search for ways to finish the game, I'll continue buying my colonies (and buying multiple colonies every turn is hardly stalling the game). If you wish the game to end, and you see a way for this to happen, and you don't want to resign for some reason, it's up to you to ask your opponent to do so. If the opponent clearly saw the game ending and still didn't go for it (stopped gaining cards of a type he gained many before, so as not to empty the pile), only then you might have a reason to be offended.

10
Dominion Isotropic / Re: delaying games on purpose, how to handle?
« on: January 14, 2012, 06:58:32 am »
This wasn't the point of the thread, but since two people suggested that I was somehow to blame (or should apologise, which is similar) I would like to point out that unless you force the opponent to have 0 cards hands he can resign on any turn, and that some players (me included) don't actively look for a way to end the game on each round that we lead.


Anyway, I guess I'll just go and write me an extension that will automatically reject games against a players from a given list. It would have been better (for me) integrated into the site, so I will get it even if I'm playing on some machine without the extension and won't have to install it on all the machines I play on, but since Iso has an expiration date (when?) I guess new features are not going to be implemented.

11
Dominion Isotropic / delaying games on purpose, how to handle?
« on: January 13, 2012, 07:13:24 pm »
It is the first time I encountered this as a problem, but it can be quite annoying and maybe something can be done (although I don't see what). In a game I played with JLock he announced on his 15th turn that he will deliberately play slowly because "I could and the game and I have a huge lead". Now, he was right that I could do it in my last two turns up to this moment (despite what I said in chat, I was mistaken), and I would have done so if I knew him to wish the game to end without resigning (though I see no reason not to resign). This was our conversation around this point:
Quote
yariv: hey, you there?
JLock: yep
yariv: ok
JLock: i'm just going to take 2 minutes between moves because
yariv: because?
JLock: you could have ended the game at any point in the last 10 minutes and didn't
yariv: how?
JLock: even though you had a huge lead
JLock: three tunnels
yariv: I didn't have the buys
JLock: you could have you had at least three buys each of the last two turns
yariv: well, enjoy
JLock: or could have easily
yariv: or resign, if you prefer
yariv: but in the future I recommend to suggest such a move to your opponent if you wish him to take it
yariv: and now I'm going to the forums, see if something can be done regarding such behaviour
Now, of course I waited and played when my turn arrived, then won as he resigned, but this can be extremely time consuming if he had an engine going, and during this time I can't even open another game on a different tab (unless doing something special), so it is quite annoying.

so, what can be done, if anything, regarding such behaviour? I would definitely try to remember not to play against him, but I might forget. will it be possible to implement an ignore-list in isotropic? do you find it reasonable?

12
Puzzles and Challenges / Re: One card - big money
« on: December 29, 2011, 12:19:42 pm »
For vault analysis, we need to calculate the number of cards we can have in the deck and the number of cards we need to play in order to draw all of them. So, assume BM in game, YW active, potions active and Colony/Platinum as well. This gives us 246 (38 Victory, 158 Treasure, 10 Curse, 10 BM, 25 BM deck, 5 prizes) cards + 10 Kingdom decks for the game, for 346 cards in game, we must leave at least 19 in supply or game ends, but most of those can be gained on last turn by playing some actions - Ironworks/Uni (if we assume having only KC as above 5$ action or 4$ card, possibly only 6 cards will remain in supply when we play vault - Gold, Platinum, Duchy, Province, Colony, KC). So, we are talking on up to 330 cards deck during last turn (in which we start with 317 in deck), BTW, I'm assuming opponent was inactive, not actually helped by giving his cards as well, can be done using Amb, and can go to 0 cards without trashing by collaborating and using both Amb and Masq. But how do we draw so many cards? The best draw comes from Crossroads for up to 44 cards (33 basic victories+11 from BM deck, Farmland must be bought with no card in hand. Also assuming we have 44 cards in hand, otherwise it's a hand multiplier), then +4 from Council Room/Envoy (Tactician gives 5, but can't be courted). So, start with KC->KC->(CR(12 cards draw, 14 cards hand), Crossroads (for 13,26,44 cards), KC->(IW,IW,KC->(IW,Uni,KC->(Crossroads, Crossroads, Vault)))). This gives a total draw of 365 cards. We played 14 cards and can now discard 315 on the vault for 315$.

I'll try to find how much you can get from Diadem, it will probably not be higher, as you can get only ~220 actions from the TR-KC chain, using Tributes and villages.

13
2011 / Re: 2011 DominionStrategy.com Championships Registration
« on: November 21, 2011, 06:50:13 am »
yariv
GMT +2

14
Dominion Articles / Re: Combo: Apothecary/Vault
« on: September 05, 2011, 11:54:35 am »
This game shows a case where this is a combo, in a Colony game with Tactician (Vault alone would normally get you only 9$, some additional draw is needed and Apothecary is very likely to provide it). This is more of a Tactician/Vault combo with something extra, but it does work.
http://dominion.isotropic.org/gamelog/201109/05/game-20110905-084828-d3ae483d.html

15
Dominion Articles / Re: Openings: Horse Traders
« on: June 29, 2011, 08:46:13 pm »
On some boards you could use the +buy early. With Hamlet and Menagerie I would probably open with HT, planning on a Hamlet/Menagerie engine (although I can't really think on any other case).

16
Puzzles and Challenges / Re: Most VPs in 4 turns
« on: June 29, 2011, 05:46:04 pm »
A_S00, you can't smuggle provinces (without a double bridge/princess, at least)

17
Puzzles and Challenges / Re: Most VPs in 4 turns
« on: June 29, 2011, 04:24:00 pm »
You can do better with Ironworks/Chancellor for 2 Island, 2 Duchy (get a pair on each of turn 3 and 4).

18
Puzzles and Challenges / Re: 10 Grand markets by turn 5.
« on: June 28, 2011, 09:43:25 pm »

Turn 1: buy Council Room
Turn 2: buy Hamlet. Cleanup: draw Hamlet, Council Room, 3 Copper
Turn 3: play Hamlet, draw estate, play Council Room, draw 3 Coppers, 1 Estate. buy Talisman and Pawn. Cleanup: draw Estate and Copper, reshuffle, draw Hamlet, Pawn, Council Room.
Turn 4: play Hamlet, draw Copper, discard Estate for +action. play Council Room, draw 4 Coppers. play Pawn for +$, +card, draw Talisman. buy Quarry and Talisman, gain another copy of each. Cleanup: draw Copper, 2 Estate, reshuffle, draw Hamlet, Council Room.
Turn 5: play Hamlet, draw Pawn, discard Copper for +action, discard Estate for +buy. play Council Room, draw 2 Talisman, 2 Quarry. play Pawn for +card, +$, draw Talisman. Play 3 Talisman, 2 Quarry, with 6$, 3 buys, GM cost 2$ and 3 Talisman in play, buy 3 and empty the pile.

I think this works, but it's way too late for me to be sure...

19
Variants and Fan Cards / Re: Thought exercise: nerfs and buffs
« on: June 28, 2011, 07:43:29 pm »
Counting house is much stronger than Coppersmith in general, and early on a main element could be Bank. Bank comes from the same expansion as CH (more likely to come together IRL). CH is quite likely to give you bank on turn 4... opening CH in a spread with bank could be devastating, probably (didn't really check it). If CH was 4$ you would have a good chance to get 2 CH and a bank in your deck by the end of turn 4. You can't do it with coppersmith.

20
Puzzles and Challenges / Re: All the peddlers
« on: June 28, 2011, 06:50:16 pm »
another solution for 6 by turn 4 would be this


Turn 1: Buy Chancellor
Turn 2: Buy Talisman
Turn 3: Play Chancellor, discard deck. Play talisman, buy WV, gain another.
Turn 4: Play two WV and chancellor. Play talisman and 3 coppers. 6$, 3 buys, 3 actions played and talisman=6 peddlers.

EDIT: oops, should have enclosed it in spoiler tag, I guess, although it's not a solution.

21
General Discussion / Re: Math Nerds...
« on: June 26, 2011, 11:44:49 pm »
I'm just finishing my M.Sc. in Mathematics (Probability), so I guess I would qualify. I know all the digits of Pi, just not sure about the order.

22
Variants and Fan Cards / Re: Make up your own card?
« on: June 20, 2011, 05:55:32 am »
Financier is not the same as playing another copy of the card, think about Bank.
Beggar would be ridiculous in a game with saboteur, even swindler might make it weird (gain a colony?).
Monk seems too similar to Lighthouse, the only difference is non-attack interaction (which is positive more often than negative) and the cost.

23
Variants and Fan Cards / Re: What would you like to see in Dominion?
« on: June 18, 2011, 01:58:54 pm »
I would like to point out that not all reactions are moat, some already should make you hesitate about some attacks (not the curse givers, but other attacks).
Watchtower makes swindler very problematic (early, in late game it's problematic in any case).
Secret Chamber is very powerful against Swindler, Saboteur, Thief, Pirate Ship, Fortune Teller and Jester.
Horse Traders makes the attack of minion an actual gain for your opponent.

There are several more cards that are likely to cause hand-size reducing to be counter-productive (Menagerie, Library, Watchtower). So the problem should not be a reaction that makes avoiding the attack better than playing it.

24
How is the league better than the ladder for ranking? The ladder has a good system that estimates well the actual skill, whereas the league seems to be decided by few games on the last stage with the number of games being a primary factor in the first stage (the number of wins, but the number of games is quite influential in determining the number of wins). Am I missing anything, or is this simply a method designed to improve the chances of second-tier players (I would consider myself second tier, based on the ladder) to have a shot at winning a title?

25
Rules Questions / Re: Black Market Deck
« on: June 12, 2011, 11:17:55 pm »
I'm pretty sure isotropic relies on the kingdom cards to some extent. I don't think there can be cards costing potions (or maybe alchemy cards in general) in the BM deck if there are no such kingdom cards.

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