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1
Dominion General Discussion / Re: Strictly Better
« on: July 02, 2019, 06:28:55 pm »
Originally posted to the other thread but I see this one is more appropriate:

Strictly better makes only sense for something like Mining Village > Village as there is no instance (somebody could probably construct a weird exception) in which the former is worse than the latter.

There can be instances where Mining Village is equal to Village, because you will never use the optional trash ability. However, because the optional trash ability is optional, Mining Village can never be worse than Village. And if it could, as you point out, it wouldn't be strictly better anymore.

Weird exception time: You're playing Governor and you need to remodel the Village into a Duchy.

If we were to insist that "strictly better" must mean "always better", it would be extremely difficult if not impossible to find any examples.    Is Gold "strictly better" than Silver?  Not if you're playing Duchy.

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Dominion Articles / Re: Island
« on: January 15, 2015, 09:40:05 pm »
I can see using Island to protect your Provinces as being a thing, but it would require both swindler (as it is the only card which can kill a Province effectively), Prince or Peddler, and decent enough support to make it better than a silver. That's too narrow.

Is Swindler/Peddler even something to consider in this case?  Unless there really isn't any +buy or action-chaining, Peddlers are gonna run out before anyone buys a Province (especially with Swindler in play), and then the Swindler is more likely gonna become a liability because it could go Peddler-->Province instead. 

Prince on the other hand, yeah, I don't think I've ever seen the Prince pile emptied.

3
Game Reports / Re: Swindler + Curser
« on: January 15, 2015, 09:16:53 pm »
I concede that is true, but the rest stands, there's no benefit to delaying giving out a curse, especially when your opponent is quite capable of giving the curse to you instead.

I think the OP was possibly thinking of the late game scenario where you accidentally swindle a Curse into a Copper?   But the chances of hitting that one specific card (the Copper that could have been a Curse) with exactly one Curse left in the supply is pretty astronomically low to consider that a justification for a weak early game move.   And you could even argue that by choosing Copper instead of a Curse you've basically done the Curse-->Copper swindle anyways, just much earlier in the game.

4
Dominion: Dark Ages Previews / Re: Counterfeit/Horn of Plenty
« on: January 06, 2015, 10:19:37 pm »
I played this with Menagerie and Forager (as an additional trasher), Margrave and Hunting Party as draw cards and Wandering Minstrel as the village.   

I got the megaturn on turn 13.  My opponent had already bought a Province, but i got 7 Provinces, 2 Duchies and an Estate.

http://logs.prod.dominion.makingfun.com//20150106/log.531fd3ffe4b0024599474db6.1420600111461.txt

I think Menagerie really benefits from having the Counterfeit be a different coin than the HoP.   My one Margrave was able to get all 4 HoPs and all 4 Counterfeits into one hand.  Had they been 8 HoPs instead, I think the Menageries would have stalled.

5
Dominion Articles / Re: Combo: Sage \ Talisman \ Gardens
« on: November 26, 2014, 05:58:18 pm »
Unless you get super lucky, there's not much chance of catching up to him in a Gardens race if you are taking the time to almost drain the Talismans and Sages. Furthermore with no +buy or gainer it will take 8 turns to drain the Gardens, giving your opponent enough time to grab a couple Provinces and steal the win if he isn't going for Gardens.

Ah, but you wouldn't be the one doing the "catching up".    Your Talismans are gaining multiple cards a turn so your VP per Gardens would quickly increase beyond your opponent's.  If he's buying Gardens to keep them away from you, then he's clogging his deck with lower value green cards (if he were going Gardens as the primary strategy, he'd probably be grabbing Talismans too, so it'd be a mirror game and strategy discussion is moot).    And if he manages to "grab a couple of Provinces" it won't be enough to match your stack of 4+ VP Gardens.  And the longer he tries to extend the game to get more Provinces, the more valuable your Gardens become.  Done right, it becomes a race that he will never be able to win, even if he gets all 8 Provinces.


Sage opening is helpful, but I wouldn't worry too much about massing Sages unless you have a $3 turn, which should be rare with a 9/3 treasure/green ratio after your first shuffle (I'm counting the Sage as a Talisman, since that's the only thing that it would draw at that point). 

The complicated thing with Talisman is when do you pass up multiple cards to get a Gardens?  It's a tough choice when you draw four Talismans in the same hand to sacrifice four extra cards just to buy the Gardens, but if you empty stacks too quickly, the game could end while you only hold a couple of 4-5 VP Gardens.   As a general rule, once I start greening, I buy Gardens with 0 or 1 Talismans in hand, and other cards with 2+. 


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Dominion Isotropic / Re: Last Game on Isotropic
« on: March 15, 2013, 10:58:48 pm »
Meh, I should have just picked a good win and stopped there.   As it was I was trailing in a game where I was trying to set up a double Tactician to someone who went Tactician/Outpost and hit the Tactician in the Outpost turn three times in a row, then got distracted for a moment and *poof* server gone.

7
Game Reports / Re: Three Pile with Copper
« on: December 19, 2012, 08:36:10 pm »
Here you go, an actual Copper three-pile with Goons, Wharves and Festivals:

http://dominion.isotropic.org/gamelog/201212/19/game-20121219-173004-c27284ad.html

Funny thing is, I started that game with the intention of going for the classic Golden Deck with Bishop, but I had to switch strategy when the other guy got three Goons quick, ensuring that I'd almost never be able to hold the standard five cards.

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