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Messages - secret tunnel

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1
Rules Questions / Re: Band of Misfits as Reserve Cards
« on: October 08, 2017, 12:57:59 am »
Wow! Thanks for confirming.

Do we have an actual definition for what makes something count as "in play"?

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Rules Questions / Band of Misfits as Reserve Cards
« on: October 07, 2017, 11:29:10 pm »
I came across something weird in an online match today. I don't know if it was a glitch, or if I'm confused about the rules.

I played a Band of Misfits as a Ratcatcher. It behaved as expected on that turn—I got my cantrip, and then the card went onto the Tavern Mat. But on future turns I was never offered the opportunity to call it. When I bought a real Ratcatcher, it worked as expected, and I could call it just fine after playing it, but my BoM just sat on the mat the whole game, with no opportunity to do anything with it.

I noticed that the card appeared on the mat as 'Band of Misfits', not as 'Ratcatcher'—which maybe is why the automated system didn't give me the choice to call it. But is this how it's meant to be? Does playing a BoM as a Ratcatcher take it out of commission for the rest of the game? BoM says it remains the chosen card "until it leaves play". Does going to the Tavern Mat count as leaving play? If so, there are some pretty weird interactions one might not expect, like the one I just discovered. Does playing BoM as a reserve result in a one-way trip to the Tavern Mat?

(If so, this kind of thing would be a cute Possession trick.)

3
GokoDom / Re: GokoDom III: Round 7 Discussion Thread
« on: April 14, 2014, 04:31:22 pm »
I played a fun series of games with florrat. As we were sitting right on the cusp of the top 16, we knew we were probably playing for a seat in the next round.

Game 1: Maybe the most interesting game -- certainly the one I'm most interested to think more about. Key cards are Cultist and Ambassador, with Pawn, Procession, and Feodom playing interesting roles. Only source of extra actions come from Processing cantrips (or Madman). I open Pawn-Cultist, and am able to get three Cultists by turn 5, leading to an early ruins advantage, but florrat's persistent Ambassadoring mitigates somewhat. The wacky move along the way is Processing Cultists for +7 cards, even though there are no $6 actions. I pick up Hermits and Mint for silver, planning to go Feodom in a long slog. I manage to pull it out by 3-piling with a 1-point advantage in turn 32. Super weird game. I have no idea what the best strategy is.

Game 2: I underestimate Ironworks/Silk Road and get destroyed.

Game 3: Another incredibly close one. We both make the interesting choice to open Embargo/Mint. I think if I'd been in the first position, I wouldn't have tried that. There are some interesting Embargoings along the way -- florrat surprises me by blocking the virgin Silver pile, but I take one anyway, for something to Mint. I feel good to win the Tournament race and pick up Trusty Steed on turn 13, but florrat Schemes together a string of Followers plays that slow me down a lot after that. I'm lucky enough to be able to pick up the last Province for a 35-32 win.

Game 4: Torturer. Florrat builds a fairly conventional engine with Fortress and Torturer and a bit of help from Cellar; I see the lack of buys and skip the actions, buying lots of money and two Torturers. This proves the way to go in this one, as I build an early lead, buying Provinces on turns 7 and 11, not being afraid to accept more curses than I'd ordinarily like. I pick up some late Cartographers, although they end up making little difference. By the time florrat's able to buy Provinces, I've put this one away.

Thanks very much florrat for a fun series of games.

 

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GokoDom / Re: GokoDom III: Round 7 Results ONLY
« on: April 14, 2014, 04:10:18 pm »
secret tunnel defeats florrat

5
GokoDom / Re: GokoDom III: Round 5 Discussion Thread
« on: March 26, 2014, 06:26:24 pm »
secret tunnel defeats hdu88, 3-1.

Game 1. This was the strangest game of the match. We both went for King's Court with Cutpurse, but with no buys, I think that's probably a mistake all around. I change course before my opponent does, and end up with seven Duchies before scooping up the Dukes. It was a super swingy game, though, with KC-Cutpurses ruining huge hands like KC-KC-Stables-Copper-Copper. I win 68-47.

Game 2: A very close game, with Watchtower, Black Market, and Warehouse playing central roles. The only villages are in the BM deck. In the end, hdu88 nicely accelerates the endgame by Butchering the penultimate Province and wins 24-19.

Game 3: I'm able to open Rebuild/Candlestick Maker; hdu88 tries to keep up Festivals and Wharfs from overpayed Stonemasons, but I'm just way too fast; he manages double Province in turn 14, but I already have four by then. My 5/2 is a pretty big advantage here, I think, but I don't think he can afford not to contest Rebuild. I win 40-15.

Game 4: I'm not really seeing anything very interesting here. Any ideas? We have Develop, Wishing Well, Advisor, Herald, Cartographer, Count, Knights, Rabble, Trading Post, Altar. I shrug my shoulders and decide on money + Rabble; I start picking up Knights late in the game when it starts looking like (a) that might be the 3-pile ending, and (b) using Knights to trash my Duchies is the only chance my opponent has left. I win 42-36.

Thanks hdu88 for a nice series of games!

6
GokoDom / Re: GokoDom III: Round 5 Results ONLY
« on: March 26, 2014, 06:10:14 pm »
secret tunnel defeats hdu88 (Tao Chen)

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GokoDom / Re: GokoDom III: Round 4 Results ONLY
« on: March 20, 2014, 11:43:38 pm »
secret tunnel defeats markusin

8
GokoDom / Re: GokoDom III: Round 3 Discussion Thread
« on: March 13, 2014, 12:41:39 pm »
I played a very even series of rounds with Smartie, ending in a tie 3-3 draw.

Game 1: To my mind, a not-very-interesting engine game with Nobles, Herald, and Vault. I fell behind early and needed better luck than I got with my Heralds. I manage a double-Province turn to make it close, but Smartie didn't stall on the last turn like I needed him too. He wins 39-34.

Game 2: Soothsayer and Chapel are the central cards here. Smartie opens Chapel/Feast, I open Chapel/Silver. A late Feast and Count work well for me to grab some extra Duchies in the end game to put it away. I grab some Silvers via Masterpiece midway through; I think they help me, but I'm not sure. I win 42-29.

Game 3: Jack and Hamlet. Smartie opens 5/2 with Hamlet/Trading Post, which I figure is a huge advantage for me, but I end up just pulling out a squeaker. I think I probably overestimate the value of Hamlet here; maybe a purer Jack+money strategy would have worked better? I'd be curious to know what's best here. I win 38-36.

Game 4: Familiar. I'm aiming to get 6vp Fairgrounds on this Shelters board. I like how things are working for me -- my early Alter helps a lot -- but Smartie's big advantage in Curses ends up just slightly too much. This could easily have gone either way at the end, but I lose 22-23.

Game 5: An incredibly boring Workshop/Gardens, which we both go for. I don't really see any other choices here. (Does anyone?) I lose 26-20, with 29 cards in my deck. I had a chance to Workshop the last Workshop for a tie; obviously I wish I'd taken it.

Game 6: This is the one I was least sure what to do with. Ambassador, but no villages or cantrip money; I also see Philosopher's Stone. I'm also eyeing some wackiness with Great Hall/Remake/Silk Road. No actual buys, but we have Haggler and HoP. I end up holding my breath and ignoring Ambassador, going for Stones, and taking a few extra green cards to try and get Silk Road at 3 or even 4. The plan works better than I expect it to, and I clear the Provinces before getting a chance to pump up the SRs. I'd be very interested to hear expert opinion on the ideal strategy for this board; I feel lucky that what was in effect a pure guess ended up working very well. This was the only game of the whole set that didn't feel extremely close and tense the whole way through. I win 43-25.

I think that if Smartie and I played ten more games, we'd probably be tied 8-8. Thanks for the match!

9
GokoDom / Re: GokoDom III: Round 3 Results ONLY
« on: March 13, 2014, 12:11:41 pm »
secret tunnel ties Smartie

10
GokoDom / Re: GokoDom III: Round 1 Results ONLY
« on: February 19, 2014, 03:51:12 pm »
dnkywin and I played our match today. However, I think we need a ruling on a matter of the rules. We've just reviewed the rules, and seen that we didn't quite understand them properly while playing. Here's what happened:

Game 1: dnkywin starts; dnkywin wins.
http://dom.retrobox.eu/?/20140219/log.50a7e19be4b07a80ae66cba9.1392839574052.txt

Game 2: secret tunnel starts, secret tunnel wins.
http://dom.retrobox.eu/?/20140219/log.50a7e19be4b07a80ae66cba9.1392839977143.txt

Game 3: secret tunnel starts, secret tunnel wins.
http://dom.retrobox.eu/?/20140219/log.50a7e19be4b07a80ae66cba9.1392840523269.txt

Game 4: dnkywin starts, secret tunnel wins.
http://dom.retrobox.eu/?/20140219/log.50a7e19be4b07a80ae66cba9.1392841488000.txt

Game 5: dnkywin starts, dnkywin wins.
http://dom.retrobox.eu/?/20140219/log.50a7e19be4b07a80ae66cba9.1392841974457.txt

Game 6: secret tunnel starts, dnkywin wins.
http://dom.retrobox.eu/?/20140219/log.50a7e19be4b07a80ae66cba9.1392842403962.txt

As I study the rules ex post facto, it now appears as if we should have stopped after round four, with me ahead 3-1. ("A player wins the match if after 3 or 4 games, s/he has 3 game points.") But we didn't know that, and kept playing to a 3-3 tie. Can the tournament organisers make a ruling, please, as to how to score the match? It was either a tie or I won; I'm happy to go with whatever is decided. Sorry for the confusion!

Ruling:  secret tunnel wins this match, as it should have ended after the first four games.

11
GokoDom / Re: GokoDom III: Third Theason Thign-up Thread
« on: January 21, 2014, 12:24:24 pm »
Yes please! I have all the sets.

12
2012 / Re: Thief Division: Bracket and Results
« on: December 03, 2012, 09:36:25 pm »
secret tunnel defeats chingkwan, 4-1-1.

Game 1: 31-22 secret tunnel. Two horns of plenty into provinces in the middle game made the difference here. Libraries, shanty town, warehouse, and lots of actions made this a fun engines game.

Game 2: 45-18 secret tunnel. I was lucky to open governor/hamlet; I got my first possession on turn 9 and never looked back. I used governors to possess better hands.

Game 3: 41-28 secret tunnel. I always make sure to think three or four times before skipping ambassador, but I guessed that a second spice merchant (to clear out the extra copper) and hunting parties with minions was good enough to win. It worked out well.

Game 4: 39-39 tie. I made a huge mistake on turn 14. We're drawing huge with alchemists and cities; I overreact to chingkwan's cashing in of two horns for provinces by cashing three of my own in for green. I should instead have emptied the last four cities, activating the only buy on the board. With my huge draw, big cities advantage, and coppersmith, I'd've been unstoppable. Instead, we slogged away until I felt like my best chance is to buy the last province for a tie. This was a pretty bad game on both parts, I think.

Game 5 52-41 chingkwan. I'm crushed in the early game. We both open potion/courtyard, but I miss familiar several times. We split the curses 9-1. The ensuing slog (it's a colony game) goes on a long time, and the final score is closer than either of us guessed it'd be, but I was never in this game.

Game 6 48-46 secret tunnel. Big strategy contrast here: chingkwan goes doublejack; I take fools' gold and goons, with hunting party and a crossroads to try to get multiple goons. We're both pretty unlucky with some of our draws; we both had terminal draw conflicts. This one was looking bad for me most of the way through, but the last turn I finally manage to set up two goons and squeak out a sudden win with province, duchy, copper, and six victory point chips.

Thanks, chingkwan, for a fun series of games! I enjoyed my first dominion tournament experience.

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