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Messages - ponnuki

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1
Not just that, also check what kind of other trashing is available. If there's only bad trashing, it may still cost too much time to get rid of the rats when they are beyond their usefulness. If there's Chapel, it's probably better to skip the rats altogether. It's when there's good but not great trashing that the Rats have a chance to shine. I still have to consciously refrain myself from going for Rats if the other trashing is too weak.

2
So, I thought of a combo. It requires 2 cards and an Event.

Bridge, Hermit, Alms.

Essentially you gain Madmen with Hermit and buy Bridges with Alms.

I think the combo here is just Hermit + Alms. Bridge may make it stronger, but it's not in any way essential for this.

3
1 Chapel
17 Count

9 Mercenary
25 Bishop


4 Masquerade
13 Forager

12 Counterfeit
5 Remake


34 Raze
18 Apprentice

55 Rats
7 Junk Dealer


3 Ambassador
14 Butcher

11 Upgrade
38 Forge

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Dominion General Discussion / Re: Best Dominion moments 2016
« on: March 30, 2016, 04:18:13 pm »
My opponent just played two King's Courted Possessions in one turn. I still won the game, because he forsaked starting to green in those 6 turns he got to play with my cards, giving me the chance to do so in the 3 Possession turns I got after it, going from 1-0 behind to 65-1 ahead (Colony game).

5
Dominion General Discussion / Re: Dominion Cards You Hate
« on: March 29, 2016, 04:22:22 pm »
Rats. I know it is usually a bad card, and yet I much too often get sucked into "okay, on this board..." usually to find I'm wrong again.

6
Goko Dominion Online / Re: Bizarre Bot Strategies II
« on: May 12, 2015, 10:57:20 am »
Two weird possession manoeuvres:

Bot, possessing me, has me play Scrying Pool, then as himself shows Moat.

Bot, possessing me, and knowing that there is a Curse on top of my deck (because of a previous Oracle), plays Mystic, and finds the Curse that it knows is there, rather than keeping it there to spoil my next hand.

7
Puzzles and Challenges / Re: Buy but don't gain?
« on: March 05, 2015, 06:12:57 pm »
How about buying the last Curse while the Curses are embargoed?

8
Puzzles and Challenges / Re: Strictly better than....
« on: March 01, 2015, 07:31:04 am »
So here's something I put together showing what's strictly better than what among official Action cards with vanilla on-play effects (and choices of vanilla on-play effects), considering ONLY on-play effects and ignoring edge cases.

You can remove the line from Market to Abandoned Mine because they're already connected via Pawn.

9
Goko Dominion Online / Bizarre Bot Strategies II
« on: March 01, 2015, 04:32:04 am »
Because the thread has been quiet so long, a new one for describing obviously wrong or not-so-obviously-but-still-definitely wrong bot actions and strategies.

Bot plays Band of Misfits. It can choose Treasure Map, Tournament, Scheme or Masquerade. It chooses Tournament. I reveal a Province. The bot plays another Band of Misfits, and again chooses Tournament, apparently hoping that this time I keep my Tournament to myself...

10
Dominion General Discussion / Re: When to play Wishing Well
« on: May 28, 2014, 03:06:40 pm »
Another reason to play Wishing Well late is that it is much easier to choose what to wish later on. Suppose you're aiming for a Province, and your deck has Copper as the most common money card, but also Gold. If you're playing the WW early on, you'll probably wish for Copper because it is most common. If it is your last card however, you can decide based on the amount of money you have before you wish: If you have $7, you wish for Copper; if you have $5 or $6, you wish for Gold. If you already have $8 or more, you can wish for land (or Copper) to improve your next draw.

11
Help! / Re: What
« on: May 22, 2014, 06:03:50 pm »
Colliding your opening buys on turn 5 is extremely bad no matter what they are.

Edge case: Curse/Curse.

You're not doing it right. If oyu collide your opening buys Curse/Curse T5, your opening buys were Curse/Curse, and that's also extremely bad for you.

The real edge case of course is:

Board with Baker and Doctor. T1, use coin token, buy Doctor, overpay with 3, thrash 3 Estates. T2, have 5 Coppers, buy Bandit Camp. T3, have 2 Coppers, Doctor, (reshuffle) Bandit Camp, Copper. Play Bandit Camp, draw Copper, play Doctor, trash 3 Coppers, buy Masquerade. T4, draw Copper, (reshuffle) Spoils, Bandit Camp, 2 Coppers. Play Bandit Camp, draw Doctor, play Doctor, trash 1 Copper, buy Goons. T5, collide Bandit Camp/Doctor with Masquerade, Spoils, Goons. Play Bandit Camp, draw Copper, play Goons, play Masquerade, draw Copper, Copper, pass Doctor. Buy King's Court. That wasn't so bad, was it?

As a simpler edge case: How about opening Treasure Map - Treasure Map on a Baker board? Little objection against Treasure Maps colliding whatever turn it is...

12
Dominion General Discussion / Re: Cards you always remember wrong
« on: October 27, 2013, 06:44:59 pm »
I always have to remember myself that Mercenary does not have +1 Action, because Urchin does. I also tend to play my second, third etc. Crossroads as if they had +1 Action.

13
Puzzles and Challenges / Re: Maximum points
« on: August 09, 2013, 04:36:55 pm »
Also Ambassador/Goons has to go out, I guess?

14
Game Reports / Losing Grand Markets
« on: July 20, 2013, 06:20:06 pm »
Using Stonemasons and Chapel, I had come to a deck consisting of 8 Grand Markets, 2 Treasuries, 3 Silver, Chapel, 1 Stonemason. Excellent hand, likely to gain 2 Provinces a turn for the rest of the game. My bot opponent, who had been buying out Treasuries like I had done to Grand Markets, bought the last Treasury and a Duchy - thus threepiling Grand Markets, Treasuries and Stonemasons. I lost 6-0.

15
Puzzles and Challenges / From zero to hero (no actions)
« on: June 29, 2013, 03:35:34 pm »
Under the following restraints:
* It's your turn in a 2-player game
* You start your turn with 0 points and with a 5-card hand
* You have no Durations out and no coin tokens available
* You play no Actions, and no Treasures other than Copper, Silver and/or Gold

What is the maximum number of points you can have at the end of your turn?

What was the maximum number before Guilds came out?

If I have found the right solutions, the numbers are 38 and 35, respectively

16
Puzzles and Challenges / Re: Easy Puzzles
« on: June 26, 2013, 10:49:24 am »
How about this rephrasing of the question:

You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You buy a Gold.  How?
venture? can we have whatever types of treasures we want now? what exactly do you mean by "add up"?

No idea.  I just changed gain to buy.

I think the spirit of the challenge is only copper/silver/gold.

Which also breaks the following solutions:
* Counterfeit
* Bank
* Diadem (being worth $1 more because of the Action you didn't use)
* Ill-gotten gains bringing another copper
* two (or more) Fool's Golds
* Gain something with your Horn of Plenty, increasing the value of your Philosopher's Stone by $1

For the given problem (no actions played, no durations out, no coin tokens, only copper/silver/gold to the value of 5) I find no solution. Well, except for the unfunny "It may be a Fool's gold, but it's still a gold..."

17
Hey, why don't I get a Prize??? Oh, damn...I discarded the Tournament with my Vault.
I think this lost the game.

http://dom.retrobox.eu/?/20130624/log.50b20dc3e4b0c9ce0cf27eb3.1372091196261.txt (turn 13)

Discarding is one thing, I have more than once trashed the action I wanted to play to my Jack

18
Hmmm... Okay. I´m going to play Forge now, trash all those Coppers, an Estate and two Silvers. Yes, that's a Province. Okay, that's only a Silver and a Potion left, nothing worth buying for $2P here, so I might as well press 'End turn' immediately.

Hey, wait, that's not where my Alchemists should be going!

19
Goko Dominion Online / Re: Bizarre bot strategies?
« on: June 25, 2013, 09:41:13 am »
It's a few days ago and I forgot the details, but it went something like this:

The bot's deck through whatever means had been reduced to Apprentice-Copper-2 or 3 Victory cards. The bot plays Apprentice, trashing a Copper, then buying a Copper. Next two turns the same, then I put it out of its misery by ending game.

20
Game Reports / A flying start
« on: June 23, 2013, 07:02:09 pm »
Normally in a game of Dominion, the first few turns one buys cheap cards, and more expensive cards are bought later. Normally indeed. Not when you're in a 3-player game where both other players use Pirate Ships and Cultists. In this game I was the proud owner of five Provinces by turn 15. When the game ended at turn 26, I still had five, and had had no turn with more than $4 since then...

21
Dominion: Guilds Previews / Re: Curser speculation
« on: June 05, 2013, 07:47:18 pm »
How about combining the two themes of the set:

Curser Guy $5+

Each other player gains a curse.
----------------
You may overpay this. If you do, gain a coin token for each $1 you overpaid.


Hmmm, no, seems too strong for $4, too weak for $5.

Better (?) idea:

Curse the Poor $4
Gain a coin token.
Each other play may discard a coin token. If they don't, they gain a Curse.

22
Puzzles and Challenges / Re: Easy Puzzles
« on: April 25, 2013, 06:15:16 pm »
Assuming a large enough supply of coppers so that that pile has no chance of going empty, in what situation would it be correct play to embargo curses? I thought of two, but I might well have missed several.

23
Puzzles and Challenges / Re: Easy Puzzles
« on: April 15, 2013, 02:32:08 pm »
another probably easy one:

you play your navigator as the last action in your turn. You dont want to discard the 5 cards. Why does the order you put them back still matter?

-Loan
-Venture
-You have Watchtower or Royal Seal and will be topdecking what you buy. So which card you put on the bottom matters.
-You also played an Outpost so you'll only be drawing 3 cards instead of 5.
-You plan to buy Farmland and trash a Rats, Cultist, or Overgrown Estate.

-You've played Scheme and will be topdecking a different action card in cleanup.
And/or Herbalist
* You have played Treasury or Scheme, and have some reason to want to have cards in a place before the start of your next turn (hand-size or top-deck attacks from your opponent, reaction cards)
* You are planning to buy a Mandarin
* You are planning to buy a Nomad Camp

24
Puzzles and Challenges / Re: Easy Puzzles
« on: April 15, 2013, 02:29:09 pm »
another probably easy one:

you play your navigator as the last action in your turn. You dont want to discard the 5 cards. Why does the order you put them back still matter?

-Loan
-Venture
-You have Watchtower or Royal Seal and will be topdecking what you buy. So which card you put on the bottom matters.
-You also played an Outpost so you'll only be drawing 3 cards instead of 5.
-You plan to buy Farmland and trash a Rats, Cultist, or Overgrown Estate.

-You've played Scheme and will be topdecking a different action card in cleanup.
And/or Herbalist

25
Variants and Fan Cards / Re: Really bad card ideas
« on: March 11, 2013, 12:57:14 pm »
Edge case challenge: Play Witch, revealing Traitor.

(Difficulty: Easy. I can think of at least two off the top of my head.)

You want to 3-Pile, and Silver is your third pile.

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