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26
Dominion Videos and Streams / Re: Dominion Live Streams
« on: January 08, 2015, 01:08:35 pm »
There'll be another episode of Hitting Five Live With Flies this saturday around 2PM EST.  I'd love to have some skype/google hangout action during the stream, so if you're interested, you can PM me or contact me via G+ https://plus.google.com/u/0/+GeorgeLocke/posts

(Re the long, long gap since my last stream/youtube activity, my microphone setup got disrupted after I did a cross-state move, and it's fixed now.  huzzah!)

27
Dominion General Discussion / Re: Counterfeit + Venture?
« on: January 02, 2015, 03:30:34 pm »
In those cases where Venture is good, Counterfeit makes it much better for all the reasons jomini said.  Counterfeit by itself doesn't make Venture good, so you probably need some additional trashing or possibly just cycling to get your counterfeit plays more often.

28
Dominion General Discussion / fun kingdoms/kingdom design
« on: January 02, 2015, 03:21:02 pm »
Just wanted to have a place to show some kingdoms that were fun



Code: [Select]
Courtyard, Apothecary, Develop, Advisor, Bureaucrat, Conspirator, Plaza, Count, Nobles, King's Court + colonieshttp://www.gokosalvager.com/static/logprettifier.html?20150102/log.5075b25251c30da02a09b898.1420229497874.txt

strong engine lacking +buy.  The only real gainer is develop, but with such a strong engine, and good actions at 2,3 (develop only),4,5,6, and 7, develop is really good here.  I went for apothecary and my opponent went for nobles.  Not sure which is right, but i lost big time.  I'm thinking the kingdom might be a little more interesting without colonies?  or something that makes it easier to get to colony earlier, e.g. a smithy variant?  How would you tweak the kingdom for maximum fun points? 

(PS, i suggested that a whole sub-forum be devoted to kingdom design.  i dno if people just aren't interested or if the forum feedback subforum gets no traffic, but if you like that idea or have comments on it, I invite you to say so here: http://forum.dominionstrategy.com/index.php?topic=12078.0)

29
Game Reports / Re: Dominion Juniors play KC/Bridge/engine
« on: November 27, 2014, 02:10:52 am »
Okay, so, all of this pretty much makes sense. I'm still irrationally hesitant about terminal draws but... yeah.

I did try taking this advice in a game against Snute today (which I streamed at 42:15 - please don't watch the other game because it contains a case of me being extremely stupid). I'm pretty happy with it, although I didn't get to piledrive like I wanted to.

your play seems more or less correct except i'd probably get a third FV before a fourth smithy.

31
Game Reports / Re: Dominion Juniors play KC/Bridge/engine
« on: November 22, 2014, 12:49:37 am »
(Wall of text alert)

1. Mine useless here? Really?? I can see why you'd avoid it when there's stronger trashing, but this board only has Mine and Expand - meaning there's no way to get those ten starter cards out for good. Between the two I always go with Mine, since it gives immediate benefit and is killer when paired with KC or KC/Bridge. Plus, since as I said there's no way to get rid of the starting ten, I'd rather be able to get some good use out of those coppers than leave them lying around.
One of the organizing concepts of Dominion strategy is payload.  Payload is the thing that gets you points.  In a typical smithy/money deck, treasure is the payload, and smithy helps you get your payload cards in hand.  The reason this concept is so useful is that it helps you pick which cards you want in your deck.  Here, your payload is KC/bridge.  Your only goal should be to put KC and bridge together.  Mine doesn't really help you with that.

Your 10 starting cards are junk, and anything you can do to get rid of them is great, and Mine is kinda-sorta doing that, but why are you getting rid of them?  What's your goal?  Here, your goal should be to connect KC and Bridge, and for that purpose, platinum is hardly better than copper.  Mine doesn't thin, it improves treasures, but you don't care about treasure, so Mine is irrelevant.

So you have to keep the payload in mind when you're evaluating what cards you want in your deck.  Here's how I'd evaluate this board.

Adam's rubrick is pretty good.  Look for attacks.  no attacks.  Trashing?  no trashing (Mine doesn't count!).  Village?  Yes, you've got FV and KC (which counts as a village).  Draw? yes, smithy.  Buys and gains?  Bridge and IW.  So there's definitely an engine here. 

Given plenty of buys and gains, plenty of +actions, plenty of draw, there's enough for an engine, although it might not be fast enough to beat money without a good payload.  Well, colonies kind of rule out BM as an option, but still, there's the question of payload.

Platinum is good, and Mine helps you get there.  But, hoo boy, KC-Bridge.  If you can put KC/KC/Br/Br/Br together, you're pretty much assured of winning, and probably you can end the game with a win on the turn where you make that connection (end-game control is another organizing concept).  KC/Mine into platinum can be strong, but KC-Bridge just blows it out of the water.

So you know where you want your deck to go (connecting KC and bridge).  Now you want to see how best to get there.  Putting key cards together means thinning and/or drawing so that you're holding most of your deck together all at once.  There's no thinning here (Mine is not a trasher!), so getting your draw up is really important.  But drawing isn't the only thing you need.  I mean, you need KC, and that's expensive, so you need some source of economy.  However, Smithy puts copper in your hand, and FV by itself produces nearly as much coin as silver, so you shouldn't have too much trouble getting to $7.

So, you want to get your draw up, what gets you there the fastest?  To obtain multiple cheap components, typically you want money and buys.  If you play one bridge and buy two cards, the bridge is effectively a terminal gold with a buy.  Ironworks, however, is effectively non-terminal $4 with a buy, so that's way better, although multiple bridge plays change that calculus considerably.  You might even want two IW.

So the basic progression is IW/FV opener, aiming for Smithies and a few FV, then KC's and bridges (probably don't get bridges until after you've got a KC). 

Let's consider Mine how mine would fit in.  Your payload is KC-bridge, and Mine does improve your economy, which helps you get your components.  But IW gets you those components directly.  I talked above about how Mine's effect is cumulative, but, yno, it's a deck builder, so all gainers are cumulative.  The smithies and stuff you gain from IW will have a much more dramatic cumulative effect than the slow increase in treasure value Mine provides.

Mine improves your treasures, but that never helps you.  Your early economy and late economy will never rely on treasure, so Mine is right out.

To get you thinking about payload, here are some other examples: in the "First Game" engine ( http://dominionstrategy.com/2012/07/30/building-the-first-game-engine/ ), treasure is the payload with remodel providing a supplemental payload (remodeling gold).  You can also build a deck around Horn of Plenty as a payload (aiming for one explosive turn where you draw all/most of your deck, play many horns, gaining provinces).  Bishop is a non-standard payload because you gain points by means other than gaining victory cards.  Usually, your payload will also help you build your deck up before greening, with Bishop being an exception.

Quote
2. This might be the fear of dead draw talking, but I don't see the point of loading up on Smithies before other things, especially FVs. I might consider it if there were stronger trashing on the board, but once again, no opportunity to ditch the starting ten.

FV is just amazing in helping your terminal draw.  You really don't need that many in order to get your draw up and running early, and later, KC provides +action.  The FV split can be important in many games, especially terminal draw engines with poor trashing, but when there are multiple sources of +action, the village split becomes less important, and you should start to think of KC as a source of +action.

One of the observations about throne room is that it hides a +action in there.  It serves not only as a copy of the doubled card, but it provides the action to play the copy.  I mean, TR+smithy is a lot like village+smithy+smithy.  By the same token KC effectively provides +2 actions.

So you need villages early, before you've got KC's, but if you have one FV held over from last turn, KC+Smithy in your starting hand pretty much guarantees you won't run out of actions.

Smithy is super important to this deck, way more than the FV because KC provides the functionality of +action later on. 

32
Game Reports / Re: Dominion Juniors play KC/Bridge/engine
« on: November 21, 2014, 11:17:47 pm »
Mine does not behave like a trasher.  It turns your treasures into better treasures, so it's more like a gainer than a trasher.

Every time you play Mine, you're increasing the value of the treasure by $1, so if you can play it very often, it adds up.  If you're drawing your deck every turn and playing Mine, you're increasing your buying power every turn.  For this reason, the best use for mine is in engines (engines using treasure for payload), which means Mine actually gets better when there's good trashing (because trashing makes it easier to draw your deck and make use of the Mine). 

However, Mine is really weak, and I think most beginning players would do well to just avoid it entirely.  I mean, yeah, platinum makes Mine better as going from gold to platinum is huge, but certainly here Mine is just 100000 times worse than smithy or bridge.

33
Dominion General Discussion / Re: NO NO NO NO NO!
« on: November 21, 2014, 10:39:29 pm »
venting about losing is great.  i hate losing.

34
Feedback / Re: kingdom design subforum
« on: November 17, 2014, 06:32:04 pm »
Hey,

I think kingdom design deserves much more attention and that a subforum would help draw minds and posts to this under-explored topic. 
+1ed. I really like playing designed kingdoms.
I +1ed your +1.

35
Feedback / kingdom design subforum
« on: November 17, 2014, 05:51:08 pm »
Hey,

I think kingdom design deserves much more attention and that a subforum would help draw minds and posts to this under-explored topic. 

36
Goko Dominion Online / Re: Goko Dominion Salvager Discussion
« on: November 16, 2014, 02:53:50 am »
Is there a donation button where people that use salvager can support you?

No but you are welcome to implement that too.  :D
i'll just recommend patreon again.  it's a thing.

37
Dominion Articles / Re: Black Market
« on: November 16, 2014, 02:46:32 am »
While that is probably mostly the right thing to do, maybe there are exceptions, as seen during the dominion league match between SCSN and AI from season 1, starting at 59:46 in this video: http://www.twitch.tv/shecantsayno/c/4877898

so good.  so, so good.  dominion is an awesome game for this to be possible. 

38
Dominion General Discussion / Re: The "wait, you can DO that?!?!!" thread
« on: November 11, 2014, 11:40:14 am »
this is when I showed someone that Rats + Watchtower = Best trasher ever. He/she was surprised in the chat.
yes, rats+watchtower is amazing.  (nearly) +2 cards, +1 action, trash a card in hand.  amazing.

39
Goko Dominion Online / Re: Goko Dominion Salvager Discussion
« on: November 03, 2014, 02:36:31 pm »
i have been having trouble with the prettifier links from log searches. 

this link leads to a page that says "loading" and never loads https://www.gokosalvager.com:8889/static/logprettifier.html?20141006/log.5083d05fa2e6ac658be2b342.1412623522150.txt

remove :8889 and change https to http and you get a working page: http://www.gokosalvager.com/static/logprettifier.html?20141006/log.5083d05fa2e6ac658be2b342.1412623522150.txt

40
i just wanted to thank you for making the effort!

41
Goko Dominion Online / Re: Why is Goko so bad ?
« on: October 31, 2014, 02:38:51 pm »
made a thread on the idea of timed dominion: http://forum.dominionstrategy.com/index.php?topic=12007.0

42
Dominion General Discussion / timed dominion
« on: October 31, 2014, 02:38:22 pm »
How would you do design a play-clock that would tighten the amount of time you had to make decisions?  In comparison to chess, games in dominion take variable amounts of time for various reasons.  I mean, would the clock make you not want to get scrying pool?  I'm assuming we don't want that, so how do you do it? X amount of time between each during-turn decision and Y amount of time during buy phase?  a clock that gets incremented every action you play? (up to some max?)

(I personally enjoy taking my time with decisions, but this seems like it's worth pontificating on.)

h/t to liopoil and Polk5440 for the idea behind this thread.

43
Goko Dominion Online / Re: Goko Dominion Salvager Discussion
« on: October 31, 2014, 02:31:52 pm »
is this the place to report logprettifier bugs? 

http://www.gokosalvager.com/static/logprettifier.html?/20141031/log.516d7e40e4b082c74d7c2610.1414779747927.txt

Heisenberg's final deck composition is totally wrong.  Actually, this problem is on MF's side ( go to the original log link and see it there ) while the prettifier widget at right shows the correct data.  Probably not worth anyone's attention.  So, um, yeah, how bout those Giants?

44
Help! / Re: Analyzing interesting kingdom
« on: October 30, 2014, 09:28:20 am »
Pirate ship is laughably bad here.  I mean seriously, what the hell was your opponent thinking?

45
Dominion General Discussion / Re: Examples of when weak cards are good.
« on: October 27, 2014, 09:38:33 am »
Here is an example of when weak cards are good.  Also when strong cards are bad. 
http://gokosalvager.com/static/logprettifier.html?20140515/log.5101a6c4e4b02b7235c3860f.1400207171957.txt
Awesome, especially turn 18.  Brilliant use of the Inns here.

46
Help! / Re: What did I do wrong here?
« on: October 18, 2014, 12:26:37 am »
Torturer engines may confound a non-expert who expects no-trashing village smithy engines to be unreliable and weak.  Without trashing, the torturers will be fiddly for a while, but because they are strong attacks you have time to build up to reliability and once you get there an opponent who doesn't go for them should be toast.

47
Help! / Re: Poor luck or poor strategy - I honestly don't know
« on: October 18, 2014, 12:11:58 am »
Ideally you'd want to check to see if mining into gold over harem enables you to get a province this turn; I don't know if the sim will let you do that...

48
Dominion General Discussion / Re: Homage to the Best Card
« on: October 17, 2014, 04:05:34 pm »
this thread is the best thing on the forum.  keep'em comin.

49
Help! / Re: Poor luck or poor strategy - I honestly don't know
« on: October 17, 2014, 04:03:43 pm »
i really want knights to work here, but after playing a few games against banker bot, i think it's just not fast enough.  you can get enough advisors so taht you're playing multiple knights per turn (if you can get bailey and/or molly) but that's not enough to come back from a serious province deficit, which you will get.  Money is weak here, so if you get the right knights - early trasher, non-terminal are best, the gainer works well with advisors - then knights/advisor should be competitive i think.  (harems help the engine player, but they help the mine/BM player as well...)

50
Game Reports / Re: Opening Advice
« on: October 17, 2014, 03:06:44 pm »
i suspect that the fraction of games with urchin and prince where it is possible to get the prince early enough for the prince of mercenaries to be useful is tiny, because if it's sloggy then you'll get the prince too late and if it's engine-y then your deck will be thin by the time you get the prince (or it very rapidly will become so after you match it with the mercenary).  The cases where you're playing a mercenary every turn for a long time most commonly occur when you have a thin deck and excess buys, but in cases like that you usually end up playing the mercenary late/mid-turn because that's how long it takes to match up the merc with the junk.

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