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Topics - Watno

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51
General Discussion / Dota 2
« on: March 18, 2013, 11:01:32 am »
Anyone here playing Dota 2? I just started again after taking a break from it.
I also have lots of spare invites if anyone its interested.

52
Forum Games / Terra Mystica III (+IV?) - Started
« on: March 13, 2013, 10:36:58 am »
So with Terra Mystica I approaching it's end, and me wanting to play this game more, I'm starting signups for another game (or two).
I'm confident some people liked the game enough to give it another go, and maybe someone new wants to try it as well.



Quote from: BGG description
In the land of Terra Mystica dwell 14 different peoples in seven landscapes, and each group is bound to its own home environment, so to develop and grow, they must terraform neighboring landscapes into their home environments in competition with the other groups.

Terra Mystica is a game with very little luck that rewards strategic planning. Each player governs one of the 14 groups. With subtlety and craft, the player must attempt to rule as great an area as possible and to develop that group's skills. There are also four religious cults in which you can progress. To do all that, each group has special skills and abilities.

Taking turns, the players execute their actions on the resources they have at their disposal. Different buildings allow players to develop different resources. Dwellings allow for more workers. Trading houses allow players to make money. Strongholds unlock a group's special ability, and temples allow you to develop religion and your terraforming and seafaring skills. Buildings can be upgraded: Dwellings can be developed into trading houses; trading houses can be developed into strongholds or temples; one temple can be upgraded to become a sanctuary. Each group must also develop its terraforming skill and its skill with boats to use the rivers. The groups in question, along with their home landscape, are:

    Desert (Fakirs, Nomads)
    Plains (Halflings, Cultists)
    Swamp (Alchemists, Darklings)
    Lake (Mermaids, Swarmlings)
    Forest (Witches, Auren)
    Mountain (Dwarves, Engineers)
    Solitude (Giants, Chaos Magicians)

Proximity to other groups is a double-edged sword in Terra Mystica. Being close to other groups gives you extra power, but it also means that expanding is more difficult...

This is a PBF of the best game from 2012 I played so far.

To ensure some game flow, please sign up only if you expect to be able to make at least one move a day on most days. My rough estimate for the total number of actions taken by each player is a bit more than in Through the Ages, so even with quick play the game will take a while. According to previous experienc, the game will roughly take 1-2 months
You don't need to have played the game before, but please read the rulebook linked below.
Since the game has no randomness or hidden information after setup, I will be playing myself. I hope this is ok with everyone.

The gamestate will be displayed in a spreadsheet, which should contain all necessary information during the game (please tell me if I forgot something).

Rules can be found here, and all faction boards are viewable here.
Feel free to ask if anything is unclear.

Signups(9/5(10)):
Watno
theorel
Kuildeous
Galzria
Dsell
ipofanes
popsofctown
Tables
Qvist

53
Dominion General Discussion / Starting player
« on: March 08, 2013, 09:14:08 am »
The implemenation on isotropic is that the player who lost his last game gets to go first. This was also applied in various tournaments, and I now see some people who want Goko to work that way, too.

This leads me to thinking about this system a bit.
I think in tournaments, it would be fairer to just alternate starting player, regardless of the outcome of the previous game. This would make winning a game from the disadvantaged 2nd position more valuable.
In general ranked play, that is unrelated matches, I think the starting player should be random. This would prevent abuse like it was going on on iso (relogging after winning a game or always ending the session with a win, which I think was indeed happening), allow for better statistics, due  to starting player being fully independant of player's skill, and actually, I just don't see the reason why completely unrelated games against other players should decide who's going first in the game I'm playing right now.

I might be missing things here, what's your opinion on this issue?

54
Goko Dominion Online / Thread to organize telling Goko they're wrong
« on: March 08, 2013, 08:44:24 am »
Since Goko justifies some of the stupid things it does with ridiculous argumentations (like only 3 in a 1000 games are supposed to have colonies) and seem to be hard to convince that they are wrong, I think we need to organize telling them this.
I'll give some get-satisfaction links of things to heavily protest against, please post in those threads and tell them that they are wrong.

It's ok selling a pack for more than it's individual components put together and calling this a 15% discount when you can buy gokoins cheaper in a bunch

Only 3 in a 1000 games should have colonies (Kevin's response)

A rating system in which you can lose points by winning isn't incredibly broken (Tanya's response)

Feel free to add to this list, maybe if more people tell them they're wrong they will believe it.

55
So after our first game at http://www.boiteajeux.net/index.php, Qvist, Kuildeous and me wanna play again.
Is there a 4th player who wants to join us?
If not, I think we'll just start with 3 tomorrow.


56
http://boiteajeux.net/

Qvist said he wanted to play and I'm interested too.
I have played once in RL but not online, so I can't really explain to you how it works^^
The game takes up to 4 players.

Who's in?

57
Non-Mafia Game Threads / Terra Mystica II - Game Over - ipofanes wins!
« on: February 16, 2013, 06:38:22 am »
Game State: https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdGtCTWt3Z0lzaENhellXd2E0QndBcUE#gid=1
Rules: http://www.feuerland-spiele.de/dateien/Terra_Mystica_EN_1.0_.pdf
Faction boards (also in spreadsheet): http://www.terra-mystica-spiel.de/en/voelker.php

Players (in player order):
Qvist
Jimmmmm
Watno
ipofanes

I will update the game state spreadsheet whenever I get to, but feel free to do the next before the update if you feel you know what changes were caused by the previous moves.
Also, to speed up the game, I encourage players to leave COs on wether they will accept power when they get the possibility to gain some (e.g. "always accept up to 2 power, will consider what to do with 3 or more") and go on with the game even if there are unresolved power gain possibilities (which can then be resolved when the player in question gets to his turn).

If anything is unclear, or you find a mistake in the spreadsheet, please ask or point it out.

Have fun!

58
Game State: https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdEx5dHRHX1NLTTVHOEwzSGt3SEtwUnc#gid=1
Rules: http://www.feuerland-spiele.de/dateien/Terra_Mystica_EN_1.0_.pdf
Faction boards (also in spreadsheet): http://www.terra-mystica-spiel.de/en/voelker.php

Players (in player order):
hyramgraff
Dsell
theorel
Galzria
Kuildeous

I will update the game state spreadsheet whenever I get to, but feel free to do the next before the update if you feel you know what changes were caused by the previous moves.
Also, to speed up the game, I encourage players to leave COs on wether they will accept power when they get the possibility to gain some (e.g. "always accept up to 2 power, will consider what to do with 3 or more") and go on with the game even if there are unresolved power gain possibilities (which can then be resolved when the player in question gets to his turn).

If anything is unclear, or you find a mistake in the spreadsheet, please ask or point it out.

Have fun!

59
Forum Games / Terra Mystica - games started
« on: February 07, 2013, 06:31:13 am »


Quote from: BGG description
In the land of Terra Mystica dwell 14 different peoples in seven landscapes, and each group is bound to its own home environment, so to develop and grow, they must terraform neighboring landscapes into their home environments in competition with the other groups.

Terra Mystica is a game with very little luck that rewards strategic planning. Each player governs one of the 14 groups. With subtlety and craft, the player must attempt to rule as great an area as possible and to develop that group's skills. There are also four religious cults in which you can progress. To do all that, each group has special skills and abilities.

Taking turns, the players execute their actions on the resources they have at their disposal. Different buildings allow players to develop different resources. Dwellings allow for more workers. Trading houses allow players to make money. Strongholds unlock a group's special ability, and temples allow you to develop religion and your terraforming and seafaring skills. Buildings can be upgraded: Dwellings can be developed into trading houses; trading houses can be developed into strongholds or temples; one temple can be upgraded to become a sanctuary. Each group must also develop its terraforming skill and its skill with boats to use the rivers. The groups in question, along with their home landscape, are:

    Desert (Fakirs, Nomads)
    Plains (Halflings, Cultists)
    Swamp (Alchemists, Darklings)
    Lake (Mermaids, Swarmlings)
    Forest (Witches, Auren)
    Mountain (Dwarves, Engineers)
    Solitude (Giants, Chaos Magicians)

Proximity to other groups is a double-edged sword in Terra Mystica. Being close to other groups gives you extra power, but it also means that expanding is more difficult...

This is a PBF of the best game from 2012 I played so far.

The game can be played with 2-5 players and will start around the next weekend. All players to sign up until then will be playing (I will make multiple games if necessary).
To ensure some game flow, please sign up only if you expect to be able to make at least one move a day on most days. My rough estimate for the total number of actions taaken by each player is a bit more than in Through the Ages, so even with quick play the game will take a while.
You don't need to have played the game before, but please read the rulebook linked below.
Since the game has no randomness or hidden information after setup, I will be playing myself. I hope this is ok with everyone.

The gamestate will be displayed in a spreadsheet, which should contain all necessary information during the game (please tell me if I forgot something).

Rules can be found here, and all faction boards are viewable here.
Feel free to ask if anything is unclear.

Signups (9/10 for 2 games):
Watno
Jimmmmmm
Qvist
ipofanes
Kuildeous
Dsell
hyramgraff
Galzria
theorel

60
Game Reports / Crazy board with Rats, Upgrade, Highway and Market
« on: February 02, 2013, 03:29:07 pm »
Just played this on Goko and found it to be a really cool board:
Supply cards: Hermit, Storeroom, Conspirator, Rats, Cartographer, Highway, Market, Minion, Outpost, Upgrade

So I think the general strategy is you get rats and upgrade to go into Highway/Market, but how exactly do you time those purchases?

This is what I did: http://dominionlogs.goko.com//20130202/log.505ed92251c333114368f729.1359836647462.txt,
I think there is lots of room for optimization there.
What do you think?

61
What is true for these cards, but not for any other published Dominion card?

Gold
Silver
Madman

62
Game Reports / Scouts run out
« on: January 15, 2013, 06:26:20 pm »
So this game wasn't really good, but i guess a good strategy would have involved Scout, too.

http://dominionlogs.goko.com//20130115/log.506bc9660cf21d2313f96d7b.1358292288444.txt

63
Game Reports / Rats-Remake-Mystic get 6 colonies in 20 turns
« on: January 12, 2013, 09:05:57 pm »
I think this is the first time I ever used Rats, and they can actually work well.
I opened with Rats, then got a Remake and turned my increased Rats population (i got 5 in total) into Mystics.
Also glad Goko fixed the wishing for empty pile bug.

http://dominionlogs.goko.com//20130112/log.50f1c03be4b0c837a674382c.1358042496698.txt

64
Non-Mafia Game Threads / TTA II: Not quite as civilized - Tables wins!
« on: December 03, 2012, 02:40:16 pm »
This will be a full game of Through the Ages using Tabels spreadsheets.
The game rules are available at BGG: http://boardgamegeek.com/filepage/55064/through-the-ages-english-rulebook.
Unless players disagree on this, the game will use the alternate corruption rule (i.e. you can choose not to produce a resource in order to avoid corruption). Since player hands are easily trackable anyway, they will be public information.

The game will probably start on Saturday.

Signups (4/4):
Tables
Jorbles
ipofanes
cayvie

Rules (shamelessly stolen from Tables and modified )
Quote
Through the Ages is a civilization building game. The goal is to develop your civilization, not to destroy other ones. Military strength is just one aspect of your nation, as well as population, production or science. It is up to you which aspect you will concentrate on, more or less, but you should not underestimate any of them while building your civilization.

Victory is achieved by the player whose nation produces the most culture during the game. However, there are many ways to produce culture: through religion, literature or drama, by building wonders, by utilizing cultural persons etc. Considerable amount of culture can be gained even via wars or aggression.
Description from BGG

This is the thread for the second Play By Forum game of Vlaada Chvátil's Through The Ages. This is not a short, simple game; it is an epic civilisation building game. As such, players should expect the game to take at least a few months (I predict about 3-4, depending on activity). This does mean it should be an engrossing, fun and strategically deep game, and the long time period should give you lots of time to plan out your moves.

A copy of the rules can be found on BGG here. The rules are great, they're mostly very clear, and so I will make no attempt to explain the rules myself, and instead advise players to read them (you will need a BGG account, which if you don't have, is hassle free to make). I will of course try and answer any questions players may have.

A public spreadsheet for the game is available [https://docs.google.com/spreadsheet/ccc?key=0AuoXfjzSnYbsdFNMRTNLZENlR0Y3Z2dvbXFVQjkzb3c#gid=7]here[/url]. Each player has a link to a private sheet, which also includes their own hands.

Players may wish to bookmark this link, which shows all of the available actions (excluding extras given by wonders or leaders), as well as the turn structure summary. As moderator, sections 1 and 6 will be performed by me. The PBF exclusive section 7: Point out moderator mistakes, will be performed by everyone else.

Some notes for PBF:
  • Please do not contact other players about the game outside this thread. I'm not saying you can't mention the game in other threads, but don't go out of your way to conspire in a way that isn't public.
  • I will be respecting the standard rules for pacts. This means, you can't talk about a pact you might be proposing before you do, you have to play it, name the roles and the other player can respond. Breaking this rule results in forfeiting your political action for the turn.
  • Hopefully your spreadsheets will work, but if there are any issues that crop up, let me know! Also, if you feel that some details could be better displayed, or should be displayed somewhere else, let me know - the sheets are, after all, for your benefit.
  • For ease of spotting what your official actions are, please bold your final actions.
  • I'm usually pretty lenient about letting people take back actions they realise are not actually good, including possibly accidentally revealing things about their military cards (consider the fact you've revealed the information your punishment). However, do not attempt to abuse my good nature, or I will instigate a 'bold thing=>it happened' policy. However, don't take back decisions because of information revealed after you made them.
  • I won't be enforcing a time limit, but for the sake of others, try to play relatively quickly, and respond to events when they happen. Checking the thread maybe two-three times a day would be great, if you can manage it (that's only checking, 80% of those times you won't need to post!). Less is fine, though, so don't worry too much.

Taking your turn:
Turn structure

1) Updating the card row: I will do this for you between turns along with step 7

2) Outcome of a war: You sacrifice units, then they sacrifice units, then one or both of you might need to make decisions based on what happened. I will update other things (usually culture) as I see them.

3) Political action: This is probably the most complex bit of your turn. If you want to play an:
  • Event: State that you are playing an event in the thread along with it's age and, in case you have multiple events in hand, PM me which one you play. Then, I will reveal the next current event and resolve it (which may require decisions from various players)
  • Aggression: Play the aggression in the thread, name your target, and post what you're sacrificing (if you can calculate it yourself, please include your total strength for the aggression as well!). Your rival then posts what they're sacrificing (or bonus cards), and one or both of you might then have to make choices regarding the outcome.
  • Pact: Play the pact in the thread, specify which player is A and which is B (if relevant). Your target then either accepts or rejects. Once the proposal has been made, you can talk about it, but you cannot renege or change the proposal.
  • War: Announce it as though it were an aggression, but then simply carry on with your turn. Remember it's resolved next turn
  • No action: Announce you are skipping your political action (note: Please do announce it, otherwise I might ask people to wait as I check, did you really mean to skip your political action?)

4) Discard excess military cards: Check your military hand limit (normally =military actions), then PM me military cards until you are at your military hand limit.

5) Civil and Military actions: Post all of your civil and military actions directly into the thread. For the first few turns, or whenever you aren't sure, it may be a good idea to PM them to me instead, just to double check everything you're trying to do is valid. It's easy to forget a few things and make a few mistakes, like, you used military actions on an aggression/war, or that Wonder cost 1 CA more than you thought because you've completed a Wonder already, or accidentally trying to play a military tech with a military action instead of a civil one, and that's just a few examples. Either way if your move is valid, it stands (and I'll post it if you PM'd me) and I'll update everything based on it. If you did something wrong, I'll let you know, and you can fix it.
In certain extreme situations, I might stop and check if you were aware of a consequence of something you did. This is primarily things like 'Woah those actions will give you an uprising, are you sure?' or 'Your military is already maxed at 60, are you sure you want to build those three infantry?' Both of which could be legit things to do e.g. desperately need more science at expense of some resource (for 1) or building up stuff to sacrifice in a crazy war (for 2), but usually, would not be.

6) Production and Maintenance: I'll do all of this for you. It is possible that I will just post an update to the Card Row in thread without editing the spreadsheet, so that the next player can do his move already, and will try to remember to tell you whether the spreadsheet is up to date or not.

Rules in use
We are playing a 4 player full game.
The alternate corruption rule is in effect. This lets you choose for one mine to not produce [unless you ask otherwise, I will do this automatically if it will increase your resources].

65
Mine
Masquerade
Ironworks
Trading Post
Explorer
Tournament
Ill Gotten Gains
Beggar

66
Dominion Isotropic / Avatar on Isotropic
« on: July 04, 2012, 12:01:11 pm »
I dont seem to be able to get an avatar on isotropic. I signed up on the gravatar site linked in the faq and uploaded my avatar there.
However, it just doesnt show up on iso. What else do i have to do?

67
Game Reports / 'Fun' with Pirate Ship and Chapel'
« on: July 04, 2012, 11:26:06 am »
http://dominion.isotropic.org/gamelog/201207/04/game-20120704-081448-117f28b7.html
cards in supply: Apothecary, Apprentice, Chapel, Noble Brigand, Philosopher's Stone, Pirate Ship, Potion, Scrying Pool, Stables, Tactician, and Wharf
Chapel, Pirate Ship, no +2 actions, no big +$ lead to a very strange game lasting 45 turns.
I miss Tactician completely, my opponent gets one, but only one Pirate Ship.
I manage to take the win with getting more money out of his deck before it was gone than him from mine, resulting in my being able to get all the duchies and later pile on pirate ships and estates

68
Variants and Fan Cards / CardIdea - Patrol
« on: May 31, 2012, 08:21:10 am »
Patrol - Action/Reaction, $3
+1 action
Discard any number of cards from your hand, draw as many cards as you discarded.
______________________
You may reveal this card from your hand when you discard a card outside of your cleanup-phase. Either trash that card or put it on top of your deck.

Can anyone think of a wording that prevents this from working with discards of skipped cards like those set aside with hunting party?

69
Puzzles and Challenges / How did this happen?
« on: October 26, 2011, 04:47:47 pm »
[...]

— Watno's turn 15 —
Watno plays a Spy.
... drawing 1 card and getting +1 action.
... revealing a Gold and keeping it.
... letting GamesOnTheBrain keep a Copper.
Watno plays an Outpost.
Watno plays a Gold.
Watno buys a Silver.
(Watno draws: a Gold, a Copper, and a Province.)
   

   — GamesOnTheBrain's turn 15 —
   GamesOnTheBrain plays a Gold, a Silver, and a Copper.
   GamesOnTheBrain buys a Nobles.
   (GamesOnTheBrain draws: a Potion, 2 Spies, a Copper, and a Contraband.)
[...]

Nothing happened between those two turns. How did it happen?

70
Puzzles and Challenges / Who has which cards?
« on: July 13, 2011, 09:22:39 am »
I tried to make it so it has only a single solution, but probably someone will come up with one thats much easier than i intended.


Adam, Berta and Charlie play a game of Dominion together. During the game, the following things happen:
1.   In the cleanup phase of his 2nd turn, Adam draws both kingdom cards he has bought so far. In his 3rd turn, he is only able to play a single card, which is one of those. Nevertheless, he is able to buy another copy of his other kingdom card in that turn.
2.   In the buy phase of her 3rd turn Berta notices that she has exactly enough money to buy either a money card or an action card and that those two cards are the only pair of an action and a money card with the same cost in the supply. Although the action card provides no +$, she decides to buy it. During Charlie’s turn she notices that her earlier observation about the pair of an action and a money card isn’t true anymore.
3.   Charlie draws all the remaining 5 cards from his draw pile in the clean-up phase of one of his turns. Nevertheless, he manages to play a total of 6 cards in his next turn while his discard pile remains totally untouched until he shuffles it in the clean-up phase of that turn.
4.   Something similar happens to Adam during one of his turns: After drawing all the remaining 5 cards from his draw pile in the previous clean-up phase he manages to draw as well as discard multiple cards in his next turn, also without reshuffling his deck. He also does not touch his discard pile before reshuffling.
5.   Another remarkable turn is executed by Berta. At the start of the clean-up phase of that turn, there are only 3 kingdoms cards, all of which are different, and no basic cards in her play area. Nevertheless, she manages to buy 2 cards with the same price as the most expensive one of the cards she had played in that turn. Furthermore, she has gained a total of 2 cards in addition to those she bought during that turn. However, at the end of his turn, the total number of cards (not piles) in the supply is still the same as in the beginning of her turn.
6.   Adam ends the game by emptying the 3rd pile of kingdom cards.
7.   The players notice they had totally different approaches towards the game, since every card in the supply has been bought or gained by exactly one player.
8.   Charlie is the player with most different kingdom cards.
9.   Despite having only one victory card each,  both Adam and Charlie have more points than Berta, who still has all the Victory cards he ever bought or gained in that game.
10.    Adam believes he has won until he notices that he is forgotten to count a curse, making the result a tie between him and Charlie.
Name all the kingdom cards in the supply, along with the player who bought or gained it.

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