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Messages - hdu88

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26
GokoDom / Re: GokoDom III: Round 1 Discussion Thread
« on: February 21, 2014, 12:46:12 am »

Part way though the game I wondered whether BM+Wharf would have been better.


Highway megaturn all the way! Necropolis + 2 Wharf + 2 duration Wharf gives you 5 buys.

http://dom.retrobox.eu/?/20140220/log.505d34a8fca2594308272c72.1392960884915.txt

27
GokoDom / Re: GokoDom III: Round 1 Discussion Thread
« on: February 20, 2014, 11:33:27 pm »
Game 1: http://dom.retrobox.eu/?/20140220/log.50ca9bbae4b0c3bfb6b97227.1392934936429.txt UnmuddiedLake Wins

Marauder is important because it lets you hit $5 in the crucial midgame turns, stops your opponent from hitting $5, and gives your opponent fewer Rebuild plays. Lake ended up getting 3 Rebuild to your 2 and still split the Duchies.

The extra Estates are important not to turn into Silk Road, but to end the game on Turn 14 with a 2-point lead, which Lake missed.

Game 2: http://dom.retrobox.eu/?/20140220/log.50ca9bbae4b0c3bfb6b97227.1392935755708.txt GeoLib Wins

Forager-Jack seems way better, either for Big Money or Double Tac (yes I think Double Tac is possible despite the lack of non-Jack card draw). I'm interested enough to solitaire this.

Edit:
Big Money http://dom.retrobox.eu/?/20140220/log.505d34a8fca2594308272c72.1392958797239.txt 5 Province in 14 turns seems alright
Double Tac http://dom.retrobox.eu/?/20140220/log.505d34a8fca2594308272c72.1392958418348.txt Probably inferior, but way more fun

Game 3: http://dom.retrobox.eu/?/20140220/log.516d0cc6e4b082c74d7aa724.1392936548569.txt GeoLib Wins

I feel like Militia is correct here. Lake just likes spending those coin tokens like they're on fire.

28
GokoDom / Re: GokoDom III: Round 1 Discussion Thread
« on: February 20, 2014, 12:35:28 am »

Game 4 : "Empty the black market!"

http://dom.retrobox.eu/?/20140218/log.50785f090cf28ed55d9d72bf.1392758532507.txt



Code: [Select]
Black Market, Develop, Forager, Alchemist, Baron, Militia, Plaza, Remake, Festival, Merchant Guild

Quick trashing not working? Try quicker trashing!

http://dom.retrobox.eu/?/20140219/log.505d34a8fca2594308272c72.1392874313842.txt

Note: Against Militia, this strategy is significantly slower.

29
GokoDom / Re: GokoDom III: Round 1 Discussion Thread
« on: February 19, 2014, 10:16:16 pm »
hdu88 (Tao Chen): 3
Mic Qsenoch: 1

Game 0: Cancelled due to technical difficulties
http://dom.retrobox.eu/?/20140219/log.51201cbee4b04e88c8da4f9a.1392859267200.txt

Alas, the most interesting game didn't finish. I had built a 35 point lead (soon to be 41 points), and Mic was just about to start an epic comeback with Bishop and constant Minion attacks. I had a lone Horse Traders and a few Schemes to try to steal the last two Provinces with. For some reason the window I was playing on completely froze, as in I couldn't click anything, even though my other tabs were working fine.  We decided to scrap that game.

Game 1: hdu88 wins
http://dom.retrobox.eu/?/20140219/log.51201cbee4b04e88c8da4f9a.1392860487920.txt

I spent a while deciding whether to go for a Vineyard strategy or play double Tactician with Secret Chamber. I ended up going for the double Tac under the erroneous assumption that each Stables play would give me +$2. Nope, it's actually +$1 because I lose two cards and gain three cards. Mandarin gives +$1 for the same reason (lose two cards, gain $3), but it has two advantages over Stables: 1) I can topdeck a card for next turn. I topdecked Secret Chamber when I started buying Provinces, but switched to Coppers after I nearly ended up with a treasureless Stables hand. 2) Stables eventually runs out of cards to draw, and then it becomes -$1. Mandarin gives extra cards to draw.

Anyway, my incorrect assumption gives me the win.

Game 2: hdu88 wins
http://dom.retrobox.eu/?/20140219/log.51201cbee4b04e88c8da4f9a.1392860970409.txt

I've actually done a fair bit of testing with the DoubleJack opening on a Baker board (don't ask; I was curious). If the two Jacks collide like they did in this game, I'm at a small disadvantage compared to a Silver-Jack opening (but I still got lucky and won). If they don't collide, not only do I probably trash two early Estates, but I actually have a nearly guaranteed path to prevent them from colliding in the next shuffle, and it ends up being an enormous advantage (on a Jack board, "enormous advantage" translates to being roughly one turn faster). 50-50 slight disadvantage vs enormous advantage; I'm taking the gamble.

Game 3: Mic wins
http://dom.retrobox.eu/?/20140219/log.51201cbee4b04e88c8da4f9a.1392861566523.txt

By the time I noticed the synergy between Scavenger and Phil Stone, it was too late. I probably bought too many Golds when I should be buying Duchy and/or Scavenger. I decided to end the game because I had no chance.

Game 4: hdu88 wins
http://dom.retrobox.eu/?/20140219/log.51201cbee4b04e88c8da4f9a.1392862115693.txt

I pretty much had no idea what I was doing on this board, but somehow I timed everything correctly despite some minor terminal collision. I bought Pillage at exactly the right time so that I could use Spoils on my last shuffle, and I gained 4 Curses from my opponent's Witch but never saw them.

31
Goko Dominion Online / Re: Goko Is Games That No One Can Play
« on: February 06, 2014, 01:47:59 am »
I thought the game not actually starting was an issue on my end, but it looks like other people are having this problem too. I need to shake off the rust before GokoDom dammit!  >:(

32
GokoDom / Re: GokoDom III: Third Theason Thign-up Thread
« on: February 05, 2014, 11:08:21 am »
In. All sets + 2 promos

33
Game Reports / Being "safe" doesn't mean you should stop greening...
« on: October 22, 2012, 11:20:47 am »
...because you don't know what kind of shenanigans your opponent might pull, especially when they start with a 9-card hand.

http://dominion.isotropic.org/gamelog/201210/22/game-20121022-075816-3d625122.html

34
Game Reports / Re: Fun Hunting Party twist and questions
« on: August 30, 2012, 03:20:42 am »
One thing to keep in mind: King's Courting a Haven causes the King's Court to stay in play until the end of next turn, so avoid this if possible.

Also, Hunting Party has some difficulty finding the second King's Court, so Lab might work better. Edit: Seems like Hunting Party is better overall though, due to being able to find the first KC.

After some testing, Ironworks seems really good at overkill (as in you can start your turn with a single Ironworks in your deck and empty 5-6 piles by the end of your turn), but I'm not sure if it speeds up your game, either bought at the beginning or later in the game. It seems to take ~12-13 turns either way.

35
http://dominion.isotropic.org/gamelog/201208/29/game-20120829-224630-806f6d2c.html

Epic fail on my part on the last turn, where I count 9 different cards and buy a Woodcutter instead of the winning Estate. And yes, I know that Fairgrounds counts itself; I just skipped over it for some reason, even after double-checking.

36
Game Reports / Re: Just how lucky was I to come from behind here o_O
« on: August 28, 2012, 12:51:53 am »
The Dukes were in, but I didn't get much time to accumulate them.  I was just getting to that when things got out of control, I thought given the curses I'd have more time.

Looks like I can't read. I guess Salvager and Wharf make it easier to defend against Duke strategies

37
Game Reports / Re: 34 Turns of Misery
« on: August 28, 2012, 12:41:48 am »
First off, nice comeback! Followers really screwed your opponent over.

Ambassador/Tournament games can be extremely lopsided, even between evenly matched players. My normal strategy is to open Amb/Tournament, buy more Tournaments while thinning my deck to an acceptable level, buy Gold, buy Province, get guaranteed prizes, and spam Trusty Steed (+$2, +4 Silvers is a legit strategy, especially in a Duke game) and Bag of Gold until the Ambassador war doesn't matter. Also I might possibly get Princess to control the game better.

38
Game Reports / Re: Just how lucky was I to come from behind here o_O
« on: August 27, 2012, 06:35:41 pm »
Quote
— DWetzel's turn 13 —
DWetzel gets +$1 from the Lighthouse.
DWetzel plays a Wharf.
... drawing 2 cards and getting +1 buy.
DWetzel plays a Silver and 5 Coppers.
DWetzel buys a Duchy.
DWetzel buys a Silver.
(DWetzel reshuffles.)

I feel like unless Dukes are in, this buy is either a lot worse than Province or a lot worse than Gold; usually both.

Not sure about your luck; I'm terrible at evaluating Lookout, but it seems reasonable here.

39
Game Reports / Piledriving Peddlers in one turn
« on: August 27, 2012, 06:25:51 pm »
http://dominion.isotropic.org/gamelog/201208/27/game-20120827-151755-392d47fe.html

Pretty cool game. I made a few mistakes (buying Tactician over Library and Gardens over Vineyard; triggering reshuffles when I shouldn't), but Turn 7 sealed the win for me.

40
Game Reports / Re: Fool's Gold vs. Peddlers in Colony Game
« on: July 27, 2012, 12:58:32 am »
Testing results for Strategy #2:
http://dominion.isotropic.org/gamelog/201207/26/game-20120726-212514-bc683a9c.html
60 points in 18 turns; definitely played suboptimally, but I got the Vault-Watchtower interaction to work.

http://dominion.isotropic.org/gamelog/201207/26/game-20120726-213032-94f0484b.html
Tried opening WV-Lighthouse and getting Watchtower later; 71 points in 18 turns despite having both of my opening buys miss the reshuffle

http://dominion.isotropic.org/gamelog/201207/26/game-20120726-214017-ca15b0fd.html
73 points in 18 turns; went on to piledrive the Colonies in 20.

http://dominion.isotropic.org/gamelog/201207/26/game-20120726-215018-4ae2711b.html
"Only" 51 points in 18 turns. The problem with the Vault-Watchtower engine is that your next hand is going to be full of Coppers and greens, not to mention overcommiting to Worker's Villages

http://dominion.isotropic.org/gamelog/201207/26/game-20120726-215735-33e76792.html
No Watchtowers; 66 points in 18 turns and 75% fewer headaches. Also, 90% less worry about Stables not hitting a treasure.

EDIT: I'd test Strategy #1, but I suck at Fool's Gold strategies.

EDIT2: I have to agree with Eevee.

41
Game Reports / Re: Fool's Gold vs. Peddlers in Colony Game
« on: July 26, 2012, 08:37:20 pm »
I'll do some testing after I get back from class, but it looks to me like your opponent bought too many Watchtowers. His strategy seems legit though, although it might be a bit slower than yours. Dunno; hard to tell off the top of my head.

42
Game Reports / Is Big Money-Oracle/Library really that fast?
« on: July 17, 2012, 05:43:12 pm »
http://dominion.isotropic.org/gamelog/201207/17/game-20120717-143221-55385001.html

My opponent got 8 Provinces and a Duchy in 22 turns despite being constantly under (weak) attack and having a very high green density. Meanwhile, I kept on getting $4 (probably not that unlucky given my strategy) and ended up losing by 14 points.

43
Game Reports / Re: I won a game and got all 10 curses!!!
« on: July 17, 2012, 05:37:45 pm »
Wow, epic fail on the part of your opponent. You should have lost 18-18 (or 19-20 if there's a point tracker).

44
Game Reports / Did Embargoing Gardens help me here?
« on: July 15, 2012, 05:52:48 pm »
http://dominion.isotropic.org/gamelog/201207/15/game-20120715-144121-f6927336.html

Goons/Gardens grind vs what looked like an aborted Crossroads/Gardens rush. I Embargoed Gardens because Crossroads doesn't like Curses. I'm not sure whether the Embargo won it for me or whether my opponent's strategy is doomed to failure.

EDIT: Actually, I think Goons won it for me. Not the greatest card to buy Crossroads against.

45
Early Cities don't do much for you; you can always buy a bunch of them after you get some Grand Markets.

I think Shanty Town is better than Chancellor here; there are no strong terminals, so a single Shanty Town is effectively the same as a Level 1 City. I would have picked one up after getting two Silvers or so.

Turn 11: Adventurer might be the right buy, as crazy as that sounds.

Turn 20: Doing nothing is preferable to shuffling 4 greens and a terminal silver into your deck.

46
http://dominion.isotropic.org/gamelog/201207/12/game-20120712-143648-fb0ca93f.html

Not sure how I won this. My opponent looked like he had an easy win, with an early 2-Province lead in a game with Tournament and Salvager. Then he managed to fizzle despite getting all of the prizes (due to bad Salvager decisions maybe?)

47
Game Reports / Lose the Curse split 1-9, DM;WG
« on: July 09, 2012, 02:38:23 pm »
http://dominion.isotropic.org/gamelog/201207/09/game-20120709-113434-79b72148.html

My opponent was about to set up this insane Venture engine that would get 2 Provinces a turn, but I recovered and ran out the piles before it could happen.

48
Game Reports / Re: Dear My Opponent: I am Sorry
« on: July 07, 2012, 11:53:46 pm »
Dear etlatino, I'm sorry for Embargoing the Golems after you bought a Potion, and then Embargoing the Colonies when the Council Room count was 1 to 0, and then Embargoing the Colonies again when I had a 15-point lead. I hope you don't feel too bad about having 8 Curses in a game with no attacks.

http://councilroom.com/game?game_id=game-20120705-114349-25102b93.html

49
Game Reports / Re: I have no clue how I won this game
« on: July 07, 2012, 11:19:16 pm »
I think there are two reasons you won.

1. Your opponent gained Curses more aggressively than you, including times where they gained Curses without much hope of drawing their sole Steward. Meanwhile, you chose to discard whenever you were tortured without a Steward, probably because your opponent went for the Conspirators instead of more Torturers like you said. This resulted in a 2-0 Curse split in your favor.

2. Your opponent got some really bad draws late in the game, and they were forced to break PPR because you would have won on piles otherwise.

50
Dominion General Discussion / Re: Homage to the Best Card
« on: July 07, 2012, 10:54:10 pm »

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