Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - DrFlux

Filter to certain boards:

Pages: 1 ... 4 5 [6] 7
126
I really like squire. I think its silly to compare it steward, as its functions are very different.

As a village its liked a gimped fishing village, and a little worse than vanilla village: I'd rather have a card than $1 on a village. However, the extra flexibility is great: with other villages on the board I'd probably try for a mix, for access to the +buy.

I also like that the options also have some BM-applications. I wouldn't try to pick up lots, but I'd grab one with an early $2 for the silvers, and it has less of a problem of terminal collision, since you can play it as a village.

Finally, its just about all you want in a disappearing village (for JOAT, Watchtower, library). Its cheap, provides money, and a +buy all in one! That's where I look forward to playing it the most!

All in all I think its a beautifully designed card.

127
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 02:37:53 pm »
One thing no one has noticed about sage: say you open sage/X. If you draw sage and X together on turn 3, you will fail to find anything. This makes it a little worse as an opener, though not quite as risky as opening double terminal.

128
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 01:06:23 pm »
I think people aren't giving Graverobber enough credit. I'm sure it will get better with some combos from Dark Ages, but even still it's far from a bad card. I agree with others that mass graverobbers-->Province is probably not going to be fast enough, but I bet there is a lot of support for this card, with other TfB and in an engine where it can draw the card it just put on top.
The more I mull this card over the more I can see use for it.  Apprentice/Graverobber will be very powerful, and very fast.  Trashing golds with apprentice will give you a huge hand and you will likely pull some of your graverobbers into that hand.  Even without some +actions, you can retrieve your gold and buy an expensive card likely a province. (never underestimate holding 10 cards)

I suspect that Apprentice/Graverobber combo will pull provinces very quickly.

Meh. Apprentice/Graverobber is not nearly as good as say tunnel/Apprentice. Say you have Apprentice and a gold, you gain six cards. You play a graverobber to gain back the gold. That's a net gain of +3 cards and -1 action b/c graverobber is a terminal. You could have done the same thing with a laboratory and a smithy, and you wouldn't need a grave-digger in your deck. The math gets even worse if you trash 5 cost things with apprentice. I'm not sure I would NEVER use grave-digger in this way, but it strikes me as mediocre.

129
I like both poor house and sage, very interesting, and will definitely both have uses, though poor house will be more of an all or nothing card.

I'm going to go out on a limb and say that Grave Robber, outside of interactions with the rest of Dark Ages, will be fairly bad, and useful only for the second ability. You can't buy it early since you have no actions, and late you won't have time to benefit from gaining back the cards. The only real use will be gaining provinces from 5 card actions in engine decks, and this will be situational, since sometimes you will want to be buying duchies at this point of the game instead of Grave Robbers. Its a terminal, and removes a useful card from your hand. Will be overbought, like develop was.


130
Dominion Articles / Re: Mine
« on: August 03, 2012, 01:07:49 pm »
I definitely would agree that Mine/Governor isn't great, as you'll only be wanting that Mine once the Governors have run out, and Governor is so fast that you're pretty much wanting a Duchy with that spare $5 at that stage.

I'd also query Hunting Party/Mine. The issue here again is the sheer speed of the basic Hunting Party deck (buy multiple silver and one gold, and spend anything from $5-7 on Hunting Party thereafter). Sure, you can get those copper changed into silvers and those silvers into golds, but the nature of the Hunting Party searching means that the additional card's diversity represents a significant slowdown.

Generally I think Mine fares very badly in any game with strong $5 cards, as you'll almost never have time to buy it.

To me, Mine has a few roles only:

1) In a game with no good trashing, but with strong drawing power and Horns of Plenty, Mine helps accelerate towards getting critical mass of Horns of Plenty.

2) In a game where the key VP card is Silk Road, and Harems are on the board, but its otherwise quite a slow board.

3) In a game where there's multiple good potion cards, especially Vineyards, and a low enough tempo that you're going to have time to regear once or twice.

4) In a weak set overall that has Platinum.

These are all niche applications certainly, and I'd say Mine is probably worth ignoring about 90% of the time.

Mine is pretty great with hunting party in colony games, as it will allow you lots of chances to convert gold->plat. I'd imagine mine might work similarly with governor in colony games, as you could use the mine to convert gold->plat and later use the govs to convert plat->colony. I haven't tried it out though, but I've played enough governor+colony games to know that you can't completely ignore colonies, and for that reason they are quite a bit slower, and would probably benefit from the treasure upgrades. On the other hand, the "attack" of giving out a silver to your opponent would hurt mine a bit in this case, since you have a bigger deck, so I'm not sure.

I agree with the prevailing sentiment that mine is pretty bad in 90% of province games.

131
Actually, when you hit a Venture chain, each Venture except the last is only worth $1 as well.

Yes, but you only started off with a limited number of Ventures in hand; thus it is only the cumulative value of the Ventures in hand that we care about (because you wouldn't have played those Ventures in your deck unless you had the ones in you hand).

I'm not entire certain on what the consensus should be on Venture, but I've gotten the impression that Venture spam is a powerful BM strategy, especially when good kingdom Treasures or Platinum are involved. It doesn't synergize at all with engines like Market, Highway, etc. do, but it's far, far more powerful as a standalone card.

I mean, if we were to hold $5 cards to a metric of "how often would you buy this over Gold," I'd get Venture over Gold almost every time if I'm not building a drawing engine.

Really? Venture over gold almost every time in money games? Without copper trashing I would probably NEVER buy it over gold, because well, the times you chain them won't be worth when you draw them as a silver. Even WITH copper trashing I'd try to buy a gold or two before switching to ventures. It just will build your economy faster. MAYBE in colony games I might try to skip gold entirely, but even that's only worth it if there's strong trashing (and no engine).

132
Dominion Articles / Re: Engine Building 201
« on: August 02, 2012, 11:48:37 am »
One of the major problems with competing for key cards is how fast it empties the piles. A lot of times I lose on piles before the engine kicks in right. I'd say sometimes pacing is not taking as many of a good card as you want, if it will give you more time to build up without worrying about piles.

This is a good point, but I think it depends on your goals and your deck. If you are going to win the long game even if your opponent grabs more of card X, absolutely stop buying them. But if your deck has some reach and your opponent is going for a strong engine too, it may be beneficial to put yourself in a position that piles run out. The trick is figuring out how to set it up that YOU can empty the piles, but your opponent can't.

133
Dominion Articles / Re: Engine Building 201
« on: August 02, 2012, 11:38:15 am »
About 1, this is exactly what I was trying to get at when talking about short and long term economy goals. One or two silvers can get you a key $5 (say wharf or haggler), and that card can help your economy while serving other goals. But if your engine is going to be fueled by nobles, you might need a little bit more money... You might not need any money at all if you are going scheme-conspirator. I will elaborate in the article.

I thought I talked about 2, but I'll see if I can be more specific.

About 3, this is actually something I considered writing a section about then ran out of time. :) Part of resilience is whether you can continue to pick up more engine pieces as you green. It is definitely worth a whole section.

I'll probably revise the article this weekend, until then I have limited time.

Thanks for the suggestions!


Good stuff here. A few more points that I think need elaboration:

1. On the issue of economy, the when is a huge issue. If there are needed engine components which also give income, generally it's ok to overinvest in these a little in the early/mid game, particularly if they are non-terminal. Good candidates are things like fishing village and bazaar. If there are no strong money giving engine components, perhaps you are counting on treasures or actions like monument/merchant ship, then when to really start getting your income can be quite tricky. These cards 'get in your way' if your card draw/cycling isn't good enough, but you need some way to get multiple engine cards per turn. Your starting coppers can only buy so much. So the answer to when often depends on how expensive your engine components are and how urgent they are to get. With more expensive components like KC or Goons, you may need to open up with more income in order to take these key cards down first. With cheaper cards, you can hold off a little longer until you are drawing larger portions of your deck.

2. Piles Piles Piles. Not all engine games end on piles, but they do often enough. Controlling the end game is huge. And a big part of that is knowing how much money and buys/gains you AND your opponent are likely to see each turn. If you are ahead with those, try to put yourself in the position where you can drain piles, and your opponent cant. If you're behind on that race, you need to consider greening earlier so you cant be piled out against. Also always keep an eye on estate/curse piles. Those are often the sneakiest things to drain.

3. Resistance to greening. Some engines are better than others on how much green they can hold before they get bogged down. And some of course never have to green. With more green resistance, you can hold more of the duchies/estates/alt vps before you collapse under the weight of it. The more green you can hold, the worse you can afford to lose the province split, and often the longer you have to set up.

134
Dominion Articles / Re: Engine Building 201
« on: August 02, 2012, 11:29:03 am »
Powerman, I think you are right that when I revise I should stress that when I'm talking about resource denial, I don't mean complete denial. But when you grab the last three hamlets, it is a very important fact that your opponent can't get them. And that this is something you should think about when considering buys (but not the only thing).

135
Dominion Articles / Re: Engine Building 201
« on: August 02, 2012, 11:19:14 am »
Yes, like DStu said, just winning a split 6-4 can be critical. Note I'm not saying don't buy torturers yourself. But you should be opportunistic: say you each have two hamlets and two torturers, and you get a good chain turn and get 6 and three buys: I would buy three hamlets instead of a torturer. I might even just buy two hamlets with 5 and two buys.

Something that isn't mentioned much about +draw/+actions is that in the long run you want slightly MORE villages than draw. So usually you want to buy a terminal or two first, but double village buys can be very good if you have the +buy.

Very interesting read overall, however there is one part that raises questions for me:
Attacking

Attacking your opponent is really about denial of resources. (...) Your opponent has lots of silver in his deck from trader? Maybe you want to play margrave every turn to deny him provinces. Is your opponent building a +actions/+draw chain, and he has already bought a few torturers? Maybe you want to buy out all the hamlets before he can start effectively chaining them. Competing over a key card is a very important part of resource denial, and its important to identify the "lynchpin" resources, whether that is because they are just awesome (wharf), or because they perhaps provide something important for the board, such as a +buy or +actions.

Firstly with the torturer one, how are you supposed to simply "buy out all the hamlets" before he is able to?  I mean, it sounds nice and all, but what kind of player buys more than 2-3 (number may vary) torturer without picking up villages?  And then, because he has a torturer chain going, won't he be able to buy out the hamlets before you can?  Plus, how do you get going if you are stuck trying to buy out hamlets while he is torturing you?

And with the wharf one, you talk about denying it to your opponent.  How are you supposed to gain all 10 wharves before your opponent can gain 1?  I'd find it hard to believe that if your opponent wants a card costing $5, they won't be able to get at least a 3-7 split, probably even 4-6 regardless of what you do.

136
Dominion Articles / Re: Engine Building 201
« on: August 02, 2012, 10:21:16 am »
This is usually correct, +buy less frequently a contested resource than +cards. I'll correct this when I update the article.

However, I HAVE had several games where +buy WAS a contested resource, usually when something cheap like pawn is the only +buy. Even then, it was only a critical resource because it was a context where lots of +buy was important: peddler, highway or quarry games come to mind.

Nice article. I like engines and I love reading about them :-). A couple of comments if I may:

When you talk about attacking, you mention that +actions or +buy can often be a critical resource in an engine. In every case where I can identify a critical resource that needs to be contested, it's either been +actions or draw. When I say draw, I'm talking about cards that increase your hand size. If everything is there for a bridge megaturn, but there's no TR/KC and no way to ever get more than 5 cards in my hand, then I seriously need to think about the fact that I will never, ever, be able to play more than 5 bridges in one turn, and that's the best (unlikely) case.

Also, +Buy is a critical engine component, but I've never thought to myself that I needed to race my opponent to get enough +Buy cards for my engine to work. Unless those cards are coming from the Black Market or Prize deck, I never feel a need to deny them to my opponent, and if that's the case, I should probably reconsider building an engine that uses +Buy.

137
Dominion Articles / Re: Scout
« on: August 01, 2012, 03:03:29 pm »
Here's a game where scout turned out useful
http://dominion.isotropic.org/gamelog/201207/31/game-20120731-070846-e906d0ed.html

I agree scout was useful here, but I think you bought one too early, if you notice, your first two activations were completely dead.

Also, I'm not sure why you didn't focus on emptying out the duchies before hitting the provinces: you could have won the split like 6-2 and gotten way more points from dukes. Was there danger of piling that I didn't see? Actually on second thought you were probably worried about piling from pawn-island-duchy. Nevermind.

138
Dominion Articles / Engine Building 201
« on: July 31, 2012, 04:42:55 pm »
Note: This is a rough draft. I'd love comments on this. I'm glad more dialogue is happening lately on engine building.

Engine Building 201

For all the articles written about big money, how often do you play something big-money-ish? Maybe 30%? Less? So lets talk about engine building, because that's what you are going to be doing in roughly 70% of your dominion games. We talk about BM alot because its easy to talk about. Talking about engines is harder because the situations vary so much, but there are general principles that apply to all engine building. Geronimoo also wrote an excellent article on this topic just recently, using the "starting kingdom" as an example: http://dominionstrategy.com/2012/07/30/building-the-first-game-engine/.

When building an engine, you want to develop the following three things: threats, consistency and economy. This is also roughly the order you want to prioritize the three. Note that these are not mutually exclusive categories, for example, buying a laboratory can be considered as improving all three axes.

Attacking

Attacking your opponent is really about denial of resources. Obviously the best and most effective way to do this is with cursers or ambassadors. Indeed the stronger the "attack", the more important it is to focus on this aspect of the game and "win the war". However, any time you have an opportunity to deny resources to your opponent, you should take it. It is important when attacking your oppenent to identify what they need. Your opponent opens potion? Embargo the alchemists. Your opponent has lots of silver in his deck from trader? Maybe you want to play margrave every turn to deny him provinces. Is your opponent building a +actions/+draw chain, and he has already bought a few torturers? Maybe you want to buy out all the hamlets before he can start effectively chaining them. Competing over a key card is a very important part of resource denial, and its important to identify the "lynchpin" resources, whether that is because they are just awesome (wharf), or because they perhaps provide something important for the board, such as a +buy or +actions.

Consistency

Consistency is about minimizing shuffle luck. The easiest way to do this is with a good trashing, such as remodel, upgrade, or chapel. When you are building an engine, even mediocre trashing such as lookout or remodel can be very useful(though you probably want to avoid develop in most circumstances). You don't need trashing to have consistency though, filtering (warehouse, cellar, cartographer) can either substitute if trashing is not available, or supliment, as its useful in many cases to filter out victory cards even in a "tight" deck. There are a few other odd cards that seek out specific cards, such as golem and hunting party, that can simulate a small deck as well. Finally, you don't neccessarily need a small deck for consistency if you draw nearly all of it, whether that is with tactician, wharf, or some other means. However you do it minimizing turns where you draw copperx2,estate, and two smithies is important.

Economy
Economy seems like an obvious part of building a deck, but its important to realize what are the long and short term goals for your economy. In the short term are you aiming to buy border village+torturer, or caravans? In the long term are you aiming for 1 province a turn because there's no extra buys, or do you have a plan to gain multiple provinces a turn by remodeling minted golds? In engines you are often being greedy: you want to trash down, draw cards, gain money, actions, +buys, all while attacking your oppoent. Because of this, cards that gain you other engine pieces (remake, horn of plenty, haggler, university), or build your economy quickly (hoard, mint), are an important part of building up either during or after the process of trashing down.

Winning the Game

Okay, so these are the basics of building an engine: attacking your opponents resources, making your deck consistent, and building your economy. So how do you actually win the game? I think one of the best ways is to think about how the end of the game might look, and build your deck with that endgame in mind. WanderingWinder wrote a great article about this idea: http://forum.dominionstrategy.com/index.php?topic=3033.0. Generally speaking, games are won or lost for the following reasons: winning a resource battle, better engine choices, or in close games, managing to edge out a victory by piling out or just barely buying the last two provinces. "Attacking" has already been discussed somewhat, although it cannot be stressed how important it is to find weaknesses in your opponents strategy, and exploit them. Lets discuss the other two ways of winning the game.

Pacing

Making better engine choices than your opponent means not building your engine in a box, but building based on the cards available AND the choices your oppoents make. The most important consideration is
pacing, or "how long is this game going to be". For instance, if Jack is on the board, and your opponent is buys one, you know you have about 14/15 turns till half the provinces will be gone. In that case, going for alchemist might be a bad idea, where as a faster engine like hunting party + X might be okay, especially if X is something spicy like baron or an attack or monument.

Lets take a sample game to look at the opposite end of the spectrum: http://councilroom.com/game?game_id=game-20120719-213949-a109baf3.html. Both Sea Hag and Young Witch were available, with Steward as the bane. Other relevant cards include hamlet, rabble, mint and alchemist. I had a suboptimal 5/2 start and decided to open steward/hamlet, to my opponents Hag/Steward. I know at that point that the game is going to be a slog, and even moreso when my oppoent buys a second hag. Instead of joining the curse battle (which I would have lost), I bought a second steward to keep my deck slim, and bought alchmists, which were fantastic in such a slow game, and allowed me to win, along with my minted gold economy.

In fact this is a good time to mention a learning experience of mine when I started playing dominion. I learned early on that cursers make it harder to build engines... which is true. And that buying trashers just to get rid of curses was a bad a idea... which is true. Except that if reasonably strong trashing is present,
and a reasonably good engine is present, neither of these statements are really true at all. In fact, cursers slow the game down so that your engine can have time to build up, and once your engine does start up, it often helps you play your attacks more often. Witch + chapel is good, but witch + chapel + laboratories is even better.

Getting back to pacing, two specific things that can change things are alternate victory cards, and piles that are likely to run out, such as caravans, fishing villages, or minions. In both of these cases, it is important to update your sense of pacing as the game goes on. If your opponent doesn't buy any caravans, they are less likely to run out, or if your opponent is trashing, they probably aren't going to be buying gardens.

Reach

Finally, the final way you can win is by just sneaking by your opponent to buy the last two provinces, or buy emptying the estates to three pile. It is important if you think a game is going to be close for you to build your deck with "reach". That is, make sure you have the economy and the +buys to grab multiple victory cards. Perhaps if the game is going to end on piles, you might want to buy an ironworks or a horn of plenty so that you better control when those piles empty out. Multiple hagglers and +buys is an excellent example of this: even though they don't get you victory cards, this combination can often give you the power to say buy the last four islands and at the same time completely clear out another pile. The following was a game where reach was critical: http://councilroom.com/game?game_id=game-20120717-131556-2933cfd8.html. It featured highway, bridge, horn of plenty, and no trashing. If my opponent had a one more buy he could have won outright instead of tied. Though it didn't quite come together for me, I was trying to focus on reach, with my horn and the extra bridges, while my opponent was focusing a bit more on consistency by focusing on highways and GMs. It was my thought that I could get one big turn, convert my horn into a province and empty and pile or two. It always hard in these situations to be sure what the right way to play is, but you should always have a plan. Of course one should pay attention to how much "reach" your opponent has as well.

Conclusions

In summary, building an engine is much more complex than simple big money games, but there are general principles you can apply. Attack your opponents resources, find ways to make your deck consistently "fire", and make specific goals for your short term and long term economy needs. As you do this pay attention to how you are going to win the game: "pacing" should strongly impact engine choices as well as when to buy victory cards, and "reach" is critically important, particularly in close or fast paced games.

139
Puzzles and Challenges / Re: Guaranteed Delayed Provinces
« on: July 20, 2012, 11:40:19 am »
Quote
right, but I think you don't need. KC-KC-Festival-Festival-Festival+Festival-Festival is 3x3x2+2x2=$22 which is enough for 2 Colonies.

It almost works. You need to buy a copper during your first turn, in order to have something to discard during your second turn. As stated, you'll have $22 your second turn, to buy two colonies. However, the extra copper causes this to fail the "perfectly-bad-shuffle-luck" test: the third turn you have 11 cards to draw other than the tactician in play for the last turn, and you need the card you don't draw to be a colony, the copper or the other tactician.

140
Dominion General Discussion / Re: Bishop Treasury combo?
« on: July 12, 2012, 05:06:22 pm »
I just realized that embassy+hamlet nets you zero cards. Which means it might be good in untrimmed deck, but its a waste of time in a trimmed deck.

141
Dominion General Discussion / Re: Bishop Treasury combo?
« on: July 12, 2012, 04:19:15 pm »
So I think that in this game there was too much nonsense with trying to go for hamlet/embassy shenanagins. With both players bishoping so much, I would think you'd want to get down to a small deck. In order to do that, I would NOT put my treasuries on top, so that I could trash copper/silver/estates from my opponents bishop. With a small deck, you don't need to draw cards to play all your treasuries. Then I would get to trashing multiple border villages asap, and probably move to buying/trashing provinces to end the game.

This game is actually very similar, and I get 50 pts by turn 15:
http://councilroom.com/game?game_id=game-20120711-132834-6299f89e.html

To reiterate, top-decking when bishop is around really can be more of a liability than you think.

142
Game Reports / Re: Dear My Opponent: I am Sorry
« on: July 12, 2012, 01:52:06 pm »
As for resigning, I believe if you just click: exit, the server should handle it gracefully and not cause problems for your opponent. Just don't close your browser.

Could someone correct me if I'm wrong?

If I'm right, then there is no need to wait for someone's mega turn to resign, and no need to ask them to skip it, if you are truncating the game anyways (which I don't personally mind).

143
Game Reports / Re: Midgame decisions!
« on: July 12, 2012, 01:25:47 pm »
Yes this is quite interesting. I guess the take away is that its important to be flexible and respond to your opponent. At your second HoP buy, he should have considered embargoing gardens, and he probably should have bought a remodel or two to get around the possibility of you embargoing the provinces. I think him going for gardens so early was a mistake, the game is going to go longer than he thought, so I would have bought another gold turn 12 (being in QM's shoes).

Just my 2 cents.

144
Game Reports / Re: Most effective misclick ever
« on: July 12, 2012, 01:11:23 pm »
I'm not crazy here about opening loan, or bureaucrat... loan is not very good when you are gaining other treasures, and is only useful once you've trashed 2 or more copper, adding more silver to the mix makes that less likely. Bureaucrat isn't horrible, but I'd rather just open silver-silver I think to try to get some early haggler action going with some bank-gold or gold-bazaar buys. Unless of course my opponent went pirate ship, then I might do something similar to what robz said.

Opening loan/bureaucrat made your opponent more vulnerable to p-ship just because of how slow that start is. It gives him NO extra buying power for turn 3-4.

145
Game Reports / Re: Bishop + Border Village beats the Golden Deck
« on: July 12, 2012, 11:47:29 am »
Oh! I just noticed that outpost could be very nice here instead of the second bishop, assuming you kept a very trimmed deck (you couldn't keep more than 1-bishop, 1 card to trash and the rest cantrips). I used 4 to buy my second bishop, so I'm not sure when I would have done that in this game.

146
Game Reports / Bishop + Border Village beats the Golden Deck
« on: July 12, 2012, 11:39:22 am »
So I played an excellent game with julie recently:

http://councilroom.com/game?game_id=game-20120711-132834-6299f89e.html

The key parts of the board were bishop, chapel, border village and market, nothing else was so relevent, though I used crossroads once near the end with an extra buy.

I felt good about this game for the following reasons:
- it was probably the first time I won against a 40+ opponent
- I correctly surmised that trashing border villages could beat trashing provinces here in the end game, because though it gets one less point per trash, your deck can get progressively better as you gain more markets. With such a small deck this is a big effect, and because you are not buying provinces, you have time to catch up to the other player, eventually with multiple buys/bishop-trashes.

I would like your comments on the following decisions:

I did not buy chapel: I figured buying chapel was more risky if my trashers collided, and I only needed to get up to six consistently and then things would come together. If my opponent had not opened with bishop, I would have definitely opened chapel. Was I correct?

I did not ever buy gold: it just never seemed like there was a right time.

Finally, I think I should have never bought a province till the very end, as my deck would have been stronger if I got to the point where I could buy multiple border villages in a single turn. I was winning the long game so I should have drawn it out.

I was careful not to buy too many non-cantrips, I never wanted to draw bishop-bishop-silver-crossroads-crossroads, with the rest of my markets still in my deck.

Any other comments?




147
Help! / Re: grand market, merchant ship
« on: July 09, 2012, 03:15:36 pm »
You can also note that the other difference in your strategy is that he prefers (border village + merchant ship) with 6, whereas you preferred gold. I would say that your opponent got a little lucky avoiding collisions, but given that there is a fishing village in his deck, this is a reasonable strategy, and gets more money ($4) than a gold, as well as increasing the probability of GMs, peddler buys, etc.

148
Help! / Re: Did I misplay this Chapel deck?
« on: July 09, 2012, 02:15:49 pm »
Thinking it over some more though, with chapel, you really depend on shuffle luck to get the most early use out of it. Oracle could actually help make that luck even worse (for your chapel opponent). Perhaps on second thought I like the idea of going Oracle BM over chapeling.

149
Help! / Re: Did I misplay this Chapel deck?
« on: July 09, 2012, 02:11:16 pm »
Quote
So is Merchant Ship. That's definately a board where you can and should skip Chapel.

I don't know, I can see a case being made for oracle or MS, but I don't think its so clean cut. 16 turns to get 5 provinces and 2 duchies is not slow, and I don't see any big money strategies w/o trashing on this board being consistently faster than that. It looks like kind of a wash to me. (time to fool around with some solitaire/simulation games)

150
Dominion Articles / Re: Shanty Town
« on: July 03, 2012, 03:29:15 pm »
Well, we are also concerned with "how good" torturer + X is against other strategies, even with only one village available.

One additional challenge with councilroom data is that it is NOT dominated by optimal play. So it might be true that opening one shanty town then switching to villages is optimal. However, council room will not test this, because the games will reflect ALL the ways people choose to play shanty town.

Pages: 1 ... 4 5 [6] 7

Page created in 0.053 seconds with 18 queries.