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Messages - Axe Knight

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51
Soldiers' Village $4

+2 Actions

When you play this card, you may reveal the top three cards of your deck.  If you do, discard two, put the other one back on top, then, +1 Card.

52
Other Games / Ticket to Ride Question
« on: July 17, 2011, 09:45:13 pm »
When attempting to build a tunnel, if one is successful in the draw (i.e. having enough cards to cover the extras, or no extras revealed), do they still HAVE to build the tunnel?  The rules were not clear about this, but I'm leaning towards no since it just says that only then can they build the tunnel.  Last night, we had a player want to build the tunnel, then after he realized that he'd need to spend two extra cards, he opted not to...

53
Variants and Fan Cards / Re: Reducing the luck factor?
« on: July 16, 2011, 05:57:49 pm »
I feel your pain.  I've had many games where my opponent has Sea Hagged my Sea Hag on Turn 3, or Swindled my opening buy, or bought the only trasher in the kingdom in the Black Market or got a far more favorable shuffle with their Familiars than I did.  But, I can not control it, and, like anything in your real life, you shouldn't worry about the things you can't control.  The key is, as everyone here as indicated, to minimize the amount of luck you need to succeed, and better control the things that you can.  Losing repeatedly due to your opponents' "luck" should only motivate this further.  Take a look at every game that frustrated you, and see what could have been done differently.  Take notes, especially on the different card combination used against you. 

This is a game against Celicath recently where I came within a turn of winning, had he not had enough to buy the last Province.  Did he get a good draw?  Yes.  But did I play this game perfectly?  No.  I should have taken a Duchy on the previous turn instead, among other things.  He would not have had enough money to buy the last Province, and then I would have on the next turn.  I'm far more concerned about that mistake than I am the fact that he got "lucky" enough to win. 

http://councilroom.com/game?game_id=game-20110709-184204-ff01870f.html

There will be "Are you f'ing kidding me?" moments in almost every game.  Armando Gallaraga didn't quit baseball after Jim Joyce took away his perfect game.  Players in the World Series of Poker still come back after their opponent gets a break they only had a 1.4% chance of getting.  Are these the same as a bad draw in Dominion?  No, but they're the out-of-control aspects of these games that the participants simply can not do anything about but keep going.  These are the things that makes these games what they are.  You could not possibly have Dominion as it is without some luck factor. 

54
General Discussion / Re: Dominion addiction interfering with life
« on: July 15, 2011, 09:17:36 pm »
Is it really hurting you though?  There are far worse and destructive things to be "addicted" to than a card game that at worst exercises your mind.  Unless you're skipping bills, calling in sick, losing your friends, locking yourself in, and withdrawing from life, it may not be as bad as you think.  Spending a lot of time doing something you enjoy is not automatically bad.   :)

55
General Discussion / Re: Dominion intrudes on real life
« on: July 15, 2011, 12:15:12 pm »
I just use a dominion card as my facebook profile picture, and change it once every week

Each of my game nights has either a joke Dominion card, or a Dominion card featuring a regular member with an in-joke attached, for the Facebook invite.  I love the template I found on BGG!

56
Variants and Fan Cards / Re: Post an interesting set of 10
« on: July 14, 2011, 11:59:47 pm »
Alternatively, you can play to run piles out under the right circumstances.

Are you talking about in general, or just the type of power board suggested here?  Running out a few piles when I know I'm ahead is my personal favorite way of winning.  This is one game of mine where that happened recently: http://councilroom.com/game?game_id=game-20110712-134525-a0bde3e3.html

I'm always looking to try out new sets of 10 that aren't completely random.  This is one my group and I did recently, just for fun, of course:

Coppersmith
King's Court
Goons
Council Room
Counting House
Chancellor
Worker's Village
Bridge
Bank
Cellar

I should note that even with this array of cards, it was still sometimes better not to rely on copper.  What are some of your favorite/interesting/fun sets?

This one got me thinking...how hard would it be to set up a
Village/Chancellor/Counting House combo, and get 8 coppers in your hand frequently...

Edit: just tried it. I got 2 Prov. on turns 11 and 12, but then not again until 22 and 23. Perhaps I could tweak it a little to make it more optimal.

I posted a revised version just beneath it that tried to correct exactly what you're talking about.  My game night is this Saturday, and I'll sure we'll be tweaking this one again.

57
Rules Questions / Re: Masquerade and Watchtower
« on: July 13, 2011, 09:28:59 pm »
I believe so.  You're not gaining a card from the supply, someone's passing it to you.

58
Variants and Fan Cards / Re: Game Variants
« on: July 13, 2011, 06:30:08 pm »
Considering that they're all very difficult to do, near impossible given certain setups, it's hard to say.  He could have been going for game variations that favor building up to one glorious turn.

59
Dominion FAQ / Re: Dominion Lingo Dictionary
« on: July 13, 2011, 05:36:51 pm »
But guys, the point of this is to define terms that people actually use all the time for new players who are trying to figure out what's going on here. Your new definitions may be cute, but they don't fall under this umbrella... at least yet. If you can get people to start using them all the time, more power to ya.

I forgot that "no humor allowed on the internet" rule.
There's plenty of humor on the internet, and I actually quite like you guys's suggestions. I just wanted to say that I don't think they should actually be put on the list.

Actually, the two I wrote were ones other people used in game chats, but I've have never seen them outside their original use, although they could be useful.  I wouldn't expect them to be added to the official list, though.

60
That's fine, but actually even if you took your approach to the extreme, nobody would play each other. The higher-level players also want to improve, and they would think there's more chance of them doing that by playing up than down. Thus, nobody wants to play down, and so nobody plays.
About improving, I think your argument is pretty good, but I actually also learn quite a bit from playing really really weak players. I also think that looking for something you've never seen before is the wrong approach to trying to approve 90% of the time in this game. Most of the most powerful strategies are actually pretty simple.

Well then, if you look at it that way, let's hope no one takes my idea to the extreme then.  I certainly don't.   ;)

I agree that the universal strategies are probably more important in the long run than the minutiae, but I'm NOT just playing just from the standpoint of seeing things I haven't.  I'm just saying it's an added bonus, and from the experience since I've adopted the policy, I would say I've improved greatly from concentrating on better competition. 

61
I really, really, really, really, really wish there was a constraint for automatch that was something like, "Only players between Level X and Y."  I almost always decline low level games because I have far more to lose than gain by playing them.  The only card I refuse to play with is Possession for reasons I don't think I need to explain.  If I'm getting too many of them, I'll leave the queue and simply propose a game (which people are less likely to accept, it would seem).
Actually your possession declines aren't obvious to me - I don't get why people dislike the card more than your average alchemy card, curse-giver, or masquerade, really - but then, a lot of people feel the same way you do, so there must be something that I just don't understand. But also I don't think declining low-levels is all that great either. If I'm automatching, I always hit accept, unless the guy has not accepted a couple times and I'm trying to move on and get matched with someone else. If I care about levels, I go with the proposal system that was all we had and seemed to work well for so long. If your logic for 'what you have to lose' against 'what you have to gain' were followed by everyone (to an extreme), nobody would play, because the higher person always has more to lose. To a less extreme extent, it would simply make everybody play against those near them, but that degrades the experience somewhat for everyone. We all started at level 0. And if the rating system works like it should, it actually shouldn't matter who you play against, you'll expect to get the same rating adjustment (0) out of everything.
By the way, what's your cut-off for 'low level games'?
Also, I want to make clear that I'm not trying to say that you are at all wrong in what your doing, just that I don't think it's the best policy.

rspeer is actually on the right track.  I'm not on isotropic solely to be a levelbator (my term, sorry).  I'm more on isotropic because I like Dominion a lot, more than any other game I play, and I'm trying to get better at it.  Right now I'm probably good, short of very good, far short of great (I seem to bounce around the low 20s), and there is much room for improvement.  I think it's more likely I'm going to get there playing against higher competition.  I'm not saying some people at Level 0 don't have solid games, I'm just saying that I find that the higher the level I play, the more likely I'll think, "Oh, I've never seen that done before."  So you can see that taking my "logic to the "extreme" is different than what you thought it was.  And I agree, if everyone was just concerned about dropping, and took what you're saying to the extreme, then yes, there'd be little variance in skill level between opponents.

62
The only one I can think of that wasn't mentioned is a slight variance on guided's solution: King's Court, then Shanty Town, then Horse Traders, then King's Court, then Shanty Town.  This, too, suffers from getting lucky on what comes next.

It helps to actually visualize things every now and then...

63
Puzzles and Challenges / Re: Who has which cards?
« on: July 13, 2011, 10:45:57 am »
I'm glad you posted this, because my second logic puzzle is so difficult that I'm on my third do-over. 

64
Tournaments and Events / Re: DCGN?
« on: July 13, 2011, 10:36:32 am »
I think that one was on isotropic, but I'm currently organizing an IRL tournament in the same area (Washington, DC).  I'll post details here when everything's finalized.

65
I really, really, really, really, really wish there was a constraint for automatch that was something like, "Only players between Level X and Y."  I almost always decline low level games because I have far more to lose than gain by playing them.  The only card I refuse to play with is Possession for reasons I don't think I need to explain.  If I'm getting too many of them, I'll leave the queue and simply propose a game (which people are less likely to accept, it would seem).

66
Dominion FAQ / Re: Dominion Lingo Dictionary
« on: July 12, 2011, 08:31:02 pm »
Two proposed terms:

Duplicator - Cards like TR/KC
Defensive Struggle - A game that is characterized by low trashing, low buying power, low scores, and usually high deck size...

67
I believe they were intended to mark an empty pile, as I still use them for.

Donald has said that the Randomizer cards were originally meant to mark empty piles, which is why the basic Treasure and Victory cards have them in the original box. Though, using the blank cards is certainly viable. I normally use cards from the Trash or even just a Copper (since they very rarely run out).

Blank cards are, I believe, meant for customization. A lot of games do that.

Between the period when Cornucopia was announced and when Cornucopia hit the stores, I toyed with the idea of using the blank cards to represent various Cornucopia cards so I could play with them before I bought them. My schedule never allowed me to do that, and Isotropic provided that fix anyway. I may do that for the next expansion.

We tried a variant once where we placed the dark blue cards into each supply at random.  If you got one, it'd double something on the card.  So Super Swindler would be +$4 with the standard attack, and Super Market (great name for a card, actually) would be +$2, +2 buys, +2 Actions, +2 Cards.  It's completely luck based and unbalanced, but it's fun to break the game every now and then.

68
I believe they were intended to mark an empty pile, as I still use them for.


69
Dominion Articles / Re: Combo: Sea Hag / Jester
« on: July 12, 2011, 03:40:31 pm »
Also, Jester is one of the few cards in Dominion where you can gain an Alchemy card before your buy phase.  There's nothing quite like Jestering an Alchemist. 

70
Game Reports / Post one you'd like to have back
« on: July 12, 2011, 11:46:03 am »
There are the games we lose because we didn't get the draws we needed, or just got outplayed.  Then there are the games we lose because, well, we deserved to. 

Here's one of mine from lately:

My opponent and I had practically identical decks going into the 13th round.  We had cleared out the Cities, and I had just taken the last few Minions.  All eight Estates were left.  I should have considered the possibility, given that I used my Universities to run out the Minion (read: second) pile the previous turn, that the Cities would give enough buys to simply clean out the Estates, especially since we would probably be drawing our decks every turn.  So I clear out the Minions to give him the extra buys, and then buy a Gold(!?) of all things.  Even Universitying in some Embargoes to place on the Estates would have been better, since I would've drawn them anyway, and had plenty of actions.

Next turn, surely, enough, he takes eight Estates to win by...eight.

http://councilroom.com/game?game_id=game-20110709-221343-16c25571.html

I'd be interested to see other examples of epic black hole fails.

71
Dominion Articles / Re: Combo: Sea Hag / Jester
« on: July 12, 2011, 10:49:16 am »
Have you tried Sea Hag/Sea Hag or Witch/Witch? ;)

Jester's a weak attack, and it's not really worth designing a deck around consistently using it to give out a curse. There are already other attacks that consistently give out curses! The great thing about Jester (especially in 3p and 4p games) is that you can use it to gain good cards yourself, with little to no risk of helping your opponents if no cards you want are revealed.

My opponent was once on the receiving end of an unlikely Sea Hag/Ghost Ship combo almost every turn.  I sincerely felt bad by the end of the game. 

As guided said, Sea Hag and Jester can be a bit difficult to pull off correctly, consistently.  I have, however, used Jester and Spy/Scrying Pool to moderate success, and I think it is slightly easier to do that than the Fortune Teller/Jester combo.

72
General Discussion / Re: Dominion intrudes on real life
« on: July 11, 2011, 06:03:57 pm »
I work in a University Library. Pretty decent combo right there.

It'd be really interesting if you worked in Duke University Library.

73
It reminds me of the College Basketball graph on ESPN.  It's a terrific pictorial snapshot of the game when reading through takes a lot of time.  Thanks, rrenaud!

74
Variants and Fan Cards / Re: Really bad card ideas
« on: July 11, 2011, 05:15:37 pm »
Village Idiot
$0
Action

+1 Card, +1 Action



A Round for the House
$2
Action-Attack

Discard a copper. If you do, all other players must slam a shot.

Love the Village Idiot! Perfect.

And I think the Round for the House should inspire a whole expansion for the college-aged drinking Dominion subset.

Earlier in this thread, I had any idea that was almost the combination of the two:

Neighborhood Pub $4

After another player's turn, you may trash this card from your hand.  If you do, they take one shot per Village they played. 

75
Other Games / Re: What other games are as good as Dominion?
« on: July 11, 2011, 04:09:41 pm »
I'm surprised nobody's mentioned Race for the Galaxy yet, that's the game I see compared to Dominion most often. You know, on the Internet and stuff. It's got a similar style of indirect interaction and "powering up" as Dominion, and it's even got some of the same people on its staff.

It was mentioned in the other thread.

http://forum.dominionstrategy.com/index.php?topic=13.msg86#msg86

rrenaud is apparently quite a virtuoso at that too

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