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Topics - SirPeebles

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26
Other Games / Inception Tic Tac Toe
« on: June 18, 2013, 09:44:51 pm »

27
Game Reports / A coin token megaturn.
« on: June 15, 2013, 10:30:29 pm »


In this game there was Doctor, Butcher, Baker, and Grand Market.  I trashed down with Doctor, and eventually had only Butcher and 3 Coppers as non-cantrips.  I originally bought Bakers to aid Butcher in acquiring Grand Markets.   Yet once you can earn 8+ coin tokens per turn, you essentially have a golden deck going, provided you have enough buys to cash them in during your megaturn.

28
Candlestick Maker
I suppose I'll state here that coin tokens are pretty awesome.  That said, I think I've been overbuying these guys a bit.  They are nice for pulling yourself out of a slog or for saving up alongside an aggressive early-game trasher such as Chapel, Mint, or Doctor.  And of course, one or two are often welcome simply for the nonterminal buy.

Stonemason
The on-buy is pretty awesome, especially in an engine.  As for the on-play, it isn't all that bad as a Copper/Curse/Ruins trasher since you are often buying it anyway to double up on engine pieces (so the opportunity cost isn't as steep).  Apart from Copper/Curse/Ruins, I found myself most often targeting Gold.  As I'll mention later, the Gold from Soothsayer was threatening to clog my engine until I began turning the Golds into pairs of engine pieces!

Doctor
A very fast early game trasher, but rather weak later.  More than any other card, Doctor breaks the symmetry between your first two hands (much stronger on 5/2 than 2/5).  Doctor is able to trash down your deck nearly as quickly as Mint or Chapel unless you are quite unlucky with your first couple of namings.  It does give you enough time to build up a bit of economy before your Coppers vanish, as opposed to opening Mint.  Later in the game, however, it becomes a much weaker trasher, particularly for handling Curses/Ruins or activating on-trash.  Its best use later seemed to be for peeking at and rearranging the top of my deck.

Masterpiece
I like this card a lot.  It appears to be a very potent Silver-flooder when you have some decent drawing power available like Smithy.  Taxman can trash the Masterpiece and topdeck a Gold.

Advisor
Ugh, this card reminds me of Spy with how much it can slow down a game while contributing so little.  I frequently had to choose between discarding their Silver or another Advisor.  I often discarded Silver, but I think that was wrong; those Coppers they picked up more than made up for it, and they got a lot of cycling.

Herald
I kept trying to get this to work, but it seemed to be as fragile as I feared.  It needs a board with 1) good trashing, 2) no junking or manageable junking, and 3) a reason for spending your $4 hands on Heralds rather than other engine pieces.  I haven't explored the on-buy effect much.  It gets pricy pretty fast!

Plaza
Not bad.  You are often willing to pay $4 for a vanilla village anyhow.  I had a cute game that involved playing several Merchant Guilds, buying three Coppers, and then next turn drawing my deck, discarding the Coppers to Plaza for coin tokens, trashing them with Doctor, and then buying three more with Merchant Guilds in play.

Taxman
A nice opener for attacking while transitioning Copper into Silver.  In the late game you can get some nice smoothing by trashing a treasure you don't need and topdecking an even better one for your next hand.  Contrast to Mine, which is generally only good early in the game since it's just a terminal Copper at the end.

Baker
The opening coin token is fun.  As for the card, it's petty nice.  Sure, there is often a more crucial $5 on the board, but those cards are often terminal.  After buying a Soothsayer or two, you are ready to start spending $5s on Baker.

Butcher
$5 is expensive.  I haven't really found this card so attractive yet.  When I did get it, I mostly turned Curses into Copper while saving the two coin tokens.  He's like a reverse Swindler.  A Reldniws?

Journeyman
Decent drawer.  Not much more to say, except that I often struggle to decide which card to name.

Merchant Guild
I had some fun going for Merchant Guild megaturns, but not being able to spend your coin tokens that turn is a real buzzkill.  Even if you save up a couple dozen coin tokens, there's something anticlimactic about piling up an additional twenty off the four Provinces you buy, but without ever being able to use them.  Anyhow, this is definitely no Goons.  Goons turns can take a long time to build up, but you have a few advantages:  1) The Goons attacks, slowing your opponent, 2)  you don't touch the Province pile, so your opponent needs to buy all 8 Provinces, 3) you end the game in one big megaturn, rather than needing effectively two consecutive megaturns (a tall order if you just bought 20 Coppers during the first megaturn!).

Soothsayer
I didn't expect the Golds to clog up my engine so much!  On the other hand, the Gold are really nice if you have some sort of trash for benefit card like Remodel, Salvager, or Stonemason.

29
Game Reports / Stonemason+Market Square+Highway
« on: June 14, 2013, 09:38:09 am »
I just played a game with this three.  I didn't play it very well, but eventually the idea clicked and it was pretty nice.  Use Stonemasons to trash Coppers while triggering Market Square to gain Gold, then use the Stonemasons to turn Gold into two Highways.  Once you have two Highways in play, you can even trash Estates without gaining junk.   Then in the end you have a ton of Highways and Market Squares for a megaturn.  I don't know how viable this is a strategy, but it was fun.

30
Dominion: Guilds Previews / No more Dominion cards?
« on: June 13, 2013, 10:39:51 am »
So that's it?  No more looking forward to new cards, eh?

31
Puzzles and Challenges / What's the theme?
« on: June 06, 2013, 04:41:18 pm »
Militia
Smithy
Apothecary
Alchemist
Mint
Goons
Bank
Horse Traders
Cartographer
Mandarin
Urchin
Scavenger
Butcher

32
Puzzles and Challenges / What's missing?
« on: April 24, 2013, 12:47:57 am »
Bazaar
Quarry
Jester
Lighthouse
Merchant Ship
Workshop
Counterfeit

Initial hint:  Find the missing three.

33
Dominion General Discussion / "Buy"s as currency.
« on: April 07, 2013, 10:10:31 pm »
This is a bit of an offshoot from an economics statement made over on the RSP board, in which Peddlers were given as an example of something free which one only wants in limited amounts.  I don't want to bring any of that discussion here since it belongs on RSP, but I pointed out that Peddlers are never free, since they always cost a Buy, and Buys are a limited resource.

As I thought about this some more, I've realized that Buys are, effectively, just a third currency on an equal footing with Coin and Potion.  The difference is you start every turn with 1 Buy, whereas you begin with 0 Coin and 0 Potion.  Second, every card has an implicit cost component of 1 Buy.  Village costs 3 Coin and 1 Buy; Vineyard costs 1 Potion and 1 Buy; Familiar costs 3 Coin, 1 Potion, and 1 Buy;  Copper costs 1 Buy.  Once you view Buys as currency, you can remove the rule limiting the number of purchases per turn.

Sorry if this was already obvious to some of you.  Also, any edge cases showing that this viewpoint breaks down somewhere?

34
Feedback / "Recent Forum Posts" on the DS blog has Innovation posts.
« on: April 07, 2013, 09:57:19 am »
On the blog, there is the short list of "Recent Forum Posts" to the side.  I feel that this should stick to posts from the Dominion-related boards.  It was confusing to see a post asking what happens in a tie, only to find that it was discussing a game other than Dominion.

35
Variants and Fan Cards / Royal Decree
« on: April 02, 2013, 01:18:00 pm »
Royal Decree
$2 Action

You may put your deck into your discard pile.  Look through your discard pile.  You may choose an Action card from your discard pile.  Play it.  Trash it.

36
Variants and Fan Cards / "Goko only" Promo Idea: Spanish Inquisition
« on: March 30, 2013, 06:28:58 pm »
Spanish Inquisition
$5 Action-Attack

+ $2

Each other player chooses one:  he gains a Curse card, putting it into his hand; or he puts two cards from his hand on top of his deck.
---
When this card would be put onto your discard pile, place this under your Spanish Inquisition mat instead.  While there is a card under your Spanish Inquisition mat, each time you draw a card, there is a 10% of drawing from your Spanish Inquisition mat instead.

37
Game Reports / Possibly the first time I ever found Navigator useful.
« on: March 28, 2013, 09:01:40 pm »
http://dominionlogs.goko.com//20130328/log.505c56d8a2e6c78ad2ed5a68.1364518439501.txt

Kingdom: Fool's Gold, Hamlet, Develop, Fortune Teller, Lookout, Navigator, Pirate Ship, Pillage, Rebuild, Tribute

I had intended to buy a Lookout, but in the end I never bothered.  In a Rebuild game, the goal is pretty much to buy Duchies while playing Rebuild as much as possible.  Navigator is pretty nice for skipping past those Rebuild-less hands.  Buying up Hamlets was nice, since you can use them to discard Duchies/Estates from your hand so that you can Rebuild them.

38
Dominion General Discussion / Monty Python and the Holy Grail Board
« on: March 28, 2013, 05:38:43 pm »
Inspired by the Christmas and Easter themed boards, I decided to make a themed board.

Kingdom: 

Scheme "Lancelot, Galahad, and I wait until nightfall, and then leap out of the rabbit, taking the French by surprise"
Hermit "There are some who call me... Tim?"
Bridge "Stop. Who would cross the Bridge of Death must answer me these questions three, ere the other side he see."
Death Cart "Bring out yer dead."
Feodum "We're living in a dictatorship. A self-perpetuating autocracy in which the working classes..."
Young Witch "I'm not a witch, I'm not a witch!"
Bane: Village "Burn her!"
Wandering Minstrel "Brave Sir Robin ran away, bravely ran away away."
Knights "I seek the bravest and the finest knights in the land who will join me in my court at Camelot."
Harem "We are but eight score young blondes and brunettes, all between 16 and 19-and-a-half."
Peddler "Yes, shrubberies are my trade. I am a shrubber... I arrange, design, and sell shrubberies."

I considered including Council Room, but on second thought, let's not go there.  It is a silly place.

39
Variants and Fan Cards / Another Werewolf idea
« on: March 27, 2013, 12:16:23 pm »
Here's another take on a Werewolf card that combines some mechanics I've thought about.

Quote
Villager
$2 Action-Reaction

+1 Card
+1 Action
+1 Buy

---
When you would gain Curse, you may reveal this card.  If you do, trash this card and gain a Werewolf from the Werewolf pile instead.

Quote
Werewolf
$0* Action-Attack

+2 Cards

Each other player discards down to three cards and gains a Curse.
---
If you play a Silver while this card is in play, trash this card.
(This card is not in the Supply)

So clearly, Werewolf is a powerful attack.  However, it takes a bit of time to gain one, and if you want to keep it around you essentially need to find a Silver-free deck strategy (generally this would nudge the game in a more interesting direction, IMO).  Furthermore, Villager is like a partial bane to Werewolf, absorbing the incoming Curses and producing more Werewolves.  But since the discard attack happens before the Curse gain, this would relegate your opponent to a 2 card hand.

Now, Villager itself may be worthwhile as a $2 cantrip buy even without interest in Werewolf.  The main reason I gave it the +buy bonus is so that you have a spare buy to spend on a Curse to turn a spare Villager into a Werewolf.  At $2, you can't gain the Villager back from the trash to absorb more Curses.

What do you think?

40
Variants and Fan Cards / Mayor
« on: March 17, 2013, 09:42:53 pm »
Quote
Mayor
$4 Action

+2 cards

Set aside any number of Action cards from your hand.  Play the set aside cards in any order.

Although the Mayor isn't herself a Village, she is a leader who is able to organize anyone around.  If you have a couple of terminals in hand, then Mayor allows you to play them all.  If you have multiple nonterminals, then Mayor can play them all with a single action, increasing your net actions remaining.  Like Throne Room, it doesn't do much on its own.  Works best with a large handsize.


41
Goko Dominion Online / Shelters are back!
« on: March 16, 2013, 06:40:31 pm »
Well, at least in the single player match I just generated.

42
Simulation / Best Gardens Rush enabler?
« on: March 04, 2013, 09:56:12 am »
Has there been any simulation work on which card makes the best "Gardens-X" rush?  My suspicion is that Beggar is currently the best, followed by Ironworks and Workshop.  IGG is way up there too, if you count that.  Armory is probably decent, and maybe even Woodcutter.

Basically, in the spirit of Big Money-X, I'd be interested in comparisons of narrow-minded "Gardens-X" rush bots.

43
Solo Challenges / No cards.
« on: March 02, 2013, 12:58:49 pm »
End the game with no cards in your final deck, in solo.

44
Game Reports / Was my opponent just lucky? First player advantage?
« on: February 23, 2013, 04:19:38 pm »
Kingdom:  Hamlet, Black Market, Watchtower, Fortress, Nomad Camp,
Procession, Catacombs, Haggler, Goons, King's Court and Peddler

Black Market:  Young Witch, Cultist, Squire, Woodcutter, Bridge, Gardens, Quarry, Sir Martin, Worker's Village, City, Council Room,
Counting House, Festival, Margrave, Market, Fairgrounds, Hunting Grounds, Bank, Expand, Forge, Vineyard, Scrying Pool

We were playing with Colonies and Shelters.

My opponent went first, and opened Nomad Camp / Watchtower&Hamlet.  I opened Silver/Silver.  On turn 3 I got a lucky Gold, but I never even got a chance to play it :\

45
Suppose Alice is playing Dominion versus Bob.  Alice plays a Possession.  During the Possession round, which is one of Bob's turns, Bob plays two Action cards, and then buys a Border Village.  Possession kicks in, and Alice gains the Border Village instead, allowing Alice to gain a card costing less than $6 (Assume no Highway, Bridge, Princess, or Quarry was played).  Alice wants to gain a Peddler.  For Bob, it's clear that Peddler only costs $4.  But Peddler says that the cost drops during *your* buy phase.  So can Alice gain a Peddler off of a Border Village gain during Bob's buy phase?

My hunch is that Alice cannot, but I'm not entirely sure.  Moreover, Goko currently displays Peddler as being at a reduced cost to me during my opponents' buy phases, which I suspect is wrong.

Is Peddler the only card whose cost can be different for different players?

46
Puzzles and Challenges / One man's trash...
« on: February 03, 2013, 10:29:55 am »
We're playing a two player game of Dominion, and I just trashed a card.  After resolving all when-trash effects, reactions, effects triggered by reactions, etc. our respective VP totals have changed.  What is the biggest VP swing possible?

Clarification:  You do not finish resolving the card which triggered the trashing.  That is, if I Mine a Harem into an Ill-Gotten Gains, then the VP swing is 2:  I lost two points for losing the Harem, and I have not yet gained the IGG nor have you received the Curse (which would have brought it to a net one point swing in your favor)

47
Rules Questions / Remake/Fortress and the "Lose Track Rule"
« on: January 25, 2013, 10:42:12 pm »
So I've been thinking about the Lose Track Rule in response to onigame's post about implementing WhenGain effects.

Suppose I have Remake and Fortress in my hand.  I play a Remake.  I choose my Fortress to trash.  Remake moves Fortress to the trash, then Fortress moves itself back into my hand.  I gain a $5 card, say a Duchy.

Now, Remake is not done resolving yet.  I am now supposed to choose a card from my hand.  Can I choose Fortress again?  It may seem that the answer is obviously yes, since it's in my hand.  However, my Remake thinks Fortress is in the trash pile.  That is, this Fortress is not where Remake expects it to be, so can it find Fortress in my hand?

48
So I made a benign, interaction free sample deck on Goko and ran some games against the bot.  The only kingdom cards I acquired were Rats and Upgrade.  My conclusion is that the rush can possibly be pretty strong, often getting to 8 Duchies by around turn 14.  Also, it is much harder to get a good balance going than you'd think.  You need to empty the Rats and Upgrade piles before tearing through the Duchies.  This is very doable, but you need to keep up your purchases of Copper to make a large enough deck to absorb 20 Rats.  You also need to be wary of Upgrading away all of your Rats.  You need to Upgrade some into Upgrades along the way, or else you'll be tossing hands full of Rats looking for Upgrades later.  Also, don't be too afraid of feeding an Upgrade or two to your Rats is necessary.

So yeah, any thoughts?

12 turns
(I cheated a bit, upgrading a Silver into a Silk Road)

14 turns
(Here I didn't empty the Rats pile quickly enough, so I had to cannibalize a couple Duchies.  Still won though.)

17 turns
(This time I lose.  I overdid it with Rats, not getting enough Upgrades early on, and when many turns gaining 0 or 1 Upgrades.)

14 turns
(Another win for me.  The balance was a little better this time, but I still stumble a bit at the end and cannibalize a lot of Upgrades.  I'm realizing at this point that you need to get your deck up to 30 cards: 10 Upgrades and 20 Rats.  This means I should definitely be spending spare buys on Copper, and opting to Upgrade non-Coppers to keep up my card count.)

21 turns
(A loss.  This time I didn't Upgrade any Rats until the Rats pile was emptied.  Buying Silvers let me buy a few Upgrades, but it was not enough and I choked hard)

18 turns
(Another loss. I thought it was going well, but I definitely choked towards the end.  I think the spare Coppers were helpful.)

14 turns
(Another win.  Better balance, but a bit of stumbling.)

49
Variants and Fan Cards / Iron Maiden (an Iron family attack)
« on: January 16, 2013, 01:55:07 pm »
Quote
Iron Maiden
Action-Attack-Looter
$5

You may gain a card costing up to $3.

Each other player discards the top card of his deck.  If the discarded card is an...

Action card, he gains a Ruins
Treasure card, he gains a Copper
Victory card, he gains a Curse

What do you think?  The gaining is just sort of tacked on to give some bonus, and gaining is rare for attacks.  Do you think that's too strong?  I figure gaining Silver or Estates could be nice in a long slog.  As for the attack, it can dishes out both Curses and Ruins, but it less predictable, and sometimes gives out Copper instead.  Moreover, it completely whiffs when it reveals a Curse (or Hovel).  As usual in the Iron family, it interacts strongly with dual types.

Edit: added Attack type.

50
Goko Dominion Online / Why did Banker Bot buy a Curse?
« on: January 12, 2013, 06:38:04 am »
http://dominionlogs.goko.com//20130112/log.505c56d8a2e6c78ad2ed5a68.1357990224426.txt

Why did Banker Bot buy a Curse on turn 15?

It was purchased, not gained via Embargo.  Horn of Plenty cares about variety, but not Curse since you can't play it.  There was no Fairgrounds, Gardens, Ambassador, Masquerade, Harvest, Goons, or any other reason that I can imagine buying a Curse.

My hunch is that the bots are coded to buy Curse while Hoard is in play, but maybe I'm just being cynical.

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