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26
Dominion General Discussion / Re: Mega Kingdom Strategy
« on: January 04, 2014, 10:58:44 am »
Not only 1 card available, all 10? Then, probably Chapel down, building a big Goons turn (or KC-bridge?) and possibly Quarry for a quick Goons?

also, beware of the pin...

EDIT:  Yes, Ambassador over Chapel, of course

27
Game Reports / Best opening for a Herald engine
« on: January 04, 2014, 09:47:13 am »

Just played this game:http://dom.retrobox.eu/?/20140104/log.505d72d7a2e6fa3316de089e.1388846389429.txt

Just got destroyed by a really nice herald engine, my opponent played the engine very well. The thing is, he probably just took the better opening right?

How does the power-opening Village/Herald do against Feast/Silver? :)

Really, I couldn't believe that my opponent made me gain 8 of the curses, playing a witch from t4 to t12 (with one break). I  had to play lucky and tried to rush the Duchies (which almost worked, 1 VP short of a tie at the end), but as said, he played the endgame quite well, imho.

28
Game Reports / Re: scheme+scavenger
« on: January 03, 2014, 05:42:48 pm »
I am surprised neither of you choose either Vault or Catacombs for a terminal!

By the way, how does Vault-money compare to Catacombs-money?

Without a simulator verifying, I'd say Vault should be superiour in general, but if your opponent opens Cutpurse here, Catacombs is another strong possibility.
And Scavenger itself isn't bad at BM at all (especially in Colony games)

29
Dominion General Discussion / Re: Dominion song parodies
« on: December 30, 2013, 02:19:43 am »
I can't figure out what Christmas song this is...

Love is in the air

30
Game Reports / Re: Dark Ages + Alchemy recommended set
« on: December 25, 2013, 06:31:36 am »
Probably opening Armory/Market Square, so the Apprentice/MS player has only few MS to get his Golds. If this works it should be easy to win with the vineyard route, since 10 ruins, about 10 rats and 5 MS are already 8 point Vineyards, and Potion can be gained and topdecked by Armory for fast points.

31
Dominion General Discussion / Re: Dominion song parodies
« on: December 24, 2013, 09:28:57 am »
Suitable to Christmas...


Province in the hand everywhere I look around
Province in the hand every turn and every round
and I don't know if I'm being lucky
don't know if I'm being skilled
but it's something that I must be hoping
and it's not there after taking my prize


Province in the hand, Province in the hand oh oh oh

...
Merry X-Mas to everyone!

32
Dominion General Discussion / Re: Anagrams
« on: December 21, 2013, 08:53:37 am »
achmed_sender: Mercedes'_hand

33
Game Reports / Silk Road Slog with thousands of options
« on: December 19, 2013, 02:45:47 pm »
I just played this game: http://dom.retrobox.eu/?/20131219/log.505d72d7a2e6fa3316de089e.1387481954107.txt

For me it was obvious that it was Silk Road-Gardens, but what approach is the best? With Baron, Cache, Hoard, Smugglers and Hermit there are tons of options, I am quite curious how you guys would have played here. Was my Province buy instead of the second to last Silk Road wrong? Is Hoard a must-buy?

Code: [Select]
Hermit, Smugglers, Baron, Farming Village, Gardens, Silk Road, Cache, Council Room, Festival, Hoard

34
Dominion General Discussion / Re: Luck-based Cards
« on: December 08, 2013, 04:34:45 pm »
Pretty much every card is luck-based. Terminal draw relies on drawing it along with Villages, for example.

That said, you're list is missing the most frustratingly random card in the game: Minion.

Minion is not random at all. It follows a strict set of rules:

1. If you play them, and do not choose discard/draw, opponent had an awesome hand.
2. If you play them, and choose discard/draw, your opponent discards his crappy EEECC hand for a much better one.
3. If you have a crappy hand, and opponents plays Minions, he'll never choose discard/draw.
4. If you have a god hand, and opponents plays Minions, he will certanly choose discard/draw.

That is all.
5. You play it, not only does your opponent draw a great hand, but you draw CEEE.

Your respect matches your number of posts.

Not anymore :)
(e, post something silly and it matchs again :) )

35
Quite some time ago I thought Harvest is really underrated and you should use it so much more than now, but I'm convinced now that Harvest IS quite a mediocre to bad card, but still it's rarely damaging bad. The thing is, other cards like Saboteur have boards where they shine, whereas Harvest does this not (or veery rarely) . The problem of Harvest is that is in most cases it's like Gold, sometimes better and often weaker, but Gold is always available and therefor competes with Harvest. It's like a rule that says if Thief is in play, add Noble Brigand to the Kingdom. Thief might be bought on some board, but if Brigand is always there, too, Thief becomes even less bought. So, if there wouldn't be a Gold pile every game, Harvest would be a much better card.

There are two problems with cards that are quite bad. Firstly, you desperately want to find a use for them in every game they appear (this is often true for me) and you will ergo lose a lot of time or at least notice that this card didn't do much for your win. But even worse is the second thing: You won't care about this card after playing it a few times and losing with it. You won't try out if this card is good enough in various situations because it's an uncalculated risk. You just don't know the strenghts of it.

Getting back to Harvest, here's a game where I'm convinced that Harvest was a way better choice than Gold, because there are cards that care about actions: Throne Room and Herald, so the coin maximum of 1 Harvest increases significantly, comparing to Gold, and it isn't a stop card anymore.
Another good example where you want to prefer Harvest to Gold are Minstrel engines, maybe also Draw-to-X strategies.

36
I think it's some kind of second tiebreaker. Then it's a coinflip.

This is tense!

It should be Germany, because they won the direct match, shouldn't it?

37
If Rabid wins 4-2, Sweden and Germany won exactly the same number of games (Hope I did't miscount). What would happen in this scenario? (Nothing found in rules)

38
Game Reports / Re: slog fairgrounds+IGG vs minion stack
« on: November 27, 2013, 11:26:02 am »
I always thought it was common knowledge that Minion decks lose badly against any kind of cursers (or other junkers).

Minion is at least a Silver (edge-cases excluded) with possible filtering/attacking. It's probably not that good as a whole strategy without other things around to support it , but money and filtering are quite nice in cursing games. Of course, there's quite some better $5 a lot of times (like the curser itself).

39
Tournaments and Events / Re: Dominion Team World Cup Rules
« on: November 06, 2013, 03:49:52 pm »
I am a US citizen but live in Switzerland.  Can I compete for Switzerland?

I doubt there are some more Swiss people here around. (I'm one of them :), but unfortunately another tournament aside from the German one is a bit too much for me)

40
Reserved for results

Just noticed that the actual results aren't shown yet. Do you still have the results somewhere, Last Footnote?
But the results of the poll are shown in the thread when you log in. Recycle won by about 2:1.

Right, but I would be interested in how my card did.
(@LF: I don't want you to hurry, it just seemed like you forgot to post the whole results after doing the poll, which I fully understand)

41
Goko Dominion Online / Re: Is giving advice so mean?
« on: October 30, 2013, 04:15:31 pm »
No, giving advice is not mean, but I think that it's generally a good idea to spend coin tokens very fast, unless you are saving them in order to delay your greening.

I was just quite sure that he could optimize his "bad draws" by money smoothing. Spending a coin to reach $3 for an oasis, but miss familiar next turn seems quite inconsequentual. Of course luck was involved, but his reaction was really not what I expected. The point was really the not the misplay, but the reaction of my advice-providing.

42
Goko Dominion Online / Is giving advice so mean?
« on: October 30, 2013, 02:19:35 pm »
I just played a game against a decent skilled player. I saw that he spent his coin tokens very fast and did rarely keep some for several turns. So I thought I say him he should probably save them a bit more than he actually did. He became really angry and insulted me a douche and a**h*** by selling myself for a better player than him and now giving dumb advice instead of being okay with my lucky draws and keeping calm. Maybe it was rude from me by saying what he should do better, but blaming luck (especially it was not at all a lucky game, from my perspective) and not accepting advice seems rude for sure. We discussed a bit and then he began with slow-rolling, and eventually I quited.

I just find this strange. I learned a lot from other peoples advice, as in Dominion as elsewhere. Sure, it's a bit depressing if you had unlucky draws, but even then you can learn optimising the situation.

What do you guys think about getting advice during a game? What would change if it's a quite luck-based game?

43
Reserved for results

Just noticed that the actual results aren't shown yet. Do you still have the results somewhere, Last Footnote?

44
Variants and Fan Cards / Re: Really bad card ideas
« on: October 29, 2013, 11:39:44 am »
Analysis Paralysis Ftw - Action $2

+1 card
+1 action

Gain another copy of Analysis Paralysis Ftw.
You may look through any pile in the game, including all players deck and discard pile and all the supply and not-in-the-supply piles. If any player is annoyed by that, you win the game.

45
Dominion General Discussion / Re: Edge-cases
« on: October 19, 2013, 03:43:47 am »
If you have more than 5 alchemists: You want that the knights hit a specific card (cards that became bad like Moneylender/Sea Hag or cards like Sir Vander, Fortress or Rats)
Less than 5 alchemists: No reason (except for the discarding attack of  me Sir Micheal, if you have more than 3 alchemists)

46
Dominion General Discussion / Re: Edge-cases
« on: October 18, 2013, 10:36:13 am »
defense against knights.
Knights can't trash Alchemists.

Exactly. So they're a better defense against Knights if they're not in your hand.
Oh. I was thinking you had more than 5.

It's still not the right play to let the opponent hit your alchemists in about half of the situations. If you let your opponent hit alchemist by not topdecking it (or topdecking it if you have more than 5), the knight will probably hit alchemist/power card where he could have hit power card/silver or something. Alchemists are good against knights because they can't be trashed by them, but this doesn't always mean you want to make your opponent's knights hit these.

47
Game Reports / Re: Is Rats-Bishop a Thing?
« on: October 13, 2013, 07:46:48 am »
My first instinct on this board would be HP-Stables with two Hagglers and try and line them up with the Necropolis, I don't think the points from Bishop would be enough to be worth it. Bishop will help your opponent trash their shelters which is a big deal for HP, and urchin probably hurts Bishop too.
Hunting party and Stables together ? I don't get the idea.
I thought Hunting party was optimal with only one other kingdom card.

HP quite sucks at the beginning of the game when it's a shelters board, so getting stables first seems a good idea. You will have lots of different cards in hand when beginning with your HP stack.

48
Game Reports / Re: My mind is kinda blown after this game
« on: October 11, 2013, 12:56:22 pm »
i would be very surprised many village openings with high +skill among council room's best openings.

I already opened Minstrel, Hamlet, Plaza or Shanty Town, NV at 5/2, which all does't provide coins
Probably villages you should never open with: Vanillage, Workers Village (maybe in a heavy Peddler game or something), TR/Procession, Herald, Walled Village

49
Dominion General Discussion / Re: Greatest Dominion moments 2013
« on: October 11, 2013, 09:29:28 am »
Possession definitely feels like an attack when your opponent the player to your right plays one.

As for this "you aren't hurting them" business, you can easily hurt them by effectively skipping their key cards, setting up a bad shuffle, etc.  It's just that you can't do that every single time and it hurts some decks more than others.

You can hurt them on individual hands that way, but you can also help them by skipping a crap hand.  You don't hurt them on average, which is why it isn't an attack.  People just tend to remember the bad more than the good due to one of those psychological phenomena -- negativity bias, I think?
I think maybe on averange, you hurt them. Of course you get averange hands, but you can do something with that hands, what he wouldn't do and don't wants you to do. Examples: Taking all good cards from Native Village-mat, passings good cards with Masquerade or Ambassador, using all coin tokens, put back bad cards with Courtyard, Count or Mandarin. This are nice things you can do with special cards, but as already said, you can also hurt him by triggering the reshuffle at a bad moment and so on.
But in order to trigger the reshuffle at a bad moment, you still need special cards (such as Smithy). Against BMU, Possession helps the opponent on average (because cycling is good until the end game).

But I think, the main purpose of Possession is to play it in engines, so you can play it often enough. And in engines, triggering a reshuffle can cause 1 or 2 almost dead turns for your opponent.
But you still need the special cards to trigger the reshuffle.

Yes, but more than 80% of the boards the is one card that can do that (it just need a +1 card), and I can't imagine an engine without cards that can trigger reshuffles  :)

50
Dominion General Discussion / Re: Greatest Dominion moments 2013
« on: October 11, 2013, 08:35:20 am »
Possession definitely feels like an attack when your opponent the player to your right plays one.

As for this "you aren't hurting them" business, you can easily hurt them by effectively skipping their key cards, setting up a bad shuffle, etc.  It's just that you can't do that every single time and it hurts some decks more than others.

You can hurt them on individual hands that way, but you can also help them by skipping a crap hand.  You don't hurt them on average, which is why it isn't an attack.  People just tend to remember the bad more than the good due to one of those psychological phenomena -- negativity bias, I think?
I think maybe on averange, you hurt them. Of course you get averange hands, but you can do something with that hands, what he wouldn't do and don't wants you to do. Examples: Taking all good cards from Native Village-mat, passings good cards with Masquerade or Ambassador, using all coin tokens, put back bad cards with Courtyard, Count or Mandarin. This are nice things you can do with special cards, but as already said, you can also hurt him by triggering the reshuffle at a bad moment and so on.
But in order to trigger the reshuffle at a bad moment, you still need special cards (such as Smithy). Against BMU, Possession helps the opponent on average (because cycling is good until the end game).

But I think, the main purpose of Possession is to play it in engines, so you can play it often enough. And in engines, triggering a reshuffle can cause 1 or 2 almost dead turns for your opponent.

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