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Topics - ipofanes

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In the following excerpts from the log you can see that Expand is referred to sometimes as "Aufbau" and sometimes as "Ausbau".

Code: [Select]
Spiel #18538983, gewertet.
bunthorne: 48.35

ipofanes: 52.8


b beginnt mit folgenden Karten: 7 Kupfer und 3 Anwesen.
i beginnt mit folgenden Karten: 7 Kupfer und 3 Anwesen.
b mischt den Nachziehstapel.
b zieht 5 Karten.
i mischt den Nachziehstapel.
i zieht 3 Kupfer und 2 Anwesen.

...

Code: [Select]
Zug 7 - ipofanes
i beginnt den Zug.
i bekommt +1 Kauf, +1 Kauf und zieht 3 Kupfer, Ratten und einen Schwarzmarkt (Taktiker).
i spielt einen Schwarzmarkt.
i deckt einen Steinbruch, einen Lagerraum und einen Brückentroll auf.
i legt einen Steinbruch, einen Lagerraum und einen Brückentroll unter den Schwarzmarkt-Stapel.
i spielt Ratten.
i zieht Ratten.
i nimmt Ratten.
i entsorgt ein Kupfer.
i spielt 5 Kupfer und ein Silber.
i kauft und nimmt einen Ausbau und einen Siedler.
i mischt den Nachziehstapel.
i zieht ein Kupfer, ein Anwesen, 2 Ratten und einen Siedler.


...
Code: [Select]
Zug 14 - bunthorne
b spielt eine Verlorene Stadt.
b mischt den Nachziehstapel.
b zieht 2 Karten.
b spielt eine Werft.
b zieht 2 Karten.
b spielt einen Schwarzmarkt.
b deckt einen Festplatz, einen Aufbau und ein Falschgeld auf.
b spielt 2 Kupfer und ein Silber.
b nimmt einen Aufbau.
b legt einen Festplatz und ein Falschgeld unter den Schwarzmarkt-Stapel.
b kauft und nimmt ein Silber.
b zieht 5 Karten.

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Dominion Online at Shuffle iT / eight Coppers?
« on: June 10, 2018, 02:40:01 am »
Somebody please look at game #15084154, especially my turns 1 and 5 where I trash a total of four Coppers in two Bonfires, and draw another four at the end of turn 5, without me gaining a copper in the meantime.

Am I missing something or is tjis a bug?

4
Non-Mafia Game Threads / Codenames V -- team play
« on: November 03, 2015, 01:47:25 am »
EDIT:

New team allocations:

Blue team: ipofanes, Kuildeous, egorK

Red Team: rspeer, gkrieg13, ashersky

current words:

CONCERT   BILL   EMBASSY   JUPITER   PIPE
EYE   TEACHER   TRUNK   WORM   BUGLE
HAM   RABBIT   SATURN   EARTH   AGENT
RULER   WAVE    SNOWMAN   TORCH   FRANCE
CYCLE   DEGREE   FORCE   LONDON   COMPOUND


Red goes first


Welcome to the 6P Codenames version. Table talk between players is allowed and encouraged in this forum, dear agents: please put talk between spoiler tags and dear spymaster: please don't click on them.

Once one member of the agent team commits to guessing, she enters the word in bold and unspoilered. Either spymaster can verify the guess.

I have randomised (except for my position as spymaster) the players into the following arrangement:

Red Team:

  • ehunt
  • egork
  • ipofanes (Spymaster)

Blue Team:

  • Kuildeous
  • ashersky
  • gkrieg13 (Spymaster)


Blue goes first
FINGERBELLBOMBBUFFALOBOOM
DIAMONDROULETTEPICKTRIANGLEKING
COMPOUNDIRONBRAZILBARKDAY
STRINGCAPLOCKCRASHHAND
POINTHORNWELLDANCEBOW

gkrieg will be unblinded in a minute.

5
Innovation Game Reports / Hands were passed
« on: July 21, 2015, 09:54:36 am »
http://innovation.isotropic.org/gamelog/201507/21/game-20150721-064939-14776e14.html

I managed to tech up fast with Alhazen sitting on an Expanded blue stack, then my Parachute and his Machinery caused us to swap a quite large hand to and fro. I defnitely missed something which might have won me the game but I haven't figured it out yet. Sharing Satellites was not my brightest idea obviously.


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Innovation General Discussion / Signing in with Google is deprecated
« on: April 23, 2015, 10:38:39 am »
For some reason Google choose to "update" their authentication process using GoogleID. Log in as a registered user therefore is not possible anymore for non-Yahoo users.

Is there a chance that the process be adapted for isotropic?

7
Innovation Rules Questions / Scoring and Saladin
« on: October 29, 2014, 05:52:01 am »
My opponent invoked Coal with Colonialism directly underneath, then Saladin.

He decided to score Coal and Colonialism, but Saladin's karma kicked in upon scoring the second, making him meld the card instead. We both were baffled by this interpretation of the rules, as I would treat "score", like "draw" and "meld" (and unlike "draw and meld"), atomic. What's your take on this?

8
Game Reports / From a FTF game with my daughter
« on: October 09, 2014, 08:36:52 am »
Code: [Select]
Poor House, Hamlet, Shanty Town, Trade Route, Gardens, Navigator, Island, Mint, Venture, Nobles, Platinum, Colony
We both opened 5/2 and for some reason my daughter was shy to open Mint so she picked Navigator. I opened Mint/Hamlet.

In the course of the game I tried to empty Hamlet, Nobles, and Poor House but turned out to have threepiled on Venture instead of Poor House. I bought no other trasher after the initial Mint purchase. Bought two Platinum and three Colonies during the game but later in the game chose Nobles over Platinum. Game ended 45:31 in my favour.

What would you have opened on 5/2? on 4/3?

Also, how do I make the card art display?

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Other Games / "Bare-bones" games sporting a single mechanic
« on: September 16, 2014, 04:32:28 am »
Dominion was the first deck-building game, and for all of expansions remains to revolve around this mechanics, unlike A Few Acres of Snow or Rococo, which use the mechanics among others.

How about making a list of mechanics and the game that use this mechanics only or as their central theme.

Here's a first shot at it an aggregation of our suggestions mechanics and titles (selected at my whim):

Winning and losing -- Coin toss
Memory -- Memory
Supply and demand -- Executive Decision
Bidding -- Kuhhandel
Area control -- Forum Romanum
Set collection -- Quartett/The Game of Authors/Happy Family
Concurrent moves -- Rock-Paper-Scissors
Bluffing -- Liar's Dice
Roll and move -- Chutes and Ladders
Rock, paper, scissors -- Rock-Paper-Scissors
Press-your-luck -- Pass the Pigs
Trick-taking -- Hearts
Politics -- Mafia
Simultaneously passing single cards around the circle of players -- My Ship Sails
Drafting -- ??


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Innovation Game Reports / Ptolemy: "now what happens if I push this button"
« on: September 04, 2014, 08:28:03 am »
http://innovation.isotropic.org/gamelog/201409/04/game-20140904-051731-4ab28e8f.html

Thanks to Printing Press I managed to age up fast, and thanks to various other cards I managed to get an overall icon lead. Meanwhile, my opponent was leading by one point.

He then teched me up from Modern to Postmodern by sharing Thermometer, maybe hoping I would re-draw yellow. It panned out for him, but probably not the way he had planned.

I drew and melt Computers, which was invokable by him thanks to Ptolemy, who certainly was wondering what dogma this may be. Obviously, Computers was shared with me, and I got Globalization, whose victory condition kicked in for him.

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Innovation General Discussion / No Place Like Home rule change
« on: July 11, 2014, 05:34:02 am »
As of the most recent rule version, you don't draw a city if you have one in hand.

I think the game changed for the better by the rule. It poses new challenges as to how to get rid of your cards, and removes some mechanics that make some games explode, like gaining multiple cities over splaying a stack to and fro during the execution of an echo stack.

Also, the publisher has announced that the physical version will eventually be released, but they are feeling this expansion is not quite there yet. I agree with this impression, but the rule change was s step in the reight direction.

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Innovation General Discussion / Resolution of Karma effects: timing
« on: May 06, 2014, 04:37:53 am »
I had Kepler as a top and invoked Electricity with the Umbrella echo underneath.

As I wanted to end this game by score with help of Kepler and some green hand cards (making me draw a card > [10]), I overmelded Kepler with Mathematics so Electricity does not zap Kepler before the second effect is resolved.

To my surprise, I won, but during sharing the effect (did I mention I had to share?).

So this happened:

  • Opponent melds using Umbrella's echo
  • I meld Mathematics using Umbrella's echo
  • Opponent discards all top cards without factory
  • Kepler jumps in from underneath Mathematics, tells Electricity to look at my hand, see the green cards and draw an [11]
  • Opponent tries to draw a card above [10], I win by score

How I planned this to happen:

  • Opponent melds using Umbrella's echo
  • I meld Mathematics using Umbrella's echo
  • Opponent discards all top cards without factory
  • Kepler is happily drowned in Maths, bisecting cones and not paying attention
  • Opponent draws [8] cards for all the discarded cards
  • I discard all the top cards, including Mathematics
  • Kepler jumps up, bedazzled, tells Electricity to look at my hand, see the green cards and draw an [11]
  • I try to draw a card above [10], I win by score

I may have taken into account that Kepler would not interfere into an effect while it is in the process of resolving (letting me draw [8] cards and not win by score) but I was surprised that Kepler influences the Dogma effect before the Echo effect underneath resolves. I'd never have played it like this with actual cards.


13
Innovation Game Reports / Bug? Melding Tokyo crashed game
« on: February 21, 2014, 02:32:47 pm »
Here's the log:
http://innovation.isotropic.org/gamelog/201402/21/game-20140221-113012-73e4fe54.html

System says Glory is not in list but as can be seen above it handed Glory to me before it died.

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Innovation Articles / How to get rid of your hand cards
« on: December 01, 2013, 01:24:54 pm »
Here's my stab at one aspect of Innovation tactics. Please comment, give hints on what I have overlooked, point to instructive games etc. Thanks.

Why would you want to get rid of cards in hand?

In your hand, cards are a vulnerable asset, compared with your board or your scorepile, let alone your forecast. Before Age 7, no card attacks your scorepile like Construction attacks your hand. And Machinery lays your hand to waste in a way you wish it was Skyscrapers.

There are other reasons to get rid of your cards. For instance, you want to get the maximum effect out of Chintz, for a change, or you want to qualify for Calendar.

But most often you want to achieve Echo eligibility (EE), that is, get rid of blue cards in your hands but still keep your brown ones. Industrialization is the overpowered beast especially if it
draws and tucks you a string of Echoes, accumulating bonus points, building massive Echo stacks, achieving Monument, Wealth, Heritage and whatnot in the process. Industrialization is "self-cleansing" in a way it removes the sought-after Echoes from your hand the instance it draws them.

Many cards like (at least some) Echoes in your hand and empower you if they have a bonus. Unless Industrialization, Chaturanga or Watermill leave you with residue in your hand which removes your EE. Bonus points, therefore, if you regain EE en passant, without
requiring an extra action. After all, you want to get back into Watermill mode as soon as possible.

How do you remove certain cards?

Once you play with No Place, endorse-tucking is an option which is viable more often than not. This is one reason Echoes and Cities are a fierce combo: You can bring lots of Echoes in play and execute them twice, along with their whole stack lurking underneath. Another option
is Bell, which is one reason so many players go after it: Unless your hand is empty, a top Pagoda will always draw you an Echo if Bell is underneath as you may trigger Bell's cleansing effect.

But which cards allow you to rearrange your hands, especially in early ages, in which icon control and splaying has become more important than in base? I have assembled all Base and Echo cards which remove, tuck, meld or score to get cards out of your hands. I have singled out
the ones that allow you to target any card in your hand and leave your hand in EE while leave your board largely untouched. Other cards let you draw extra cards, so you may hold (another) echo in hand at the end of your move, or involve melding which may leave you with sup-par
dogmas on top of your favourite Echo stack. Other cards work on only part of the cards in your hand, some being so selective (Masonry) that hardly anyone would include them in their game plan at all.

Good riddance:
  • Agriculture, Code of Laws, Soap, Bell, Ice Skates, Umbrella
  • Currency
  • nothing really
  • Perspective, Reformation, Pencil, Telescope Echo effect

Involves melding or drawing:
  • Sailing, Tools, Pottery, Domestication, Clothing, Masonry
  • Mathematics, Road Building, Canal Building
  • Sandpaper

Conditional, unreliable:
  • Masonry, Bangle
  • Pagoda, Glassblowing, Watermill, Canal Building
  • Sunglasses

As can be seen, Age 1 is hand manipulation nirvana. No wonder so many players self-indulge in Age 1 without a clear plan to tech up: Stone Agers have fun! Age 3 is very poor for hand manipulation, before Age 4 offers some reasonable ways of getting rid of your hand cards.

Few echo stacks actually allow you to mix card removal and lucrative drawing in early ages. Again, endorse-tucking with No Place accelerates this process.

Disturbing Echoes

Obviously, some echo effects can get in the way of effective Echo drawing. Did anyone say Almanac is overpowered? Not if there is a pesky Ruler underneath, which makes sure you draw another scoreless card into your forecast. Industrialization spree? What's that candles
echo doing down there?

Conclusion

Hand control is crucial with Echoes, and some Echo stacks help you better with it than others.

15
http://innovation.isotropic.org/gamelog/201311/27/game-20131127-085952-229a42b8.html

Figured opponent could not share for drawing a card above 10 would make him lose.

Due to a Zhang Heng echo effect, which made my opponent zip past me in score by 2 points (while nuking my Chr. Pelham and his score bonus), he could afford to give a [1], attempt to draw a [12] and still be ahead. I always stayed clear of blue due to Zhang Heng, but greed got the better of me at the end.



16
http://innovation.isotropic.org/gamelog/201309/27/game-20130927-051541-9316c70d.html

I was not even sure what Rock does, but I don't think I could have prevented it if I had known.



17
Innovation Game Reports / Archimedes + Clock
« on: July 31, 2013, 10:24:29 am »
http://innovation.isotropic.org/gamelog/201307/31/game-20130731-071244-b3488044.html

Last move: Opponent makes a Clock demand of me, triggers an echo effect first to score a card from hand and just zip past me in score. Then, Archimedes steps in: http://www.quickmeme.com/meme/3vcpjf/

(btw, how do I embed quickmeme images?)

18
Innovation General Discussion / Innovation log prettyfier?
« on: June 27, 2013, 04:13:31 am »
To appreciate the tactical moves and details of an Innovation match it is crucial that the current stuation is revealed to the kibitzer. Personally though, I can rather reconstruct a chess match by looking at the score than an Innovation match. (Although it is easier to get the gist of an Innovation game by looking at the score than a chess game.)

Is anyone qualified and willing enough to work on a log prettifier the way we have in Dominion? I think the algorithmic reconstruction is easy thanks to the clear rules of the game, but the real chore is sufficient visualisation of the board. I have a hard time even playing unless I am sitting in front of a large screen.

19
Innovation Game Reports / Win by score in 8 turns
« on: June 21, 2013, 12:01:27 am »

20
Innovation General Discussion / Thematic cards
« on: April 03, 2013, 04:34:40 am »
The cards spur our fantasy as to how the mechanic is related to the card's title. Gunpowder harks the end of fortifications as we knew them. But why does the fridge perish everyone else's stored food, and why is the stored food in hands once (refrigeration) and at other times in influence (canning)?

What's your favourite "why would a Smithy draw three cards" card metaphors?

21
Forum Games / Polysleuth I "Koh-I-Noor": Signups open
« on: December 09, 2012, 12:21:32 pm »
I would like to host a play-by-mail classic where players move concurrently, i.e. I receive your moves as private messages and post the results publicly. The game can be reasonably played with up to seven players but I would like to start as soon as I see five or more have joined.

Expect a lot of Sudoku-style deduction but with competition for information gathering. A risky guess may be worth it if, even if it's wrong, it leads to several correct guesses.

Here's the rules http://derwisch.wikidot.com/blog:polysleuth. If anything is not clear (as a non-native speaker I may have formulated the rules in a way that they would be clearer in a re-phrased form), contact me. Sorry I don't know how to convert HTML to the markup required here.

EDIT: Rules have moved.

Players:

1. Qvist
2. Inning
3. theorel
4. ?
5. ?
6. (optional)
7. (optional)

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Game Reports / In which I got seven-piled
« on: October 16, 2012, 12:02:03 pm »
http://dominion.isotropic.org/gamelog/201210/16/game-20121016-085822-5bf04765.html

And here I thought my Ill-Gotten Gains could toss a wrench in his gears.

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