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Messages - liopoil

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9651
Puzzles and Challenges / Re: 3 card magic
« on: December 31, 2012, 04:45:35 pm »
Yes I know, I was thinking hamlet; which lets you discard.

9652
Puzzles and Challenges / Re: 3 card magic
« on: December 31, 2012, 02:27:04 pm »
by using hermit instead of village you greatly increase your chances of getting a province hand. You can discard up to two coppers with hermit. You still need to draw your poor houses together though.

Hermit, not Hamlet.
whoops XD

9653
Puzzles and Challenges / Re: 3 card magic
« on: December 31, 2012, 02:20:46 pm »
by using hermit instead of village you greatly increase your chances of getting a province hand. You can discard up to two coppers with hermit. You still need to draw your poor houses together though.

9654
Puzzles and Challenges / Re: 3 card magic
« on: December 31, 2012, 02:17:42 pm »
even with moneylender poor house poor house you can only play one action a turn...

without perfect shuffle luck you can still buy village poor house poor house and just skip your turn when you draw copper, you'll get lucky 8 times eventually...

EDIT: I see, you can use necropolis to play both poor houses. However;

once you have trashed your coppers your deck is;

necropolis, moneylender, overgrown estate, hovel, poor house, poor house. six cards. One of your three key cards could be the sixth one out, so there is till only a 50-50 chance of getting a province. you could also theoretically never draw moneylender with coppers. Also by buying provinces you further decrease your chance of hitting necropolis poor house poor house.

9655
Puzzles and Challenges / Re: Most money possible with no cards in play
« on: December 31, 2012, 11:13:46 am »
This was my original solution.  I will update with horn of plenty tricks and other things later today.

The kingdom: bank, mint, philosopher's stone, death cart, hermit, (madman) counterfeit, cache, contraband, black market, fool's gold, mining village, platinum, colony, potion, ruins, spoils.

Black Market deck: Young Witch, Tournament, embargo, bandit camp, feast, ambassador, harem, loan, talisman, quarry, royal seal, venture, hoard, ill-gotten gains, stash

Deck; All cards in supply except one from each supply pile. All cards in BM deck. All spoils. All prizes. All banks and counterfeits. 7 madmen, 2 hermits. All cards that will not be used are in discard pile (actions that don't trash themselves, victory cards and curses)

Play these cards in this order; (M=madman, DC= Death Cart, MV=Mining Village); M DC M DC M DC M DC M DC MV DC M DC MV DC MV DC M.

This brings us to 254 cards in hand, exactly enough to draw only the cards we need. Death cart was used to lower hand size to make the madmen draw exactly how much we want. Mining village was for extra actions to play death carts with. Of course, the death carts and mining villages were trashed, and the madmen returned to the supply.

Next we play another mining village, then embargo, then feast, gaining the last cache and with it the last copper. Then we play the rest of our mining villages, reshuffling and getting obscenely lucky and drawing the cache and copper. (when I said we need 254 cards, this was accounting for the draw of mining village, and the two cards from feast. And one from venture.)

Now we play all the treasure except bank and counterfeit. there are 77 cards still in our deck, so P-stones are worth 15 each. Diadem should be worth 5. We also play all the potions. This gives us 636 money. Then we play all the counterfeits on each other, then on the banks. The first two banks are worth 212 per play; 424 when counterfeited.. The third bank is worth 211- 422. Then 420, and so on. The banks add up to 4168. The counterfeits are worth 19 total. Finally we subtract 3 by buying a mint (we played a quarry). 636+4168+19-3=4820 money in all.

9656
Puzzles and Challenges / Re: Most money possible with no cards in play
« on: December 30, 2012, 09:45:15 pm »
Thanks for the ideas guys, I'll totally re-work my strategy tomorrow. This puzzle is quite a bit more complicated than I thought.

9657
Puzzles and Challenges / Re: Most money possible with no cards in play
« on: December 30, 2012, 09:43:07 pm »
rabid is right too. But you can make it so the madmen only draw what you want them to. Play six, which would draw a bit over three hundred. Play death cart and in between them to lower your hand size. (mining village too where necessary for more actions)

9658
Puzzles and Challenges / Re: Most money possible with no cards in play
« on: December 30, 2012, 09:40:56 pm »

Yes, Pstone! Not only does it add potions, which add to bank, but you can make them worth 15 by having all the green cards, mints, black markets, non-treasure cards in BMdeck, curses, and ruins. you can avoid drawing them by playing not all the madmen, and fine-tuning that by playing terminal actions (death cart) in between them.

Jimmm is right. You would draw the treasures but would be able to play them. however I think you could;

play all the silvers, banks, coppers, and pstones. play horn of plenty, gaining mandarin, top decking those. Then play four different treasures, then play the rest of the horn of plenty's, gaining cultists, trashing them and drawing the banks and pstones. You can get some more of those treasures with venture. That should increase your money by quite a bit...

9659
Puzzles and Challenges / Re: Most money possible with no cards in play
« on: December 30, 2012, 08:49:08 pm »
In my solution I put mining village and death cart in the kingdom. I am thinking this is a mistake because if I use a treasure that gets less money I will get money from my banks. Death cart also makes me put ambassador in the BM to replenish the ruins pile

9660
Puzzles and Challenges / Re: Most money possible with no cards in play
« on: December 30, 2012, 08:44:20 pm »
But, you can get extra trasures in by:
a) Putting Hermit in Black Market, and Also put Graverrobber in BM. Than you can gain all madmen easily. Than, move ill gotten gains to kigdom (it is actually worth 4, due to banks!)
b) put any looter in BM, for spoils
c) put YW in BM, and make Fool's gold it's bane. Now you can move Royal Seal to kingdom

Madman can draw thousands of cards if played consecutively
a)Good idea! However, ill-gotten gains is not the card to move in. You will already have all the copper in your hand!
b)Well, not a looter, a spoils-giving card (looter is for ruins I think). Bandit camp is in the BM in both of our solutions.
c)Already done in my solution.

There is still one treasure card nobody has mentioned yet; and it adds quite a bit of money....

9661
Puzzles and Challenges / Re: Most money possible with no cards in play
« on: December 30, 2012, 08:16:01 pm »
I finally calculated my strategy all out. It's pretty much the same as sudgy's, just with a few extra cards. It is more than his, but not much more. I think it could still be slightly improved upon. If you are all ready for me to post it I will.

9662
Puzzles and Challenges / Re: Most money possible with no cards in play
« on: December 30, 2012, 06:47:55 pm »
Wow, that is very close to the kingdom I got. You're forgetting one key treasure card though I think... with which you can do some other things with which make a few other things which you can put in the black market deck to squeeze out a few extra coins. I also only have three expansions (base, dark ages, and prosperity) but luckily most of the cards in this puzzle are from those expansions.

 I don't think pillage works. spoils start the turn empty (they don't count as a supply pile) so playing pillage during the action phase doesn't do anything, and once you've played your spoils you can't play pillage.

9664
Puzzles and Challenges / Most money possible with no cards in play
« on: December 30, 2012, 02:23:32 pm »
In a solitaire game, what is the most money you can have in one turn at some point during your buy phase, without having any cards in play. You can choose the kingdom, and assume perfect shuffle luck. The BM deck can have as many cards in it as you like, but they all must be there to serve a purpose (putting more cards in supply, playing in big turn, for use in previous turns to make deck state possible.) NOT to make Pstone worth more.  No possession, though I'm not sure how you would use it. At the beginning of your turn you choose what your deck state is, as long as it is legal based on the kingdom. Dark ages cards are allowed.

I have a specific Kingdom in mind which I think is nearly optimal a good baseline. It is posted in spoilers near the bottom of page one.

Feel free to post your answers on this thread, but use spoiler tags please. Challenge has no fixed end date.

Hint to get started; Mint/Mandarin and Madman...

9665
Non-Mafia Game Threads / Re: Puerto Rico I (signups, 0/5)
« on: December 30, 2012, 11:37:46 am »
yes, we're just waiting for bozzball.

9666
Non-Mafia Game Threads / Re: Puerto Rico I (signups, 0/5)
« on: December 29, 2012, 06:55:01 pm »
It only has one ship, but in general that should be enough.  There are five different goods, and 3 ships. You have very good odds of being able to load on one of them, because there will often be open ships, which you can claim if you are the captain or maybe the person after. I've only ever played 3 or 4 player, so I suppose getting space on ships is harder with 5. Anyway in my experience a wharf is usually enough; you can afford to lose a few goods. There will almost always be another craftsman before the next captain. Even without warehouses you can still keep one good, so you don't need to worry about trader. It only helps you have more goods to load next time, which is only helpful if there is lots of space on them. Warehouses are still useful if you have a wharf, but generally much less so, so you would be better of buying something else instead of it.

9667
Forum Games / Re: Diplomacy 2: Fool Me Twice
« on: December 29, 2012, 05:51:02 pm »
So when did we decide to start this?

9668
Non-Mafia Game Threads / Re: Puerto Rico I (signups, 0/5)
« on: December 29, 2012, 05:30:50 pm »
That's what I mean. If you have a wharf than why would you need warehouses?

Yes but it's not like you're never going to be able to scrounge up 6 doubloons...

9669
Non-Mafia Game Threads / Re: Puerto Rico I (signups, 0/5)
« on: December 29, 2012, 04:55:23 pm »
 So just take all the coffee too while you at it!

surely you don't need warehouses AND a wharf; after all, if you have a wharf you really ought to be shipping all/most of your goods...

9670
Non-Mafia Game Threads / Re: Puerto Rico I (signups, 0/5)
« on: December 26, 2012, 09:07:20 pm »
Now bozzball needs to come and start it!

9671
Non-Mafia Game Threads / Re: Puerto Rico I (signups, 0/5)
« on: December 21, 2012, 03:14:54 pm »
[I don't know how you played with 2 players, since IIRC it only plays 3 to 5.

I've found the best way to make 2player work is to have each player play two boards, as a four player game. Adds some interesting strategy to the game. You could play with the lower score being the only one that counts, or the average of the two.

9672
Non-Mafia Game Threads / Re: Puerto Rico I (signups, 0/5)
« on: December 21, 2012, 01:49:33 pm »
so we're back to four....

9673
Non-Mafia Game Threads / Re: Coin Game (Round 6 starts)
« on: December 21, 2012, 01:46:23 pm »
I think this game could be much more interesting if it were played over multiple rounds, with points depending on how far you get, rather than a winner takes all.

Then people would probably bet a lot more each round, and would actually use up all their coins by the end. I mean, I lost with 600 coins left....

did anyone here have any real strategy? I know I just estimated what I could survive with each round...

9674
Non-Mafia Game Threads / Re: Coin Game (Round 6 starts)
« on: December 21, 2012, 09:07:34 am »
Little anticlimatic, next time, different tiebreakers.

Does this entail that there will be a next time?

9675
Non-Mafia Game Threads / Re: Coin Game (Round 6 starts)
« on: December 21, 2012, 09:06:27 am »
I think I should have pmed jimmm and arranged for us both to bid over 85 or so. That's the best way to give us both a chance in the round of 3.

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