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Topics - ehunt

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226
Dominion General Discussion / Combo? Native Village + Remodel + Peddler
« on: October 05, 2011, 12:57:43 pm »
I just enjoyed a really quirky game on isotropic with these three cards.

Algorithm: open native village and remodel; turn coppers and estates into more native villages and remodels. As in the NV/bridge strategy, never pick up cards from the native village mat until you are ready to end the game with a megaturn. Once you can afford them, begin buying peddlers (which are 0 or 2). Then in the megaturn, remodel peddlers to provinces (before the megaturn, once you have enough remodels, remodel remodels into golds, which can also be remodelled on the megaturn.)

In this game, I bought a Tribute on turn 3 that was worse for me than a turn 3 duchy (I hadn't thought of the combo yet at that point), and still managed to obtain five provinces on turn 13 (and one on turn 12) - in a game without extra buys or kings courts or throne rooms*!

http://dominion.isotropic.org/gamelog/201110/05/game-20111005-094333-276f1628.html

*actually, i suspect the lack of extra buys is a necessary condition for this combo to work, since otherwise my opponent could snag all the peddlers.

227
Puzzles and Challenges / What's missing?
« on: October 04, 2011, 02:34:55 pm »
Province, Fairgrounds, Bank, Duchy, Great Hall, Curse, ___

228
Occasionally, say after a secret chamber, a trading post is the last (or one of the last two) cards in my hand; I play it and don't get a silver (but possibly trash a card). I think this is a little weird, since

1. other cards with "trade" in the title don't have this restriction, so it's not just for thematic reasons, and

2. the situation is pretty rare, and trading post already isn't that great of a 5, so it's hard to imagine that this would be the difference between the card being overpowered or not.

Does anybody know what the rationale here is?

(Note: I am not asking a rules question - I understand that the wording on trading post is different from the wording on trade route and horse traders; I am just curious why the decision was made to word it differently).

229
Game Reports / Two poor decisions cancel out and make a quasi-combo
« on: September 29, 2011, 04:30:28 pm »
http://dominion.isotropic.org/gamelog/201109/29/game-20110929-132156-31837895.html
cards in supply: Caravan, Chancellor, Fishing Village, Hamlet, Harvest, Hunting Party, Market, Salvager, Stash, and Worker's Village

I quickly scanned this board, and, insufficiently impressed with the terminals to go fishing village (which is not great in a quick hunting party deck), opened chancellor, caravan. (Weirdly, my opponent also opened chancellor, and we both missed the chancellor stash combo entirely.) My plan to spam hunting parties didn't materialize as quickly as I would have liked, and I chose caravan over silver with 4 on a few occasions. But caravan doesn't go so well with hunting party decks, because of the reshuffle problem*. But the chancellor solves the reshuffle problem! This ends up working out perfectly for me three turns in a row (7, 8, and 9). I'd love to say I thought of this beforehand.

*(after a chain of hunting parties, the last hunting party finds a caravan and then puts a ton of junk in your discard pile, so playing the caravan forces a junk reshuffle that ruins the next turn - this is discussed in much more detail in many places on this forum and on the blog.)

230
Puzzles and Challenges / my understanding is that something is missing?
« on: September 28, 2011, 11:06:32 pm »
spy
thief
scrying pool
pirate ship
fortune teller

hints:

1. the criterion the list is based on depends on the function of the cards and not artwork.

2. the criterion is logical, but a little subjective.

3. the criterion could be reworded slightly to include minion on the list; with the wording i have in mind, minion is unambiguously excluded.

231
Dominion Isotropic / Veto mode doesn't 100% guarantee a card won't show up.
« on: September 07, 2011, 02:06:43 pm »
First thing to say, I love veto mode. I think I spend more time thinking about which cards to veto than I do thinking about anything else in the game. It's such an interesting strategic addition to the game. It also takes a little of the sting out of going second.

Anyway, narrative. I don't know if this is a bug. I just played a game in veto mode featuring the young witch. I am a pretty big fan of the young witch, so I vetoed the steward to make her more powerful.  Anyway, the bane shows up, and it's black market - one of my least favorite cards, which I would definitely have vetoed - but that's life, I can't figure out any better way to have the veto interact with the bane. However, imagine my chagrin when my opponent buys a steward out of the black market!

232
Game Reports / I did not deserve this one.
« on: September 06, 2011, 05:58:07 pm »
With conspirator and many helpers, I made the... unusual... decision of opening talisman instead of remake. My opponent did not make the same mistake. Fortunately for me, there's getting lucky, and then there's what happened on my opponent's turn 13 in this game:
http://dominion.isotropic.org/gamelog/201109/06/game-20110906-145439-075e981d.html

233
Variants and Fan Cards / What if famliar only cost 2 and a potion?
« on: August 30, 2011, 08:05:38 pm »
I suppose you could buy two with 4 and two potions, but if you've got 4 and two potions and two buys early enough in the game that you want two familiars, more power to you. What other disadvantage is there? (Of course, you can still miss the early familiar in this world by missing your potion. But even then, at least you can buy a familiar with curse silver potion estate estate.)

234
Dominion Isotropic / Counting House/Philosopher's Stone
« on: July 29, 2011, 06:19:05 pm »

When I play either of these cards IRL, I get to look through my discard pile. Both FAQs are pretty explicit on this. So it seems like Isotropic ought to tell me the contents of my discard pile as a side-benefit when I play these.

(Disclaimer: this has never mattered for me in a game, and it's hard to picture when it ever would for anybody.)

235
Puzzles and Challenges / Get prizes without winning tournaments
« on: July 25, 2011, 06:50:59 am »
One way to do this is via masquerade, and another is when a thief takes a diadem. Any other way? (My understanding is that you can't ambassador one away ).

236
Dominion General Discussion / Is grand smithy improved by treasury?
« on: July 23, 2011, 07:25:21 pm »
Here's a simple algorithm. I wonder if it's better or worse than the classic grand smithy algorithm where one gets silver with 5. I'm nearly certain it's worse if the treasury is replaced by a market.

With 8 Money = buy province
With 6 Money = buy gold if there are >5 provinces remaining, else buy duchy
With 5 Money = buy treasury if there are >5 provinces remaining, else buy duchy
With 4 Money = buy smithy if no smithy in deck, else buy silver
With 3 Money = buy silver
With 2 Money = buy estate if there is 1 province remaining

Always play all treasuries, then play smithy. Always return treasuries to top if possible.

237
Puzzles and Challenges / Riddle
« on: July 19, 2011, 01:49:02 pm »
Lola has no cards in her deck or her discard pile, and a five card hand. She does some stuff, and then she uses her only buy on a copper. She earns exactly 33 points this turn; how?

238
Dominion Articles / Vineyard
« on: July 17, 2011, 05:38:33 pm »
Vineyards are fun and underrated. It's easy to compare them to Gardens, which are often a consolation prize and rarely the dominant strategy, and they are similar to Gardens in that, when you employ a Vineyard strategy, you build a vastly different deck from the type that helps in a traditional strategy. But this comparison is not accurate, for two reasons:

1. Gardens is only the dominant strategy on the board in very specific circumstances; e.g., there's ironworks or workshop, you have some means of slowing your opponent down, etc. They essentially can't beat colonies, even in favorable circumstances. None of this is true for Vineyards.

2. A "gardens deck" becomes terrible quickly. Theoretically, there are two ways to win with gardens: one, to rush  the game on piles and hope your gardens are worth 3 or 4, or two, the way we all used to win when it was just the base set and nobody knew any strategy: play till you have 60 cards in your deck, and hey, they're better than provinces. But we all know that method two does not work: against even reasonably skilled players, you can't gain cards fast enough to beat the pace of the emptying province pile. This is false for vineyards: you really do have two opportunities to win, either by rushing the game on piles as for gardens or by dilly-dallying until your vineyards are worth way too much for your opponent to catch up.

I think the best comparison is actually to goons: a vineyards strategy is viable if any of a variety of helpers is on board, and becomes dominant if all are on board.

Essential ingredients in a vineyards deck (in descending order of importance):


1. Extra buys: If you average one action purchase per turn, except for the eight turns on which you buy vineyards and the, say, two on which you buy potions, then the game has to last 26 turns for vineyards to be worth as much as provinces, and this isn't quite viable. (You have no hope of ending the game on piles ). Workshop, ironworks, and university are fantastic; the presence of either of the latter two, in my opinion, promotes the Vineyards strategy to "must buy."

2. Cheap actions: there's virtually no reason to buy money, which just slows your deck down when you need to be getting to your potions. So you'll want to fill your deck up with pearl divers, cellars, etc. Pawn and hamlet are fantastic. Embargo doesn't work except in desperation at the end-game, since you have to trash it to get any use out of it. Herbalist has the disadvantage of not giving an action, but it gives you a critical extra buy and allows you to use your potion two turns in a row. Peddler is great. If the only cheap actions are 3s, it can be more difficult to win with vineyards, and if the cheapest actions are 4s, I would consider a different strategy (absent ironworks/university).

3. Villages and non-terminals: as your deck is going to be filled with actions, you're going to want to play them.

4. Trashing: This is a mixed bag, since you can't win with vineyards in a chapel game (see below). But you really have no need for your coppers or estates after a certain point. Trade route is great, steward is always a pleasure, salvager and remodel can help you get potions and also are great in the end-game when you don't need the potion anymore.

5. Miscellaneous others : you can transmute coppers and potions to more transmutes toward the endgame, but this makes your deck terrible. Horn of Plenty can grab you a cheap two or a potion, and is nice if you split 5/2 and there's nothing like market. Talisman is good, especially for picking up potions. Island cleans your deck and is an action card. Cursing attacks are good for you, since they slow the game down, but you may need to modify your opening buys to be sure you can attain one. You won't be able to afford a possession, and need to spend your money on a vineyard whenever you draw a potion. On the flip side, your deck won't be very helpful to your opponent if he isn't also going for vineyards, and if he is going for vineyards but spent a potion turn buying a possession, you're in good shape.

Setups that make vineyard decks bad:

1. Tournament: This goes without saying.
2. Minion, Laboratory, Hunting Party: You will not be able to afford a stack of good spammable fives, and your opponent will.
3. Chapel: You won't have time to make your vineyards dominant over provinces in a chapel game. I think that remake is another story, especially if there are cantrip threes you can remake your estates into, or cursing attacks to slow the game. down.
4. Colony : Vineyard absolutely can beat colony, and these are some of my favorite wins. But the favorables need to be higher. I'd still do it with ironworks and hamlet out, but maybe not if the only cheap buys were cellar, great hall, and woodcutter.

Gameplay:

In the early game, start buying cheap actions, especially the ones that give you extra buys. Try to average more than 1 action buy per turn. It's ideal if you know how many actions are in your deck. Knowing the approximate number isn't good enough, because in the endgame, you will need to know the number of actions in your deck mod 3. There isn't much reason to buy traditional money at all. You should anticipate a median buying power of 4 or 5 before you start buying potions and vineyards and 2 or 3 afterwards.

At some point in the middle of the game, you are going to need potions. Your deck will move slowly, especially if the actions in it aren't cantrips, so you'll want more than one potion. One rule of thumb is to start buying potions around the time your opponent starts buying the second gold or first province (unless you already bought one for familiar or university). If you have too few potions, you won't win, even if you have a ton of actions. I've posted a link below to myself getting my clock cleaned for failing to get potions on time. My vineyards are worth 8, but I only own one when the game ends on piles, because my deck is too thick for me to get to potions, which I didn't buy fast enough. I end up ironworks-ing estates in a desperate attempt to find my potion:

http://councilroom.com/game?game_id=game-20110624-182933-6aa14320.html

You will want to have most of the vineyards before the province pile runs out, and usually one potion doesn't cut it, unless you have a lot of cycling. You want to be buying something like two vineyards every three turns, and you should increase this estimate if your opponent is also going for vineyards: if he gets more, and your strategies are otherwise similar, you lose.

After this, the strategy is simple: buy vineyards whenever you get a potion, and buy actions. Depending on how many provinces your opponent has, you may consider ending the game quickly on piles, as in a gardens game. Time is probably on your side, however, so if you're unsure, just keep buying actions. Look out for your opponent ending the game on piles. If you've lost count of the score, ask yourself how many action purchases you've averaged per turn and look at the turn number.

Do not buy provinces - if you have eight coin and no extra buys, something is wrong with your deck. Two action cards will often be worth more to you than one province, and emptying the province pile helps your opponent. Even in the very end-game, duchies are almost always a mistake, unless you strongly suspect that it's your last turn and you are certain that the number of actions in your deck is either 0 or 1 mod 3. I commonly make the boneheaded mistake of ending the game on piles and then buying an estate with my last buy, when an extra action card would be worth 7 or 8 points.

239
Dominion General Discussion / Trusty Steed for the silvers
« on: July 17, 2011, 01:18:52 pm »
Can anybody recall a game where both these conditions hold?
1. You used trusty steed for silver
2. You won, but would probably have lost had you not done so.

Bonus points if
3. Bag of gold was available but you specifically chose the steed for the silver.

I can see two situations where it could be useful:

1. Mean cursing games, but if the median card in your deck is worse than silver, how did you get a province and win a tournament?
2. Gardens, but surely buying all the provinces is better.


240
Game Reports / Menagerie Record
« on: July 16, 2011, 07:52:10 pm »
What's the record on isotropic for "most successful menageries played in a turn?"

241
Dominion General Discussion / Combo? Contraband/Expand
« on: July 15, 2011, 05:31:22 pm »
I realize that the hive mind must have thought of this before, as they're in the same expansion, but I just found it. The presence of expand (as with any 6 or 7) softens the blow of contraband; later, you can expand the contrabands into provinces. It just worked well for me in a game against a friend, but there wasn't much going on on the board. Anyone have thoughts? The board I played was, I think:

expand, contraband, counting house (?), royal seal (?), talisman, navigator (?), fishing village, warehouse, pawn, haven

Would this work on better boards?

242
General Discussion / Dominion addiction interfering with life
« on: July 15, 2011, 01:27:34 pm »
Anyone else have this problem? Tips? I've quit forever at least 10 times. . . made a bunch of rules about when I can play, all of which I break, etc. It's really hurting me.

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