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Messages - ehunt

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2426
Dominion General Discussion / Re: How would you play this kingdom?
« on: October 24, 2011, 10:09:30 pm »
I think this might be a board where bureaucrat's attack really shines!

2427
Puzzles and Challenges / Re: hinterlands what's missing?
« on: October 24, 2011, 10:37:54 am »
It's margrave which is the only other card that doesn't sometimes require some extra clicking for you when you play with it on isotropic.

edit: a better answer is crossroads since margrave requires extra clicking from the opponent and xroads requires none from anyone

2428
Dominion General Discussion / Re: [spoiler] Full Hinterlands card list
« on: October 24, 2011, 12:28:59 am »
My very first develop game had throne room, ill-gotten gains, and nobles, and I was of the opinion that develop must be a power-card.
 
a lot of folks have said that develop is a horrible opening, but i have to disagree (at least a little). it's more like trade route: something i'll strongly consider opening if there's no other trashing and no 5s that I can't afford to miss on the second shuffle, and something that i'll also consider opening if it's likely to be very useful later (which is board-dependent). on the other hand, i open trade route too much...

i also think we're underrating oracle.

2429
GokoDom / Re: IsoDom 2 Invitational Sign-Up
« on: October 23, 2011, 09:42:54 pm »
I'd like to play if there's still room.

2430
Dominion General Discussion / Re: Cards That Combo With Tunnel Reaction
« on: October 23, 2011, 03:59:11 pm »
Rules clarification - is there an official ruling that "put[ting] your deck in your discard pile" with chancellor is not the same thing as discarding it?

2431
Dominion Isotropic / Minor Governor Bug
« on: October 22, 2011, 11:19:12 pm »
In the next to last turn of this game, my opponent plays governor and I trash king's court to gain a province. The king's court appears to stay in my hand, but disappears at the start of the next turn. Weirdly, when the same thing happens during my opponent's next turn, the king's court goes away at the right time.

http://dominion.isotropic.org/gamelog/201110/22/game-20111022-201634-a4ae2237.html

2432
Dominion General Discussion / Re: Cards That Combo With Tunnel Reaction
« on: October 22, 2011, 03:11:41 pm »
Actually, immediately after writing this, I got devastated by someone going minion/tunnel.

2433
Dominion General Discussion / Re: Cards That Combo With Tunnel Reaction
« on: October 22, 2011, 02:15:44 pm »
@philosophyguy - Wouldn't you always use the ability? (Unless you're in some pretty special circumstances, like a minion deck, in which case, why did you buy tunnel?) It doesn't trade off with anything.

2434
Dominion Isotropic / Ill-Gotten Gains + Grand Market
« on: October 17, 2011, 08:05:09 pm »
I think the computer incorrectly plays my coppers automatically when I have 6 w/o copper (via ill-gotten gainses).

2435
crossroads is unusual in that it shares its name with a bone thugs n' harmony hit and i have no idea how to play with it. it seems to combo with many things. even scout.

2436
Dominion General Discussion / Re: Is border village a trap?
« on: October 16, 2011, 09:22:04 pm »
That's devastating data to my central thesis, especially since you would expect there to be an error toward buying border village too often in the first few days after the release of the card.

2437
Dominion General Discussion / Is border village a trap?
« on: October 16, 2011, 03:44:29 pm »
Two banal observations:

1. Times one certainly buys border village: there's a card that costs less than 6 which you would prefer to gold if border village weren't on the board. Example: late game duchy, minion (often), wharf (often). Barring unusual circumstances (e.g. fear of emptying a pile), you'll always buy border village in these cases.

2. Times one certainly doesn't buy border village: there's no card on the board costing 5 or less such that you prefer (that card + village) to gold.

These are obvious.

The "trap" I'm referring to is for "in between" fives: cards you'd never consider taking over a gold, but might consider taking if they come with a free village. I've lost about a billion games within the span of the last day just by failing to compute which cards are worth picking up over gold (with a free village) and which aren't.

Any rules of thumb? My limited games so far suggest that in essentially all of these borderline cases, the free village isn't worth it, i.e., you shouldn't buy border village unless you're in case 1 above (buying something you'd already take over gold.)

Anyone want to argue a counterexample? This is a card that costs under 5, which you typically wouldn't buy over gold, but that you would buy over gold if it came with a free village.

2438
You know what's not very good? The Fool's Gold in the Black Market deck.

2439
Variants and Fan Cards / Re: Really bad card ideas
« on: October 13, 2011, 01:22:00 am »
+1 action, +2 coins, +1 buy:

Bland Market? Eh-stival? Or Goodcutter?

2440
Dominion General Discussion / Re: Interesting board - what would you do?
« on: October 12, 2011, 03:37:26 am »
I've been staring at this unable to make up my mind for over five minutes now. I think I'd open remake on this board and then lose.

2441
Dominion General Discussion / Re: Need some Base-ic advice :)
« on: October 11, 2011, 02:31:18 pm »
I think thief/gardens could be pretty great in 4p. Am I wrong?

2442
Puzzles and Challenges / Re: What's missing?
« on: October 11, 2011, 02:29:38 pm »
@DStu, yes, that's the reference. @Kuildeous, can you explain the colony joke?

2443
Puzzles and Challenges / Re: What's missing?
« on: October 11, 2011, 10:30:26 am »
Anon:
1. Blooki's hint is accurate. I don't expect the puzzle to be do-able if you don't know a certain common reference (common here is with respect to somebody from the US -but I imagine it's a reference you likely know no matter where you are from.)

2. The order of the cards matters. There is at least one substitute that would work just as well for most of the cards on the list and a lot of substitutes for some of them. But there's only one correct answer.

3. You need to know very little about Dominion to get this puzzle.

2444
Dominion General Discussion / Re: What's your dominion pet peeve?
« on: October 09, 2011, 11:59:02 am »
I'm always a little insulted when my opponent vetoes treasure map on a board where clearly any halfway decent player is not going to buy treasure map.

2445
Puzzles and Challenges / Re: Blooki's Puzzle #6 - Nothing's Missing
« on: October 08, 2011, 08:20:07 pm »
yes

2446
Puzzles and Challenges / Re: Blooki's Puzzle #6 - Nothing's Missing
« on: October 08, 2011, 08:02:27 pm »
The name must be read as a verb and cannot be read as a noun.

2447
Game Reports / Re: Finishing in Style
« on: October 07, 2011, 12:30:33 am »
i haven't ever feasted for a curse, but yesterday i placed an embargo on curses and then bought three to finish the pile and steal an undeserved win.

http://councilroom.com/game?game_id=game-20111004-153245-59a37b06.html

This is one of the best game-ending turns I've ever seen.

2448
Dominion General Discussion / Re: veto strategy
« on: October 06, 2011, 09:43:07 pm »
This is just a rule of thumb, but the way I think about it is that against an equally skilled player, you should always veto the best card that you're not going to buy (or the card that's most important to the strategy that you aren't going to play.)

In practice, I'm rarely this utilitarian as there are some cards that are more fun than others. When someone vetoes fishing village, for instance, I usually think to myself "why do you hate dominion??" Also, mining village and hamlet require lots of clicking but are too good not to buy, so I often veto them.

2449
It's smugglers! definitely needed the hints.

2450
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.

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