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Topics - Awaclus

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51
General Discussion / Tea
« on: May 20, 2015, 10:45:35 am »
IIRC, there are others here who like tea, but there didn't seem to be a tea thread. Now there is one.

I recently ordered some 2015 first flush Mim Darjeeling. It just arrived and it's extremely good.

52
Dominion General Discussion / Definition of Combo discussion
« on: April 22, 2015, 02:51:17 pm »
From the Storyteller + Bank thread:

I always kinda assume combo to mean the same sort of thing it means in MtG, since that seems to be the origin of the term, and in its case it is totally fine if two things don't literally win the entire game on their own, if they create a dramatic amount of advantage on their own, that's enough.  No one says Heritage Druid plus Nettle Sentinel isn't a combo isn't really a combo since it doesn't really kill the opponent.

I've always thought that combo means a certain kind of deck in both MtG and Dominion. Combo Elves (i.e. the deck that uses Heritage Druid and Nettle Sentinel) is combo, The Epic Storm is combo, and Belcher is combo. Ninja of the Deep Hours + Spellstutter Sprite + Standstill creates a very dramatic amount of advantage on its own, but Faerie Ninja Still is not combo, it's control. In Dominion, I think that Hermit/Market Square, Apprentice/Market Square, Native Village/Bridge, Chancellor variant/Stash, and various golden decks (the traditional Bishop golden deck, Bishop/Fortress, Masquerade pin, King's Court/Scheme, King's Court/Scavenger, Inn/Graverobber/Procession/Feast etc) are more or less the only viable combo strategies. Beggar/Gardens is a rush.

53
Dominion: Adventures Previews / Adventures playable on Goko!!!
« on: April 08, 2015, 02:13:41 pm »
Here they are:



Just in case you didn't know. I don't recommend playing them though.

54
Puzzles and Challenges / Gaining Coppers with IGG
« on: January 14, 2015, 10:27:18 pm »
(inspired by this thread)

What's the maximum number of Coppers you can gain with Ill-Gotten Gains in a single turn, if there's an unlimited supply of Coppers? As usual, you get to design the kingdom and make your own shuffle luck.

55
Variants and Fan Cards / Random cycling (formerly Sage for bad cards)
« on: January 06, 2015, 08:24:03 pm »
I had this idea, I wonder if it's a good idea or if I should have posted it in the bigger thread instead. It's pretty similar to Vagrant, but while Vagrant guarantees that you won't skip any good cards, this guarantees that you will always skip a bad card. It's a cheap cantrip because I love cheap cantrips and it's called Hide so that you could sage & hide.

Hide
$2 Action

+1 card
+1 action

Reveal cards from your deck until you reveal a card costing $0 or a Victory card. Discard the revealed cards.

56
Feedback / New posts on the Treasure Hunts forum
« on: November 22, 2014, 09:49:20 am »
I've noticed that the forum shows the Treasure Hunts board bolded, implying that there are new unread posts there, but there aren't. If I visit the board, it becomes normal and stays like that for a while, but then after a while, it's bolded again.

57
Game Reports / RNG win
« on: September 10, 2014, 03:02:29 pm »
http://gokosalvager.com/static/logprettifier.html?20140910/log.5136e2dee4b07cef820a1126.1410374285806.txt


Code: [Select]
Hamlet, Village, Horse Traders, Navigator, Pirate Ship, Spice Merchant, Spy, Governor, Junk Dealer, Forge
On this board, it's pretty obvious that mass Governor is the way to go. There's literally nothing else going on. So, both me and my opponent went for it. I considered opening Silver/Spice Merchant, but then I thought that hitting $5 early is very important here, and that I wouldn't mind postponing the trashing a little bit since Junk Dealer is better than Spice Merchant anyway and I'd be cycling extremely fast with all of the Governors getting played for +cards. Therefore, I opened Horse Traders and hit $5 on turn 4. My opponent opened Spice Merchant and didn't hit $5 until turn 5. Then I won the Governor split 6-4 and then I won the game. My opponent thinks this was an "RNG win", but I think that the different openings played an important factor here. If you look at the log, you'll see that if he had opened HT as well, he would have had $5 as well, and if I had opened SM, I wouldn't have had $5 either.

On the other hand, opening Horse Traders when Spice Merchant is available feels, admittedly, pretty weird. It still has to be the correct play, right? You wouldn't want Navigator either since it causes an unwanted reshuffle as often as it makes your next shuffle happen one turn earlier, and HT is at least better than Silver since it's going to be the only terminal in your deck anyway, and the other options are just obviously out of the question.

58
Goko Dominion Online / I'm not sure what just happened
« on: September 08, 2014, 03:18:29 pm »
I created a game, then saw Burning Skull create a game in the same lobby and attempted to join it. I think I misclicked or something, and then I was in multiple games in the lobby, including my own, and then a game started, the log displayed just "[some random person I never played against] has left the game", the VP counter displayed the final score from the previous game, and I managed to lose against my level 12 opponent thanks to some awful luck and suboptimal playing.

59
Dominion Articles / Counting House
« on: September 03, 2014, 06:41:15 am »
The old article is a bit outdated, so I feel like it's time to write a new article.



What is Counting House?
It's essentially a +X Cards effect. Only it draws from your discard pile instead of your deck, and it always draws Coppers. You probably already knew this, but I wanted to say it anyway, because it is easy to focus too much on the Copper part and forget about the part that actually increases your hand size.


When should you ignore Counting House?
Counting House is a card that's hard to utilize. As the old article mentions, just buying one in hopes of high +coins is going to fail in most decks — CH just isn't strong enough to be a big money enabler and in engines where you draw most of your deck anyway, it's not going to be of much use. In other words, you should never go for Counting House unless there is a particular reason why Counting House works on that board.

So, when is Counting House actually useful?


Counting House as a +$
This is bad in most decks, but there are some edge cases. With great support, such as Beggar or Candlestick Maker, a strategy centered around this can do well in an otherwise weak kingdom, but not if there are other decent options. Here's how you play it with CSM, and with Beggar, it's similar, but you don't need that many Beggars.

Another edge case is when you're getting hit by Copper junking attacks, such as Mountebank, and you can't deal with the junk otherwise. In this case, you definitely want the attack, and you probably want the Counting House later.

Non-terminal +buy can be excellent here, since it lets you buy extra Coppers and later, more green cards with your big Counting House turns. Terminal +buy is a lot worse, because you can't play both that and CH on the same turn without a splitter, and lining up the splitter, the +buy and the Counting House is difficult in a deck full of Copper.

These kinds of strategies are usually resilient to most attacks for obvious reasons, but you should watch out for Pillage and sometimes Enchantress. For the same reason why you're not too worried about junking, greening early is often a good idea in these games.

It's also usable in the Hunting Party stack (well, at least if the Hunting Party stack itself is better than other strategies on the board), where it guarantees a Province turn as long as you just have at least one Silver in your deck and are able to play enough HPs to discard your deck. The downside is that you don't get any other benefits, such as the +VP from Monument etc, and it's more expensive than many other alternatives for the terminal slot, but the upside is that you don't have to buy a Gold at all.


Counting House as a +Card
This has the potential to be extremely good. There are two ways to utilize this:

1) Taking Coppers from your discard pile, then triggering a reshuffle mid-turn. This greatly reduces the number of cards you have to draw with other cards when you're trying to draw your whole deck, so it can be useful when you're having trouble drawing your deck given the kingdom. It needs a payload that really makes it worth it, though, and it should be noted that if your engine relies on this, you can't, pardon the pun, count on being able to go off every turn, so either it needs to be a megaturn payload or you need lots and lots of time.

2) Actually taking advantage of the Coppers in your hand. The most effective thing is if you can discard the Coppers for some benefit, then draw them with Counting House, then discard them again for more benefit (repeat as many times as you have +actions available). For example, you can use Counting House with Cellar to draw cards from your deck, allowing you to build an engine with no other +card, or Secret Chamber to give you lots of coins, letting you use that as your payload. Storeroom is great here, since it does both.

Here, Copper might or might not be a good addition for your deck. If your engine is strong, you can power up your Secret Chamber-style payload by adding extra Coppers, and for the Cellar draw engine thing, you want to maintain a good balance between Coppers, Cellar variants, Counting Houses and splitters. But if your engine isn't too strong, then adding extra Coppers has the potential to make it not work. If you're using it for making the Coppers miss the mid-turn reshuffle, then Copper is obviously bad as the purpose of your CH is to get rid of the Copper anyway.

Militia makes the Cellar thing a lot more clumsy, and these kinds of engines are also more vulnerable to junking than engines usually are.


Counting House with Travelling Fair
This is a thing.


In general
Any strategy with Counting House in it becomes a lot better when you gain some control over when to draw your Counting House. Therefore, cards such as Watchtower, Inn, Scheme and Haven are good in Counting House decks. Colony games are usually more favorable for CH strategies, since they benefit from longer games.


So, that's it.

60
General Discussion / Visual novels
« on: August 24, 2014, 08:46:48 pm »
Anyone else into these? I'm still a n00b, having only read three, but I'm sure that number's going to increase in the future.


I just finished reading Kara no Shoujo for the first time... damn, that was powerful. Since I followed the walkthrough at tlwiki, I didn't get to the true ending yet, so some questions were left unanswered, but despite that, wow. It's probably the most twisted thing I've ever read.

61
Goko Dominion Online / Schedule matches with f.ds just for fun
« on: August 20, 2014, 12:44:43 pm »
This thread is for scheduling non-tournament, non-league matches/games with other forum users. If you know when you're going to have some free time in the future, and would like to spend that time playing Dominion online, just post in this thread to announce that you're free, or contact someone who has already done so. You can use private messages or reply in this thread, whichever feels better. If something comes up (for example, if you have already agreed to play with someone), please edit your post.

You can write your posts in any format you want. A post should have the following information:

  • When are you going to be available, using the [time][/time] tag because nobody knows what timezones like CET, EST or Tuvalu time mean unless you live around that place — instructions on how to use it here
  • Your Goko username (not needed if you have it in your profile so that it appears underneath your post count)
You can also include other stuff if you want to specify something (such as rating requirements, VP counter preference, number of sets owned, etc). By default, you don't care about anything you're leaving out.

If you think something in this OP could be improved, feel free to tell me.

62
Goko Dominion Online / Difficulties to find a game
« on: August 14, 2014, 08:13:31 pm »
Lately, it has been extremely difficult to find a game on Goko. Typically, there's 0-2 other L30+ people in each lobby, and all of them are playing a game against someone below my Iso level requirement or afk. It can take easily 30 minutes before I find a game I can play, even with automatch on and constantly checking every lobby. It's especially irritating in the mornings (in GMT+3), but it's a problem to some extent no matter when I happen to be in the mood for some Dominion.

Anyone else notice this or am I just imagining things?

63
Feedback / "Respect"
« on: July 30, 2014, 12:49:12 pm »
An insignificant suggestion: Rename "respect" to "VP"? It works for Innovation, too.

64
Hearthstone / Are there any good general guides for beginners?
« on: July 22, 2014, 01:07:21 pm »
So yeah, I just started playing today, and I suck at it. I was just wondering if there's an easy way to start sucking less.

65
General Discussion / f.ds adventure
« on: July 21, 2014, 08:55:05 am »
So, I had an idea, which might or might not end up becoming an actual game. Most likely not. But hey, who knows?

Basically, it's an old school JRPG-style game. The premise of the plot is that the evil King Zong has been banning innocent people, so a group of heroes (who are all Wandering Winder) go on a quest to defeat Zong. And that's all I have for the time being, and it's definitely not final by any means.

Obviously there would have to be more than just inside jokes to the game, because it's not really worth anyone's time to play a game just for the inside jokes, much less making it. So there's the problem that it has to be actually good, and this might be difficult to achieve. The other problem is, do we have enough inside jokes and is it possible to present them all in clever enough ways (rather than just replacing every instance of the word mine with mint or something equally stupid) to make that the main point in the game, and if not, what should be the main point and is it even meaningful to make the game at all then. Yet another problem is, is it worth it to make a game that only f.ds actives can enjoy, and if not, is it possible to make it enjoyable for other groups of people too, without having to make too much compromises (a natural way would be including mostly non-f.ds Dominion/board game references, so that all Dominion players can get it). And the final problem is finding the people who are committed enough to actually make the game.

So, considering all of the problems with this project, putting a lot of effort into it at this point doesn't seem wise. But the fact that it might never become an actual playable game doesn't have to prevent us from having fun planning it! I've had tons of fun with all kinds of projects that never ended up becoming anything more than that, so that's just fine.

Any comments or ideas?

66
Puzzles and Challenges / Another "What's missing" puzzle
« on: June 29, 2014, 11:07:41 am »
Pirate Ship
Merchant Ship
Ghost Ship
Trading Post
Rebuild
Tunnel
Squire
Ill-Gotten Gains
Pillage
Island
Hunting Grounds
Horn of Plenty

HM: Remodel

67
Goko Dominion Online / Dominion Development Update June 27, 2014
« on: June 27, 2014, 06:50:59 pm »
http://forum.makingfun.com/showthread.php?4873-Dominion-Development-Update-June-27-2014&p=25626#post25626

In a nutshell, they're going to rewrite the entire Goko code. That will let them make updates faster, since the new code will be simpler. The new system will be ready later in 2014, and until it is, they restart their servers at 8am PDT each Monday. They're going to implement Prince and a bug fix.

68
I had this idea, which might be impossible in practice, but I like the idea so I'll share it.

What if, instead of having four players per team play six games each against each other, we had a team of four (or whichever number works best) players connected to each other through Skype (or another platform), making the decisions together, and playing a total of six games against another team? The captain of each team would be the one to actually do the clicking on Goko, so that he would have the final word on everything in case there was a disagreement, and he could do some trivial stuff such as playing Villages before Smithies on his own to make the game faster.

The problem here, of course, is that finding a time when all 8 players are available could prove to be difficult, especially if the tournament was played with national teams like the previous Team Dominion tournament was. You can reduce the difficulty by using three-player teams, especially since I think that four players might be a little overkill for this kind of tournament anyway. That would mean less people whose schedules have to align, and more people that can be used as replacements. If you mix up people from different countries in each team, it might get a little easier, too, since there won't be the inevitable match where two teams from totally different timezones have to play against each other, but that might make it more difficult to communicate, since then the teams wouldn't necessarily have a common native language.

Another problem is that someone would have to organize the tournament.


What do you think? Would it be possible to pull this off in reality, or just on paper? Is the idea even interesting enough to try out?

69
Game Reports / Is Butcher/BM really this strong?
« on: March 14, 2014, 02:40:50 am »
http://www.gokosalvager.com/static/logprettifier.html?/20140313/log.510d7890e4b0ac7a7a0be611.1394779073697.txt

I'm trying to build an engine with Wandering Minstrel and Catacombs with support from Moneylender, Butcher and Stonemason. My opponent goes for Butcher/BM with Moneylender and wins pretty easily. Did I play my strategy poorly, was it not the best strategy to begin with, or was it just bad luck?

70
Variants and Fan Cards / "In games using this" effects
« on: February 22, 2014, 03:49:07 pm »
How much these kinds of effects have been explored in fan cards? I think there's a ton of design space here.

Something like:

$3 Action
Gain two cards with a total cost of $4 or less.
_______________
In games using this, Silver costs $1 less, but not less than $0.

You could make pretty cool cards with effects like this.

71
Goko Dominion Online / Did something good happen?
« on: January 20, 2014, 05:55:49 pm »
From Goko's Facebook:

Quote
Hello Dominion Online players! We know you have been waiting for content updates and lots of bug fixes. We have expanded our team to have the resources to tackle all of the the issues one at a time.

Job one for our expanded team is to fix the stability, login, and game creation problems. In addition, we will do a better job communicating updates to you, starting with an updated Dominion Online Facebook page. Effective immediately, all future updates (and responses!) will now be posted on the http://www.facebook.com/DominionOnline page so please make sure you "like" that page for the most up-to-date information. Next week we will also launch an all-new forum.

Thank you all for your continued patience and support. Many new members of our team are huge fans of the original Dominion card game and we hope this passion for the game will quickly show in future updates to Dominion Online. We appreciate and read all of the feedback you provide, both positive and constructive, and we will work towards earning your trust and your business, one update and fix at a time. Many more changes to come. Stay tuned!

72
Game Reports / Awesome Watchtower game
« on: December 29, 2013, 04:42:25 pm »
http://dom.retrobox.eu/?/20131229/log.5122b3cbe4b0b5ff61e0c4ec.1388352083663.txt



Code: [Select]
Squire, Stonemason, Fishing Village, Watchtower, Horse Traders, Ironmonger, Catacombs, Margrave, Mountebank, Outpost
Watchtower is simply amazing here. Counter Mountebank and Margrave with your first Watchtower, then use your second Watchtower to buy a Stonemason for $4, gain and trash a Squire, gain and topdeck a Margrave, gain and topdeck a Squire and gain and trash a Stonemason. Also, Catacombs provided lots of versatility with $7 Stonemasons, too. Playing this game almost felt like solving a Dominion puzzle rather than actually playing Dominion. Too bad my opponent resigned mid-turn, because I think I could have figured out how to 3-pile there.

EDIT: In a longer game, Outpost would have been pretty good too, since you could have always bought and topdecked some terminal draw before your Outpost turn, or use Watchtower to replenish your hand during the Outpost turn.

73
Game Reports / Feodum/Chapel opening
« on: December 25, 2013, 08:44:45 pm »
http://dom.retrobox.eu/?/20131225/log.510d7890e4b0ac7a7a0be611.1388022046927.txt



Code: [Select]
Chapel, Stonemason, Urchin, Feast, Feodum, Throne Room, Count, Cultist, Mystic, Witch
In this game, I was considering opening Feodum/Chapel, because if I can connect them, I can just Chapel away everything without having to worry about economy for a while. I ended up not doing that, but my opponent did it. His luck was pretty bad and mine was very good (even though it wasn't even in the kingdom!), and I was having a huge lead before he resigned.

Is Feodum/Chapel just simply a bad opening or did my opponent lose just because of shuffle luck?

74
Dominion Videos and Streams / Awaclus's Dominion Channels
« on: November 18, 2013, 08:37:53 am »
Let's try this again with a slightly different format. This time, instead of just posting games I played with commentary, I'm going to make more strategy advice oriented videos.



I also stream on Twitch sometimes: http://www.twitch.tv/Awaclus_

75
Innovation Game Reports / Fission removes boards from the game
« on: November 04, 2013, 06:26:14 am »
I just had an opponent resign on me, because he thought it was a bug that he could no longer see his board after I had successfully removed it from the game with Fission.  :-\

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