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Messages - qdread

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51
Dominion General Discussion / Re: Homage to the Best Card
« on: August 11, 2014, 11:24:16 am »

52
Goko Dominion Online / Re: Attention-whoring thread.... I did it!!
« on: May 25, 2014, 04:47:02 pm »
Well, I get to toot my own horn a little now too, as I've hit 6000 and level 35, putting me well within the top 100 on the Isotropish leaderboard! It remains to be seen just how much of a fluky level that is. . .

53
Innovation General Discussion / Champlain: interaction or bug?
« on: May 14, 2014, 12:10:02 pm »
http://innovation.isotropic.org/gamelog/201405/14/game-20140514-081614-32d40d7e.html

This occurred on my opponent Lacyon's turn 14. He shared some dogmas, causing me to draw a 5th card into my hand, an age 7, when I had Champlain on the board and achievements were still available. It did not trigger Champlain's karma. However, the next turn, I melded a card and drew a 5th card again, also an age 7, and this time it did trigger the karma. Was that supposed to happen?

54
I'm also in EST. I just started work for the summer, so I can be on Iso from 7:00pm onwards or something lime that. Also weekends.

Cool, what is your username? I do not see markusin on the Iso leaderboard.

55
I am curious what time zones the (few) people that post on this board are in, and when you all play. Sometimes I log in and see no one, sometimes >10 people. I am on Eastern Standard Time (USA) and occasionally log in at maybe 8-9 PM. I wish Iso were a little more active so that I could more reliably get a game at off-peak hours. So when are people usually on?

56
Innovation Game Reports / Re: Puzzle cube win
« on: May 06, 2014, 02:46:12 pm »
I have never seen it. The thing is, it shouldn't be too hard to pull off, but late age Echoes is going to end in a matter of few turns, and aligning all the card rows takes just too long. The one thing I like a lot better with base only is that there can be real, transpiration-inducing tugs-of-war in ages 8-10 which can last quite a bit.

Yeah I agree - I had a fun one with base-only the other day that lasted 4 or 5 rounds and ended with Bioengineering melded out of nowhere when I had a 17-0 leaf lead  ;D

The puzzle cube win is super cool, I'd never seen it either! I have little experience with the late-age Echo cards since the game rarely gets there. I guess I should play with an extra achievement required.

57
Dominion Articles / Re: Reading a Kingdom
« on: May 06, 2014, 02:43:06 pm »
One thing I am curious about is how much top-level players strategize ahead of time on which three piles should be depleted, if they're going for a three-pile ending. I feel like I rarely plan too far ahead on that unless it is something obvious like Ill-Gotten Gains or Bridge/Native Village. However maybe I would have more success if I planned that more carefully. Do you think planning which three piles to aim for should be included in this kingdom reading article?

58
Dominion Articles / Re: Counterfeit
« on: May 06, 2014, 10:51:36 am »
Counterfeit + igg is not a thing at all. IGG is generally best when you want copper. There's no special advantage from trashing an igg instead of copper. Maybe a third card, like rogue, could make something from it.

Just as a rules clarification, isn't it possible to get two Coppers in your hand by Counterfeiting an IGG? I know three-piling with Duchies is usually the way to go, but that would enable you to get Province with either 3 Copper or 1 IGG + 1 Copper in your remaining hand.

it's certainly possible, but counterfeit and IGG still just equals 5$ (igg, igg, copper, copper, counterfeit) if you choose to take 2 coppers. two igg are 4$ (igg, igg, copper, copper) and you don't lose the igg, which is a good thing. so, since both cards are 5$ and duchies are 5$ too, i doubt you'll ever want to pick counterfeit over igg in an igg mirror... you probably never want to pick up counterfeit in an igg mirror save for edge cases

Yeah you're right. . . . once again underscoring the fact that Ill-Gotten Gains mirror matches are boring, unfun games.

59
Dominion Articles / Re: Counterfeit
« on: May 05, 2014, 04:23:06 pm »
Counterfeit + igg is not a thing at all. IGG is generally best when you want copper. There's no special advantage from trashing an igg instead of copper. Maybe a third card, like rogue, could make something from it.

Just as a rules clarification, isn't it possible to get two Coppers in your hand by Counterfeiting an IGG? I know three-piling with Duchies is usually the way to go, but that would enable you to get Province with either 3 Copper or 1 IGG + 1 Copper in your remaining hand.

60
I never play without echoes anymore: any game without echoes just seems like a scorefest.  But any game w/ echoes is a power fest.  So I guess it depends on what you like to do more.  Personally I like to build a massive board of death.  But that's just me the optimization player...

Thanks for the insights. . . When we play echoes in real life it is fun but definitely not relaxing. It requires twice as much concentration as the base set because there are so many more potential ways you can inadvertently "break the rules" by failing to trigger an effect, or even claim a special achievement. Figure karmas might have that problem too but at least you can only have 1 per player in most cases, no matter how splayed your stacks.
After having played the 2 expansions, I prefer switching the expansions up from game to game. . . the Dominion analogy is kind of apt, if every board had Goons it would not be the exciting and rare opportunity to try out a different strategy, it would just be the default game strategy (like going for wheat and ore in Settlers every time).

61
Dominion General Discussion / Re: It's happening to me...
« on: April 30, 2014, 07:03:33 am »
Just wait till you get into Innovation, those card names come up even more often in daily life! Agriculture? Should I share the dogma or not... Enterprise? No, not my crowns!!! The Internet? Game over!

62
Innovation Game Reports / Re: Four achievments from Machiavelli
« on: April 25, 2014, 02:16:23 pm »
then she got 6 in one turn with Rowland Hill a couple games later, so it all evens out. . .

63
Innovation Game Reports / Re: Four achievments from Machiavelli
« on: April 22, 2014, 10:35:30 pm »
Yeah I got 5 with my boy Nic today as well. My G.F. was not pleased with my gleeful gloating after that game. . .
http://innovation.isotropic.org/gamelog/201404/22/game-20140422-184917-b23574bb.html

64
Game Reports / Re: nice engine using almost all Kingdom cards
« on: April 22, 2014, 02:28:48 pm »
Ambassador is required here, but I'm trying to decide whether I like Amb/Jack over Amb/Amb. Amb/Jack gives you better shots of hitting $5 later, which is an important cost point this game, but if Jack reveals Ambassador you're incredibly behind. Additionally, you have both Hamlet and Crossroads as $2 costs, which makes the early economy killing of Amb/Amb hurt less.

Amb/Jack can deal with some junking, but I feel like a deck with Hamlet/Amb/Amb after turn 4 is pretty scary to go up against, especially if the deck gets thin enough that picking up a Curse with Hamlet +Buy is feasible.

Not so much in a Shelters game, though, where Ambassadoring a Shelter will fizzle, and NecroJack is so powerful if you can get them to line up.

Shelters it the huge reason to go Jack, but I think I would have open Jack/Amb in an Estate game as well. There are lots of Jack best friends (Hamlet, a single Crossroads, TfB to use the Silvers later...) so Jack's increased cycling will help win the Amb war even against an Amb/Amb player. Collision is bad in both scenarios. Moreover, it is not clear to me than just playing Jack is clearly worse than just playing (one of the) Amb(s).


I would agree with you on the opening. I am a little wary of opening double-Amb sometimes, and I feel like with Shelters, you'd have a pretty high risk of early turns where you only return one Copper. The economy boost from JoaT seems worth less frequent play of Ambassador here. You can always return two Coppers with Ambassador to at least keep pace with your opponent even if he or she does play two Ambs.

65
Game Reports / Scrying Pool trashing tempo
« on: April 22, 2014, 08:10:45 am »
Had a game last night with Scrying Pool where I opened Potion/Storeroom versus opponent's Potion/Silver. This effectively crippled my ability to get to $5 quickly and pick up a Count for trashing, but I wanted the +buy to get Pawns and the better cycling to see more Potions. The opponent got a Count quickly, trashed most of the Coppers and Estates, and went ahead 3-0 in Provinces. I got the Count a bit later and was able to trash everything on two separate turns, then caught up with two double-Province turns using Storeroom and Count, ending the game on T16. So my question is whether I made the right tempo decision to keep things moving slow at first and let the Scrying Pools take over, or whether it was just luck.

http://gokosalvager.com/static/logprettifier.html?20140421/log.512f4c81e4b08cb66ebe711c.1398132367662.txt


Code: [Select]
Pawn, Scrying Pool, Storeroom, Death Cart, Bandit Camp, Count, Counterfeit, Explorer, Margrave, Treasury

66
Help! / Re: Analyze the newbie
« on: April 21, 2014, 04:44:17 pm »
Masterpiece/Feodum seems like the right decision here. I think the clear consensus would be to go for Masterpieces first, whether or not they were being contested. The Silver flood will help you get Provinces! Having a few Feodums denied to you would not be a big problem if they were essentially dead in your opponent's deck and slowed him/her down from buying Provinces and ending the game.

67
Game Reports / Re: nice engine using almost all Kingdom cards
« on: April 21, 2014, 04:41:15 pm »
Also, this seems like such a high-skill board, where there is very little margin of error to construct your engine since piles are in such danger of being rapidly run out, even with the presence of Ambassador. I am sure I would have gotten rolled if I were up against even a marginally better player than myself.

68
Game Reports / Re: nice engine using almost all Kingdom cards
« on: April 21, 2014, 04:39:11 pm »
Ambassador is required here, but I'm trying to decide whether I like Amb/Jack over Amb/Amb. Amb/Jack gives you better shots of hitting $5 later, which is an important cost point this game, but if Jack reveals Ambassador you're incredibly behind. Additionally, you have both Hamlet and Crossroads as $2 costs, which makes the early economy killing of Amb/Amb hurt less.

Amb/Jack can deal with some junking, but I feel like a deck with Hamlet/Amb/Amb after turn 4 is pretty scary to go up against, especially if the deck gets thin enough that picking up a Curse with Hamlet +Buy is feasible.

Not so much in a Shelters game, though, where Ambassadoring a Shelter will fizzle, and NecroJack is so powerful if you can get them to line up.

69
Dominion Articles / Re: Combo: Hermit/Madman + Market Square
« on: April 19, 2014, 10:33:14 am »
I've been meaning to post a response to thank you for documenting this combo.

I read it a couple months ago when I frankly was getting a little bored with Dominion both online and IRL.  This combo interested me so I tried it out a couple times.  Even though I slipped up first time I tried it against a bot, it still performed amazingly, and only took a couple extra turns to finish the game.  Mostly though, this combo just had me grinning from ear to ear.  It is such an elegant and powerful combination.  I don't think I have played a combo which is so much fun.  It restored my interest in the game, and gave me hope there were other combos and strategies I was still unaware of which could bring back the fun factor.

Thanks!!!

Wow, the dude who ragequit on me and accused me of ruining the game with boring, mechanical play when I used this combo did not seem to share that opinion.  :D I do understand the frustration, if you don't have prior knowledge of a certain combo and your opponent just plays it based on received wisdom, where they may not have stumbled upon that strategy without reading the Dominion literature. I suppose it's similar to MTG, where people complain about "net deckers."

70
Dominion General Discussion / Re: Dominion Limericks!
« on: April 18, 2014, 08:09:45 am »
Bomminator
Big Money's a style ill-fated,
As a strategy, some say it's dated.
But with Gardens on board,
Royal Seal and a Hoard?
Consider yourself Bomminated!

This is in homage to the old Councilroom achievement, which I never did pull off myself.

71
Dominion General Discussion / Re: Dominion Limericks!
« on: April 15, 2014, 09:32:13 am »
A level 1 player named Gerald
Tried to draw his whole deck with a Herald-
Conspirator chain,
Alas! 'Twas in vain!
Too much Silver! His win was imperiled.

72
Goko Dominion Online / Re: Opinions on the VP counter?
« on: April 11, 2014, 10:58:24 am »
Quote
I guess I just like the additional challenge of having to mentally track numbers while simultaneously thinking about tactics, and I was wondering who else shares that opinion.

Some people will take up this challenge by using tallies, coins, or cards to count vp while playing online. There is no way to ensure opponents are not tracking this information. It's very hard to enforce any tournament rules that prevent deck tracking. Gokodom is a friendly tournament so it shouldn't be an issue. If anyone tried to organize an online Dominion tournament with cash prizes then automated deck tracking would become a serious issue (again).

I certainly don't mind if my opponent is tracking manually either by tallying or looking back through the log at critical moments in the game, even if them doing it and me not gives them an edge. It's just the automatic nature of the VP counter that I would rather not play with. I suppose given people's responses that I'm in the minority. . . so I'd be happy to play with vpon in the future if it means I get better quality opponents.

73
Goko Dominion Online / Re: Opinions on the VP counter?
« on: April 11, 2014, 08:39:09 am »
Yeah I see the argument that it frees your mind to focus on tactics, and I wouldn't want to limit the quality of opponents I could play if good players prefer not to play vpoff games. I guess I just like the additional challenge of having to mentally track numbers while simultaneously thinking about tactics, and I was wondering who else shares that opinion.

74
Goko Dominion Online / Opinions on the VP counter?
« on: April 11, 2014, 08:13:06 am »
I searched but could not easily find a thread on this, sorry if it's duplicated.

I was curious how many high-level players play with the VP counter. I personally dislike it because I think part of the fun of Dominion is following along in your head. Having the vp counter rewards people who aren't paying close attention to what's been bought or mentally tracking the flow of the game. Those real-life moments when your opponent's hand is hovering over the last Province and you are secretly praying they'll buy it and lost are part of what makes the game fun. I have played in Scrabble tournaments in the past, and part of being a good player is being able to balance thinking about what to play while also tracking the tiles in the bag in your allotted time (on pen and paper). I think the VP counter makes the online game fundamentally different from the real-life game, and in my opinion that isn't a good thing.

So I use vpoff. What do other people think about the VP counter and its impact on the online game?

75
Goko Dominion Online / Re: Goko Dominion Salvager Discussion
« on: April 11, 2014, 08:06:16 am »
Wow, I feel stupid... I have been playing on Goko for a year now and never installed Salvager. I did last night and it was like the scales fell from my eyes. Instead of waiting several minutes for a game and then feasting on some noob, I was repeatedly matched with quality opposition almost immediately. Thanks, AI!

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