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Messages - Wingnut

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151
Game Reports / Re: Victory by Develop?!?
« on: January 06, 2012, 03:24:02 pm »
I've been crushed a couple of times by an early workshop on a board with multiple engine components costing 4 or less. It's something that I've been meaning to do more, but I keep forgetting when it does actually come up.

I've also seen Workshop only for grabbing caravans, not sure if that's good though.

I don't think Workshop for Caravans only is enough. If there are multiple engine components (particularly a village) then yes, but not for caravans on their own. That said, if there is any source of +buy there is no reason for Workshop and if there is no source of +buy and some type of engine isn't the best thing in a lot of kingdoms anyway.

152
Game Reports / Victory by Develop?!?
« on: January 04, 2012, 11:25:11 pm »
Since theory's article calling Develop the worst $3 card (no way it's worse than Chancellor though it normally is pretty bad), I have been trying to figure out a way to play the card as an important part of a strategy that doesn't include Border Village. Not that I can ever replicate it, but I managed to play a kingdom where it is possible.

http://dominion.isotropic.org/gamelog/201201/04/game-20120104-200801-ab7a1eac.html

Here, I open with Develop and Talisman with the intention of buying a double village and then developing the Talisman to Wharf/Village if possible. It didn't exactly go as planned, but, with the embargoes, my opponent was scarred off of Wharf and avoided Gold. At the mid-game, I realized that I was losing (of course I was losing, I built my strategy around one of the worst cards in the game for no real reason) and switched to a Silk Road strategy, using a Talisman to double up on Develop and Develop a Develop into a Silk Road and an Estate.

Needless to say, this isn't exactly ideal, but it worked (big assist to Farmland as well to get the win on the final turn).

Thoughts on this? Feel free to call me totally insane, even though I won the game.

153
Dominion General Discussion / Re: More Fun With (Un)popular Buys
« on: January 04, 2012, 03:10:47 pm »
Starting with the most

6 - Goons (97.0)
6 - Grand Market (96.6)
5 - Governor (95.7)
5 - Margrave (97.4)
4 - Worker's Village (94.7)
4 - Tournament (98.6)
3 - Fishing Village (97.8)
3 - Masquerade (97.7)
3 - Swindler (97.4)
2 - Crossroads (93.2)

I'm happy to not see Ambassador or Chapel like most others here (those are 11th and 12th on my list). I'm thinking some sort of Governor/Village/Goons engine, probably with support from Margrave since the trashing is a bit on the light side here with only Masquerade here. Open with FV/Masq and go from there, hope Swindler doesn't do unkind things to me.

And now the worst list, where we'll see some similarities with what everyone else has put up there

5 - Counting House (4.4)
5 - Outpost (15.9)
5 - Stash (17.3)
5 - Harvest (22.3)
5 - Cache (22.9)
5 - Explorer (23.0)
4 - Bureaucrat (19.1)
4 - Coppersmith (10.3)
4 - Navigator (10.5)
3 - Chancellor (10.4)

Enjoy the Cost 5 misery here. Bureaucrat to transition into Explorer/BM here. Heaven help anyone who actually sees a Kingdom this bad.

154
In some games when building an engine, I open double Fishing Village or FV/Silver, leaving one coin on the table. The other one that I try a lot is Tunnel with either Cellar or Warehouse.

As for opening whatever/nothing on a 4/3 start, I can't think of a spot where I would skip a buy. At the very least, silver/silver is going to be a decent option with nothing of value to buy at 3 or 4. Maybe in a multi-player game with Noble Brigand and Embargo that somehow gets silver embargoed before my second buy, but at that point I think I take an Embargo with the second buy.

155
Game Reports / Games where you did dumb things and won anyway
« on: December 24, 2011, 03:13:12 am »
My inspiration here came from the game below. I have no idea what on Earth I was thinking or doing (probably hallucinating) when I did this, but I bought two Nomad Camps with Talisman in play on one turn, and then won the game anyway by 3-piling with Nomad Camp being the 3rd pile. Anyway, here it is.

http://dominion.isotropic.org/gamelog/201112/24/game-20111224-000747-e965ddab.html -FIXED LINK

Any other examples of overcoming something really dumb of your own doing?

Evidently this also includes being brain dead enough to not link to the game correctly.

156
Game Reports / Re: Awesome combo or luckiest draw ever?
« on: December 18, 2011, 03:52:31 pm »
There are two lucky things for you here.

First was your opponent didn't play Masquerade, opening Quarry/Silver (possibly with Possession in mind later in the game). Even with Possession on the board, I would open with Masquerade on this board with a 4/3 open and try to end the game before Possession becomes a factor.

The second was given your opponent not playing Masquerade, you drew 2/5, giving you the all important +buy before buying Quarry. With no Cost 6 or 7 cards on this board (Possession because of its Potion cost doesn't really count), Quarry isn't very good without a +buy. Once you had the Quarry and the Markets, you were able to buy what you wanted and pick up Crossroads for free, allowing you to green earlier with lesser cards (like the turn 9 Duchy) to fuel the Crossroads engine.

So can this be replicated? Yes (any +buy, Quarry and Crossroads could probably fuel it), but it won't be as easy on most boards as usually your opponent will buy at least a few of those Crossroads in the process. Also, this seems like it could be crushed by a great many of the attacks (especially the curses and discard attacks meaning basically all of them except for Fortune Teller and the Spying attacks)

157
Dominion General Discussion / Re: Evaluate your best and your worst board
« on: December 18, 2011, 03:33:35 pm »
Best board:
$6 Farmland
$5 Governor, Highway, Mandarin
$4 Jack of all Trades, Nomad Camp, Ironworks
$3P Familiar
$3 Menagerie
$2 Crossroads

This looks like go for double Familiar and spam Governors, maybe an early Menagerie for later in the game and then try for the Governor mega turn. Trashing a curse or two into Crossroads (most likely with Farmland not Governor) looks like it could work rather well here too as Crossroads could help amass the number of Governors needed for a huge turn. Opening 4/3: Potion/Silver. Opening 5/2: Governor/Crossroads

Based on these cards, I would be really confident in winning on this board, especially since so many people so badly misplay Highway (which is useless here without the deck clogging Nomad Camp or the slowing Ironworks).

Worst board:
$5 Cartographer, Margrave, Hunting Party, Inn, Wharf
$4 Bridge
$3P Philosopher's Stone
$2P Scrying Pool
$2 Courtyard, Lighthouse

Except for Scrying Pool, this looks like a fun board (I hate Scrying Pool and instantly veto it in all games when playing with veto mode). Alas, this looks like a good pool deck board though Hunting Party and Cartographer looks tantalizing to avoid it. Using some of those extra buys from Wharf and Margrave on some Lighthouses looks necessary as both Margrave and Scrying Pool on their own are powerful but together they could be insane. Opening 4/3: Potion/Silver. Opening 5/2 Margrave/Lighthouse (or maybe Margrave/Courtyard?)

158
Dominion General Discussion / Re: Greatest Isotropic Moments of 2011
« on: December 13, 2011, 08:16:41 pm »
Just fun for the immediate turn around here.

  --- tko's turn 11 ---
   tko plays a King's Court.
   ... and plays a King's Court.
   ... ... and plays a Torturer.
   ... ... ... drawing 3 cards.
   ... ... ... Wingnut gains a Curse in hand.
   ... ... and plays the Torturer again.
   ... ... ... drawing 2 cards.
   ... ... ... Wingnut gains a Curse in hand.
   ... ... and plays the Torturer a third time.
   ... ... ... drawing nothing.
   ... ... ... Wingnut gains a Curse in hand.
   ... and plays the King's Court again.
   ... ... and plays a Torturer.
   ... ... ... drawing nothing.
   ... ... ... Wingnut gains a Curse in hand.
   ... ... and plays the Torturer again.
   ... ... ... drawing nothing.
   ... ... ... Wingnut gains a Curse in hand.
   ... ... and plays the Torturer a third time.
   ... ... ... drawing nothing.
   ... ... ... Wingnut gains a Curse in hand.
   ... and plays the King's Court a third time.
   ... ... and plays a Chapel.
   ... ... ... trashing 2 Coppers.
   ... ... and plays the Chapel again.
   ... ... ... trashing nothing.
   ... ... and plays the Chapel a third time.
   ... ... ... trashing nothing.
   tko plays a Gold and 2 Silvers.
   tko buys a King's Court.
   (tko reshuffles.)
   (tko draws: a Gold, 2 King's Courts, and 2 Silvers.)

--- Wingnut's turn 12 ---
Wingnut plays a King's Court.
... and plays a Chapel.
... ... trashing 4 Curses.
... and plays the Chapel again.
... ... trashing 3 Curses and a Copper.
... and plays the Chapel a third time.
... ... trashing nothing.
Wingnut plays a Contraband.
... tko prohibits Wingnut from buying Platinums.
Wingnut buys a Silver.
(Wingnut reshuffles.)
(Wingnut draws: a Contraband, a Torturer, a Gold, a Silver, and a Copper.)

http://councilroom.com/game?game_id=game-20110831-190736-45f253cb.html#tko-show-turn-11

Off course with all of this nonsense going on and Contraband as the source of plus buy, the game ended in a tie.

159
Game Reports / Should I have gone green earlier?
« on: December 12, 2011, 11:56:31 pm »
Before anyone goes too much further, what would you have done with this kingdom?

Border Village, Chapel, Counting House, Develop, Gardens, Grand Market, Market, Potion, Transmute, Wharf, and Worker's Village

http://dominion.isotropic.org/gamelog/201112/12/game-20111212-204506-551ca31f.html

I fell behind because of a combination of a couple of bad early buys and some bad luck (opponent drew 5-2, bought Wharf and Chapel and drew them separately on turns 3 and 4 and then trashed three more cards with Chapel on turn 5 right after I played my first one).

Because I was behind, I decided to go Gardens (yes, in a Chapel game) because there were so many extra buys on the table that I could eat a ton of coppers on the last couple of turns. Alas, I came up a couple of points short. The questions are should I have gone green earlier (especially since my opponent could have bought the final three Gardens and ended all doubt on his own turn) and was playing for Gardens the correct tactic given where I was?

160
Dominion Articles / Re: Cardinal Rules - Rules that apply in most games
« on: December 07, 2011, 10:38:36 pm »
I think it's sufficiently different from "know the board" that it deserves its own mention: know what the state of the board is. Most people know to watch the Province/Colony piles, but keeping track of the possibility of 3-pile endings is less common and a lot of times individuals miss opportunities to end the game on piles (or for their opponent to do so quickly).

I agree completely. I played a game earlier today where my opponent wasn't aware of this and left 1 Border Village along with one city for me with one pile already depleted. I took the border village to city and finished off the win.

161
Dominion General Discussion / Re: Boneheaded plays
« on: December 07, 2011, 06:35:24 pm »
I used swindler to turn somebody's cost 5 action into a Duke (normally fine). Then I realized I hadn't been paying attention and he already had 5 Duchies.

162
No offense taken. Even though I have been a mid to upper 20s level player on isotropic, I know I haven't been good in ambassador games which is why I posted this despite the win. I full well know had my opponent played better or my shuffle luck been worse I could easily have been rolled in this game.

163
2011 / Re: Schedule and Results: 2011 DominionStrategy.com Championships
« on: December 02, 2011, 01:33:02 am »
Robz888 defeats Wingnut 4-2-1 in Gardens 31-34 match. Sadly for me I must say.

Game 1 http://councilroom.com/game?game_id=game-20111130-184917-0b49d0f7.html

Both of us opened with Moneylender but his activated Tournaments overcame my money approach in this game. 33-30 Robz

Game 2 http://councilroom.com/game?game_id=game-20111130-185550-93edc3ea.html

Another mirror opening. Interestingly it was Monument/Ambassador in a game with no villages. The decks ultimately ended up pretty similar, but my preference of Bank over Gold and some good draws to win the Ambassador duel gave me a fairly easy win. 45-28 Wingnut

Game 3 http://councilroom.com/game?game_id=game-20111130-190257-6d2fd5c1.html

I made the mistake of opening Noble Brigand to try and cripple my opponent early and paid for it with a Grand Market beatdown. 50-33 Robz

Game 4 http://councilroom.com/game?game_id=game-20111130-190853-23eb0b02.html

I had the 1st player advantage and cruised with a combination of Ironworks, Conspirator, Scheme and Gardens. Poor Robz never really had a chance, especially with a 5-2 opening draw that left him in trouble from the start. 29-13 Wingnut and 2-2 for the series.

Game 5 http://councilroom.com/game?game_id=game-20111130-191727-25ddcaa8.html

Probably the most interesting game as both Sea Hag and Trader were in play. Both of us opened Sea Hag (myself with 5 leading to a Sea Hag/nothing opening) and both turned a good number of curses into silvers. Of note, I was used Haggler to pick up Peddler with Gold a couple of times and the Inns allows us to play Sea Hag lots because of the on gain shuffle, even though most of those on both sides were turned into silvers by the trader. Quite honestly, both of us were quite unlucky on our Sea Hag plays. I ultimately stole a draw with a lucky draw on my final turn. Draw

Game 6 http://councilroom.com/game?game_id=game-20111130-192442-525e0bc9.html

Intense Chapel, King's Court, Torturer Game. It was ultimately decided by Robz getting King's Court-Torturer off more than me and me taking the curses and not having enough time to Chapel them all off before the game ended. 28-25 Robz

Game 7 http://councilroom.com/game?game_id=game-20111130-193349-5da9a719.html

The game popped up and in came Scrying Pool. I hate Scrying Pool and the game surprisingly went 24 turns even though Wharf, Fishing Village and Scrying Pool were all in play. Midgame, I was trailing in provinces and decided to switch to Gardens and extend the game. It almost worked. I came back to lead the game (not that I knew at the time) going into the last turn. I  was only able to buy an estate and a copper. Robz finished it with a Duchy and Estate and got a 1 point win, the turn before I would have reached 50 cards and put the game away with my 6 Gardens. Robz 55-54 to take the series.

164
My opponent stopped using his ambassador and switched to coppersmith midway. At that point I was well behind and the saboteur had his 2 of my ambassadors so I wasn't exactly in a spot to get rid of mine.

Like I said, this was weird and I don't think particularly well played by either of us despite my win.

165
I will say this game was arduous to play, especially with border village making saboteur a more viable play and embargoes all over the place. And though I won, I feel like this was a bit of a weird kingdom where neither of us played particularly well. The question here is, was border village to saboteur a good play and should either of us have taken on some curses later in the game with the embargoes for feasts since I feel like I could have been beaten had my opponent not been so afraid of the curses in the late game.

http://dominion.isotropic.org/gamelog/201111/30/game-20111130-224017-b21a2e66.html

One other question, was running the embargo pile out in this game a good idea?

166
2011 / Re: 2011 DominionStrategy.com Championships Registration
« on: November 21, 2011, 03:06:45 am »
Wingnut

GMT -8 (PST)

167
Dominion Isotropic / Re: Veto strategy
« on: November 17, 2011, 02:19:06 am »
First it's cards I can't stand because they annoy me: Pirate Ship (my first game ever with it was IRL and I was 4th player) and Saboteur (also in that first Pirate game and it hit my Vault)

After that its usually situational: Black Market with no Village available. Break up the KC-Masq pin. Games with a powerful 5 and nothing great at 3-4 (Usually Witch, Mountebank or Embassy)

No situations like those, then whatever non-Village card extends the game the longest: Scrying Pool, Reactions, Sea Hag

168
Dominion General Discussion / Re: Mandarin
« on: November 03, 2011, 04:07:57 am »
A late game haggler/mandarin combo is quite nice. Haggler allows you to gain mandarin after buying a province, putting the treasures back on your deck and allowing another province buy with the same treasure.

In this game, I used it to buy the final province.

http://dominion.isotropic.org/gamelog/201111/03/game-20111103-010419-638a80af.html

169
Dominion General Discussion / Re: How often would you like to use Colonies?
« on: November 01, 2011, 01:48:09 am »
I like that 33% spot. Just enough where you play often, but no so much that it gets old playing longer games.

That said, IRL I prefer colonies in almost every game. Then again, Prosperity was the first expansion I picked up.

170
Dominion General Discussion / Re: Playing isotropic on iPhone/android
« on: October 29, 2011, 06:50:41 pm »
I tried it on my phone but found the zooming issues and misclicks made the game way too frustrating to do again. I have friends who play on ipads though and it works.

171
Other Games / Re: Are any Dominion inspired games worth playing?
« on: August 17, 2011, 04:20:49 am »
If you can handle a theme based around anime maids, Tanto Cuore is an interesting take on this genre.

http://boardgamegeek.com/boardgame/65282/tanto-cuore

The game plays quite similarly to Dominion, but with the added mechanic of being able to put your Maids (also the victory points) in chambers to get them out of your deck. I haven't played the expansions, but my group tends to play a game or two of this when we want a change up from Dominion. The strategy is just different enough to be interesting and because the Maids are also the points it doesn't run into some of the other problems games like Thunderstone do.

172
Game Reports / Re: Dear My Opponent: I am Sorry
« on: August 17, 2011, 04:12:36 am »
Yes it is another one of those torturer runs but with the added wrinkle of being combined with 8 Minions, University and Menagerie

http://councilroom.com/game?game_id=game-20110717-172656-91dbb639.html

I didn't feel bad until the engine halted for a turn with only 1 torturer and nothing else and my opponent was unable to do anything anyway.

173
Dominion Articles / Re: Request : Island
« on: July 26, 2011, 08:28:41 pm »
Unless there is something I just have to have out there, I generally open with island and then ignore it unless ironworks is out there. That has already been discussed here exhaustively.

Of course if there is sort of heavy trashing card available (or really any trashing card) island seems to have diminishing returns in comparision and should be avoided. After the open, I only really buy it if the other player is totally ignoring them as the lead can be great or if my opponent goes after all of them in which case I will buy one more just to mitigate the point disadvantage.

In colony games, I just avoid it entirely though. There is almost no situation where the points matter enough to make the buy worth it.

174
Other Games / Re: What other games are as good as Dominion?
« on: June 28, 2011, 04:34:02 am »
I would second the recommendation of Agricola from a couple of posts up. I also enjoy Ticket to Ride (either Europe or Marklin) depending on the group I am playing with.

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