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Messages - luser

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451
Help! / Re: Improving Alt-VP strategies
« on: March 05, 2014, 07:15:52 am »
Game 1: Opponent got lucky here. Main question here is how viable is a hamlet-jack engine. Opening  jack/steward is OK. I would buy second jack, hamlet and when you could get 5 then cultist even when by stewards +2 coins. With jacks IGG are very powerful so buy one each turn until you start hitting 8. With 10 additional ruins from cultist both deck would likely fill with junk, unless jack engine could kill it at same pace. Also game could end on emptying curse/igg/ruin piles before feodums would worth much.

Here is example that with jack/igg and no engine ignoring igg has disastrous result.

http://dom.retrobox.eu/?/20140304/log.5161606fe4b0ad9d06948a25.1393939394339.txt

Game 2: As previously said at least 3-4 horse traders. You will consistently hit 5 and could laugh at opponent margrave which starts read as: Discard two cards (likely duchies), draw two cards.

Game 3: Relatively close with mistakes on both sides, you should build economy more, its sea hag game so it will be long. A duchy split is important so I would not sacrifice these however I would buy  a silver instead first silk road and haggler/bandit camp instead of first duke.

Opponent loves bandit camps too much. His first province buy is mistake, he should buy duchy here. Also he should gain gold instead bandit camp from haggling province as with that thick deck bandit camp is effectively gold that you cannot use on first reshuffle. Also as previously said you should count thresholds. I would wait few turns to buy estate and try to bump a silk road counter.

Game 4: I would also open storeroom/storeroom and try to be flexible. Versus bm a mountebank would help you to slow opponent down to prolong game. Also with storerooms I would first twice buy 2 fools gold versus as storeroom allows you connect these and as reaction when bm opponent buys provinces.

452
Game Reports / Re: Transmute/Duke beats Governor
« on: February 28, 2014, 07:37:16 am »
I thought Transmute/Duke wasn't really a thing

But I do know Stonemason/Market Square is a thing.

Also this game is worth of rematch as both players undervalued stonemason here. A better opening here would be steward+stonemasoning 2 market squares. That would likely give a gold on second shuffle and when you will hit second time stonemason 2 market squares again. Stonemason gold or hitting 7 to quickly make journeyman/bazaar engine  Endgame would depend on situation, either 3pile or butcher gold for province and more gold from market squares

453
Game Reports / Re: Transmute/Duke beats Governor
« on: February 28, 2014, 07:12:11 am »
I think here you won because opponent misplayed. The real combo here is stonemason/adventurer/duke. A governor is excellent enabler of that.

I would probably open with silver/silver and aim for governor with possibly with market square in mix. With governor choose +3cards. First time you hit 7 then stonemason 2 governors, then you need just twice hit 8 to stonemasoning 2 adventurers.

With big governor hands its easy to pair stonemason with adventurer/gold->2 duchies/remodeling silver to duchy, you which likely get 6 by turn 10 if opponent does not mirror.

Then apply same strategy with duke split and end game by three-piling stonemasons.

Ehh, I prefer Market Square and Gold over Adventurer.

You have problem that gold is too slow and it will not win you duchy split. Money is not very important in this game as points would be mainly gained by double duchy/duke. Having more 6 targets is more important than buying power which you will not use as you should stonemason it anyway.

454
Game Reports / Re: Transmute/Duke beats Governor
« on: February 27, 2014, 06:48:35 pm »
I think here you won because opponent misplayed. The real combo here is stonemason/adventurer/duke. A governor is excellent enabler of that.

I would probably open with silver/silver and aim for governor with possibly with market square in mix. With governor choose +3cards. First time you hit 7 then stonemason 2 governors, then you need just twice hit 8 to stonemasoning 2 adventurers.

With big governor hands its easy to pair stonemason with adventurer/gold->2 duchies/remodeling silver to duchy, you which likely get 6 by turn 10 if opponent does not mirror.

Then apply same strategy with duke split and end game by three-piling stonemasons.

455
Variants and Fan Cards / Re: Really bad card ideas
« on: February 27, 2014, 04:59:57 pm »
Red tape - action: 3$

Discard a card from your hand.
While this is in play all cards cost 1 more.

456
Dominion Articles / Re: Tactics Quiz & Endgame Principles
« on: February 27, 2014, 02:12:10 pm »
Quote
#3) You and your opponent have purchased nothing but Jack of All Trades, Silvers, Golds, Duchies, and Provinces. There are two Provinces and four Duchies left in the supply. You are one point behind. You have 8 coin in your buy phase; what do you do?
a) Buy a Province
b) Buy a Duchy
c) Buy a Gold
d) Buy a Jack of All Trades

I think that here is best to take chance with province. As this is jack game and there are only four duchies left and with jacks silver flood opponent will likely hit 5 on his next two turns, so it unlikely to win a duchy dance, and as you need both province its better to grab one right away.

457
Dominion General Discussion / Re: A sad noob case. (Re: effective trashing)
« on: February 20, 2014, 11:11:02 am »
You could try a simple argument:

So if  all cards are good then I would give you a advantage, you will start with 6 estates and 14 coppers. This might not be enough, so I will take additional disadvantage and will start with only three coppers.

Three coppers may not be a good idea, but getting rid of your estates would be great.

How that is so? Just pure BM will do job.
First five turns are s,s,g,g,g.then province, gold, silver in that order of preference.
I wrote a quick script to simulate shuffles and it gets to 4 provinces at turn 11, six at turn 15 How would you beat that except by combo like tr-tr-bridge-bridge-bridge hand?

458
Variants and Fan Cards / Re: Really bad card ideas
« on: February 20, 2014, 07:20:18 am »
metropolis-$6

+1 card
+3 actions

when there are at most 3 provinces in supply pile +3 cards, when there is at most one province left +3 coins and +3 buy

459
Dominion General Discussion / Re: A sad noob case. (Re: effective trashing)
« on: February 15, 2014, 04:31:22 pm »
You could try a simple argument:

So if  all cards are good then I would give you a advantage, you will start with 6 estates and 14 coppers. This might not be enough, so I will take additional disadvantage and will start with only three coppers.

460
Variants and Fan Cards / Re: Really bad card ideas
« on: February 15, 2014, 07:00:55 am »
custom house 4$

place a  tool token on a kingdom card.

tool token

 when you buy a card with toll token thrash a treasure used to pay that card. If you did not thrash a card thrash a gained card instead.

Why all the violence? Stop thrashing the poor cards!
Just the poor cards? You can keep trashing Nobles?

Don't thrash anyone! Not even Scout!

You need to thrash scout only when you do not have treasures to thrash.

461
Variants and Fan Cards / Re: Really bad card ideas
« on: February 14, 2014, 09:27:57 am »
custom house 4$

place a  tool token on a kingdom card.

tool token

 when you buy a card with toll token thrash a treasure used to pay that card. If you did not thrash a card thrash a gained card instead.

462
Variants and Fan Cards / Re: Really bad card ideas
« on: February 13, 2014, 09:43:31 am »
pioneer action-attack 3

+1 action

If communism is in play each other player reveals top four cards from top of their deck and places them to top of their discard pile. For each victory card revealed in this way they get a curse.


Noble beggar action-reaction 6

Every player reveals his hand, then place every copper revealed in this way to your discard pile. Each opponent that did not contributed copper gains a gold into his hand

reaction: On attack you might reveal this card. If you do so attacker gains three coppers.


Tunnel action-attack 4

Each player reveals their hand and trashes all their gold. You gain a silver for each gold thrashed in this way.

463
Goko Dominion Online / Request for new promo card in goko
« on: February 08, 2014, 07:12:53 pm »
Dear Donald,

To maintain the net neutrality and good public relations our company department for public relations after decided to recommend inclusion of following card.

Yours sincerely


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