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Messages - JW

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751
Help! / Re: funkdoc's journey to 5k (& beyond)
« on: July 14, 2015, 07:14:38 pm »
i know the early trashing is supposed to be bad, but they sure scared me with it! 

Early trashing with Bishop is good, but the free trash is even better for your opponent early on (you have 4 non-Bishop cards to choose from to trash, they have 5), which is why it's usually a bad opener.

752
Dominion General Discussion / Re: which witch
« on: July 10, 2015, 06:10:40 pm »
The board is Ambassador, Sea Hag, Marauder, Witch, Torturer, Mountebank, Soothsayer, Cultist, Giant, Swamp Hag.  Events are Ferry and Alms.  Which corner do you run and cry into?

It's probably just a rush for Cultists powered by Ferry. Pick up Gold over Cultist once Ruins are out or nearly out, some of the Provinces will run and the game will 3-pile on Cultist, Ruins and Duchies. This pattern isn't that unusual for Cultist games in general, unfortunately.

753
Game Reports / Re: To Pool or Not To Pool?
« on: July 09, 2015, 03:13:18 pm »
I definitely thought of that, but I just didn't think there was enough time to set that up.  All of a sudden he was greening while I didn't have enough economy to buy Torturers + the Villages to play them + still buying a Pool every turn.

You over-trashed: after your turn 8 your deck had only 2 Candlestick Makers and a Scavenger for economy.

754
Help! / Re: funkdoc's journey to 5k (& beyond)
« on: July 02, 2015, 08:22:11 pm »
so the relevant cards on this board (province/estates game) were plaza, tournament, young witch (w/ cellar as the bane), governor, and king's court.  my thought process here was as follows -



Code: [Select]
Cellar, Masterpiece, Woodcutter, Plaza, Scavenger, Spy, Tournament, Young Witch, Governor, King's Court, Peddler
You can look up logs on http://gokosalvager.com/. Cellar is not a sufficiently good bane to skip opening Young Witch here, as it's not good to have multiple Cellars early on.

755
Game Reports / Re: Pissed
« on: June 25, 2015, 01:30:41 pm »
Like, I was constantly behind on Knights, and I had no way to coming back at all. In the end, my opponent had two knights and I had nothing.

Opening Chapel - Masquerade isn't enough economy to pick up enough Knights quickly. I'd be inclined to open Masquerade-Silver. Your opponent was also lucky to have 5/2 with Dame Natalie on top.

756
Have you tried watching WW's Dominion videos while drinking morning coffee? If you can explain to yourself all the decisions he makes you are a competitive player already.

Also, are you good or not you will be on a losing streak from time to time anyway, that's fine.

Here's Wandering Winder's channel: WW's channel

AdamH's Youtube channel also has a lot of games and he explains his thinking in detail, though it also has unjustified dislike of the best card in Dominion, Black Market. Adam's channel

757
Goko Dominion Online / Re: Payment models
« on: June 17, 2015, 08:09:12 pm »
Does the fact that you must own the base set in order to use Seaside not come into play?

That's true IRL, but for electronic versions the sets could be purchased in any order and would all "come with the base cards" (assuming that the base set is not given away for free).

758
Goko Dominion Online / Re: Bizarre Bot Strategies II
« on: June 17, 2015, 05:05:07 pm »
I play Contraband. Lord Bottington prohibits Philosopher's Stone, even though I have no Potions in my entire deck.

759
Goko Dominion Online / Re: Breakdown of new expansion costs
« on: June 16, 2015, 08:15:27 pm »
The weird thing to me is that I remember the expansions being about $12 and $7 before, but the sum wasn't $85?

It was something like $4 each for Alchemy/Cornucopia/Guilds, $7 for Intrigue/Seaside/Prosperity/Hinterlands, and $11 for Dark Ages, possibly with a volume discount if you bought enough "Gokoins" to get all of them at once.

760
Game Reports / Re: Prince + Tournament
« on: June 11, 2015, 02:50:50 pm »
Got really lucky with the 3/5 opening on a Baker board for an early Count

You didn't get lucky with the opening, on a Baker board you will always have the options of opening 3/5 and you played well by opening Count-Silver. Your opponent badly misplayed the opening by spending his coin token and opening Tournament-Silver anyway.

Edit: even if your opponent mis-clicked and accidentally spent the coin token on the first, $3 hand, double-Tournament is preferable to Tournament (spending the coin token)-Silver.

761
You should open Wharf-Silver, not Bridge-Silver. Workshop is terrible here, you aren't going to connect Bandit Camp-Bridge-Workshop reliably to gain $5s with it. Monument is also bad, you want to play Wharves as your terminals. You should get at least 2 Wharves before even considering Bandit Camps. Wharf stays out for two turns so it collides less than other terminals. On turn 13 you still had only 2 Wharves, and 5 Bandit Camps. Once you have a high density of Wharves, Bank is quite strong (can be worth even more than Platinum).

762
Dominion General Discussion / Favorite cards, and why
« on: June 09, 2015, 03:49:11 pm »
What are your favorite cards, and why? I recall seeing a thread on this a while ago, but it seemed focused more on the list, and less on the explanation.

Black Market: adds so much variety and crazy situations to the game.

Watchtower: rewards a player who can utilize its many synergies. Elegant design.

Menagerie: requires work to set up but has great potential. Perfectly embodies Cornucopia.

Tactician: I love double Tactician decks, and even a single Tactician shows that one great turn is often better than two regular turns.

Procession: It can be incredibly powerful, but requires a lot of care to use correctly.

Honorable Mention: Hermit, Counterfeit, Crossroads.

Though Black Market is my favorite card online, it seems like the setup IRL for a traditional 25 card Black Market deck would be a pain and people needing to read the cards would slow down the game. I haven’t played Adventures enough to have any Adventures favorites.

763
Goko Dominion Online / Re: Dealing with people who stall
« on: June 09, 2015, 02:59:33 pm »
Does Goko have any mechanism for kicking people who are intentionally not responding to your Torturers for 20 minutes each time you play one? 

Would be ever so grateful to get the opponent I'm facing now a ban, a warning, or at the least a kick from the game.

The long-term solution is to get the extension Salvager and black-list your opponent: https://github.com/aiannacc/Goko-Salvager/wiki

You can always open up a new tab on your browser and start a new game in that tab while checking back every so often. That's what I do if someone intentionally stalls (and then blacklist them after the game).

764
Dominion General Discussion / Re: How Sloggy is a Slog, really?
« on: June 08, 2015, 06:44:15 pm »
Beggars, Gardens, Copper.  In 16 turns.  That's a rush, in my opinion.

Beggar-Gardens only ends the game quickly if both players play Beggar-Gardens.

765
Dominion General Discussion / Re: Cards you hate!
« on: June 04, 2015, 08:36:03 pm »
"It depends on the board" is a blanket statement.

Sure, we can say "Wharf is good", but that's entirely useless. Saying that Wharf is good doesn't tell anyone how to play games with Wharf in them. "Whenever Wharf is on the board, you want to win the Wharf split" is not always true, but it's much more useful.

That advice is too simplified, though, because it will frequently lead people far astray. Winning the Wharf split is only likely to be important on a board where there's a way to play at least 3 Wharfs in a turn (Necropolis alone wouldn't be sufficient).

Edit: The way I'd say it is: Wharf is a strong card. If it is possible to play at least 3 Wharfs in a turn, it might be important to win the Wharf split. If you can only play 2 Wharfs in a turn, it's unlikely to be important to win the Wharf split. If over 50 games with Wharf you gain it in under two-thirds of the games, you're probably not getting it enough (the threshold for "buying Wharf enough" depends on the sample size, of course).

766
Dominion General Discussion / Re: Cards you hate!
« on: June 04, 2015, 06:53:08 pm »
In the past year, I've gotten much better at Dominion. The main improvements I've made in my game have been looking at my decisions -- those "universal truths" I thought I knew about Dominion, and questioning them all. Trying to see if I could do better. And I have over 10 iso levels worth of improvement to show for it.

Most Dominion players under-value trashing. Except at the highest levels of the game, it's far more common for a player to focus too little on trashing than to focus too much on trashing. Consequently, most Dominion players undervalue Urchin and Mercenary; they buy too few early Urchins/other attacks, and thus on average they don’t get their first (or the usually desirable second) Mercenary early enough.

For example, in this game http://www.gokosalvager.com/static/logprettifier.html?20150403/log.516ce511e4b082c74d7a526a.1428083504568.txt I have bad luck early: despite opening quadruple Urchin, I don’t play my first Mercenary until turn 9. But my opponent only buys two Urchins on turns 2 and 3, plays an unfocused strategy, and does not gain Mercenary until late, so I am able to come back and build an Advisor-Festival-Peddler-Courtyard engine to win.

Most Dominion players would get better with Urchin if they started from the premise that you should prioritize getting two Mercenaries if you are getting it for the trashing. Colliding your Urchins early gives you a large advantage, and some people don’t like that, but knowing to prioritize getting two Mercenaries on many boards sets you well ahead of other people strategically, which makes up for a lot of bad luck.

Edit: Unless you are a really great Dominion player, if you are tempted to skip on Urchin #3 after already colliding, you should be aware that Urchin #3 is generally better than Silver here, and most Dominion players incorrectly buy Silver way too often in this situation. A typical level 20 player who changes to always buy Urchin here will have improved their Urchin play substantially.

767
I'd open Spice Merchant - Shanty town, build the Plaza / Margrave draw engine, and get at least one Possession unless my opponent is going for something like Beggar-Gardens (which is resistant to Possession but should lose to the engine simply adding money and buying Colonies). Trader doesn't seem necessary in the engine. It gives you two Silver in exchange for an Estate and by the middle of the game that's not useful.

Games where you can play discard attack + Possession in the same turn can be very tricky. You always want to play Possession at the end of your turn because your opponent may discard their good cards to prevent you gaining by Possessing them, in which case you may prefer not to play Possession to leave them with a bad hand (and you should generally keep Possession in your hand because your opponent doesn't gain from it when they possess you). Here's an example game played by some of the best players in the world: http://www.twitch.tv/stef_42/c/6346633

768
Goko Dominion Online / Re: Goko Dominion Salvager Discussion
« on: June 04, 2015, 11:35:26 am »
How do you set activate then End Action/End Turn buttons at the top of the log like I see in AdamH videos

I had to get the beta version of the extension. You can find information about it here

This used to only be in the beta version, but now it's in the regular version.  User Settings --> Game --> Use Alternate Buttons (under "In-game sidebar").

769
I should have actually used negative hyper geometric instead of a naive binomial in my last post. Real probabilities are (for all cards):

0 events: 43.5%
1 event: 35.5%
2+ events: 21.0%

770
Dominion General Discussion / Re: Cards you hate!
« on: June 03, 2015, 06:06:59 pm »
Sure, sometimes it's right, but if I'm only using Mercenary for its discard attack, I'm probably not opening double Urchin for it. Also, I'm probably losing the game. I would say the main exception is if there's some other attack on the board that you want in your deck -- get that Attack and use it to increase your Attack density instead of a third Urchin.

2 Urchins + 1 copy of a different attack (as long as you can buy that attack on turns 1-4) can also be a fine way to get two Mercenaries.

771
Dominion General Discussion / Re: Cards you hate!
« on: June 02, 2015, 10:35:34 pm »
Anything that's too swingy -- e.g. if you are lucky and you get one, then getting all of the rest of them is even easier, like Grand Market, or if you're going for multiple Mercenaries. I had a game recently where I opened Urchin/Urchin and never got them to collide.

That's why you should always have a third Urchin. To quote an Urchin master:

Two Mercenaries are simply mandatory, and getting two should be your top priority whenever you want one at all.

One of the biggest recurring mistakes I see is people not buying a 3rd Urchin after connecting on T3 or 4. The purpose of the 3rd Urchin is not to speed up the time of your first connection, but to get to a deck containing two Mercs as quickly as possible.

Pretty much the only exception to this is if you already trashed down with e.g. Chapel and only use the Mercenary for its discard attack.

772
Rules Questions / Re: Black Market/Hermit
« on: May 31, 2015, 02:14:04 pm »
If you buy a card via Black Market, Hermit should not trigger.

Dominion Online has fixed this, and now does it correctly.

773
Dominion General Discussion / Re: Cards you hate!
« on: May 30, 2015, 03:03:25 pm »
Donald X on Rebuild: http://boardgamegeek.com/article/14094365#14094365

Quote
In retrospect the card is clearly too powerful for how interesting it is. Which is to say, the most powerful cards should make for lots of interesting gameplay and different situations; Chapel for example may be strong, but the games play out differently depending on the rest of the cards. With Rebuild the rest of the cards are too unlikely to get involved in your Rebuild deck.

For casual players it probably isn't a problem, unless one of them reads online about how to use Rebuild. For serious players you will probably have more fun just not playing with Rebuild after you've had the experience. I would rather that not be the case, but well at least there are 34 other kingdom cards in Dark Ages.

Rebuild and Cultist are the biggest offenders on this front for me. Cards that are too weak also make the game less fun.

I got better at making sets after Intrigue. I can believe that people playing the base set by itself might feel like it needs something. There are some duds, and those duds reduce strategic options. The base set has done great anyway, but you know, there's room for improvement. But I mean take out the duds and you're there, that's what I think. If someone plays a random ten from Dark Ages they are not going to see all these boards with nothing to do.

774
Dominion General Discussion / Re: Scout is bad, not horrible?
« on: May 30, 2015, 01:53:21 pm »
Scout is gained by top players in 8.5% of pro (full random) games, and much of that is presumably accounted for by Vineyards, Fairgrounds and Swindler (or something like Ironworks-Forge where it is useful just as a $4 cost action) . Either top players are all wrong, or (much more likely) Scout is horrible.

Here is aggregate data from the tool on the top 20 players on Iso: https://docs.google.com/spreadsheets/d/13mQ1humtQbPLY9nbKscR65dV7hbGPdI3AQkNjMHZpeM/pubhtml?gid=495443102&single=true

775
Game Reports / Re: Watchtower 3-pile
« on: May 30, 2015, 01:30:28 pm »
awesome board with multiple synergies: university/watchtower, storeroom/poor house, butcher/rats, throne room/everything.

And Rats + Watchtower, which is great trashing and here is the only way to quickly trash your starting cards.  OP's opponent never gained Rats despite having 3 Watchtowers by turn 7 (he should have bought it on turn 6).

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