Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Blooki

Filter to certain boards:

Pages: 1 ... 3 4 [5]
101
I don't know if it's too late to addend the article or if the following suggestion will be addressed in a future one, but it might be worthwhile to emphasize the wisdom of tracking the maximum money your deck can produce especially in games of heavy trashing, deck-drawing or both. It's not uncommon for even top players to forget to reach or stay above certain money thresholds due to overzealous trashing (i.e. Chapel, opposing Bishops, etc.) or draw engine building (i.e. NV/Library, Scrying Pool, etc.).

102
Quote
While I enjoy playing random just like anyone, I play predefined sets on occasion - I think it's still "playing the game."  There are predefined sets directly in the rule book such as:
"For the first game, we recommend using the following 10 Kingdom cards: Cellar, Market, Militia, Mine, Moat, Remodel, Smithy, Village, Woodcutter, and Workshop."
The aforementioned player wacked me with a predefined set but I knew what I was getting into... isotropic is kind enough to alert you about the constraints used.

I have no problem with predefined sets on occasion (or even refusing to play with high variance cards/sets as many players do), but this is hardly on occasion.

I did a quick exercise and repeatedly chose 3 of his/her 10 kingdom card preferences (i.e. Vault/Grand Market/Peddler, Tactician/Smugglers/Tournament) to search through my 3K+ games and found that I've only played 0-3 games with such trios. Virtually all of this player's games are with the same predefined set which I find to be outside the spirit of Dominion because part of the beauty of the game is the challenge of formulating a strategy as you analyze the opening kingdom set.

Furthermore, I can't imagine this player doesn't hold a significant edge over his/her opponents by having gained so much experience playing the same kingdom set over and over. Would you regularly play a chess game where the first four moves were predetermined and your opponent had played the game hundreds of times before? What about a Texas Hold'em game where the hands were void if there wasn't a flush draw on the flop? How did we feel when we played our first KC/KC/Goons/Masquerade game prior to being aware of the combo?

Artificially limiting the rules of any game in a way that maximizes your advantage over the opponent seems lame in my opinion. And yes, I realize it's my opinion.

103
Dominion General Discussion / Re: You may...
« on: July 27, 2011, 02:07:28 pm »
I just played a game where I did not return Treasuries to the top of my deck because I needed their +Actions for my Golems. It was far from an optimally played game and Big Money without Golems was probably the best strategy, but it presented a good instance for a realistic reason for #1-3 of this thread.

The only other +Action card in the kingdom was Lookout and you can understand why I wouldn't want to spam that.

104
Dig the new title.  :P

105
I just got a curious proposal for a game so I decided to look up the proposer's Council Room page. I'll let it speak for itself.

http://councilroom.com/search_result?p1_name=HornyToad

Say what you want about tat, but at least he plays the game.

106
Puzzles and Challenges / Re: Grand Market
« on: July 26, 2011, 08:49:47 pm »
Who says going last is a disadvantage?

107
Council Room Feedback / Trusty Steed bug
« on: July 26, 2011, 07:07:11 pm »
Is Trusty Steed supposed to show up on this graph?

http://councilroom.com/win_rate_diff_accum.html?cards=Treasure

108
Game Reports / Re: Menagerie Record
« on: July 26, 2011, 04:12:08 pm »
I don't recall my highest Menagerie streak, but I do remember opening up a Tactician turn with a successful Menagerie. That was fun.

109
Game Reports / Re: 5/2: how would you open here?
« on: July 26, 2011, 04:02:48 pm »
To be honest, I probably would've auto-pilot opened Minion too.

After reading the comments, I think Trading Post or Vault should be the choice.

On another note, I would've totally gone with Fairgrounds if I felt I was behind in this game (or if I was simply in a frisky mood). Every single kingdom card seems like an acceptable addition to your deck and Upgrade with plenty of useful $5 allows for very fast greening when you decide to spring your Fairgrounds surprise. Barring a very skilled and observant opponent, I think a Fairgrounds gambit would win this game more often than a well-executed Province strategy. This is all conjecture of course and probably a symptom of my Fancy Play Syndrome.

110
Puzzles and Challenges / Re: Perfect Hand
« on: July 26, 2011, 03:48:24 pm »
Before I keep working on a solution, I think you need to define your constraints better.

If University and gained Ironworks/Workshops/Bridges are in play, I'm pretty sure the answer is well into the triple-digit territory.

111
Dominion Articles / Re: Request : Island
« on: July 26, 2011, 03:17:41 pm »
I don't have a strong opinion on Island one way or the other. I do know that in the absence of Sea Hag, Ambassador, Steward, Chapel, relevant Potion and Tournament, I always go for the Ironworks/Island trick. This auto-pilot play should probably undergo some rethinking. Do any of you choose against an Ironworks opening on an Island board for any other reason?

112
Game Reports / Re: How would you play this setup?
« on: July 26, 2011, 02:57:02 pm »
I also had a few NVs from spare coins after Remaking something, which proved quite useful in the presence of many terminals. Moreover, I could store things aside and feed my Forge when needed.

I didn't think of this. This is a good point.

Overall, your plan sounds great and a nice alternative to big money. I didn't even think of it because in general I hate Native Village in the absence of a +3 or more Cards drawer (not to mention that Ghost Ships past the first played in a turn are basically Moats).

113
Game Reports / Re: How would you play this setup?
« on: July 26, 2011, 02:53:04 pm »
I would class this as a competitive kingdom, where your strategy will change based on your opponent's play.

This +1.

The deck will most likely be a big money deck with game-time adjustments.

I would probably ignore Forge (too hard to get a big hand & non-ideal draws with my Forge would really make me regret buying it), Adventurer, Mine, Merchant Ship and Native Village. Bishop, Monument and Remake decision will vary if I get to see my opponent's $4 or $5 first. If I'm first to act, I'd probably go with Remake with the intention to Bishop it later. Throw in a dash of Ghost Ship and hope I win.

114
Game Reports / Re: Retrospective Board Analysis
« on: July 26, 2011, 12:02:10 pm »
Just saw the game log, and the 10th card is Worker's Village, which is far from being unimportant here.

Haha, my bad. My memory's terrible. So since people are looking are looking at the gamelog anyways, here it is:
http://councilroom.com/game?game_id=game-20110725-180247-caf7e5ee.html.

As you can see, how the game itself played out was heavily in my favor. I believe this is largely due to my shuffle-luck allowing me to short-circuit his/her Tournaments 3 times in a row following my first Province. While this is certainly part of any Tournament game, I felt it was certainly fortuitous and I wonder if our divergent strategies would've produced a different outcome had he gotten the first Province.

So what I'd like to discuss here is the expected case scenario (or at least the community's opinions of it) for the divergent mentalities for approaching the Tournament battle.

In my opinion, Remake is a no-brainer opener here. Especially with the multitude of very potent $3 kingdom cards to turn Estates (and Coppers w/ Princess) into. And who doesn't like a razor thin deck that is easy to track (says the guy who forgot about Worker's Villages), usually draws consistent starting hands and is perfect for Tournament/Province collisions.

My opponent however disagreed. While I can't speak for him/her beyond that, I believe this was the reasoning. He/she identified this as a Tournament game from the start and concluded that the first Province owner would put himself/herself in a good position to win. Aware of the power of Remake but feeling like it tends to lose a tempo by spending early turns to trash, a big money with fast cycling approach was taken to rush to some Provinces counting on leveraging the advantage of Provinces and prizes to make up for the opportunity cost of foregoing trashing.

Reading the comments, it seems like most people would be thinking like I would. I too realized a sick Conspirator chain would be easy to build, but by the time we reached that point in the game the scales were already tipped so far in my favor that there was no need to power up any more. Again, I don't think this instance of the game was particularly exciting, interesting or requiring hard decisions once the results were coming in. What I'm really curious about is how to optimally play Tournament (if there even is an optimal way given how much variance is involved with the card) because I find myself on the butt-end of the race many times too. What I liked about my opening too was that the board seemed strong enough for non-Tournament play that I could withdraw myself from ever buying a single Tournament if my opponent's Chancellor/Tournament/Gold/etc. engine managed to buy a few Provinces absurdly early. I imagine a pure Conspirator/Worker's Village/Menagerie engine could win the game with Duchies/Dukes and without buying a single Province.

Would anybody like to make a case for my opponent's opening or any other non-Remake opening? What about openings that forego other typically strong-buys (i.e. skipping Sea Hag, Potion play, etc.) for the express purpose of Tournament/Province rushing? Basically, my intent with this thread was to pick people's brains about how to play Tournament boards.

115
Game Reports / Re: Retrospective Board Analysis
« on: July 25, 2011, 10:38:01 pm »
I'll post what we ended up opening with tomorrow with my commentary on the main question I have for the community. As a hint/teaser, the general principle I want to ask everyone about is how you decide whether to escalate or withdraw from a Tournament battle?

116
Game Reports / Retrospective Board Analysis
« on: July 25, 2011, 09:17:01 pm »
Just finished a game where my opponent and I took divergent strategies. I ended up winning, but I had very fortunate shuffle-luck. However, each of us felt our respective strategies were superior to the other's. He went to the simulator, I'm going to the community (because I don't know how to use the simulator).

Kingdom:
Duke
Harvest

Conspirator
Remake
Tournament

Chancellor
Fishing Village
Menagerie
Warehouse

I'm totally blanking on the 10th card in the set. Whatever it was, I don't think either player gained a single copy.

No Colonies.

What is your opening? What is your plan? Any additional comments?

Thanks,
Blooki

117
For being and staying Nr. 1 (at least while Theory is inactive) there is already another method - however a very boring and strange one:

http://councilroom.com/search_result?p1_name=tat

Here are the last 15 games of current nr. 1 "tat". It's a shame comparing this to the creative players like Blooki, painted_cow, Ben Warden and others ranked lower. And it reminds us not to take the leaderboard too serious.


I appreciate the compliment, but my pattern of games shouldn't be too far off tat's. I'm primarily an auto-matcher these days and treat Dominion as many would treat Solitaire or Minesweeper, an entertaining diversion while multi-tasking on their computer. I think rating is inflated due to playing against low-ranked opponents.

That being said, I do think you make a very good point that the leaderboard shouldn't be taken too seriously seeing as is depends on  variables such as game selection.

118
Game Reports / Re: Horse Traders + Duke/Duchy
« on: July 11, 2011, 05:35:42 am »
Searched for my name and found this post and figured I'd chime in.

Firstly, very well played WW. I've never played against a HT+Duke strategy before and it caught me totally off guard. I underestimated you when you opened HT, went on auto-pilot and didn't see your strategy coming before it was too late. It's certainly a pretty innovative two card combo. I especially like how there are Copper-buying decisions to be made.

Secondly, just to be the final arbiter and dispel speculation, the explanation for my decision to switch gear revolves primarily around the fact that I assumed I had already lost. Perhaps this was a bad assumption to make, but as many had already pointed out, I felt it was clear that I couldn't buy up 8 Provinces before WW reached the critical mass of Duchies + Dukes to seal the game. In general, I have a tendency to quit early and quit often to get to the next game.

Pages: 1 ... 3 4 [5]

Page created in 0.077 seconds with 18 queries.