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Topics - Anon79

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Rules Questions / Haggler + Quarry + Mint
« on: January 04, 2012, 12:25:22 am »
Play Haggler, Play Quarry, buy Mint. I decide to resolve Mint first, trashing the Quarry, then resolve Haggler, where I now claim that the Mint is $5 and thus I am entitled to pick up a Gardens Potion (thanks AJD for pointing out that Haggler cannot gain Victory cards) from Haggler. My opponent argues that the "it" on Haggler refers to "the gained card", which cost $3 at the material time of gaining, and thus because I choose to resolve Mint first, I am now precluded from gaining a Gardens Potion, and argues for good measure that I am unable to gain even a Caravan from the Haggler.

What's the verdict?

What if Mint was a Mandarin? How would that resolve (on-gain versus on-buy of Mint)?

Edit: removed Mandarin, not relevant
Edit 2: Argh sorry for all the amendments. Put back Mandarin as a separate question

2
Game Reports / The Three Forges
« on: September 28, 2011, 04:20:05 am »
http://dominion.isotropic.org/gamelog/201109/28/game-20110928-002343-c4ea8165.html
Apprentice, Colony, Farming Village, Forge, Golem, Harem, Hoard, Hunting Party, Library, Market, Navigator, Platinum, and Potion

Forge has always been one of my favourite cards. In the absence of other trashers, Forge can drastically change the pace of a game from "slow" to "fast", as the first person to get a Forge starts trimming down a 20-card deck, and all those Estates, Coppers and Silvers are suddenly replaced by Golds, Forges, Provinces, Platinums and Colonies.

This game, though, is an illustration of Forge in a fast deck, accelerated by Hunting Parties. I seldom pass over Apprentices when they are available, but in this case there's no room once I got my lucky Turn 5 Forge.

Smurfing as TrailMiner (having connection issues lately, and I wanted to be able to resign when my connection got bad without compromising my rating), I mirrored my opponent's Silver/Navigator opening but that was the last time that our decks would look even remotely similar. I went exclusively Hunting Parties, Forges, Platinums and Colonies; opponent went for a Market and 3 Hoards, going green-gold thereafter. It wasn't even close; I was lucky and managed to get 3 Forges while retaining 2 Estates, and the resolution into a 2xPlatinum+Copper hand was straightforward.

Opponent's playing wasn't optimal, but the mass-Hoard strategy I think never stood a chance here. This is a Colony game and one really wants Platinums in addition to Golds. Ordinarily Apprentice would be a good enabler to Hoard, but to me it always felt like Forge would be the stronger trasher, especially with Hunting Parties on the board so one doesn't need Apprentice to draw cards.

3
Dominion Isotropic / Bias selection towards
« on: September 18, 2011, 06:27:11 am »
When choosing auto-match, there is an option to bias the selection towards any of the sets present.

Does this show up when auto-match is trying to match players? Or will it just say "Default card selection chosen" without showing which sets the selection was biased towards?

4
Puzzles and Challenges / Return of What's Missing?
« on: September 15, 2011, 08:30:37 am »
Apologies if this has been posted before.

What one card is missing from this list?

Tactician
Counting House
Watchtower

5
Dominion General Discussion / Duke Analysis?
« on: June 13, 2011, 10:49:22 am »
Currently there isn't an article on Duke on the blog, and my Duke-play has been rather hit-and-miss. Are there any broad strategy tips about Duke? When should I go for a Duchy-Duke strat, and when should I ignore Duke? Do I have to plan this from the start, or is this a reactionary strategy?

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