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Topics - CavJes

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1
Game Reports / Stonemason/Apothecary w/ Vineyard
« on: August 31, 2015, 04:09:44 am »


Code: [Select]
Vineyard, Chapel, Stonemason, Apothecary, Chancellor, Familiar, Advisor, Procession, Inn, Margrave
http://www.gokosalvager.com/static/logprettifier.html?20150830/log.513d0dc8e4b024827a536733.1440990522498.txt


When I saw the board I figured I wouldn't have many opportunities to try this out as I don't own the necessary cards. I opt to completely ignore Familiar and only pick up a Chapel during the endgame off a Stonemason due to pile concerns, though likely would have picked up the latter sooner had my opponent gone for the former earlier. I figured I wanted the Coppers for economy and draw from Apothecary.

I open Potion/Silver and essentially aim to fill my deck with Stonemasons and Apothecaries, Advisors and the 5s instead when I can or need to. My opponent opts to go Silver/Chapel and trash down into a slim engine with Margrave and money to snag Provinces as he empties the Curse pile into my deck with a couple Familiars. I trash them occasionally only with Stonemasons when they line up. Then I use Apothecaries to line up SMs with other Apothecaries to trash into double Vineyards during the final shuffle.

My opponent resigns on turn 19 when he realizes what is happening, perhaps out of a feeling of helplessness, though he still had some pile control and I could have stalled (for all he knew though I could get 2 more Vineyards next turn).

What would you do here? It was a really fun game and would have been totally different in a mirror. I know I made some mistakes, including a misclick on turn 8 which resulted in getting 2 Stonemasons instead of 2 Apothecaries. I trashed an Estate for two Coppers at one point and bought Copper once or twice. Perhaps I should have ignored Silver as well though I was hoping to spike an early Margrave or Inn or both. Chapel even with Apothecaries?

Maybe someone will point out how Procession is integral in whatever strategy, but Advisor is easily spammable and doesn't collide with Apothecary whereas Margrave seemed meh for what I was doing due to SM and my endgame plan. Perhaps turning Advisors into Inns would be great, or just Processing Apothecaries for the draw and buying double 5s.

So it seemed like there were a lot of possibilities here and I chose what looked like the cleanest. Thoughts?

2
Puzzles and Challenges / Solo Turn 2 Province with Estates
« on: April 16, 2015, 11:26:54 pm »
Typically, as far as I've noticed, getting a turn 2 Province involves a Necro. So now that it's possible to turn your Estates into low-cost actions on turn 1, how many ways can you buy a Province? I found two and there may well be more. Remember you'll only have 4 cards to start your turn.

Edit: Travelling Fair opens things up quite a bit...

3
Game Reports / Treasure Map collision vs. Scrying Pool...slog?
« on: April 04, 2015, 03:17:20 pm »


Code: [Select]
Transmute, Chapel, Moat, Scrying Pool, Ambassador, Cutpurse, Pirate Ship, Smithy, Treasure Map, Tactician
http://www.gokosalvager.com/static/logprettifier.html?20150404/log.536082f4e4b0ca5aa53c4945.1428170185556.txt

I just played this board with vsiewnar today as part of the league. I opened Potion/Chapel to my opponent's TMap/Chapel, which I understand is viable. We both ignore Ambassador in the face of Chapel. I plan on building a Scrying Pool "engine" of sorts, picking up a Pirate Ship along the way to deal with TMap collision. I considered Tactician but never got around to it as I needed to start scrambling for points once vsiewnar picked up a 3-0 Province lead. I end up trashing my Potion once I get 4 Pools as at that point I'm either buying money or green. I start catching up and hit a few golds and we tie, at a point buying Estate after Estate until I can purchase the last Province to eke it out.

I don't know what is optimal here, but we were both pretty sure we made some mistakes and could've built something tighter. Did I get very lucky for it to be this close? What would you have done?

4
Variants and Fan Cards / Misconcoction: Cycle/Build for a price
« on: March 27, 2015, 06:26:11 pm »
Post a card idea day?

$5 Misconcoction Action/Cost/Benefit

When you can play this, do.
+2 Cards, +2 Actions, +2 Coin
Discard down to 3 cards in hand. Gain a Curse.

When would you buy it? When would it be worth it? And when is it OP?

5
Variants and Fan Cards / Some multi-purpose cards
« on: March 24, 2015, 02:08:39 pm »
Here are a couplefew cards which affect or can affect all players. I have yet to playtest them (cannot afford pack space for a set etc. of IRL cards), but I am curious what people think of their power level at cost and versatility and would be interested in testing them for fun. I've given some of my own thoughts beneath each card's text.

$4 Carnival Action/Reaction
+1 Card, +1 Buy, +1 Coin
                                                                                                   
When any player gains a card costing up to 4, you may discard this. If you do, gain a copy of that card.

Terminal monies, but the option to keep it in hand for its reaction.
I thought about a no-Victory card clause, but figure if you get your Duchies or Provinces down it's not OP. Gardens and Silk Road rushes would like it anyway.

$5 Till Action(/Attack?)
Trash 2 cards from your hand.
Choose a card from the supply with cost exactly equal to the total cost in coins of the trashed cards. Either you gain it or each other player does, your choice.
                                                                                                                                                                 
When you buy this you may trash it and a card from your hand.
Gain a card with cost exactly equal to the total cost in coins of the trashed cards.

Is this too much like Ambassador, and too much better than it at that?
Its $5 cost prevents opening with two of them, but it might get annoying and swingy.
I like the on-buy and don't think it's too strong, but may be in games looking for early spikes like with Tournament.
For space concerns, perhaps on-buy you can just trash up to 2 cards from hand?

$6 Parade Action/Victory
Worth 2VP
+1VP. Gain an Estate.
Each player takes a coin token.

Pretty straightforward. It has the potential both to lengthen games with VP chips, or shorten them on Estate piling and extra coin to spend for both players.
Plus I like the thought of a Parade tossing out candy (though in New Orleans it tends to be condoms and hand grenades), so why not spread the wealth?
Had an overpay, giving +1VP per coin paid. Thoughts on how this could be incorporated in a blanced way?

I may edit in other card ideas here if they relate thematically.

EDITED addressing first couple comments

6
Puzzles and Challenges / Too early to green?
« on: March 22, 2015, 06:25:07 pm »
So I realize now the perfect shuffle luck puzzles I was posting do not belong in the Solo Challenges subforum, which is reserved primarily for challenges encouraging one to play out a strategy and submit a log. This is no such challenge, and so here it is, here.

Here:

With perfect shuffle luck in a 2-player game,
Without buying or playing any action cards all game,
On turn 5, using only treasures you start your turn with,

Buy a Duchy, a Farmland, a 2-point Silk Road and a 4-point Fairgrounds (these values are counted at end of turn).

NO: Noble Brigand
Bonus points for including Duchess.

Hints are masked of course, lest I sabotage your chances!

The solution I have come up with (finally) is quite precise but I hope the turn limit is low enough to encourage people to try it out. I came close a couple different ways but am not yet convinced my solution is the only way. I will post it if there is another sufficient solution posted or if there is no correct solution in due course.

Happy puzzling!

CavJes

7
Solo Challenges / Prince of Princes
« on: March 16, 2015, 04:56:51 pm »
This is more of a marathon challenge for those patient enough to pursue it. I am fairly certain the route is quite tedious, and though some are weary of "achieve X in as few turns as possible" style puzzles, here it is anyway, because some sicko will get a kick out of it:

Prince a Prince with a Princed Prince in as few turns as possible.

I am still working out my own solution but it is fairly clear which cards are necessary. The optimal solution may even necessitate passing up a forced win just to get there. How quickly one can cycle is likely a big factor in optimization.

I apologize for any inconvenience this puzzle may cause.

CavJes

8
Introductions / Hola from Nola!
« on: March 14, 2015, 07:32:43 pm »
Howdy y'all,

My brother introduced me to Dominion last year and after some months perusing the fora and playing on Goko I have finally registered here.

I like puzzles and music. I've been traveling around the U.S. with a couple guitars for the last few years putting my tunes out there and making it work, somehow. Currently I am in New Orleans, likely busking or hopping over to the library to squeeze in a few games. Give a listen if you please at soundcloud.com/kevingoldreich or soundcloud.com/cavalier-jesus (experimental stage name, hence).

Play on!

CavJes

9
Solo Challenges / Stoned to Death
« on: March 14, 2015, 03:41:22 pm »
Another one that's been running through the mind of late:

Attain the elusive 6/6 opening, gaining 12 cards through turn 2. Shenanagain and again for maximum gains.

CavJes

10
Solo Challenges / Triple Trigger Menazh
« on: March 14, 2015, 01:36:15 pm »
Hello F.DS!

With perfect shuffle luck, trigger 3 Menageries on turn 3. Buy 2 Peddlers. No Baker.

CavJes

Edit: 2 Peddlers instead of 1. Thank Stef.

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