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26
Forum Games / RMM9: Monster Madness Mafia (signups closed!)
« on: April 18, 2013, 06:39:39 am »
Monster Madness Mafia

Players
1. pingpongsam
2. Eevee
3. Archetype
4. Jorbles
5. WalrusMcFishSr
6. chairs
7. ashersky
8. theorel
9. Voltaire
10. BoxOfDog
11. xeiron
12. faust
13. EFHW

Co-mods: mail-mi, yuma

Just thought I'd open things up to get the ball rolling.  I'm not going to give too much away just yet, but I'll gradually add rules as we get closer to launching. I think it should be pretty awesome.

27
Forum Games / IRL Mafia?
« on: April 16, 2013, 09:36:11 am »
If I can get enough people interested, I'll be hosting some IRL Mafia on Friday, mostly for teenagers. I've never actually played IRL before, so I was hoping for some tips for the best way to do it. I'm assuming the best way to vote is for people to nominate and then everyone in favour puts their hand up, and a lynch happens if they get a majority. What do you tend to do about deadlines? Do you provide flips upon death? The page on Wikipedia (not wiki.mafiascum) seems to indicate otherwise, and while I can't see a good reason not to, I don't want to step on the toes of anyone who has played before. How do you do nights to minimise the chance that someone will perceive something they shouldn't?

28
Innovation General Discussion / Beating Mathematics
« on: April 03, 2013, 10:20:14 pm »
So Mathematics has become my favourite card, which is awesome, because it's Mathematics. And I hate to be that Newbie who says "PIRATE SHIP IS OVERPOWERED!!!!!!1!!!" But whenever I draw it early, the rest of my gameplan becomes "Spam Mathematics and hope I get to Age 9 or 10 before it draws a Blue, then figure out a way to win from there." For example.
My question is, how do you beat that? What do you do against an opponent who draws Mathematics and manages to ride it all the way up to Age 10?

29
Innovation General Discussion / Trying to make sense of Innovation
« on: March 26, 2013, 08:49:22 am »
This is a strange game, but I feel like I'm starting to get the hang of it. So I thought I'd post some games and a few thoughts.

This was a particularly strange game: http://innovation.isotropic.org/gamelog/201303/26/game-20130326-054047-f9410abf.html

My opponent rushed quickly ahead into the higher cards, actually finishing the game with 10s on all 5 of his piles. Meanwhile, I never got past 4, but was slowly getting achievements and score. I was hoping to somehow steal one of his cards and jump up to his level, but when he started scoring some 10s, I decided to steal them from him instead and get some points on the board, especially with only 2 10s left in the game. My opponent somewhat foolishly applied the Internet, and some crazy stuff happened, giving him 10s on all his piles and getting him 2 achievements. But more importantly, he tried to draw an 11, and the game ended with a win for me because I'd just stolen his 10s and now had more points. Interesting that I can win the game with such a weaker board than his.

30
Non-Mafia Game Threads / Dice on a Chess Board
« on: March 18, 2013, 06:29:55 am »
So I had this idea for a game. To play it IRL you'd need a chess board, a bunch of dice in six colours, and a few cards. It's for 2 Players: the Indians with red dice, and the Eskimos with blue dice. There are four types of Resources: Time (yellow), Food (pink), Wood (green) and Steel (grey).

The initial set-up looks like this:



Note that each Square on the Board has room for 4 dice. To represent this I've divided each square into 4 quadrants, but for the sake of the game each is equivalent, so putting dice on the top two quadrants is the same as putting them on the bottom two.

The Squares initially containing red and blue dice are the Cities. Each one at the start of the game contains 2 groups of 6 people, represented by 2 dice with the 6 side facing up. The goal of the game is to completely remove your opponent from their City.

Each player starts off with 2 Time. At the start of each turn you collect 1 Time from one of the Time Squares which one of your dice is closest to; that is you reduce one of the dice on that Square by 1, and add 1 to the Time in your supply. You then may choose any Square which contains a Resource. For each player die with a 3 or higher facing up (d >= 3) on that square, the owner of the die collects 2 of that Resource. For each player die on an Adjacent Square (directly above, below or to the left or right) with d >=4, the owner collects 1 of that Resource. All Resources collected reduce the value of a die on the selected square, starting with the lowest in value. If a die is reduce to 0 it is removed from the board. If there are not enough resources, the player whose turn it is gets his first.

When spending Food, Wood or Steel, players simply reduce the amount in their supply. When spending Time, players must also add the relevant amount back to Time Square/s on the board. You are not allowed to return Time to a Square which your closest die is closer to than your opponent's closest die (closeness being defined by how many MOVE Actions it would take to get from one Square to another, even if doing so would be impossible due to going through a Square containing 4 dice).

After collecting resources, the active player may take as many Actions as he has the Resources for. The following table lists all possible Actions in the game, and the Resources (Time, Food, Wood and Steel) it costs to take them.



Range = n means you can Target a Square that would take n MOVE Actions to get to from your chosen Square (even if doing so would be impossible due to going through a Square containing 4 dice)
Each player can build only 1 of each type of Building, and IRL that would be tracked by taking the relevant card and placing it in front of you.

A couple more things.

At the start of the game, there is no specified Season. The first player to take the ADVANCE SEASON Action chooses a Season. From then on, the ADVANCE SEASON Action cycles the Seasons through Summer -> Autumn -> Winter -> Spring.
In {Summer, Winter}, during the {Indians’, Eskimoes’} turn, d>=n becomes d>=n-k, where k is that player’s Seasonal Advantage. At the start of the game k=1 for each player.
So, for example, if it is Summer and the Indians player's turn, then the Fists attack kills one enemy per friendly die of value >=3 instead of >=4 in the chosen Square.
IRL each player's Seasonal Advantage would be tracked by placing a die of their own colour on their University (once they have one).

Immediately at the start of Autumn, the event HARVEST takes place.
For each Wood Square, 2 Wood is added per Wood die in that Square, and 1 Wood per Wood die in adjacent Squares. If an Empty Square is adjacent to at least one Square containing 24 Wood, 1 Wood is added to it.
For each Food Square, 3 Food is added per Food die in that Square.
For each Steel Square, 1 Steel is added per Steel die in that Square.

Immediately at the start of Spring, the event NEW BIRTH takes place.
Each player may add up to one person to his City for each of his dice in it, and also up to one person for each die with d>=4 in it, all at the cost of 1 Food/Person.



Now this is an idea I came up with this afternoon. I have no idea if someone else has done something similar, and I have no idea if it will work as a game. But if anyone's interested, I'll like someone to test it with me. First in gets to play, and you can choose Indians or Eskimos, and who goes first.

31
Dominion Isotropic / It's gone
« on: March 15, 2013, 08:12:21 pm »

32
Mafia Game Threads / Mafia XX - Masons and Monks (Game over - Mafia wins!)
« on: February 11, 2013, 06:33:03 pm »
Masons and Monks

Player List

1. Eevee Vanilla Townie
killed Night 2
2. mcmcsalot Vanilla Townie
lynched Day 3
3. Robz888 Werewolf
killed Night 1
4. ashersky Vanilla Townie
endgamed Day 4
5. Qvist Town Mason
killed Night 3
6. jotheonah Vanilla Townie
killed Night 1
7. yuma Mafia Monk Seer
WINNER
8. Archetype Vanilla Townie
lynched Day 1
9. Lekkit Town Mason Detective
endgamed Day 4
10. Insomniac Vanilla Townie
lynched Day 2
11. Grujah raerae Town Monk
killed Night 3
12. EFHW Mafia Goon
WINNER
13. Morgrim7 Werewolf
lynched Day 4

Backup mod: Cuzz


Day starts:
Day 1
Day 2
Day 3
Day 4

Base Setup

2 Mafia Goons
2 Werewolves
9 Townies

Mechanics

Daystart
2 players who are not Mafia are randomly selected to be Masons.
2 players who are not Werewolves are randomly selected to be Monks.
Those masonries are allowed to talk together at night.
It is possible for a Mafia Goon to be a Monk, and likewise, a Werewolf to be a Mason.
Mafia cannot have both the Monk roles, and Werewolves cannot have both Mason roles.
One Mason will be randomly selected to be a 1-shot Detective whose result will be Mafia/non-Mafia.
One Monk will be randomly selected to be a 1-shot Seer whose result will be Werewolf/non-Werewolf.
The Detective and the Seer are not necessarily Town-aligned.

Role PMs

Quote
Welcome, [PlayerName]. You are a Vanilla Townie.
Your weapon is your vote, you have no night actions.
You win when all threats to the Town have been eliminated and there is at least one Town player alive.

Quote
Welcome, [PlayerName]. You are a Town Mason, along with your Mason partner, [PlayerName].
During each Night Phase you may talk with your partner here: [QuickTopic link].
You know that your partner is not aligned with the Mafia.
You win when all threats to the Town have been eliminated and there is at least one Town player alive.

Quote
Welcome, [PlayerName]. You are a Town Mason Detective, along with your Mason partner, [PlayerName].
During each Night Phase you may talk with your partner here: [QuickTopic link].
You know that your partner is not aligned with the Mafia.
Once during one Night Phase, you may investigate another player via mod PM to learn whether they are aligned with the Mafia.
You win when all threats to the Town have been eliminated and there is at least one Town player alive.

Quote
Welcome, [PlayerName]. You are a Town Monk, along with your Monk partner, [PlayerName].
During each Night Phase you may talk with your partner here: [QuickTopic link].
You know that your partner is not aligned with the Werewolves.
You win when all threats to the Town have been eliminated and there is at least one Town player alive.

Quote
Welcome, [PlayerName]. You are a Town Monk Seer, along with your Monk partner, [PlayerName].
During each Night Phase you may talk with your partner here: [QuickTopic link].
You know that your partner is not aligned with the Werewolves.
Once during one Night Phase, you may investigate another player via mod PM to learn whether they are aligned with the Werewolves.
You win when all threats to the Town have been eliminated and there is at least one Town player alive.

Quote
Welcome, [PlayerName]. You are a Mafia Goon, along with your Mafia partner, [PlayerName].
During each Night Phase you may talk with your partner here: [QuickTopic link].
Each night phase, one of you or your partner may perform the factional kill.
You win when the Werewolves are eliminated and you control half the Town or nothing can prevent this from occurring.

Quote
Welcome, [PlayerName]. You are a Mafia Monk, along with your Mafia partner, [PlayerName], and your Monk partner, [PlayerName].
During each Night Phase you may talk with your Mafia partner here: [QuickTopic link], and your Monk partner here: [QuickTopic link].
Each Night Phase, one of you or your Mafia partner may perform the factional kill.
You know that your Monk partner is not aligned with the Werewolves.
You win when the Werewolves are eliminated and you control half the Town or nothing can prevent this from occurring.

Quote
Welcome, [PlayerName]. You are a Mafia Monk Seer, along with your Mafia partner, [PlayerName], and your Monk partner, [PlayerName].
During each Night Phase you may talk with your Mafia partner here: [QuickTopic link], and your Monk partner here: [QuickTopic link].
Each Night Phase, one of you or your Mafia partner may perform the factional kill.
You know that your Monk partner is not aligned with the Werewolves.
Once during one Night Phase, you may investigate another player via mod PM to learn whether they are aligned with the Werewolves.
You win when the Werewolves are eliminated and you control half the Town or nothing can prevent this from occurring.

Quote
Welcome, [PlayerName]. You are a Werewolf, along with your Werewolf partner, [PlayerName].
During each Night Phase you may talk with your partner here: [QuickTopic link].
Each Night Phase, one of you or your partner may perform the factional kill.
You win when the Mafia is eliminated and you control half the Town or nothing can prevent this from occurring.

Quote
Welcome, [PlayerName]. You are a Werewolf Mason, along with your Werewolf partner, [PlayerName], and your Mason partner, [PlayerName].
During each Night Phase you may talk with your Werewolf partner here: [QuickTopic link], and your Mason partner here: [QuickTopic link].
Each Night Phase, one of you or your Werewolf partner may perform the factional kill.
You know that your Monk partner is not aligned with the Mafia.
You win when the Mafia is eliminated and you control half the Town or nothing can prevent this from occurring.

Quote
Welcome, [PlayerName]. You are a Werewolf Mason Detective, along with your Werewolf partner, [PlayerName], and your Mason partner, [PlayerName].
During each Night Phase you may talk with your Werewolf partner here: [QuickTopic link], and your Mason partner here: [QuickTopic link].
Each Night Phase, one of you or your Werewolf partner may perform the factional kill.
You know that your Monk partner is not aligned with the Mafia.
Once during one Night Phase, you may investigate another player via mod PM to learn whether they are aligned with the Mafia.
You win when the Mafia is eliminated and you control half the Town or nothing can prevent this from occurring.

33
I could come on here and say "Oh avoid this person blah blah blah" but I just thought this was funny.

http://dominion.isotropic.org/gamelog/201301/21/game-20130121-201310-8cb88161.html

15:00 Jimmmmm: hi
15:00 JoshHwang: hi there
15:00 JoshHwang: i told myself i would win 3 times in a row before bed
15:00 JoshHwang: and your number 3
15:01 JoshHwang: so imma be super try hard haha
15:01 Jimmmmm: oh it's on! :P
15:01 Jimmmmm: does that mean if you lose you have to start again?
15:01 JoshHwang: duh
15:01 Jimmmmm: oh no
15:01 JoshHwang: no way im letting myself off like that
15:01 Jimmmmm: haha
15:01 Jimmmmm: sounds like a great way to end up staying up all night
15:12 JoshHwang: wow these draws
15:12 JoshHwang: gg
15:12 JoshHwang: FUCK
15:12 Jimmmmm: you've run out of treasure dud
15:12 Jimmmmm: dude*
15:12 JoshHwang: GODDAMN IT
15:12 Jimmmmm: you trashed it all
15:12 JoshHwang: NOW I GOTTA START ALL OVER
15:12 JoshHwang: I FUCKING HATE YOU
15:12 JoshHwang: cigarette time
15:12 Jimmmmm: :D
15:12 Jimmmmm: what time is it there?
15:13 JoshHwang: gg
15:13 JoshHwang has returned to the lobby.

He got off to a strong lead, and defeat looked almost certain. But then he decided to trash all his treasure with Apprentice/Spice Merchant in a desperate attempt to grab the last Province. Meanwhile, I just bought Duchies and easily overtook him.

His final deck:
[10 cards] 1 Apprentice, 1 Lighthouse, 1 Gold, 2 Estates, 1 Duchy, 4 Provinces

Lessons: don't trash all your Treasure if that's where your money's coming from, keep track of what you've got in your deck, and if it's time to go to bed, go to bed.

34
Rules Questions / Politics and Bargaining
« on: December 13, 2012, 08:46:10 am »
Alice, Bob and Chris are playing a game of Dominion.

Alice, while possessing Bob, makes him play Masquerade. She says to Chris, "I'll make Bob pass you a Province if you pass me a Duchy."

Is this kind of bargaining legal?
Is it against the spirit of the game?
Would you have a problem with it if it came up in a casual game?
What about a Tournament game?

35
Non-Mafia Game Threads / Gobblet
« on: December 08, 2012, 06:03:19 am »
Anyone care for a game of Gobblet with me?

I've only played the lite version, and I'd like to start off with that to get a feel of if/how it works over forum, and then maybe have a go at the full game.

Here's how the lite version works:

It's a Tic Tac Toe variant. 2 players, 3*3 board, each player has 6 pieces of 3 different sizes. On any given turn you take a piece of your colour, either from your supply or from the board (if it's visible) and place it on the board, either on an empty square or one which contains only smaller pieces, covering them up (a different square if taken from the board).

Winner is the first player to have 3 visible pieces in a row of their own colour, vertically, horizontally or diagonally.

The full game has a 4*4 board and each player has 12 pieces of 4 different sizes, and you need 4 in a row.

The first few turns might go something like this:

1    2    3
1    2    3



0    0    0
0    0    0
0    0    0


1    2    3
1    2    3


-----

1 -> B1


1    2    3
      2    3



0    1    0
0    0    0
0    0    0


1    2    3
1    2    3


----

2 -> B1


1    2    3
      2    3



0    2    0
0    0    0
0    0    0


1    2    3
1          3


-----

2 -> A2


1    2    3
             3



0    2    0
2    0    0
0    0    0


1    2    3
1          3


-----

A2 -> B2


1    2    3
            3



0    1    0
2    2    0
0    0    0


1    2    3
1          3


-----

etc.

Anyone want to play? First in just start a game. You may choose your colour and turn order.

36
Game Reports / HOW THE HELL DID I JUST WIN THAT THING
« on: December 03, 2012, 12:09:27 am »
So... just played this game, with King's Court and Possession. My opponent grabbed some early Possessions and King's Courts (Horse Traders was definitely the much better opening) and was quickly KC-Possessing me quite regularly.

Somehow, on my non-Possessed turns 15 and 17 I lucked into a Possession and a King's Court, and they magically aligned on turn 18. So I got to Possess him a few times, which was nice. I managed to buy 3 Provinces and an Estate (he already had 4 Provinces). On his next genuine turn, he just played a Tactician, and I discovered that my next hand included two Coppers and my only Philosopher's Stone, which gave me $6 and the win.

I spent half this game browsing the forums because he Possessed me 15 times and was OBVIOUSLY going to win.

Anyway, there's not much more I can say about this game other than our in-game chat.

15:43 Jimmmmm: hi
15:43 nicksib: hi
15:43 Jimmmmm: this could be a brutal game...
15:43 nicksib: yep
15:45 Jimmmmm: good thing i didn't play that tactician!
15:49 nicksib: ?
15:49 Jimmmmm: oh you're done :P
15:50 Jimmmmm: and... back to the forums
15:51 nicksib: sigh
15:51 Jimmmmm: what?
15:51 nicksib: this isn't really fun for me either, btw
15:51 nicksib: i generally hate possession games
15:52 Jimmmmm: you were hoping i would have quit by now?
15:53 nicksib: well, yeah
15:55 nicksib: haha
15:55 Jimmmmm: holy crap
15:55 Jimmmmm: HOLY CRAP
15:55 nicksib: well...
15:55 nicksib: YES
15:55 nicksib: HOLY CRAP INDEED
15:55 Jimmmmm: HOW THE HELL DID I JUST WIN THAT THING
15:55 nicksib: timing is everything
15:55 Jimmmmm: wow
15:55 nicksib: i guess, good job not giving up when your deck sucks?
15:55 Jimmmmm: mind=blown
15:55 nicksib has returned to the lobby.

37
Dominion General Discussion / Reason enough to skip Mountebank?
« on: December 01, 2012, 10:25:02 am »
Lighthouse, Horse Traders, Ill-Gotten Gains and Counting House?

I don't remember playing another game where I haven't considered Mountebank a must-buy, but I decided to skip it here. I lost, but it was close. What does everyone else think? Would you have picked up a Mountebank here?

38
Forum Games / Mafia XX - Masons and Monks (FULL!)
« on: November 21, 2012, 07:25:41 am »
Masons and Monks

Player List

1. Eevee
2. mcmcsalot
3. Robz888
4. ashersky
5. Qvist
6. jotheonah
7. yuma
8. Archetype
9. Lekkit
10. Insomniac
11. Grujah
12. EFHW
13. Morgrim7

Backup mod: Cuzz

Base Setup


2 Mafia Goons
2 Werewolves
9 Townies

Mechanics

Daystart
2 players who are not Mafia are randomly selected to be Masons.
2 players who are not Werewolves are randomly selected to be Monks.
Those masonries are allowed to talk together at night.
It is possible for a Mafia Goon to be a Monk, and likewise, a Werewolf to be a Mason.
Mafia cannot have both the Monk roles, and Werewolves cannot have both Mason roles.
One Mason will be randomly selected to be a 1-shot Detective whose result will be Mafia/non-Mafia.
One Monk will be randomly selected to be a 1-shot Seer whose result will be Werewolf/non-Werewolf.
The Detective and the Seer are not necessarily Town-aligned.

Role PMs

Quote
Welcome, [PlayerName]. You are a Vanilla Townie.
Your weapon is your vote, you have no night actions.
You win when all threats to the Town have been eliminated and there is at least one Town player alive.

Quote
Welcome, [PlayerName]. You are a Town Mason, along with your Mason partner, [PlayerName].
During each Night Phase you may talk with your partner here: [QuickTopic link].
You know that your partner is not aligned with the Mafia.
You win when all threats to the Town have been eliminated and there is at least one Town player alive.

Quote
Welcome, [PlayerName]. You are a Town Mason Detective, along with your Mason partner, [PlayerName].
During each Night Phase you may talk with your partner here: [QuickTopic link].
You know that your partner is not aligned with the Mafia.
Once during one Night Phase, you may investigate another player via mod PM to learn whether they are aligned with the Mafia.
You win when all threats to the Town have been eliminated and there is at least one Town player alive.

Quote
Welcome, [PlayerName]. You are a Town Monk, along with your Monk partner, [PlayerName].
During each Night Phase you may talk with your partner here: [QuickTopic link].
You know that your partner is not aligned with the Werewolves.
You win when all threats to the Town have been eliminated and there is at least one Town player alive.

Quote
Welcome, [PlayerName]. You are a Town Monk Seer, along with your Monk partner, [PlayerName].
During each Night Phase you may talk with your partner here: [QuickTopic link].
You know that your partner is not aligned with the Werewolves.
Once during one Night Phase, you may investigate another player via mod PM to learn whether they are aligned with the Werewolves.
You win when all threats to the Town have been eliminated and there is at least one Town player alive.

Quote
Welcome, [PlayerName]. You are a Mafia Goon, along with your Mafia partner, [PlayerName].
During each Night Phase you may talk with your partner here: [QuickTopic link].
Each night phase, one of you or your partner may perform the factional kill.
You win when the Werewolves are eliminated and you control half the Town or nothing can prevent this from occurring.

Quote
Welcome, [PlayerName]. You are a Mafia Monk, along with your Mafia partner, [PlayerName], and your Monk partner, [PlayerName].
During each Night Phase you may talk with your Mafia partner here: [QuickTopic link], and your Monk partner here: [QuickTopic link].
Each Night Phase, one of you or your Mafia partner may perform the factional kill.
You know that your Monk partner is not aligned with the Werewolves.
You win when the Werewolves are eliminated and you control half the Town or nothing can prevent this from occurring.

Quote
Welcome, [PlayerName]. You are a Mafia Monk Seer, along with your Mafia partner, [PlayerName], and your Monk partner, [PlayerName].
During each Night Phase you may talk with your Mafia partner here: [QuickTopic link], and your Monk partner here: [QuickTopic link].
Each Night Phase, one of you or your Mafia partner may perform the factional kill.
You know that your Monk partner is not aligned with the Werewolves.
Once during one Night Phase, you may investigate another player via mod PM to learn whether they are aligned with the Werewolves.
You win when the Werewolves are eliminated and you control half the Town or nothing can prevent this from occurring.

Quote
Welcome, [PlayerName]. You are a Werewolf, along with your Werewolf partner, [PlayerName].
During each Night Phase you may talk with your partner here: [QuickTopic link].
Each Night Phase, one of you or your partner may perform the factional kill.
You win when the Mafia is eliminated and you control half the Town or nothing can prevent this from occurring.

Quote
Welcome, [PlayerName]. You are a Werewolf Mason, along with your Werewolf partner, [PlayerName], and your Mason partner, [PlayerName].
During each Night Phase you may talk with your Werewolf partner here: [QuickTopic link], and your Mason partner here: [QuickTopic link].
Each Night Phase, one of you or your Werewolf partner may perform the factional kill.
You know that your Monk partner is not aligned with the Mafia.
You win when the Mafia is eliminated and you control half the Town or nothing can prevent this from occurring.

Quote
Welcome, [PlayerName]. You are a Werewolf Mason Detective, along with your Werewolf partner, [PlayerName], and your Mason partner, [PlayerName].
During each Night Phase you may talk with your Werewolf partner here: [QuickTopic link], and your Mason partner here: [QuickTopic link].
Each Night Phase, one of you or your Werewolf partner may perform the factional kill.
You know that your Monk partner is not aligned with the Mafia.
Once during one Night Phase, you may investigate another player via mod PM to learn whether they are aligned with the Mafia.
You win when the Mafia is eliminated and you control half the Town or nothing can prevent this from occurring.

39
Game Reports / Two Hail Mary Comebacks
« on: November 10, 2012, 09:17:56 am »
Just played two games in a row in which I was dead in the water, realised that my only hope was to try something a little bit different, and to my surprise pulled it off. Unsurprisingly, both had King's Courts.

In the first game I opened Council Room/nothing, hoping to pull in an early King's Court before trashing away all my starting cards. That clearly didn't work, and my opponent was King's Courting well before me. By turn 13, he had a 2-Province lead, and I was still putting my engine together. Turn 14 I had $15, plenty of buys, and a choice. I could follow him into the Provinces and likely be following him for the rest of the game, or I could buy more King's Courts and stuff and hope for a big mega-turn. Instead, I decided to trash all my treasure, Remaking my 3 Silvers into Barons, and my Gold into a King's Court. With my remaining $6, I bought back some Estates. My opponent responded by buying 2 more Provinces and a Smithy. Fortunately, I then managed to King's Court all three of my Barons, discarding 6 Estates and gaining 3, giving me enough money to buy out the rest of the Provinces and win by 4 Estates.

In the second game, my opponent bought the first Province of the game in turn 10 and already had a handy lead from his Monuments. Seeing as the only source of +Buy on the board was Contraband, there was no way I was going to catch up in the Province race. So I decided to forgo buying Provinces altogether, and bought a Contraband. I then put together a King's Court/Envoy/Oracle/Monument engine (Oracle was necessary after I realised Envoy can't draw your whole deck) that was netting me 10-20 VP/turn, and as I had hoped, his deck slowed down enough that he couldn't finish the game before I caught up to him. Fortunately for me, he kept prohibiting me from buying Victory Cards, allowing me to buy two engine pieces per turn until I had 7 Monuments and was King's Courting all of them nearly every turn. I finally bought the last Province when I was confident I had the lead.

In both games I was frustrated early and thought I had lost, but they just reminded me that quite often there's a different way of going about things that can bring the odds back in your favour.

40
Variants and Fan Cards / Minister
« on: October 22, 2012, 12:09:44 pm »
Minister
Action - Reaction
Cost: $4

+ 1 Action

Look at the top card of your deck. Trash it, discard it or put it on top of your deck.
-----
When one of your cards is trashed, you may reveal this from your hand. If you do, put the trashed card in your hand. If the trashed card costs $6 or more, trash this. Otherwise, discard this.



Thoughts?

41
Rules Questions / Possession + Fortress
« on: October 14, 2012, 11:25:46 pm »
What happens when you trash a Fortress on a Possession turn? Possession wants to set Fortress aside, but Fortress wants to be put into your hand. Which one takes priority?

I guess this might be important: in the text of Possession, what does "are trashed" mean?
Does it mean:
A) any cards that are (still) trashed (present tense adjective) at the end of the turn (ie not including Fortress); or
B) any cards that are trashed (past tense verb) at any point?

When are the trashed cards set aside? Is it when they are trashed or at the end of the turn? Are the cards:
C) "[set aside and returned to his discard pile] at end of turn"; or
D) "[set aside (when trashed)] and [returned to his discard pile at end of turn]"?

I suspect it's D, since C would mean that while Possessing someone you could make them trash a card then Graverob it, and take it for yourself.
But that means that for Fortress the setting aside happens at the same time as the putting in hand. So again, which one takes priority?

42
Variants and Fan Cards / Mad Scientist
« on: October 14, 2012, 12:11:27 am »
Mad Scientist
Action
Cost: $2

+1 Action

Gain a card costing up to $5.
Trash a Mad Scientist from your hand, or reveal a hand with no Mad Scientists.
If you didn't trash a Mad Scientist, trash the gained card.


Thoughts?

43
Game Reports / In which I empty 7 piles.
« on: October 07, 2012, 09:30:16 pm »
It's pretty easy when you have 10 Cities, 9 Grand Markets, 4 Highways and a Haggler. Has anyone emptied more than 7?

44
Puzzles and Challenges / Just Another "What's Missing?"
« on: September 11, 2012, 09:17:00 am »
Thief
Swindler
Pirate Ship
Noble Brigand

45
Dominion Isotropic / 3890 points and a Black Market/Bane bug
« on: November 14, 2011, 06:59:33 am »
First of all, yes, this shows how epically sad my life is. I got 3890 points in a solitaire game. Try and beat it if you're as pathetic as I am.  ;)

But that's not why I'm posting. Take a look at the number of Schemes I finished with. 11. Scheme was the Bane, so you can imagine how surprised I was to find it in the Black Market deck.

Clearly the problem has something to do with Young Witch being in the Black Market deck. Possibly it doesn't know what the Bane is when it creates the deck. Although I would say that there's a good chance that this has been considered and would have come up before, so maybe it's just an issue when you require a specific card to be the Bane, which I must admit won't happen very often. (I only discovered you could do it when I clicked on "(repeat last game)")

46
Minion
Treasury
Steward
Island
Fortune Teller
Harvest
Jester

47
Puzzles and Challenges / How many players?
« on: November 12, 2011, 08:37:17 am »
Now for something a bit different.

What is the minimum number of players required for one player to have 12 Provinces by the end of his second turn?

Assume perfect shuffle luck and cooperation by all players.

48
Variants and Fan Cards / A few ideas
« on: October 03, 2011, 07:22:14 am »
Just some ideas that I'd like some thoughts on. I haven't (and probably won't) playtest any of these, but feel free to, or use any altered versions.

There is no particular theme, this is not an expansion or set, just some ideas for cards. Even if these are totally broken or unbalanced, I think there are some new ideas here than can possibly be adapted for more balanced cards.


-----
Auction

+ 2 Cards
Reveal a card from your hand and place it face up on the table.
Each player (including you) sets aside up to 5 cards face down on the table. Each player reveals their set aside cards. The players with the highest value in Treasure cards gain a copy of your revealed card. If you don't gain a copy, +$ equal to the highest value. All players return their set aside cards to their hands.

Action - $5
-----

I know this card is a bit wordy, but I think the idea isn't too complicated. Is the wording clear enough? Ie the value of Gold is $3 (not $6), Venture is $1, action cards don't contribute (although can be set aside).
I'm not 100% sure on the  cost, but I'd say probably $4 or $5 (I realise there's a big difference). I'm not sure if the possibility of gifting an opponent a good card is too big a drawback, but if you have enough treasure in your hand, you can guarantee either another copy of your card, or an obscene amount of cash.  Possibly this should exclude the possibility of auctioning Victory cards?
I'm hoping that this would result in interesting decisions, both for the player of the card and the opponents, but only playtesting would tell if it would be best for players to always bid everything they can, or never bid. I'd be hoping for somewhere in the middle. My other problem with this is that it rewards Big Money strategies.
Anyway, the idea is there, any thoughts for (better?) variations?

-----
Storage

Choose one:
Buy a card for half its cost, rounded up, and place it on your Storage mat;
or if there is at least one card on your Storage mat, you may trash a card from your hand. If you do, pick up a card from your Storage mat and put it in your hand.

Cards from your Storage mat are not added to your deck at the end of the game.

Action - $4
-----

I quite like this card. Another way (like Black Market) to play Treasures in your action phase. I think you could build a whole strategy around this. You can buy Provinces for $4, but of course it takes two plays of the card to put them into your deck, and you don't want to be caught out with green cards in Storage at the end of the game. Could this be too powerful though? I'm not sure. Maybe it should be a $5? It would be interesting to see how well this competes with traditional buying.
It has a slight Watchtower-like interaction with Goons. It could sometimes be a good idea to put Curses into storage to prevent them from being put in your deck, or to save them for an Ambassador. Maybe store some treasure away in case you're ever a tad short.
Also, would it be more interesting to swap a card in your hand with a card in Storage, rather than trashing the card?


Since self-cursing seems to be all the rage:

-----
Cursed City

+ 2 Cards
+ 2 Actions
+ 1 Buy
+ $1

Whenever this card is played or revealed, gain a Curse. If you don't, trash this card.

Action - $5
-----

I'm not sure if this is balanced or not. Obviously it combos nicely with Watchtower. Any strategy dependent on this would of course have an expiration date, and then you will usually have the Curses to deal with.

-----
Grim Reaper

Trash a card from your hand. +$ equal to its cost in coins.

When you trash a card, you may reveal this card from your hand. Put the trashed card on top of your deck or in your discard pile, or return it to the supply.

Action - Reaction - $6
-----

So I thought of the reaction part of this card specifically to combo with Cursed City as kind of a reverse-Watchtower to keep the Curses in the game. I think the action part needs to involve trashing, or the reaction is useless without other trash for benefit cards. Of course, the reaction part of Moat is useless without attacks, so I'm not sure.
Possibly as is this combos too well with itself. Maybe + half the cost in coins would be better. Or maybe a self-swindle: trash a card and gain one of the same cost.
I have a feeling, though, that either way this card is ultimately broken. It's crazy good with just about any TFB card, I'm thinking especially Apprentice and maybe Bishop. You essentially get the Possession effect of being able to trash whatever you like without worrying about losing it. Another idea for the reaction:

---
When you trash a card, you may reveal this card from your hand. Set it aside. At the end of this turn, from cards set aside this way, put up to one on top your deck, put up to one in your discard pile, return up to one to the supply and trash the rest.
---

Again, a bit wordy. I like the idea, though, of the Grim Reaper choosing who lives and who dies.

Another big problem this card has, I think, is that it makes Saboteur and Swindler virtually unplayable. Swindle a Province into another Province... but they get to keep the first Province.

Another (probably unworkable) idea I had for the action was as an attack to trash the top card of each opponent's deck. I know this is frowned upon, but of course it defends against itself brilliantly. Would that make it a must buy whenever it's present? Maybe. Would it make for unfun games? Maybe. So as I said, probably unworkable.

-----
Collaboration

+ 1 Action
+ 1 Card for each Collaboration in play, including this one.

Action - $5
-----

Quite a nice card, I think.
I'm not sure how good this card would end up being. I imagine sometimes it would be ridiculously good, but sometimes you'd prefer a Lab. Any less than 4 in your deck makes them worse than Labs. Should that make it $4? I don't think so, since once they get going they can probably draw a medium-sized deck quite easily. Could be interesting in multiplayer, as they probably won't benefit you much but you want to buy them to prevent others from getting too many.
I'm not sure if it should be "each Collaboration in play" or "each Collaboration played". The difference, I think, is essentially only in when played with TR/KC.
Another idea would be to add the clause: "You may trash this card immediately. If you do, +2 Cards." This option is probably slightly more interesting worded as in than with the oh-so-powerful-when-King's-Courted "played".

49
Dominion General Discussion / Question about this forum from a semi-noob
« on: September 21, 2011, 10:26:49 am »
Okay. I haven't been into Dominion that long (a couple of months maybe), and I've been posting a fair bit after I've played what I've thought was a particularly fun or interesting game, and my thoughts on it, from a "hey this was fun or cool" perspective, rather than "here is some strategy advice". Now, I'm certainly no expert, and I don't pretend to be (I'm currently level 24 on Isotropic). I've found that the response I've received has generally been along the lines of

a) That's obvious, this has been discussed, here's the link; or
b) That's not the dominant strategy. This is the dominant strategy.

Now my question is, is this supposed to be an elitist forum for experienced Dominion players to share their knowledge with us mere level-30-or-less players, in which case I'll STHU and let the people who know what they're talking about talk, or is it supposed to be a place where players of all skill and experience levels can share the enjoyment they get out of Dominion without worrying about whether their strategies are 100% simulation-proved best, dominant and optimal strategies that have never been discussed here or anywhere else?

I'm sorry if this comes across as annoyed, I just love talking about Dominion, but I don't like getting the impression that what I have to say is either obvious or not optimal enough and either way better left unsaid.

50
Game Reports / Chapel + Bishop trumps Chapel + Torturer
« on: September 21, 2011, 09:02:51 am »
Just played this game: Apprentice, Bazaar, Laboratory, Mint, Torturer, Bishop, Conspirator, Ironworks, Wishing Well, Chapel. I was behind from the start, as my opponent opened Chapel/Torturer to my Chapel/Silver. His first couple of Torturers were inconsequential, as I discarded Estates without my Chapel in hand, and by the end of my 6th turn, my deck was Chapel, Silver, Silver, Copper, Estate. From then on, I took a Curse every time a Torturer was played (including twice on three different turns), and promptly trashed it. In my next few turns, I bought a Gold, then a Bazaar, then a Bishop. Then I started Bishoping Silvers and Golds and buying more Golds. I also bought a single Laboratory to help me draw my whole deck.
Soon the Curses ran out (all trashed), so I Bishoped my Chapel, and soon enough my deck consisted of a Bishop, two Golds, a Silver, and some Bazaars and a Lab which I no longer needed. I then Bishoped and bought a Gold every turn, keeping careful track of the score. By the time I had my Bishop deck going, my opponent had bought five or six Provinces and a Duchy, and was up by at least 20 points. But his deck slowed down enough for me to finally Bishop one of my Bazaars, buy the last Province and win the game 48-45.

His response: 'wtf?'

Now, although I was unlucky with the opening hands, I'll admit I was lucky that my first two Chapels didn't collide with my Silver (or his Torturer), so I could slim my deck down really quickly. But I think what won me the game was an early realisation that his deck was a heck of a lot better than mine, at least in the traditional sense, and even though I had plenty of $8+ turns (with no possibility of a +buy), buying a Province would not only speed the game up and limit the time I had to catch up, but it would clog up my small deck a lot worse than my opponent's.

One thing I should note in hindsight: my turns 17-22 were all Bishop a Gold, buy a Gold, except turn 19 when I realised I didn't need 3 Golds, and bought nothing. I would have actually been better off with this Gold, as even with it I only had 4 non-cantrips, and I could have Bishoped a Gold (rather than a Bazaar) and still bought a Province to win the game. What would have been better, however, would have been to buy a second Bishop so that I could convert my spare Bazaar and Lab into more VPs without interrupting my Bishop a Gold, buy a Gold. I then could have won the game one turn earlier.

What this game shows, for me, is how much I love Bishop on the right board. I always look out for Bishop + Chapel. While I'm pumping up Bishop, here's a bonus game, with something for everyone, including Ambassador, Bishop, Ghost Ship, King's Court, Throne Room and Witch. I love ending games with a tiny deck and a massive pile of VP tokens! :D

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