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Topics - Jimmmmm

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51
Game Reports / Noob Bashing
« on: September 18, 2011, 09:16:38 am »
Playing against someone who clearly doesn't know what they're doing can be boring and lead to dull, predictable victories. But sometimes it can be lots of fun and allow you to do things you wouldn't normally do. Like buying 10 Grand Markets.

Here is such a game. Of course, from the moment my opponent opening Thief, my victory was guaranteed. Then he started taking my Coppers for his own. I think our final decks tell the story well: 10 Grand Markets, 5 Alchemists and an Upgrade in one, and 3 Thieves, 2 Explorers and 11 Coppers in the other.

Anyway, just thought it could be a bit of fun to share our experiences of ridiculous games caused by opponents not knowing what they're doing.

52
Game Reports / Fun with Cities and Pirates
« on: September 15, 2011, 10:33:39 am »
This was a fun game. Optimal strategies? Probably not. But fun.

The board contained no Village-types or +Buys other than Cities. I had bought several terminals (Masquerades, Pirate Ship, Swindler) early on, so decided to buy some expensive Villages. By the time the Cities were finally gone, I was drawing most of my smallish deck anyway, so the extra card didn't help that much. My opponent was leading, but the game wasn't going very quickly. I decided I needed to take advantage of my Cities, but there were no other low piles. So for five gruelling turns in a row, in which I was often netting enough coin to buy Platinums or Colonies, I bought a single Pirate Ship. In the meantime, I was playing a Swindler and up to four Pirate Ships per turn, searching my way through his deck to trash his Platinums, Golds, Harem, Potions (which I had Swindled from Pirates) and Silvers, and getting my Pirate Ship mat up to $10. Finally, having bought the last Pirate Ship, I made exactly $55 in one turn to buy out the last 5 Colonies.

53
Game Reports / Gimmicky Combo: Counting House + Forge
« on: September 15, 2011, 03:38:29 am »
Okay, this is probably reasonable at best, and clearly only on the right board.

The idea is fairly obvious: you pull all your Coppers out of your discard pile and trash them all with one fell swoop. This clearly makes the Counting House obsolete, which is no real problem as you can convert it into another power $5 card, or even better combine it with a Silver or another early buy for a Province.

Aided by a Silver or two, Counting House can be a great way to get the coins to buy a Forge.

Clearly this requires at least some sort of Village support, and is pointless if there is any easier way of trashing.

In this game, I was aided by Walled Village, which can be great if you have two key terminals which you want to play together, and also Watchtower, which can provide benefit without messing up the Walled Village, and both of which made pulling off the mass Copper exodus more likely. Now granted, this game had no real power cards which would have given a huge advantage to the thinner deck, and my opponent, I think, was a level 0, and I won by less than 12 (the swing of one Province going to my opponent instead of me).

Anyway, the point is, I love finding quirky little combos like these, and seeing if I can pull them off.  And this one was fun. :)

54
Game Reports / Competing Strategies
« on: September 14, 2011, 01:57:23 am »
Just though this was a nice game, with two different but competitive approaches.

My opponent opened Chapel/Treasure Map and Embargoed the Golds before triggering Treasure Maps twice. I opened Warehouse/Ambassador with the aim of frustrating his Chapelling. Part of my choice, I'll admit, was testing a claim I'd read somewhere about Ambassador being a better opening buy than Chapel. I bought one Gold, taking the Curse which I soon Ambassadored to my opponent, and which propelled me to buying two Platinums, which I found quite often by Warehousing. I ended up winning the Colonies 5-3 and the game by 9 points.

I thought the Treasure Map/Embargo combo was clever, although much less effective in a Colony game.

My Ambassadoring seems to have been more effective than his Chapelling, as I finished with 20 cards including 1 starting card, and he finished with 23 cards including four. I would, however attribute at least some of this to my early Warehouse. Masquerade was in the mix as well, although neither of us touched it. Any thoughts on when it's better to give cards to your opponents, and when it's better to just Chapel them away? What would you have done in this game?

55
Dominion Articles / Combo: Apprentice + Hoard
« on: September 10, 2011, 10:59:11 am »
Apprentice by itself is a very good $5 card. One of the best ways of getting rid of your starting Estates, and once you have a few in your deck, your Coppers should disappear fairly quickly as well. They are an excellent way of getting rid of cards that have become obsolete (cursers, trashers etc), and if all else fails, you can often Apprentice an Apprentice for +5 cards.

The obvious drawback to Apprentice is that it needs fodder, expendable cards to keep it going, and the more useful these cards are to feed to the Apprentice, the less expendable they tend to be.

And then there's Hoard. Hoard presents an almost opposite dilemma: is it worth buying some early Duchies and Estates to get some Gold into your deck? Sometimes it is, sometimes it isn't.

When used together, Apprentice and Hoard solve each other's problems very nicely: Hoard puts green cards in your deck that you don't really want, Apprentice takes them out with a very nice benefit. And in the meantime, you become very rich.

I recently played a Colony game with both of these cards present. Soon enough my deck consisted primarily of a few Apprentices, a bunch of Hamlets, a bit of cash and a Hoard. On turn 10 I drew $5 with a Hoard, and I had a decision. I wanted a Gold, but I wasn't particularly keen on the Duchy so early in a Colony game. But, having a bright idea, I bought the Duchy, gaining a Gold. Two turns later, I Apprenticed the Duchy, which allowed me to buy a Province, gaining another Gold. Two more turns later, I Apprenticed the Province and bought another Province and two Estates, gaining three more Golds. Pretty soon I had Colonies, two of which I trashed to my Apprentices, allowing me to buy a bunch more with all the Gold I had amassed, and of course, gaining more Gold in the process. I ended the game on my 19th turn with 6 of the 8 Colonies, having trashed the other two, and won 70-23. I had 16 Golds, all of which came from my single Hoard.

Of course, my game was helped greatly by my Hamlets, and the more green cards I had, the easier it was to discard for the +buy. Would it have worked without a +buy? Probably. In that case I imagine you'd want to feed some of your excess Gold to the Apprentices, and probably at least another Hoard would have helped to overcome this loss of Gold. But of course, it's much nicer to trash a Colony for 3 Colonies and 3 Golds than it is to do so for 1 Colony and 1 or 2 Golds.

Now obviously trashing a Province or Colony, particularly towards the end of the game, can only be justified if it allows you to at least make up the points lost, and preferably gain more. If most of your non-replacing cards are Golds, then +8 or 11 cards pretty well guarantees drawing enough cash to buy at least one, and probably two or more of the trashed card.

56
Game Reports / Just a little bit embarrassing...
« on: September 06, 2011, 09:40:45 am »
Okay, so 2 piles gone with 3 Fishing Villages left. I'm 3 points behind, and I have $20 with 3 buys.
First brainwave: I'm going to buy a Colony and 3 Fishing Villages.
Second brainwave: I'm going to buy the Fishing Villages BEFORE I buy the Colony.

 :-[

Anyone else had similar experiences?

57
Game Reports / Pick my game-winning card.
« on: September 05, 2011, 09:30:55 am »
Just played this (no-Colony) game:

King's Court
Festival
Jester
Royal Seal
Woodcutter
Gardens
Chapel
Lighthouse
Pawn
Secret Chamber

I won easily, for a number of reasons, including more King's Courting and much better Chapelling. We ended up with 4 Festivals each. These power cards aside, I want to see if others come to the same conclusion as I did. My question is: what was the other pivotal card in my strategy?

For the record: http://councilroom.com/game?game_id=game-20110905-061132-ecb0fe85.html

58
Dominion Isotropic / I can't return to lobby.
« on: September 05, 2011, 07:15:05 am »
My opponent just resigned, and I'm on the "you win!" screen, but there is no way to return to the lobby without exiting and logging off.
It's not a massive problem, but it's an inconvenience.
It's also not the first time it's happened, so it would be greatly appreciated if someone could take a look at it.

Cheers.

59
Rules Questions / Throne Room - Tactician
« on: September 03, 2011, 12:45:49 am »
Correct me if I'm wrong, but I don't think this is covered in the rule books.

If you TR or KC a Tactician (say you're doing a long chain of them without +Actions), do you have to leave the TR/KC out with the Tactician? What does Isotropic do here?

60
Game Reports / Finally a mega-turn!
« on: August 29, 2011, 07:59:58 am »
http://councilroom.com/game?game_id=game-20110828-085712-d3b74d6e.html

I recently played a game with King's Court, Goons and Bridge. Both my opponent and I bought as many as we could. Now before I get highly critiqued, I don't think either of us did it that well: with Goons the only attack either of us used, the score after his turn 30 was 39-33 his way. And I can't believe I ignored Smithy for as long as I did. Anyway, finally on my turn 30, I drew KC, KC, Smithy (the other two were discarded to Goons), and proceeded to end the game by adding 105 points to my score.

Now I'm sure this has been done before, but that was my highest ever score and best ever turn.  ;D

Questions for the experts: would Big Money have won this game? How do you best go about setting up a mega-turn (eg KC-KC-Bridge-Bridge-Bridge or a bunch of Goons + buys to finish the game)?

62
Game Reports / Bank over King's Court?
« on: August 24, 2011, 10:40:39 am »
Just played a Colony game which I think is a nice example of King's Court not being the dominant card. The board was:

Bank
King's Court
Hoard
City
Rabble
Horse Traders
Smithy
Tournament
Wishing Well
Woodcutter

Edit: The game in question:

http://councilroom.com/game?game_id=game-20110824-065113-9cbbcdc0.html


My opponent opened Silver/Tournament. I opened Silver/Horse Traders, with the plan that that should get me to $5 often enough to empty the City pile. I bought the last City on turn 12, for a total of 8 Cities. Turn 13 I played 6 of them, resulting in $13, with 2 buys, and the first time I'd hit $7 or more for the game. Normally King's Court makes my first $7+ an obvious choice (unless it's time to buy Victory cards), but I figured with the enormous hand sizes I was now getting, a Bank could pull in some big coin. I would need more buys to spend my money, and I planned on having discardable green cards in the near future, so I bought a Bank and another Horse Traders. Turn 14 I bought another Bank, and a Wishing Well to help me find my Cities.

Turn 16 I played all 8 Cities, my 2 Horse Traders, and my 2 Banks for $9 and $10. I bought 3 Colonies.
Turn 17, 2 more Colonies.

Now my opponent had bought an early Province or 2, and now had Trusty Steed, Princess and Followers, and was regularly King's Courting, usually with either Rabble or Tournament, although once with Followers. He was not doing too badly, and at one point caught up to my score with only 1 Colony left.

But a few turns later, I bought the last Colony, and my only Province, to finish the game 67-51.

So the game was close. It was essentially my 8 Cities, 2 Banks and 2 Horse Traders against his 3 King's Courts, 2 Tournaments and various prizes.

Of course my deck would have benefited from a King's Court or 2. But all it would really do would be to make it even more certain that I could draw my whole (quite large) deck, and I was doing that without them.

The point is, my Cities/Banks/Horse Traders proved to at least match, if not exceed the King's Courts. And had I bought King's Courts instead of Banks, I almost certainly would have lost. Also, when he bought his first King's Court when there were still 6 Cities left, it could have scared me into buying Silvers and Golds so I could afford a King's Court. But I stuck to my guns, and it paid off.

I guess it just goes to show, picking a good strategy and sticking to it goes a long way towards winning games, and sometimes the "4th worst $6+ card" can be a much better buy than the "best $6+ card".

63
Puzzles and Challenges / What's missing now?
« on: August 23, 2011, 07:46:23 am »
This is an unashamed rip-off of AJD's thread "What's missing?"

http://forum.dominionstrategy.com/index.php?topic=504.0

I hope you don't mind.

Which Dominion card completes this list?

Secret Chamber
Pirate Ship
Salvager
Trade Route
Vault
Bank

64
Dominion Articles / Request: Diadem
« on: August 17, 2011, 10:17:18 am »
Can someone please explain Diadem to me? I don't think I've ever seen it taken, and certainly all the other Tournament Prizes seem a lot more useful. What kind of (good) deck is going to have a bunch of spare actions that will make Diadem either better than any other remaining prize, or better than a Duchy given that the game has gone on long enough for all the other prizes to be taken? To me it seems like it would normally be a silver, sometimes a gold, rarely 4 or 5, but even then you'd rather be spending your actions on cards that will benefit you more by more than $1/action. And because there's only one, it doesn't seem possible to build a viable strategy around it.

I also notice that the Council Room popular buys page has Diadem at 0.0 buys/deck for which it's available:

http://councilroom.com/popular_buys

This is because you don't buy it, you gain it. Though its gains are significantly lower than the other prizes:

Trusty Steed: 0.35
Followers: 0.31
Princess: 0.26
Bag of Gold: 0.19
Diadem: 0.11

Does anyone consider it a worthwhile prize? If so, do you have any examples of effectively incorporating it into an already-made deck?

65
Dominion General Discussion / History in the making
« on: August 11, 2011, 11:27:22 pm »
So I was thinking about how often cards from one game seem to reappear in the next. This is obviously more often with less cards. In fact, the probability of any two games using only base cards having distinct sets (no kingdom card appearing in both games) is:

(15 * ... * 6)/(25 * ... * 16) ~ 0.09%.

Even if you're playing with 50 kingdom cards, it's still surprisingly low:

(40 * ... * 31)/(50 * ... * 41) ~ 8.25%.

Currently on Isotropic, there are 130 kingdom cards in use. In that case, the likelihood of any two games having distinct cards is:

(120 * ... * 111)/(130 * ... * 121) ~ 43.57%.

And then there was Hinterlands. Fast forward to October, and 26 new cards will be thrown into the mix, bringing the total to 156 kingdom cards, including promotionals. This will bring the probability of having 2 entirely distinct games to:

(146 * ... * 137)/(156 * ... * 147) ~ 50.50%.

And so with the addition of Hinterlands, for the first time in Dominion history, any new game will more likely than not be completely different from the previous game.

66
Dominion General Discussion / Ambassadoring Curses
« on: August 04, 2011, 05:49:25 am »
I recently played a (2-player) game with Sea Hag, Ambassador, and no actual trashing. I opened with Sea Hag, and my opponent never bought one. We both stocked up on Ambassadors, and of course an Ambassador Curse War ensued. In the end, they were split 4-4.

Cursing is considered to be the most powerful form of attack in the game, but my question is, with Ambassador (or, I suppose Masquerade) present, is there any point in buying a curser? Ambassadors will usually be bought from the start, and so even if not all players buy a curser, will they often finish up fairly evenly spread throughout the players, advantaging the player who chose to focus on things other than cursing?

Opinions?

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