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Messages - Thisisnotasmile

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1951
Dominion Articles / Re: Combo: University/City
« on: June 21, 2011, 06:04:24 am »
[btw, at the end  of 8th turn it says that he draws an Estate 2 Coppersand a Minion, while his 9th turn is:plays 3 coppers and a silver:buys a city. I don't get something from these game logs]

Jack Rudd plays minion's attack option after the time this hand was drawn and before it was played.

1952
Dominion General Discussion / Re: Game Selection
« on: June 21, 2011, 04:09:20 am »
Isotropic has it's own point tracker in 'info' and that's the only point tracker it can do anything about. I don't know if there's a bug (I doubt it); if you're seeing the chat message announcing the point tracker, that's drheld's extension and automatch won't be able to avoid it.

If the options are set generously, you can type !disable to disable the extension for this game; otherwise you can tell what you're getting into by checking your opponent's status message before you accept. If it says 'Auto▼Count' then they are using the extension and have disallowed disabling, and you probably shouldn't accept a match with them.

All that said, give the point counter a try! It lets you make much more meaningful and informed decisions during the endgame, and it's all public information anyway. Even without the point counter, your opponent could always just be writing it down (I sure did before the extension showed up).

I will try my hardest not to get into a match with you in the future. If I forget about this and I challenge you, please politely refuse.

1953
Variants and Fan Cards / Re: Make up your own card?
« on: June 20, 2011, 02:03:53 pm »
It doesn't seem to have a reaction part although it is labelled as a reaction card.

1954
Dominion Isotropic / Re: Isotropic
« on: June 20, 2011, 08:31:55 am »
Yes it is legal. Donald X does his official card-testing on it, so he is absolutely fine with it.

1955
Dominion Articles / Re: Combo: Native Village & Bridge
« on: June 18, 2011, 06:20:32 am »
http://dominion.isotropic.org/gamelog/201106/18/game-20110618-031722-e3b8a5e5.html

Just came up in a random game and I had to give it a go. In my final turn I managed to pull my whole deck into my hand and pull off a comfortable win. It's worth noting that had I not drawn cards with my final native village, I would have left 3 bridges on the mat and probably (too lazy to do the maths but I'm pretty sure) wouldn't have been able to buy enough to win.

1956
Dominion Isotropic / Re: Decline of civility on isotropic?
« on: June 18, 2011, 06:12:18 am »
Another guy tried to "tip" me that contrabands should be the last treasure you play..

Love it!

1957
I hate torturer. When my opponent opens 5/2 and there is a native village/hamlet, I'm ready to quit.
Black Market is either fun or a game-breaker, depending on the cards in it whether or not I draw the good cards from it. In a recent game, my opponent bought a ghost ship from the BM (with no attacks on the board) and then a King's Court for the BM. Talk about being lucky...

Fixed that to say what you meant to say.

1958
Dominion Isotropic / Re: Decline of civility on isotropic?
« on: June 18, 2011, 05:14:53 am »
That said, if I lose 115 to -3, and I say "gg"...you can assume that's a snarky comment.  Chances are what's coming out of my mouth doesn't start with g's...

If I lose by such a big margin, I will 'gg' if it WAS a good game and I got outplayed. That is perfectly possible in a game with such a scoreline. However, if I lose by such a margin because of my opponent stalling for time with a goons engine when I've already taken 10 curses to his initial torturer chain when he could have easily just ended the game 20 turns ago, I won't 'gg'. Likelyhood is I'll 'bg'. And that's only if I haven't already resigned without asking permission.

1959
Variants and Fan Cards / Re: Make up your own card?
« on: June 18, 2011, 04:59:25 am »
I had an idea similar to the Shapeshifter above.


Illusion
$4 (?)
Choose one of the following:
- Name a card. While Illusion is in play, this card behaves like a 0* copper.
- Name a card. While Illusion is in play, this card behaves like a 0* estate.
- Name a card. While Illusion is in play, this card behaves like a 0* action card (that does nothing when you play it)
So that you can trash your estates/curses with mine/mint, or make your scrying pool more efficient. The 0* price is so you cannot use this to buy provinces at the price of a copper.
(maybe you should change the 0* copper to a 0*, 0$ treasure card, and the 0* estate to a 0*, 0 VP victory card, but I wanted to be able to play Baron or Moneylender with this card)

Whack the price up to around $6-7 and make it a duration. Your opponent's making a minion deck? Okay, for the next turn, all minions act like an estate. Good luck!

1960
Variants and Fan Cards / Re: Make up your own card?
« on: June 17, 2011, 03:18:56 pm »
I've not made any cards yet (and probably won't), but if I did I'd get 10 little bits of paper, scribble the card details on them and slip them into the front of 10 sleeved cards (any cards that are not otherwise in the set).

Of course, this doesn't work if you don't sleeve your cards.

1961
Puzzles and Challenges / Re: When do you need a plural for Diadem?
« on: June 17, 2011, 02:13:27 pm »
theory, can you install the spoiler code?

1962
Puzzles and Challenges / Re: When do you need a plural for Diadem?
« on: June 17, 2011, 02:05:46 pm »
Can we have a "Solutions to puzzles must be posted in spoiler tags" rule going on?

1963
Feedback / Re: Isotropic username links
« on: June 17, 2011, 01:44:37 pm »
I figured splitting it to 2 links wouldn't be realistic because every character ever is allowed in names on isotropic. I only very rarely use TINAS anyway and even when I do I'm not logged in, so it's not too much of an issue for the games not to be linked to my profile on CR. I have actually stopped using it so much since CR existed anyway so it is very rare that I use TINAS these days. I'll just change my profile. Thanks.

1964
Feedback / Isotropic username links
« on: June 17, 2011, 01:24:47 pm »
Brilliant addition to the forum, just one problem though

* Thisisnotasmile points to own link.

Anything that can be done? A few suggestions, if they're possible:

- Allow us to fill in multiple isotropic username fields.
- Somehow make it recognise 2 different names and split it into 2 links.
- Tell me to only use my primary username in my profile (I only have a second username for when I am too lazy to sign in when I'm using someone else's computer).

1965
Rules Questions / Re: Who goes first?
« on: June 17, 2011, 01:17:40 pm »
I'd like to see it switched to just a random player goes first.  It discourages re-matches since the winner knows they're definitely going second vs a... dunno 1/4 to 1/3 chance of going first if they play somebody else.  And other weird matching effects.

But the official rules state "When playing multiple games, the starting player is the player to the left of the winner of the last game". If you're having a rematch, you're playing multiple games. Thus, the winner of the previous game should go last.

(ninja'd but posting anyway)

1966
Dominion Articles / Re: Combo: Native Village & Bridge
« on: June 17, 2011, 11:24:14 am »
But if you have more than 1 native village on the mat, you play them to draw even more cards ;)

If you have only 1 on the mat, at least you've picked up whatever else is on the mat, and you get an extra action because you have 1 more native village you can play this turn.

Not picking them up at all is worse than both of these cases.

1967
Dominion Articles / Re: Combo: Native Village & Bridge
« on: June 17, 2011, 10:56:32 am »
I understand. The rules as I've edited will play for storage until your opponent has 24VP more than you, THEN you will pick up the cards, BUT only if it's your last NV in hand. If not it'll set aside an extra card for when you do draw (because you still can, because you have at least 1 more NV in hand). Then after drawing, it'll be safe to assume you've drawn a few NVs. The rules will then proceed to set aside a few extra cards before finally drawing them again with the last NV, as opposed to the previous rules which would leave them on the mat. When you've played all possible NVs to draw as many cards as you can, the rules will then play all of your bridges.

That's what I meant anyway.

Edit: For example, a quote from danshep's game above, with my changes in bold which I believe would be strictly better than what actually happened (he still won):

Quote
   — testinganstrategy's turn 15 —
   testinganstrategy plays a Native Village.
   ... getting +2 actions.
   ... picking up 18 cards from the Native Village mat.
   testinganstrategy plays a Native Village.
   ... getting +2 actions.
   ... drawing a card and placing it on the Native Village mat.
   testinganstrategy plays a Native Village.
   ... getting +2 actions.
   ... drawing a card and placing it on the Native Village mat.
   testinganstrategy plays a Native Village.
   ... getting +2 actions.
   ... drawing a card and placing it on the Native Village mat.
   testinganstrategy plays a Native Village.
   ... getting +2 actions.
   ... drawing a card and placing it on the Native Village mat. picking up 3 cards from the Native Village mat.
   testinganstrategy plays a Bridge.
   ... getting +1 buy, +$1, and reducing all costs by $1.

...

Now, obviously, I don't know what was on that mat, and maybe he set aside an extra card because the 3 set-aside cards were useless anyway. But had one of them been a bridge, for example, drawing them would be strictly better than setting aside another card which would go unplayed.

1968
Dominion Articles / Re: Combo: Native Village & Bridge
« on: June 17, 2011, 10:41:10 am »
Play rules are also simple:
-Play Native Village for Storage as long as opponent doesn't have 24 VP more than you
Else:
-If you hold more than one native village: play for storage, if you hold only one: play for cards

-Play Bridge

Would this not be a better set of play rules? Or is there no way to make your simulator understand this extra rule?

1969
Dominion General Discussion / Re: Card Counting Strategies
« on: June 15, 2011, 05:31:53 pm »
If you were to buy saboteurs on your first 3 turns then the deck would be a -6 (3 estates = -3; 7 coppers = -7+7 = 0; 3 saboteurs = -3) you would be cheating.

Fixed that for you. But yeah, that seems like a pretty good system. You don't want to make a counting system that goes into too much detail, afterall it's only a 20-30 min card game (and even quicker online).

1970
Dominion General Discussion / Re: Is the point counter cheating?
« on: June 14, 2011, 05:30:48 pm »
Here we go again.

Different people have different opinions of point counters. DougZ has done a pretty good job of altering isotropic to allow for people on both sides of the argument to play the way they like. I, personally, do not like playing with the point counter, so I prohibit it when I automatch, and do not enable it when I specify opponents. I completely understand the arguments from the other side, and so I accept that some people will use point counters. I no longer have to play with them so that is fine. Now all we need is for the use of third-party point counters to die out and isotropic will be perfect.

I would suggest that you had every right to check the point counter in the games you mention, provided we are talking about the isotropic-implemented counter, as your opponents had willingly entered into a game that used the point counter. Isotropic's interface lets you know this beforehand, so there is no argument really.

1971
Puzzles and Challenges / Re: Potential Puzzle: Buying every card
« on: June 14, 2011, 02:07:57 pm »
Do they have to remain in your deck, or can you trash them? If the latter, I see watchtower being in every suggested solution.

1972
Feedback / Re: Dominion Card Beneath User Name????
« on: June 14, 2011, 02:05:54 pm »
They are linked to postcount. I guess we'll find out what the boundaries and names are as people make more posts, unless theory/rrenaud wish to reveal the list?

Also, this should probably be in the forum feedback board.

1973
Dominion General Discussion / Re: First player advantage
« on: June 14, 2011, 02:02:20 pm »
I came across an interesting alternative rule designed to help balance the first player advantage.  I haven't tried it myself, but I've always been intrigued:

Instead of actually playing the first two hands, allow every player the opportunity to choose the two cards (or one card) they would like to buy. Neither card may cost more than $5, and both cards combined cannot cost more than $7.  Shuffle them into your deck.  Then, the player who spent the least gets to go first.

I see a lot of benefits to this: a) It speeds up the opening round by skipping the initial shuffle of the deck, b) Removes the luck factor that benefits anyone with a 5/2 split with the right tableau, and c) Gives the first turn advantage to the player whose deck should be mildly weaker than everyone else's.

And what if the costs are the same? Also, in which order are the cards taken? I'd happily sit there and wait for all of my opponents to take 2 cards so I know what strategy they are playing before making a decision about how to play my game. Maybe I'd even open militia/nothing on some boards simply to play first with a militia in my deck. Doesn't really fix the first player advantage, does it?

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