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51
Goko Dominion Online / Re: It Gets Worse
« on: December 07, 2013, 09:01:57 pm »
Lord Humanton is back! He replied to two bug threads about 12 hours ago.

And his profile picture is Megacurse, worth -1000000VP.  Is that new?

I'm pretty sure that's always been it. At least, there's always been some admin around with a megacurse as an icon, I assume it's been him all along.

52
Introductions / Re: Hey, from Down Under!
« on: December 07, 2013, 04:12:24 am »
Hi!

53
Council Room Feedback / Re: Council room pages down?
« on: December 04, 2013, 01:00:14 pm »
Yeah, it's broken. :(

It's not really maintained. I got most of the way through adding goko log parsing and analyzing to it, but there's some bug I can't find which crashes it in the last analysis step. And I haven't taken the time to track things down and fix them; I've spent the past few months looking for a new job, and I start that new job (and move halfway across california) tomorrow, so I've felt like all my free time is spent on things related to those.

54
Dominion Articles / Re: Combo: Hermit/Madman + Market Square
« on: December 02, 2013, 09:04:09 pm »
Last I checked, I thought you could just specify part of the board and leave it at that, and then it would randomize the rest when you started the game. So you could do partial selection that way. My internet right now sucks though so I can't check.

55
Game Reports / Re: in which we run out Saboteur first
« on: November 28, 2013, 09:37:45 pm »
Anything BM-like would die horribly to Noble Brigand spam. You can't rely on keeping your Silvers and Golds with it around.

56
Game Reports / Re: Diplomacy Recommended Set
« on: November 25, 2013, 12:53:20 am »
I did not know that you don't *have* to return to the card to the supply--this seems like quite a diabolical strategy  ::) .

It's part of why Ambassador is such a good card. Early-game it's a trasher. But late-game, in a good engine, it turns into a curser.

57
Game Reports / Re: Diplomacy Recommended Set
« on: November 24, 2013, 03:40:35 pm »
I see two viable strategies in this set.

One is mass-trader. Buy traders, lots of traders. With all the junk going around, use the reaction of Trader to gain endless silvers. In that case, Embargos don't even hurt you! Noble Brigand is triple-embargoed? Great, buy a noble brigand and gain three silvers by revealing Trader! And later trash that noble brigand to gain four silvers. Because of IGG, this strategy works even if your opponents don't junk you - if they haven't been junking you, buy IGGs and junk them! (And then trash the IGG for five silvers.) Eventually, your deck is going to have enough silvers that you'll be able to buy provinces or farmlands  with them.

A second is to go heavy ambassador to make yourself a thin deck, then build an engine with mostly caravans, some bazaars and embassies. In that case, you can draw your whole deck, ambassador back any junk you got, and buy one province per turn (or buy a farmland, trashing a farmland to gain a province - same thing). That sounds like basically what you did, but I think you were a little unfocused with it - I suspect in this strategy, you don't want the Noble Brigand, and opening ambassador/caravan is better. (Or keep one curse in your deck and reveal it every turn for your Ambassador - remember, you don't *have* to return to supply the card you reveal, you can just reveal it to make other players gain copies of it.)

In three-player, all of these are very interactive - you have to watch out for three-pile endings if all three people do the same thing. But I think both of the above strategies are fairly resilient to whatever your opponents do.

58
Dominion General Discussion / Re: Which expansion should I get next?
« on: November 22, 2013, 10:24:46 pm »
Dark Ages is an experts' expansion. If you are comfortable with all the dominion cards to date, the wierdness of Dark Ages isn't much more on top of all the weird combinations that can already exist. (If you've gotten all the other Dominion cards and still want more, that in itself is evidence that you'll handle it fine and probably like it!)

But there's no particular reason to get it early. If "this expansion is weird and has all these new things!" sounds daunting rather than exciting, get some other one first.

59
Goko Dominion Online / Re: It Gets Worse
« on: November 22, 2013, 05:12:34 pm »
They haven't responded to anybody on their feedback forum in weeks.

60
The problem seems that it gets gardens really, really late. Any strategy that can do denial can snap up those gardens before you get a chance to.

61
Dominion General Discussion / Re: Remembering Your First Game of Dominion
« on: November 21, 2013, 02:51:38 pm »
I remember my first game was a 4-player game, and 3 of us opened with Woodcutter and would always take copper on our spare buys (because we can get more cards for free, it was great!)

62
Goko Dominion Online / Re: Furious
« on: November 20, 2013, 04:05:20 pm »
"Can't tell if serious"

63
Simulation / Re: Ambassador, the card of openning luck?
« on: November 20, 2013, 02:11:43 pm »
I think the 2 coppers/1 estate thing comes from the fact that in a game where amb is good, you're likely competing in an ambassador war with another player, and likely building an engine afterwards. It's the same reason that you would play chapel and trash all four coppers if you opened chapel and drew Ch-C-C-C-C on turn 3.

This might not be coming out in your simulations because you don't have a particularly good payload for the engine (and were even testing Ambassador + Big Money, which just isn't really a practical thing). For example, a reasonable thing to do would be IF you get your engine going first, draw your whole deck, and keep playing 2 ambassadors per turn for the rest of the game to make sure your opponent *never* slims their deck down and gets their deck going. Winning the ambassador war can mean giving your opponent all 10 curses.

64
Goko Dominion Online / Re: Furious
« on: November 18, 2013, 01:33:30 pm »
It's just a special case of "shuffle luck matters". It's not a flaw. Shuffle luck isn't a defect of dominion, it's part of  the way the game is *supposed* to work.

65
Goko Dominion Online / Re: Furious
« on: November 18, 2013, 02:48:58 am »
KingZog3

Yeah. I currently play only with the base set on Goko, so mostly it's stuff like "what should I discard to militia" or something.
But I can totally see your point that with the more complicated cards from expansions, it would take more time.
I play most of my games in real life--but it's hard to always find people to play with, so then I play online.
I never got the chance to play on Isotropic, but did people try the same stuff on there?

Some people did, but Iso made it easier to deal with them (by having a shorter time out limit (and it asked if you wanted to kick them), by making a sound when you had to make a decision, and having the window say when you had to make a decision).  I remember just grabbing a book and reading it, then playing as soon as they were done.
Also, wasn't the time limit reduced every time if you were taking a lot of time each turn?

There was a formula for how isotropic determined whether you were taking "too long" and could be kicked out. It was deliberately kept secret so slow-players couldn't deliberately play to it.

66
A part of the reason Big Money (http://wiki.dominionstrategy.com/index.php/Big_money ) is so effective is that it's very simple to get right. Often, especially in the base set, the engine that will beat big money has many interlocking parts - Geronimoo's First Game engine (linked earlier in the thread) requires proper use of Remodel, Village, Smithy, Market, AND Militia to do better, and you have to get the pieces in a good order and use them right (including thinking ahead when deciding when to buy villages). So someone learning to build engines will probably have a lot of losses at first - when you get too few villages, or too many, or forget trashing or buy green too early or too late, etc. Lots of places to go wrong, compared to the simple "Buy silver, then gold, then province" rules of Big Money.

So for a newer player, a situation where "a properly played, intricate engine will crush big money, but a badly-made engine will lose" is often indistinguishable from a situation where Big Money is straight-up dominant, without asking the internet or something like that.   

So there are a few ways to go.
1) Pick up an expansion or two. Seaside has some of the most powerful cards that make engine-building easy - fishing village and wharf. Prosperity has Colony/Platinum and Goons. If you have Fishing Village and Wharf on the board, it's pretty easy to just buy fishing villages and wharves and do better than big money.
2) Deliberately pick more engine-y setups. In the base set, if you include chapel, you'll instantly enable engines on lots of boards.
3) Play to improve rather than playing to win. It might take you a few tries to play the First Game engine well enough to beat Big Money, but once you do you'll start being able to do similar things on other boards.

For me, I ended up going with the first option. I started playing online with a few expansions, and at first I would just play lots of Big Money. I started with just playing engines in the places where engines are obvious (Fishing Village+Wharf; Steward+Minion; Village+Torturer); then I started making more subtle engines like Remodel-based ones. But for IRL play, (2) or (3) would also work if you don't want to add expansions.

67
Goko Dominion Online / Re: Furious
« on: November 17, 2013, 03:04:44 pm »
I posted a bug report on getsatisfaction, but that'll do no good because it looks like nobody from goko has checked in there in weeks.

68
Dominion General Discussion / Re: What would a leveled-up City cost?
« on: November 15, 2013, 04:38:24 pm »
I think on average, you'd prefer BV/Lab to be together. After all, the Village part of the border village is useful only if you get two terminals to use the action, and a large handsize gives you a better chance of getting that. So I'd expect that BV+Lab together is going to be slightly better than BV and lab separately. And of course putting those things together in one card would help against Militia, etc.

69
Game Reports / Re: non-optimized apothecary/native village
« on: November 14, 2013, 04:30:56 pm »
Huh. I remember reading a forum article about it, but it's not on the wiki.

forum.dominionstrategy.com/index.php?topic=884

There it is.

It's always a fun one to play. Definitely unusual.

70
Goko Dominion Online / Re: Oh Goko...
« on: November 14, 2013, 04:06:49 pm »
They have over 150, and may God have mercy on our souls.

I love how that article has screenshots from Catan World... from over a year ago.


That's because the article itself is from over a year ago.

71
Dominion General Discussion / Re: What would a leveled-up City cost?
« on: November 14, 2013, 03:25:09 pm »
Yeah, at $7 it wouldn't be stronger. 

A $6 border village is so much better than a $5 border village because there's just a lot of good cards at the $5 level that you would love to get a village with. The obvious ones being the smithy variants like torturer, rabble, margrave. But there isn't much more at $6 that works particularly well with a Border Village, and so most of the time you'd still be doing stuff like BorderVillage+Torturer, except it would be more expensive.

72
Dominion General Discussion / Re: What do you think about the house rule...
« on: November 14, 2013, 03:22:34 pm »
... that give to each player the same number of turns ?

For Big Money-like games, it would have a minor effect.

It would completely change the dynamics of ending the game on piles though. 1st player then never has the opportunity to end the game on piles and win with a few vp, because second player would always get a free turn to buy nothing but vp. Second player, on the other hand, could safely end the game on piles and buy one estate more than p1.

73
Dominion General Discussion / Re: The stupidest mistake you ever made
« on: November 10, 2013, 03:13:08 pm »
I played a Tactician/Treasure Map game where I forgot to buy a second treasure map and kept wondering why my Treasure Maps didn't collide, I would keep drawing only one even on my huge tactician hands.

74
Goko Dominion Online / Re: Cheater On goko to go in the top ranking
« on: October 30, 2013, 01:23:24 pm »
Wasn't ottocar the same guy who did that exact thing on isotropic way back when? He's been at this for forever.

75
Rules Questions / Re: Procession on a Band of Misfits as a Fortress?
« on: October 28, 2013, 06:52:02 pm »
The order of things that happen is:

First you play Procession, choosing BoM as Fortress.
Play fortress the first time. 4 cards in hand, 2 actions remaining.
Play fortress the second time. 5 cards in hand, 4 actions remaining.
Trash the fortress - it goes back into your hand instead of the trash. Also it revers back to being a BoM.
Gain a card costing $1 more than it. "It" is now the BoM, so you gain a $6-cost card.

The fact that the Band-as-Fortress goes back into your hand, not the trash, and you gain a 6-cost card, was confirmed directly by Donald X at one point.

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