Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - aku_chi

Filter to certain boards:

Pages: 1 ... 20 21 [22] 23 24
526
Dominion League / Re: Season 12 - Results
« on: January 09, 2016, 04:30:14 pm »
E1: aku chi 4 - 2 Dlesar

527
Dominion General Discussion / Re: Best Dominion Moments 2015
« on: January 08, 2016, 07:05:58 pm »
The game where I gained 152 VP on turn 16:

http://www.gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20151224/log.0.1450993172086.txt

It was a powerhouse board with Scrying Pool, Bridge, King's Court, Throne Room, and Black Market (Goons, Governor, and Remake were the highlights in the Black Market deck)!  My early turns weren't too exciting; I mostly bought Scrying Pools and looked at cards in the Black Market deck (but rarely bought any).  Even as late as turn 14, my deck didn't look too impressive.

But the last couple turns improved my deck quality exponentially (and I don't use that word carelessly).  On turn 15, I throned a Governor to gain two Golds, drew them, Remade them into King's Courts, drew those, and went to town (well, the Black Market, really).  And on my last turn I got enough Bridges to buy out all of the Colonies and Provinces (and a couple Duchies).

Code: [Select]
aku chi - buys Colony
aku chi - receives 1 victory point chips
aku chi - gains Colony
aku chi - buys Colony
aku chi - receives 1 victory point chips
aku chi - gains Colony
aku chi - buys Colony
aku chi - receives 1 victory point chips
aku chi - gains Colony
aku chi - buys Colony
aku chi - receives 1 victory point chips
aku chi - gains Colony
aku chi - buys Colony
aku chi - receives 1 victory point chips
aku chi - gains Colony
aku chi - buys Colony
aku chi - receives 1 victory point chips
aku chi - gains Colony
aku chi - buys Colony
aku chi - receives 1 victory point chips
aku chi - gains Colony
aku chi - buys Colony
aku chi - receives 1 victory point chips
aku chi - gains Colony
aku chi - buys Province
aku chi - receives 1 victory point chips
aku chi - gains Province
aku chi - buys Province
aku chi - receives 1 victory point chips
aku chi - gains Province
aku chi - buys Province
aku chi - receives 1 victory point chips
aku chi - gains Province
aku chi - buys Province
aku chi - receives 1 victory point chips
aku chi - gains Province
aku chi - buys Province
aku chi - receives 1 victory point chips
aku chi - gains Province
aku chi - buys Province
aku chi - receives 1 victory point chips
aku chi - gains Province
aku chi - buys Province
aku chi - receives 1 victory point chips
aku chi - gains Province
aku chi - buys Province
aku chi - receives 1 victory point chips
aku chi - gains Province
aku chi - buys Duchy
aku chi - receives 1 victory point chips
aku chi - gains Duchy
aku chi - buys Duchy
aku chi - receives 1 victory point chips
aku chi - gains Duchy

Then I apologized to my mother, WhiteDragon.  We haven't played Dominion since...

528
I was so happy to see the Counterfeit/Mandarin thing -- that has never been talked about around here and is actually quite good.
It's pretty cool, but I find it hard to imagine that I would have a hand of Counterfeit and four Golds and not trash a Gold to get 2 Provinces.  I mean, at this point I must have built up quite a bit to get that hand.  I'm likely behind on Provinces.  Maybe I would go with the Mandarin combo in the face of consistent Rabble attacks.

529
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Bridge Troll
« on: January 08, 2016, 09:19:51 am »
Potentially unhelpful card comparison: Bridge Troll and Merchant Guild.

Both cards provide +1 buy and make it a little easier to buy cards this turn (+1 coin or -1 cost reduction).  Bridge Troll is almost strictly better here*.
Both cards make it easier to buy cards in the future.  Merchant Guild provides +1 coin token per card bought this turn.  Bridge Troll provides +1 buy and -1 cost reduction next turn.  Merchant Guild is generally more flexible here, but it's nice that Bridge Troll provides +buy on the next turn.
Bridge Troll misses more shuffles, but it also attacks.
Neither can be effectively throned.

I would think that, most of the time, if you want Merchant Guild, you'll want Bridge Troll.  They also synergize with each other, provided you have sufficient +action.

*Edge Case: You only buy Events.

530
Cool.  Even a deck with 2 Scouts, 3 Estate-Schemes, and 4 Harems can get to 8 Provinces guaranteed.

Worst-case scenario with 7 Provinces in deck:

Hand: Scout, Scout, Estate, Province, Province
Play Estate, Draw Province
Play Scout, Reveal and Draw Province, Province, Province, Province
Play Scout, Reveal and Draw Harem, Harem, Harem, Harem
(if you had drawn Estates instead of Harems, you could play them to draw the remaining Harem(s))

531
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Bridge Troll
« on: January 07, 2016, 08:46:51 pm »
The attack portion of Bridge Troll is the least important, I'd say.  It's similar to Cutpurse; pretty annoying early, pretty bearable late-game.

As other people have noted, Bridge Troll does not lend itself to a megaturn strategy like Bridge does; it's just too difficult to get more than 5-6 in play.  But Bridge Troll is still very strong.  In a deck-drawing engine with just a village or two, you can play 2-3 Bridge Trolls each turn and reap 4-6 cost reduction.  Bridge Troll is great at picking up additional engine components and Gold.  Bridge Troll is also great at buying alt-VP.  I haven't played with Bridge Troll and Duke, but I wouldn't be surprised if most kingdoms present a good engine-into-Duchy&Duke strategy involving Bridge Troll.  Fairgrounds, Nobles, and Harem also seem like they would work well with Bridge Troll.

There hasn't been a bad cost-reduction card yet.  Bridge Troll may or may not compare favorably to Bridge and Highway (time will tell), but it's still often a game-changing card.

My big question is: when is the best time to buy Bridge Trolls?  They're most valuable once you have a thriving engine, but... they do help a little with engine building by themselves, they might be contested, and the attack is more valuable early.  I don't think Bridge Troll is a particularly strong opening, unless there are a lot of cheap engine components that you want in bulk (compare with Cutpurse or Bridge - hardly the best 4-cost openers).

532
Artificer + Poor House

As the only 1-cost card, Poor House is uniquely trivial to gain with Artificer.  And Artificer can make your Poor Houses more powerful by selectively discarding treasures (for benefit!).

Artificer + Native Village

Gaining victory cards with Artificer is usually not ideal, because they go on top of your deck.  But with Native Village, this is a feature!  You can reliably gain victory cards and store them away on your Native Village mat.  Plus, Native Villages are easy to gain with Artificer.

Artificer + Menagerie

A more obvious synergy.  Artificer can selectively discard cards to activate Menagerie.  Menagerie is also cheap enough to gain with Artificer.  Consider: a hand with Artificer + Menagerie + three other cards.  You can play the Artificer, discard three other cards to gain a Menagerie, play a (guaranteed activated) Menagerie and play the gained Menagerie.  You now have a 4 or 6 card hand with 1 coin and an extra Menagerie in your deck.  And that's a low bar on the synergy between these two cards.  Pretty cool.

533
Dominion League / Re: Season 12 - Results
« on: January 06, 2016, 09:21:55 pm »
E1: aku chi 3.75 - 2.25 Ampharos

534
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Artificer
« on: January 06, 2016, 06:20:41 pm »
Artificer is a cool card.  It's a Peddler+, so you're never sad to pick it up.  And sometimes, it's a lot better than Peddler.

Artificer is at its best:
  • When there are inexpensive engine components that you want.
  • With draw-to-X and other cards that benefit from selective discarding (Menagerie, Shanty Town, Tunnel).
  • When it is easy to increase one's handsize.
  • With cost-reducers (especially Highway).
  • With situational or combo cards (e.g. Tournament).

Artificer is less good:
  • When there are other sources of gaining multiple cards per turn.
  • With heavy trashing (excepting Scrying Pool style overdraw).
  • In the presence of handsize attacks.
  • Gaining Alt-VP that you do not want to topdeck.
  • With sifters or other discard-for-benefit cards.

535
The Counting House + Travelling Fair combo can guarantee Province, Colony, or better each turn as long as there are Counting Houses left in the supply.

536
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Amulet
« on: January 05, 2016, 10:29:36 pm »
-gaining silver is weird, there's plenty of cards that do that but this is the only card that lets you gain two of them per play without trashing anything (right?).
You can also gain multiple Silvers with Treasure Hunter.  Often, this isn't helpful, because you're trying to cycle your Traveller(s) faster.  I recall some games where either me or my opponents had to pass up playing a Treasure Hunter to avoid gaining 4+ Silvers (and as many as 8!).  Also, playing Treasure Trove is very similar to gaining two Silvers.

On the topic of Silver gaining; what cards really like Silver?  Feodum and Duke, of course.  Storyteller, I'd claim.  An excess of Silvers can be good with Counterfeit, I guess.  Bank, if you can increase your handsize.  Are there any other cards with strong Silver synergy?

537
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Amulet
« on: January 05, 2016, 01:56:32 pm »
In moneyish games, Amulet can be compared with Jack of All Trades.  Both cards can trash junk, gain Silvers, and improve one's economy.  Amulet is the better trasher; it can trash twice per play (if the opportunity presents itself) and can trash Coppers (though this is usually a bad idea in moneyish games).  Amulet is also more flexible as a Silver gainer.  You can gain 0-2 Silvers per play, depending on your situation.  Jack is generally better for your economy: Spy + draw is usually better than a coin or two split over two turns (which you might not even get if you're focused on trashing and Silver gain).  Jack also counters spy and handsize attacks.  Amulet is probably better in slogs, though.  Amulet's major disadvantage (missing more shuffles) may or may not be offset by its reduced price.

538
Dominion League / Re: Season 12 - Results
« on: January 04, 2016, 11:34:28 pm »
E1: aku chi 5 - 1 XD9

539
You know what's even better though? Gear + Quest! You can always set aside exactly as many cards as you did the previous turn and still guarantee a Gold, plus you can keep those golds shuffling along for Province buys!

Gear is still the best
I played a few solitaire games with Gear + Quest.  I had fantastic draws in my first game and got to 5 Provinces by turn 12!  The next game, my draws were poor and it took me 16 turns to get the same amount of VP (I'm willing to believe that I played this sub-optimally).  I thought the draws on my third game were hit and miss, but I managed to get 5 Provinces by turn 12 again (and an additional 9 VP by turn 14 - though my turn 15 was terrible).

My verdict: Gear + Quest is about as powerful as Courtyard + Quest, but less reliable and less synergistic.
Reliability: With Courtyard, you can always save a card and get a Gold.  So, if Courtyards collide, you simply set one aside for the next turn.  With Gear, you have to make a choice: set aside cards, or gain a Gold.  This is a tough choice.  The Gear + Quest strategy becomes really strong when you can set aside two cards and get a Gold or Province each turn.  To start that up, though, I found myself needing to be able to buy a Gold outright on a Gear turn (maybe I should have considered buying a Silver).  Plus, the moment you miss a Gear, you have a tough dilemma next turn: set aside or discard for Gold.
Synergy: With Courtyard + Quest, I managed to go 18 turns, purchasing 8 Provinces, and only had one non-Province, non-Quest, non-Courtyard purchase (an Estate on turn 17).  That's beautiful synergy.  With Gear + Quest, I only ended up using Quest 2-3 times per game; I bought at least as many Gold outright.  The strategy was effective mostly because Gear BM is effective.  The presence of Quest makes Courtyard more better than Gear (even though the two strategies are equally effective), if that makes sense.

540
Another BM synergy:

Courtyard + Quest

Courtyard provides the 6-card hands to guarantee Gold via Quest.  Courtyard can save Gold for the next turn when a Province is out of reach.  Simple and effective.  This strategy is very fast, reliable, and pretty resilient to greening.  It gets destroyed by any handsize attack, though.

Strategy:
  • Open Courtyard + Courtyard.
  • Whenever you have the coin, buy a Province.
  • If not, use Quest to gain a Gold (or buy a Duchy late-game).
  • If you have a hand with no Courtyard, buy a third Courtyard or a Duchy.
Solitaire Results:
I played three solitaire games with this strategy.  In the first two, I stopped at turn 13, after acquiring 33 VP.  In the first game, I ended with 5 Provinces, 5 Golds, and 3 Courtyards.  In the second game, I ended with 4 Provinces, 2 Duchies, 5 Golds, and 2 Courtyards.  In the third game, I decided to simulate playing against alt-VP.  I bought all 8 Provinces by turn 18.

541
Gear + Trader

Gear BM is very good by itself; it races to 4 Provinces as fast as any single card (I believe) and it is pretty consistent, because you can make your own shuffle luck.  However, Gear BM has trouble with junkers and maintaining momentum once it starts greening.  Enter Trader: one of Gear's best supporting cards.  Gear makes it easy to pair up Trader with your starting Estates, and Trader increases the average quality of your deck in two dimensions.  Gear + Trader isn't any faster to 4 Provinces, but it dominates in a long game, which makes it fare better against engines and when there is alternative VP.  Trader also handles junkers very well (it may be worth picking up a second Trader against some junkers).  It's also pretty fun to play (by BM standards)!

Strategy:
  • Open Gear + Trader.
  • Prioritize trashing your Estates with Trader.
  • Get a second Gear before the second or third reshuffle.  You'll want the second Gear early if you draw Gear on turn 4.  You'll want to wait if your first Gear doesn't arrive until turn 5.  I think it's correct to get Gear + Silver if you happen to draw your Gear on turn 3.
  • Try to get Gold + Gold on turns 5 and 6.
  • Aim for Provinces and Gold from turn 7 onwards, grabbing Duchies as dictated by your opponent's strategy.
  • If you have a dud hand with Trader, trash a Silver or Gold.  It might be correct to trash a Duchy or Province under some circumstances.

Solitaire Results:
I played three solitaire games with this strategy.  I got 48+ victory points by turn 17 in all three games.  In my first game, I mistakenly got a Province on turn 6, so it took a while to recover, but then I finished with 5 Province turns in a row to run out the pile!  In the second game, I grabbed some Duchies pretty early and ended with 6 Provinces and 4 Duchies.  In the third game, I didn't manage to trash my third Estate, but I got 4 Provinces by turn 12 and finished with 7 Provinces, 2 Duchies, and an Estate.

542
Contraband + Fairgrounds

This is hardly a power combo, but it is a pretty cool synergy.  The presence of Fairgrounds (along with conditions sufficient to make it worth pursuing) ameliorates Contraband's downside.  While you're developing a deck with a variety of components, a ban on one particular component is rarely impactful.  When you're greening, a single ban isn't crippling, because you're often willing to pick up Provinces or Fairgrounds (or a single Duchy).  Contraband, with its healthy coin payload and additional buy, makes it easier to pick up the variety of kingdom cards needed to fuel Fairgrounds.

(I belatedly notice that this synergy is mentioned in the strategy section for both cards on the Wiki.  Oh well, I guess I'm unlikely to discover novel synergies that don't include Adventures cards at this point...)

543
At least Chapel is number 1, as it should be.
I think Ambassador deserves the top spot.  Ambassador is so rarely ignorable and it has a such a major impact on the game.  Okay, the same can be said for Chapel.  But I think there are more boards where it is only slightly disadvantageous to ignore Chapel.  On most boards, if you ignore Ambassador, you get wrecked.  I wonder, are there statistics for how often 5/2 openings lose on an Ambassador board?

544
Bonfire + Hunting grounds

On your last turn, buy 6VP for $3.
Cool.  Bonfire + Squire might also be a decent way to get expensive attacks like Goons, Familiar, and Scrying Pool.

545
Dominion General Discussion / Re: The Dominion Cards Lists 2015 Edition
« on: December 03, 2015, 12:06:05 pm »
Also, what I didn't consider is that if I exclude the not finished lists, the order of the cards don't match the order of the individual lists anymore. Because of those two reasons I will count each user's list.
This problem ("the order of the cards [in the All Cards list] don't match the order of the individual lists anymore") might still exist because of those who submitted their lists by PM but chose not to submit an All Cards list, right?

I would suggest that you don't spend too much time or energy on the All Cards list; I suspect most people didn't complete the daunting task of sorting all 200+ cards.  I expect that algorithmic assumptions/biases and white noise will dominate actual deliberated sorting.  Like drsteelhammer, I would be curious to get stats on the cards as grouped by expansion.

Thank you again for organizing this, Qvist!  It has generated a lot of productive discussion.

546
Dominion League / Re: Season 12 - Signups
« on: December 02, 2015, 09:23:09 am »
Greetings, I'd like to join the league.

Username: aku chi
Timezone: America/New_York

547
I believe Plan and Doctor (with overbuy) are the only ways to trash an Estate before the first reshuffle.

Travelling Fair and Summon can also do it. You can also do it in terrible ways with Inheritance (e.g. Inherit Embargo on turn 1, play one on turn 2). Can also be done in rather convoluted ways via Trade.
Ooh!  Summon Remake on a 5/2 opening.  *drools

548
Feels like Quest could be really great in slogs - I see why it's rated so low, but it feels better than Raid, Trade, or Plan (altho in the case of Raid I forget how the -1 Card token works and am too lazy to look it up.)
I don't have a large sample size of games to base this on, but Trade is solid and Plan is very good.  Plan is great with a 3/4 opening with a spammable 4-cost card (I played it with Ironmonger - so good).  I believe Plan and Doctor (with overbuy) are the only ways to trash an Estate before the first reshuffle.  That's the dream situation for Plan, and it occurs in a solid 25% of games, I reckon.  But Plan is a solid card in any case, so long as there is no strong trashing and an engine component you want multiples of early.

I don't have much to say that I haven't said in a different thread, so I'll repeat myself: I think Seaway, Plan, and Pilgrimage are too low and Bonfire and Expedition are way too high.  I'm partly to blame for Seaway's low ranking; my valuation of the card has increased since the rankings.

549
These are both speculative, but they seem promising.

Cultist + Save

A Cultist chain is a great way to draw a bunch of other action cards you can't play!  Normally, to play other action cards after Cultist, you need to lead with a village.  But it takes a lot of villages to reliably open with a village.  It's really sad to open with no village, play a bunch of Cultists and draw a village (and other action cards).  Well, with Save and a couple villages, you only need to experience this sadness once; simply save the unplayed village for your next turn!  Rinse and repeat for a decent engine fueled off of Cultist's draw.

Cultist + Coin of the Realm

Or, even better, grab a couple Coins of the Realm.  Because they're treasures, you can play them after a Cultist chain.  On the next turn, you can play your Cultist chain and call Coin of the Realm if you have any other actions you want to play.  Play your second Coin of the Realm and you're in a great position!

550
Also, when opening for a 5-cost junker, you can open with a good 4-cost accelerator like Ironmonger, Magpie, or Spice Merchant.  So even if you buy the junkers on the same turn, you might see the junker earlier if you don't have to open with Potion.  Finally, it's possible to buy a 5-cost junker on turns 3 and 4 (definitely a good idea with Cultist, possibly a good idea with Mountebank).  These factors aren't always in play, of course.

Pages: 1 ... 20 21 [22] 23 24

Page created in 0.133 seconds with 18 queries.