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Messages - biopower

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26
Variants and Fan Cards / Re: Pricing Question: "Unfamiliar"
« on: December 12, 2011, 09:06:05 pm »
I'm reading this as a cantrip that's weaker than Militia, and takes two plays to be equal to a Militia. Am I missing something? Why is this $5? Seems like a $3 card to me.

27
3x FG = 1 + 4 + 4 = $9
3x Gold = $9

In other words, if you have three or more FG in hand, you don't want to trash them. Otherwise, if you can't buy a province this turn, trashing them might let you buy one next hand.

28
I'm not getting the infinite Possession thing. I see using Masquerade to pass Possessions around, but play has to proceed clockwise. Eventually, you will be the player being Possessed, and as soon as you are, your giant hand is used and then discarded.

Think about it this way: In 2P, you play a KC + Possession, letting you play the opponent's hand 3 times.  In each of your opponent's hands (and his own turn), you draw a KC + Possession, which lets your opponent play your own hand 12 times. Your opponent then plays a KC + Possession during each of your own possessed turns, giving you 39 possessed turns. As you might notice, this grows exponentially, so you can theoretically play your opponent's hand any number of times. Simply start playing KC + KC + Council Room x3 to build your own hand on each of your opponent's possession turns.

29
Simulation / Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« on: December 06, 2011, 11:42:54 pm »
Although you can't open with it, what about Spice Merchant/Jack? Jack covers for the weakness of Spice Merchant (doesn't give you money) while Spice Merchant covers for Jack (trashes Copper). I'm not sure whether it's better to open Spice Merchant or Jack, but I've gotten around 12-14 turns for 4 Provinces by opening Jack/Silver then buying a Merchant and another Jack before the second shuffle.

30
General Discussion / Re: PC/console gaming
« on: December 05, 2011, 11:32:27 pm »
Let's see if this thread turns into a "which is better" thread...

Anyway, I'm more of the "casual gamer" archetype, leaning towards flash games for PC gaming. My only console is the Wii, and Skyward Sword has been my most recent obsession.

31
Puzzles and Challenges / Re: Another what's missing
« on: November 27, 2011, 01:42:42 pm »
Watchtower or Bridge?

32
Dominion Isotropic / Re: Leaderboard change
« on: November 24, 2011, 01:07:34 pm »
First, concerning gaming the system: I'm only just starting to read through details about TS, but it seems to me that perhaps the goal definition for the algorithm should be more complex than who wins, perhaps taking into account some sort of priority of goals (in the simplest case, winning by pile depletion vs winning by resign). A game played to the end is far more reliable a judge of skill over a win by resign. Is TS flexible enough to make the distinction ... and does the game log data provide enough detail to recalculate based on the two different end-states? I think this is far more likely to help with Resign-bot cheating.

There are so many games where people resign because they don't want to play the game in the end, or the opponent already got more than half of the VP on the board, or each turn takes too long because of pawn/hamlet. Maybe restricting the penalty to games where one player resigns before Turn 5 would be much better than just a flat penalty on all resign games.

33
But hey Moat gets you 2 cards, which for 2 $ ain't bad, but it ain't exactly Chapel either. :)

*Moat gets you 1 card, because it only increases handsize by 1. (If you never bought Moat, one of the cards you would've drawn would've already been in your hand). For a terminal, that's pretty bad.

34
really? seems good to me. but maybe a +1 Action would be appropriate to a Hero...

It's probably a terrible idea to make any theoretically-infinite-VP card nonterminal. It's probably also not a spectacular idea to make any protective reaction nonterminal (see how good Lighthouse is).

35
Puzzles and Challenges / Re: Remodel puzzles
« on: November 22, 2011, 04:14:58 am »
How about Expand? Remodel talks about coins, Expand only says $3 more.

The texts are identical except for the number in the coin...

36
Puzzles and Challenges / Re: Remodel puzzles
« on: November 22, 2011, 03:25:29 am »
Easier solution for #1

Firstly, you try to Remodel a Potion-costing card (e.g. Alchemist) and there are no more in the Supply.
Then you just Remodel a Copper into an Estate.


That doesn't work, because of up to. You could trash an Alchemist into a Duchy, for example.

37
Rules Questions / Re: Reactions are confusing, man
« on: November 21, 2011, 03:46:43 pm »
Hmm? Common sense would dictate that, upon discarding my Tunnel, I should repeatedly reveal it until all the Golds are in my deck, and then stop revealing it and proceed. Clearly I'm actually not allowed to do that; it's not just common sense or common courtesy that prevents me.

Quoting the base rulebook,
Quote
"Reveal" - when a player reveals a card, he shows a card to all players and then returns it to wherever it came from (unless instructed specifically to put it elsewhere). If the player is required to reveal cards from the top of his Deck, and he does not have enough cards, he shuffles in order to reveal the required number of cards.

I'd assume that for Tunnel, after you reveal it, it goes straight to the Discard. At that point, you are no longer discarding it, and thus can't reveal it.

I'm not sure about Watchtower though; I think your point probably holds that it's probably the same on-gain event that you can react to.

38
Dominion Isotropic / Re: Veto strategy
« on: November 18, 2011, 01:01:56 am »
I think those numbers are driven a lot on certain combinations and >2p games.  Here's a game I just played, and I admit that I started to question my strategy when he saboteured a gold, a grand market, and a province.  But I think he just ran out of turns, and buying those cards cost him turns.  (I didn't plan on the pileout either, but he drained the first two.)  I kind of bailed on my strategy which was supposed to be quarry to grand market.  I wasn't planning on farmland, but I kept hitting $4 without copper or $7 with.

http://dominion.isotropic.org/gamelog/201111/17/game-20111117-214220-cca1a7f3.html

I doubt your assertion about numbers being driven by combos and >2p games, because lots of simulation data also suggest adding attacks increases your winrate.

Your log is based on saboteurs, and saboteur is one of the worst attacks; I don't think you can really make a statement about attacks in general based on Saboteur (or Pirate Ship, or Thief, or Noble Brigand). If anything, it supports the thesis that the numbers are accurate: Saboteurs have a 0.83 ± 0.00 win rate with and a 1.11 ± 0.00 win rate without.

39
GokoDom / Re: IsoDom 2 Match-ups Round 3
« on: November 17, 2011, 05:23:57 pm »
but 'normally' shark bait would be starting player in game 5. Is there a way to assure this via iso?

Start a dummy game and have Shark Bait forfeit on turn 1. Then play the actual tournament game. (You can even require the same cards as were used in the dummy game so that inserting the dummy game doesn't have any overall effect).

edit: I accidentally a verb

40
Dominion General Discussion / Re: New Promo Governor
« on: November 17, 2011, 05:06:01 pm »
It takes a while to get going, but Governor/Minion is a pretty deadly combo.  It's a lot of $5 cards to amass, so it probably doesn't go fast enough against stiff competition.  But playing it sure was fun.  If you draw a Governor or two, you can construct massive hands, play all your minions (and hopefully a non-terminal +buy), and then Minion away all the cards you gave to your opponent.

And if you don't draw your Governors, you can use Minion to take you to them.

Better yet, you could probably ignore the Minions when the opponents go for them, and simply use the Governors to clog the opponent's decks with silver while filling your own with Gold.

41
Dominion General Discussion / Re: Province vs Colony
« on: November 15, 2011, 10:33:35 pm »
Vault + Platinum + Silver = Colony

All it takes is to draw one card which is better than a copper in addition to drawing the Platinum. There probably isn't a very large difference.

42
Game Reports / Re: IGG+Counting House+Golem combo
« on: November 13, 2011, 08:23:07 pm »
Maybe throw in a Scheme?

4-card-combos are so impossibly unlikely though.

43
This point was already mentioned for other key cards but it specifically applies to provinces so I'll repeat it. Let's suppose that both players have bought three provinces, two left in the supply, and can reasonably expect to buy one each turn. If player 1 draws badly he can just buy a duchy and player 2 still has a dilemma, since if player 2 buys the penultimate province then player 1 can buy the last province next turn and win by three points (this is the penultimate province rule). Player 1's deck would in fact have to perform badly twice to lose. So player 2 probably also has to buy a duchy and any advantage from his draw was wasted. However, if player 1 can buy a province he is in a safe position and will expect a tie at worst, while the second player will probably lose if they can only buy a duchy.

More generally, if player 1 falls behind in purchasing key cards they can use first turn advantage to equalize. If player 2 falls behind in purchasing key cards they never have the opportunity to catch up until player 1 fails as well.

If player 1 falls behind, the first turn advantage doesn't always equalize. Player 2 can break PPR for a win if the scores are tied prior to buying the penultimate province, whereas Player 1 can only break PPR for a tie if the scores are tied prior to buying the penultimate province.

44
Dominion Isotropic / Re: Decline of civility on isotropic?
« on: November 08, 2011, 03:10:29 am »
Either you guys aren't bothering to read my whole posts, or [...] me look like a total raving lunatic.

Joking aside, the problem is that your advocacy is simply not competitive with unilateral resignation. The disadvantage to unilateral resignation (the opponent feels slighted) is simply too unlikely to be considered. You could advocate consulting your best friend before every move on the basis that s/he might feel slighted if left out, but the probability that the friend feels slighted is too miniscule to consider. In the same way, it's improbable that someone will feel slighted after an unilateral resignation simply because this specific instance of resignation is not unique; people resign unilaterally all the time for reasons other than losing.

45
Dominion Isotropic / Re: Decline of civility on isotropic?
« on: November 08, 2011, 01:06:56 am »
Now *that's* what 'decline of civility' is like. :(

That seems even more annoying than Paralyzed to me, who at least played the game. Do people get banned off isotropic?

The problem with bans on the internet: it affects either
A)the account, in which case a new one may simply be made, or
B)the IP address, in which case a new one may easily be acquired.

46
Variants and Fan Cards / Re: Grand it up!
« on: November 07, 2011, 04:45:01 pm »
Grand Peddler could be interesting as well, as the no-copper restriction is easily circumvented by playing lots of cantrips.
Grand Oasis is an activated Conspirator that makes you discard. Meh.
Grand Archivist would be interesting. Maybe push the drawing to 7 and discarding to 2 or more in addition to the +$2? It would be like a Minion without the attack, but with stronger drawing.

47
Dominion General Discussion / Re: First turn Embassy
« on: November 07, 2011, 12:27:16 pm »
Giving the opponent the early Silver is probably balanced by being able to always get Gold as soon as you play Embassy. I think it's comparable to Vault: Playing it will almost always let you get Gold or get a Province if you draw a Gold. Although Vault will guarantee you the Gold/Province, Embassy will cycle your deck faster and improve the probability of drawing the Golds.

48
Variants and Fan Cards / Re: Create a card inspired by another game
« on: November 07, 2011, 08:56:59 am »
Consult NATO

Victory-Reaction, $6
+2 VP
When an opponent gains a card, you may reveal this from your hand. If you do, the United States Federal Government enters into binding consultation with the North Atlantic Treaty Organization on the subject of your opponent gaining the card, and he gains the card if and only if NATO agrees.
NATO would probably collapse if we didn't ask them about a children's card game :)

Exodia
Action - $4

Trash this and four other copies of Exodia from your hand. If you do trash five Exodias, you win the game.

Bandit Keith
Action - Duration - Attack - $4

+$2
----
While this card is in play, every player must announce "In America!" after each card he plays. If he fails to do so, he gains a curse.

49
Variants and Fan Cards / Re: Fan expansion to be created needs a theme
« on: November 06, 2011, 07:01:42 pm »
Things with... gray stripes? :P

50
Dominion Articles / Re: Highway cost interactions
« on: November 06, 2011, 01:33:52 pm »
With Forge, your goal with highway should always be to forge $0 cards into other $0 cards instead of, for example, three Golds at $1 into a Province at $3. Even playing only three highways can turn your coppers and estates into Silvers, which is pretty good.

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