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Messages - biopower

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51
Dominion Isotropic / Re: Decline of civility on isotropic?
« on: November 06, 2011, 10:01:56 am »
The major change I've noticed over the last couple weeks is the number of people who just resign once they start losing.  Now, I don't have a problem with that in the abstract.  I've certainly resigned once or twice.  But it seems like it's only good form to say something before you do it.  How hard is it to type: "Way behind, not going to catch up, gg"?

Some of the time, the reason for a forfeit is precisely because it wasn't a very good game. Think Alchemist or Familiar games where the potion is delayed to Turn 5 or you don't make $3P. I'd throw out a gg if my opponent simply played better, but there is no incentive to do so if they didn't.

52
Dominion General Discussion / Re: Is border village a trap?
« on: November 04, 2011, 10:32:19 pm »
Wow, I mistype one letter and suddenly the thread is ruined. Is it possible I am akin to that purple card in a very special, cleverly-designed card game?

YuGiOh? :P

53
Rules Questions / Re: Inn + Gain
« on: November 03, 2011, 01:09:08 am »
Now that you mention it, I'm not sure that I didn't trigger a reshuffle  after expanding into the wharves (thus removing them from the discard pile).  I thought they were still there, but I could be wrong. 

Can I find the log after the fact?  If so, how do I do this?

councilroom.com scrapes the logs from isotropic daily, so you'll probably be able to find the logs there once councilroom updates for the day.

54
Game Reports / Re: Tournament vs Gardens
« on: November 02, 2011, 11:12:26 pm »
You could've bought a Province Turn 8, which was probably preferable over the Forge. Getting that early Tournament and an early prize probably would've helped you the most in the long run; an early princess could probably deny your opponent a lot of the Gardens pile, and even getting the Princess instead of the Trusty Steed as the first prize would let you hit the Gardens fairly quickly. Even if you're not going for Gardens as a strategy, buying a few won't hurt you because you can always forge them into Provinces.

55
Dominion Articles / Re: Combo: Apothecary/Native Village
« on: November 01, 2011, 11:11:55 pm »
But imagine a game with the NV + 8 copper + apothecaries strategy. Possess them, use the NV to dump the green back into their deck, and leave them with a hand full of green and stumbling to recover.

In a game with Apothecaries and Possession, the player who plays Apothecary is more likely than not going to get and play the first possession, in addition to playing it more often. In a game with Possession, I'd probably forgo the extra copper so that the opponent can never possess me and buy a Province, at the same time sucking up green with NV. If the opponent dumps green back into the deck, that just means they have a harder time buying anything as well.

56
Game Reports / Re: Tunnel Fun = Empty Gold
« on: November 01, 2011, 04:05:48 pm »
Forgive me, if this has been addressed before, but does Chancellor's move, actually constitute discarding? Just curious.

No.

Edit: Found Donald's post with the answer.

57
Game Reports / Re: Tunnel Fun = Empty Gold
« on: November 01, 2011, 03:20:55 am »
Apothecary/Bank looks like an attractive option on this board as well, and probably would've let you ignore the Golds/Tunnels. Although Minion/Tunnel and Golem/Tunnel gives you a deck filled with Gold, there isn't really a good source of +Card to make use of the Gold and the treasure probably hurts Minion.

Overall though, it looked like a fun game; it's the first time I've seen someone run out the Gold pile.

58
Game Reports / Re: less than obvious Hinterlands Synergies
« on: October 31, 2011, 11:09:16 pm »
Ah, right, it works for Farmland because that's an on-buy. It still shouldn't work for Ironworks based on Donald's new ruling and it wouldn't work for border village either, because that's an on-gain.

59
Game Reports / Re: less than obvious Hinterlands Synergies
« on: October 31, 2011, 10:44:05 pm »
gain effects+trader (you get the effect but a silver instead of the card, useful for farmland, border village, ironworks on great halls...).

That's not how it works; you don't trigger the gain effect if you don't gain the card. Although, I suppose you could buy Farmland, Trash a Copper, then use Trader to turn the Copper into a Silver instead of an Estate.

60
Variants and Fan Cards / Re: Silver Lining - Beta Cards
« on: October 30, 2011, 07:52:07 pm »
I had a humongous moment of derp and thought that Island needed a mat too. Since it doesn't, the card looks good now.

Another nitpick: Excursion should probably have the +1 Card before the +1 Action, and could probably use the same type of text that Inn does for consistency, as Inn is now the only card that explicitly lets you pick cards out of your discard pile. Maybe something like,
"Look through your discard pile, reveal a Victory card from it, and put it in your hand."

61
Variants and Fan Cards / Re: Silver Lining - Beta Cards
« on: October 30, 2011, 04:53:35 pm »
Emporium probably needs a mat, to be consistent with the other actions which set cards away from play. Also, it should probably return the cards to your deck at the end of the game instead of returning them to your hand, for consistency and because there isn't really a hand at the end of the game.

62
Dominion General Discussion / Re: Keeping Score
« on: October 29, 2011, 12:07:42 am »
There's an iPhone app you can pay money for that will flash Dominion victory cards at you on the screen and test whether you can remember the score at the end so you can practice card counting on the go.

Explain to me a universe where something is right with that.

There are numerous exercises in card counting in general with, y'know, actual playing cards. I don't feel like there are any ethical qualms to card-counting in poker, so I don't really believe that there is any moral problem with an app that does the same thing for Dominion.

63
Variants and Fan Cards / Re: Dominion Fan Card Contest
« on: October 28, 2011, 05:54:20 am »
rspeer you missed out my card =[

Oh well.

I came to make a comment on Aphrodite, since most people here are (understandably) missing its point. It's not my card so don't quote me on this, but Aphrodite (Escalator Link) is a joke card (and it has come up on this forum and at BGG before). On the London Underground there are stations called "Monument" and "Bank". They are physically very close together, and as such there is an underground "Escalator Link" between them. That is the point of the card. It's a joke. Don't take it so seriously.

Do you also happen to know if there's a significance to the number 9 at all for the Monument and Bank stations?

64
Puzzles and Challenges / Re: Dominon analogies
« on: October 27, 2011, 06:54:41 pm »
Warehouse : Embassy :: Laboratory : Council Room

(Roughly)

Governer might fit better than Lab (when used for +3 Card) for the benefit to the opponent, even though it doesn't preserve the difference in # of cards drawn.

65
Variants and Fan Cards / Re: Courier
« on: October 27, 2011, 06:46:40 pm »
I feel like this is somewhat swingy in the Turn 3-4 range. A person who plays Courier Turn 3 can get a Topdeck silver Turn 4, which could translate to a Gold buy Turn 4 before the reshuffle. In contrast, someone who plays Courier Turn 4 can only Topdeck a silver Turn 5, which means even if they could buy a Gold it misses the shuffle.

66
Dominion General Discussion / Re: What cards are still unique?
« on: October 27, 2011, 02:35:22 am »
I was thinking about that.... Smugglers might get in on those terms, but on the other hand there's a sense in which Possession and Outpost need to keep track of game state from one turn to the next as well. (Possession so that the Possession turn knows that it's a Possession turn, since the Possession card isn't still in play by the time it happens; and Outpost because it needs to know whether there have been two turns in a row already or not.)

I considered that too, but I felt like the Possession/Outpost interaction isn't so much dependent on your opponent's last turn as it is your own turn, albeit possessed. After all, Outpost only explicitly talks about your own turn.

67
Dominion General Discussion / Re: What cards are still unique?
« on: October 27, 2011, 01:48:31 am »
Smugglers can probably be worded somehow to be unique. "only card explicitly dependent on opponent's last turn", maybe?

68
Council Room Feedback / Re: No game data for the last few days?
« on: October 26, 2011, 03:50:50 pm »
Tried to find the error with Gold in the first one, have not yet found it but wondering why the game-state thinks there are only 8 Noble Brigands in play... Seems to think it's a Victorycard

Edit:
http://councilroom.com/game?game_id=game-20111018-023805-2beed7f4.html&debug=1
Code: [Select]
card from-data from-sim
Gold 8 9
rantangplang game-20111018-023805-2beed7f4.html
Crossroads Explorer Haggler Margrave Moat Noble Brigand Salvager Secret Chamber Spy Tunnel
9 Gold is correct, and the gamestate says it's 9.
rantangplang buys 5 Golds, we have one "revealing a Tunnel and gaining a Gold" on Rizlow's turn, and 3 "rantangplang reveals a Tunnel and gains a Gold".

That's actually wrong. On Turn 3, Rizlow's Spy revealed his own Tunnel and discarded for a Gold. However, rantangplang revealed a moat to be immune to the spy attack (and didn't gain the Gold there). As a result, the parser thinks that rantangplang gained the Gold instead of Rizlow. Thus, it's Rantang with 8 and Rizlow with 3 instead of 9&2

69
Dominion General Discussion / Re: How would you play this kingdom?
« on: October 25, 2011, 06:57:34 pm »
I think Menagerie was the way to play that pool.  One bureaucrat, One salvager, Menageries, Pawns, Pearl Divers, and of course plenty of Islands.  Island is amazing with Menagerie, it's the only way to keep provinces from being duplicated in your deck.
I don't think this Kingdom is particularly condusive to Menagerie. There's no source of extra actions for you to be able to use Salvager or Island to reliably get hands with different cards, so Menagerie is going to be a cantrip almost all of the time, even with Islands.

70
Dominion General Discussion / Re: [spoiler] Full Hinterlands card list
« on: October 25, 2011, 06:49:42 pm »
Typical exchange:
Me: "You know, you don't have to buy something every turn (after opponent buys a copper for no apparent reason)
Them:  "I have my reasons"
(Yes, i know there are reasons to buy coppers.  I've done it myself many times.  I'm talking about boards where those reasons don't exist)

This is the reason I rarely talk about strategy with lower ranked players unless the opponent initiates conversation. I've had too many a game where village idiots got offended when I pointed out that there was no point buying so many villages without a terminal.

71
Dominion General Discussion / Re: [spoiler] Full Hinterlands card list
« on: October 25, 2011, 01:17:41 pm »
Well, Prosperity has a lot of extra Buys available, but Highway really hurts cards like Bishop and Forge.

Bishop certainly, but it doesn't quite hurt Forge as much if you play sufficiently many Highways that there are good cards at $0, as then you can forge coppers into much better cards.

72
Dominion General Discussion / Re: Cards That Combo With Tunnel Reaction
« on: October 24, 2011, 12:15:19 pm »
Every turn you Tunneled a Gold, you played a 4 card hand. Every time he Minted a Gold, he played a 4 card hand.

He played a 4 card hand with Gold in it, as opposed to a hand without.

73
Game Reports / Re: The perfect kingdom for Ill-gotten Gains?
« on: October 23, 2011, 09:40:26 pm »
Not just trashing only for Treasure, but trash for benefit (as opposed to pure trashing, e.g. Remake but not Steward) could still be worth getting the IGGs. It's like you're trashing copper for Gold, but the opponent is trashing curses for no benefit whatsoever.

If 3-piling is beneficial, emptying the IGGs will also empty the curses, which lets you 3-pile faster. For example, in a City game, buying IGGs after the Cities are out may let you gain the VP advantage and also end the game relatively quickly.

74
Dominion General Discussion / Re: Cards That Combo With Tunnel Reaction
« on: October 23, 2011, 09:30:26 pm »
I don't understand. I've never heard anyone complain when they end their turn with $6 in hand and buy a Gold. It's considered the second-best turn you can have (on most boards). But it goes into their discard pile just the same. If you discard one Tunnel, gain a Gold, and have a hand that can't buy anything, how is that worse? Or more clogged? Or slower?
You have to match the discarding action to Tunnel in the hand to get the Gold. Unless there are a lot of discarding actions or a single really good one (militia/warehouse), matching them up is almost like Treasure Maps. In the meanwhile, the deck is more clogged (there's more green in your deck until you hit), and you get less benefit than from Maps.

75
Dominion General Discussion / Re: How do You Play Golem?
« on: October 23, 2011, 07:11:36 pm »
i dont see a whole lot of appeal in the card myself.  i feel like hunting party performs a very similar role and is far easier to purchase and build around.

Golem is like a Hunting Party + Village in a sense, because it increases the number of actions you can play. It's also superior because Hunting Party will hit non-actions and then do nothing, while Golems ensure that an action is played.

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