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Topics - Kirian

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176
GokoDom / Seeking One Replacement
« on: March 25, 2012, 12:34:55 pm »
We are losing a player, but given it's happening in the first round, and the first round ends Thursday, getting a replacement should be OK.

The replacement is needed for the Pacific region of my bracket.  First person to respond with a current time zone between GMT-6 (MDT) and GMT-10 (Hawaii) gets the spot.  Twleve hours after this is posted, I open it to anyone even outside the Pacific time zone.

177
GokoDom / Kirian's Bracket Week One
« on: March 21, 2012, 07:02:08 pm »
Season of the Witch

This week we will all play matches dominated by Base Dominion.  Each match is seven total games.  Make sure that you set Isotropic's filter system to include exactly six cards chosen at random from the base set!

Please report your outcomes here; feel free to comment on your games.  Please have your match completed by 18:00 GMT Thursday, March 29.  Good luck and have fun!

Week One Match-ups:

Pacific Group:

Tmoiy vs. ednever 2-4-1
shark_bait vs. antony 2-5-0
DGHunter79 vs. Insomniac-X 5-0-2
O vs. Titandrake 6-1-0

Mountain Group

[MAD] Mergus vs. Yuma 4-2-1
Axxle vs. tlloyd 4-3-0
Jorbles vs. PerdHapley 5-2-0
coheed vs. Ignorantmen 2-4-1

Central Group:

BJ Penn vs. ninjabus 2-5-0
ebEliminator vs. mikemike 2-3-2
CarpeDeezNuts vs. A_S00 2-5-0
michaeljb vs. mnavratil 5-2-0

Eastern Group:

Mean Mr Mustard vs. ^_^_^_^ 6-1-0
rspeer vs. AHoppy 6-1-0
Brando Commando vs. Nicki Menagerie 4-3-0
RisingJaguar vs. greatexpectations 5-2-0

Bracket Results (and future weeks) are here:

http://challonge.com/kirianisodom1  (Pacific)
http://challonge.com/kirianisodom2  (Mountain)
http://challonge.com/kirianisodom3  (Central)
http://challonge.com/kirianisodom4  (Eastern)

Thread for Week 2 will be posted very soon.

178
Game Reports / A wild and crazy game
« on: March 06, 2012, 02:47:31 am »
http://dominion.isotropic.org/gamelog/201203/05/game-20120305-230337-3eabdbb4.html

KC.  Mountebank.  Goons.  Border Village.  Fairgrounds and Silk Road, just to make it interesting.  And no trashing.

I get a lucky 5/2 and the first KC/Mountebank.  But it rapidly becomes obvious that our decks are going to be bloated:  really, really bloated.  Even with the Curses out, KC-Mountebank pops four of five more times, and we end the game with only 4 Copper left over.

By all accounts, billdacat's T30--where, despite a 60-card deck, he draws both KCs, MB and Goons with his Tactician, and scores 22 points--should have spelled the end for me.  But in such a large deck, one really good turn can be followed by several really bad ones.  My Goons hit on T36 keeps him from buying the last FG, and I'm lucky enough to buy the last Province with a play I don't think I'll ever see again:  KC-Duchess.

Between us, we end up with 151 cards in our decks.  There ought to be an achievement for having over 60 cards in your deck at the end of the game.

179
Game Reports / What's worse than drawing a hand full of green?
« on: February 24, 2012, 01:31:23 am »
http://dominion.isotropic.org/gamelog/201202/23/game-20120223-222717-ea3add2d.html

End of T10:  Kirian draws: a Province, a Spice Merchant, 2 Stables, and an Estate.

End of T15:  Kirian draws: a Province, a Haggler, and 3 Stables.

Not only is your hand worthless... all those nice $5 cards are too.

I think I also played this poorly; Village/Library worked better for my opponent that Stables did for me.  Still... those draws were brutal.

180
A pair of games from last week, both of which I felt were interesting enough to share:

http://councilroom.com/game?game_id=game-20120213-221300-0617eb29.html

Billdacat grabs a quite early Province on T7, which helps more than one might think; my Swindler hits that same Province twice, bringing the game closer to an end while he's well ahead.  Swindler gives us both more terminal actions than we might like.  How to win?  I snagged both the last Duchy and the last Estate, meaning the only VP left were Provinces, and bill's deck coasts with no points for several turns.  I just barely eke out the tie after bill Swindles one of my Coppers.

But looking back now... he could have taken the game on T26 by buying the last Curse.

http://councilroom.com/game?game_id=game-20120216-205709-8753cec6.html

Tlloyd is a very, very good player, so I knew I was in for an uphill battle.  Loan/Masq ends up better for him than my Militia/Masq, though not by much, and his Masquerades empty him of bad cards rapidly.  We Duchy-dance halfway through that pile, and then are each forced to take a Garden at $4.  I feel his deck is slightly better, so I go for the tie by taking the last Province, ... and we both end up with jaws on the ground when I win.  Loan/Masq/Masq thinned his deck early on... and thinned just a few more cards than I dropped from my deck.  Net result, at game end my single Garden was worth just one more point, for the win!  (I'd have gladly taken a tie vs. tlloyd :))

181
Other Games / Eminent Domain
« on: February 11, 2012, 02:24:13 pm »
So this game has been the headliner at our game group for the last few months as an alternative to Dominion.  As a deck-building game, it does not have the randomness problems that Ascension and Thunderstone suffer from, instead adding a lot of non-deck mechanics that cause it to feel slightly like a 4X game.  In addition, it has a bit of Puerto Rico flair in terms of deck-use mechanics (for those who haven't played Puerto Rico, think of the Governor card).

Anyone else been playing this lately?

182
Game Reports / My opponent opened 5/2 with IGG on the table.
« on: January 16, 2012, 10:08:24 pm »
http://dominion.isotropic.org/gamelog/201201/16/game-20120116-190527-92ce8e88.html

We split the opening Curses 5-1.

Come up with a worse position to open in.

Also:  this is why equal openings should be automatic.  This game was decided on the opening shuffle.

183
Game Reports / Perfect Storm
« on: January 02, 2012, 01:34:24 am »
http://dominion.isotropic.org/gamelog/201201/01/game-20120101-215409-6389906f.html

This was a veto game; I vetoed random (Coppersmith), and my opponent vetoed Library, neither of which would have been great for this board either.  I debated tossing Minion, thinking, do I really want to play a Minion game?

Being focused on that, I hadn't noticed Conspirator while in the veto lounge, and I realize that available are:

A little bit of trashing (Lookout)
Four +Action cards to enable Conspirator (Minion, Lookout, Market, Oasis)
Extra buys (Market).

One really interesting synergy here:  Oasis/Minion.  Conspirators and Markets can obviously be used before Minion, but Oasis is even trickier, allowing you to cycle cards to be available to reshuffle more rapidly... or to make some use of the Coppers and Estates you can't trash.

184
Game Reports / Two Interesting Combos
« on: November 09, 2011, 09:18:06 pm »
Game 1:  http://councilroom.com/game?game_id=game-20111106-232327-65d92b32.html

It turns out Menagerie meshes well with both your own Vaults (if a Village is available) and with your opponent's Vaults.  The combo of my opponent's T12 Vault and my own Vaults in T13 allowed me to pull off a 10-card Menagerie.  (Crossroads was invaluable here as well.)

Game 2:  http://councilroom.com/game?game_id=game-20111107-200715-0615e9fc.html

Scheme and Goons love one another.  Add in a Village of any sort, and with enough Schemes in your deck you can top-deck Scheme, Goons, *Village.  The engine isn't perfect, but it sure was fun.

185
Game Reports / Epic Bad Luck
« on: November 05, 2011, 08:32:34 pm »
This is one for the books, without a doubt.  Perhaps I left myself open to Minion attacks, but given my engine and the mildness of Minion's attack, I never expected this conclusion:

http://dominion.isotropic.org/gamelog/201111/05/game-20111105-144931-f5ea101f.html

Key Cards:  KC, Minion, Scrying Pool, Golem, Governor, Chapel, Spice Merchant

After T15, I have a comfortable 26-point lead and an engine that's drawn itself twice from a four-card Minioned hand.

On T16, his Minion boosts my hand just slightly, giving me the ability to barely equal his Colony buy... but also get a Province from Governor for a 32 point lead.

On T17, his Minion turns a bad hand (SP, two Golds, two greens) into a useless hand (KC, 3 greens.)  I shrug it off; it was bound to happen once, right?  Of course, my opponent grabs 22 points too; ouch!  Next turn's better, right?

On T18, his Minion turns [Gold, Spice Merchant, Scrying Pool, 2 Governors] into [Scrying Pool, 2 Golds, green].  My Golem draws Hamlet (which draws a Green) and KC (which is useless).  OK, deadish hand but still a Province to match his, right? 10 point lead.

On T19, his Minion turns [King's Court, 2 Golds, a Governor, and a Scrying Pool] into [Scrying Pool, Gold, 2 greens]... with two more greens on top.  He's not able to buy the last Colony because he'd lose to a tie... but I get to buy an Estate.

His Minion did something nasty on T20 as well... but it didn't matter.  Game over.  A 32-point lead to a 14-point loss in 4 turns, all from the most epic bad luck I've experienced in a game.

186
Game Reports / Tunnel Fun = Empty Gold
« on: October 31, 2011, 11:24:55 pm »
http://dominion.isotropic.org/gamelog/201110/31/game-20111031-201625-01409a65.html

Just played this one.  I lost but had a fun time.  Before you click, consider that:

Minion forces both players to discard their hands.
Golem allows you to discard a lot of your deck.
King's Court plus Golem = Chancellor, but without the "just toss those in your discard" problem.

The big one was Turn 12.  On my turn 12, I gain 6 Golds and my opponent gains one.  On his turn, my opponent gains 4 more.

Crazy game.

187
Game Reports / TR/KC/Black Market/Harvest madness
« on: August 14, 2011, 07:28:48 pm »
http://dominion.isotropic.org/gamelog/201108/14/game-20110814-130120-7c82fea4.html

So my opponent opens Silver-Thief-Thief(?!).  Normally, this wouldn't be a problem, but his second Thief actually takes my opening Silver after I've used it just once--a big blow.  After getting a Black Market and an Ambassador and hurting his deck a bit with Coppers and Estates, I grab another Silver--which is immediately trashed.  And that's when I realize, hey, between Ambassador, Lookout, and Thief, I have almost no money in my deck.

Thankfully Black Market gives cash.  And both Throne Room and KC are available on the board.  I decide to start going overboard with BM, picking up a sparse few Golds which, among the number of actions I have, are going to be hard for the thief to hit.  So, on turn 10, I have 5 different cards in my deck and nothing else.  I basically am buying KC, TR, and cards out of the BM deck... one of which is Harvest.  I look at Harvest when it comes up and realize, huh, I have exactly the right sort of deck for it.  I'd never purchased it before in a game.  Ever.

This game, combined with KC, it netted by $9 on two separate turns.  By building up a deck that included so many multiplier cards, just a couple of +Action cards and a bunch of +Cards allowed me to draw most of my deck a couple of times, giving ridiculous turns on three of my last five turns.

Basically, I took a board with no combos on it and, with Black Market, got a mega-combo deck.  Perhaps it would have been easier to respond with Thief... but this was certainly more satisfying.

188
Puzzles and Challenges / Puzzle: The Kingmaker
« on: August 04, 2011, 01:58:58 am »
You are participating in a modified Swiss-style Dominion tournament.  It sounded really great until you realized that the organizers aren't particularly good.  They're using 4-player tables instead of 2-player tables, and so the Swiss system breaks down near the end of the tournament, allowing players who have previously played against one another to play again against each other; seating is random within the seeded tables, rather than being determined by prior number of losses; and, worst of all, seeding and winning is being partially determined by placement order rather than simple win-loss, such that a win is counted as 4 points, second place as 3, etc..

In the final round, the current tournament score has the top four players at your table; the top three players are tied with 23 tournament points, while you have 22.  But you've been seated at the fourth position at the table, not an enviable seat given the board for this round, and you are losing miserably, with a deck clogged with Curses, thanks in part to shuffle luck.  Nonetheless, you're giving things the old college try and counting cards and scores as you usually would.  Near the end of the game--with Curses and another pile empty, and several thin piles--on your turn, the first player sits at 37 points, the second player at 33, the third at 28, and you have a total of 12 points.  In other words, you're not going to win this game, much less the tournament.

You begin your turn holding two Curses and three different actions.  By the time you play your third action, you have drawn a fourth action, but no other actions or money.  While in the midst of playing this third action, you find yourself in a unique position.  You realize that, while you can't place in the tournament, you can, by playing the last useful card in hand, determine the order in which the other players will finish and end the game.  Before finishing this third action, you realize you have, in fact three choices:  (1) not play the last card and end your turn, gaining nothing, and let the other players fight things out; (2) play the card, gain 2 points for yourself, and let the other players fight things out; or (3) play Kingmaker, getting 4 points for your effort, determining how the others place.  Your ability to do these is certain knowledge, not just a possibility (you happen to be very fast with math to do this, though).

If the other players have been paying attention at all, they will realize you've played Kingmaker, and will have no clue that you could if you decide not to.  There is a small amount of cash on the line: $50 to 1st place, $25 to second, and your opponents are acquaintances but not really friends.  Your task is to answer the following:

(1) What actions you did play this turn?
(2) What cards must be available?  ("Any other $5 card" is an acceptable answer)
(3) What other cards are in your deck?
(4) If you decide to be Kingmaker, how can you do it?

(5) Bonus ethics question:  Are you willing to be a bit dirty?  Why or why not?  And at a meta-ethical game theory level, is your choice "proper" gameplay?  And is *any* choice proper gameplay?

There are likely several solutions.  Good luck!

189
Game Reports / A horrible reshuffle...
« on: July 19, 2011, 11:19:15 pm »
Not exactly a full game report, just a snippet:

You play a Cellar.
... You get +1 action.
... You discard 3 Estates and a Copper.
... (You reshuffle.)
... You draw 2 Estates and 2 Coppers.

There were, of course, only 3 Estates in my deck.

190
Dominion FAQ / Dominion Lingo Dictionary
« on: July 12, 2011, 11:22:23 am »
Some wonderful person over in this thread suggested that Dominion lingo could take some getting used to, and that there were abbreviations etc. used that aren't immediately obvious to the novice coming to our board.  This thread is intended to remedy that.  I'll start with a few; as others post important definitions, I'll index them here at the top of the thread.

Mod Edit: The most up to date version of this list can be found on the DS.com Wiki.

Definitions:

Base: The original Dominion, with no expansions.  E.g., "In base, Chapel is the best early-game trasher."
Big Money:  Strictly speaking, a strategy where no Actions are bought at all, only Treasure and Victory.  In practice, often used to refer to a strategy emphasizing Treasure and Victory cards that is merely supplemented with one or two Actions.  Compare Engine.
Board (or Set, Table, or Tableau):  The set of cards that make up the game of interest.
Cantrip:  Any card that gives at least +1 Card, +1 Action; it costs no action to spend it and it replaces itself in the hand.  Can technically refer to Villages, but in practice usually refers to cards like Spy.
Chain:  A deck in which the same card(s) are played either multiple times per turn (or simply every turn for some powerful cards).  E.g., "Lab chain".
City Trap:  Purchasing multiple Cities in a game in which no piles (other than Province or Colony) are likely to be emptied; the Cities are very expensive Villages in this case.
Clog (or Bloat, Gum Up...): Add cards to a deck (preferably an opponent's) that interfere with the engine being used.  Often happens voluntarily in the endgame.
Colony Game:  Any game in which Colony and Platinum (from Prosperity) are available for purchase.
Counter:  A card that acts to neutralize another card (usually an attack), whether directly (e.g., Moat) or indirectly (e.g., Library vs. Militia/Goons).
Cycling:  To move quickly through your deck.  Chancellor provides an extreme example of cycling, but cards like Warehouse and Laboratory also cycle your deck effectively.
DoubleJack: A strategy involving buying only two copies of Jack of All Trades, and otherwise exclusively Treasure and Victory cards.
Draw Dead: Generally refers to drawing an Action card when you have no more Actions to play.  In context, may refer to drawing an Action card that cannot be effectively used (e.g., Baron without Estate, Moneylender without Copper).
Duchy Dancing: Towards the end of a game, when both players are buying Duchies and neither side is willing or able to take the final Province(s)
Early Game:  Most purchases are low-cost cards; players are defining their overall strategy.
Endgame (or Late Game):  Players are purchasing almost exclusively victory cards.  Often accompanied by jockeying with lower-value victory cards, e.g., PPR.
End on piles:  Force the game to end by emptying three or more piles (four or more with 5+ players). 
Engine:  Loosely defined, the Action cards that "drive" one's deck.  An "engine-based" strategy refers to a strategy emphasizing Actions.  Compare Big Money.
Envoy/Big Money: see Smithy/Big Money
Golden Deck: A deck designed to gain Victory tokens for multiple turns with just five cards.  The classic example is Bishop/Gold/Silver/Silver/Province, which trashes a Province for 5 VP and replaces it each turn.
Greening / "Go Green":  Begin purchasing victory cards.
Isotropic (or Iso)http://dominion.isotropic.org -- an exceedingly popular online implementation of Dominion, often linked to from these forums.
Level X City: A shorthand for referencing the power level of a City. Typically follows either a 1/2/3 or 0/1/2 (which references the number of empty piles) formatting.
Midgame:  Most purchases are actions or treasures of value $5 or higher, but rarely with hands above $6 (Province game) or $9 (Colony game); players are refining their strategies and attempting to tune their engines.
Mirror Match: When both players pursue identical or near-identical strategies
Non-Terminal (or Non-Terminal Action, sometimes NT):  Any action card that gives at least one additional Action.
Opening:  Purchases made on the first two turns.  Usually clarified by a 4/3 or 5/2 opening.
Piles: see “end on piles”
Province Game (rarely, Non-Colony Game):  A standard game in which Colony and Platinum are not available.
Pseudo-Trash:  Remove cards from your deck without trashing them, e.g., Island.
Sift:  Filter through your deck by drawing and discarding unwanted cards.  Similar to cycling, but with more finesse.  See, e.g., Warehouse.
Smithy / Big Money: A strategy involving one purchase of a Smithy and otherwise exclusively Treasure and Victory.  Reaches 4 Provinces in approximately 14 turns.
Split:  Treasure values of the first two hands (5/2 or 4/3).  Tournament and league play often gives players the same split.
Terminal (or Terminal Action):  Any action card that does not provide another Action when played.
Terminal clash: Drawing multiple terminal cards together, such that you can only play one of them
Terminal Silver:  Any terminal action that gives $2.
Three-Pile: See "End on Piles."
Top-Deck:  Place a card on top of your deck that would normally go elsewhere (e.g. Alchemist, Royal Seal).
Trasher (or Deck-thinner):  Any card that allows one to remove cards from one's deck.
Trash-for-Benefit:  Any card that gives a benefit at the cost of trashing a card.  Apprentice draws additional cards, Salvager gives cash, etc.
Village:  Besides the card of the same name, can refer to any card which gives +2 Actions; most (but not all) such cards have "Village" in their names.
Village Idiot:  Village seems like a great card to an inexperienced player, and it is good--but taking Villages without any terminals makes the Villages worthless.  Hence, Village Idiot.  More loosely, refers to any poor strategy that buys too many Actions.
Virtual +Buy: Cards like Ironworks and Workshop, which allow you to gain an additional card on your turn along with your ordinary Buy

Abbreviations:

C, S, G, E, D, P:  Sometimes used in game analyses for the basic treasure cards and basic victory cards.

Amb: Ambassador
BM: Big Money (rarely, Black Market, in context)
BMU: A particular algorithm for playing Big Money that intelligently purchases Duchies
BV: Border Village
CR: Council Room
CY: Courtyard
DXV: Donald X. Vaccarino
FG: Fool's Gold or Fairgrounds, depending on context
FV: Fishing Village (rarely, Farming Village, in context)
GM: Grand Market
Hag: Sea Hag
HoP: Horn of Plenty
HP: Hunting Party
HT: Horse Traders
IGG: Ill-Gotten Gains
IW: Ironworks
JoAT: Jack of All Trades (also often "Jack")
KC: King's Court
Masq: Masquerade
MV: Mining Village
NV: Native Village
OGE: Overgrown Estate
Lab: Laboratory
PPR: Penultimate Province Rule
SR: Silk Road
TFB / T4B: Trash-for-benefit
TM: Treasure Map
TR: Throne Room (rarely, Trade Route, in context)
UAS: Unstoppable Alchemist Stack
UCS: Unstoppable City Stack
YW: Young Witch

Common Forum References and In-Jokes:

Blue Dog: In this BGG post, DXV attempts to explain the interaction between Ironworks and Trader, using a strange analogy to a blue dog.  Not only does the blue dog confuse the issue, he later changes his mind about the ruling.
Marin (v.): Marin has a tendency to come from far behind using engines or strategies that were not obvious from the board, and in many cases are difficult to understand afterward.  To Marin someone is to win in this manner.
Rrenaud's Law: Any significantly long forum thread will inevitably discuss the FunSockets version of Dominion.  Has also been invoked to refer to people hearing about isotropic disappearing and then asking "OMG, Iso's going away? What?"
X Makes Scout Better! (and Scout is Overpowered/Awesome): It is common knowledge that Scout is one of the worst cards available for its price, and possibly any price.  Even those combos where it should shine don't show real improvement with Scout.  Any card that makes Scout better is... well, not getting much praise that way.

191
Tournaments and Events / DCGN?
« on: July 11, 2011, 09:12:12 pm »
Anyone know who's running this tournament?

192
[As suggested/requested in this post.]

All of the analyses posted on the Dominion Strategy blog are of high-level games, where the players are playing different strategies but nearly-perfect play.  Which is as it should be; the best way to learn is to look at the best players.

Nonetheless, novices playing their own games often end up wondering:  What did I do wrong?  That strategy should have worked, so did I screw up along the way?  Or was the other guy just lucky?

The intent of this thread is for novices to post a game where they did poorly for whatever reason, and for someone more knowledgeable to analyze the game and help the novice understand what they did wrong.  So, post away!

193
Game Reports / In which I forget about a shattering combo...
« on: June 19, 2011, 10:15:21 pm »
http://dominion.isotropic.org/gamelog/201106/19/game-20110619-185208-cf53808d.html

In his last turn, my opponent:

(1) KC's a Possession
(2) Uses my Tactician, then:

— Kirian's turn (possessed by Reiss)
(Kirian reshuffles.)
Kirian draws 5 cards and gets +1 action and +1 buy from the Tactician.
Kirian plays a Laboratory.
  ... drawing 2 cards and getting +1 action.
Kirian plays a Laboratory.
  ... drawing 2 cards and getting +1 action.
Kirian plays an Ambassador.
  ... Kirian reveals a Province.
  ... returning it to the supply.
  ... Reiss gains a Province.
Kirian plays an Ambassador.
  ... Kirian reveals a Province.
  ... returning it to the supply.
  ... Reiss gains a Province.
Kirian plays a Gold, a Silver, a Potion, and 3 Coppers.
Kirian buys a Province.
  ... Reiss gains the Province.
(Kirian draws: an Estate, an Ironworks, a Laboratory, a Province, and an Ambassador.)

— Kirian's turn (possessed by Reiss)
Kirian plays a Laboratory.
  ... drawing 2 cards and getting +1 action.
Kirian plays a King's Court.
  ... and plays an Ambassador.
  ... ... Kirian reveals a Province.
  ... ... returning 0 copies to the supply.
  ... ... Reiss gains a Province.
  ... and plays the Ambassador again.
  ... ... Kirian reveals a Province.
  ... ... returning 0 copies to the supply.
  ... ... Reiss gains a Province.
  ... and plays the Ambassador a third time.
  ... ... Kirian reveals a Province.
  ... ... returning it to the supply.
  ... ... Reiss gains a Province.


That's right, I went from 5 Provinces up to 4 Provinces down.  Well played, Reiss...

194
As many people here know, there is a Dominion league on BGG, played on Isotropic.  Alas, it's been a bit slower than usual lately, for reasons no one's really entirely certain of, though part of it is that fewer players means fewer chances to match two players, which means fewer people qualify, which means fewer people want to play... well, you get the idea.

I figure most of the people who would read this board would be at least somewhat interested in league play.  Some people left the league and focused more on the ladder, but the ladder isn't the best indicator of actual player strength, because it can be (barely) gamed.

So, who's going to come join/rejoin?

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