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Topics - Kirian

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51
GokoDom / GokoDom III: Round 4 Discussion Thread
« on: March 17, 2014, 10:38:13 am »
Post your logs, analysis, and thoughts here!

52
GokoDom / GokoDom III: Round 4 Results ONLY
« on: March 17, 2014, 10:37:36 am »
Round 4 is here!

The spreadsheet for GokoDom III is here:  https://docs.google.com/spreadsheet/ccc?key=0AkuKfENQMyHadE9iM3Zzd3g4WVBrYV9Mb2ZWOWM5aEE&usp=sharing

Use the "Round 4 Pairings" sheet to find your pairing for this round.  Use the "Round 3 Standings" sheet to determine your current standing.  Use the "Raw Data" sheet for all of the little details, if you're curious.

----

Results for GokoDom III Week 3 are due by Monday 24 March 2014 at 0400 PST -- 0700 EST -- 1200 UTC.

Good luck!

----

Please post results as follows

(1) One post per match.  The winner should post the result; if there's a tie, choose one person to post.

(2) Use only the following formats:

[posting player] defeats [opponent]
[posting player] ties [opponent]

That's all.  No 3-1 or the like, no logs in this thread.  The intent is to reduce clutter in this thread to make it easier for me to keep track of results.  All logs, scores, discussion, thank-yous, etc. should go into the Discussion thread.

53
GokoDom / GokoDom III: Round 3 Discussion Thread
« on: March 10, 2014, 09:50:55 am »
Post your logs and analysis here!

54
GokoDom / GokoDom III: Round 3 Results ONLY
« on: March 10, 2014, 09:50:34 am »
Round 3 is here!

The spreadsheet for GokoDom III is here:  https://docs.google.com/spreadsheet/ccc?key=0AkuKfENQMyHadE9iM3Zzd3g4WVBrYV9Mb2ZWOWM5aEE&usp=sharing

Use the "Round 3 Pairings" sheet to find your pairing for this round.  Use the "Round 2 Standings" sheet to determine your current standing.  Use the "Raw Data" sheet for all of the little details, if you're curious.

----

Results for GokoDom III Week 3 are due by Monday 17 March 2014 at 0400 PST -- 0700 EST -- 1200 UTC.

Good luck!

----

Please post results as follows

(1) One post per match.  The winner should post the result; if there's a tie, choose one person to post.

(2) Use only the following formats:

[posting player] defeats [opponent]
[posting player] ties [opponent]

That's all.  No 3-1 or the like, no logs in this thread.  The intent is to reduce clutter in this thread to make it easier for me to keep track of results.  All logs, scores, discussion, thank-yous, etc. should go into the Discussion thread.

55
Game Reports / How the hell did I win this?
« on: February 26, 2014, 09:57:00 am »


Code: [Select]
Haven, University, Ambassador, Menagerie, Death Cart, Ironworks, Cache, Cultist, Library, Torturer
http://dom.retrobox.eu/?/20140226/log.50635cc651c3843e7939ece8.1393425755182.txt

2/5 on an Ambassador board is rarely a good thing.  I go for Cultist; Torturer just gives him fodder to send Curses my way, but at least with Ruins he'll only be able to send one at a time back, right?  I finally get my Ambassador on T4, and get my first play of it on T7... when I draw none of the 6 Estates in my deck.

I think (maybe?) my opponent made a mistake going for the early Death Cart, though it saved him from my hitting him with Ruins directly.  Meanwhile, I build up a ridiculous... I can't even call it an "engine" as the only real payload is Death Cart... cobbled together out of a little of everything, I guess with Uni/Torturer/Menagerie being the backbone.  But between Torturer hitting him with Curses, finally getting my Ambassadors running, and Cultists and DCs giving him Ruins, his deck is nearly useless.

Interesting notes:

Menagerie/Haven is probably a thing... all the benefits to Menagerie of discarding, with the ability to undiscard next turn.

Cultists make excellent Death Cart fodder, but that should be well-known.

Library is useless with Menagerie around.  Why did I even gain that?

Where were my opponent's mistakes, or was I just lucky with some of my Menagerie hits?

56
GokoDom / GokoDom III: Round 2 Results ONLY
« on: February 24, 2014, 10:37:59 am »
Round 2 is here!

The spreadsheet for GokoDom III is here:  https://docs.google.com/spreadsheet/ccc?key=0AkuKfENQMyHadE9iM3Zzd3g4WVBrYV9Mb2ZWOWM5aEE&usp=sharing

Use the "Round 2 Pairings" sheet to find your pairing for this round.  Use the "Round 1 Standings" sheet to determine your current standing--which at this point is simply W, L, or D in the first round, with no tie-breakers yet.  Use the "Raw Data" sheet for all of the little details, if you're curious.

----

Results for GokoDom III Week 2 are due by Monday 10 March 2014 at 0400 PST -- 0700 EST -- 1200 UTC.

Please note the change in date to 10 March form 03 March.

Good luck!

----

Please post results as follows

(1) One post per match.  The winner should post the result; if there's a tie, choose one person to post.

(2) Use only the following formats:

[posting player] defeats [opponent]
[posting player] ties [opponent]

That's all.  No 3-1 or the like, no logs in this thread.  The intent is to reduce clutter in this thread to make it easier for me to keep track of results.  All logs, scores, discussion, thank-yous, etc. should go into the Discussion thread.

57
GokoDom / GokoDom III: Round 2 Discussion Thread
« on: February 24, 2014, 10:33:00 am »
Post your logs here and discuss!

58
GokoDom / GokoDom Announcements NEW 08 March
« on: February 19, 2014, 11:24:18 am »
Hey all!  I'm gotten a few PMs from people whose opponents aren't PMing them back.  As it happens, I have a number of alts standing by who signed up relatively late.  You can probably see where this is going.

If:

(1) You have sent your opponent two PMs, and
(2) Your opponent has not responded by 1600 PST -- 1900 EST -- 2359 UTC tonight (19 February)

Then: Please send me a PM and I will attempt to match you with a standby.

If you've already PM'd me, you need not send a second PM; however, please do send a PM if your opponent responds before the time listed above.


All of the above no longer applies.

59
GokoDom / GokoDom III: Round 1 Discussion Thread
« on: February 16, 2014, 10:09:21 pm »
Please post your logs here, along with commentary and the like!

60
GokoDom / GokoDom III: Round 1 Results ONLY
« on: February 16, 2014, 10:00:24 pm »
And so, it begins!

The spreadsheet for GokoDom III is here:  https://docs.google.com/spreadsheet/ccc?key=0AkuKfENQMyHadE9iM3Zzd3g4WVBrYV9Mb2ZWOWM5aEE&usp=sharing

Please note that it's not particularly well-formatted as of this point; I'll get on that shortly.  However, the first round's pairings should be obvious.

----

The winner of each match should post the final score, and links to their logs, in this thread.  Ideally, nothing else should get posted here!  However, lots of people also like discussing the matches.  Please also post links to the game logs in the Discussion thread here.

----

Results for GokoDom III Week 1 are due by 24 February 2014 at 0400 PST -- 0700 EST -- 1200 UTC.

Good luck!

61
GokoDom / GokoDom III Status Notes: POSTPONED ONE WEEK
« on: February 06, 2014, 10:45:53 am »
A couple of quick things that really don't belong in the signup thread:

(1) I'm looking for a volunteer, maybe two, to help me with scoring and taking care of the database.  PM me if you're interested, though as an aside I'll only use people who are known well on the forum.

(2) When I first posted the signup thread, Goko was pretty stable.  Goko has now sunk to a much less stable level.  There is a high chance I will postpone GokoDom III by a week if this instability continues.  I'll make a decision by Saturday at the latest.

(3) If you signed up, but don't want to be in for some reason, PM me ASAP.  We are full at this point, and any more signups are on a wait list, but I will be supremely unhappy with you if you forfeit the first round.  I will attempt to find a fair way to introduce wait-listed signups in round 2 if we have round 1 dropouts.  (Note that I have already approved a couple of round 1 byes by request, which is much, much different from simply not showing up!)

62
GokoDom / GokoDom III: Third Theason Thign-up Thread (POSTPONED ONE WEEK)
« on: January 20, 2014, 09:29:42 pm »
IT IS THYME

GokoDom III is here.  And if you want my sage advice, you should spice* up your winter by joining us!  Don't just commit parsley; say you're in like you mean it.

(Screw you, rosemary, you aren't easy to pun with.   And who decided to treat pine needles like a spice in the first place?  Seriously.)

We will start in 3 weeks, on 10 February.  Signups will be open until 07 February at 00:00 EST.  We will use almost the same rules we used in GokoDom II, as they seemed to work out well.  Expect to play seven total rounds, plus more if you get into the playoffs.

Assuming we have more than 64 players, I intend to extend the playoff round by one round, in other words, taking the top 16 rather than the top 8.  In the same vein, however, I am going to cap entries to 128 players.  First come, first served, except for top 8 from last season, or champion from any prior season of IsoDom or GokoDom.

If you'd like to sign up, please indicate your interest below, and indicate whether or not you have all the sets on Goko.  Don't worry about whether you have some, or which promos you have; either all sets or not all sets.

*Parsley, sage, rosemary, and thyme are all herbs, not spices.

63
Variants and Fan Cards / A True Jack-of-all-Trades
« on: January 16, 2014, 04:34:20 pm »
Just for the heck of it, though I suspect something like this has been done before:

Analysis Paralysis - Action - $6

Choose three of the following; your choices may be the same or different: +1 Card, +1 Action, +$1, +1 Buy, or trash one card from your hand.

----

So, this is essentially a Super Pawn.  It can act as a Lab, a Smithy, a Village, a Woodcutter, a Peddler, a Market Square, a Crossroads, a Silver, two of the Squire choices, or a terminal Gold.  As well as a few other combinations.  Obviously this is strictly better than Lab, and must cost at least $6.

Two questions:  Would the flexibility be worth it?  And would this cause boards to be degenerate?

64
General Discussion / Detroit area f.DS-ers: ConFusion this weekend!
« on: January 16, 2014, 02:40:16 pm »
So I can't believe I didn't previously post this; I think I posted last year... but for some reason not this year.

ConFusion, which is a mainly SF/Fantasy convention, but has a heavy gaming contingent, is coming up this weekend!  If you're not doing anything, consider coming out.  Membership is... $50 at the door, I think?  But it gets you a lot--unlike a gaming convention, everything is free once you're a member.

65
General Discussion / Gendered pronouns
« on: January 11, 2014, 03:05:25 pm »
Also.... She? Did I check the wrong box somewhere?

http://forum.dominionstrategy.com/index.php?action=profile;u=2488


I think I'm going to default to using "she" on forums until/unless someone's gender is actually determined.  Just to change things up a bit.

66
Player Order--Score:
1. liopoil--4
2. Jack Rudd--3
3. Jimmmmm--2
4. Geolib--3
5. sudgy--13
6. Voltaire
7. heron
8. Kirian
9. Grujah--10
10. Watno--10
11. Florrat
12. WalrusMcFishSir
13. scott_pilgrim

Game Description is here.

Tracking Spreadsheet is here

Rules are here (and will be updated throughout.)

Quote from: All the Rules
Immutable Rules (can't be changed (exception: see rule 103))

101. All players must always abide by all the rules then in effect, in the form in which they are then in effect. The rules in the Initial Set are in effect whenever a game begins. The Initial Set consists of Rules 101-116 (immutable) and 201-213 (mutable).

102. Initially rules in the 100's are immutable and rules in the 200's are mutable. Rules subsequently enacted or transmuted (that is, changed from immutable to mutable or vice versa) may be immutable or mutable regardless of their numbers, and rules in the Initial Set may be transmuted regardless of their numbers.

103. A rule-change is any of the following: (1) the enactment, repeal, or amendment of a mutable rule; (2) the enactment, repeal, or amendment of an amendment of a mutable rule; or (3) the transmutation of an immutable rule into a mutable rule or vice versa.

(Note: This definition implies that, at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; any rule of any status may be transmuted; no rule is absolutely immune to change.)

104. All rule-changes proposed in the proper way shall be voted on. They will be adopted if and only if they receive the required number of votes.

105. Every player is an eligible voter. Every eligible voter must participate in every vote on rule-changes. Amended. See rule 302

106. All proposed rule-changes shall be written down before they are voted on. If they are adopted, they shall guide play in the form in which they were voted on.

107. No rule-change may take effect earlier than the moment of the completion of the vote that adopted it, even if its wording explicitly states otherwise. No rule-change may have retroactive application.

108. Each proposed rule-change shall be given a number for reference. The numbers shall begin with 301, and each rule-change proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted.

If a rule is repealed and reenacted, it receives the number of the proposal to reenact it. If a rule is amended or transmuted, it receives the number of the proposal to amend or transmute it. If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment.

109. Rule-changes that transmute immutable rules into mutable rules may be adopted if and only if the vote is unanimous among the eligible voters. Transmutation shall not be implied, but must be stated explicitly in a proposal to take effect.

110. In a conflict between a mutable and an immutable rule, the immutable rule takes precedence and the mutable rule shall be entirely void. For the purposes of this rule a proposal to transmute an immutable rule does not "conflict" with that immutable rule.

111. If a rule-change as proposed is unclear, ambiguous, paradoxical, or destructive of play, or if it arguably consists of two or more rule-changes compounded or is an amendment that makes no difference, or if it is otherwise of questionable value, then the other players may suggest amendments or argue against the proposal before the vote. A reasonable time must be allowed for this debate. The proponent decides the final form in which the proposal is to be voted on and, unless the Judge has been asked to do so, also decides the time to end debate and vote.

112. The state of affairs that constitutes winning may not be altered from achieving n points to any other state of affairs. The magnitude of n and the means of earning points may be changed, and rules that establish a winner when play cannot continue may be enacted and (while they are mutable) be amended or repealed.

113. A player always has the option to forfeit the game rather than continue to play or incur a game penalty. No penalty worse than losing, in the judgment of the player to incur it, may be imposed.

114. There must always be at least one mutable rule. The adoption of rule-changes must never become completely impermissible.

115. Rule-changes that affect rules needed to allow or apply rule-changes are as permissible as other rule-changes. Even rule-changes that amend or repeal their own authority are permissible. No rule-change or type of move is impermissible solely on account of the self-reference or self-application of a rule.

116. Whatever is not prohibited or regulated by a rule is permitted and unregulated, with the sole exception of changing the rules, which is permitted only when a rule or set of rules explicitly or implicitly permits it.

Mutable Rules (Can be changed/ammended)

201. Playing order will be determined randomly, players taking one whole turn apiece. Turns may not be skipped or passed, and parts of turns may not be omitted. All players begin with zero points.

202. One turn consists of two parts in this order: (1) proposing one rule-change and having it voted on, and (2) throwing one die once and adding the number of points on its face to one's score. Amended. See rule 308

203. A rule-change is adopted if and only if the vote is unanimous among the eligible voters. If this rule is not amended by the end of the second complete circuit of turns, it automatically changes to require only a simple majority. Amended. See rule 301.

204. If and when rule-changes can be adopted without unanimity, the players who vote against winning proposals shall receive 10 points each. Repealed by rule 304

205. An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it.

206. When a proposed rule-change is defeated, the player who proposed it loses 10 points. Repealed by rule 305

207. Each player always has exactly one vote.

208. The winner is the first player to achieve 100 (positive) points.

209. At no time may there be more than 25 mutable rules. Repealed by Rule 320

210. Players may not conspire or consult on the making of future rule-changes unless they are team-mates.

The first paragraph of this rule does not apply to games by mail or computer. (basically you can skip this rule if you wanna)
Repealed by Rule 321

211. If two or more mutable rules conflict with one another, or if two or more immutable rules conflict with one another, then the rule with the lowest ordinal number takes precedence.

If at least one of the rules in conflict explicitly says of itself that it defers to another rule (or type of rule) or takes precedence over another rule (or type of rule), then such provisions shall supersede the numerical method for determining precedence.

If two or more rules claim to take precedence over one another or to defer to one another, then the numerical method again governs.

212. If players disagree about the legality of a move or the interpretation or application of a rule, then the player preceding the one moving is to be the Judge and decide the question. Disagreement for the purposes of this rule may be created by the insistence of any player. This process is called invoking Judgment.

When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players.

The Judge's Judgment may be overruled only by a unanimous vote of the other players taken before the next turn is begun. If a Judge's Judgment is overruled, then the player preceding the Judge in the playing order becomes the new Judge for the question, and so on, except that no player is to be Judge during his or her own turn or during the turn of a team-mate.

Unless a Judge is overruled, one Judge settles all questions arising from the game until the next turn is begun, including questions as to his or her own legitimacy and jurisdiction as Judge.

New Judges are not bound by the decisions of old Judges. New Judges may, however, settle only those questions on which the players currently disagree and that affect the completion of the turn in which Judgment was invoked. All decisions by Judges shall be in accordance with all the rules then in effect; but when the rules are silent, inconsistent, or unclear on the point at issue, then the Judge shall consider game-custom and the spirit of the game before applying other standards.
(Amended by Rule 319)

213. If the rules are changed so that further play is impossible, or if the legality of a move cannot be determined with finality, or if by the Judge's best reasoning, not overruled, a move appears equally legal and illegal, then the first player unable to complete a turn is the winner.

This rule takes precedence over every other rule determining the winner.

Rule Changes and Amendments

301: (mutable): When a rule-change is finalized by the player proposing the rule change, it will be voted on. Players will post their votes in-thread unless the people who aren't the player proposing the rule could gain points or some other benefit from the outcome of the vote. If this is the case, players will submit their votes via PM to mail-mi. Votes will preferably be presented in the form Vote: Yes on rule ---, or Vote: No on rule ---. The player proposing the rule will by default vote yes unless they say otherwise. Once over half of the players have voted yes, the proposal is passed. Once either half the players have voted no, or the player proposing the rule chooses to end the voting, the proposal fails. Once the proposal has been resolved, all votes will be revealed if they were sent via PM to mail-mi. If a proposal has been in the voting stage for 60 hours or more and has not been resolved, all players who have not yet voted do not become eligible voters for this vote only. This effectively ends the vote with only players currently voting. Amended. See rule 315.

302: (mutable) Every player is an eligible voter. Every eligible voter must participate in every vote on rule-changes Repealed by rule 306

303: (mutable) A player may propose up to three rule-changes in a single turn if all such rule-changes are either repeals or transmutations. These rule-changes will be voted on together and will either be all approved or all rejected. The number of votes required for approval will be the minimum required for a single proposed rule-change. This rule takes precedence over any rule allowing only one rule-change per turn.

304. (mutable) Repeal Rule 204

305. (mutable) Repeal Rule 206

306. (mutable) Repeal Rule 302

307. (mutable) At any time, a person not playing may post in-thread that they want to join the game.  They must bold their request to be in.  When this happens, after the current turn is over, they are inserted into the player order by being put in before the player whose turn was just finished.  They start with 0 points.

308. (mutable) Amend rule 202 to say: "One turn consists of proposing one rule-change and having it voted on."

312. (mutable) At the beginning of their turn, a player must post a draft proposal for a rule change. When making the final proposal, he may change some details of the draft but the intention and spirit of the rule must stay the same. Amended, see Rule 324.

313. (mutable) If players disagree about the legality of a move or the interpretation or application of a rule, then the question is to be decided by a vote of all players.  Disagreement for the purposes of this rule may be created by the insistence of any player, who has to announce the interpretation of the rule in question that he thinks should be applied. This process is called invoking Judgment.

When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players. If more than half of the players agree with the proposed interpretation within 24 hours, it shall be applied, otherwise the game shall proceed as if no Judgement has been invoked

New Judgement decisions are not bound by old ones. However, only matters that affect the turn in which Judgment was invoked or the previous one can be called into question. All decisions by players voting on disagreements shall be in accordance with all the rules then in effect; but when the rules are silent, inconsistent, or unclear on the point at issue, then they shall consider game-custom and the spirit of the game before applying other standards.
Repealed by Rule 322.

314. (mutable) On his or her next turn after this rule is enacted, each player must choose a color, which will personally represent him or her in this game (referred to as "your color", "player's color", etc.).

This will be done by posting in thread a color in the format (Red Value, Green Value, Blue Value), where each Color Value is an integer between 0 and 255. So for example, (0, 0, 0) would be black, (255, 0, 0) would be red, (0, 255, 0) would be green, and so on. A player may change his selected color as many times as he or she likes until the end of his or her turn; the last bolded and correctly-formatted color posted will be counted as the official choice. Players may not change colors or choose additional colors on subsequent turns.

White (255,255,255) may not be chosen as a personal color, nor may colors with all Color Values greater than 200. Players are encouraged to choose colors which are as unique and distinct as possible, and may not choose colors which are too similar to white or previously chosen colors. Whether the color is distinct enough may be settled by judgment if necessary.

315: (mutable) Amend rule 301 to say the following: "When a rule-change is finalized by the player proposing the rule change, it will be voted on. Players will vote by posting in thread. Votes should be presented in the form Vote: Yes on rule ---, or Vote: No on rule --- (where '---' denotes the proposal number). The player proposing the rule will by default vote yes unless they say otherwise. Once over half of the players have voted yes, the proposal is passed. Once either half the players have voted no, or the player proposing the rule chooses to end the voting, the proposal fails. Once the proposal has been resolved, all votes will be revealed if they were sent via PM to mail-mi. If a proposal has been in the voting stage for 60 hours or more and has not been resolved, all players who have not yet voted are not considered eligible voters (for this vote). This effectively ends the vote with only players currently voting."

316: (mutable) If a player has not proposed a rule within 72 hours of the start of their turn, their turned is skipped in it's entirety.

317. (mutable) The official currency of f.DS Nomic shall be the Nomic Dollar. The abbreviation for Nomic Dollars shall be N$.

Each player shall have a personal quantity of Nomic Dollars, which shall be listed in the opening post. This quantity may not be altered except where explicitly permitted in the ruleset.

318: (mutable) Any player who has never had their personal quantity of Nomic Dollars set immediately has it set to N$1000.

If any former player re-joins the game, their personal quantity of Nomic Dollars is immediately set to either N$1000 or the quantity they had when they last left the game, whichever is lower.

319: (mutable) This rule takes precedence over all other rules describing the invocation of Judgement (including, but not limited to Rule 313).
If players disagree about the legality of a move or the interpretation or application of a rule, then any player may decide to invoke Judgement as follows: They must announce the dispute in question and state at least one proposed resolution. In the same post they must use the forum system to roll a 1d(# of players). The player whose turn number in the opening post corresponds to the number rolled is named the Judge unless this would cause the selection of the player invoking Judgement, a player whose move is being challenged, or a player who has previously been Judge this turn and has been overruled. If one of these cases would occur, the player invoking Judgement must perform another random die roll. If for some reason all players are excluded from being the Judge, then the Judge is selected by the same random die-roll process with no player except the one invoking Judgement excluded.

If the number of players (including whether a particular player is playing) is the issue under dispute, then the die shall be rolled to reflect the larger number of players and the player whose presence in the game is in question shall be excluded from being Judge.

If the turn ordering is the issue under dispute, then the player invoking Judgement will list all players who are playing and assign them numbers for the purpose of determining the Judge. These numbers will be used instead of the turn numbers, but only for the purpose of selecting the Judge.

When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players.

The player selected as Judge must settle the issue in question. The Judge's Judgment may be overruled only by a two-thirds majority vote of the other players taken before the next turn is begun. If a Judge's Judgment is overruled, then a player must select a new Judge in the manner described above. The player who originally invoked Judgement is still excluded from being Judge, but the player rolling for a new Judge is not.

Unless a Judge is overruled, one Judge settles all questions arising from the game until the next turn is begun, including questions as to his or her own legitimacy and jurisdiction as Judge.

New Judges are not bound by the decisions of old Judges. New Judges may, however, settle only those questions on which the players currently disagree and that affect the completion of the turn in which Judgment was invoked. All decisions by Judges shall be in accordance with all the rules then in effect; but when the rules are silent, inconsistent, or unclear on the point at issue, then the Judge shall consider game-custom and the spirit of the game before applying other standards.

320: (mutable) Repeal rule 209

321: (mutable) Repeal rule 210

322: (mutable) Repeal rule 313

323: A player's turn ends when they have taken all required actions during their turn. The turn of the player after them in the turn order then immediately begins. Players have 24 hours to invoke Judgement on any issue relating to whose turn it is. If play continues after the action(s) being Judged occurred, and the Judgement overturns the action(s) taken, play resets to the gamestate immediately prior to the overturned action(s). Otherwise, play will continue from the current gamestate.

324: Amend 312 to the following: At the beginning of their turn, a player may post a draft proposal for a rule change. When making the final proposal, he may change some details of the draft but the intention and spirit of the rule must stay the same.

325: The active player may make a motion to suspend any number of rules during their turn.  This must be done at the same time as the presentation of the draft proposal(s), and the rules to be suspended must be explicitly named.  Voting on the motion begins immediately, and players must post their votes in the thread, in the format [Yes|No] on Motion to Suspend. The motion passes if two-thirds of the players vote yes, and immediately fails if one-third of the players vote no.  If, after 60 hours, the motion has not passed or failed, players who have not voted are considered not eligible voters on this motion.

If the motion passes, all players (including Judges) must treat the game as though those rules are not in effect, during that turn only, for all purposes including decisions regarding whether a proposal is valid, or whether a move is legal.

If the motion fails, that player may not make another motion to suspend rules during this turn.  Any further drafts of that player's proposal must contain some portion of the original proposal.  If no portion of the original proposal can be retained without suspending the rules, the player's turn ends; this clause overrides rule 323.

Both mutable and immutable rules may be suspended in this manner, but this rule cannot be suspended by itself.

326: The world map consists of a 16x16 grid of square tiles. Rows are named 1-16 from top to bottom, and columns A-P, left to right. Tiles are named by their column and row pair. Synonyms for top, bottom, left and right are north, south, west and east, respectively. A tile is considered directly adjacent to other tiles to its immediate north, south, west and east. A tile is considered diagonally adjacent to other tiles to its immediate south-east, south-west, north-east and north-west.

----

Quote from: Rules in Effect
Immutable Rules (can't be changed (exception: see rule 103))

101. All players must always abide by all the rules then in effect, in the form in which they are then in effect. The rules in the Initial Set are in effect whenever a game begins. The Initial Set consists of Rules 101-116 (immutable) and 201-213 (mutable).

102. Initially rules in the 100's are immutable and rules in the 200's are mutable. Rules subsequently enacted or transmuted (that is, changed from immutable to mutable or vice versa) may be immutable or mutable regardless of their numbers, and rules in the Initial Set may be transmuted regardless of their numbers.

103. A rule-change is any of the following: (1) the enactment, repeal, or amendment of a mutable rule; (2) the enactment, repeal, or amendment of an amendment of a mutable rule; or (3) the transmutation of an immutable rule into a mutable rule or vice versa.

(Note: This definition implies that, at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; any rule of any status may be transmuted; no rule is absolutely immune to change.)

104. All rule-changes proposed in the proper way shall be voted on. They will be adopted if and only if they receive the required number of votes.

106. All proposed rule-changes shall be written down before they are voted on. If they are adopted, they shall guide play in the form in which they were voted on.

107. No rule-change may take effect earlier than the moment of the completion of the vote that adopted it, even if its wording explicitly states otherwise. No rule-change may have retroactive application.

108. Each proposed rule-change shall be given a number for reference. The numbers shall begin with 301, and each rule-change proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted.

If a rule is repealed and reenacted, it receives the number of the proposal to reenact it. If a rule is amended or transmuted, it receives the number of the proposal to amend or transmute it. If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment.

109. Rule-changes that transmute immutable rules into mutable rules may be adopted if and only if the vote is unanimous among the eligible voters. Transmutation shall not be implied, but must be stated explicitly in a proposal to take effect.

110. In a conflict between a mutable and an immutable rule, the immutable rule takes precedence and the mutable rule shall be entirely void. For the purposes of this rule a proposal to transmute an immutable rule does not "conflict" with that immutable rule.

111. If a rule-change as proposed is unclear, ambiguous, paradoxical, or destructive of play, or if it arguably consists of two or more rule-changes compounded or is an amendment that makes no difference, or if it is otherwise of questionable value, then the other players may suggest amendments or argue against the proposal before the vote. A reasonable time must be allowed for this debate. The proponent decides the final form in which the proposal is to be voted on and, unless the Judge has been asked to do so, also decides the time to end debate and vote.

112. The state of affairs that constitutes winning may not be altered from achieving n points to any other state of affairs. The magnitude of n and the means of earning points may be changed, and rules that establish a winner when play cannot continue may be enacted and (while they are mutable) be amended or repealed.

113. A player always has the option to forfeit the game rather than continue to play or incur a game penalty. No penalty worse than losing, in the judgment of the player to incur it, may be imposed.

114. There must always be at least one mutable rule. The adoption of rule-changes must never become completely impermissible.

115. Rule-changes that affect rules needed to allow or apply rule-changes are as permissible as other rule-changes. Even rule-changes that amend or repeal their own authority are permissible. No rule-change or type of move is impermissible solely on account of the self-reference or self-application of a rule.

116. Whatever is not prohibited or regulated by a rule is permitted and unregulated, with the sole exception of changing the rules, which is permitted only when a rule or set of rules explicitly or implicitly permits it.

Mutable Rules (Can be changed/ammended)

201. Playing order will be determined randomly, players taking one whole turn apiece. Turns may not be skipped or passed, and parts of turns may not be omitted. All players begin with zero points.

205. An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it.

207. Each player always has exactly one vote.

208. The winner is the first player to achieve 100 (positive) points.

211. If two or more mutable rules conflict with one another, or if two or more immutable rules conflict with one another, then the rule with the lowest ordinal number takes precedence.

If at least one of the rules in conflict explicitly says of itself that it defers to another rule (or type of rule) or takes precedence over another rule (or type of rule), then such provisions shall supersede the numerical method for determining precedence.

If two or more rules claim to take precedence over one another or to defer to one another, then the numerical method again governs.

213. If the rules are changed so that further play is impossible, or if the legality of a move cannot be determined with finality, or if by the Judge's best reasoning, not overruled, a move appears equally legal and illegal, then the first player unable to complete a turn is the winner.

This rule takes precedence over every other rule determining the winner.

303. A player may propose up to three rule-changes in a single turn if all such rule-changes are either repeals or transmutations. These rule-changes will be voted on together and will either be all approved or all rejected. The number of votes required for approval will be the minimum required for a single proposed rule-change. This rule takes precedence over any rule allowing only one rule-change per turn.

307. At any time, a person not playing may post in-thread that they want to join the game.  They must bold their request to be in.  When this happens, after the current turn is over, they are inserted into the player order by being put in before the player whose turn was just finished.  They start with 0 points.

308. One turn consists of proposing one rule-change and having it voted on.

314. On his or her next turn after this rule is enacted, each player must choose a color, which will personally represent him or her in this game (referred to as "your color", "player's color", etc.).

This will be done by posting in thread a color in the format (Red Value, Green Value, Blue Value), where each Color Value is an integer between 0 and 255. So for example, (0, 0, 0) would be black, (255, 0, 0) would be red, (0, 255, 0) would be green, and so on. A player may change his selected color as many times as he or she likes until the end of his or her turn; the last bolded and correctly-formatted color posted will be counted as the official choice. Players may not change colors or choose additional colors on subsequent turns.

White (255,255,255) may not be chosen as a personal color, nor may colors with all Color Values greater than 200. Players are encouraged to choose colors which are as unique and distinct as possible, and may not choose colors which are too similar to white or previously chosen colors. Whether the color is distinct enough may be settled by judgment if necessary.

315. When a rule-change is finalized by the player proposing the rule change, it will be voted on. Players will vote by posting in thread. Votes should be presented in the form Vote: Yes on rule ---, or Vote: No on rule --- (where '---' denotes the proposal number). The player proposing the rule will by default vote yes unless they say otherwise. Once over half of the players have voted yes, the proposal is passed. Once either half the players have voted no, or the player proposing the rule chooses to end the voting, the proposal fails. Once the proposal has been resolved, all votes will be revealed if they were sent via PM to mail-mi. If a proposal has been in the voting stage for 60 hours or more and has not been resolved, all players who have not yet voted are not considered eligible voters (for this vote). This effectively ends the vote with only players currently voting.

316. If a player has not proposed a rule within 72 hours of the start of their turn, their turned is skipped in it's entirety.

317. The official currency of f.DS Nomic shall be the Nomic Dollar. The abbreviation for Nomic Dollars shall be N$.

Each player shall have a personal quantity of Nomic Dollars, which shall be listed in the opening post. This quantity may not be altered except where explicitly permitted in the ruleset.

318. Any player who has never had their personal quantity of Nomic Dollars set immediately has it set to N$1000.

If any former player re-joins the game, their personal quantity of Nomic Dollars is immediately set to either N$1000 or the quantity they had when they last left the game, whichever is lower.

319. This rule takes precedence over all other rules describing the invocation of Judgement (including, but not limited to Rule 313).
If players disagree about the legality of a move or the interpretation or application of a rule, then any player may decide to invoke Judgement as follows: They must announce the dispute in question and state at least one proposed resolution. In the same post they must use the forum system to roll a 1d(# of players). The player whose turn number in the opening post corresponds to the number rolled is named the Judge unless this would cause the selection of the player invoking Judgement, a player whose move is being challenged, or a player who has previously been Judge this turn and has been overruled. If one of these cases would occur, the player invoking Judgement must perform another random die roll. If for some reason all players are excluded from being the Judge, then the Judge is selected by the same random die-roll process with no player except the one invoking Judgement excluded.

If the number of players (including whether a particular player is playing) is the issue under dispute, then the die shall be rolled to reflect the larger number of players and the player whose presence in the game is in question shall be excluded from being Judge.

If the turn ordering is the issue under dispute, then the player invoking Judgement will list all players who are playing and assign them numbers for the purpose of determining the Judge. These numbers will be used instead of the turn numbers, but only for the purpose of selecting the Judge.

When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players.

The player selected as Judge must settle the issue in question. The Judge's Judgment may be overruled only by a two-thirds majority vote of the other players taken before the next turn is begun. If a Judge's Judgment is overruled, then a player must select a new Judge in the manner described above. The player who originally invoked Judgement is still excluded from being Judge, but the player rolling for a new Judge is not.

Unless a Judge is overruled, one Judge settles all questions arising from the game until the next turn is begun, including questions as to his or her own legitimacy and jurisdiction as Judge.

New Judges are not bound by the decisions of old Judges. New Judges may, however, settle only those questions on which the players currently disagree and that affect the completion of the turn in which Judgment was invoked. All decisions by Judges shall be in accordance with all the rules then in effect; but when the rules are silent, inconsistent, or unclear on the point at issue, then the Judge shall consider game-custom and the spirit of the game before applying other standards.

323: A player's turn ends when they have taken all required actions during their turn. The turn of the player after them in the turn order then immediately begins. Players have 24 hours to invoke Judgement on any issue relating to whose turn it is. If play continues after the action(s) being Judged occurred, and the Judgement overturns the action(s) taken, play resets to the gamestate immediately prior to the overturned action(s). Otherwise, play will continue from the current gamestate.

324: At the beginning of their turn, a player may post a draft proposal for a rule change. When making the final proposal, he may change some details of the draft but the intention and spirit of the rule must stay the same.

The active player may make a motion to suspend any number of rules during their turn.  This must be done at the same time as the presentation of the draft proposal(s), and the rules to be suspended must be explicitly named.  Voting on the motion begins immediately, and players must post their votes in the thread, in the format [Yes|No] on Motion to Suspend. The motion passes if two-thirds of the players vote yes, and immediately fails if one-third of the players vote no.  If, after 60 hours, the motion has not passed or failed, players who have not voted are considered not eligible voters on this motion.

If the motion passes, all players (including Judges) must treat the game as though those rules are not in effect, during that turn only, for all purposes including decisions regarding whether a proposal is valid, or whether a move is legal.

If the motion fails, that player may not make another motion to suspend rules during this turn.  Any further drafts of that player's proposal must contain some portion of the original proposal.  If no portion of the original proposal can be retained without suspending the rules, the player's turn ends; this clause overrides rule 323.

Both mutable and immutable rules may be suspended in this manner, but this rule cannot be suspended by itself.

326: The world map consists of a 16x16 grid of square tiles. Rows are named 1-16 from top to bottom, and columns A-P, left to right. Tiles are named by their column and row pair. Synonyms for top, bottom, left and right are north, south, west and east, respectively. A tile is considered directly adjacent to other tiles to its immediate north, south, west and east. A tile is considered diagonally adjacent to other tiles to its immediate south-east, south-west, north-east and north-west.

67
Game Reports / Pool/Vault/Tokens... but did I play it right?
« on: December 26, 2013, 08:52:03 pm »


Code: [Select]
Candlestick Maker, Scrying Pool, Sage, Steward, Woodcutter, Fortress, Ironmonger, Baker, Vault, Adventurer
http://dom.retrobox.eu/?/20131226/log.50635cc651c3843e7939ece8.1388105505546.txt

This board has... everything.  I mean, if you want an example of a board that shouts "ENGINE," I think you'd be hard-pressed to find a better example--only two cards aren't usable in the engine.

I won this game, but my opponent made some poor plays, and I'm wondering where I should have improved my poor play.  Some thoughts:

* Opening 5/2 on a Baker board where Potion/Steward is the obvious opening, and you'll never want Gold, really, really sucks. It was either wait the second shuffle to get a Potion--and in my case, I ended up waiting until the third shuffle due to bad luck--or waste the coin token.  Looking back, I think I should have taken the Potion instead of Baker.
* I grab two Colonies on T13, as I'm worried about my opponent deciding to three-pile, though looking back he had a maximum of five buys available.  Was it too early to green?
* Several times my opponent discards his remaining Coppers or Colonies to Vault.  I think this is what allowed me to win this game, as it meant he had to play extra Pools to draw his deck.

68
Tash-Kalar Deathmatch Melee game between PitrPicko, ghostofmars, yed, ,

Current Tasks: Heroic Destruction, Central Dominance, Line Dominance
Next task: Destruction

Now create a copy of Google Sheet with clean board and set permissions to write for everybody with link.

For cards in your hand check private message from poster of this topic.

PitrPicko's Sylvan deck
1 - Unicorn____________
2 - Forest Mystic______
3 - Tree Shepherd______
4 - Kiskin Leafsplitter
5 - Sapling____________
6 - Centaur Chieftain__
7 - Forest Wardens_____
8 - Forest Ancient_____
9 - Charging Buck______
10 - Centaur Spearman___
11 - Woodland Druid_____
12 - Kiskin Boughrunner_
13 - Kiskin Spirit______
14 - Naiad______________
15 - Kiskin Farseeders__

ghostofmars's Highland deck
1 - Wild Eagle____
2 - Clan Healer___
3 - Ritual Keeper_
4 - Wolf Rider____
5 - Legend Slayer_
6 - Werewolf______
7 - Clan Axeman___
8 - War Summoner__
9 - War Drummer___
10 - Mountain Troll
11 - Blood Shaman__
12 - Hungry Bear___
13 - Warlord_______
14 - Ritual Master_
15 - Hill Giant____

yed's Imperial deck
1 - Cannon____________
2 - Bomb______________
3 - Infantry Captain__
4 - Herald____________
5 - Summoner__________
6 - Calavary Captain__
7 - Gryphon Rider_____
8 - Swordmaster_______
9 - Time Mage_________
10 - Champion__________
11 - Gun Tower_________
12 - Messenger_________
13 - Assassin__________
14 - Master of Intrigue
15 - Chronicler________

Legends deck
1 - Titan__________
2 - Fire Dragon____
3 - Angel Of Death_
4 - Leviathan______
5 - Bone Catapult__
6 - Earth Elemental

Flares legend
25a = 2 upgr: You may do 1 standard leap with one of your common pieces. 5: Gain an action.
34a = 3 upgr: Place 1 common piece of your color on an empty square. 4: You may do 1 combat move or 2 standard moves, using your non-legendary pieces.
35a = You may do up to 3 standard moves, using your common pieces. 5: Gain an action.
36a = 3 upgr: Place 1 common piece of your color on any empty square. 6: Place 1 heroic piece of your color on any empty square.
44a = 4 upgr: Place 1 common piece of yor color on any empty square. 4: Place 1 common piece of your color on any empty square.
44b = 4 upgr: Place 1 common piece of your color on any empty square, or upgrade 1 of your common pieces. 4: You may do 1 combat leap with one of your common pieces.
45a = 4 upgr: Place 1 common piece of yor color on any empty square. 5: Place 1 common piece of your color on any empty square, or convert 1 common enemy piece to your color.
45b = 4 upgr: Gain an action. 5: Place 1 common piece of your color on any empty square.
46a = 4 upgr: Place 1 common piece of your color on any empty square. 6: Upgrade 1 of your common pieces. Gain an action.
54a = 5 upgr: Place 1 heroic piece of your color on any empty square. 4: You may do 1 standard move and 1 combat move (in either order), using your common pieces.
55a = 5 upgr: Place 2 common pieces of your color on empty square. 5: Place 1 common piece of your color on any empty square.
Flares deck
1 - 44b
2 - 34a
3 - 25a
4 - 44a
5 - 55a
6 - 45a
7 - 45b
8 - 54a


69
Help! / Did I play the strategy poorly, or was the strategy a bad choice?
« on: December 14, 2013, 11:27:59 pm »
http://dom.retrobox.eu/?/20131214/log.50635cc651c3843e7939ece8.1387063812425.txt



Code: [Select]
Poor House, Secret Chamber, Fishing Village, Death Cart, Rats, Cache, Duke, Explorer, Ghost Ship, Merchant Ship
So I looked at this and thought, hey, OK, there's no direct Trash for Benefit, but Rats could certainly fuel Death Carts on quite a few turns more than the Ruins from buying DC would get.  And there's Fishing Village to make that easier.  So I figured I'd try it out and see how it worked.  But despite a fourth of my deck being Rats, my DCs whiffed a ton, and when I was lucky enough to draw multiple actions, my FVs were nowhere to be seen.

So my question is:  Was FV/DC/Rats just a terrible idea to start with?  Or did I play it poorly?

70
Game Reports / Two Fun Games
« on: December 06, 2013, 10:33:10 pm »


Code: [Select]
University, Armory, Bishop, Mining Village, Scavenger, Taxman, Bandit Camp, Contraband, Merchant Guild, Torturer
http://dom.retrobox.eu/?/20131206/log.50635cc651c3843e7939ece8.1386375082574.txt

A well-fought close battle with Voltaire, and not your ordinary Torturer chain game.  Almost everything gets bought, and the game was very tight, which made things quite interesting.



Code: [Select]
Advisor, Baron, Horse Traders, Rats, Throne Room, Catacombs, Mint, Rabble, Tribute, Fairgrounds
http://dom.retrobox.eu/?/20131206/log.50635cc651c3843e7939ece8.1386385752920.txt

It's not often that Tribute gets nearly run out, nor have I ever seen it used quite as effectively as my opponent did.  And then there is craziness with Rabble, Advisor, and TR.  My opponent's economy faltered, though.

71
Game Reports / Was my win just luck?
« on: October 22, 2013, 11:30:13 pm »


Code: [Select]
Poor House, Masterpiece, Urchin, Plaza, Harvest, Jester, Journeyman, Vault, Farmland, Nobles
http://dom.retrobox.eu/?/20131022/log.50635cc651c3843e7939ece8.1382493856615.txt

Key cards: Urchin/Mercenary, Plaza, Jester, Poor House

The synergy between Plaza and Poor House is not to be underestimated, though with no +Buy on board it's not as awesome as it might otherwise be.  My opponent connects his Urchins early--like, two Mercs on Turn 5 early--and I suspect I'm all but done for.  By the end of the game, though, he has 5 Curses, and I end up with the win.

Was it the early Jester?  Was it him trashing a Gold for Farmland/Province early?  Did I just plain get lucky?

72
GokoDom / GokoDom II: Endgame!
« on: October 07, 2013, 09:04:50 am »
In a convenient (for me) coincidence, our top 8 all have 11 or 12 points, and the #9 position has 10 points, so our tiebreaker system ends up being used only for seeding.  Our final eight are:

(W-D-L)

eliegel34 (6-0-1)
-Stef- (6-0-1)
A Drowned Kernel (5-1-1)
ragingduckd (4-3-0)
WanderingWinder (5-1-1)
Titandrake (5-1-1)
SheCantSayNo (5-1-1)
pitrpicko (5-1-1)

This week's round:

eliegel34 vs pitrpicko
-Stef- vs SheCantSayNo
A Drowned Kernel vs Titandrake
ragingduckd (AI) vs WanderingWinder

Good luck!!

73
GokoDom / GokoDom II: Round 7 Discussion Thread
« on: September 28, 2013, 10:03:39 am »
The discussion thread for the last round.  Feel free to post analysis, commentary, etc.!

My apologies for the lateness of these threads.  Life has been hectic lately and my posting has been limited to a few minutes here and there... followed by my computer going on the fritz and sometimes only having a few minutes to type.  I think that's figured out now... video drivers.

Good luck in your last round, everyone!

74
GokoDom / GokoDom II: Round 7 Results *ONLY*
« on: September 28, 2013, 10:00:16 am »
Click Here for the Tournament Spreadsheet

GokoDom II Round 7 Starts... um, a few days ago.  My apologies for the extreme lateness here.  Remember that you have two weeks, i.e., until 07 October, to finish your matches.

Please post only results in this thread.  Please do not post to "tag" the thread, there is a Notify button in the upper right of the thread.  Please do not include discussion in your post here; use the discussion thread.  Thank you!

How to Play Your Match

1. Go to the spreadsheet and find your name.  Your opponent for this round is right next to your name.  PM that person and work out an agreeable time to play, and choose a room to meet in--I suggest something unlikely to be crowded. Match Results are due no later than Monday 23 September 2013 at 1200 GMT -- 0800 EDT -- 0500 PDT.

2. The player with the most sets will host each game using random cards in Unrated mode.  That player should also take responsibility for saving game logs.

3. The first player for the first game will be decided randomly by Goko.

4. The first player changes as noted in the rules thread, in the order A-B-B-A-A-B.  This may require you to resign/restart a game.  In Unrated mode, it doesn't matter who resigns.

5. Play a minimum of three games, and a maximum of six games, based on the next section.

How to Score Your Match

1. If a player has scored 3 match points within 4 games, that player wins the match.

2. If a player has scored 3.5 match points within 6 games, that player wins the match.

3. If both players have 3 match points after 6 games, the match is a draw.

How to Post Your Match

In this thread, make a post that includes links to your game logs, the final score, and the winner and loser of the match.

You must post your results by the deadline listed above.

Please also post your games in the discussion thread, and save any commentary for that thread.

What If We Can't Figure Out a Time?

There are two situations here:

If you have sent a PM to your opponent, but they have not responded to two separate PMs, send Kirian a PM.  If they do not respond, you will be awarded a win by default.
If both players are in contact but are unable to find a mutually agreeable time, both players should send Kirian PMs; both players will receive a draw by default.
[/quote]

75
Game Reports / Sometimes, you just have to wait...
« on: September 26, 2013, 12:45:55 am »
This is a short story about waiting for the payoff, and sticking to your plan in the face of adversity.  It may also be about the longest game I can remember in which one player wasn't stalling or thinking terribly hard.




http://dom.retrobox.eu/?/20130925/log.50635cc651c3843e7939ece8.1380169039444.txt

There's a lot going on on this board.  A Minion engine with trimming thanks to Ambassador looks nice.  A Hamlet/Wharf engine looks good too, again with Ambassador trimming.  Yeah, Amb is going to be key here, so of course I draw a 2/5 split.

If I were to play this again, I'd have opened Hamlet/Wharf.  But I looked at the Minions and the likelihood of getting drowned by early Ambs and said, "You know what, I'll grab a Moat and the first Minion, then hope that things match up well for me."  My opponent opens with the entirely reasonable Amb/Silver (though with Hamlet and Scheme I would have opened Double Amb on 3/4).

Nothing lines up right for me early.  Moat/CCEE draws my Minion on T3; I buy Amb on T3 and T4, then draw the highly exciting Moat-Amb-Amb-CC on T5; I don't actually get to play that original Minion until T12, by which time my opponent has 5 Minions... and I have 4 Estates, 2 Copper and a Silver.

But then things change a bit.  I basically have little other than a pair of Ambassadors and junk, and with a few Hamlets and Minions to ensure those Ambs see the table often, my opponent suddenly has a deck full of Estates and Coppers... and his 7 Minions just can't keep up with that.

After emptying the Minions, I finally--on Turn 21--buy a Wharf.  And then the waiting game starts.  My T24 Province buy is, I think, questionable--that should have been another Wharf/Gold instead of Province/Silver.  My opponent is able to squeeze out a few Provinces, but ends up clogging his deck with Duchies in addition to Estates and Coppers... and I eke out a ridiculously narrow victory in 34 turns.

--------

If my opponent had gone hard into Ambassador early I think he would have won.  Certainly the early-game advantages were there, and those Minions weren't going to take off full speed without deck thinning.  If I'd opened Wharf/Hamlet I think this would have been easier--though by no means easy, as there's the chance I wouldn't have gotten to play that Wharf any early than I played that first Minion.  But I think the lesson here is:  once I was behind, I knew the only way back was to let my opponent's deck stall out on Coppers and Estates, and to not go into green cards until the very end.  Of course, I screwed that up on T24, and I think that nearly cost me the game.

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