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201
Dominion General Discussion / Re: Forced Wins Training Sessions
« on: September 19, 2016, 01:37:58 am »
You maybe could have gotten away with playing the Herald, but why bother?

If you do not, play Bridge Troll, play Messenger, Expand Herald to Bridge Troll, Copper to Duchy, play Copper, Messenger the remaining two Bridge Trolls, buy 3 Estates That gives 6 points, which can probably be improved upon if one doesn't mess around as much.

Edit: -1 coin token

202
Tournaments and Events / Unending Tournament - Discord
« on: September 17, 2016, 01:17:58 am »
It is a Dominion tournament which does not end. I mean, duh.

It also conveniently does not require constant participation, so you can play as often or as little as you want.

It is within discord, specifically the Seprix discord, which is not to be confused with the dominion discord, which you should join regardless of whether or not you wish to participate in the tournament. The Seprix discord, not so much.

So, yeah, to participate, follow this link, do whatever you need to do to register, and move along with whatever you feel like doing. I have copied the description below the link.

https://discord.gg/Whw9C3a

Quote
Hill King

Some people like to play Dominion on top of a literal hill. We call these people weird.

Others have infinitely long tournaments which take place on top of a metaphorical hill. We call these people us. And we call the last person to have won the Hill King.

Being the Hill King is good. When you are the Hill King and you win, you get to have these awesome things called points. When you have lots of points, people see your name towards the top of a leaderboard.

Being Hill King also has consequences. People are constantly challenging you for the title such that they may get points, and you must oblige often enough, otherwise the Hill God becomes angry, and shakes you off the top.

And it is time for this backstory to end, because all you want to do is play in a tournament.

Rules:

One person is the Hill King.

Other people may challenge the Hill King to a match at any time.
A match should consist of 3 games of Dominion with alternating starts. Ties should be disregarded when counting games.
The Hill King must accept at least two of these challenges per 30 hours given two valid challenges in the previous 30 hours, otherwise the title of Hill King will be awarded to the first person to have challenged the former Hill King in that 30 hour period and who did not play.
A challenge is valid if it states its purpose and does not come from the loser of the previous match to have been held.

If the Hill King wins a match, the Hill King gains 1 point.
If the Hill King loses a match, the challenger becomes the Hill King.

Additional Rules will go into place as is necessary.

The first pinned post here will contain: the current Hill King, the time that the previous match was played, the time that the match previous to the previous match was played, the result of the previous match, a list of all players who have accumulated points and the number of points which they have accumulated.

The second pinned post here will be this one

Pinned posts may be accessed from browser discord with the thumb tack button in the upper right.

Thank you for any participation!

203
Puzzles and Challenges / Re: Easy Puzzles
« on: September 16, 2016, 03:18:17 pm »
Possibly over-complicated for 12: Necro and 4 copper, play coppers, baker token, borrow for TF, Advance trashing necro to top-deck some attack, buy mission. Play attack on mission turn (which I guess is still turn 1)

204
Game Reports / Re: It Finally Happened: A Game Where Scout Was Good
« on: September 13, 2016, 01:26:52 pm »
I would rather have a Curse and a Ruined Village in my deck than a single Scout.
No you wouldn't.
Yes I would. The win rate would be higher for getting Curse + Ruined Village than for just having Scout.

There are some things which there are real arguments in favor of. This is not one of those things.

As an added bonus, I know that you know that. We have enough objectively wrong statements about Dominion on this forum at the moment - no need to contribute.

205
Dominion General Discussion / Re: Aleimon Thimble's top 30 favorite cards
« on: September 13, 2016, 02:24:01 am »
Herald is just a cheaper, conditional, forced-play version of Lost City. When it shines it is totally brilliant but most of the time it is mediocre or weak.

A cheaper, conditional version of one of the best cards in the game is not a most of the time mediocre or weak card.
In most Kingdoms Herald is weak. Sure, with gainers, decent trashing or in slogs it can shine but it shines rarely.
Sigh.

Man, do you even engine?

206
Dominion League / Re: Season 17 - Results
« on: September 12, 2016, 11:44:12 pm »
C1:

tracer 4 - 2 breppert

207
Dominion General Discussion / Re: Aleimon Thimble's top 30 favorite cards
« on: September 11, 2016, 06:35:53 pm »
Herald is just a cheaper, conditional, forced-play version of Lost City. When it shines it is totally brilliant but most of the time it is mediocre or weak.

A cheaper, conditional version of one of the best cards in the game is not a most of the time mediocre or weak card.

208
Dominion General Discussion / Re: Aleimon Thimble's top 30 favorite cards
« on: September 08, 2016, 07:51:22 pm »
Pirate Ship is very strong if your opponent relies on Copper too much.

This should be appreciated for its actual truth rather than just because it sounds funny.

209
Dominion General Discussion / Re: Aleimon Thimble's top 30 favorite cards
« on: September 08, 2016, 02:15:31 am »
Quote of me + 340 words
Shoot, man. I'm not even arguing against your particular point, even if I do somewhat disagree with it.

210
Dominion General Discussion / Re: Aleimon Thimble's top 30 favorite cards
« on: September 07, 2016, 10:49:29 pm »
Ignore the post above mine. Seprix privately told me that it was stupid before he posted it  ;).

Nope. You disavow that the mere presence of Pirate Ship often disincentivizes you from buying Treasure cards, independent of whether somebody will actually open with Pirate Ship or not.
Dude. People literally have to design boards for Pirate Ship to disincentivize buying Treasures. Like, yeah, of course it comes up randomly because it can, but the fact that the boards have to be specifically designed to make this the case should tell you that it is not often.

I was really close to writing something about the Bridge/Merchant Guild/Goons comparison that was being made. That one is possibly even easier to explain why each of Bridge and Merchant Guild play more similarly to Goons than to each other, but like, play with the cards and it is easy to see why this is the case.
You can do all the theory you want based on effect but you will lose a lot of games without experience using a card if you try to build your deck around it - and that is even assuming that building your deck around that card is the right thing to do.

211
Dominion General Discussion / Re: Aleimon Thimble's top 30 favorite cards
« on: September 07, 2016, 07:50:12 pm »
It is the other way around, Pirate Ship is nearly always (unless there are ample of cards that provide virtual coins) relevant,

This segment just isn't true. Whether or not Pirate Ship is viable against a treasure-payload engine has nothing to do with alternatives to to treasure and everything to do with the number of attacks going on. If you are playing a treasure-payload engine, a lot (read: almost all) of your terminal space is being spent on draw, meaning a Pirate Ship deck is going to have trouble playing high numbers, either because it can't draw them or it doesn't have the actions to play them.

If it manages to have an effect in low quantity, there is a severe luck disparity in favor of the Pirate Ship player.

It can be decent with the right enablers and the right opponent strategy, such as a strong village enabler against Big Money.

You don't play Big Money with a strong village enabler around.

Multiplayer: Awaclus is much better than me at telling you about this scenario.

212
Dominion General Discussion / Re: Aleimon Thimble's top 30 favorite cards
« on: September 07, 2016, 06:13:53 pm »
The very presence of Pirate Ship significantly influences the game and makes these Kingdoms often fun to play.
Ehm, you never played with these cards? OK. ^^

The very few boards where Pirate Ship is relevant are decidedly not fun to play if both players realize it.

213
Dominion League / Re: Season 17 - Game Reports & Discussion
« on: September 07, 2016, 12:27:22 am »
Okay, I played some of those games. Maybe even all of them.
I only watched little segments. You can probably tell where.

Game 1: Magpie was kind of important. I lost a sort of essential split and had to garbage it up a bit further with a misclick. The strategy here is sort of obvious, and it happened better for Seprix than it did for me.

Game 2: Not going for the engine was stupid and I knew it but was lazy. For the (wrong) strategy I pursued my opening was correct; the only thing keeping it close was Seprix not going directly for the engine. The Island was most definitely wrong, but I was completely out of control of the game and so lost.

Game 3: So this one was kind of funny. You can tell it was funny because I won despite being clearly the worse player for this set of games. I went, "Hey, there is a 7 cost, a way to gain Gold, and Upgrade," sounds like something kind of fun to do. I just kind of went along until I got my deck to a point where I went, hey, I should be able to win on a Mission turn, and well, I did.

Game 4: Another funny one. Same reason. I was going to open double Amulet until I got handed this nice disposable silver which happened to give an extra action. Amulet-money is good, and uh, yes, definitely 3.

Game 5: Funny for a different reason. Kind of similar to game 3 in that I had no idea what I was doing, like normal with Procession. Doctor may have been a lot better than Forager. I think building up the Stables stack and some Squire/Bridge/Tactician before adding some Processiony goodness may have been better just because I really just wanted to use it as Throne Room - which is what I tried to hold back on into the end. I had no idea that I had dudded... I thought that that was just my deck, and if my deck was better than I thought, then it was probably the result of a really bad shuffle I caused without realizing it would matter.

Game 6: I kind of wanted a 3/4, and Treasure Trove was definitely better than Trading Post on the opening for what I ended up doing. I remain rather unconvinced by the Apothecary engine - one or two turns of extra pace would have done it for me and that is what I lost to the Trading Post. Even Market would have probably been better. I kind of saw the Tunnel thing late.

So I was kind of geared towards Money for this set which helped in that one game and probably killed me in that other one and maybe a third. I hope I am playing better soon. It may be a very long season otherwise.

214
Dominion League / Re: Season 17 - Results
« on: September 06, 2016, 11:35:09 pm »
C1:

tracer 2 - 4 Seprix

215
Dominion General Discussion / Re: Dominion Tier List: 2016
« on: August 31, 2016, 10:56:00 pm »
I would rate it higher but voting on scales of 1-10 are sort of bad. You have overly critical people and people who think all cards are great because Dominion is great and they never rate anything below a five.

For anybody who feels a need to respond to this, the discussion has already been had. It does not need to take place again. Please overcome your need and let this thread sit until the appropriate time.

216
Nobles/Royal Carriage

Royal Carriage can smooth out annoying hands where Nobles is your only action. Play Nobles for actions, call RC and play Nobles for draw.

Better yet, play it for draw first, see if you need the actions, and then call the RC for actions (or more draw).

217
Dominion General Discussion / Re: The Dominion Cards Lists 2015 Edition
« on: August 24, 2016, 12:02:01 pm »
Debt cards: add up coins and debt, call it that price. The fact that you can pay in debt may be accounted for just as the fact that you can pay 0 for Peddler or as overpay is accounted for.

Split Piles (the type with 2 cards): rank each card individually. Obtaining the bottom is not contingent on you having gained the top (somebody maybe, but not you). What goes under or what is on top is accounted for by the voter, though I think with one (or two) exceptions is not exactly necessary.

Castles: put them at 4 or 5 (probably 5) to compare to other major alt-VP cards. Then rank them individually like is done for Knights. If this means it takes effort to properly interpret their rankings, oh well.

Landmarks shouldn't be ranked.

218
Ironworks/Distant Lands/Ferry

Rush strategy. Open Ironworks/Ferry on Distant Lands. I think you can see where to go from there.

My hack-job simulator bot gets to 3 Ironworks before it starts to Ironworks Distant Lands. Buys Ironworks on 4, Distant Lands on 3, Estate on 2, nothing on less. Empties Ironworks, Distant Lands, and Estate to end game while not paying any attention to whether or not Distant Lands are getting played. I only optimized the number of Ironworks in deck before gaining Distant Lands with them; this is very likely not the best way to play this strategy.
This bot beats the built in Rebuild bot which ignores Distant Lands 50% of the time (with some ties - so is better but unrealistic), the rush Ironworks/Gardens bot 67% of the time, and the slog Ironworks/Garden bot 49% of the time (with some ties - about even).

Some credit to Horist for getting me thinking about this with a message in Discord.

219
And here we have it, the games of the final, only 6 months after the first call for signups.

Game 1: http://www.gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160810/log.0.1470853054727.txt
Some Magpie with Ill-Gotten Gains with Masquerade thrown in for good measure. We were probably too hesitant with IGG, but the lack of a village made it relevant. I got a little too worried about Sir Michael (once again ignoring the lack of village) and so could not keep up with the curses. Two unfortunate masquerade hits put me too far behind to at least keep up greening, and LaLight bought out the IGGs for the victory.

Game 2: http://www.gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160810/log.0.1470853445239.txt
LaLight tried to build up into an engine, but I would have none of that with Sea Hag, Silk Road, and Alms on the same board and so went for a fairly standard slog. My 7 Silk Roads with some other green thrown in was too much to overcome with any sort of speed and I was able to get Estate and Curse empty before the otherwise powerful engine was able to get going.

Game 3: http://www.gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160810/log.0.1470854001848.txt
A Black Market game in which I pulled exactly one card out of it - a curser, early - and one could say that that was the game. On the other hand, not messing around too much there ended up being the correct move, as a strategy best described as Stables money with some goodies was able to outpace the deck which had to be pulled out of the unknown. Simply accepting that a Province each turn would have to be good enough and getting to it allowed me to take this game.

Game 4: http://www.gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160810/log.0.1470854205277.txt
I knew about Jack/Bonfire and LaLight didn't. An ugly first reshuffle put me a turn off normal pace, but even a turn late with that money strategy is still very fast, and I was able to hold on for the win.

Game 5: http://www.gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160810/log.0.1470855039621.txt
Possibly the most interesting game if you like engines. LaLight went for an early Torturer and in this case my panic defense buy payed off, with me being protected by Lighthouse nearly the entire game. Losing the Magpie split 1-9 did not help, but I was able to make up for it by thinning down quickly with Doctor and with some fortunate Lighthouse draws. LaLight took a Swamp Hag and I managed not to have a Lighthouse in play on the correct turn and was able to pile out curses for the match and tournament.

220
Dominion League / Re: Season 16 - Results
« on: August 10, 2016, 11:39:05 pm »
And I'll be back for next season.

Hopefully in C. Cheering for you crlundy.

221
Dominion League / Re: Season 16 - Results
« on: August 10, 2016, 11:38:23 pm »
D1:

tracer 4 - 2 crlundy

222
Game Reports / Re: Post your craziest random kingdoms here
« on: August 10, 2016, 03:00:43 pm »
Open double Urchin and worry about details later...

No, uh... open double Urchin (and a third if necessary), get a bunch of Duplicates, Ironmongers, and maybe Stableses or Smithys. Stack up on Duplicates to use on Duchy, rinse and repeat for Duke.

This would be a really scary game in a mirror.

223
LaLight and I played the final. I win 4-1. Logs and commentary tomorrow once again.

224
I think if it ends up deleted then some of the other listed combos which are similar in nature should be evaluated too (Ironworks/Great Hall, Death Cart/Rats).

Some of the write-up should be transferred to the Donate page as a 'neat interaction with this card' - the pages for Rats and Ironworks already have passing mentions of the above - I don't know that being in the same expansion is good enough to warrant an article over similar 'neat interactions with th[ese] card[s ]' - if those belong then this one probably does as well.

225
Tournaments and Events / Re: Seprix's Lame Tournament
« on: August 02, 2016, 08:43:20 pm »
teamrocketgrunt and I will be playing early next week - he had computer problems last week and I do not have a high enough quality connection this week to play.

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