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Messages - Qvist

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2351
Northern Monks and Savage Monks are added to the unit offer because of Bonds of Loyalty.

2352
And could you please double check your mana crystals? You had 2x Blue, 3x White and 1x Green.
Then you've spent Green, Blue and White and gained Blue and 2x Red.
So you should have 2x Blue, 2x White and 2x Red, right?

2353
Blue, Green, Black, Blue, Gold, Black.

Hm, let's see... I have one Gold instead of one Black. I think this should be right.

2354
Game state: https://docs.google.com/spreadsheet/ccc?key=0AjovnuYeeSkidG9MNFRlQW5VaTRleFQtT3dZV2k4S3c&usp=sharing

Fame: Goldyx: 29 / Norowas: 44 / Tovak: 50 / Arythea: 45
Influence: Goldyx: 1 / Norowas: -1 / Tovak: 5 / Arythea: -2

Advanced Actions:
Agility Move 2. During combat this turn, you may spend Move points left from Move phase as Attack points one for one. /// Move 4. During combat this turn, you may spend Move points left from Move phase as Attack points one for one, or 2 Move points for 1 point of Ranged Attack.
Magic Talent Discard a card from your hand. You may play one Spell card in the Spells offer this turn as if it were in your hand. That card remains in the Spells offer. /// When you play this, pay a mana of any color. Gain a Spell card of that color from the Spells offer and put it in your discard pile.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4

Spells:
Expose / Mass Expose Target enemy loses all fortifications and resistances this combat. Ranged Attack 2. /// Enemies lose all fortifications this combat, or enemies lose all resistances this combat. Ranged Attack 3.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
Mana Meltdown / Mana Radiance Each other player must randomly choose a crystal in their Inventory to be lost. You may gain one crystal lost this way to your Inventory. Any player that had no crystal in their Inventory when you played this, takes a Wound instead. /// When you play this, choose a basic mana color. Each player, including you, takes a Wound for each crystal of that color they own. Gain two crystal of the chosen color to your Inventory.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
empty
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
empty
Utem Swordsmen Cost 6 / Level 2 / Armour 4 / Recruitable in Keep / Attack or Block 3 /// Attack or Block 6. This Unit becomes Wounded.

Monastery Advanced Actions                                                            
empty
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

Common Skill Offer:
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a blue mana token. You cannot use another motivation skill until the end of your next turn.
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a red mana token. You cannot use another motivation skill until the end of your next turn.
Bright Negotiation Once a turn: Influence 3 (during the Day) or Influence 2 (at Night)
Healing Ritual Once a Round, except in combat: Flip this to throw away up to two Wounds from your hand. One of them goes to the hand of the closest hero (if tied, you choose) instead of to the Wound pile.
Prayer of Weather Once a Round: Put this Skill token in the center. Until start of your next turn, the Move cost of all terrain is reduced by 2 for you (to a minimum of 1), and is increased by 1 for all other players (to a maximum of 5). Then take this token back and flip it.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at Night).
Night Sharpshooting Once a turn: Ranged attack 1 (durng the Day), or Ranged attack 2 (during the Night)
Cold Swordsmanship Once a turn: Attack 2, or Ice attack 2
Source Freeze Once a Round: Put this skill token in the Source. While it is there other players cannot use their usual one die from the Source. On your next turn, gain one crystal of any basic color represented in the Source to your inventory (do not reroll that die) then take this token back and flip it.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2                           
Pending
                                                            
Mana Source:
Blue / Green / Gold / Blue / Gold / Black

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/6/8 / Tactics: 2: Long Night One time this Night, if your Deed deck is empty, you may shuffle your discard pile and put 3 cards at random back into your Deed deck. Then flip this card face down.      
Crystals: Blue, Green, Blue
Skills: Universal Power Once a turn: You may add one mana to a card played sideways. If you do, the card gives +3 instead of +1. If it is an Action or Spell card of the same color as that mana, it gives +4.
         Flight Once a Round: Flip this to move to an adjacent space for free, or to move two spaces for 2 Move points. You must end this move in a safe space. This move does not provoke rampaging enemies.                                                         
Units (1/3): Guardian Golems Cost 7 / Level 2 / Armour 3 (Physical Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 4/8/11 / Tactics: 3: Mana Search Once per turn, before you use mana from the Source, you may reroll up to two mana dice in the Source. When choosing dice to reroll, you must pick gold (depleted) dice first, if there are any.                                       
Crystals: White, White, Green, Green, Blue, Blue, Red, Red
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)
         Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
         I Don't Give a Damn Once a turn: One card played sideways gives you +2 instead of +1. If it's an advanced action, spell or artifact, it gives +3 instead.
Units (3/4): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen (wounded) Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
                 Amotep Freezers Cost 8 / Level 3 / Armour 6 / Recruitable in Keep or City / Attack or Block 5 /// Target enemy does not attack this combat and it gets Armor -3 (to a minimum of 1).

Norowas (theorel):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 8/8/10 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, Blue, Red, Red, White, White
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
         Leadership Once a turn: When activating a Unit, add +3 to its Block, or +2 to its Attack. or +1 to its Ranged (not Siege) Attack, regardless of its elements.
         Pending
Units (3/3): Foresters (wounded) Cost 5 / Level 1 / Armour 4 / Recruitable in Village / Move 2. The move cost of forests, hills and swamps is reduced by 1 this turn, to a minimum of 0 /// Block 3
                 Red Cape Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Fire Attack or Fire Block 4
                 Catapults Cost 9 / Level 3 / Armour 4 / Recruitable in Keep or City / Siege Attack 3 /// Siege Fire Attack 5 /// Siege Ice Attack 5

Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16 (1)/7/3 / Tactics: 6: Sparing Power Once before the start of each of your turns, choose one: Put the top card of your Deed deck face down under this card, or flip this card face down and put all Deed cards under it into your hand.
Crystals: Red, White, White, Green
Skills: Power of Pain Once a turn: You can play one Wound sideways, as if it were a non-Wound card. It gives +2 instead of +1. At the end of your turn, put that Wound in your discard pile.
         Burning Power Once a turn: Siege Attack 1, or Fire Siege Attack 1.
         Hot Swordsmanship Once a turn: Attack 2, or Fire Attack 2.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

2355
You level up.

Choose a skill:

Forward March Once a turn: Get Move 1 for each Ready and Unwounded Unit you control, to maximum of Move 3
or
Bonds of Loyalty When you gain this Skill, add two Regular Units to the Units offer. Put this Skill in you Unit area as a Command token. It costs 5 less Influence (minimum 0) to recruit a Unit under this Command token. This Unit can be used even when the use of Units would normally not be allowed. You cannot disband this Unit.

or a skill from the offer. Also choose an Advanced Action.

2356
GokoDom / Re: GOKODOM I: Round 1 Results and Discussion
« on: April 16, 2013, 08:05:19 am »
RTT wins against Qvist 3-1

game 1 http://dom.retrobox.eu/?/20130415/log.50745d1a0cf28ed55d9d6498.1366057141427.txt Qvist wins 31 : 29

game 2http://dom.retrobox.eu/?/20130415/log.50745d1a0cf28ed55d9d6498.1366057993155.txt RTT wins 22 : 14

game 3 http://dom.retrobox.eu/?/20130415/log.50745d1a0cf28ed55d9d6498.1366059172033.txt RTT wins 31:30

game 4http://dom.retrobox.eu/?/20130415/log.50745d1a0cf28ed55d9d6498.1366060518449.txt RTT wins 55:27


qvist will upload videos ad do a short commentary about the games. it where very fun and intense games and luck did play of course a factor in the close games. I thank Qvist for the Games!

Have a good day (night for us germans)
RTT


I'm currently doing the rewatch and I was really unlucky in those games. I appreciate all comments.

Game 1:
This was a boring Hoard/Chapel board with Swindler. I won this, but I was still was unlucky. In the turn where I chapeled my hand, one of the cards was an Overgrown Estate. Guess what I drew: Swindler. Later in the game I mislicked, but that Pawn was honestly very useful later. So, this was lucky at the same time. So, that's why I won.

Game 2:
This was an interesting board with Worker's Village, Bridge, Count and Altar. Unfortunately there was no draw card. We opened the same, but he got $5 twice while I got $4 twice. Come on! So, I was already behind. Maybe I should have gotten WV+Bridge in turn 8 and get that Altar later. On turn I did a misplay where I didn't put the Bridge on top of my deck. Then came turn 13. I was one action or one coin short of winning this game, grr! On turn 14 I could have gotten 2 Duchies for a 1-point lead, but I did a misclick again. But still that wouldn't have won me the game.

Game 3:
This was the most interesting board. There was gaining with University, Border Village and Develop. We both had the idea to trash Action cards with Graverobber and expand them into Provinces. I choose the University route and he the Border Village route. Young Witch, Militia and Squire made the board even more interesting. I focussed more on draw with Stables while he decided to trash earlier for Provinces. And then I did a big miscalculation on turn 17 which you can hear in my video. Instead of him being one point ahead, I said that I'm one point ahead. That's why I did Province+Duchy. But he did Province+Duchy too and won. D'oh.

Game 4:
Oh man, this was the worst game. I curse you Loan. We both open Loan/Militia on a board with crucial $5s with Margrave and Bandit Camp. On turn 3 I got $3. On turn I have the Loan, but haven't seen my Militia yet. So I don't play it. On turn 5 I have the Militia and finally $5, but he plays Militia himself. So, still no $5. On turn 6 I finally get a Margrave and turn 7 my $5 card hand get's militia'd again. Now it gets really bad. On turn 8 I played Mining Village and Margrave and had a Loan in hand with one card left in my deck. I didn't keep track. It was my Militia so that all those cards missed the reshuffle. On turn 10 I had the same choice: One card left, it was my Mining Village, so my Militia missed again. Here I was already so behind. On turn 13 I didn't play the Loan again because of similar fear. On turn 14 it skipped my Bishop and hit a Silver. That's the turn where RTT already could Double Province. Game over.

At least RTT reminded that this isn't a Elimination Tournament. So, I have at least still a chance.
Thanks for the games RTT, you played well and deserved the win, even beside the shuffle luck I had.
Good luck for you in the tournament.

Edit: Videos will be uploaded soon.



2358
Game state: https://docs.google.com/spreadsheet/ccc?key=0AjovnuYeeSkidG9MNFRlQW5VaTRleFQtT3dZV2k4S3c&usp=sharing

Fame: Goldyx: 29 / Norowas: 33 / Tovak: 50 / Arythea: 45
Influence: Goldyx: 1 / Norowas: -1 / Tovak: 5 / Arythea: -2

Advanced Actions:
Agility Move 2. During combat this turn, you may spend Move points left from Move phase as Attack points one for one. /// Move 4. During combat this turn, you may spend Move points left from Move phase as Attack points one for one, or 2 Move points for 1 point of Ranged Attack.
Magic Talent Discard a card from your hand. You may play one Spell card in the Spells offer this turn as if it were in your hand. That card remains in the Spells offer. /// When you play this, pay a mana of any color. Gain a Spell card of that color from the Spells offer and put it in your discard pile.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4

Spells:
Expose / Mass Expose Target enemy loses all fortifications and resistances this combat. Ranged Attack 2. /// Enemies lose all fortifications this combat, or enemies lose all resistances this combat. Ranged Attack 3.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
Mana Meltdown / Mana Radiance Each other player must randomly choose a crystal in their Inventory to be lost. You may gain one crystal lost this way to your Inventory. Any player that had no crystal in their Inventory when you played this, takes a Wound instead. /// When you play this, choose a basic mana color. Each player, including you, takes a Wound for each crystal of that color they own. Gain two crystal of the chosen color to your Inventory.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
empty
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
empty
Utem Swordsmen Cost 6 / Level 2 / Armour 4 / Recruitable in Keep / Attack or Block 3 /// Attack or Block 6. This Unit becomes Wounded.

Monastery Advanced Actions                                                            
empty
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

Common Skill Offer:
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a blue mana token. You cannot use another motivation skill until the end of your next turn.
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a red mana token. You cannot use another motivation skill until the end of your next turn.
Bright Negotiation Once a turn: Influence 3 (during the Day) or Influence 2 (at Night)
Healing Ritual Once a Round, except in combat: Flip this to throw away up to two Wounds from your hand. One of them goes to the hand of the closest hero (if tied, you choose) instead of to the Wound pile.
Prayer of Weather Once a Round: Put this Skill token in the center. Until start of your next turn, the Move cost of all terrain is reduced by 2 for you (to a minimum of 1), and is increased by 1 for all other players (to a maximum of 5). Then take this token back and flip it.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at Night).
Night Sharpshooting Once a turn: Ranged attack 1 (durng the Day), or Ranged attack 2 (during the Night)
Cold Swordsmanship Once a turn: Attack 2, or Ice attack 2
Source Freeze Once a Round: Put this skill token in the Source. While it is there other players cannot use their usual one die from the Source. On your next turn, gain one crystal of any basic color represented in the Source to your inventory (do not reroll that die) then take this token back and flip it.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2                           
                                                            
Mana Source:
Blue / Green / Green / Blue / Gold / Black

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/6/8 / Tactics: 2: Long Night One time this Night, if your Deed deck is empty, you may shuffle your discard pile and put 3 cards at random back into your Deed deck. Then flip this card face down.      
Crystals: Blue, Green, Blue
Skills: Universal Power Once a turn: You may add one mana to a card played sideways. If you do, the card gives +3 instead of +1. If it is an Action or Spell card of the same color as that mana, it gives +4.
         Flight Once a Round: Flip this to move to an adjacent space for free, or to move two spaces for 2 Move points. You must end this move in a safe space. This move does not provoke rampaging enemies.                                                         
Units (1/3): Guardian Golems Cost 7 / Level 2 / Armour 3 (Physical Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 4/8/11 / Tactics: 3: Mana Search Once per turn, before you use mana from the Source, you may reroll up to two mana dice in the Source. When choosing dice to reroll, you must pick gold (depleted) dice first, if there are any.                                       
Crystals: White, White, Green, Green, Blue, Blue, Red, Red
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)
         Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
         I Don't Give a Damn Once a turn: One card played sideways gives you +2 instead of +1. If it's an advanced action, spell or artifact, it gives +3 instead.
Units (3/4): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen (wounded) Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
                 Amotep Freezers Cost 8 / Level 3 / Armour 6 / Recruitable in Keep or City / Attack or Block 5 /// Target enemy does not attack this combat and it gets Armor -3 (to a minimum of 1).

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 10/8/6 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, Blue, White, White, White, Green
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
         Leadership Once a turn: When activating a Unit, add +3 to its Block, or +2 to its Attack. or +1 to its Ranged (not Siege) Attack, regardless of its elements.
Units (3/3): Foresters (wounded) Cost 5 / Level 1 / Armour 4 / Recruitable in Village / Move 2. The move cost of forests, hills and swamps is reduced by 1 this turn, to a minimum of 0 /// Block 3
                 Red Cape Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Fire Attack or Fire Block 4
                 Catapults Cost 9 / Level 3 / Armour 4 / Recruitable in Keep or City / Siege Attack 3 /// Siege Fire Attack 5 /// Siege Ice Attack 5

Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16 (1)/7/3 / Tactics: 6: Sparing Power Once before the start of each of your turns, choose one: Put the top card of your Deed deck face down under this card, or flip this card face down and put all Deed cards under it into your hand.
Crystals: Red, White, White, Green
Skills: Power of Pain Once a turn: You can play one Wound sideways, as if it were a non-Wound card. It gives +2 instead of +1. At the end of your turn, put that Wound in your discard pile.
         Burning Power Once a turn: Siege Attack 1, or Fire Siege Attack 1.
         Hot Swordsmanship Once a turn: Attack 2, or Fire Attack 2.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

2359
Rules Questions / Re: Market Square when-a-card-is-trashed timing
« on: April 16, 2013, 07:27:34 am »
Also, I guess, whenever a card references "a card" it's always implicit "a card other than this copy". Trader and Watchtower also don't trigger when you buy them on their own reaction.
Because you don't have them in hand when you buy them?

I don't think reactions trigger if the cards aren't in your hand.
I'm talking about the "blue" reactions here, not the on-card reactions.

Right. I forgot that they say explicitly "in your hand", but Davio's explanation is much easier formulated what I tried to say. Reaction card have to be in your hand to trigger.

2360
Rules Questions / Re: Market Square when-a-card-is-trashed timing
« on: April 16, 2013, 06:56:36 am »
Also, I guess, whenever a card references "a card" it's always implicit "a card other than this copy". Trader and Watchtower also don't trigger when you buy them on their own reaction.

2361
Non-Mafia Game Threads / Re: Non-Mafia Games Queue
« on: April 16, 2013, 12:28:40 am »
Are there any new games starting soon?

What would you like to play?

2362
If I knew how many despair and desolations we'd seen, and how many cards were left, I could tell you. But... I don't.

25 of 76 cards seen. 2 of 15 Despair cards seen. 0 of 2 Desolation card seen which reads "Discard 1 Grail card already in play and lay this in an empty spot furthest from the Holy Gail." and is basically a double Despair.

2363
Non-Mafia Game Threads / Re: Terra Mystica II - Round 6 - Qvist's turn
« on: April 15, 2013, 07:49:20 pm »
Again, I could upgrade a Dwelling into a Trading House or a Trading House into a Temple. But I guess there's again no profit from doing that. If I'm right, then
I burn 1 Power, convert 5 Power into coins and convert 1 Worker into 1 Coin for a total of 6 Coins
Pass


Get 14VP for Bridges and Bonus tile.

2364
GokoDom / Re: GOKODOM I: Round 1 Results and Discussion
« on: April 15, 2013, 07:33:40 pm »
RTT wins against Qvist 3-1

game 1 http://dom.retrobox.eu/?/20130415/log.50745d1a0cf28ed55d9d6498.1366057141427.txt Qvist wins 31 : 29

game 2http://dom.retrobox.eu/?/20130415/log.50745d1a0cf28ed55d9d6498.1366057993155.txt RTT wins 22 : 14

game 3 http://dom.retrobox.eu/?/20130415/log.50745d1a0cf28ed55d9d6498.1366059172033.txt RTT wins 31:30

game 4http://dom.retrobox.eu/?/20130415/log.50745d1a0cf28ed55d9d6498.1366060518449.txt RTT wins 55:27


qvist will upload videos ad do a short commentary about the games. it where very fun and intense games and luck did play of course a factor in the close games. I thank Qvist for the Games!

Have a good day (night for us germans)
RTT


I'm currently doing the rewatch and I was really unlucky in those games. I appreciate all comments.

Game 1:
This was a boring Hoard/Chapel board with Swindler. I won this, but I was still was unlucky. In the turn where I chapeled my hand, one of the cards was an Overgrown Estate. Guess what I drew: Swindler. Later in the game I mislicked, but that Pawn was honestly very useful later. So, this was lucky at the same time. So, that's why I won.

Game 2:
This was an interesting board with Worker's Village, Bridge, Count and Altar. Unfortunately there was no draw card. We opened the same, but he got $5 twice while I got $4 twice. Come on! So, I was already behind. Maybe I should have gotten WV+Bridge in turn 8 and get that Altar later. On turn I did a misplay where I didn't put the Bridge on top of my deck. Then came turn 13. I was one action or one coin short of winning this game, grr! On turn 14 I could have gotten 2 Duchies for a 1-point lead, but I did a misclick again. But still that wouldn't have won me the game.

Game 3:
This was the most interesting board. There was gaining with University, Border Village and Develop. We both had the idea to trash Action cards with Graverobber and expand them into Provinces. I choose the University route and he the Border Village route. Young Witch, Militia and Squire made the board even more interesting. I focussed more on draw with Stables while he decided to trash earlier for Provinces. And then I did a big miscalculation on turn 17 which you can hear in my video. Instead of him being one point ahead, I said that I'm one point ahead. That's why I did Province+Duchy. But he did Province+Duchy too and won. D'oh.

Game 4:
Oh man, this was the worst game. I curse you Loan. We both open Loan/Militia on a board with crucial $5s with Margrave and Bandit Camp. On turn 3 I got $3. On turn I have the Loan, but haven't seen my Militia yet. So I don't play it. On turn 5 I have the Militia and finally $5, but he plays Militia himself. So, still no $5. On turn 6 I finally get a Margrave and turn 7 my $5 card hand get's militia'd again. Now it gets really bad. On turn 8 I played Mining Village and Margrave and had a Loan in hand with one card left in my deck. I didn't keep track. It was my Militia so that all those cards missed the reshuffle. On turn 10 I had the same choice: One card left, it was my Mining Village, so my Militia missed again. Here I was already so behind. On turn 13 I didn't play the Loan again because of similar fear. On turn 14 it skipped my Bishop and hit a Silver. That's the turn where RTT already could Double Province. Game over.

At least RTT reminded that this isn't a Elimination Tournament. So, I have at least still a chance.
Thanks for the games RTT, you played well and deserved the win, even beside the shuffle luck I had.
Good luck for you in the tournament.

Edit: Videos will be uploaded soon.

2365
I think I can't see the map because Imgur is down.

I'm just going to have to remember the map like I'm a grandmaster chess player

Hm, I can see it.

2366
Game state: https://docs.google.com/spreadsheet/ccc?key=0AjovnuYeeSkidG9MNFRlQW5VaTRleFQtT3dZV2k4S3c&usp=sharing

Fame: Goldyx: 29 / Norowas: 33 / Tovak: 49 / Arythea: 45
Influence: Goldyx: 1 / Norowas: -1 / Tovak: 5 / Arythea: -2

Advanced Actions:
Agility Move 2. During combat this turn, you may spend Move points left from Move phase as Attack points one for one. /// Move 4. During combat this turn, you may spend Move points left from Move phase as Attack points one for one, or 2 Move points for 1 point of Ranged Attack.
Magic Talent Discard a card from your hand. You may play one Spell card in the Spells offer this turn as if it were in your hand. That card remains in the Spells offer. /// When you play this, pay a mana of any color. Gain a Spell card of that color from the Spells offer and put it in your discard pile.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4

Spells:
Expose / Mass Expose Target enemy loses all fortifications and resistances this combat. Ranged Attack 2. /// Enemies lose all fortifications this combat, or enemies lose all resistances this combat. Ranged Attack 3.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
Mana Meltdown / Mana Radiance Each other player must randomly choose a crystal in their Inventory to be lost. You may gain one crystal lost this way to your Inventory. Any player that had no crystal in their Inventory when you played this, takes a Wound instead. /// When you play this, choose a basic mana color. Each player, including you, takes a Wound for each crystal of that color they own. Gain two crystal of the chosen color to your Inventory.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
Amotep Freezers Cost 8 / Level 3 / Armour 6 / Recruitable in Keep or City / Attack or Block 5 /// Target enemy does not attack this combat and it gets Armor -3 (to a minimum of 1).
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
empty
Utem Swordsmen Cost 6 / Level 2 / Armour 4 / Recruitable in Keep / Attack or Block 3 /// Attack or Block 6. This Unit becomes Wounded.

Monastery Advanced Actions                                                            
empty
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

Common Skill Offer:
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a blue mana token. You cannot use another motivation skill until the end of your next turn.
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a red mana token. You cannot use another motivation skill until the end of your next turn.
Bright Negotiation Once a turn: Influence 3 (during the Day) or Influence 2 (at Night)
Healing Ritual Once a Round, except in combat: Flip this to throw away up to two Wounds from your hand. One of them goes to the hand of the closest hero (if tied, you choose) instead of to the Wound pile.
Prayer of Weather Once a Round: Put this Skill token in the center. Until start of your next turn, the Move cost of all terrain is reduced by 2 for you (to a minimum of 1), and is increased by 1 for all other players (to a maximum of 5). Then take this token back and flip it.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at Night).
Night Sharpshooting Once a turn: Ranged attack 1 (durng the Day), or Ranged attack 2 (during the Night)
Cold Swordsmanship Once a turn: Attack 2, or Ice attack 2
Source Freeze Once a Round: Put this skill token in the Source. While it is there other players cannot use their usual one die from the Source. On your next turn, gain one crystal of any basic color represented in the Source to your inventory (do not reroll that die) then take this token back and flip it.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2                           
                                                            
Mana Source:
White / Green / Green / Blue / Gold / Black

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 7/6/8 / Tactics: 2: Long Night One time this Night, if your Deed deck is empty, you may shuffle your discard pile and put 3 cards at random back into your Deed deck. Then flip this card face down.      
Crystals: Blue, Green, Blue
Skills: Universal Power Once a turn: You may add one mana to a card played sideways. If you do, the card gives +3 instead of +1. If it is an Action or Spell card of the same color as that mana, it gives +4.
         Flight Once a Round: Flip this to move to an adjacent space for free, or to move two spaces for 2 Move points. You must end this move in a safe space. This move does not provoke rampaging enemies.                                                         
Units (1/3): Guardian Golems Cost 7 / Level 2 / Armour 3 (Physical Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 8/8/6 / Tactics: 3: Mana Search Once per turn, before you use mana from the Source, you may reroll up to two mana dice in the Source. When choosing dice to reroll, you must pick gold (depleted) dice first, if there are any.                                       
Crystals: White, White, White, Green, Green, Blue, Blue, Red, Red
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)
         Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
         I Don't Give a Damn Once a turn: One card played sideways gives you +2 instead of +1. If it's an advanced action, spell or artifact, it gives +3 instead.
Units (2/4): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen (wounded) Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 10/8/6 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, Blue, White, White, White, Green
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
         Leadership Once a turn: When activating a Unit, add +3 to its Block, or +2 to its Attack. or +1 to its Ranged (not Siege) Attack, regardless of its elements.
Units (3/3): Foresters (wounded) Cost 5 / Level 1 / Armour 4 / Recruitable in Village / Move 2. The move cost of forests, hills and swamps is reduced by 1 this turn, to a minimum of 0 /// Block 3
                 Red Cape Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Fire Attack or Fire Block 4
                 Catapults Cost 9 / Level 3 / Armour 4 / Recruitable in Keep or City / Siege Attack 3 /// Siege Fire Attack 5 /// Siege Ice Attack 5

Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16 (1)/7/3 / Tactics: 6: Sparing Power Once before the start of each of your turns, choose one: Put the top card of your Deed deck face down under this card, or flip this card face down and put all Deed cards under it into your hand.
Crystals: Red, White, White, Green
Skills: Power of Pain Once a turn: You can play one Wound sideways, as if it were a non-Wound card. It gives +2 instead of +1. At the end of your turn, put that Wound in your discard pile.
         Burning Power Once a turn: Siege Attack 1, or Fire Siege Attack 1.
         Hot Swordsmanship Once a turn: Attack 2, or Fire Attack 2.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

2367
I have not received my hand.

Oh, really? Sorry. Whenever I don't send your hand in, let's say, the next 30 minutes after updating the game board, please leave me a note.

2368
Meh, another one.
Rolled 1d6 : 6, total 6

2369
Use Mana Draw.

Use Universal Power to play Swiftness sideways powered by black mana die for 3 move.

Use Will Focus (powered by Green die) to play the improved version of Improvisation for +8 Influence (discarding Rage).

Interact with the locals (+1 influence).

Learn Refreshing Walk, and heal 1 wound from hand.


I suppose you go to the Monastery and then end your turn.
Rolled 1d6 : 5, total 5

2370
Goko Dominion Online / Attention-whoring thread.... I did it!!
« on: April 15, 2013, 12:14:53 pm »
I didn't find a Goko version of this, so I post it here.

It lasted for one game:


2371
Ugh, I'm not sure as Watno already did his turn. I mean he didn't do anything which gave you any advantage of knowledge. If no-one has anything against it...

2372
Now with Scavenger, there exists even a more powerful combo for a guaranteed Province each turn in a deck with 4 Stashes and 2 Scavengers.
Scavenger itself produces $2, so you only need 3 Stashes and 2 Scavengers to make this work. Also it's stopped by Attacks that mess with your hand.

Like Tables said, 2 Scavengers and 3 Stashes is basically enough in practice, but you might be screwed by this unlucky hand. So this still doesn't guarantee you it.
And of course discarding attacks are ignored here like in every "Golden Deck", because then you probably wouldn't go for it in the first place.

2373
I attack Galzria and play Plunder (III): 2 MP. If victorious: Rival: Loses 8 resources/food. Aggressor: Produces same amount

2374
Non-Mafia Game Threads / Re: Red November - Hamster has been rebooted
« on: April 15, 2013, 10:11:51 am »
Kuildeous needs a 10 or less. He rolls 10.

Nice.

So, I think about getting more items. Any other ideas?

2375
Game state: https://docs.google.com/spreadsheet/ccc?key=0AjovnuYeeSkidG9MNFRlQW5VaTRleFQtT3dZV2k4S3c&usp=sharing

Fame: Goldyx: 29 / Norowas: 33 / Tovak: 49 / Arythea: 45
Influence: Goldyx: 1 / Norowas: -1 / Tovak: 5 / Arythea: -2

Advanced Actions:
Agility Move 2. During combat this turn, you may spend Move points left from Move phase as Attack points one for one. /// Move 4. During combat this turn, you may spend Move points left from Move phase as Attack points one for one, or 2 Move points for 1 point of Ranged Attack.
Magic Talent Discard a card from your hand. You may play one Spell card in the Spells offer this turn as if it were in your hand. That card remains in the Spells offer. /// When you play this, pay a mana of any color. Gain a Spell card of that color from the Spells offer and put it in your discard pile.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4

Spells:
Expose / Mass Expose Target enemy loses all fortifications and resistances this combat. Ranged Attack 2. /// Enemies lose all fortifications this combat, or enemies lose all resistances this combat. Ranged Attack 3.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
Mana Meltdown / Mana Radiance Each other player must randomly choose a crystal in their Inventory to be lost. You may gain one crystal lost this way to your Inventory. Any player that had no crystal in their Inventory when you played this, takes a Wound instead. /// When you play this, choose a basic mana color. Each player, including you, takes a Wound for each crystal of that color they own. Gain two crystal of the chosen color to your Inventory.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
Amotep Freezers Cost 8 / Level 3 / Armour 6 / Recruitable in Keep or City / Attack or Block 5 /// Target enemy does not attack this combat and it gets Armor -3 (to a minimum of 1).
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
empty
Utem Swordsmen Cost 6 / Level 2 / Armour 4 / Recruitable in Keep / Attack or Block 3 /// Attack or Block 6. This Unit becomes Wounded.

Monastery Advanced Actions                                                            
Refreshing Walk Move 2 and Heal 1 /// Move 4 and Heal 2
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

Common Skill Offer:
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a blue mana token. You cannot use another motivation skill until the end of your next turn.
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a red mana token. You cannot use another motivation skill until the end of your next turn.
Bright Negotiation Once a turn: Influence 3 (during the Day) or Influence 2 (at Night)
Healing Ritual Once a Round, except in combat: Flip this to throw away up to two Wounds from your hand. One of them goes to the hand of the closest hero (if tied, you choose) instead of to the Wound pile.
Prayer of Weather Once a Round: Put this Skill token in the center. Until start of your next turn, the Move cost of all terrain is reduced by 2 for you (to a minimum of 1), and is increased by 1 for all other players (to a maximum of 5). Then take this token back and flip it.                                                            
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at Night).
Night Sharpshooting Once a turn: Ranged attack 1 (durng the Day), or Ranged attack 2 (during the Night)
Cold Swordsmanship Once a turn: Attack 2, or Ice attack 2
Source Freeze Once a Round: Put this skill token in the Source. While it is there other players cannot use their usual one die from the Source. On your next turn, gain one crystal of any basic color represented in the Source to your inventory (do not reroll that die) then take this token back and flip it.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2                           
                                                            
Mana Source:
White / Green / Green / Green / Gold / Black

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 12/6/3 / Tactics: 2: Long Night One time this Night, if your Deed deck is empty, you may shuffle your discard pile and put 3 cards at random back into your Deed deck. Then flip this card face down.      
Crystals: Blue, Green, Blue
Skills: Universal Power Once a turn: You may add one mana to a card played sideways. If you do, the card gives +3 instead of +1. If it is an Action or Spell card of the same color as that mana, it gives +4.
         Flight Once a Round: Flip this to move to an adjacent space for free, or to move two spaces for 2 Move points. You must end this move in a safe space. This move does not provoke rampaging enemies.                                                         
Units (1/3): Guardian Golems Cost 7 / Level 2 / Armour 3 (Physical Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4

Tovak (pops):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 8/8/6 / Tactics: 3: Mana Search Once per turn, before you use mana from the Source, you may reroll up to two mana dice in the Source. When choosing dice to reroll, you must pick gold (depleted) dice first, if there are any.                                       
Crystals: White, White, White, Green, Green, Blue, Blue, Red, Red
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)
         Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
         I Don't Give a Damn Once a turn: One card played sideways gives you +2 instead of +1. If it's an advanced action, spell or artifact, it gives +3 instead.
Units (2/4): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen (wounded) Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.

Norowas (theorel):
Level 5 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 10/8/6 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, Blue, White, White, White, Green
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
         Leadership Once a turn: When activating a Unit, add +3 to its Block, or +2 to its Attack. or +1 to its Ranged (not Siege) Attack, regardless of its elements.
Units (3/3): Foresters (wounded) Cost 5 / Level 1 / Armour 4 / Recruitable in Village / Move 2. The move cost of forests, hills and swamps is reduced by 1 this turn, to a minimum of 0 /// Block 3
                 Red Cape Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Fire Attack or Fire Block 4
                 Catapults Cost 9 / Level 3 / Armour 4 / Recruitable in Keep or City / Siege Attack 3 /// Siege Fire Attack 5 /// Siege Ice Attack 5

Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16 (1)/7/3 / Tactics: 6: Sparing Power Once before the start of each of your turns, choose one: Put the top card of your Deed deck face down under this card, or flip this card face down and put all Deed cards under it into your hand.
Crystals: Red, White, White, Green
Skills: Power of Pain Once a turn: You can play one Wound sideways, as if it were a non-Wound card. It gives +2 instead of +1. At the end of your turn, put that Wound in your discard pile.
         Burning Power Once a turn: Siege Attack 1, or Fire Siege Attack 1.
         Hot Swordsmanship Once a turn: Attack 2, or Fire Attack 2.
Units (1/3): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

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