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Topics - GendoIkari

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301
Dominion: Dark Ages Previews / A new accountability issue in Graverobber
« on: August 27, 2012, 11:38:20 am »
Graverobber suffers from the same accountability issue as Throne Room, Moneylender, and Mine. The second choice (Expand) doesn't say "you may." So what happens if you choose option 2 but have no action cards in your hand? You aren't required to reveal your hand. Of course, this doesn't come up very often. First off you'd need to be forced to play the Graverobber via something like Throne Room or Golem. Then, there would have to be a card costing from $3 to $6 in the trash that you really don't want. Otherwise you'd just choose that option.

So.... why doesn't Graverobber have "you may?"

302
Dominion: Dark Ages Previews / Played a few games...
« on: August 26, 2012, 07:41:39 pm »
Just played 3 games; 2 with the first setup recommendation and 1 with the second setup recommendation. 3 and 4 players. Quite fun. 2 things stood out. 1) Procession + Fortress is an insane 2-card combo. If that Fortress was actually a Band of Misfits pretending to be a Fortress instead; even crazier. 2) Catacombs is awesome card draw. I'm interested in seeing how it compares to Embassy.

303
Goko Dominion Online / Goko email update
« on: August 17, 2012, 04:44:07 pm »
Got an email from Goko:


Hello everyone,

Well, this obviously wasn't how we wanted to launch Goko or Dominion. As of this email we're still having problems keeping the game website up and running. We cannot apologize enough.
 
Our engineering team has been here all night working on the problem and will continue to be here until it's fixed. We'll let you know as soon as the games are up and ready to play.
 
Our sincerest apologies,
Community Team

304
Rules Questions / Knights and Black Market
« on: August 17, 2012, 01:51:41 pm »
This was asked on another thread, but no answer. How do Knights work with the Black Market? Here's my guess:

If you want Knights in the Black Market, you put the Knight Randomizer in the Black Market along with whatever other Randomizers. If it comes up, you have the chance to buy the top card of the Knight pile. That top card is the only Knight card that could be bought this game.

The other option would be to treat each Knight as an individual card that can either be in the Black Market deck or not. Obviously, as a promo card that says you can build the Black Market deck however you want, you could do it that way. But if you were playing with the standard "every card that's not in the Kingdom" rule, would you include all 10 Knights or just the 1 Randomizer?

305
Dominion: Dark Ages Previews / Donald, you've outdone yourself!
« on: August 16, 2012, 03:32:18 pm »
Now that we've seen (almost) all of the cards... I barely know where to begin. So many new mechanics, so many choices of strategies, so many possible interactions. It hurts my head just to think about what King's Courting some of these things would do! It's like we'll have to learn a brand-new game now; our previous Dominion knowledge and experience may prove to be of little help. But I'm sure others, like me, are quite excited about learning to play this new game! Thanks for everything!

306
Variants and Fan Cards / What if Possession worked on your own deck?
« on: August 14, 2012, 03:09:27 pm »
So, in general, playing Possession amounts to getting an extra turn. Obviously there are crazy exceptions with Island, Masquerade, Ambassador, and Trash-For-Benefits. But anyway, how different would Possession be if it simply gave you an extra turn instead of giving your opponent an extra turn that may as well be your turn?

Of course, you need a stipulation, similar to Outpost, to prevent infinite turns. Since playing your opponent's Possession on his possessed turn doesn't work (like you want it to!), we can simply word it like this: "If you are not currently taking an extra turn from Possession, take an extra turn after this one."

So, it seems like it would be stronger in some ways; and weaker in some:

Why it's stronger:

-Your opponent can't stop you by messing up his deck.
-You get to earn VP tokens.
-Playing attack cards in your extra turn still hurts your opponent.
-You cycle through your deck faster.
-You can play Durations without helping your opponent.

Why it's weaker:

-No Masquerade/Ambassador/Island tricks.
-No Governor / Vault / Bishop / Council Room / Oracle / Spy tricks (where you can improve your own deck on your opponent's possessed turn).
-Trash for benefit cards aren't as great; you can't just freely trash a Colony for +11 cards without losing points.
-You can't screw with your opponent's next turn via Herbalist, Scheme, Alchemist, etc.
-You have to have a deck with real buying power; you can't build a strategy around just paying multiple Possessions per turn.

What other things would be different? My thought it that as a whole; the own-deck version is stronger.

307
Game Reports / A Gardens rush in which I end up with 6 Provinces
« on: August 14, 2012, 10:07:41 am »
http://councilroom.com/game?game_id=game-20120813-145350-6f068d03.html

So my plan here was to use Festival for extra buy; Great Hall/Crossroads to draw lots of cards (including Festival), and then Gardens; figuring I could quickly end the game on Great Hall, Crossroads, Gardens. But soon my Great Hall / Crossroads was drawing even more than I expected... and I proceeded to buy 2 Provinces a turn until game end.

308
Rules Questions / Victory cards in solitaire game
« on: August 13, 2012, 02:33:07 pm »
Not sure if this belongs in Funsockets feedback, but...

Just saw that people had been reporting a Goko bug that there were 12 of each Kingdom victory cards in a solitaire game. This made me wonder... is there actually any rule about this? As far as I know, the Dominion rules don't mention anything about solitaire play... it's a game for 2-6 players. There are rules about how many of each victory card to use for 2 players, and rules for how many of each victory card to use for more than 2 players.

Is there any official rule about how many to use for solitaire? Or did Doug just decide that 8 made more sense when he made Iso. And if so, should Goko automatically use 8 as well?

309
Game Reports / Turns 1-4 mirror
« on: August 13, 2012, 08:43:25 am »
What are the odds of this?

Code: [Select]
(GendoIkari's first hand: 2 Estates and 3 Coppers.)
(ElGuapo's first hand: 2 Estates and 3 Coppers.)


--- GendoIkari's turn 1 ---
GendoIkari plays 3 Coppers.
GendoIkari buys an Oasis.
(GendoIkari draws: an Estate and 4 Coppers.)
   

   --- ElGuapo's turn 1 ---
   ElGuapo plays 3 Coppers.
   ElGuapo buys an Oasis.
   (ElGuapo draws: an Estate and 4 Coppers.)


--- GendoIkari's turn 2 ---
GendoIkari plays 4 Coppers.
GendoIkari buys a Nomad Camp.
... putting it on the deck.
(GendoIkari reshuffles.)
(GendoIkari draws: an Estate, a Nomad Camp, and 3 Coppers.)
   

   --- ElGuapo's turn 2 ---
   ElGuapo plays 4 Coppers.
   ElGuapo buys a Nomad Camp.
   ... putting it on the deck.
   (ElGuapo reshuffles.)
   (ElGuapo draws: an Estate, a Nomad Camp, and 3 Coppers.)


--- GendoIkari's turn 3 ---
GendoIkari plays a Nomad Camp.
... getting +1 buy and +$2.
GendoIkari plays 3 Coppers.
GendoIkari buys a Merchant Ship.
(GendoIkari draws: an Oasis, an Estate, and 3 Coppers.)
   

   --- ElGuapo's turn 3 ---
   ElGuapo plays a Nomad Camp.
   ... getting +1 buy and +$2.
   ElGuapo plays 3 Coppers.
   ElGuapo buys a Merchant Ship.
   (ElGuapo draws: an Oasis, an Estate, and 3 Coppers.)


--- GendoIkari's turn 4 ---
GendoIkari plays an Oasis.
... drawing 1 card and getting +1 action and +$1.
... discarding a card.
GendoIkari plays 4 Coppers.
GendoIkari buys a Merchant Ship.
(GendoIkari reshuffles.)
(GendoIkari draws: a Merchant Ship, 2 Estates, and 2 Coppers.)
   

   --- ElGuapo's turn 4 ---
   ElGuapo plays an Oasis.
   ... drawing 1 card and getting +1 action and +$1.
   ... discarding a card.
   ElGuapo plays 4 Coppers.
   ElGuapo buys a Merchant Ship.
   (ElGuapo reshuffles.)
   (ElGuapo draws: 3 Estates and 2 Coppers.)


310
Dominion: Dark Ages Previews / Dampé, Graverobber
« on: August 10, 2012, 05:08:41 pm »

311
Dominion: Dark Ages Previews / What card design rules are left?
« on: August 08, 2012, 09:55:51 am »
So this set has destroyed a few standard "rules"...

  • $1 cost card
  • Gaining cards from the trash
  • +2 buys (never really a rule, but it's never been done)
  • Alternative "Curse" cards
  • Victory card that counts money in your deck
  • Card that can give negative money when played

So what's left?
  • Don't trash cards from the supply
  • No more "vanilla" cards
  • ??

312
Dominion: Dark Ages Previews / Combo: Feodum + Trader
« on: August 07, 2012, 09:12:02 am »
 ;D

How come the previews aren't posted here yet?

313
Game Reports / Speaking of painfully long games...
« on: July 31, 2012, 03:42:22 pm »
http://councilroom.com/game?game_id=game-20120628-072310-c3f54651.html

This was absolutely awful. By turn 12 I had 5 Provences to none. Then from turns 13 to 28 I get a few Duchies, but can't really do anything at all. On turn 29 I finally realize that Remodel is my one hope to ever end and escape this madness.

314
Very interesting (if slow) game: http://councilroom.com/game?game_id=game-20120724-145029-b661e0d1.html

With no +buy, it doesn't take long for our Bishops to run out of targets. We both see that Treasure Map is the only way to gain multiple cards at once; he executes it first, and repeatedly. The interesting thing is that Treasure Map nets 4 cards with 2 buys, so it's only a little better than just buying cards outright.

By the time I'm trying to end the game, he's gaining 8 points per turn; I'm gaining 5. I have a 12 VP token lead, which by my calculations will end the game just barely in my favor. It plays out a little different, because he accidentally forgets to play his Oasis before using all his actions (twice), and I misclick and trash my second Bishop instead of my Province at one point, risking me not actually drawing my deck.

315
General Discussion / Probability question
« on: July 23, 2012, 02:59:28 pm »
So lots of people here are really good with probability. Despite being a math major, it's not my strong suit. Anyway...

If you flip a coin 22 times, what are the odds that 19 of the flips will be heads? How about at least 19? My instinct says the answer is a really small chance of that happening; since you should expect only 11 heads.

316
Help! / Does Ironworks not help Native Village/Bridge?
« on: July 22, 2012, 10:12:13 am »
http://councilroom.com/game?game_id=game-20120721-212457-f645b824.html

I was surprised by the outcome of this... my instinct told me that having Ironworks would be a huge help in a Native Village/Bridge mirror match. I figured it would allow me to get more of the necessary components; as well being able to pull of the Bridge/Ironworks combo. And yet, I got crushed. Was I just unlucky that my Native Village draw almost never put a Bridge on my mat?

As you can see from the final count, we actually ended up with each 5 NV and 5 Bridge; so the Ironworks didn't help me jump ahead. It did allow me to get a few Cities faster, but that couldn't compete with his megaturn.

317
http://boardgamegeek.com/thread/816127/is-there-any-rules-problem-with-this-shady-tactic/page/1

Um, didn't we have this exact same discussion here a couple months ago?

*Edit* LOL at Theory's response there! ;D

318
Game Reports / Upgrade + Lab + Grand Market
« on: June 18, 2012, 12:57:30 pm »
I love Grand Market because it lets you get HUGE turns in which you can get several Provinces all at once and win with huge amounts of points. Which is why I thought that the final score of this game was just awesome:

http://councilroom.com/game?game_id=game-20120617-161214-0ef7a3a7.html

319
Game Reports / How would you pay this mega-kingdom?
« on: June 17, 2012, 04:06:35 pm »
http://councilroom.com/game?game_id=game-20120616-084149-31615137.html

The power level of this board is just scary. Goons + Worker's Village + Quarry + Peddler + Talisman + Torturer... I wouldn't know where to begin.

I do think that Tortuer would be huge here; probably more important than Goons early on. I would probably get 2 Quarries; then just go Border Village + Torturer until Curses were out. After that, move on to Goons + Worker's Village. Is this a good play? Or is it worth getting Goons sooner?

Also, how do you deal with Talisman + Quarry in general? Such a great combo, (especially with Border Village, Goons, Worker's Village, etc around!), but with them both costing 4; how do you decide which one to get when?

320
Game Reports / Feast!
« on: June 12, 2012, 08:57:01 am »
GendoIkari plays a Feast.
   ... trashing the Feast.
   ... gaining a Feast.
   GendoIkari plays a Feast.
   ... trashing the Feast.
   ... gaining a Feast.
   GendoIkari plays a Feast.
   ... trashing the Feast.
   ... gaining a Feast.
   GendoIkari plays a Platinum, 4 Coppers, and a Gold.
   GendoIkari buys a Feast.
   GendoIkari buys a Feast.

http://councilroom.com/game?game_id=game-20120611-142649-a8eb746d.html

It was the easiest pile to run out. ;D

321
Dominion General Discussion / Keeping your strategy a secret
« on: June 04, 2012, 10:55:31 am »
I would like to see an article on this, actually, but I don't think I'm the person to write it.

Much more often than not, in Dominion, you know exactly what your opponent is up to. Did he open 5/2 and buy a Minion? He's probably going to be going Minion-heavy. Did he open a Potion with only 1 Potion cost card available? He's probably going to buy a few of that card.

Knowing what your opponent is doing allows you to respond appropriately. Embargo that Potion-cost card, for example. He's working on a slower strategy? Duchies/Dukes should be able to get more points than his Provinces then. He's building a mega-Engine that will buy all the Provinces on turn 9? Probably something different, then.

Often times you don't have a choice but to reveal your entire gameplan up front. But there are certain things you can do. One of the simplest; if your plan is to open Silver / some $3; always take the Silver first. Vineyards and Dukes are another case where keeping your opponent in the dark can help. Here's a game where I go for Vineyards:

http://councilroom.com/game?game_id=game-20120531-160408-90d306d3.html

I don't buy any Potion until turn 14; and when I do I buy 3 all at once. Suddenly, my opponent knows exactly what I'm doing. But up until that point; I could be just going for Provinces for all he knows. Had he known I was going for Vineyards; he probably could have bought a couple Potions of his own to block me out and make the game go longer.

So, this isn't an article because that's all I've got. Looking for input from others on these questions:

1. What other ways are there to hide your strategy?
2. How much / how often does it really matter?
   2a. Is it worth enough that you are sometimes willing to delay your strategy to keep it secret? (I doubt you'd pass up a Minion when planning Minions just to make your opponent think you aren't going Minions; but you might if it could lead to a double-Minion turn later.)
3. How much of the game's skill is discerning what your opponent is doing when he's not making it obvious? Would it give you much of an edge if you were good at telling what he's planning before he executes it?

322
Introductions / Gendo's introduction
« on: June 04, 2012, 10:11:22 am »
Hi all!! 13th most prolific poster here (and I joined several months after everyone who has more posts than I!) Anyway, a bit about myself... Computer programmer from North Carolina, USA. Screen name comes from the anime Evangelion; though my once deep obsession with anime has mostly died out now.

Started playing Dominion back when only the base set had been released; fell in love with it immediately. Now I own all the expansions, but I never use them, because of Isotropic. I was once in the top 100 rank on Isotropic, but then I think the collective level of everyone got a lot better; and I fell from 36 to 29.

What type of player am I? Engine-builder, definitely. Nothing makes me happier than King's Courting my King's Courts. Big fan of Scrying Pool, Grand Market, Goons, Highway. Anything that lets me get huge amounts of points. I can Double-Jack or IGG rush when I need to, but I don't enjoy those games as much.

I'm also a big euro-gamer outside of Dominion. Longtime fan of Puerto Rico, Stone Age, Settlers, and Tigris and Euphrates; recently discovered and love Small World and Lords of Waterdeep. I also like, but suck at, Race for the Galaxy and Agricola.

Thanks to everyone here for changing Dominion from a fun game from time to time into an obsession that steals my life between playing online and reading/posting about it! ;D

323
Variants and Fan Cards / Powered-up Thief
« on: June 01, 2012, 09:34:18 am »
While teaching the game to someone new, she played a thief and started to try and take my trashed Copper into her hand to use immediately. I explained that if she chooses to gain the Copper, it goes into her discard.

But that got me thinking... what if Thief did say that you could gain one of the treasures into your hand? Thief is pretty crappy as it is, so perhaps this version would be better balanced? So, if Thief could gain one of the trashed treasures into your hand, how much better would it be? Would it be still a weak $4? Would it be an average $4? Or would it be an overpowered $4 / should be $5?

My opinion: It would be a slightly below average $4, as opposed to a way below average $4.

324
Game Reports / Fun desperate comeback
« on: May 31, 2012, 10:34:22 am »
http://councilroom.com/game?game_id=game-20120530-161305-829d898c.html

I started off thinking that Bridge/Fools Gold seemed like a nice combo. Soon I was bogged down with Curses, and my opponent was on his way to lots of Provinces (and Duchies!). I knew I had to delay the end of the game, so I stopped buying Provinces and got lots of Masquerades, Wharfs, and Villages. Sure enough, I managed to just barely scrape by in the end.

325
Help! / I need help learning how to Torture people
« on: May 23, 2012, 10:12:06 am »
Case in point: http://councilroom.com/game?game_id=game-20120522-201820-42b341bc.html

A Torturer chain board, made even scarier by the presence of Scheme. I don't feel like my opponent's 5/2 opening was a big help to him here. I thought for sure my Schemes were going to allow me to connect multiple Torturers quickly, but not even close. So what happened? Can anyone point how how I got so completely destroyed here? The one thing I can think of is that I should have bought more Walled Villages a bit quicker.

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