Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - GendoIkari

Filter to certain boards:

Pages: 1 ... 13 14 [15]
351
Dominion Isotropic / Noooooooooooooooooooo
« on: January 02, 2012, 02:40:49 am »
I just got disconnected in the middle of an awesome and close game. The worst part is, I going to lose serious sleep wondering who would have ended up winning!!!  >:( :( >:(

352
Help! / Did I HAVE to buy City?
« on: December 31, 2011, 04:36:53 pm »
http://councilroom.com/game?game_id=game-20111230-155421-6dbf0b40.html

In this game, I thought that because my Apothecaries were running through my deck so well; I would be able to get half of the points before my opponent managed to grab all 10 Cities. Obviously, I was wrong. My question is, should I have been able to take a look at that board and just known that I would have to buy Cities to win? Are Cities always dominate in a Colony game? Or could I have done something else differently? Once my opponent bought a couple Cities, I didn't want to start buying them because I knew he'd be ahead, and I would just help him run out a pile faster.

353
Dominion Isotropic / Messaging system
« on: December 28, 2011, 11:43:22 pm »
How does the messaging work on Iso? I know that while you are in a game, you can talk to the person you are playing and vice-versa. But I randomly see messages from other random players sometimes. How can you send a message to a person that you are not playing with? Can I post something to another specific person in the lobby, or to the public? Thanks.

354
Game Reports / Non-stop Goons
« on: December 28, 2011, 11:38:20 pm »
http://dominion.isotropic.org/gamelog/201112/28/game-20111228-202847-19f34a3d.html

Turn 9 I play a Scheme and a Goons. From that turn on, all the way until the game ends on turn 24, I play that same Goons each and every turn, no exception. In the middle I really thought I was going to lose, as my opponent bought up 8 Grand Markets and a Platinum, while I had very little economy. However, with his 3 card hands every turn, he had troubles getting much, so my 1 VP chip per turn proved enough. I think he could have beaten me by buying Duchies/Dukes.

355
Dominion General Discussion / Woodcutter vs Nomad Camp
« on: December 22, 2011, 12:42:33 pm »
So, on a board that has both of these cards, when do you purchase a Woodcutter with $4 to spend? I think this is more general discussion than puzzle, because I don't think there's a specific correct answer here. But I'm willing to bet there are cases where Woodcutter is the stronger buy.

356
Puzzles and Challenges / Most money in your deck on your first turn
« on: December 21, 2011, 11:52:55 am »
So what's the most amount of money you can get into your deck by the time you start your first turn? Allow any number of players. I think I have the answer.

Similarly, what is the largest deck you can have by the time you start your first turn?

357
Dominion General Discussion / Farmland vs Silver
« on: December 19, 2011, 01:00:37 pm »
So why is Farmland better than Silver? Everyone has talked about how you can Farmland a Farmland into a Province. That requires having $6 to spend, plus a Farmland in hand. Well, if you had $6 to spend, plus a Silver in hand, you'd have a Province anyway. The only difference is you have an extra card for an extra 2 points. I feel like if you never use Farmland for anything other than Farmland to Province, you'd be better off with a Silver.

Of course, the first Farmland you buy can't be used for that, so you should get some benefit from that first Farmland purchase. Anyway, here's a sample game where I dominated with Farmland:

http://councilroom.com/game?game_id=game-20111218-125055-2425fe2e.html

A couple notes:

  • Crossroads is great with Farmland.
  • On turn 14, I buy 2 Farmlands to turn 2 other Farmlands into 2 Provinces. But again, if each of those Farmlands had been Silver, I could have bought 2 Provinces.
  • I used Farmlands to trash my Estates also. There was no cost 4 on the boards, which helped.
  • On turn 10, I bought Farmland and trashed an Estate, assuming that I gained nothing, because there were no cost 4 cards. I was very confused when later in the game I had a Peddler in my hand. Because I had played exactly 2 actions, Peddler had cost $4.

I'm sure this game isn't typical because of all the Ghost Ships. But in general, what makes Farmland better than Silver? Not to mention the fact that you could be buying Gold instead.

358
Variants and Fan Cards / Thought experiment: No treasure
« on: December 19, 2011, 10:15:30 am »
So treasure cards are almost exactly like action cards, except you play them during the buy phase. They take up a card slot in your hand, but don't take up an action. So, what if all treasure cards were just regular action cards, and "buy phase" was just the phase when you buy a card, nothing else?

Also, let's say that cards that reference treasure cards (Bank, Loan, Mine, Mint, etc) still work the same... perhaps the new treasure actions have a subtype treasure... this subtype doesn't change anything, but it allows other cards to reference them.

Copper: +1 action, +1 $
Silver: +1 action, +2 $
Gold: +1 action, +3 $

So what would be different? Just a few things off the top of my head:

  • Tactician would be way more powerful.
  • Terminal card drawers in general would be pretty bad.
  • Adventurer would be worse.
  • Mandarin would be more powerful... basically all the tricks that you could only do with Black Market can be done always now.
  • Conspirator would be brokenly awesome.
  • Shanty Town would be worse.
  • King's Court and Throne room would be insane.

What else would become great? What else would become crap?

359
Dominion General Discussion / Ignoring actions
« on: December 15, 2011, 04:13:25 pm »
So we all know that BMU is a pretty strong baseline strategy, but also that it won't generally win against good players playing either a good engine, or a good enhanced BMU strategy. Recently I had this game:

http://councilroom.com/game?game_id=game-20111213-150818-7f3694c0.html

Because I opened with 5, I bought Venture / Embargo, but other than that I played almost pure big money. Only exception was when I bought a Nobels at one point to add a little card-draw when I thought I had more than enough Gold.

So I'm wondering, are there Kingdoms out there for which BMU is the predominant strategy (Never buy any single Kingdom card throughout the game), or is there always at least 1 card that will at least slightly improve on BMU? What would such a Kingdom look like?

As a somewhat obvious note, this Kingdom couldn't have a single $3 or $4 or $5 card that is strictly superior to Silver. So basically not a single terminal Silver + bonus card.

360
General Discussion / Man, this forum is changing my speech patterns.
« on: December 13, 2011, 03:44:28 pm »
I've been finding myself typing "man," a lot before I say stuff online now. I'm quite sure it's because of reading so many of Donald's posts and his use of the phrase.

361
Dominion General Discussion / When to buy Explorer
« on: December 13, 2011, 12:25:22 pm »
Looking for answers other than "never." I don't remember every buying this card, though Council Room says I did 3 times. I don't know if I trust that, because it also says I bought each of the prizes 2.08 times... and you can't ever buy prizes.

So, under what circumstance is this card worth it? Gardens possibly?

362
Variants and Fan Cards / Thought experiment: Curses
« on: December 12, 2011, 03:21:09 pm »
This thread: http://forum.dominionstrategy.com/index.php?topic=1156.0 got me thinking. What if the rule were that when you purchase a curse, you can place it into your opponent's discard pile? What does this do to strategy? Obviously +buy cards become way stronger. But when you don't have +buy, when is this the right move? My guess is that if you have $3 or more to spend, it is almost never a good idea to buy a curse. Compare it to Sea Hag (by itself)... give your opponent a curse, do nothing else with your action phase. Buying a curse is give your opponent a curse, skip your entire turn.

I think cards like Witch would still be good. Draw cards, give your opponents a curse, still have your buy available!

Of course, this also makes for targeted attacks when playing with more than 2 people.

Thoughts?

Also, how would I put the link above such that the words "this thread" are the link?

363
Game Reports / In which I use Chapel to trash 2 Provinces
« on: December 09, 2011, 04:10:29 pm »
http://councilroom.com/game?game_id=game-20111208-164248-c5f8b0eb.html

I want to know what people think about my turn 16 here. I think my opponent made a big mistake by going Pirate Ship on this board, but once he did, I had a great thing going where I was getting 8 money every turn, but in a very small deck. This meant that I knew I would start drawing those Provinces instead of my 8 money, so I figured I would just trash a couple, and easily collect the rest.

I got a little worried when he immediately responded by buying a Province; I thought his deck would be incapable of doing that. Also, I had 3 Provinces in my hand along with that Chapel, so I could have actually trashed all 3. So did I make the right move here? It obviously worked, but would you ever see yourself doing something similar in a game?

364
Feedback / Feature request: Respect info
« on: December 08, 2011, 02:59:51 pm »
It would be nice if there were a way to see which posts of yours have been voted up. I can't help but be curious which things I've said that people have up-voted!

365
So we all know now how you can successfully play 2 Tacticians in a turn so that next turn you'll get +10 cards, +2 actions, and +2 buys. So, can you find a way to play 3? And then, what's the most you can play on one turn? Can you play all 10, for +50 cards, + 10 actions, and + 10 buys on your next turn?

Part 2:

Perhaps drawing 50 cards just isn't enough, so lets play other durations to add to it. What is the most number of cards you can start your turn with (after you draw from durations)?

A) Solitaire game
B) With help from opponents

366
Dominion General Discussion / Boneheaded plays
« on: December 07, 2011, 12:15:23 pm »
Ok, so share your secret shames. I'm not talking about misclicks, but intentionally doing something that was just such a completely obvious blunder. Mine: Playing an Embassy after having drawn my entire deck. I played it for no reason other than that I could, and was forced to discard useful things.

367
Game Reports / Smallest relative margin of victory?
« on: December 05, 2011, 04:43:49 pm »
Curious, who out there has had a game in which they just barely won or lost... when you take total score into account. That is to say, winning 2 point to 1 (lotso curses!) is still doubling your opponent. Winning 25 to 24 by trashing 1 fewer estate is winning by about 4% (1/24). The other day I had this crazy game: http://councilroom.com/game?game_id=game-20111204-113716-20e3f89b.html

Winning 96 to 95.. just 1.06% more VP than my opponent. I went Goons, but never managed to get a double-Goons turn, which was really annoying. I guess I should have bought more. I thought for sure I was losing, considering how many Colonies he had. The end-game Duchies and Farmlands made the difference.

368
Dominion General Discussion / Dominion sonnets!
« on: December 02, 2011, 02:12:08 pm »
There is a game that I enjoy to play,
With cards I build my deck up over time.
It's so much fun that I could go all day,
And buy each set with each and ev'ry dime.

When first I played, the actions seemed the best;
To Village, Village, Village was so fun.
But soon I learned there was a Silver test,
And money helps to make the Province run!

A Sea Hag seems just right on this here board,
To give out curses should be mighty great!
And now I think that I shall buy a Hoard,
So that I'll have a Gold with each Estate.

With 8 most turns my vict'ry seems a breeze,
Oh crap! My foe has seven Colonies!

369
Puzzles and Challenges / Exception to the rule, part 2
« on: November 30, 2011, 02:21:40 pm »
We've all heard "you should either buy silver, or a card that is better than silver." When should you buy a card that is worse than a silver, if you can afford a silver?  :P

370
Game Reports / Using Ambassador to give your opponent a Province
« on: November 21, 2011, 01:29:39 pm »
http://councilroom.com/game?game_id=game-20111119-140343-a02dcafb.html

... and winning because of it! Of course, this isn't a typical situation, because I was so far ahead anyway. But what's really amusing is that I did this by accident. At the start of my last turn, I didn't stop to think. I had an action in my hand, so I played it on instinct. Then suddenly I realized I had to choose between giving my opponent a Gold, a Duchy, or  Province. I knew I was winning by a good amount, but I also knew that it had gotten to a point where the longer the game went, the more of a chance he had. He was trashing my Provinces, and had a faster deck than I did at that point. I really didn't want to give him gold or points. Had I stopped to think, I wouldn't have played the Ambassador, and the game would have continued. (And I would have had a slight chance of losing, with more lucky Saboteurs.)

371
Dominion General Discussion / +1 card, +1 action, +1 coin
« on: November 21, 2011, 10:28:13 am »
There are now a fairly large number of cards that give this particular combination, but none that do exactly only that. It seems clear that a card could exist like that, in theory, but it probably won't just because it would be too bland, or too similar to other cards. Anyway, such a card would have to cost $4, because we already have so many other cards to compare it to:

  • Oasis: $3, with the drawback of discarding a card.
  • Market: $5, with a +buy.
  • Highway: $5, with the benefit of being worth more when you buy more. Also benefit for things like Remodel/Ironworks/etc.
  • Treasury: $5, with the benefit of putting back on top of your deck if you didn't buy a victory card.
  • Peddler: Variable cost, usually purchased for less than 4 actually. Extra benefit for trash-for-benefits.
  • Tournament: $4, you only get the full benefit sometimes (every time early in the game). Also benefit of gaining prizes.
  • Cities: $5, only level 3 Cities give you that full benefit, and they give you much more, too.
  • Bazaar (Thanks rinkworks): $5, gives an extra action also.
  • Grand Market: $6, gives an extra buy and an extra coin; cost is more than 6 in terms of ease of purchase.
  • Conspirator (Thanks rinkworks): $4, only gives the full bonus after 2 other actions, but the bonus gives an extra coin.

Am I missing any? Any thoughts about the theoretical $4 cantrip +1 coin card? Would it be a good purchase if it were available? Anyway, I just happened to notice that there's quite a few cards that give this same benefit now; thought it was interesting.


372
Game Reports / Ignoring Familiars
« on: November 18, 2011, 12:15:35 pm »
In general it can be quite dangerous to ignore Familiars on a board with no trashing. But I pulled it off yesterday, twice.

http://councilroom.com/game?game_id=game-20111117-193139-10101597.html

Barely scraped by. All about the gold.

http://councilroom.com/game?game_id=game-20111117-184908-8bdfa618.html

Ok, so I bought one Familiar eventually, which helped a little. But Hunting Party let me skip over those curses and keep cycling.

373
Game Reports / 2 unusual endings
« on: November 14, 2011, 09:18:31 am »
http://councilroom.com/game?game_id=game-20111112-140622-4c7bce5f.html

When you gain a Border Village, you may gain a card costing less than it. Curse costs less than it.  ;)

http://councilroom.com/game?game_id=game-20111112-150047-7bad9993.html

A super-quick game, in which I buy 6 Hamlets on the last turn for the win.

374
Dominion General Discussion / First player advantage; was Donald mistaken?
« on: November 08, 2011, 02:48:34 pm »
Donald comments on first player advantage here: http://forum.dominionstrategy.com/index.php?topic=91.0. His comments seemed to make sense at first, but since reading that, I've read several other posts in other threads that talk about how much of an advantage going first is. The place where it seems to matter the most is when cursing or Ambassador is available; because the second player will have a curse shuffled in on his first shuffle far more often than the first player will; when both players have identical openings. A few questions:

  • What are the CouncilRoom statistics on this? Can it show a percentage of all games that were won by player 1?
  • Are there other factors aside from early cursing/Ambassador that give player 1 an advantage?

Also, it seems to me that the first player getting an additional turn should happen about half of the time in 2-player games, which means that this is a bit more than just a "potential" advantage... it's an advantage half of the time, which isn't insignificant. Can CouncilRoom show data on how often the first player got more turns than the second player? Is there a reason why it shouldn't be about half of the time? The only reason I can think of that it might not be is that if both players play essentially equally, then player 2 should be able to buy a Province each time player 1 buys a Province; which would cause the game to end after each player has had the same number of turns.

375
General Discussion / Game: Dominion sentences
« on: October 19, 2011, 01:55:32 pm »
I thought of this from another thread about Dominion affecting real life, when someone mentioned working at the Duke University Library. Come up with realistic-sounding sentences that use as many Dominion card names as you can.

I drove my Ford Explorer to the Bank to see if I could get a Loan from a Moneylender, but it turned out that my Estate wasn't enough to qualify.

Pages: 1 ... 13 14 [15]

Page created in 0.079 seconds with 17 queries.