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Messages - GendoIkari

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Game Reports / Re: Duchess is great in this game!
« on: January 22, 2012, 04:21:10 pm »
Strategy question for you... You talk about losing the Scrying Pool split; in my experience with Scrying Pool decks, I tend to stop buying them after I have 4 or 5... this has done quite well for me. Do you really want as many as you can get, or at least 6?

Rules Questions / Re: Question Regarding single card resolution (Noob)
« on: January 22, 2012, 03:53:37 pm »
Thank you...that clears up a bunch of stuff.  Coming from a TCG background this is much different.

Doesn't Magic have the exact same rule? (You do everything on the card from top to bottom).

Game Reports / Fortune Teller of the Year
« on: January 22, 2012, 03:30:27 pm »
So I'm playing a Scrying Pool deck, and my opponent plays a Governor on his turn:
Code: [Select]
   --- goshen's turn 16 ---
   goshen plays a Governor.
   ... getting +1 action.
   ... drawing 3 cards.
   ... GendoIkari draws 1 card.
   goshen plays a Governor.
   ... getting +1 action.
   ... goshen trashes a Gold.
   ... goshen gains a Province.

So my draw pile is almost empty, and I get an awesome idea...
Code: [Select]
... GendoIkari trashes a Potion.
   ... GendoIkari gains an Inn.
   ... ... shuffling 13 cards into the draw pile.

Ha! The Scrying Pool in my hand will now draw every action in my deck for the greatest turn ever! But then...
Code: [Select]
   goshen plays a Fortune Teller.
   ... getting +$2.
   ... GendoIkari reveals a Festival, a Festival, a Festival, a Scrying Pool, a Festival, a Spice Merchant, a Fortune Teller, an Inn, a Scrying Pool, a Festival, a Festival, a Fortune Teller, a Scrying Pool, and a Province.
   ... GendoIkari puts the Province back onto the deck.
   ... GendoIkari discards 2 Fortune Tellers, 3 Scrying Pools, an Inn, a Spice Merchant, and 6 Festivals.

Noooo!!!!!!! And they say Fortune Teller is weak!

So it ended up not mattering at all, as I still Scrying Pool'd my way to the last 2 Provinces on the next turn.

Game Reports / Crazy green set
« on: January 20, 2012, 06:48:11 pm »
Just finished this:

What an odd set! I figured the best thing would probably just be Island + BM, but one time when I had 5 I figured it couldn't really hurt to pick up a Saboteur since I had no other actions I wanted to play. But then my opponent chose Saboteur as well... and from there it just spiraled into madness. He played Saboteur a total of 16 times throughout the game, sometimes with the help of Golem. Towards the end, I started to get lucky, and his Saboteurs started helping me almost every time he played them... gaining me extra VP with every trash!

I don't think either of us necessarily played optimally, but it was quite an interesting setup!

Rules Questions / Re: Reveal question
« on: January 20, 2012, 12:45:51 pm »
That's exactly an argument in favor of ALWAYS waiting for the reaction to happen before moving on, then you can't use whether you're being waited for or not to gauge what's going to happen.

Not that it almost ever matters, but that's a "flaw" in Isotropic... when a player plays an attack, or a Tournament, (or even just buys an Embassy, giving out a silver), if the other player has a reaction to that, Iso will let the first player know that, because it will say "waiting for player." This gives the player information about the other player's hand that he wouldn't otherwise have (unless the other player chose to reveal the reaction anyway).

Puzzles and Challenges / Re: BIG money
« on: January 20, 2012, 12:40:43 pm »
I think this basically comes down to the largest handsize puzzle discussed here and here. I think just asking what is the most money you can get with a 5-card hand and no actions is better. Problem is, you still have to discount Philosopher's Stone, because then it's just a question of what is the largest deck possible. I think your answer is almost correct for that, but you seem to have forgotten the $10 from Ventures themselves... so $75.

Dominion Isotropic / Re: bug: Royal Seal and Mandarin?
« on: January 19, 2012, 04:53:48 pm »
I think that it's correct, actually.

At the moment you bought a Mandarin, 2 effects triggered simultaneously. Mandarin's "when you gain this" and Royal Seal's "when you gain a card."

You should then get to choose which effect to deal with first. Either put Mandarin on your deck, or put all treasures on your deck. Either way, you should get to do both.

The fact that Royal Seal isn't in play at the moment that you could choose to put Mandarin on your deck doesn't matter. What matters is that it was in play when you gained Mandarin.

Rules Questions / Re: Remodel question
« on: January 19, 2012, 10:44:41 am »
A bit of an aside from the actual question that was asked (and has already been answered), but if your opponent was looking to just trash cards and not gain anything back, he should have just bought a Chapel in the first place instead of the Remodel.

I think that buying Remodel to trash Copper and get a Chapel definitely qualifies for the Rube Goldberg Dominion challenge... especially if he then uses Chapel to trash Remodel!

Puzzles and Challenges / Re: MIT Mystery Hunt Dominion Puzzle
« on: January 18, 2012, 09:35:20 am »
After that puzzle, I ask myself, if it would be nice to have a standardized short notation for Dominion turns like in Chess ("e2-e4")
That would have the profit, we could log games relatively quick in real life games too.
And after a little time if you're already accostumed with the notation, a short notation may even be easier to read, as it is shorter and maybe more clearly arranged.
I think the biggest problem would be define short codes for 157 cards instead of 6 in chess. Maybe we define only short codes for the base cards and redefine fitting letters to the kingdom cards individually like in this puzzle. I mean, even it was the first time reading it, I could read it really fast and if I would have known what each card is, it would be even easier.

What do you think? Maybe this is just a crazy idea, I don't know.

Well I don't think you can redefine letteres for each Kingdom... you would have to have standardized notation. If you use 2 letters to describe a card, that allows for up to 676 different cards. However, you'd have to use meaningless letters for many of the cards. I would allow up to 3 letters per card. That keeps it short, while allowing you to actually tell what card it is. All the base cards would be just 1 letter, though. C, S, G, E, D, P. Curse would have to be 2 letters though.

Game Reports / Re: Mining in a Colony Game: Don't Buy Silver?
« on: January 17, 2012, 03:11:15 pm »
I don't agree with the idea that adding a Bishop would be bad because it would just add another terminal... because the Bishop should be used to trash one or more of those other terminals for VP!

Puzzles and Challenges / Re: What's Missing (With a twist)?
« on: January 17, 2012, 10:34:43 am »
The three are the only cards, that gives your opponent an opion to do something when you play the card and be rewarded when you do/punshied when you don't.

Not sure that's right.  Vault doesn't punish the opponent for failing to discard two cards.

I think Biderman may be looking for something different:

Militia, Cutpurse, Goons = List of cards with the text, "Each other player discards [cards from their hands]."  Whereas Mountebank and Vault have the text, "Each other player may discard [cards from their hands.]"

Honorable mentions to the Militia/Cutpurse/Goons list are Sea Hag and Jester, which also state "Each other player discards..." but involve discards from the tops of the opponents' decks, rather than from their hands.

That would explain the word list, instead of the word card. Also, you forgot Torturer.

Other Games / Played Kingdom Builder
« on: January 16, 2012, 09:56:14 am »
So I had a chance to play Kingdom Builder this weekend... absolute win! Another great game by Donald X. Like Dominion, you have many different possible setups, each that change the dominate strategies available. I seem to be pretty good at it, because I won both of the games I played, in 4-player games with 2 people who had played before. Definitely one that I want to add to my collection!

Puzzles and Challenges / Re: What's Missing (With a twist)?
« on: January 16, 2012, 09:47:49 am »
Thanks. I did know about "what's missing" type puzzles and what they are. I just was confused by the wording in the OP, asking for a "list." I think I see now that it was just a mistake, looks like he meant to say "card" instead.

And I always suck at these types of puzzles, I don't think I've ever figured out an answer on my own.

Puzzles and Challenges / Re: What's Missing (With a twist)?
« on: January 15, 2012, 12:52:55 pm »
Ok, I'm lost... not only do I not understand the answer given, or the honorable mention given, but I don't quite understand what the question is asking for. It sounds like it's asking for a list? And, I'm guessing that misspelling Mountebank wasn't on purpose?

Help! / Re: Was I a victim of BM?
« on: January 15, 2012, 12:49:54 pm »
Ok, so it was mostly a case of me being stupid. Would you guys open Silver Silver or Silver Spy?

I'm guessing that in most cases, Silver/Silver is going to always beat Silver/Spy. The thing with Spy is that it doesn't increase your purchasing power at all. This means that it is no help whatsoever in getting to $5 or $6. It might help a tiny bit if you can discard your own Estate with it, but in the first reshuffle that's only a 3/11 or so chance. And of course it can help early if it happens to allow you to discard one of your opponent's first-round buy, but again that's not a great chance of happening.

Help! / Pirate Ship beats double Jack???
« on: January 14, 2012, 09:06:41 pm »

Ok, so my opponent opens Pearl Diver / Pirate Ship (on a 3/4). "Yay, easy victory for me!" I think. 13 turns later, he buys his 4th and final Province to beat me by his Estates.

So what the heck happened here? Did I just get horrible luck, or was Pirate Ship actually strong on this board? I mean, I've seen Pirate Ship be great if you have +Actions, +Buys, and especially Tactician... purchasing 3 or 4 and playing several per turn. But we had none of those thing!

I should mention that I don't know how to play double Jack. I've never seen any articles talking about it specifically, such as when to trash one Jack with the other, etc. But even so...

2011 / Re: 2011 Championships: Final Four
« on: January 13, 2012, 04:58:25 pm »
I voted manzi based purely on the fact that he has never been pushed to a game 7 yet.

Also, just noticed that manzi is the only one of the final four that I've ever played against. And I won, handily. ;D

Puzzles and Challenges / Re: What's Missing?
« on: January 13, 2012, 04:36:00 pm »
Walled Village

Only cards with 2 sets of double-letters?

Puzzles and Challenges / Re: Deadly Border Village
« on: January 13, 2012, 12:24:00 pm »
Not having read the other spoilered stuff:

Highways and Copper were the two empty piles. She had Border Village costing $1, so she was forced to gain a curse, making her lose.

I'm dumb. It has to be Quarry because otherwise everything 5 or lower is also reduced...

If you really wanted to be contrived, then your solution can work!

First off, except for Highway, BV, and Ironworks all Kindgom cards cost $6 or more. At the start of her turn, Golds and Duchies were empty. During her turn, she used Kings Court + Ironworks to empty out the Ironworks, Estates, Silvers, and Coppers. She also plays 4 Highways (BV only needs to cost $2, not $1). So during her buy phase the Curses are the only legal thing to pick up.

You can replace Ironworks with Workshop or Feast; and because of Highways she could have emptied any number of the piles during her action phase.

Mysterious Gift could be suicide on a fair number of boards... any board with no way to trash it, but ways to reveal it (which I think are a great number of boards). Basically, if it's in your deck, and there is anything out there that reveals cards (including any "reveal your hand" effects, including Bureaucrat, Cutpurse, etc), then you risk pretty much losing your turn.

On a board with a way to trash it early, or no "reveal" cards, it's a really powerful opener. If you had 5/2, now you have 5/5. If you had 3/4, now you have 6/4... with Goons around, that's crazy.

Basically, I think it would be either way overpowered, or worthless, depending on the board. I really love the idea, though. Just thinking about the possible options with it is great. Just not sure how to make it balanced.

Hi Everyone,

My name is RisingJaguar and I suffer from FPS. 

(I will say that as someone who recently became apart of this apparent 'lv 40' club. I don't feel like my game has changed all that much if at all.  I'm pretty sure the lv. 40 club is referring to the elite level in general, but don't take the rankings too seriously.  Have fun with the game ^^)

28 here. I feel like my game improved a good bit when I stopped caring when I lose. I do unfortunately suffer from "I need to end on a win at all costs" which probably brings keeps me from climbing higher sometimes.

And as for FPS, last night I did this: Provinces? What Provinces? I'm just going to spend all game building up on lots and lots of cantrips and no money!

Puzzles and Challenges / Re: Deadly Border Village
« on: January 12, 2012, 05:06:10 pm »
She's forced to take a curse because bv costs only 2 with her quarries in play and the copper pile is empty; she loses on turns.

You're right, but there's a little more detail needed to show why she had to take a Curse.
This was my idea as well. I'll elaborate.

Kingdom cards: BV, Quarry, 7 random VP cards and a pile of either pure Treasure or VP.
Piles empty: Copper (god knows why) and let's say that Cache is the empty pile of pure Treasure (cost not lowered by Quarry).

She plays 2 Quarries to buy the BV (costing $2) and has to gain a Curse, because it's the only thing remaining worth less than $2.

I find it hard to believe the Copper pile would actually ever be empty, but hey, it's a puzzle.

Indeed. :) There's another alternate Kingdom that could exist: Everything except BV and Quarry has Potion in the cost. Or, as with chwhite's solution, they all cost $6 or more.

Puzzles and Challenges / Re: Win the Fool's Gold rush - as second player!
« on: January 12, 2012, 04:07:08 pm »
Doesn't Mint/Fool's Gold accomplish this pretty simply?

Turn 1: Buy Mint
Turn 2: Buy FG
Turn 3: Hand: Mint, FG, Copper, Estate, Estate - Mint->FG, buy FG (3 in deck)
Turn 4: Hand: Estate, Copper, Mint, FG, FG - Mint->FG, buy FG (5 in deck)
Before you get your turn 5, opponent buys his 5th, the last, FG.

Puzzles and Challenges / Re: Deadly Border Village
« on: January 12, 2012, 03:37:23 pm »
My Guess:

She chooses IGG as her free card from BV giving a curse to her opponents.  But unfortunately for Sarah the curse helps her opponent as her opponent is playing a Fairgrounds deck.  The curse gives her opponent another different card thus having 15 different cards instead of 14 and giving her opponent 2 additional VP for each fairgrounds in her opponents deck.

Definitely not what I had thought of, but awesome! Also, she could have done the same thing with Embassy instead, if her opponent had not yet had any Silver in his deck. And you could replace Fairgrounds with Gardens for either of those.

Puzzles and Challenges / Re: Deadly Border Village
« on: January 12, 2012, 03:21:16 pm »
The Kingdom cards are:

Border Village
Eight other cards costing $6 or more

The empty piles are Duchy and Estate.  In addition, the Silvers and Coppers are nearly empty

She plays nine Hagglers, presumably with the help of King's Court or Nobles or whatever, it doesn't matter.  Anyway, with all those Hagglers out she has to take enough cards that she drains the Hagglers, Silvers, and Coppers, and is forced to grab a pile o' Curses, which give her the loss.

I think found a solution that I didn't think of! I was assuming that she played no cards during her action phase. After all, your solution has nothing to do with Border Village itself. :P But really, she only has to play 4 Hagglers, if there were only 1 Copper, 1 Silver, and 1 Haggler left. Gains 1 Curse, and then she loses on turns.

Also, off the top of my head, I think there are Exactly 8 other 6+ cost cards, not going into Potion cards (in which case Potions must also be available, or empty).

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