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.

Messages - carstimon

Filter to certain boards:

Pages: 1 ... 6 7 [8]
176
Help! / Re: Apothecary/Worker's Village
« on: June 20, 2012, 05:02:15 pm »
What apothecary DOES do is it helps avoid the problem with ambassador where you have no economy early game. Grabbing a couple copper/potions with it allows you to ambassador AND buy something useful in the same turn. This is huge.

Huh, that makes sense.  Thanks for point this out folks.

177
Game Reports / Re: Grand Market? What Grand Market?
« on: June 20, 2012, 10:57:00 am »
Here's a game I lost by ignoring platinum
http://councilroom.com/game?game_id=game-20120602-210215-c6e47606.html
Say turn 13, I think I woulda done better with platinum/silver than gm/gm, especially since I'm drawing my deck and so I just need $ power.

178
Help! / Re: Apothecary/Worker's Village
« on: June 20, 2012, 10:46:59 am »
I'll expand on Obi's post.

Indeed, you buy a curse turn 8.  At this point, you haven't gotten rid of any estates.  That curse is just going to make it a bit harder to have a smooth deck.  You should really only do that trick if you can draw your deck most of the time.

What do worker's villages do for you?  Give you buy.  Why do you need buy?  Well, buy is nice with apothecary, because apothecary is cheap and costs a potion, so if you hit 7p you can buy apothecary/$5 card.  Also, in some decks you'll want to buy coppers for your apothecary.
But really, your worker's villages hurt you.  Every time your apothecary "sees" a worker's village, that's one less chance to pull a copper.

Apothecary/ambassador, in general, is not going to be that useful.  Apothecary wants coppers.  Ambassador is for getting rid of your  estates+coppers out of your deck and giving them to your opponent. It's feasible to try to use apothecary against your opponent's ambassador, since he is giving you coppers to draw.


Obi mentions scrying pools.  Scrying pool is very strong with ambassador.  If you win the ambassador war (and your opponent didn't buy ambassador, so you win) you can get your deck down to a couple of gold, some scrying pools, some actions.  (Here, worker's village would actually help a lot.)  With grand market as a great source of +$ action, you can draw your whole deck and have lots of $.  See http://councilroom.com/game?game_id=game-20120605-143653-97f389ac.html

179
Dominion Articles / Re: Trader
« on: June 14, 2012, 05:27:41 pm »
The final place case where Trader can shine is with trash-for-benefit cards such as Border Village, Ill-Gotten Gains, etc. Its important to note that unlike more flexible options like remodel, you have to actually WANT lots of silver for this to be worthwhile.

I think you're using the term "trash for benefit" incorrectly here.

Quote
Trash-for-Benefit:  Any card that gives a benefit at the cost of trashing a card.  Apprentice draws additional cards, Salvager gives cash, etc.
(From the glossary)

Trash-for-benefit refers to the card doing the trashing, not the card being trashed.

Maybe "gain for benefit" is the correct term.

180
Help! / Re: ...and then the worst deck won
« on: June 14, 2012, 01:59:23 pm »
If the piles didn't empty, he would have stalled.  Maybe in a two player game, one guy goes for either duchy or vineyards and the other guy goes for provinces, the province guy loses.

181
Game Reports / Re: Drawing 5/2 with Young Witch/Tunnel
« on: June 13, 2012, 12:50:01 pm »
Funny enough, this 5/2 happened to me just a couple of days ago:
http://councilroom.com/game?game_id=game-20120612-082047-4cb4d470.html
and I got pretty soundly beaten by silk roads.  I tried vault/courtyard which I think was a mistake- too much terminal draw!  I think I also should've gotten fewer grand markets.

And here's another time this happened, and I'm a little embarrassed about my opening:
http://councilroom.com/game?game_id=game-20120117-152357-fb2af84e.html
courtyard/IGG/(NOT young) witch.  Again, I got too many terminal draws, and that witch isn't useful with the tunnels.  I think at this time I didn't think tunnel/yw was great.

P.S. Is it ethical to steal these threads with my own games?

182
Game Reports / Re: Achievement unlocked 1 turn 8 provs 8 duchies
« on: June 12, 2012, 03:43:43 pm »
That's a helluva turn 12.

Did you have a big turn in mind at the beginning, or did it happen from council room, lab, and apprentice from Black Market?  I ask because you open jack.  I want to try using jack to power engines more.

Of course with kings court and bridge you always want to look for a big turn possibility, but without black market I don't see it happening quickly here.  Well except... see my luck turns 16/17 here:
http://councilroom.com/game?game_id=game-20120525-122312-61d1b648.html

183
Game Reports / Re: FG is a trap
« on: June 12, 2012, 01:48:43 pm »
I'd like to hear from Obi Wan Bonogi (or anybody else) what the plan was for cities if Jfrisch didn't activate them.  My guess is that they were only picked up for the +action, to be able to play oracle, expand, horse traders.  So if the cities didn't get activated would you have needed more hunting parties?

184
Edit: this post exactly echos everything above it.

Here are the things I would have done differently.

Turn 2 village:  This isn't gonna help you in your second shuffle (turns 3/4).  It's better to get the silver to try to get goons or laboratory earlier.
Turn 4 envoy: I really don't like envoy here.  Reasons:
-Sure, there are villages, but you're not going to have that many extra actions, even if you split villages 5/5.  You really want to be able to spend actions on goons if you're going to be making a goons engine.
-This is especially important early.  Say you do hit village envoy, but then your envoy draws your goons.  You don't get to play your goons.  It's really important that you play your goons, to slow your opponent down and probably for the +buy.  Early on, you're not going to have enough goons that you can throw them away once in a while.  (This point is mitigated by the fact that envoy draws a good portion of your deck, so it does speed you through)
-Lab is available as a source of cards.  Sure, it's more expensive but combined with the above points it's a much better option.
Turns 14, 15, 16: Buy labs here.   Hitting 3 goons together is more important than getting provinces or copper-vp at this point.  Turn 15 there are still (at least) 4 laboratories left: you need them.  You could have bought them turns 15 and 16.

185
Dominion Isotropic / Re: Isotropic is still down
« on: June 08, 2012, 01:40:28 pm »
Still down. Yuck.

If only there was some other way to play Dominion...

You know, someone really should make a board/card game out of Isotropic. I think it would be pretty good!

Hey, not a bad idea. We can make the Isotropic cards into... Tiles! And stack them! Stacks Tiles! When 3 tile stacks run out, the game ends.

Eh, I think a pen-and-paper game would work better.

186
Dominion Isotropic / Re: Isotropic is still down
« on: June 08, 2012, 01:12:08 pm »
Someone suggested Board Game Arena for Puerto Rico, and I noticed that they have dominion too.   It's animated, takes forever to play, oversized, and my first game went like this:
Me: tr-tr-nobles-festival nobles nobles festival tr-nobles.  Think, buy 4 duchies.
Opponent: I can make you wait for a long time too.  Plays hand, buys province, and sits on second buy from festival with $2 left.

Isotropic, I love you.

187
Game Reports / Re: I'm not sure whether this was a vineyards board
« on: June 05, 2012, 11:56:50 pm »
If I may ask, why did you buy 2 coppers on your last turn? Admittedly, they would never come around to bite you, but I am curious if you see a benefit to buying them.

Bought them by accident after clicking coppers for the haggler?
Yup.  After the first one, I thought, oops.  Then I did it again.  And I said oops again.

189
Game Reports / Re: The Over-hard Counter
« on: June 05, 2012, 12:19:21 am »
When I read this I thought, "but wasn't there something wrong with using scheme in minion games?"

...Oh, right.

190
Game Reports / Three Pile with Copper
« on: March 11, 2012, 03:19:54 pm »
http://councilroom.com/game?game_id=game-20120310-181723-0763fca5.html

The spice merchants made it possible.  It took me until turn 22 to have more points than 8 provinces, but then I was pretty set.  Because of the tributes I was of course pretty dependent on my opponent following a similar strategy.

191
Dominion General Discussion / Re: [spoiler] Full Hinterlands card list
« on: October 24, 2011, 07:01:13 am »
I've come to hate IGG on boards with no other cursers and no great trashing.  If no player goes for it, of course it's fine.  But if my opponent starts grabbing them, I have to, because I don't want to end up with say 8 curses.  And then if we split 5/5 on them, we both have bad decks with 5 extra copper and 5 extra curses, and 2 piles are out, so we have to start rushing for VP.  It makes the game not that interesting in the end.

Pages: 1 ... 6 7 [8]

Page created in 0.049 seconds with 19 queries.