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Messages - carstimon

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26
Rules Questions / Re: Outpost in my Outpost
« on: February 26, 2013, 07:50:41 pm »
Yes.

27
Variants and Fan Cards / Re: Province Dancing
« on: February 20, 2013, 07:57:14 pm »
As we know, Feast gains you 3 cards with played with KC...
"If you do" is present here, but not in feast.  If you don't trash it, you don't get to gain a card.  Example: mining village.

28
Game Reports / First time I've made NV/apoth work
« on: February 19, 2013, 10:06:35 pm »
http://dominion.isotropic.org/gamelog/201302/19/game-20130219-190028-6189e0a4.html

Contraband in early game to buy lots of actions, then pseudo trash with native village/apoth.  My opponent didn't really stop me from getting what I wanted with contraband until later, so that helped.
Native Village mat: 8 vineyards, 1 province, 1 contraband, 3 estates.

Post your NV/apoth games; I try a lot but this is the first time it has really worked for me.


29
Dominion Articles / Re: Engines Can Overcome Curses
« on: February 18, 2013, 08:08:47 pm »
I think it was taken as given that a lot of great engine boards are ruined by cursers, especially (imo) sea hag, young witch, and IGG.
...
I think you're completely right, and I don't agree with my past self all that much  (Except for, of course, IGG).  If there is no trashing and at least a mild BM-enabler I'd go for the BM-enabler, though.  What I have in mind are things like explorer or bureaucrat.

30
Here's the discussion for venture, everything there should carry over.
http://forum.dominionstrategy.com/index.php?topic=1914.0
I want to self promote my experiment on page 4.

I would say no, there's no effect.

31
Dominion Articles / Re: Engines Can Overcome Curses
« on: February 14, 2013, 09:56:25 am »
I feel in your examples a big portion of them are actually engine vs engine-- so I don't know what to take away from those.
The examples are all ones where the engine is actually able to overcome the cursing, thus if you take away the curser it's probably going to be an excellent game for an engine.

I think it was taken as given that a lot of great engine boards are ruined by cursers, especially (imo) sea hag, young witch, and IGG.

32
Dominion Articles / Re: Knights
« on: February 14, 2013, 09:36:52 am »
Dame Natalie (gain a card costing up to $3) - You.  Are.  Useless.  I always hate getting her, and will even sometimes refrain from buying a Knight if she’s on top.  Sure, she can give Silver, but how many Silvers do you really want, especially since your opponent’s Knights are just going to trash them anyway?
...
Knights can’t do anything to Coppers and Estates, and trashing superfluous Silvers doesn’t hurt too much.  This is one instance where having Dame Natalie would be nice - she can fill you up on Silver, until she inevitably succumbs to your foes.

33
So, the well-known fact about building engines with Potion-costing cards is that you have to buy a Potion to get them

Obligatory special case observation: jester.

34
Game Reports / Re: Is this an engine board, or not?
« on: February 12, 2013, 09:51:08 am »
I'm not sure how to set this up.

For example, you went for
Turn 3: Courtyard with $3
Turn 6: Silver with $5
At first I thought those should have been silver/wharf, but the courtyard would be a little better for hitting $7; and given your turn 3 buy, your turn 6 buy was correct (too many terminals).  Actually, looking back, I still would've gotten a wharf turn 6. You had:
2 silver, 1 wharf, 1 courtyard, 1 militia
Sure, you have a lot of terminals but wharf was missing the shuffle, and courtyard can put militia back if they crash.

Anyway, I'm not sure if I'm right here; I think this kind of thing is hard to set up and one turn can make a big difference because every turn you start with an 11 card hand is important.

35
Game Reports / Re: Saboteur Madness
« on: February 11, 2013, 11:15:19 pm »
I think turn 17 you want to buy a gold instead of a bridge.  Your 3+'s were sab/oracle/oracle and your opponent was gonna play 2 saboteurs.  If opponent doesn't hit gold, you'll be able to get a province.  If opponent does, you can replace it with bridge.  In general if you're hit with sab a lot you should be biased towards getting higher cost cards.

Of course hindsight is 20/20.

36
Game Reports / Re: i get really lucky
« on: February 10, 2013, 08:49:47 pm »
An impressive feat
Undermined in solitude.
False awe: diminished.

37
Game Reports / Re: i get really lucky
« on: February 10, 2013, 10:12:56 am »
Title: Fourteen Turns

Four golds, three coppers
Five provinces, a steward
And one caravan

38
Dominion General Discussion / Re: Ready, Set, Transmute!
« on: February 09, 2013, 11:59:29 am »
Transmute can be an extra in a duke strategy but I've never been able to make it be the main swing.  The problem is you want to get Duchies as early as possible when playing against a real opponent.  Usually by the time I want to trash actions there aren't that many duchies left anyway.

39
Variants and Fan Cards / Re: Reversing cards
« on: February 04, 2013, 11:10:52 pm »
Niacitcat: +5 Cards, +1 Action, +1 Buy. If you drew any cards this way, discard your hand at the start of your next turn.
Great for draw-your-deck engines when there's absolutely no buy on the table!

40
Game Reports / Re: What a lackluster kingdom this was...
« on: February 04, 2013, 03:53:29 pm »
Shark_Bait: I figured thinning the crap out of the deck couldn't hurt. It at least upped the average coins per draw.
not to mention that it is especially vulnerable to Bureaucrat
And militia!

41
Game Reports / Fun Vineyards Comeback
« on: February 03, 2013, 11:14:28 am »
Alchemist, Apothecary, Embargo, Noble Brigand, Potion, Secret Chamber, Throne Room, Tournament, Transmute, Vineyard, and Workshop

http://dominion.isotropic.org/gamelog/201302/03/game-20130203-075800-2129732a.html

Almost everything here was important.  We both went for apothecary because it's great for getting early provinces for tournament.  I don't get the hands I'm looking for and my opponent gets a province turn 6, followers and another province turn 8, trusty steed turn 9.

So I switch into getting vineyards, using transmute and workshop to gain lots of cards, alchemist for draw and throne room for oompf.  The transmute was pretty useful, I got rid of 4 curses and hit copper with it a few times to end up with 7 transmutes (worth 12 vineyard points).  I gained 5 tournaments on my last turn to end the game, and that was the first time I pulled ahead.

42
Dominion General Discussion / Re: Random city question
« on: February 02, 2013, 03:36:30 pm »
This is how I've seen it split:
If you're interested in the natural numbers themselves (e.g. you're studying set theory or category theory) you usually include zero because it's nice to have an identity for addition.
If you're just using the natural numbers to count/index things you don't include zero.

So usually people using analysis don't include zero and everyone else does.

43
Dominion General Discussion / Re: Random city question
« on: January 30, 2013, 11:32:22 am »

44
Dominion General Discussion / Re: Random city question
« on: January 30, 2013, 11:08:54 am »
Your pluses idea seems like the only reasonable, serious idea suggested so far -- aside from explicitly referencing piles, which is clunky.

One thing about City/City+/City++ though, is that they don't feel mutually exclusive to me.  That is, the term City could refer to City regardless of the number of piles, and City+ to me suggests that at least one pile is empty, rather than exactly one.  But then, this is a feature as much as it is a bug.  Most of the time if we mention City+, it's really just enough to mean that at least one pile is empty.

Ah you're right, we need more sophisticated terminology.

How about basing it off what letters are capitalized?
city = the card in general.
City = zero piles.  CiTy = one pile.  CiTY = 2 piles.
Then we can use the "i" to mean "at least" e.g.
CIty = zero, one, or two piles.  CITy = one or two piles.
Since this scheme doesn't work so well with the plural "cities" we should just spell it "citys"

For example:
One of the best strategies in the game is to just buy citys.  Start by buying some silvers or other $3/$4s which will give you money like monument.  Once you buy enough of these you will be able to hit $5 pretty consistently. Since CIty is a village you can be extremely liberal in buying $3/$4 terminals.  But make sure you spend your $5 on citys!  If your opponent is silly enough to ignore this strategy in 14 turns or so you should have 10 CiTys.  At this point you should try to empty another pile (it helps to have some +buy beside CiTY) so that you have CiTYs.  Once you have 10 CiTYs you basically just win the game by buying all of the provinces.

This method is obviously the most precise.

45
In 2011 I accidentally mined a platinum instead of whatever else I had in my hand.  Wouldn't be too bad except platinums were all gone.

46
Puzzles and Challenges / Re: Anti Wishing Well
« on: January 20, 2013, 07:36:03 pm »
7. You want to poison your next hand against Possession or Minion (e.g. you discard 6 green into an empty discard/draw deck, play WW and then generate a garbage hand that is Possessed or Minion'ed away).
This wouldn't actually help in the Minion case, since you'd discard those greens before drawing, giving you the same discard pile as would've had otherwise.
So in the minion case you discard 5 green, then draw one.  In cleanup you draw the Final Four then reshuffle, and draw one (possibly good) card but you have a deck of good cards.

47
Game Reports / cutpurse/city vs. silk road/familiar
« on: January 13, 2013, 11:55:44 am »
I'm proud of how I adapted my strategy in this game against ehunt.

Adventurer, Bank, Border Village, City, Cutpurse, Familiar, Remodel, Silk Road, Stash, and Walled Village

I opened potion/silver for the familiar, and ehunt opened silver/cutpurse.  I figured the cutpurse was just trying to get lucky with killing my 3p, but then he has 3 cutpurses before I hit my first $5 on turn 7.

So I realize his plan is to rush cities and use cutpurses to keep me below 5.  Instead of trying to get above $4 I got 2 familiars and a remodel and went for silk road/estate.  It went as well as it could have for me because silk roads, cities, and estates depleted at about the same rate. 

48
Dominion General Discussion / Re: Conspirator or Grand Market?
« on: December 31, 2012, 02:06:52 pm »
When both are out and you have a consistent engine, it's important to remember that 3 conspirator >ish 2 grand market.  And you get to use coppers if you have em.

49
Game Reports / Explorer being awesome
« on: November 24, 2012, 02:24:19 pm »
Key cards: lighthouse, ambassador, caravan, explorer
Really not much else going on for an engine.  With lighthouse and amb, we both get our decks small real quick.  So after my first province I grab an explorer, and use it 4 times for gold.

http://dominion.isotropic.org/gamelog/201211/24/game-20121124-111958-9b7bcc48.html

50
Game Reports / Clutch embargo
« on: November 11, 2012, 03:51:33 am »
http://dominion.isotropic.org/gamelog/201211/11/game-20121111-004927-82cc14cb.html

— carstimon's turn 16 —
...
carstimon buys a Duchy.
carstimon buys an Embargo.
(carstimon reshuffles.)
(carstimon draws: an Estate, an Embargo, a Silver, and 2 Coppers.)

— carstimon's turn 17 —
carstimon plays an Embargo.
... getting +$2.
... trashing the Embargo.
... embargoing the Provinces.
carstimon plays a Silver and 2 Coppers.
carstimon buys a Duchy.
(carstimon draws: a Wharf, an Estate, a Gold, a Silver, and a Copper.)

   — mandatory's turn 17 —
   mandatory plays a Gold, 2 Silvers, and a Copper.
   mandatory buys a Province.
   ... gaining a Curse.
   (mandatory reshuffles.)
   (mandatory draws: a Province, 2 Pirate Ships, a Silver, and a Copper.)


Final score: 33-32

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