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Topics - Robz888

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26
Game Reports / The Adventurer Dream Board: Adventure Was Worth It
« on: December 18, 2013, 04:03:46 pm »
I'm a huge skeptic of Adventurer. If it's better than Scout, it's not by much. And really, it's the only card in the game where one can easily say, "miscost!" It just would work much better at $5. At $6, you virtually never want it, and I don't think I've ever purchased it on Goko, maybe once or something.

But this highly interesting Kingdom made it a worthy buy.

http://dom.retrobox.eu/?/20131218/log.514cd37de4b0fe3236619906.1387393687738.txt



Code: [Select]
Baron, Scavenger, Golem, Baker, Counterfeit, Mystic, Soothsayer, Tribute, Adventurer, Grand Market
The presence of Baker allows for a Soothsayer opening. Then what? SCSN opts for the engine, and there's definitely something to it, with GMs, Bakers, Golem and Scavenger. Lack of trashing makes it not so automatic, though.

He Soothsayers me, causing me to draw an early $8. I decide from then on that I'm just going to try to outrace the engine with a BM deck. I pick up 2 Counterfeits (such a strong card), which will do a little bit of Copper clearing for me and also get the most bang out of the Golds I'm gaining from my Soothsayers.

On a mid-game $6, I decide that Adventurer is the right call, over Gold or a third Counterfeit. The reason: I actually have a decent number of Golds in my deck relative to Copper, and only one other terminal (Soothsayer). What I didn't realize is that the Adventurer works really nicely alongside my Counterfeits when I am able to draw them together, because Counterfeit lets me do something with that Treasure and gives me a +buy.

I don't know how much of this game was luck, it ended up a bit lopsided. On a side note, my current thinking is that Soothsayer is a not-so-great card for an engine player trying to play against a money deck if he doesn't have his engine going yet, because that extra card is so useful to my deck, and he's not cursing me constantly enough for it to hurt me. But this might just be an extreme example of that.

27
Game Reports / My Hand Produces Only $2... For 15 Straight Turns
« on: December 03, 2013, 11:54:39 pm »
It begins on Turn 5 and ends on Turn 21. I was not amused.

http://dom.retrobox.eu/?/20131203/log.514cd37de4b0fe3236619906.1386132737224.txt



Code: [Select]
Crossroads, Fortune Teller, Lookout, Death Cart, Sea Hag, Wandering Minstrel, Festival, Merchant Ship, Stables, Nobles

28
http://dom.retrobox.eu/?/20131126/log.514cd37de4b0fe3236619906.1385534445186.txt


Code: [Select]
Haven, Fishing Village, Menagerie, Smugglers, Bridge, Ironworks, Haggler, Rebuild, Upgrade, Hunting Grounds
I get the 5/2 and almost instinctively and thoughtlessly click on Rebuild... before realizing that this is like the dream Mega Bridge set. It has perfect village support, ideal trashing, and awesome draw. "Okay," I say to myself. "If you can't beat Rebuild here, you will have forever brought shame upon yourself."

And it's an easy victory of course, but it certainly felt good.

29
Goko Dominion Online / It Gets Worse
« on: November 22, 2013, 03:43:28 pm »
I'm sure I'm not the first person to point this out, but.... Goko quality seems to be rapidly degrading.

Now when I start games, sometimes it doesn't load me into them. Other people are having this problem as well.
Games lag terribly, much worse than ever before, and I know it's not my internet connection.
These issues seem to be chasing high skill opponents away, and it's harder and harder to even find people to play.

I had come to like Goko just fine a few months ago, but now I'm seriously missing the Isotropic days again... and I can't shake the feeling that online Dominion is headed for its end.

30
Goko Dominion Online / Furious
« on: November 16, 2013, 09:11:36 pm »
I am being slow-played RIGHT THIS VERY MOMENT, as I live and breathe.

His Goko name is barry.

First he accused me of cheating, because I was making pretty good Wishing Well guesses. (I have two cards left in my deck, 2 of them are Copper, I guess Copper, and I am right... obviously I am cheating!)

I kindly explained to him how I was able to make pretty good (though well short of perfect) WW guesses. Well, now he is slow-playing me. Like, really really badly. Usually, people just give it up after like 2-3 turns of this, but he is absolutely committed to it.

I am loathe to give in to the Goko terrorists, so I guess I am going to play it out like this. I am so mad though.

32
Game Reports / In Which I Give My Opponent 20 Silver
« on: November 15, 2013, 03:33:49 pm »
http://dom.retrobox.eu/?/20131115/log.5075b25251c30da02a09b898.1384547292719.txt



Code: [Select]
Pearl Diver, Chancellor, Masterpiece, Shanty Town, Throne Room, Trader, Mountebank, Witch, Altar, Farmland
Well, I probably called this one wrong from the get-go. But having drawn $5 so many times, I really felt committed to a Throne Room/Mountebank strategy. Trader is of course the appropriate response, and he absolutely wrecks me with it here.

By Throning Mountebank when he had Trader on at least two occasions, it was like I was repeatedly playing Trusty Steed on him. Although I guess that would make it an Untrustworthy Steed.

33
Game Reports / The Pirate Ship Revival?
« on: October 12, 2013, 03:39:56 pm »
Why are all my opponents buying Pirate Ship these days?

http://dom.retrobox.eu/?/20131012/log.514cd37de4b0fe3236619906.1381606268863.txt


Code: [Select]
Workshop, Advisor, Ironmonger, Pirate Ship, Scout, Bazaar, Catacombs, Count, Wharf, Harem
Pirate Ship is so obviously doomed to failure here I think it's sort of laughable. My opponent actually gets pretty lucky to hit my first Silver, too, and he is still gets trounced. Ironmonger, Bazaar, and Count provide excellent coin, Workshop can replenish Silvers if it comes to that... so, so not a Pirate Ship board. You would have to hit so many times to make your PS better than Gold or Count, and you're never going to hit that much, because my action density is just going to be enormously high very quickly.

Anyway, I asked my opponent after the game (which I won 53 to 16), what made him think Pirate Ship. He said, "No money trash." I think he meant that I had no way of getting rid of my original Coppers quick, meaning they would up his PS. I tried to explain why this was backward thinking, but he held steadfast to the idea that his plan was good, just executed poorly.

I wouldn't bring it up, except this is the second time recently that someone of not-low-rank has opened PS against me on a terrible board for it. Weird!

34
Game Reports / Pirate Ship Beaten By Ye Old Treasure-less Deck
« on: October 05, 2013, 12:48:29 am »



The game: http://dom.retrobox.eu/?/20131004/log.514cd37de4b0fe3236619906.1380948066055.txt

My opponent opens Pirate Ship. Pirate Ship!? It's so bad!

Anyway, I decide, "Wouldn't it be fun if I refused to buy Treasure?" So I never did, not once.

He gets bad shuffle luck from the get go, and doesn't hit my Coppers on his first play. After that, it's pretty much too late--Remake/Lookout make swift work of them. Then I just Remake up my deck--Shelters into Estate, Estates into Villages, Villages into Remakes, and Remakes into Highways. He has nothing to do with his Ships: They're worth $0 all game. He sensibly resigns before I Remake a pair of Villages into Provinces.

35
I know people don't do it from a position of malice, but saying "GG" before the game is actually over infuriates me. Like, I am in the middle of my turn, and the other person says "GG." How am I supposed to take that? The other person is giving up? He is resigning? He just expects I am going to be able to end the game, or something? And then when I don't end the game, oh no, he isn't done playing, he has a chance now! Don't say it unless the game is truly, literally over. It is bad form to drop "GG" prematurely, and such behavior should be shunned alongside slow-playing and excessive complaining about shuffle luck.

36
Game Reports / 9 Point Vineyards! Thanks, Cultist
« on: September 02, 2013, 03:03:33 pm »
http://dom.retrobox.eu/?/20130902/log.514cd37de4b0fe3236619906.1378148383199.txt

I'm really surprised my opponent didn't go for Vineyards himself--this is like the Vineyards dream board, with cheap Actions, Stonemason, and even Border Village (though I don't take advantage of that). Well, not only does he leave me to get all 8 Vineyards, he actually buys 7 Cultists. This puts me in the awkward situation of not wanting to play my Lighthouses! Give me ALL the Ruins, please.

38
Goko Dominion Online / "AUTOMATCH"
« on: August 06, 2013, 12:21:21 am »
It exists. I'm trying to use it. It's not working.

39
Non-Mafia Game Threads / Forum Survivor (And The Winner Is...)
« on: July 16, 2013, 04:15:39 pm »
There has been so much discussion about this that I decided it was finally time to post a sign-up sheet. I have no idea whether we will get enough people to actually play, and I am not going to flesh out all the aspects of the game until then. But suffice to say, I have plenty of ideas for challenges and the like.

The game will operate like CBS's "Survivor" with teams that compete in challenges and vote each other out. There will be hidden immunity idols, puzzles, alliance-building, etc. A jury of eliminated players will choose the winner from among the last 2 or 3 contestants.

Again, I don't know whether there is enough interest to actually play this (I sort of suspect there isn't), but no reason not to try.

Players
1. liopoil (confirmed)
2. Galzria (confirmed)
3. mail-mi (confirmed)
4. Jimm (confirmed)
5. Grujah (confirmed)
6. Eevee (confirmed)
7. ashersky (confirmed)
8. Dsell (confirmed)
9. mcmcsalot (confirmed)
10. AdamH (confirmed)
11. EFHW (confirmed)
12. chairs (confirmed)
13. Jorbles (confirmed)
14. shraeye (confirmed)
15. nkirbit (confirmed)
16. Watno (confirmed)



GENERAL RULES
-- Don't use weird fonts, colors, etc. Green is for the mod.
-- You are absolutely forbidden from discussing this game with other players, except in designated qts and threads.
-- You are expected to play with morality and integrity. Do not cheat. Do not game the system. There may be challenges that require you to do something that can't be monitored by mods or other players. This will be kept to a minimum. However, your conscience will have to suffice in these situations. It's just a game--there is no prize. I will say it again: Do not cheat.
-- Carefully read, and obey, mod-given instructions.
-- Deadlines will be flexible. Some challenges may last a matter of minutes. Some will be completed at each player's leisure. Some will take several IRL days. This game will not require you to spend a lot of time on the forums at once (as mafia tends to do). Instead, it will require you to continuously check in to the forums to respond to PMs and QTs, cast tribal votes, and participate in challenges. If you are going to be unreachable via PM or QT for more than 24 hours, please give me advance notice so that we can accommodate you. I know, for instance, that mail-mi is unreachable all of Tuesdays. This will be taken into consideration.
-- Each player will have a QT in which he may speak with each other player on his team (yes, there will be a lot of QTs). So, Galzria will have 7 different QTs to begin with (one for each person on his tribe). If you wish to speak privately with more than one other player on your tribe, PM me and I will set up additional QTs. So, if Galzria is on a tribe with Jimm and mcmcsaot and ashersky, he will have QTs with each of them. If they want to all talk at the same time, one of them need only PM me, and I will create a QT for them to do this. Other players will not know about these QTs at game start, although conditions could change this.
-- You may not quote private moderator-supplied information, nor may you directly quote from one qt into another, or into the game thread. This is important. If Galzria is talking to ashersky in one QT and mcmcsalot in another, he may not copy + paste mcmcsalot's words into the qt with ashersky. He can't even copy + paste his own words into this qt! He can of course tell ashersky what mcmcsalot is saying (or lie about it), just don't make it a direct quote. Like my mafia games, you must paraphrase. Think of this as the thing that hits closest to IRL. If you are having a conversation with someone, and later you relay that conversation to a third party, you aren't going to remember the exact exact phrasing. So don't use it here. This will be a little laxer than in mafia games--you don't have to alter every single phrase that you relay to another person. Just don't give me the impression that you have copied whole sections of text.

SURVIVOR RULES
-- There are 16 players divided into two tribes. At first, you may only speak with your fellow tribemates, in QTs. There will generally be two challenges, a Reward Challenge and an Immunity Challenge, during each phase of the game. Sometimes these challenges will be combined. Rewards will include small in-game advantages, hints and tactical aids in future Immunity Challenges, clues to Hidden Immunity Idols, information, etc. Challenges themselves will consist of online games (including Goko Dominion), map movement games (like Mafia XXII Bankers Beware), puzzles, quizzes, etc.
-- The tribe that loses the Immunity Challenge will go to Tribal Council, where a player will be voted out of the game. Individual Immunity Idols and Hidden Immunity Idols can be used to protect yourself during Tribal Council. In general, these items must be used AFTER votes have been cast, but before they are announced. Any votes cast against a player who played an idol will then be discounted, and the player with the most valid votes will be eliminated instead.
-- A tie will trigger a revote. Only the players who received the most votes will be eligible to be eliminated, and they will not vote. If there is still a tie after that, the tied players will participate in a challenge.
-- At some point, the two tribes will merge into one. At this point, tribal general discussion will take place in the main thread, rather than a tribal QT.
-- At some point, eliminated players will no longer be completely out of the game--they will instead join the Jury.
-- When just 2 or 3 players remain in the game, we will hold the Final Tribal Council. The members of the Jury will question the finalists, and then vote for a winner. Whoever receives the most votes is the Winner of Forum Survivor.
-- The two tribes are as follows:


"Morgrim Tribe"
liopoil
mail-mi
Grujah
mcmcsalot
AdamH
Jorbles
shraeye
nkirbit


"Ozle Tribe"
Galzria
Jimm
Eevee
ashersky
Dsell
EFHW
chairs
Watno


"Host"
Robz888

"Co-Hosts"
Archetype
TwistedArcher


Please post the word "confirmed," in the thread, so that I know you have read these rules and still intend to play.

40
Game Reports / Cultist or Mountebank? vs. Stef
« on: July 13, 2013, 04:21:07 pm »
http://dom.retrobox.eu/?/20130712/log.50b20dc3e4b0c9ce0cf27eb3.1373670199427.txt

Conspirator, Feodum, Militia, Quarry, Smithy, Spy, Cultist, Mountebank, Rabble, Saboteur, Copper, Silver, Gold, Estate, Duchy, Province, Curse, Ruins

I am second player in this interesting game against the great Stef. There is no conceivable engine here, so the big question is: Mountebank, or Cultist, or both in which order?

We both open Militia/Silver, which I don't think pairs very well with later Cultists (because you can draw it dead), but Stef is Stef so I meekly follow him there.

Stef gets to $5 first, and opts for Cultist. I hit $5 right after and I know if I pass up Cultist here, I will be losing the Ruins split at least 8-2, if I even bother to get a Cultist. The card just snowballs so much. But I feel like Player 2 is really in a lot of trouble in the Cultist mirror anyway, and Mountebank is so strong, and the attack hurts more than Cultist (although it's much slower to fully take effect) and the negative VP is probably going to matter. So I take Mountebank.

Stef accumulates 6 Cultists, and gives me all the Ruins by Turn 12. But by then I have 3 Mountebanks and have given him 4 Curses. He quickly gets into the Cursing game himself, though, and he does give me 3 Curses himself. Early on, he can never block Mountebank, but eventually it gets a bit better for him. I also pick up an additional Militia on a sub-$5 hand, and again, I do like Militias in my deck better than his, since he has terminal draw from Cultist.

I am able to spike a lucky early Province, and another later on, and I have enough Silvers that Feoda are 3VP for me. They are only 2VP for Stef, who bought fewer Silver because he was always buying Cultists.

In the end, I can buy the last Curse to end the game on Ruins, Curses, and Feoda. The score ended up kind of close, but really I was fairly safe once we both started greening (and I shouldn't have ever bought that Duchy--that should have been a Feoda. Also I should have known to safely buy the last Curse a turn earlier).

What do you guys think? In Stef's position, I think I would have gone for Cultist first, too. But, as Stef said during the game "Mountebank is Mountebank." Thoughts?

41
Goko Dominion Online / A Salute to Heron
« on: June 28, 2013, 07:25:48 pm »
Just letting you know, in that game in which goko froze on you I resigned, so you got your deserved rating points. :)

Also note that it was a boring Tournament game where I, largely through first player advantage, won all the Prizes and was coasting to Victory. A person could hardly be blamed for accepting the lucky win via Goko-freeze after such an undeserved pummeling, but not so my opponent.

Please find a post of heron's and upvote it for me.

42
A Goko player with the username "btard" has selected as his/her profile image the naked torso of a woman.

This should probably be prevented by the powers that be.

43
Help! / Help Me Understand Why I Lost 4/5 Games to Stef
« on: June 23, 2013, 03:21:24 pm »
Just played 5 against Stef, losing 4. I think I slightly outplayed him in the one I won, got hugely outplayed in 2, and got unlucky in at least 2. But I would really appreciate opinion and advice.

Game 1 -- Robz wins http://dom.retrobox.eu/?/20130623/log.50b20dc3e4b0c9ce0cf27eb3.1372009254016.txt
Chapel, Stonemason, Doctor, Market Square, Monument, Embassy, Harvest, Ill-Gotten Gains, Rabble, Rebuild

The dreaded Rebuild! Okay, okay, I got this. Gotta go Rebuild, right? So I open Silver/Monument, and plan to play a straightforward Rebuild thing. There's no +actions engine to construct, so this has to be the right play. Stef goes for Market Square/Doctor shenanigans, and gets a whole bunch of Gold. I don't hit $5 until turn 5, which is really terrible and sets back my Rebuilding. But luckily all his Golds are sort for not, as he follows me into Rebuild and can never hit $8. Stonemason, by the way, allows for some nice double Rebuild gains. At one point I overpay SM hoping to double up on IGGs, but hey, you can't do that. I Province into Province enough to deprive him the points he needs to comeback, and take a win. Look at me, I can beat Stef, says the man who is about to be utterly obliterated.

Game 2 -- Stef wins http://dom.retrobox.eu/?/20130623/log.50b20dc3e4b0c9ce0cf27eb3.1372010688164.txt
Stonemason, Oracle, Smugglers, Armory, Nomad Camp, Silk Road, Talisman, Merchant Guild, Grand Market, Nobles, Colony, Platinum

Colony game. We both open Oracle/Silver, that has to be the right call. Now, what to do. Well, I am the first one of us to discover a really neat trick: with Stonemason and Grand Market on the board, every time you could buy a Province, you can get 2 GMs and an SM instead. I used this to nice effect, racking up 6 GMs. Stef is more Nobles focused, allowing him to take a 4 VP lead. He finishes off the GMS, and there are only 3 SMs left. Can I empty the pile, and take a VP lead? I think about it for a long time, and actually the mandatory time out thing becomes an issue, because Stef tauntingly figures out that I can (I tell him what I have in hand), and tells me so. I figure that the best I can do is tie him, and why should I settle for a tie, when I won the GM split? Sadly, Stef does what I should have done, and steals the game. Deservedly so--he figured it out, and I didn't.

It's actually a great puzzle. Stef is ahead 10-6. GMs and Nobles are out. There are 3 Stonemasons left; no other pile is close to empty. After playing 2 GMs, I have a total of $4 and 3 buys total. Left in hand I have 1 Nobles (but no plus +actions), 1 Stonemason, 2 Coppers, 1 Silver, and a $1 coin token, which could yield a total of $9 if I don't draw with Nobles.

Here's how I could have tied: I Stonemason the Nobles into 2 Duchies, losing 2 VP and gaining 6 VP, making it a 10-10 tie. I can then buy 3 Stonemasons and end the game. I do not have enough buys or cash to also get an Estate, and you can't overpay for Stonemason and get VP--only actions (remember, Nobles are out).

Here's how I could have won, and how Stef won: I could have done the Nobles thing, pulled even, and then overpaid for Stonemason by $2, gaining all 3 Stonemasons, and then bought an Estate. Boo!!!

Game 3 -- Stef wins http://dom.retrobox.eu/?/20130623/log.50b20dc3e4b0c9ce0cf27eb3.1372011015324.txt
Lighthouse, Workshop, Coppersmith, Horse Traders, Mining Village, Remodel, Spice Merchant, Ill-Gotten Gains, Pillage, Rabble, Colony, Platinum

Stupid IGG game where Stef gets 5/2, hits $5 every time, and crushes me easily. I don't think I could have done anything here.

Game 4 -- Stef wins http://dom.retrobox.eu/?/20130623/log.50b20dc3e4b0c9ce0cf27eb3.1372011862529.txt
Squire, Chancellor, Oracle, Cutpurse, Herald, Tournament, Ill-Gotten Gains, Torturer, Upgrade, Grand Market, Colony, Platinum

Okay, okay. Okay. He totally crushes me and outplays me, but I have to think he got a little lucky? He opened Chancellor/Tournament for goodness sake. He draws Chancellor immediately, buys Upgrade, reshuffles, plays all three of his Action cards, and reshuffles again. But, like, I hate saying "Stef got lucky," because it's Stef, obviously he's not the best Dominion player because he gets some weird amount of good luck. I try to setup a Torturer chain with Torturer/Squire, but by the time I am doing that reliably, Stef has trashed most of his Copper, all his Estates, has a few Upgrades, Squires, Oracles, Tournaments, and Torturers of his own. I surrender. I think I was outplayed, and unlucky? Or just outplayed?

Game 5 -- Stef wins http://dom.retrobox.eu/?/20130623/log.50b20dc3e4b0c9ce0cf27eb3.1372012514235.txt
Embargo, Vagrant, Monument, Scout, Thief, Treasure Map, Horn of Plenty, Ill-Gotten Gains, Knights, Hoard

I'm really hungry for another win at this point. We both open Monument/Silver. Third time IGG shows up, but we also have Knights. Knights are... important, right? I mean you can't just ignore them, I don't think. Ignoring Knights is rarely a good idea, I think, and there just isn't a lot going on here, other than the IGGs. So I start on the Knights. His first good hand is $6, and he buys Hoard right off the bat. Is that a good idea here? It should put him behind in the Knights race! Wel, it doesn't, we basically just both lose all the Knights against each other, and start IGGing, and somehow he can buy 4 Provinces while I struggle to hit $5. I am actually, truly baffled about what I did wrong in this game. I don't understand why his win was so lopsided. His Hoard obviously did help him, but I'm so, so, so not sure it was right to get it over a Knight on Turn 3. Ugh!

Any thoughts would be greatly appreciated.

44
Game Reports / Death Cart Is Pretty Good for Piling Out
« on: June 11, 2013, 03:20:50 pm »
http://dominionlogs.goko.com//20130611/log.514cd37de4b0fe3236619906.1370978130462.txt

Note: I don't actually do that! But I consider it. So, I think Death Cart is pretty nice for Curse slogs, because well, that's three piles between the Curses, Carts, and Ruins. Sure, your purchasing power is going to be crap a lot of the time, but Death Cart is always an auto-Duchy and sometimes an auto-Province when you play it.

But actually, Death Cart strikes me as something that can very often help you pile out a game, because draining the Death Carts will still allow to pick up a good amount of points when you play them later.

45
Game Reports / Really Confused Greening
« on: May 30, 2013, 11:41:36 pm »
http://dom.retrobox.eu/?/20130530/log.514cd37de4b0fe3236619906.1369942269797.txt

University, Lookout, Market Square, Warehouse, Cutpurse, Navigator, Remake, Ghost Ship, Knights, Farmland, Copper, Silver, Gold, Estate, Duchy, Province, Curse, Potion

So this was an interesting game with a really complicated end phase (vs. the awesome Rabid).

So the first question: University? We both say no here, on account of the lack of draw or worthy $5s. Ghost Ship is good but not something you base a University engine deck around. The Knights were entirely unbought; I think it's tough to say what effect they would have had on the game.

Well, we both go for Market Square activation via Remake. I pair my Remake opening with a Warehouse, though, and get the MS later. I think that's a little better than what Rabid did, which was open MS/Warehouse. Anyway, we are both doing similar things, really, and accumulate a whole bunch of Golds. Farmland actually becomes a really useful and interesting card, since we have superfluous Gold in hand--more than $8, but not like $16.

Eventually it becomes, really, really hard to know what the right move is. By the end of Turn 11, I have 2 Provinces, and he has a Province and 2 Farmlands. I buy a third Province, and then he buys a Farmland to turn a Market Square into a Duchy. Then I Farmland a Copper into an Estate rather than take a Duchy, and then he Farmlands a Farmland into a Province, gaining a Gold off a MS! On Turns 14 and 15 I scoop up the rest of the Farmlands by turning a Remake into one--this seems more important than getting Provinces. From then on, he can only draw $7, never $8, and I take the win.

I think a big difference, aside from the different openings, was that I did stop to get a Ghost Ship, and that was really hurting him. Hand size decreasers are particularly brutal on a deck the relies on Warehouses, I think.

46
Goko Dominion Online / There IS Something Off About the Ratings
« on: May 30, 2013, 12:16:55 pm »
I am currently hovering around 6200.

When I play mostly people who are 5500 and up, I steadily gain points, and have risen as high as number 9 on the leaderboard, around the 6500 mark.

When I play mostly people who are between 4500 and 5000 (which is easier, since there are way more of them), I steadily lose points. I can NEVER pull ahead, net-points wise, by playing people in this range, but I can if I play much higher level people.

Under a truly accurate rating system, this shouldn't be the case, right? I guess it could be that I am for some reason anomalously bad at beating lower ranked opponents, but I don't see why that would be true...

47
Goko Dominion Online / A Crazy Idea
« on: May 27, 2013, 11:08:54 pm »
What if there was a lobby you could only enter if you were like above level 5000? Call it the Grand Market or something.

48
Game Reports / 5/2 Options Against Familiar
« on: May 20, 2013, 04:31:08 pm »
http://dom.retrobox.eu/?/20130520/log.517d03b5e4b0b903ada05b62.1369081455304.txt

Smugglers, Tunnel, Familiar, Island, Noble Brigand, Laboratory, Margrave, Market, Saboteur, Wharf, Copper, Silver, Gold, Estate, Duchy, Province, Curse, Potion

I got really lucky, both in the Curse split somehow, and the end-game, where I miraculously back-to-back Province despite having very little economy.

But that's not why I am posting this! I get the dreaded 5/2 vs. Familiar start, and I see multiple avenues to pursue:

1) Open Wharf -- Wharf will help me cycle faster, so that I can get into the Familiar game rather quickly. (I know ignoring Familiar entirely is possible with Wharf, but I think Labs will help the Familiar player too much, and negate this approach).

2) Open Margrave -- I can start hurting him immediately, and the +3 cards will also speed up my own pursuit of Potion and then Familiar.

3) Open Saboteur -- With a little luck, I can actually cripple his Potion or Familiars, and turn thie 5/2 to my advantage.

4) Open Laboratory -- Once I do have Familiars, I'm actually going to prefer Lab to Wharf, of course. Should I start now?

I opt for Wharf, but I am not convinced it was the right play. As I said, I do think I won the game off of absurd luck. What do you think?

49
http://dom.retrobox.eu/?/20130518/log.514cd37de4b0fe3236619906.1368896783772.txt

Vagrant, Fortress, Ironworks, Scout, Young Witch, Highway, Horn of Plenty, Mine, Royal Seal, Trading Post, Hunting Grounds, Copper, Silver, Gold, Estate, Duchy, Province, Curse
Bane card: Vagrant

Been meaning to write up this very interesting game against a high level opponent.

So, we both open Young Witch. I am really usually loathe to actually get the Bane on Turns 1-2, though, and here it's no different, whereas he takes Vagrant right off the bat.

I have a decent Turns 3/4, picking up Ironworks and Trading Post. Ironworks feels right: I can establish a Vagrant defense, and grab Fortresses for an eventual draw chain with Hunting Grounds. The Trading Post is the only available trashing, and that will really help here. Eventually I take Hunting Grounds, and then spend extra $5s on Highways.

My opponent gets a ton of Vagrants and Fortresses, but that doesn't help him hit $5. When he does, he also gets Hunting Ground, and eventually Horn. I think he wants the Horn megaturn. The problem is, he has no trashing! So it's just not going to come together for him. Meanwhile, I have a deck of mostly Silver, Highways, a few Fortresses, and Hunting Grounds, so I can draw $8 pretty reliably. And that's good enough for me, so I head for Provinces, not doing anything too fancy, just relying on my strong deck.

It turns into a fairly easy win. Anyway, I think the lesson is that weak trashing beats weak defending every time. My Turn 2 Silver gave me the best shot at Trading Post, and that's what made the difference.

50
Goko Dominion Online / Is Time-Out No Longer Working?
« on: May 17, 2013, 12:51:50 pm »
Because my opponent disappeared (I got that "your opponent is having connection difficulties" message, but I know he just left without resigning because I was beating him and he's a jerk) and, well, I've been sitting here awhile.

If this game doesn't end itself--with a win for me--that's a major step backward for Goko.

Bastards.

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