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Topics - jotheonah

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26
Game Reports / When not to go Horse Traders-Duke
« on: December 28, 2012, 05:31:17 pm »
http://dominion.isotropic.org/gamelog/201212/28/game-20121228-142700-33759629.html

City and Expand are both really good reasons not to. Also, I might not have been doing it right.

27
Game Reports / EPIC VINEYARDS
« on: December 24, 2012, 01:56:48 pm »

28
Game Reports / Mint-Trader-Wishing Well
« on: December 24, 2012, 01:09:19 pm »
http://dominion.isotropic.org/gamelog/201212/24/game-20121224-100349-055bc05d.html

Devised a fun strategy here and it actually worked as well as I hoped. I bought one Trader to trash Estates, Wishing Well on 3 or 4, Gold on 6 or 7, and Mint whenever I had five and 3 or more Coppers.

Then I used Wishing Well to match the Mints up with the Trader whenever possible, so I could Trader them away. Otherwise, I just Minted additional Silvers or Golds, and Trader'd Coppers occasionally.

The Wishing Well can find a Silver fairly reliably after a while, though I realized that once I hit 8 (no +Buy) I actually should have started wishing for Provinces just to get them out of the way!

If my opponent's strategy here looks incongruous, he told me he was hoping to use Talisman to spam 4s and then Forge them into Provinces. Which apparently worked better in theory than in practice. Kind of neat to see a game where there was almost no overlap between the cards in my strategy and the cards in my opponent's strategy.

29
Variants and Fan Cards / 7-cost Victory Card?
« on: December 24, 2012, 12:42:48 pm »
We have actions and treasures at 7, but no 7-cost victory cards.

What would you put on such a card? How would you balance it? What would its existence do to the game re: Develop, Upgrade, Remake?

No particular reason for asking, just interested to see ideas as a theoretical exercise.

For that matter, what would you see on a 1-cost Victory Card?

30
Forum Games / Mafia XIX: Deep Space Nine Mafia (PMs being sent)
« on: December 21, 2012, 09:20:21 pm »
Ok, I'm really excited about this theme game, actually and I hope you guys will play, even if you're not that into Star Trek. I think I've learned a lot about balance since the last time I modded.

I am happy to wait a long time to start this, if too many games are starting at once. But I am really eager to mod again. So let's just see what happens.

IN LIST:
1. ashersky
2. Robz
3. yuma
4. Eevee
5. Shraeye
6. Cuzz
7. Glooble
8. Raerae
9. liopoil
10. mcmcsalot 
11. Jimmmmm
12. theorel
13. sparky5856
14. Dsell
15. Galzria

Assistant Mod: SwitchedFromStarcraft

The game is for 15 players, and the setup is semi-open.

You're on Deep Space Nine, just before the start of the Dominion War. At a busy port on the wild frontier of space, it's hard to keep track of all the comings and goings. Despite Odo's best efforts, a string of sabotages on the station have made it clear that someone on board is not what they seem to be.

It's possible that some crewmembers have secretly defected and joined the Maquis, a terrorist group within the Federation. It's also possible that a few crewmembers have been replaced by their mirror universe duplicates - you'd never know the difference if they shaved their goatee. And of course, there's the constant threat of changeling infiltration, though they wouldn't bother with a team. No if there's a changeling aboard he's a solitary serial killer.

Well, this won't do at all. Captain Sisko will take some crewmembers and trusted civilians off their regular duties and assigne them to investigate for the various threats.

Non-flavored information:
- The setup will either have two scum teams or one scum team and one serial killer. You won't know which.
- Either way, there will be three alignment cops: a Maquis cop, a Mirror Universe cop, and a changeling cop. These three will be guaranteed NOT the alignment they investigate for - but not guaranteed town.
- Everyone else will have a small role - either an X-shot version of a power role or a role of marginal or even negative utility.
- These roles, and characters, will be assigned 100% independent of alignment. Knowing someone's role or character will not tell you if they're scum, exception being of course the cops, and the IC-variant if there is one.
- There will be only one version of each character in game. So if there's a Mirror Universe Bashir, there won't also be a Changeling Bashir or a Bashir prime.
- No roles considered to be bastard. I am deciding whether or not I'll post a list of possible roles. I could probably be persuaded to do so.

Quick primer on Deep Space Nine:

It's the third Star Trek series, and the only one to be set on a space station rather than a ship. As such, it has a much richer tapestry of ongoing plotlines than other Star Treks, starting with the discovery of the galaxy's first stable wormhole (which is also home to non-linear time aliens who some characters worship as Gods) to a full on war with aliens from the other side of the wormhole that lasts the last 3 seasons of the show.

The Maquis are dissatisfied members of the Federation (the intergalactic alliance Earth is part of in the 24th century). When Starfleet officers defect to the Maquis on the show, they tend to do it secretly at first, using their rank and position to steal something to help the resistance. So a nice mafia flavor hook.

The Mirror Universe is a ridiculous Star Trek concept - an alternate reality where good people are evil and evil people are good. It started out in the original series, but DS9 did about one mirror universe episode per season.

Changelings are the big bosses of the Dominion, the bad guys in the war. Odo, the station's security chief, is a changeling, but he was raised in the alpha quadrant and he's loyal to the good guys. They can shape shift into animals, other people, inatimate objects, you name it. In the show, the Dominion replaces people with changeling operatives in order to destabilize the alpha quadrant and get them to weaken each other before launching an all out attack.

Knowing more about the show than that will help you make guesses about people's roles if you know their character. But even all that is more than you need to know for a mafia game.


Mafia Ruleset (blatantly stolen from Axxle)

Game Rules:

General Gameplay and Etiquette:
1. You may not quote private Moderator-supplied information (either real or fabricated) of any kind. Paraphrasing (for role claims, etc.) is acceptable.
2. There is to be NO personal communication outside of the forum postings unless your role PM specifically allows it. Mafia members may communicate at night and during the confirmation stage.
3. If you have a role with a Night action your choices are due to me by the posted deadline. If I do not receive your choice via PM by the posted deadline you will forfeit your actions. In case of multiple submissions, the last valid one before the deadline will be used.
4. Roles with Night actions will not be able to submit an action on Night 0 (i.e. during the confirmation stage).
5. Any player with a Night action may instead submit a “No Action” PM to let the Mod know that you do not want to perform your expected action that Night phase.
6. As a general rule you should aim for one post every 48 hours, minimum, to keep the game moving.

Voting, Deadlines, and Player Death:
1. A simple majority (rounded up) of all living members must agree on one person for a lynch to occur prior to deadline.
2. Once you have reached a simple majority no further unvoting will change someone’s fate. Further votes will also be ignored.
3. Once a player is lynched the game enters twilight until I post a death scene; all players including the one who was lynched may continue to post during twilight.
4. Please submit votes as: Vote: PlayerName. Votes will NOT be counted if they are not bold! Obvious abbreviations or nicknames will be counted so long as they are unambiguous.
5. Please submit vote revocations as either Unvote: PlayerName or Unvote. Unvotes are not necessary before changing votes.
6. You may Vote: No Lynch - a simple majority of these vote types are required to send the game to Night phase without a lynch.
7. This game will have 2 week lynch deadlines and 48-hour night deadlines, extended at my discretion for weekends and holidays. If a player or No Lynch does not have a simple majority at deadline, no lynch will occur, and the game will go into night.
8. Once you are killed (either via lynch or night kill) you may no longer post. This means that you do not even get a “Bah” post. The dead in this game are silent.
9. Do not edit or delete posts. We don't want some players having more information than others.  If you want to clarify posts, feel free to double post.

Miscellaneous/Mechanics:
1. Bold, blue text is reserved for the Mod. No invisible/small text is allowed, nor is cryptography.
2. If you have an issue/problem with the game, please PM the Mod privately. Do not post issues/complaints in the game thread.
3. The Mod may make mistakes - please point out any mistakes gently. Mistakes will be corrected where possible, but sometimes mistakes are made that cannot be reversed. These will stand as final to be commiserated over after the game.
4. Please bold all requests to the Mod so that they don’t get missed.
5. Prods of missing players will be issued upon request after 48 hours of no activity. A prodded player has 48 hours to respond or risks replacement. A player who has been prodded 3 times is subject to replacement without further notice.
6. Rule violations will be dealt with according to their severity, up to and including a Modkill.
7. If you anticipate being unavailable for more than a 48-hour period please post a notice to that effect in the thread. Treat this game as a commitment. Be considerate – don’t leave us hanging.


The Golden Rule:

Please remember that this is a game and your main objective is to have fun! Be considerate of each other, don’t get personal, and enjoy the game.

Helpful Links:


31
Game Reports / 9 turn, IGG-Bridge
« on: November 30, 2012, 11:13:23 pm »
http://dominion.isotropic.org/gamelog/201211/30/game-20121130-201037-1f778ba0.html

Not a lot to say about it, just thought this was a silly little game.

Am a little curious if you all agree on the Governor/Chapel opening - I only ended up playing Chapel once.

32
Dominion Isotropic / Steward?
« on: November 03, 2012, 12:48:18 am »
Why, when I play Steward with 3 cards in hand and choose the trashing option, does it give me a check box to select the only two cards in my hand rather than just auto-trashing them?

33
Game Reports / Cellar/Conspirator
« on: October 27, 2012, 09:27:12 pm »
http://dominion.isotropic.org/gamelog/201210/27/game-20121027-182203-be53954b.html

Here I wanted to do a Conspirator engine but bought way too much Treasure. so the game is kind of a mess. But I discovered that Cellar is a really good friend to Conspirator in an untrimmed deck. You just Cellar entire hands until you find Conspirators.

34
Game Reports / Best 5 for a 5/2 if you're going for Alchemists?
« on: October 22, 2012, 11:48:20 pm »
Mine of course!

http://dominion.isotropic.org/gamelog/201210/22/game-20121022-204350-2fff288a.html

I've done Mine-Alchemist shenanigans before, but in this particular game it seemed to work really well. I bought a ton of Alchemists in a very short time by being able to trade the potions in and out with my Mines.  Fun little semi-combo.

Trade Route was MVP here too, of course. If you're wondering why I opened Estate, I figured it would be worth it to activate the TR's.

35
Game Reports / Bishop-Venture
« on: October 21, 2012, 03:32:57 pm »
http://dominion.isotropic.org/gamelog/201210/21/game-20121021-122924-b77faf16.html

Bishop seems like a nice trasher for enabling Venture chains, especially if your opponent is Bishoping, too. I don't know how much of this was just good draw luck, but at the end of the game I had 15 cards and 6 of them were Provinces.

36
http://dominion.isotropic.org/gamelog/201210/20/game-20121020-123315-b49dca14.html

Aprpentice is the perfect partner for Vault-Tunnel, since you can trash 3 Golds with Apprentice to draw your deck, and as long as you end with the Vault you can replace those Golds by discarding all your Tunnels.

I'd love to try this on a board with Cantrip +Buys. And I'd buy a few more Schemes.

37
The title, while hilarious, is actually a lie: the game will have very few voting shenanigans.

The setup will be closed, bastardly, and bizarre.

The game will start in 24 hours with however many people are signed up.

In:
1. ashersky
2. Captain Frisk
3. Galzria
4. Robz
5. Voltgloss
6. Eevee - LOOK I DIDN"T FORGET YOU
7. shraeye
8. Archetype
9. Cuzz
10. Glooble
11. cayvie

Standard mafia rules apply.

38
Game Reports / I buy Explorer and Scout, my opponent doesn't, I win
« on: October 19, 2012, 10:47:27 pm »
Note that correlation here doesn't imply causality.

But the recent article by gman134 inspired me to try an Explorer/NV opening on this board and it worked pretty well. Scout even hooked my Explorer up with a Province one time.

http://dominion.isotropic.org/gamelog/201210/19/game-20121019-194528-04377581.html

39
The 5th part of the Dark Ages adventure mode.

I think having 3 hovels instead of the standard array of shelters is supposed to be a handicap (no free village). But, on a 5/2, having 3 Hovels is awesome! You can trash them all by buying one Estate. It seems like maybe someone didn't quite think that one through.

40
Game Reports / Come from behind Gardens win
« on: October 16, 2012, 12:16:51 am »
http://dominion.isotropic.org/gamelog/201210/15/game-20121015-211309-f4c283e7.html

I did not play this game well. I made the classic city mistake, and I should have bought more Upgrades. But it's notable because it's probably my best come-from behind win ever. He has 6 Provinces to my one, but on the last turn I buy all but one Garden and 11 other cards with the massive number of buys from all the Throne Rooms and finally-activated Cities, pushing into a highly unlikely win.

41
Game Reports / Tunnel-Mania
« on: October 10, 2012, 06:40:15 pm »
http://dominion.isotropic.org/gamelog/201210/10/game-20121010-153729-d5a6bb25.html

Golem + Cartographer + Oasis will pretty much find your Tunnels wherever they are in the deck. I ended the game with 20 Gold, and that's after trashing one to Trade Route. There were only 5 Gold left in the pile.

42
Game Reports / Coppersmith-Crossroads-Tactician
« on: October 07, 2012, 10:26:07 pm »
http://dominion.isotropic.org/gamelog/201210/07/game-20121007-192115-c483f69d.html

Pretty proud of this engine, though in this game it only double-Provinced. With a cantrip +buy (or if I had had the foresight to buy a Spice Merchant earlier) I think you could add another Coppersmith and have triple-Province turns pretty consistently (on Tac turns, of course).

I like that it's an engine that uses all 10 starting decks to make it work.

43
Game Reports / Apothecary = Best leapfrog to Tournament?
« on: October 01, 2012, 04:19:56 pm »
I've noticed before that Apothecary can get to the first Province really quickly - at the expense of not doing so well with the second. But in a Tournament game, the first Province is all-important. It worked out pretty darn well. I'm sure Ambassadoring the Estates away helped a lot too.

Not sure how much of this was my opponent's play; I don't love a Sab opening on a 5/2, on the other hand it hit me pretty brutally.

http://dominion.isotropic.org/gamelog/201210/01/game-20121001-131625-97643eec.html


44
Game Reports / Showboating FAIL
« on: September 29, 2012, 08:11:26 pm »
What not to do with KC, Scheme, and Outpost:

  jtotheonah plays an Outpost.
   jtotheonah plays an Ironworks.
   ... gaining an Estate.
   ... drawing 1 card.
   jtotheonah plays 2 Golds, 3 Silvers, and 3 Coppers.
   jtotheonah buys a Colony.
   jtotheonah buys a Colony.
   jtotheonah buys a Province.
   jtotheonah buys a Province.
   jtotheonah puts a King's Court, a King's Court, a King's Court, a Grand Market, a King's Court, a Grand Market, a Grand Market, a Grand Market, a Festival, and a Swindler back on the deck (first on top).
   (jtotheonah draws: 3 King's Courts.)
   

   — jtotheonah's extra turn (from Outpost) —
   jtotheonah plays a King's Court.
   ... and plays a King's Court.
   ... ... and plays a King's Court.
   ... ... ... but plays no action with it.
   ... ... and plays the King's Court again.
   ... ... ... but plays no action with it.
   ... ... and plays the King's Court a third time.
   ... ... ... but plays no action with it.
   ... and plays the King's Court again.
   ... ... but plays no action with it.
   ... and plays the King's Court a third time.
   ... ... but plays no action with it.
   (jtotheonah draws: 4 Grand Markets and a King's Court.)

http://dominion.isotropic.org/gamelog/201209/29/game-20120929-170908-1e660dcf.html

45
Game Reports / Quite possibly the longest Dominion game I've ever played
« on: September 25, 2012, 01:58:56 pm »
http://dominion.isotropic.org/gamelog/201209/25/game-20120925-105356-cd722b9f.html

No trashing, no (real) villages, lots of junking, and Rabble.

With Colony, Platinum, and Potion (not to mention Tournament) there's a shot at 8-point Fairgrounds here, and I decide to go for those. When throne starts ramping up his Golem-powered engine (the only kind of engine with even a minute chance of working) and buying multiple Colonies, I thought I'd lost for sure, but I just kept grabbing alt-VP and somehow pulled off a tie.

It was so hard to tell who was winning, no one wanted to end the game prematurely.

There was so much Rabbling going on that on Turn 24 I used Inn to topdeck all my action cards. By the time my Turn 25 came around, every single one had been discarded by Rabble. Quite depressing.

46
http://dominion.isotropic.org/gamelog/201209/25/game-20120925-100117-d5cc88fb.html

This was a fun one. I realized early on that I didn't want to trash coppers with my Trade Route unless I really needed the +Buy, because getting them all in hand would be SO lucrative for the banks. So I grabbed things to draw my deck - Stables, Caravans, and Border Villages with Margraves as the bonus. It led to a midgame triple-colony turn (I actually had $44, but only 3 buys).


47
Game Reports / Some Game Reports: Goons w/o villages & Alt-VP slogfest
« on: September 22, 2012, 11:14:11 pm »
Man I have been mafia-ing so much my iso rank has gone to hell, but I finally got back on today and played with some really neat sets:

http://dominion.isotropic.org/gamelog/201209/22/game-20120922-193745-d6561f8f.html

is a Goons game with no villages at all for megaturns, but both Lab and Caravan are out, as well as Pawn. So we both try to build decks that draw themselves and play a Goons at the end, but I opt to rack up Pawns for +buys and buy Loans to get rid of those excess Coppers, while my opponent is more focused on smart buys and emptying the VP piles.

The nice thing was that with the Labs and Caravans, the Goons' attack stopped hurting very much, which made the game much more enjoyable than a normal Goons game.

http://dominion.isotropic.org/gamelog/201209/22/game-20120922-200435-c1039d46.html

As soon as my brother gets Alchemy, I want to try this set, which is mostly Alchemy and Cornucopia cards, and definitely a Cornucopia sort of themed game. Basically we're both trying to rack up diverse, action-heavy decks to feed Vineyards and Fairgrounds while also collecting the cards themselves, and the regular VPs, with only Woodcutter for +Buy. I think a more skilled player would have gone for a more focused, faster strategy, but the puzzle of how/when to best try to grab ... more or less everything ... was interesting enough for me.

48
Dominion: Dark Ages Previews / Procession + Fortress is really fun
« on: September 01, 2012, 05:01:57 pm »
Because you get it back when you trash it, Procession basically KCs a Fortress, which turns it into a Superlab that also gets you a free 5-cost action. Awesome. If you Procession a Procession you can use it on the same Fortress twice, playing it a total of 5 times and gaining 3 5-cost actions (though you do lose a Procession). Throw in Band of Misfits (an excellent 5-cost card for you to gain with these shenanigans) and you can make this combo last even longer - Procession a BoM (as Fortress), then turn around and use the BoM again as a Procession to double play that other Fortress you just drew.

Basically these two 4-cost cards can make for a juggernaut drawing/gaining engine with is pretty sweet especially with good spammable 5-costers like Festival and Bazaar. They don't even have to spammable because all this Fortressing is getting you crazy +Actions. Works pretty well to get lots of Cultists in a hurry too.

I'm really glad I tried this first against a bot on Goko. If I'd tried this combo against a person, they might have rage-quit because my turns ended up being absurdly long.

49
Forum Games / Donald X's lynch of Personman
« on: August 21, 2012, 11:58:40 pm »
Can someone link to this? I've seen Frisk mention it twice in games I'm not playing and I missed it and I'm intrigued.

50
Game Reports / A good use of Treasure Map
« on: August 20, 2012, 10:44:18 pm »
http://dominion.isotropic.org/gamelog/201208/20/game-20120820-194015-1ae218cc.html

Thought I'd post this because it's a more intentional strategy than normal for me. Buy all the Labs to draw my deck, Salvager for +Buy and deck thinning, and grab the Treasure Maps for an instant economy. Only squeaked the win, but it did run pretty much as planned.

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