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Topics - jotheonah

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51
Honestly, I think these will be annoying as heck in a real game, especially a 4-player game.

Lets say my draw-my-deck engine desperately needs buys and Sir Martin is the only one on the board. He flips up on my turn when I buy Dame Josephine. Now I have to hope none of the other 3 people in the group hit $5 on their turns or completely replan my deck. 

Part of the inherent balance of Dominion was that no card was really OP, since everyone had access to it. With Knights, that's no longer true. (Technically the same could be said of Tournament, but getting the first prize was a matter of strategy, whereas getting a specific Knight is pure chance.)

They look awesome, but I can't help but think they're actually going to be a source of great frustration.

52
Introductions / I have been avoiding the Introduction thread
« on: August 13, 2012, 10:27:46 am »
For no good reason. Mostly, because it's a LOT of reading and I spend too much time here anyway.

But I don't want to be THAT GUY, who posts all the time and never posts an introduction.

Here's 7 quick facts.

1. I live in New York City ATM, but in the last year I've moved roughly every three months.  I have been accruing journalism internships and I think I'm just on the cusp of getting a real job.

2. I'm not that good at Dominion. I read and enjoy all the theory that gets posted here, could write an essay on it, but then when I get into a game I don't always play smart. I'm so not dedicated to my iso, the highest I've ever pushed it is 22, and I have hardly been on Goko since I got my invite. I guess I'm more attached to the community than the games at this point.

3. I write for a blog! At www.theanalyticalcouchpotato.com, every Thursday we post two new articles taking an indepth look at TV, movies, or video games. Be a fan on Facebook!

4. I make music! Search for PirateNotIncluded on YouTube. Original songs + geek-themed parodies. I'm the one with the guitar, and the other one is Glooble.

5. Besides Dominion, I enjoy Catan and Carcassone and Munchkin and I'm always up to learn a new board game with good friends and teachers. I love poker, but I've never played anything but home games.

6. Glooble and I are identical twins.

7. I spend WAY too much time playing forum mafia over here. And that is the truth.

[Edited to make it easier to find us on YouTube.]

53
Dibs on modding the next BM after Morgrim's. I'm calling it TBRMM - Truly Bastard Role Madness Mafia. Glooble has seen the set up (still in progress) and agrees it's pretty awesome.

I'd love to get lots and lots of people. ~17. It starts Friday.

Everyone will get a weird role of some kind. The roles may or may not be massively slightly overpowered and unbalanced. Bastardly things will happen.

In List:
1.eHalc, R2-D2, crushed by rocks Day 2
2. theorel, Snapcaster Mage turned Cylon Agent, lynched Day 7
3. Captain_FriskVoltaire, Draco Malfoy stabbed Night 6
4. pingpongsam , Constable Odo, phasered Day 1
5. DSell, Dr. Henry Jekyll shot Night 6
6. ftl, Senator Palpatine, shot Night 4
7. Archetype, Tweedle-Dee, knifed Night 4
8. Morgrim7, Katniss Everdeen, lynched Day 2
9. O, Donald X. Vaccarino, survived
10. cayvie, Ned Flanders, survived
11. Galzria, Fluttershy, lynched Day 4
12. insomniac, jotheonah, finally lynched Day 5
13. Watno, Zaphod Beeblebrox, shot and stabbed Night 2
14. Robz888, Princess Azula, lynched Day 5
15. ashersky, Tweedle-Dum, suicided Night 4
16. Cuzz, Jigglypuff, stabbed Night 4
17. Axxle, Severus Snape, arrowed and shot Night 1
18. Eevee, the Scarecrow of Oz, shot Night 3

Back-up Mod: Glooble
Troll: Voltgloss

Here I finally got around to writing rules. These CAN be trusted, btw.

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. THIS RULE IS STILL IN EFFECT THIS GAME.
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. Unless your role is specified in your PM as mandatory
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 1 week deadlines. 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. THIS RULE IS STILL IN EFFECT.
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.  except by special dispensation from the Mod.
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.  The Mod has made a series of blunders already related to cryptography. Also he left Eevee out of the sign up. Clearly mistakes abound.
4. Please bold all requests to the Mod so that they don’t get missed.
5. Prods of missing players will be issued automatically after 72 hours of no activity or 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.
8. The Mod may lie. But the Mod will not lie arbitrarily – all untruths will have game mechanics at their root. Anything followed by “I promise I'm not lying” or some variation thereof will NOT be a lie.


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.

Game Setup
Game Setup information:

We will be playing a closed bastard role madness set-up. That means:

- Everyone will have a role with either a passive ability or a night action.

- I'm not telling you how many scum there are, how many scum factions there are, or anything else.

- Some roles are standard mafia roles you know and love, but with a twist. Others are inventions of my own.

- Flavor is not necessarily fluff, and revealing it should be treated with caution. The flavor in your PMs might connect to other flavor and revealing it could tell people more about you then you might like.

- Name and Alignment (not necessarily role) will be revealed on flip. This will not be a lie.

- An effort has been made to make this set-up balanced and make victory possible for everyone. I'm not 100% confident that effort was successful, but the intent is for the game to be fun for everyone, and I strongly believe a chance of winning is a component of that.

54
http://dominion.isotropic.org/gamelog/201206/29/game-20120629-181832-c02625cc.html

This was an interesting game. Not sure why DWetzel opted to Embargo Colonies rather than Highways, but we both had a similar approach to Embargo: Plow right through it. Unfortunately, I think that worked better with the Colonies than it did with Alchemists.

I had some luck with my Highways clumping together, and with his Swindler never hitting them (Highway into Cache would've been kinda brutal). Also a "Friendly Swindler" moment when he gave me a Trade Route to trash some of the Curses he was sending my way.

Just a lot of interesting interactions. The kind of game that makes me go "Yeah, Dominion is pretty solid."

55
http://councilroom.com/game?game_id=game-20120625-193630-8c712cac.html

I don't understand why this guy resigned.  I think maybe he thought early Province = lots of Provinces? But I was probably going to stall in a big way. Maybe he just thought a game against an opponent who only bought Fool's Gold would be too boring? I DON'T think I would have won this game.

56
Feedback / Private Message emails marked as spam
« on: June 26, 2012, 05:52:23 pm »
This is not a problem that requires a solution, but I was a little curious about it.

For some reason, of the emails I get alerting me to a new PM from this form, some but not all (maybe 2/3) get dumped in my gmail spam filter, but the others go to my inbox seemingly at random. Has anyone else had this experience?

57
Game Reports / Good old-fashioned Talisman game
« on: June 23, 2012, 11:43:30 am »
http://dominion.isotropic.org/gamelog/201206/23/game-20120623-083621-ebd2aa7b.html

Man when this card shines, it shines. Talisman -> Feast -> Wharf, along with Worker's Village and Peddler, led to a power engine that came out of nowhere.

By no means played optimally - An early money buy would have gotten me to double Province faster, I think balancing my Feast/WV buys was slightly tricky, and I think the strat wanted at lest one more Talisman.

But still, fun set!

58
Game Reports / Oasis-Scrying Pool is kind of hilarious
« on: June 16, 2012, 09:54:18 am »
http://dominion.isotropic.org/gamelog/201206/16/game-20120616-064732-d634cb4e.html

You can't see it in the log really, but it's very satisfying to have a huge stack of Oasises and one green card in your hand, and no deck. Then you literally draw and discard the same Estate six times.

It's somewhat more interesting to build a Scrying Pool deck in a set with no villages. It forces you to be very careful with your terminals, since in some sense it doesn't make sense to have more than one in your deck.  I actually had three, but the Mint was just a copper trasher that I knew I could Salvage later. And then the plan was to play Merchant Ship and Salvager on alternating turns, but there was always a good non-green Salvager target - Potion, Merchant Ship itself on the last turn.

59
PM me for discussion QT.

Welcome to Mafia V: Emptying the Apothecary Pile!

Players Signed Up: (now spoilered in case people want to read it through without knowing the ending)
1 - Robz888 - Town Apothecary, Lynched Day 2
2 - Galzria
3 - O - Familiar, Killed Night 2
4 - Thisisnotasmile - Town Apothecary, Killed Night 1
5 - ftl - Town Apothecary, Lynched Day 1
6 - yuma - Familiar, Killed Night 2
7 - Captain_Frisk - Town Apothecary, Killed Night 2
8 - Insomniac - Town Herbalist, Killed Night 1
9 - zxcvbn2 - replaced 7/9/2012 by
9 - ehunt

Mafia Ruleset (blatantly stolen from Axxle's Mafia II intro post)

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 1 week deadlines. 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 automatically after 72 hours of no activity or 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.

Game Setup
Game Setup information:

We will be playing Medical Mafia, reskinned with a Dominion Flavor.

There will be 9 players: 2 Familiars, 6 Apothecaries, and an Herbalist.

The Apothecaries will have 6 different sanities:

True Apothecary - Regular Doctor. You're the town's healer.

Apprentice - Weak Doctor. You help the Apothecary out, but if you accidentally try to treat a familiar you're overwhelmed by dark magic and die.

Golem - CPR Doctor. You were built by the Apothecary to help out.  When you have an actually sick patient, your gruff manner does the trick, but if you try to administer to the well, you tend to crush them by accident

Alchemist - Quack Doctor. You tricked the king into thinking you could turn lead into Gold. You also tricked him into thinking you could heal people. Neither of those things is true. You invariably kill your patients.

Possessor - Paranoid Doctor. You can take over someone's body for the night, keeping them from doing anything (and, for some reason, keeping them safe from harm).

Stoned Philosopher - Naive Doctor.  You consider yourself a healer of the mind and soul. And maybe you are. But when you try to heal someone's body, nothing happens.

Herbalist - Nurse. You take over for the first Apothecary to die. It's your big break!

Familiar - Mafia Goon. Cats that turn into people? People that turn into cats? Either way they have powerful black magic they'll use at night to kill hardworking apothecaries.

WHOA guys somehow we lost the whole OP. Have hap-hazardly reconstructed it, but much was lost that should not have been forgotten.

60
Game Reports / Apprentice decks: the decks that eat themselves
« on: May 28, 2012, 12:26:46 am »
Gotta love a Border Village/Apprentice/Vault game without +buy.

http://dominion.isotropic.org/gamelog/201205/27/game-20120527-212031-7c4bbfe3.html

Wait a minute, we could have been using Spice Merchant for +buy.

Oh well, still a pretty cool game. Apprentice is a card that I'm always nervous about building a strat around because it seems so wrong to spend $6 on a card just to eat it. But if you think of BV as a bonus village you get for paying an extra $1, it's not so painful to crunch them up for card draw.  And the Witches are tempting targets once the curses are gone. And then after you've been doing that a while you stop feeling bad and just start trashing things left and right. Basically the strategy once I started greening was "trash expensive things until you see the Vault, then buy a Colony."

61
Game Reports / Silk Road vs. Tournament (with Hoard and Baron)
« on: May 26, 2012, 08:05:54 pm »
http://dominion.isotropic.org/gamelog/201205/26/game-20120526-170126-c1ba3177.html

Quite an interesting board. I used Baron to pick up a bunch of early Hoards and then bought Islands, hoping my opponent wouldn't catch on to my obvious Silk Road strategy. They didn't, possibly thanks to Tournament tunnel-vision. Split the SRs 6-2 and then had a mad scramble for the victory cards. Luckily all the Golds coming in from Hoard made it easy to join in the Province game for a 4-4 split.

I always feel a tinge of pride when I succeed in ignoring Tournament and winning.

62
Game Reports / a perfect tie with Silk Roads
« on: May 07, 2012, 08:12:09 pm »
Just played this game, and found the ending score to be kind of uncanny:

#1 theath: 34 points (4 Silk Roads [15 victory cards], 3 Duchies, 7 Estates, and a Province); 21 turns

#1 jtotheonah: 34 points (4 Silk Roads [15 victory cards], 3 Duchies, 7 Estates, and a Province); 21 turns
   

Guess I should have known something was up when we both started going for the three-pile to end it. Not only a tie score but the exact same victory cards in both our decks.

63
Dominion Articles / Request: Philosopher's Stone
« on: April 28, 2012, 07:44:47 pm »
Here is a card I just can't figure out: It seems to be a paradox.

In order for the card to be an exceptional treasure (sufficient to make up for it's opportunity cost) you have to have a large (probably bloated) deck.  But if you have that giant deck, then you'll rarely see your Philosopher's Stones. It seems like in the cases where the card is good, your deck is not optimized to take advantage of it.

It seems fundamentally different from Gardens, where your only objectives are to get the lion's share of the Gardens and to then end the game in a hurry with the biggest deck you can manage. So the fact that, by the end, that deck isn't that great is not too important.  But with P-stones there's another step, one where you actually have to buy some Provinces or something.

So, anybody think they have P-Stones figured out?

64
http://dominion.isotropic.org/gamelog/201204/24/game-20120424-183933-b71ed189.html

This is one of the craziest games I've ever played actually. I think my favorite part was Turn 31:

Quote
   jtotheonah plays a Golem.
   ... (jtotheonah reshuffles.)
   ... revealing a Potion, a Gardens, a Copper, a Goons, a Copper, a Silver, a Copper, a Curse, a Curse, an Estate, a Copper, a Silver, a Gardens, a Silver, a Copper, a Silver, a Copper, a Silver, a Silver, a Silver, a Copper, a Copper, a Copper, a Silver, and a Goons.
   ... discarding the 9 Coppers, the Estate, the 2 Gardens, the 8 Silvers, the 2 Curses, and the Potion.
   ... playing the Goons first.
   ... ... getting +1 buy and +$2.
   ... ... There is Truth discards 2 cards.
   ... playing the Goons second.
   ... ... getting +1 buy and +$2.
   ... ... There is Truth only has 3 cards.

Can you imagine doing that in a RL game?
And then the punchline, of course, was the ending score of 70-70.

65
Game Reports / All 10 Curses, 9/10 Fool's Golds FTW
« on: April 21, 2012, 12:52:06 am »
http://dominion.isotropic.org/gamelog/201204/20/game-20120420-203121-1e7392d1.html

I took a long shot here and figured that getting all the FGs and all the Markets would be fast enough to beat Cursing AND Alchemist. The thing that saved me was his Young Witches were either too important to his engine to quit  or he didn't realize that once two piles were gone his cursing was going to end the game too fast. Whichever it was, I managed to buy the last curse myself for a narrow win.

Usually buying curses to win happens with Goons or Fairgrounds, so I would say this is a slightly odd case.

...

In other news, since I don't want to spam too much, today I opened Lighthouse/Lighthouse and won.

http://dominion.isotropic.org/gamelog/201204/20/game-20120420-214009-f491ac05.html

66
Dominion General Discussion / How do you think about Ambassador?
« on: April 19, 2012, 08:51:32 pm »
So we (at least I think this is universal) tend to classify cards to make it easier to tell at a glance what the best strategy on a board is. "There are X trashers, and X attacks."  But some cards defy that sort of classification, none more than Ambassador. So my question is, what's your FIRST reaction when you see Ambassador on a board? Is it "Yay, I can get rid of my Coppers and Estates" or "Yay, I can annoy my opponent with unwanted Coppers and Estates"?

67
Game Reports / Seriously bad luck with King's Court
« on: April 17, 2012, 12:20:02 am »
http://dominion.isotropic.org/gamelog/201204/16/game-20120416-211329-6895153f.html

Turn I bought a KC: 4
First turn I got to play a KC (with an action): 18

I think Noble Brigand and Rabble WERE factors but if you look at that turn span, not particularly.

(Also turn 16 is just me losing my temper and wanting to hurt his deck at any cost. Although afterward I realized NB might have been a better choice for that)

68
http://dominion.isotropic.org/gamelog/201204/13/game-20120413-223232-f0f7d536.html

So the combination of Ambassador, Moat, Cities, Cursing, and no trashing made for a literally never ending curse war.  My opponent was newish to some of the sets and hadn't encountered King's Court so she(?) didn't see KC-Familiar coming but the game still managed to drag out 30-some turns. A few times there were situations where I had to debate whether or not to reveal my Moat to Ambassador because I didn't want the city stack to unactivate before my turn, a decision which I found pretty novel. All in all just a wacky game.

69
Game Reports / Helpful Swindler strikes again
« on: April 13, 2012, 02:12:35 am »
Often I hate Swindler, but every now and then I play a game where it doesn't hurt and sometimes even helps (like replacing your Province with a Province when you're ahead)

Anyway, in this game http://dominion.isotropic.org/gamelog/201204/12/game-20120412-230636-2738183f.html it really seemed like his Swindler was on my side.  Even when he gave me a Lookout, it ended up being a really helpful addition to my deck. And my personal favorite:

Quote
uvalusk plays a Swindler.
... getting +$2.
... You turn up an Estate and trash it.
... replacing your Estate with an Estate.
... ... You reveal a Trader to gain a Silver instead of an Estate.
... ... You gain a Silver.

Yes, he managed to Swindle my Estate into a Silver, an interaction I'd never seen before.

What are y'all's favorite helpful Swindler stories?

70
http://dominion.isotropic.org/gamelog/201204/08/game-20120408-132859-ed743ae1.html

I use Hunting Party/ Fishing Village to put together a very fast Province engine. My opponent uses more or less the same thing to build an engine that Sabotages me twice a turn. Despite my early lead, he/she has me worried enough to buy Duchies and Tunnels, effectively wrecking my reliable HP deck. Luckily I got far enough ahead to win it, but geez. Nothing quite like watching a beautiful engine (and your score) disappear before your eyes.

71
Game Reports / Was this just really bad luck?
« on: April 07, 2012, 12:48:33 am »
http://dominion.isotropic.org/gamelog/201204/06/game-20120406-214227-8f402501.html

He had 9 curses to my none, but somehow managed to buy 4 Provinces in the last 5 turns. And his Maps hit virtually right away.  Did I play that wrong somehow, or was this just terrible luck?

72
Game Reports / Really fast game
« on: April 06, 2012, 12:28:43 pm »
http://dominion.isotropic.org/gamelog/201204/06/game-20120406-092636-a800bfba.html

I've never seen a game go this fast before. What was to blame? Trading Post with a 5/2? The Caravans? Or was this just a quick game perfect storm??

73
Game Reports / Show-off post: KC-Pirate Ship
« on: April 03, 2012, 10:29:06 am »
Obviously other things helped, but that was the MVP.  We play mega-turn chicken. He buys one Province. I buy the other 7 in one turn, no cost-reducers. Though I usually avoid Pirate Ship in 2-player, King's Court makes it a whole different ballgame.

http://councilroom.com/game?game_id=game-20120402-201355-5e0a732a.html

74
http://dominion.isotropic.org/gamelog/201204/02/game-20120402-190826-452e6846.html

With Contraband as the only +buy, Contraband/Gardens is tempting - only problem is it makes it hard to actually get those Gardens. Likewise, Contraband/Vineyards sort of telegraphs the buy. But there are so many different alternate VPs it's like a constant mind game. You can also use the HOPs to circumvent Contraband, but if you use them on Victory Points, they're one shots.

I thought that I'd do better to skip Vineyards and focus on my Gardens. I was wrong.

Anyway, just posting it because it's the most interesting game I've played in a while and I thought others might want to try a version of this set up.

75
Puzzles and Challenges / Exception to the rule
« on: March 30, 2012, 01:42:34 am »
Can you think of a situation where you have two treasure maps in hand and all the actions you need, but choose not to activate them?

The one that actually happened to me was a city stack game where I was workshopping maps for lack of a better second pile and then trashing them, but I already had plenty of Gold and I figured only buying 1 province (rather than drawing my whole deck) would actually feel like a waste of a turn.

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