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Topics - jotheonah

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76
http://dominion.isotropic.org/gamelog/201203/16/game-20120316-000200-6eda19fa.html

This was an absolutely wild set to play. I think the key is that you have Alchemist, Scrying Pool, Tactician, and Native Village - all good megaturn enablers - and Goons and Bridge, which are good to have on megaturns.  Weirdly, we didn't really see any megaturns worth writing about.

I thought I was going to lose right up until the last turn - my opponent was clearly ahead and racing for a pile ending. Finally though, I had a lucky last few turns and managed to snatch victory by one point.

Looking at the set, I immediately figured NV-Bridge would be faster than anything else, maybe with some Goons buys on lucky 6s. But once I saw barca wasn't going to do that I decided I wouldn't either, because it sorta felt like a waste of a good kingdom.

Other interesting thing. Fortune Teller ended up really screwing up my Alchemist buys by making my Potion miss the reshuffle like 3 times (my original plan was to get a solid Alchemist stack going, throw in Goons and FVs, and try to get multiple Goons stacks every turn). Usually I think Fortune Teller is a rubbish attack but this time it got really frustrating. I ended up throwing my strategy out the window and just sort of playing it by ear.

77
Game Reports / stumbling backwards into NV/Bridge
« on: March 10, 2012, 01:54:22 am »
http://dominion.isotropic.org/gamelog/201203/09/game-20120309-224802-a6aadcb0.html

I didn't see it until turn 6, but I didn't have much of a strategy so I just switched gears. I think it's a mark of how good this strategy is that I managed to come back from being 4 Provinces behind and turn it around in 10 turns. Just thought it was worth sharing.

78
I would let alex post this, but I don't think he's on these forums:

http://councilroom.com/game?game_id=game-20120229-230921-f98e6ec3.html

I was quite impressed by his strategy of Transmuting Great Halls into Golds and Duchies.  It spooked me enough to stop buying Minions and rush him for Duchies, at which point, I even managed to hold him to 4-4 on both Duchies and Dukes. But his Gold-powered economy led him to a Province lead that more than made up for my having kept my Great Halls.  By the time I saw his strategy it felt too late to mirror it because I would have had to pick up the Potion, wait for it to cycle, buy the Transmute, and hope I draw it with a GH, by which time the Duchies would be gone.

So what do you guys think of the combo? If I had been less reactive and stuck to a Minion deck could I have won? Or is this trio something to look out for?

79
Puzzles and Challenges / Easy Puzzle
« on: February 28, 2012, 05:37:29 pm »
How can you trash a Colony for a net gain of 14 VP?

Hard mode: Net gain of 24 VP

80
Dominion Articles / Combo: Fishing Village-Torturer
« on: February 25, 2012, 12:27:09 pm »
EDITS are below.

I was astounded to see this has never been Combo of the Day.  Or maybe you're all about to school me on how it's not nearly as awesome as I think it is.

Combo: Fishing Village-Torturer

   So this is sort of a cheat since any village-Torturer is a killer combo. The whole point of Torturer is to chain as many as you can together to make your opponent either discard their whole hand or gain a pile of curses, after all.

   But Fishing Village, the best village, takes it to another level.  The biggest problem with Village-Torturer chains is that they can stall out. Either you draw 3 Torturers with no village, or you play your torturer and draw nothing but money or VP cards.  But if you managed to play even one FV the previous turn, your Torturers won't dead-draw, so that takes care of the first problem. For the second, the fact that your Fishing Villages remain out of your deck gives you a functionally smaller deck that makes your Torturers more likely to hit more Torturers, particularly if you dedicate enough turns to building the engine before you start to green.

   On top of all that, your Fishing Villages generate money, which your Torturer engine needs more than it needs the extra card. This gives you the freedom to trash more of your coppers and clutter up less of your deck with treasure.  And you have less to fear from your opponents' torturers.  Go ahead, discard your hand down to a single Torturer. You've got two Fishing VIllages in play, so no matter what you draw you're good to go.

   So how do you play this Combo? Step 1, get as many of the Fishing Villages as you possibly can and cheat your opponent out of them! Don't even worry about the Torturers yet. Step 1, get as many Fishing Villages as you can.  Particularly in 3+ player games these go fast and you need a critical density of them.  Buy your first Torturer when you hit $5 - the draw will up your buying power - but then go back and mop up the FVs. Step 2, get 3 - 5 Torturers. Step 3, play it out, buy Provinces, and wait for your opponent to rage quit. (Step 2 1/2 is buy some money or a +buy if you feel the situation warrants it, but if you got the better of the FV split, and you haven't had to take many Curses yourself, you should be able to get a Province every turn with just your FV money and your coppers.)

81
Game Reports / Golem-Lab-Market-Coppersmith
« on: February 25, 2012, 02:16:50 am »
http://dominion.isotropic.org/gamelog/201202/24/game-20120224-230828-8b0456c2.html

All my money this game comes from Copper, all the extra +actions come from Golem. So it's like fake Gold and fake Villages. I've never really succeeded in building a deck around Coppersmith before, but this was really fun. I kind of would have liked to keep building the engine to a super-mega turn, but since it's resilient to greening and my opponent started buying Provinces there wasn't a good reason to. Plus, 4 Provinces in one turn probably does qualify as a megaturn.

Also, once I get enough Golems his Ghost Ship starts looking pretty useless.

82
http://councilroom.com/game?game_id=game-20120213-200042-9d0d71e1.html

Here I built an engine that was really kicking for a while - it felt like for a bit every turn I was gaining a Gold AND buying a Province. However, it did start to clog badly and without Island it probably would have been a bust.  And if I hadn't bought that one Duchess it would have been much harder to get rid of (more or less) all my coppers with Mint, which is definitely what made the whole thing work.  It was so smooth I want there to be a less-than-four-card combo at play, but I don't know. What do you all think?

83
Game Reports / Some interesting games where I ignore Bishop
« on: February 14, 2012, 02:23:04 pm »
I've long been of the opinion that my favorite trasher is somebody else's Bishop, and I really enjoy boards where I can ignore the Bishop, make optimal use of the free trashing, and beat the Bishop player, even with their token lead.  Here's one where I use his Bishop, Lookout, and NV to trash/pseudotrash down to nothing and then buy two treasure maps:

http://councilroom.com/game?game_id=game-20120213-211543-f97f6736.html

Here's one where I ignore Bishop to go for a pure Vineyards rush and just barely win:

http://councilroom.com/game?game_id=game-20120210-223808-b8b0a3dd.html

A weird factor there is the Bishop-Possession-Shanty Town interaction, where the player Possessing me can make full use of my hands, where as I get stuck because I don't want to play his Bishop and his Shanty Town won't work unless I do. (This happens at least twice).

I'm not sure if either of these strategies would have worked against optimal play - the second one, in particular, I reckon was a lucky win. But it might change the way some people think about the Bishop. Thoughts?

84
Game Reports / Vineyards game - general questions
« on: February 09, 2012, 03:03:55 am »
http://dominion.isotropic.org/gamelog/201202/08/game-20120208-235626-b21ac13a.html

So I thought I was losing this game up until it ended, and I discovered I was pretty far ahead. I was really surprised by how powerful my Vineyards turned out to be.

That said, not at all sure I played it optimally. Between Great Halls, Workshops, and Fishing Villages (which allowed me to play more Workshops and also combo'd really nicely with the Margraves I managed to pick up) I honestly wasn't sure which action piles to go for. Should I have bought money at some point or was it the right call to use all possible buys on actions? Should I have bought Estate over Copper with $2s? Should I have grabbed a Remodel to turn my Estates and my Potion into actions?

What do y'all think?

EDIT: Here's another one, very similar, in that I thought I was losing and I won. This time I lost the Vineyard split too, but just went nuts with Talisman. Is Vineyards just that good?

http://dominion.isotropic.org/gamelog/201202/09/game-20120209-001402-7a5ab7a2.html

85
Rules Questions / Stupid hypothetical with Watchtower and Farmland
« on: February 07, 2012, 04:46:25 pm »
I gain a Farmland and reveal Watchtower. Can either one trash the other one? Can they (God forbid) both trash each other?

86
Rules Questions / Random Philosopher's Stone question
« on: January 30, 2012, 02:56:22 pm »
If you play PS with four or fewer cards in your deck and discard pile, can it be worth $0?


87
Puzzles and Challenges / Monument to the Bishop's Goons
« on: January 28, 2012, 02:21:35 pm »
Stop me if we've done this one before.

In a two-player game, what is the largest number of VP tokens you can accrue in a single non-game-ending turn? Show your work. To keep it simple, no Outpost or Possession.

3+ players? Without the non-game-ending stipulation?

I don't have my own answer for this, but I think it ought to be an interesting to diversion for some.

88
Dominion Articles / Seaside: Treasure Map
« on: January 09, 2012, 05:14:13 pm »
This is my first attempt at an article, so please be kind with your constructive criticism. There's nothing here that will astound the veteran player, but there's currently no article on the sit on this card and I think this hits some of the major points often missed by beginners.

Seaside: Treasure Map

Treasure Map is, as Donald X. would say, a cute card. Gold is really good, right? And 4 Golds, that's a lot of Gold. Right there, on top of your deck.

The problem is that, at $4, you can't open TM/TM.  So it takes at least three turns to get 2 Maps, another 2 to hit a reshuffle, and at that point you have to rely on luck to get 2 of your 12 cards together in a hand (and that's assuming you open Treasure Map/nothing). Your odds of hitting before the third reshuffle without help are a mere 29 percent. The odds get better if you buy more Maps, but that's time your opponents could be spending building up an engine or just buying those Golds the easy way.  And the probability may not be relevant to you in a game where your opponent cashes in on Turn 5 and you're still floundering on Turn 15. Treasure Map is a notoriously luck-dependent card, and simulators prove that no Treasure Map-only strategy beats Big Money.

Luckily, there are other ways to get your Treasure Maps together. Note that you have to play one Treasure Map and have the other in hand to get the Golds, so, promising as they might sound at first, Scheme, Golem, and Throne Room are of no help to you (well, Scheme actually can be helpful, but not in such an obvious way).

Trashers are a big help, especially mass-trashers like Chapel. Get your deck down to 5 cards and your Treasure Maps are guaranteed to hit, plus once they do, your deck will be more than half Gold. Cyclers that leave you with an action, like Warehouse and Cellar, are good too. Terminal cyclers and drawers are no good – there's nothing worse than drawing two Treasure Maps together, with no Actions left to activate them. When trying to set up Maps without a trasher, be careful how much else you buy. Cantrips are best as they don't really take up space in your deck. One or two Silvers might be helpful to get the Maps quickly, but too many will be a liability.

Talisman lets you get your two Maps at once.  Throw in Royal Seal or Watchtower and it's a must-buy, but even without them, if you're committed to Treasure Maps, a Talisman will likely help, though you negate that help if you use it to buy a lot of other cards. 

Haven is a natural fit with Treasure Maps – save that Map until next turn. Same with cards like Scout, Navigator, and, especially Cartographer – anything that lets you set up your next hand. Tactician-Treasure Map is a no-brainer, as it dramatically increases your chances of hitting and gives you plenty of Actions. Even the humble Courtyard is not to be overlooked (though it is also a terminal drawer, so if you play it to save one Treasure Map, you might end up drawing the other one).

If you've somehow managed to build an engine that draws your whole deck but have neglected to buy enough money for it (not an uncommon situation for new players to the game, or for Scrying Pool decks), pick up a few quick Maps and inject a bunch of Gold into your engine all at once. Beware of Treasure Maps in a Possession game, as your opponent can trash your Maps and gain the Gold into his deck, then do it again next turn. But if Minion is out, skip the Maps altogether. If you somehow manage to put your Maps together, your Gold turn will probably still get ruined.

So I've managed to get four Gold onto my deck, what do I do with it? Well, the obvious answer is “buy a Province/Colony.”  And a lot of the time that is the right buy. In particular the Province buy. But four Golds and seven Copper is not going to power you through 5 Colonies, and your second set of Maps is going to be a lot harder to activate than your first. (Trying for a second set is almost certainly going to fail, unless you have a very specific plan for it.) So in a Colony game, a Platinum might actually be the right choice. You'll have to judge based on the efficiency of your opponent's deck.

If you can do it without a lot of extra trouble, and without making it harder for your Maps to hit, it's nice to be able to exert some control over what the fifth card will be on our Gold x4 hand.  Scheme is a good way to do this, stocking up on Schemes and Pawns (or another cantrip +Buy, so as not to hurt the chances of hitting the Maps in the first place).  Return your +Buy card to the top of your deck after you activate your Maps and you'll find yourself with 13 and 2 buys, much more helpful than 12 and one buy.

Wharf is even better than a Schemed Pawn (though you have to love the thematic synergy there), giving you the +Buy and another 2 cards, but Wharf is a terminal drawer, so getting it set up might not be worth it. On the other hand, it's a non-terminal draw on your next turn, so it could help you set up the Maps if played carefully.

By far the easiest to set up is Nomad Camp, since it goes to your top-deck when you buy it, assuming you can muster $4 after trashing your Maps. This means at least having one Silver floating around.

If you don't see an enabler for Treasure Maps on the board, just say no. Treasure Maps are a shiny trap. Even if there are good enablers, think seriously about whether Maps are going to be faster than the next best alternative. Playing Treasure Maps does tend to involve committing to them, at least until you get them activated. Trying to pursue another strategy with Treasure Maps on the side is a losing proposition.  Plan on the worst luck scenario, not the best one.

When you actually get those Maps to hit, it's a nice feeling, and it can certainly decide the game.  But be smart with them – they're not nearly as cute as they look.

COMBOS WITH: Haven, Talisman, Watchtower, Royal Seal, Warehouse, Cellar, non-terminal drawers, heavy trashing, Scheme (but not the way you'd think), Alchemist, Cartographer, Scout, Navigator, Nomad Camp, Tactician, Outpost, Wharf.

CONFLICTS WITH: Cursing attacks, terminal drawers, Golem, Possession, deck attacks like Bureaucrat, Spy, Fortune Teller, and Rabble, Minion.

89
Help! / 9-1 Grand Market split: How did I lose?
« on: December 31, 2011, 02:45:23 pm »
http://dominion.isotropic.org/gamelog/201112/31/game-20111231-114132-2f46e160.html

A weird game where Secret Chamber was worth buying: it helped me get GMs fast and defended against both Swindler and Cutpurse. And he kept Swindling my SCs back into SCs and my Estates into SCs, anyway! I thought I had this in the bag.  Suddenly, I didn't. The only thing I can think is that I waited too long to green. (the triple Market buy was probably a bit arrogant with him already greening).

90
Game Reports / A different kind of Gardens game
« on: December 30, 2011, 10:27:05 pm »
I love Gardens strategies. I'm often guilty of trying them when I shouldn't.  But this time, it really paid off.

http://dominion.isotropic.org/gamelog/201112/30/game-20111230-190645-4c1d8621.html

The set had no +buy except Tactician and Spice Merchant. SM doesn't increase your deck size at all, and Tactician only does if you have virtual money and plus actions, both of which were gone from this board. (or if you buy a copper, as I did).

It did have Explorer, which was a great help for gaining extra cards and keeping up my buying power, but the real MVP was KC-Feast, which I only managed to set up twice (despite trying ALL GAME), but used to gain 3 Gardens each time. My opponents made the mistake of not contesting the Gardens, so I ended up with 10 against a 6/6 Province split.

I think the key to a good Gardens strategy is thinking on the margin - never missing a chance to gain a card, even if it's buying copper, and never trashing unless it gains you more cards than it loses.

91
I've played a few games with our decidedly mediocre friend the Pearl Diver, and I was thinking about that pearl of wisdom (geez what is wrong with me tonight) that every card has at least a few situations where it shines. Where does Pearl Diver shine?

I find I don't mind having a few in my deck when King's Court is out because, a KC'd PD gives a village effect and lets you draw 3 cards, with an option of two cards to draw twice.

And today I was surprised to find it comboed nicely with Loan, giving me a way to make it a little more likely that a Copper was in the line of fire. And I imagine a similar effect could be gained with NV.

Has anyone found a time when Pearl Diver was a truly great card? I'm really curious.

92
Dominion General Discussion / Really bad Dominion joke
« on: December 29, 2011, 01:54:56 pm »
Why doesn't Han Solo play Dominion?

Because in Dominion, a Smuggler can never get a Princess.

93
Puzzles and Challenges / Saboteur can't touch this
« on: December 26, 2011, 12:47:14 am »
So you're playing against an obnoxious Saboteur-playing opponent. Or perhaps it's a 5-player game and everyone has a Sab or two. Or a King's Court and a Sab.

Luckily, this kingdom has nearly every $2 card you could ask for. Unluckily, the two conspicuously absent $2 cards are Moat and Lighthouse.

Still, you are determined to be the nice guy and not buy a Saboteur of your own (it would just get sabotaged anyway). Instead, you're going to show them all. You're going to build a Saboteur-proof deck.

- Fastest deck you can
- No buying anything that costs more than $2 except for Victory cards
- Your victory cards WILL get hit by Saboteur if you don't protect them somehow

My best deck gets all 8 Provinces in about 20 turns, and roughly 5/6ths of my Provinces stay Provinces.

I think my solution is sort of obvious, so if someone comes up with a more creative one I'll be duly impressed.

94
Puzzles and Challenges / Epic Cursing
« on: December 18, 2011, 05:42:53 pm »
The card that give out the most curses in a single play is (probably) not the one you think.

In a four-player game, a single play of this card can give out 9 curses.

What is it?

How is this accomplished?

Can anyone top that?

95
This seems like a potentially useful thing, but when I go to the card stats I can't make heads or tails of them. I'm not a math person and I don't understand what each column means and how to interpret the numbers therein.

And I know some people on this board are really good at explaining things, including math things.

96
Game Reports / So I'm totally rethinking my opinion of Cache...
« on: December 15, 2011, 01:07:08 pm »
http://dominion.isotropic.org/gamelog/201112/15/game-20111215-100234-c8ed61c1.html

Most absurd Gardens race I've seen in a while. Very nearly depleted the Coppers.

And yes, I opened Nomad Camp/Hunting Party+Copper.

What's really interesting is that a strategy I assumed would depend entirely on amassing the most Gardens and the fattest deck ended up giving me Province-buying power 4 times. And there's no question in my mind that Cache was the card that made it happen. Food for thought.

97
Game Reports / Highway+Festival+Heavy Trashing
« on: December 14, 2011, 11:52:28 pm »
First time I've ever really pulled off a "Chapel deck." And it was with Steward instead of Chapel. I know this is small potatoes to some of you, but I felt like I'd earned a little brag.

http://dominion.isotropic.org/gamelog/201112/14/game-20111214-204601-53a01f13.html

(I was lucky I never drew all five of those Festivals together, but Steward's card-draw option mitigated the risk of the Highway chain stalling out).

I'm open to critiques on how I could have gotten this going even faster.

98
Simulation / Times when the Big Money test is less helpful
« on: December 11, 2011, 08:32:15 pm »
Today I tried to play Big Money on iso (partly for fun and partly because I wanted the BOM achievement). Anyway, it was 3-player and Tribute was on the board and as a result the player to my right (I think) could pretty much guarantee his Tribute would net him $4 (later on, 2 draw and $2). He won by a lot.

I was thinking about how whenever we talk about simulators to test Combos we use Big Money as a benchmark - Does it beat big money? But if Tribute beats big money it doesn't mean Tribute is good, it just means Tribute is good specifically against Big Money. Other cards might be the same way -Jester? Masquerade?

I was just sort of wondering what y'all simulator buffs thought about that sort of conceptual problem.

99
Rules Questions / Coppersmith/ Black Market
« on: December 05, 2011, 07:39:32 pm »
I just lost a game on Isotropic because I played my 3 Coppers with my Black Market and then played my Coppersmith afterward, and my money stayed at $5 instead of jumping up to $8.

I actually have no idea which interpretation is correct. The text on the card "Copper produces an extra $1 this turn" is not super helpful, since that terminology isn't present on any other cards. Do the manuals address this? Anybody?

100
Game Reports / Gain a Duchess? (A family Affair)
« on: December 03, 2011, 06:00:35 pm »
http://dominion.isotropic.org/gamelog/201112/03/game-20111203-145459-80e365e6.html

This is the first game I've played where Duchess and Duke were both present, getting the whole happy family together.  I didn't actually think Duchess would be that relevant, even in Duke games, but boy was she.  Every time I bought a Duchy I evened out the wait on my deck with a terminal Silver! And with a Bureaucrat adding in the non-terminal silvers, it was the smoothest Duke game I've ever played.  Have other people noticed her Highness having a similar effect?

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