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Messages - Stealth Tomato

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26
Goko Dominion Online / Re: Goko Dominion Salvager Discussion
« on: June 15, 2014, 04:29:49 pm »
Salvager is apparently not notifying my opponents that my VP counter is auto-on. I joined a game earlier today, my VP counter activated, but my opponent insisted it wasn't on and that he hadn't seen anything to say it was on.

27
Goko Dominion Online / Re: Goko Dominion Salvager Discussion
« on: June 10, 2014, 11:28:15 am »
I also don't like 'gardens' as well.
The computer buys them and all it does is make me have to as well just to possibly win.
I can't buy many other cards.
The pile also runs out quickly which counts as the 3 pile end.

You can often just ignore Gardens and try to get all the Provinces. Getting Gardens when you're not going for just Gardens slows you down.

The 'witch' card and the curses is makes isn't too bad.
I can live with that.
I does however make the curses run out which, pun not intended, also counts a the 3 pile ending.

This is part of the strategy!

With a real person that may not happen as much.
The bots also don't care about fun, just winning, unlike me.

Man, they're computer programs. They don't particularly care about anything. Hell, Serf Bot ACTUALLY doesn't care about anything, it does stuff randomly. And if you expect real people to not buy cards that will hurt you because it makes the game less fun for you, then boy howdy are you in for a surprise.

28
Against double-Urchin is an extreme edge case; very rarely do decks open two attacks, and anything that doesn't is going to give you pretty slim odds of a $6 HT hand.

Double Ambassador is extremely common, and double Swindler or Swindler/$4 Attack (Marauder or Sea Hag) is pretty common as well. Most of them, especially double Amb, are probably more common than double Urchin.

Yeah, but all of these except double-Amb are substantially bad ideas on most Horse Traders boards (and most other boards, actually), and I'd contend that double-Amb probably is as well.

29
@Stef: How is HT good at getting you to $6? If you open HT+Silver, you need both in hand (and not 3 Estates) to hit $6. Better than Silver/Silver, but still not really likely to want it "just" to hit $6.
like this.

(fixed url)

Against double-Urchin is an extreme edge case; very rarely do decks open two attacks, and anything that doesn't is going to give you pretty slim odds of a $6 HT hand.

e: welp, this is a pretty old thread. Oh well.

30
Dominion General Discussion / Re: 206th card
« on: June 05, 2014, 12:58:07 pm »
I never realized this before, but there are 206 cards and 206 bones in the human body!

From now on, I'll refer to my collar bone as cellar bone.

Scout is obviously the heart, so I think we're still short one.

31
Island. I must have played hundreds of games with it, but I don't think I've ever bought it as an opener (and as a non-opener, rarely) and been truly confident that it was the right play. I know the pros and cons but I have no real way to weigh them. I just rely on a vague estimate of its general power level compared to other $4s, and I tweak this very little depending on the board because I don't know where to start, even though good play would be very board-dependent. About the only thing I know is that it's a lousy way to hit $5, if that's key.

This is generally the correct way to play Island. It's a horrible opener, and still bad through most of the game except in unusual circumstances.

Vineyard was an absolute killer for me until recently. I just ignored it too much. Herald still gets me from time to time--even against lower-ranked players. Most of the other cards I can think of mostly cause me trouble against the guys ranked higher than me.

On the opposite hand, cards I see misused (or skipped) a lot:
Merchant Guild gets underbought a lot.
Mystic gets overbought a lot.
People in general aren't aggressive enough with TfB. Graverobber should be turning $5s into Provinces and almost nothing else. Forge and Salvager should be aggressively used to turn useful cards into Provinces as well.
Players don't use Mandarin very well as a late-game buy.
Island and Bishop are terrible early-game cards, but I still see them bought a lot in the first few shuffles.
And finally, Duke. A lot of people are really bad at playing it or try to just ignore it. DuchyDuke is tremendously strong on a lot of boards, and can often be bought much earlier than players actually do.

32
Dominion General Discussion / Re: Choking
« on: May 25, 2014, 05:34:33 pm »
also, your proposition isn't correct. the game isn't just one turn, if your deck chokes 25% of all time, you get 75% sucess rate for one turn, 56% for two, and 42% for three. it's pretty likely that it will choke sooner or later, and then the 99% player has good chances to win.

I didn't say 25% of turns. 25% of games.

33
Dominion General Discussion / Re: Choking
« on: May 25, 2014, 11:07:27 am »
You guys touch on the idea that you can usually construct a deck to prevent choking, and that some people choke themselves out by either building something unsustainable or screwing up their own shuffles.

However, here's an interesting proposition for you:

If two players of equal skill build the same deck, one of them building it to be 75% choke-proof and the other 99%, the 75% player will win 75% of games.

Chokeproofing often comes at the cost of building your deck below its potential. You sacrifice cash for consistency, which means you're sacrificing buys you could have had. It's important to balance chokeproofing with aggression to maximize your win potential... Dominion is played against an opponent, and the more aggressive player often wins.

34
Puzzles and Challenges / Re: Easy Puzzles
« on: May 23, 2014, 09:59:16 pm »
Your opponent has (several) Rogues? If you're overdrawing your deck you could in fact put several Feasts in the trash in quick succession, slowing down his trashing attack and mildly junking his deck.

Though quite why he's using Rogue as an attack I'm not sure.

Hooray!

http://www.gokosalvager.com/static/logprettifier.html?/20140523/log.505de22f0cf2ef979299a5d8.1400883561525.txt

I was actually playing straight BM due to a really terrible board (Royal Seal was available, and is what I got with the Feast).

35
Puzzles and Challenges / Re: Easy Puzzles
« on: May 23, 2014, 09:05:02 pm »
Here's a hint: it was for metagame purposes (that is, my opponent's deck was the primary reason).

that sounds like smugglers

3 duchies left in a duke game with no +buy, both players can draw their deck?

Oh that would be cool as hell, and how in the world would you end up in that situation.

To expand on the original constraints: none of the piles are low, and this was otherwise an extremely average game. It's centered around a single card in the kingdom (no weird combos necessary).

36
Puzzles and Challenges / Re: Easy Puzzles
« on: May 23, 2014, 06:47:02 pm »
I'm so thrilled with all of these answers because they're all valid but not my actual reason. I expected maybe one or two, but four immediate reasons why someone would buy a Feast for $5 is kind of awesome.

Here's a hint: it was for metagame purposes (that is, my opponent's deck was the primary reason).

37
Dominion General Discussion / Re: Interview with Donald X.
« on: May 23, 2014, 06:25:04 pm »
I'm not losing any sleep over it though, and it's not great for me to bash them, it just makes me sound like the worst person ever. I will have to count on you guys to bash them for me.

Props for giving an honest answer despite this. It's a neat perspective, thanks.

38
Dominion General Discussion / Re: The strength of the attacks
« on: May 23, 2014, 06:22:27 pm »
People also tend to forget that part of the reason Governor mirrors are so ridiculously fast is that the Silver improves the buying power of both decks.

39
Puzzles and Challenges / Re: Easy Puzzles
« on: May 23, 2014, 06:20:54 pm »
I bought a Feast for $5. I intended to do it; King's Court, Throne Room, and Procession were not in the Kingdom; and the Feast pile was not low. Why did I do this?

40
Goko Dominion Online / Re: Strange chat behaviour
« on: May 22, 2014, 12:05:23 pm »
So I'm playing this game with some random guy, and I get into this situation.

I have a deck of roughly 20+cards, 2 of my 3 bishops collide and miss the shuffle, I trash a Rats to Bishop and then draw my 3rd Bishop. I thought it was unusual and a bit unlucky. I mentioned it in the chat, not complaining, just saying that it happened. And my opponent just couldn't understand why I bothered to say it. He said it wasn't interesting (I said that I mentioned it because it's unusual and interesting) and that if I always mention when I'm unlucky that people will think I'm a crybaby (his word). I told him I'm not complaining, merely stating that it happened, the same way I mentioned that in one game in a 50+card deck my 4 woodcutters came up in 1 hand. It's a fact and it's unusual so I mention it in the chat. It's conversation and since it's dominion related I thought maybe a dominion player might find it funny or something. Kind of ironically he inquired about the Ace of Spades in the "show more cards" button. What, am I supposed to find his comments interesting, but shut up about mine? I wasn't rude, I replied to his question explaining it's presence.

Is it really that unusual to chat to your opponent, or mention when something unlucky happens? I don't blame losses on luck. I would equally mention when my deck works out perfectly.

I'm curious whether this is the same guy who tried to slow-roll me and told me to kill myself in response to a chat about strange shuffles (I just got some work done while he yelled a lot in the chat), then went off on DSC in the lobby chat five minutes later.

Unfortunately I don't remember his name offhand. But if there's a general point to be made here, it's that some people are just going to take everything in bad faith and you can't base your interactions with everyone off those people.

I personally do a lot of chatting about luck in either direction (whether I'm hitting great hands or terrible ones, or if my opponent is obviously getting deck-screwed), and usually it goes over okay. Every once in awhile someone goes off about my "whining" (or worse, yells at me for being a lucksack despite being 1500 points below me on the leaderboard). In these cases, for the most part, c'est la vie.

41
Dominion General Discussion / Re: Interview with Donald X.
« on: May 22, 2014, 11:43:57 am »
At this point a lot of people have made "it's just Dominion but with a little extra" so that's not so compelling anymore. Now I feel like the spin-off has to be more different. To qualify as a spin-off, you will have a deck that you build during the game; the rest is up in the air.

What sort of encouragement would it take to get you to mercilessly hate on Trains and its ilk for a brief moment? Or do you actually enjoy them/see unique value in them?

42
I don't think that fishing village is overpowered. Does anyone have access to the old stats on councilroom? As far as I can remember, the win rate with or without it was almost the same, at least the gap was way smaller than e.g. with swindler.

That stat is going to be really deceptive. FV is an extreme card in that you almost universally want one... its %+ on Councilroom is 92.1, highest in the game by over 2%... FV, Border Village, Caravan, and Goons make up the "more common than Silver" club. It has the unique property among those cards of costing only $3, making it available to nearly any deck (as opposed to Goons, which has a horrible Win Rate Without because often "I didn't buy it" is equivalent to "I wasn't able to buy it until it was too late to even bother buying it")... the only other cheapie is Caravan, which also has essentially equal win rates with/without.

Win rates with and without are the same because everybody buys it, except in the extremely rare case where it isn't useful.

43
Dominion General Discussion / Re: How to play a with mirror as P2
« on: April 30, 2014, 12:20:52 pm »
The more interesting topic is how a young witch bane changes a mirror for the second player.

Isn't that quite the same as a Moat?

It's similar, but Young Witch always has a Bane available, is the most powerful sub-$5 Curser, and the Bane can be anywhere from extremely powerful (Forager) to extremely weak (Duchess).

44
Goko Dominion Online / Re: Lobby Size Limits
« on: April 29, 2014, 09:10:36 pm »
Unfamiliar
$3 Action
+1 Card
+1 Action
Each opponent gains an Awful Hall.
-----
Setup: When this card is in the Supply, add the Awful Hall stack to the Supply.

Shrink
$4 Action
Trash up to 3 cards from your hand. You may gain a card costing up to the total Coins printed on the cards (not including their cost).

Downgrade
$5 Action
+1 Card
+1 Action
Each other player trashes the top card of his deck and gains a card costing $1 less, or a Curse.

Horn of Not Enough
$5 Treasure
$0
When you play this, gain a card costing up to $1 per copy of the most numerous card you have in play, counting this. If it’s a Victory card, trash this.

Birth Cart
$4 Action
-$5
You may gain an Action card.

Yours
$5 Action
Your opponent reveals their hand. Trash a Treasure card from their hand. They gain a Treasure card costing up to 3 Coins less that you choose, putting it in their hand.

Famine
$4 Action
Trash this. Gain 2 cards costing up to $3.

Awful Hall
$0 Action-Curse
+1 Card
+1 Action
Worth -1 VP.
-----
Setup: The Awful Hall pile contains the same number of cards as the Curse pile.

Obvious Chamber
$3 Action-Reaction
+$1
Discard any number of cards. +1 Coin per card discarded.
------
When another player plays an Attack card, you may reveal this from your hand. If you do, reveal the top 2 cards of your deck, add them to your hand, then put 2 cards from your hand face-up on top of your deck.

Rich House
$1 Action
+4 Actions
Reveal your hand. -1 Action per Action card in your hand, to a minimum of 0 Actions.

45
Goko Dominion Online / Re: Lobby Size Limits
« on: April 28, 2014, 05:48:00 pm »
Going to take a guess at what it's doing:

I think it's taking the number of players in the room but not playing - the number of people who are playing from that room (or something similar).

So, if 15 people in the room haven't got games, and there are 10 2-player games on (so 20 people playing), this gives -5 players. It's something daft like this, I guess.

So if 15 people enter a room with -15 players, is it empty afterwards?

You guys are crazy, I'm positive this sort of thing can't be just put in a formula.

It can, just not in base ten. So we'll have to talk in binary and/or hex for the rest of this thread.

46
Dominion General Discussion / Re: It's happening to me...
« on: April 28, 2014, 12:32:46 pm »
This is what caused me to quit Dominion for a few months, then come back at a far more limited play volume.

47
Earlier this month, there was a feature request for the Dominion Salvager extension to automatically have players play dead turns until they have identical hands (if all players are mutually agreed, of course).  You can see the suggestion here.  What follows is a lengthy (and sometimes heated) discussion about the merits of forcing identical starting hands.  If you wish, you can jump to Donald X's response here.

It would be hilarious if someone wrote a malicious script that causes the Salvager extension to take additional dead turns while the player using the script is live (or autocontrolled but picks up a few Silver before turning over control).

48
Goko Dominion Online / Re: Point Counter Poll
« on: April 13, 2014, 02:11:02 pm »
This thread is now about trains?

I've heard good things about Trains, but haven't played it myself.

As a counterpart to Dominion, it's utterly horrible. Unlimited actions and buys limit the cards they can print, the board mechanic is terrible, and 95% of players don't realize that the easiest way to win most setups is to basically play Dominion for 10 turns or so (ignoring the board), then spam trains, pile up points and trigger endgame in a span of 2 shuffles or less.

49
Goko Dominion Online / Re: Point Counter Poll
« on: April 11, 2014, 07:18:15 pm »
I know there's another thread about this, but this thread is for the poll.  Please do not debate the point counter in this thread.

This thread is now about trains?

50
Goko Dominion Online / Re: Opinions on the VP counter?
« on: April 11, 2014, 09:57:35 am »
Yeah I see the argument that it frees your mind to focus on tactics, and I wouldn't want to limit the quality of opponents I could play if good players prefer not to play vpoff games. I guess I just like the additional challenge of having to mentally track numbers while simultaneously thinking about tactics, and I was wondering who else shares that opinion.

On the other hand, I see that as a distraction rather than a challenge. In the end, it's a matter of perspective and nothing more.

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