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Messages - Stealth Tomato

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51
Dominion General Discussion / Re: In Soviet Dominion...
« on: April 09, 2014, 03:20:52 pm »
Come on guys, you are doing these jokes wrong.  It is so irritating.  Why does this bother me so much?

We're doing it wrong because the base Soviet Russia joke format is terrible and unfunny.

52
Dominion General Discussion / Re: Interview with Donald X.
« on: April 03, 2014, 04:19:33 pm »
I don't see Settlers as "voting on a winner".  Early on, you can't really say who is the clearly winning (especially because of the dice rolling).  Later in the game, I find that players just become a lot stingier about trading.  Ways to actively hurt others are limited, so the politics is mostly in making the trade sweet enough that the other player can't pass on it.  Usually it's more of a grind to the top and seeing who gets lucky with the dice rather than voting for a winner.  YMMV though, of course.

I suppose it depends on the dynamics in your gaming group.  Oftentimes when I play, every will decide to gang up on one person who "always wins" or who "won last time".  It is very much possible for a couple players to collude against you in Settlers, trapping you in with roads and refusing the trade with you.

Ahh, well, we tended not to hold grudges.  Sometimes people would band together within one game when one player's win seems to be inevitable, pooling resources into the second place player to see if they can unseat the clear leader.  But if it succeeds, we recognize the previous leader as the symbolic victor.

We haven't played Settlers in many years though.

Iterative political games can easily become awful because they tend to reward plays that ruin the current game for the sake of leverage in future games. You can always go with the tried-and-true rule of "don't play with people who do that", but it's much easier to just find a game that doesn't reward people who do that.

On a side note, I hate Diplomacy, mostly because it's difficult to find a group that will play the game with a realistic level of cooperation. It's more fun to just fuck people over all the time, so the majority of people do that, and the game devolves into misery. You almost *have* to play it iteratively... that way, the trustworthy players start to ally, forcing the natural backstabbers to form an opposing alliance, which starts to create interesting dynamics because you now have an alliance of natural backstabbers.

53
Dominion General Discussion / Re: Best Dominion Moments 2014
« on: March 31, 2014, 11:13:41 am »
How do you retrieve the chat log? Do you just remember to copy and paste at the end of the game?

You like it so much you type up the entire damn thing.
(it's not embedded directly in the page, I don't know of a Salvager extension that does that, and I can't code one in ten minutes)

54
Game Reports / Re: Stealth Tomato's KC+SP Engine
« on: March 31, 2014, 10:55:46 am »
I find this funny because I'm not particularly proud of that deck. It was a half-baked plan to nuke his economy with KC-Noble Brigand... you can see it do some serious damage on Turn 13-16, but it's not exactly sustainable, there's no easy +Buy, and he correctly pivots to Death Carts. I'm fortunate that he ends up being completely unable to play them until it's too late, and Scavenger/Mandarin make my deck more consistent than a strange KC-BM hybrid should be.

55
Dominion General Discussion / Re: Best Dominion Moments 2014
« on: March 29, 2014, 03:40:53 am »
DSC and I slog through a 21-turn game with stupid Altar decks on a terrible board.

The board in question:
Candlestick Maker, Secret Chamber, Oasis, Shanty Town, Throne Room, Mine, Rogue, Venture, Adventurer, Altar

It's not instantly obvious that the entire board is terrible. Altar isn't useful because you don't want any of the $5s en masse (except possibly Venture). Rogue doesn't have the deck density to be really strong. Throne Room has mediocre targets. Oasis is a straight trap. Shanty Town is basically a Necropolis. CMs are easy to overbuy. So naturally, between us, we make literally all of those mistakes, prompting us to play the board again, restricted to Rogue-BM vs. Mine-BM.

WE PROGRESS TO GAME 2!
We beat our previous selves by five turns.

Game 2 transcript:
ST:   should we start CM or Silver?
dsc:   i'm going silver+CM
dsc:   coins are cumulative
dsc:   early is better!
dsc:   see, my T3 seems way better
dsc:   ... unless you hit my MINE next turn
ST:   ah, the classic Doublemine strategy
I immediately hit one of the Mines with Rogue.
dsc:   ...
ST:   HA
ST:   bet you're glad you took that second Mine
dsc:   yes.
dsc:   i also hired some extra adventurers to work it
dsc:   nooo
I play the Rogue, picking up the Silver over the Mine.
ST:   I don't even want your !@#$!@#$ Mine
dsc:   your disdain stings
I play the Rogue again and take the Mine.
dsc:   SUCKA
ST:   this is my favorite
ST:   a classic for the ages
dsc:   DOUBLEMINE
dsc:   UNSTOPPABLE
ST:   I WIN
dsc:   SHOCKING
dsc:   okay.
dsc:   thank god
dsc:   MINE *really was* a terrible buy
ST:   Notice the turn count.
dsc:   yeah
dsc:   21
ST:   We were both at least four turns better than last time
dsc:   last time
dsc:   i would have CRUSHED you with D-MINE
ST:   I'm posting this to Greatest Moments
dsc:   i wonder if it's possible to build a winning deck on this board that contains MINE
dsc:   *bonus points for maximal number of mines purchased
ST:   Well, obviously, it depends on the quality of your opponent's play
dsc:   i'm thinking like: what part of the spread can MINE-X beat?
dsc:   30% of the decks? 60%
dsc:   it clearly loses to adequate/non-exhausted players piloting BM
ST:   I mean, the only lesson to be learned here is that sometimes we overcomplicate ****
dsc:   ...and that most the cards here sucked as bad as we thought
dsc:   thank goodness we tested how hard that wall was with our skulls!
ST:   haha.
dsc:   i suppose it could have been slightly worse
dsc:   we could have had Possession
ST:   well
ST:   there are all sorts of things we could have had that would have made this less bad
dsc:   which goes nicely with rogue
ST:   either by making it even worse and preventing our stupidity
ST:   or by making it better
dsc:   ha
dsc:   oh man
dsc:   i wonder how we could make this board MORE trap-y
ST:   the best part about this board is that it's not instantly obvious that it is truly awful
dsc:   exactly!
dsc:   i think it really needs Market Square
dsc:   all the trashing is $5+
dsc:   Maybe Pirate Ship? oo! or University!
dsc:   University: Worse Than Altar!
ST:   ...University would be horrifying]
ST:   although I wonder if you add more trap cards if it just makes the trap-ness more obvious
ST:   like, I'd start considering University and then wonder what the **** I intend to pick up with University
ST:   then stop and go Rogue-BM
dsc:   ALL THE SHANTYS
dsc:   it's funny
dsc:   the board really hinges on having Existant But Implausible trashing
ST:   "Implausible Trashing" should be a standard Dominion term
dsc:   like if you add even ******* Trade Route, all of a sudden the Venture loop is quite good
ST:   you have strong trashing like Steward, weak trashing like Develop, and implausible trashing like Altar
dsc:   my
dsc:   favourite
dsc:   is getting out from under Cultist with Procession
dsc:   people are like ...
dsc:   BUT IT WORKS
dsc:   (*for some definition of "works")
ST:   It works
ST:   it's just, well, glacial
dsc:   i forget why i ended up doing it
ST:   while you're doing that I could build a Scout-Great Hall deck without +Buy
dsc:   oh ****
ST:   hm?
dsc:   i know what Trapville needs
dsc:   motherfscking DEATH CART
ST:   I feel like Death Cart would be actively helpful after the opening
ST:   gets you to $8, clears out the bad decisions you made earlier

56
Dominion General Discussion / Re: Queing up in professional play
« on: March 28, 2014, 11:10:38 am »
Why is it that when i host a pro match that half the times my own decks aren't chosen?.... Shouldn't the mtach host always have their decks chosen? I mean what is the point of putting in the title the sets that you own if half the times you don't even get to play your decks?

I don't think justifying the answer of: its to prevent people from gaining easy rating is fair since people can easily make booster accounts for free rating so rating should be really an issue

When you host a pro match, it selects randomly from all the cards you own. It is always the host's cards, never the guest's.

Also, "But there's also another way to cheat the rating system!" is a crappy argument to justify your method of cheating the rating system.

57
Dominion General Discussion / Re: Quick true/false question
« on: March 28, 2014, 11:03:24 am »
Boo : ( ok

The reason it doesn't is because Professional is designed to be a test of overall Dominion skill--being good at hand-picked kingdoms doesn't say a lot about your overall Dominion skill. Anyone can get really good at one or two specific kingdoms, and in fact, on the old Isotropic system, some people did exactly that to game the scoring.

58
Game Reports / Re: Threefold repetition of Possesion
« on: March 24, 2014, 02:32:55 pm »
No, neither deck is notably better for the opponent if both players trash their apprentices with Rats (as they should, for just the reason that it only helps the opponent). You don't get an 11-card hand without Apprentice. (Also, you can never buy card draw if the opponent doesn't get more than 2-3 Coppers at one time; Vault and Nobles cost $6.)

Your argument might would apply if neither player had had a Rats at the time of the stalling, but hvb did have one.

Edit: hvb could have tried to force a stalemate by trashing his Rats before Rene could gain a Rats from it. But the game wasn't a stalemate at the time they stopped playing.

Actually, using Rats makes it possible for Rene to (nearly) guarantee a win by running out the Rats, Estates, and Curses. By playing Rats on his Possession turns, he'd be able to run out that pile. Then all he needs to do is buy two Copper, wait for either player to pick up an Estate, then buy Curses and trash them with Rats (being sure to never keep more than two in his deck at a time).

(There are 7 Estates in the trash and 6 in their decks, which leaves one in the supply.)

59
Game Reports / Re: Threefold repetition of Possesion
« on: March 24, 2014, 10:46:35 am »
Huh.  It's like the hypothetical stalemate post, except totally legit.

You've never seen this in actual play? It's rare (I've probably come across it less than ten times ever), but I had it happen twice in one day once.

That was a really strange situation. I came to a point where i have to trash all my money, cause Rene Kuroi were able to play 2 possessions every turn. and due to the apprentices he was able to draw my whole deck every time. So it ended up with 2 decks without money and the guy who builds up some money again first will lose the game. So both checked through their turns. How to deal with such an situation?

I don't really see the problem here. Firstly, you both want to trash your Apprentices, which only help your opponent after turn 18. You (HvB) could only play a Possession about every second turn by then (you had 12 cards - 10 without Apprentices - and just one card draw; you don't want to hurt yourself with Apprentice). So Rene Kuroi only had to trash his useless Apprentices (by gaining a Rats from you) and then buy 2 or 3 Coppers to buy the remaining cheap VP cards, gaining twice as many as you would gain by possessing him. By the time he could play less than 1 Possession per turn (if this even happens), he would have enough of a lead to three-pile for a win.

I'm not convinced. No matter what you do, your deck is better for your opponent than it is for you. Say you execute that strategy... my response will be to use the occasional 11-card hand I get with your deck (!) to buy better card draw, which will allow me to play more Possessions, which will cause you to lose.

60
If you're this much better than your opponent, open amb/Workers village, then outplay him on the flop.

(or find someone else to play)

1. I love the use of the poker analogy here.

2. I think this is a key element a lot of players miss. Better players can afford more vanilla openings because they'll outplay their opponent later. Their deck just needs enough speed to be competitive in the early game.

61
Goko Dominion Online / Re: Goko bot strategy?
« on: March 21, 2014, 03:11:54 pm »
Wand Minst

This confused me substantially, I was wondering what the hell sort of wand a wand minst was.

62
Goko Dominion Online / Re: Goko bot strategy?
« on: March 16, 2014, 02:48:23 am »
Here's a question. They would kind of like a medium bot - better than serf bot, not as good as all the rest. The non-serf bots are all pretty close in skill, which wasn't so much intended.

So the question is, what behavior would be good for a medium bot? In what ways should it intentionally be worse, that will leave the game as enjoyable as possible for the people at that skill level? The idea being to make the bot worse without making it so much look stupid.

I'll get the ball rolling.

- Ignore PPR.
- Buy one more terminal than is reasonable.

I like the extra terminal.
Ignoring PPR might be good, although I'd tend to prefer deficiencies that teach the player something via counterexample. PPR isn't something you can really do that with, since the counterexample is not doing it and thus not giving the player the idea that PPR is a thing.

Some other ideas that would tend to mirror low-to-mid-level play:

- Overvalue cantrips
- Undervalue Silver
- Overprioritize Village equivalents (buy too early and too many)

63
Dominion General Discussion / Re: Least favorite card?
« on: March 16, 2014, 02:39:20 am »
What if you took a page from online poker and added a checkbox for "don't play the reaction on Card X while this box is checked"? Then if you get into a situation where you might want the reaction, you can just uncheck the box.
I don't know what you're copying from online poker. I am not seeing any benefits here so far. The box couldn't always be onscreen. Only experts would know how to call it up from offscreen.

Essentially it's the ability to pre-move (online poker's implementation is the Check/Fold button and similar). I'm not sure why the box couldn't always be onscreen in a corner? But it's not particularly relevant--I don't imagine a checkbox system would ever be implemented, it was just an offhand thought. Besides, Urchin isn't a particularly bad offender--situations where you have to repeatedly decline to trash Urchin are just too rare compared to other interface annoyances.

Welcome back, by the way. It's good to see you around here discussing your game again... the artist is always the best source when you're looking for meaning in the art.

64
Dominion General Discussion / Re: Least favorite card?
« on: March 15, 2014, 11:14:03 pm »
I think "No for the rest of this turn" would work well.
This sounds like an improvement. I don't think "no for the rest of the game" works. Hotkeys are uh too much for non-experts.

What if you took a page from online poker and added a checkbox for "don't play the reaction on Card X while this box is checked"? Then if you get into a situation where you might want the reaction, you can just uncheck the box.

65
Dominion General Discussion / Re: Least favorite card?
« on: March 10, 2014, 03:49:13 pm »
Oh, and because of the Goko interface, I hate Urchin.  Because if you want to use it without trashing it for a Mercenary, Goko keeps annoying with questions about trashing it.
You said it, although that's not inherently Urchin's fault. What's really annoying is when the game is decided by one person getting Mercenary considerably earlier than another player, considering that it's a counter to itself. I guess the solution to that is to do the Urchin/Urchin/Urchin opening that SCSN keeps hyping up.

Probably my least favourite card is Swindler. Two players open with it, but one keeps hitting Estates and Provinces while the other hits Coppers and turns Labs into Counting Houses. Swingler's saving grace is its ability to bring Scouts into play.

I don't care much for Peddler either. The cost reduction mechanic is compelling, but the freebie nature of Peddler makes it so that you'll pretty much always pick them up at 0 with extra buys, something that tends to happen in your engines anyway. It's not usually strategically deep unless getting the Peddlers still requires some investment, either due to lack of +buy or lack of +1 actions besides Peddler.

Peddler is frustrating because it can give one of the highest P1 advantages in the game. A decent number of Peddler boards become a race for the Peddlers, and players pick them up 3-4 at a time rather than one at a time. As a result, P1 gets 3, P2 gets 3, and P1 gets the rest for a 7-3 split even though both players were at the same pace. P2, frozen out of the Peddler race, would probably be better going for a non-Peddler deck... except that a stack of 10 Peddlers is often unstoppably powerful.


But my least favorite card is probably Young Witch, for a few reasons.
  • Successful plays make it harder to defend against later YWs (since they lower Bane density), which can lead to lopsided Curse splits for no good reason.
  • The Bane becomes an incredibly important card, which is awful when it has anti-synergy with YW or is just bad in the early game. This slows down the game as players are forced to either buy Banes instead of improving their deck, or contend with extra Curses.
  • Any terminal Bane + the terminal draw of YW makes other terminals (and even weak cantrips) unpalatable, leading to a lot of decks full of Silver and Curses (oh boy, what fun!).


I don't understand the KC hate.  I find that it's actually skippable more often than people give it credit for...

I also don't get the posession hate.  I hardly ever have it actually come into play, and I like how it changes the way you have to think about the game.  IRL though, I hate it, but only because I get confused about what happens in those weird situations it can cause (double posesisons and stuff) and mostly since I play with more than 2P IRL, it becomes slightly more annoying.

Possession is awful because of the incredibly stupid situations it can create. Ambassador or Masquerade can lead to first-play-wins (since you can then pass your opponent's Possessions to yourself, followed by power cards and Provinces). Any number of situations can lead to multiple Possessions per turn, at which point both players' primary goal is to trash their own deck's ability to do anything but play Possessions.

66
Game Reports / Re: aaaaaaaaaagggg
« on: March 10, 2014, 11:47:04 am »
A possible plan with sage/remodel is keep buying and remodeling estates to sages till you could remodel to sage to witch. Then you will curse each turn.

I'm not sure that actually works. You need to be able to play a Sage after Witch; otherwise, the Witch triggers a reshuffle on the deck emptied by Sage, then your next turn is a junk draw.

Isn't Sage/Silver instead of Silver/Silver an alternative here ?

In the long run, the sage will also skip all the curses.

It is, I'm just wary of Sage openings because if it collides with your other opening buy (Silver in this case), it's functionally a fourth Estate with the Chancellor upside.

...although if that collision is on T4, it actually works out fine. I should rethink this logic.

67
Game Reports / Re: aaaaaaaaaagggg
« on: March 07, 2014, 04:29:00 pm »
Perhaps you should've bought a Sage at Turn 4, so you can play the Witch more often...

Not a bad theory, but the Minstrel fulfills much the same role.

68
Game Reports / aaaaaaaaaagggg
« on: March 07, 2014, 03:28:32 pm »
I'm having a day that reminds me why I quit Dominion for awhile.

http://www.gokosalvager.com/static/logprettifier.html?/20140307/log.505de22f0cf2ef979299a5d8.1394223849948.txt

In which my opponent opens Sage-Remodel (?) on a Witch board with no good money-generating $4s, spikes 5 Copper on Turn 3 (!) and proceeds to win the Curse split in a game that's never close.

It's possible he had an actual plan, but he wasn't talking... can anyone spot it?

69
Dominion General Discussion / Re: Best Dominion Moments 2014
« on: March 07, 2014, 01:19:24 pm »
http://www.gokosalvager.com/static/logprettifier.html?/20140307/log.505de22f0cf2ef979299a5d8.1394216022622.txt

In which Chapel/Bandit Camp vs. Urchin/Urchin doesn't just lose, it loses the trashing race. Badly.

By Turn 6, Merc has trashed more Estates (2/0). Chapel trashes its first Estate on... Turn 15, by which time the opponent has four Provinces, no Copper, and no Estates, partly thanks to Mint and a 5-Copper draw on Turn 7.

Total trash count: 4 Copper and an Estate (3 Copper T5; 1 Copper T9; 1 Estate T15)

70
Dominion General Discussion / Re: newbie question on mandarin
« on: March 05, 2014, 02:20:44 pm »
It's probably worth noting that it's NOT a 5/5/2 opening, it's a mandarin/5/2 opening, so unless you're making good use of the mandarin, you might just as well have opened whatever/2.

We should probably stop talking about 5/5/2 openings, because Mandarin isn't one. It's a Mandarin/5/2 opening.

I feel like I'm in a weird sort of time vortex.

71
Goko Dominion Online / Re: Furious
« on: March 05, 2014, 12:01:39 am »
I wasn't sure the best place to post this, so I thought here would be fine.

Just played a game against someone by the username Jorgen: http://www.gokosalvager.com/static/logprettifier.html?/20140304/log.516f307ae4b082c74d7def63.1393966935210.txt

If he wanted the game to end, he could have taken the last Curse instead of revealing the Moat every time. It's his fault the game even comes to that.

72
Dominion General Discussion / Re: Best Dominion Moments 2014
« on: February 24, 2014, 05:16:07 pm »
It may have only been against a bot, but I am so jazzed about this one. I nearly gave up early, but decided to stick it out.
http://dom.retrobox.eu/?/20140221/log.50c7ef2fe4b01531d0686840.1393015092266.txt

Banker Bot clearly has some programming issues. Besides shooting himself in the foot by trashing nearly all of his treasure to Bishop, he misses a winning play on Turn 26, where he has $7 and Bishop but doesn't Bishop a green card and buy the last Province.

Once he's done that, he doesn't have enough cash to end the game, and you have essentially infinite time (and you use 22 turns of it). The game will keep going until he runs out the Copper, Estates, and Duchies/Silver. He's barely accruing points because he doesn't have $5 and there's only one Bishop in his deck.

73
Dominion General Discussion / Re: newbie question on mandarin
« on: February 21, 2014, 10:18:04 am »
We should probably stop talking about 5/5/2 openings, because Mandarin isn't one. It's a Mandarin/5/2 opening.

5/5/2 would obviously be amazing if you could open, say, Mountebank/Mountebank/nothing, but you can't, because the first card is Mandarin. Would you want to open Mine/5/2 if you could? Probably not.

When you buy Mandarin with your 5, your deck gains a Mandarin and in exchange you are a turn behind on everything else, because you just doubled Turn 1. So if you went first, you're now going second plus a Mandarin, and if you went second, you're now going a turn later than your opponent plus a Mandarin.

Even if you repeat it 20 times, it's still wrong. You're not one turn behind, what counts (ecept for IGG/Inn) is the shuffle. The correct point would be "one shuffle behind", but this doesn't happen.
The truth is: Mandarin helps you in getting exactly 5 or 6 on your turns 4-6 which helps you getting more of the $5-cards BEFORE your second shuffle.

And yes, in about 75% of all games, I would gladly open Mine/5/2. Even Mandarin/5/2 is good, if there is no serious trashing and at least one other $5 card, I would like to get two of.

But you already get one of them before Shuffle 1, and if you want it that badly, you probably want to be playing it as early as possible. Most of the good $5s help generate more $5 hands on their own, and a lot of them are terminal. Sure, Mandarin is going to make it pretty likely that on turns 4-5, you'll pick up 2 more $5 cards, and you'll have three 5s and Mandarin in your second shuffle. Meanwhile, your opponent picked up his second 5 on turns 3-4, had it in his second shuffle, and used his two 5s to pick up two more on turns 5-6 before he shuffles again. You're now basically even on 5s, he's been playing them more, and you're stuck with Mandarin slowing you down which is a bad thing in the early game.

74
Dominion General Discussion / Re: newbie question on mandarin
« on: February 20, 2014, 03:38:05 pm »
We should probably stop talking about 5/5/2 openings, because Mandarin isn't one. It's a Mandarin/5/2 opening.

5/5/2 would obviously be amazing if you could open, say, Mountebank/Mountebank/nothing, but you can't, because the first card is Mandarin. Would you want to open Mine/5/2 if you could? Probably not.

When you buy Mandarin with your 5, your deck gains a Mandarin and in exchange you are a turn behind on everything else, because you just doubled Turn 1. So if you went first, you're now going second plus a Mandarin, and if you went second, you're now going a turn later than your opponent plus a Mandarin.

75
Goko Dominion Online / Re: Goko rating system
« on: February 18, 2014, 02:27:00 pm »

the rating is supposed to reflect your skill. that means being competitive = wanting very much to win or have a higher rating than other people = caring about your rating


That doesn't follow. Wanting to win doesn't necessarily mean you care about your ranking on a stupid leaderboard, it just means you want to win. A competitive person will be more concerned that the leaderboard ACTUALLY measures skill, and if it does, then they will care about their position. If it can't be shown that the leaderboard accurately measures skill, competitive people will find some other way to track "who's the best".

that's true. it's just that i don't actually have any problem with the leaderbord, players who have higher rankings generally seem to be better. but i agree, if you thought that the leaderbord is arbitrary, you wouldn't care about it even if you're competitive

Even independent of leaderboards, some players would rather make the correct decision and lose than make the incorrect decision and win.

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