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Messages - lespeutere

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76
Dominion Articles / Re: Merchant Guild
« on: October 30, 2013, 05:12:05 pm »
I just played another great Merchant Guild game against PitrPicko (semi-finalist of GokoDomII).

Not opening silver/potionWT/potion here on 4/3 is kind of suicidal, though. And 16 turns seems a bit long to me. T7, e.g., should've been two trashed curses. You don't want silvers and you drain a pile. And I don't think you want to buy coppers (t11). I'm not sure, it's half a province and you have all these WM but I would hesitate to buy them even for 4 tokens. Certainly not for 2 tokens (t13).

And then again (although i really like MG, too): What if MG had been bridges here?

Edit: sorry, my mind and my fingers were not working in the same directions. I was still puzzled why you would want to open silver here.

77
Game Reports / Re: Was my win just luck?
« on: October 23, 2013, 05:42:45 am »
Well, at the very least, your opponent entirely skipped the 'draw' part of his draw engine. He bought no nobles or journeymen all game. That seems like it was a mistake maybe?
This. And then why would he want to trash his mercenaries with these incoming curses?If he had bought at least 2 nobles/journeymen and had kept mercenaries, he would've been likely to get rid of his curses which could've made a crucial VP difference. I think, your first jester should've been a journeyman, too. You both seem to have underestimated draw/cycling here; he dramatically, you a little in the beginning.

78
Goko Dominion Online / Re: promo buy order?
« on: October 18, 2013, 01:43:03 pm »
I guess some people don't like BM and would put Envoy ahead.
I'd assume the people who like BM would put Envoy ahead; the other cards aren't that great for big money.

I'd buy Envoy, then Stash, then consider buying Walled Village. I wouldn't buy the other two at all.

I got as confused as you in the first place, but BM stands for Black Market here, not Big Money. ;-)

79
I think, the majority tends to write gg and expects gg, for different reasons maybe. Most of us have felt we got really bad luck or just have had bad days and not typed gg, so most useful is probably to write gg and when someone doesn't, this:

I would recommend to everyone (myself included) to try and not be annoyed by these small things.


80
Dominion Articles / Re: Short Article on Advisor
« on: October 17, 2013, 02:00:41 pm »
Forge has a strong synergy with Advisor that might be worth mentioning in the "works well with" section.  Forge likes big hands full of junk, and then, if you manage to forge down, the result is an advisor-friendly deck.  (Forge also works well with workshops since it can turn two $4s into a province, and gainers are a reason to go for advisors.)

I can see a counter-argument in that if you need the forge to do your trashing, well, that's very late trashing, so maybe it's not an advisor board after all.  Forge is pretty weak in general, but it seems like this might be one of the cases where it can shine.

If your deck is in a position to consist of "big hands" full of junk, you have to get pretty lucky to hold (at least one) advisor and forge in one hand. Otherwise, Forge is most likely to be discarded (edge cases as usual: aside) and you'll probably only have one.

81
Dominion General Discussion / Re: Edge-cases
« on: October 17, 2013, 01:44:03 pm »
Maybe even when you know you would trigger a reshuffle by one card and your only potion is already in your discard pile, while you could otherwise buy a second potion and stabilise the chain. It depends heavily on the number of alchemists, importance of next turn vs. next shuffle etc., though.

82
Game Reports / Re: The Pirate Ship Revival?
« on: October 16, 2013, 11:37:19 am »
Nicely done, but your pirate ship could very well have turned into a ruined mine had AI gone with early steward trashing.  After the pirate ship has become a ruined mine and you attempt to switch to another strategy it will be too late and your opponent will have a huge advantage with a much thinner deck and better quality cards, which is usually what happens when your opponent goes pirate ship.

I don't think he could have done that at all, as there's no virtual money on board besides Steward, Treasury and, well, Pirate Ship, so I fail to see how this would lead to an advantage for him at all. If he starts buying Silvers/Golds/Harems in a trimmed deck that's even better for me, and if he transitions into Pirate Ship himself I can just respond with trashing Coppers more aggressively. + I think my Pirate Ships would be worth at least 3 before he's done trashing, but I rarely play the card so my intuition might be totally off there.

I'd be more inclined to agree with you if Shanty Town was Village or Fortress was Worker's Village, as in that case you can play a (Worker's) Village, Steward, Treasury engine, but without +buy and Shanty Town and Steward as the only components that are gainable with Hermits, the engine is terribly weak here.

I'd say, open double steward and your opponent can be fairly happy if he gets pirate ship to 3$. You can still add few treasures once your opponent tends to use PS for money, unless it's really still at 1$, then he'll probably keep trying to hit your lonely treasures. 7 provinces in 20 turns is still nice, though.

83
Introductions / Re: Sorry for my absence (again)
« on: October 14, 2013, 12:35:19 pm »
Welcome back Qvist, and get well soon!

You know, you've returned just when Ozle returned... Are you the same person?!

Oh great, Ozle's back?
Thought we had got rid of him!

Not yet, to do that, maybe $50 help.

Send it to:

FDS
Take care of Ozle
Somewhere in UK
UK
Earth

84
Game Reports / Re: How to play this
« on: October 08, 2013, 02:57:27 pm »
The two competing ways here are, as most of us agree, IW/Gardens rush and something based on WM and monuments. For the latter, you definitely want to open IW/chapel, several comments mentioned another IW, either at all or ASAP. In the first game, I went for IW/Gardens while Psyduck had 5/2 and opened militia/chapel (which is also pretty reasonable if you expect your opponent to go chapel, too). He then made the mistake to go for alchemists which was just too slow to do anything against the rush:

http://dom.retrobox.eu/?/20131008/log.505f5ec4a2e6714a97eee844.1381242972237.txt

We then changed sides so that he played the rush and I went IW/chapel to try and beat him. I managed to do that all three times, one of which was very close, though (funnily, it was the one with the highest VP difference, I believe, cause he was 2 cards short of ending it giving me the time to get ahead and another turn to increase the lead and end it). I indeed got a 2nd IW.
In the first game, I left caravans mainly aside, but I found them rather important so I went after them a little more in the following two.
Another thing is denying gardens or not. SCSN says he wouldn't do that at all. I did, when I figured from the second, pretty fast, game that one gardens more for him and one less for me would've led to a loss for me. I didn't try ignoring gardens, though, and ended up with 3 of them in every game. Also note that I bought expand in the first two (which is a clear mistake), and that he also picked up some WM which a) speeds up 3piling, b) enables him to play 2 IW for Gardens in one turn if he happens to hold WM/2 IW or draws a 2nd IW. We didn't have enough time to check what happens if he goes for Gardens earlier, disabling me from stealing 3. So this, and me ignoring Gardens would be interesting to check now. Or somebody try and simulate it, I've never really really dived into simulations.

http://dom.retrobox.eu/?/20131008/log.505f5ec4a2e6714a97eee844.1381244250595.txt
http://dom.retrobox.eu/?/20131008/log.50fa840ae4b0f82020d81dfd.1381244884822.txt
http://dom.retrobox.eu/?/20131008/log.50fa840ae4b0f82020d81dfd.1381245438167.txt

85
Game Reports / How to play this
« on: October 08, 2013, 11:35:18 am »
I stumbled upon this game I played against Psyduck. I won and he thought he chose the wrong strategy so we replayed it a few times. How would you play here in general - and then in detail, cause that is what it really is about.. ;-)




86
How am I supposed to play faster than put all my money down at once and hit province?

87
Goko does not punish resignations.

However, I will admit I'll sometimes gg near the end of my opponent's final turn if I know s/he knows s/he can win, but not resign, because I'd rather have the full log available.

Not behaving like this is indeed another thing I don't appreciate, i.e. resigning during the final minute of a game. I've had several situations where I was already in the buying phase, had put my money down, >8$, 1 province left with me winning only to have my opponent resign. Anyone got any explanation for this other than poor sportsmanship? I'm really curious.
For the gg thing, I'm trying not to do it but sometimes I can't help. I most often change it to something like "Looks like it's going to be hard now ;-)", though, expressing more or less the same (well, less whining, probably), but clearly not conceding.

88
Well, we've been amazed by this for 4 years now..

89
In Germany, it's probably due to the breakup of RGG and the former publisher HiG. There is a rumour, Guilds will be available at Spiel in Essen in October.

90
Game Reports / Vineyards again
« on: September 16, 2013, 05:18:50 pm »
So, Robz recently posted the game with 9VP vineyards, getting there with ruins.

http://dom.retrobox.eu/?/20130902/log.514cd37de4b0fe3236619906.1378148383199.txt

I'm really surprised my opponent didn't go for Vineyards himself--this is like the Vineyards dream board, with cheap Actions, Stonemason, and even Border Village (though I don't take advantage of that). Well, not only does he leave me to get all 8 Vineyards, he actually buys 7 Cultists. This puts me in the awkward situation of not wanting to play my Lighthouses! Give me ALL the Ruins, please.

Now I just played a game which is close to the VY dream board, except for the lack of great halls, islands or nobles. ;-) Similar to Robz, I was surprised my opponent didn't go VY himself. I felt a little under pressure when he had 5 provinces and a duchy (this duchy being a clear mistake, imho, even despite the hovel trashing) after 15 turns and not a real sign of deceleration in his double embassy deck. But eventually my plan resolved itself really nicely and I stopped pushing my VY higher for the sake of ending this 15 VP VY game :).



91
Help! / Re: Does Sea Hag counter NV/Bridge?
« on: September 16, 2013, 10:39:33 am »
The draw here is weak

I don't agree with this. Cartographer/WM/WW interactions give nice enough draw. Technically, it may not be that much draw, but with the sifting from Cartographer and WM, this is very effective (well, would be, in case of WM, as you didn't get any). I am very unsure about how to actually set it up and about seahag, though. Surely, the NV/bridge deck doesn't like extra cards being put into it. And with the sifting, SH may be pretty fast, so I think I wouldn't skip SH here. But, as said before, I'm not sure at all.

92
Game Reports / Re: Wharf+Highway+Village megaturn
« on: September 15, 2013, 04:51:09 pm »
It would be interesting to look at how it would go between two opponents of approximately same skill level.

That would need strong awareness of possible 3piling and due to that, someone will probably start going green much earlier to prevent the aforementioned 3pile ending at his disadvantage (if he cannot end it via 3piling).

93
Dominion General Discussion / Re: engine or big money?
« on: September 15, 2013, 12:24:12 pm »
Sea Hag is unignorable in any strategy.
Generally, if an engine has neither +buy (or another way of gaining multiple Victory cards per turn), nor an attack to play every turn, it will lose to BM.

Both these generalisations are too - well - generalised. Especially the first one (unless you define unignorable as "I think about it and decide not to buy/gain it").

94
Game Reports / Re: Wharf+Highway+Village megaturn
« on: September 15, 2013, 11:43:19 am »
If you correctly analyse, that wharf gives the oh-so-needed, you should aim at getting more wharves as I did here.


95
Dominion Articles / Re: Synergy: Bandit Camp / Possession
« on: September 13, 2013, 08:22:19 am »
You seem to miss the main point, did I phrase it so easily misunderstandable?

In both cases of beggar and explorer, the treasures go into the possessor's deck permanently. So both the possessor and the possessed (if he possesses his opponent) can use them. However, if player A has BC, and player B has not, the ONLY player able to play spoils will be player A (if drawing the deck and playing possession are guaranteed as I have pointed out twice).

96
Dominion Articles / Re: Synergy: Bandit Camp / Possession
« on: September 12, 2013, 11:19:10 am »
This holds if you can draw your deck reliably and are playing possession reliably every turn. In your turn, you'll draw spoils the same turn you played BC. On possessed turns, your opponent gains Spoils himself so he cannot use it immediately. Moreover, you can use it when you possess him since he didn't have time to use it between adding it to his deck and being subjected to your possession.

97
Goko Dominion Online / Re: Attention-whoring thread.... I did it!!
« on: September 12, 2013, 07:25:42 am »
Thesis submitted, sorrows gone, mojo regained:


98
Dominion Articles / Synergy: Bandit Camp / Possession
« on: September 12, 2013, 07:21:16 am »
I searched for "Bandit Camp" via site search and didn't hit anything related to possession, so here comes a nice little thing I stumbled upon.

If there is possession on the board and it's likely to be an engine mirror, a Bandit Camp is a very good choice of pieces you want to add to your deck. Why is that?

1. It is an important engine piece in that it provides +action.
2. It provides $. So even if you trashed all your money, so that your opponent cannot use it while possessing you, you still have some $ to use.
3. It provides $ - only for you. This holds if you can draw your deck reliably and are playing possession reliably every turn. In your turn, you'll draw spoils the same turn you played BC. On possessed turns, your opponent gains Spoils himself so he cannot use it immediately. Moreover, you can use it when you possess him since he didn't have time to use it between adding it to his deck and being subjected to your possession.

Here is a sample game, where poor yed suffered from exactly this for several turns.

99
Dominion Articles / Re: Combo: Advisor + Bank
« on: September 11, 2013, 07:25:32 am »
I am very sure this is not a combo at all. Advisor and bank are 4$ and 7$, these are not things you "just" get "lots of" in a BM game. I'd say that BMU is competitive to this.

100
Dominion General Discussion / Re: Kings court a nobles
« on: September 10, 2013, 08:40:02 am »
Time for my all time favourite:
A bunch of people will post after this saying the same thing, but with a lengthy confusing explanation.

(Although in this case, it's more probable a good thing to explain a little more to prevent further misplay.)

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