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Messages - michaeljb

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1651
Puzzles and Challenges / Re: Tournament-shy
« on: July 17, 2011, 02:04:57 pm »
My solution has been found!

You are currently possessing him.

I must say, I really like reading all the other creative solutions that I hadn't thought of.

1652
Puzzles and Challenges / Re: Tournament-shy
« on: July 17, 2011, 01:47:52 pm »
It's the only card in your hand and you believe he has masquerade and another action card he would probably play, but only one action left because he played menagerie or something
you know he has already enough to buy the best card, but only one buy

You know he has a hand full of actions and the only prizes left are followers/princess, so if you reveal the province he can draw his prize on the next turn when he might not have as many colliding terminals.

Both are conceivable solutions, but not the one I have in mind. Masquerade and Torturer are not involved, and forcing colliding terminals is not your reason.

1653
Puzzles and Challenges / Tournament-shy
« on: July 17, 2011, 01:16:08 pm »
Your opponent plays a Tournament and a reveals a Province. You have a Province in hand, but you choose not to reveal it. (This is either a 2-player game, or all other opponents are also not revealing Provinces.)

Why would you make this choice?

1654
Rules Questions / Re: Masquerade and Watchtower
« on: July 16, 2011, 05:21:32 pm »
It's possible to gain a card from elsewhere than the supply (Black Market... nothing else that I can think of at the moment) so that Watchtower would apply, but when you are passed a card from Masquerade that's not a "gain".
Prizes ;)

PS I believe Thief technically qualifies as well.

1655
Dominion FAQ / Re: Dominion Lingo Dictionary
« on: July 12, 2011, 03:29:08 pm »
I like the definitions for mid-game, late-game, etc. I'm sure many new players are unaware of when exactly mid-game happens. If you don't have dozens (hundreds) of games under your belt, you may have difficulty knowing when the game shifts.

Not to open a cantrip debate, but I think the definition should change from:

Cantrip:  Any card that gives at least +1 Card, +1 Action; it costs no action to spend it and it replaces itself in the hand.  (Definition is disputed.)

To:

Cantrip: Any card that gives +1 Card, +1 Action; it costs no action to spend it, and it replaces itself in the hand. It usually has some other benefit, but the end result is that you usually end up with the same number of cards in hand and the same number of actions while getting closer to a reshuffle. (Definition is disputed)

I bring that up because with the current definition, Laboratory, Warehouse, and City all would technically qualify as Cantrips.
I disagree that Warehouse qualifies, as it results in a decrease of your handsize. Additionally, I have no issue with Laboratory and City, etc. qualifying as Cantrips, because they give +1 Card, +1 Action and some other benefit; Lab's is +1 Card, City's is +1 Action, and later more.

Cantrips are readily spammable because of the +1 Card, +1 Action, they're worthwhile because of the "other benefit" the card gives you, and if a card's other benefit is +Cards or +Actions, why should that disqualify the card from being called a Cantrip?

1656
Puzzles and Challenges / Re: All Estates are in their place
« on: July 02, 2011, 04:37:12 pm »
I once had a game where all 14 Estates and all 60 Coppers were back in the supply.

1657
Dominion Isotropic / Re: Isotropic Facts & Quirks
« on: June 25, 2011, 05:48:58 pm »
That is actually one thing I think should be added to the automatch--The identical starting hand option should be pretty easy to add to the automatch and I would use it all the time.
I agree. Another thing about the automatch setup, I think it'd be nice to set restrictions on the level of the opponents it matches you with.

1658
Dominion Isotropic / Re: Isotropic Facts & Quirks
« on: June 25, 2011, 05:45:09 pm »
I was playing michaeljb (I think?) today, and he noted that the +$ button still plays your coppers when Grand Market comes up on a Black Market draw. Because it happened to him, and he had exactly $7 with 1 Copper. Oooooops!
 
Yup, that was me. The real lesson I learned is that you should really look at what cards you flip from the BM deck before blindly pressing +$. But maybe it only really matters for Mint and Grand Market. :P

1659
Game Reports / Re: Trading Post/- or Vault/-
« on: June 25, 2011, 11:57:48 am »
Presence of Steward for (edit: also, Upgrade, for non-terminal) trashing --> Vault over Trading Post for me.

1660
Dominion General Discussion / Re: Cards we love! (and why)
« on: June 24, 2011, 02:44:16 am »
I love Wharf (probably could have guessed that from my avatar :P) and most of the other Duration cards. When I first got Seaside, I thought Wharf was pretty good, not great, and I never touched Caravan. Now, they're two of my favorites.

Steward's been one of my favorite cards from my very first games of Dominion. (Base and Intrigue mixed, playing with my uncle. He put in Steward instead of Chapel for my first exposure to trashing)

I've always been attracted to fun action chains, so Conspirator's a fun card for me.

I have a lot of fun in games where I go for Duchy/Duke, they can be really interesting.

I love stacking up on ~3 Upgrades and trimming my deck down to size, then turning the Upgrades themselves into Golds.

My favorite attack to use is Ghost Ship (I'm guess that makes me a mean player). I love how its power is magnified in the presence of other attacks.
The meanest deck I've ever had featuring Ghost Ship was a Double-Tactician deck where the only +Coins were Salvager and Mountebank, and well you need 4 Mountebanks to get to $8...that was a really nasty pin to lay down on someone.

Apprentice is an awesome card. When Prosperity first showed up on Isotropic about a year ago, I was super stoked to toss a Colony for the huge draw.
More recently, it saved my bacon after I had bad early draw luck and at least one misclick to really thwart my Chapel's strength, but I was able to connect my Apprentice with a Peddler and recover.

Venture is one my favorite cards from Prosperity. I really like being able to build small decks that can handle a lot of green.

Forge is probably my favorite trasher to date. My favorite is being able to build a good drawing deck before laying down a Forge on all my Estates and a bunch of Coppers, or quickly jumping to that scenario with Tactician.


1661
Dominion Articles / Re: Combo: Native Village & Bridge
« on: June 17, 2011, 05:41:36 pm »
I've actually played this several times, and I've been wanting to do a write-up for a while and submit it to the main site, but I'm lazy. Somehow the forums make it seem so much easier.
I've thought about doing write-ups on games I've played a few times, but I'm also lazy. I might get around to it with this new forum though...plus it would help me overcome this Pawn status ;D
edit: lol and this is the post that moves me from Pawn to Herbalist

1662
Dominion Articles / Re: Combo: Native Village & Bridge
« on: June 17, 2011, 05:04:19 pm »
Check it: two days before the OP posted, I played this very combo <a href="http://councilroom.com/game?game_id=game-20110614-084126-b6c017cb.html">here</a>.

When I saw the title of the post my first thought was my opponent had done a write up on what beat him :P

1663
Dominion General Discussion / Re: Is the point counter cheating?
« on: June 14, 2011, 07:31:12 pm »
If opponents really thought it was cheating, they should have said something about it at the beginning of the game. Sounds basically like what rspeer is saying, they go along with it until the end, then it's "OMG HAX." To me, that's just whining and being a sore loser.

1664
Game Reports / Fast Gardens Game
« on: June 13, 2011, 05:50:38 pm »
When I first began playing Dominion, I thought the goal of playing Gardens was to bloat your deck as much as possible for the massive points. I came to learn that the true strength of Gardens was emptying 3 piles before Province engines revved up. I've found the best Gardens kingdoms involve Ironworks and a village-type card. In the following game, I opened Ironworks/Hamlet (I didn't use the +Buy right away, so Village or Silver probably would have been better) and sped to a 12 turn win.

http://councilroom.com/game?game_id=game-20110610-215629-420cfac8.html

In theory's article on <a href="http://dominionstrategy.com/2010/12/16/dominion-gardens/">Gardens</a>, he said that Ironworks in practice are too difficult for the Gardens player to gain and empty, but I've found that focusing on Ironworks before switching to Gardens works pretty well.

1665
Dominion General Discussion / Re: Duke Analysis?
« on: June 13, 2011, 05:22:58 pm »
I love playing Duke focused strategies from the beginning, but of course it isn't always plausible. Talisman is great for getting a lot of Silvers. Baron is a good for reaching $5 often, and using them for gaining Estates is also useful; ensuring they'll pair up in your hand more often and driving another empty pile. Dukes are obviously weaker with Colonies available, but I've still pulled off a Duke-driven <a href="http://councilroom.com/game?game_id=game-20110429-153714-cd93e60a.html">win with Colonies available</a>. Looking back through my logged games with Duke, it doesn't look like I've had many Duke games against high rated Isotropic players, so I guess it's still possible bad play by my opponents is a major contributing factor, like Blaeu suggested at the end of the post.

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