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Messages - andwilk

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26
Quote
Palanquin
Types: Action
Cost: $5
+1 Action. You may discard an Action card. If you do, +1 Card per $ it costs.

Didn't even get past the first one yet, OMG this is so ridiculously unbalanced. You just buy this and only this. Play Palanquin, discard Palanquin, get +1 Action +5 Cards??? You will be drawing your whole deck with like 3 of these. It's not even terribroken, it's just broken.


I was going to say "Strictly better than Apprentice" but then I would have to qualify it with "when there are no Potion cards in the kingdom" and also be prepared for all those edge cases where you actually want to trash a card instead of discarding it (Rats, etc.). So I'll just almost say it, instead.

Edit: misread. I agree with Robz, though.


To defend Palanquin a bit here... I don't see how it is broken, maybe a little overpowered.  Play Palanquin, discard Palanquin is like trying to line up Treasure Maps, not to mention the opportunity cost of not buying other $5-costers.  It's not as easy to use (early-game anyways) as Stables, for example, since you don't start with any actions in your deck.  It's a strong card for sure, but I think with a small nerf it would be an interesting drawing card.

27
GokoDom / Re: GokoDom II: Round 4 Discussion Thread
« on: September 05, 2013, 01:18:14 pm »
Game 5: RP 23, AH 38

Kingdom: Market Square, Oasis, Scout, Wandering Minstrel, Cartographer, Merchant Guild, Soothsayer, Stables, Stash, Grand Market

Game log: http://dom.retrobox.eu/?/20130904/log.5085f5130cf270038ff92212.1378353380818.txt
Video:

Soothsayer is the main force on this board, and the name of the game is to play it as often as you can; since there is no trashing, so filtering and cycling are key. It appears to be another mirror match until he chooses Wandering Winders and Stables while I choose Oases and more Stables, which appears to be the difference.


And what does a Wandering Winder card do?  ;D

28
GokoDom / Re: GokoDom II: Round 4 Discussion Thread
« on: September 05, 2013, 09:24:15 am »
andwilk 3 - 3 Rabid

http://dom.retrobox.eu/?/20130903/log.50d27829e4b00e9b124212b1.1378243632771.txt
http://dom.retrobox.eu/?/20130903/log.50d27829e4b00e9b124212b1.1378244501391.txt
http://dom.retrobox.eu/?/20130903/log.50d27829e4b00e9b124212b1.1378245573944.txt
http://dom.retrobox.eu/?/20130903/log.50d27829e4b00e9b124212b1.1378246842040.txt
http://dom.retrobox.eu/?/20130904/log.50d27829e4b00e9b124212b1.1378329286571.txt
http://dom.retrobox.eu/?/20130904/log.50d27829e4b00e9b124212b1.1378330635649.txt

Some very interesting sets here... lots of thinking and decision making to be had.  I'll probably get around to commenting tomorrow and am interested to see what Rabid has to say on these games as well.  Interesting to  note that 2nd player won the first 4 games.

Game 1: Rabid 26 - 41 andwilk
Definately a draw-engine board with BV/Catacombs and Butcher available.  I start with a 5/2 split and decide that Vault is the best opener here over Catacombs and Butcher solely for the fact that I can hit the magical $6 mark anytime I draw Vault.  It allows me to springboard to several early BV/$5-card buys.  I pick up Butcher on turn 5 and use it to turn Estates into Villages and in the late game for turning superfluous BVs into Provinces.

Game 2: andwilk 26 - 38 Rabid
We both open Masquerade/Silver here but that is where the similarities end.  Thinning through Masquerade I go for more of a money deck and pick up a couple Treasure Maps on turns 7 and 8 and am able to pop them on turn 10.  His Mining Village/Bridge deck turns out to be more reliable and resiliant in the end and he is able to win this one handily.

Game 3: andwilk 35 - 36 Rabid
I was a little disappointed that this deck didn't work out better.  It's a Young Witch game with Chancellor as the Bane so both of us decide to just eat the Curses.  Seeing as this will probably be a slower game with lower buying power, I feel the best route to Province here is to thin with Count-en-masse and then use Graverobber to turn Counts into Provinces using FV for additional actions.  Drawing both of my Graverobbers together on turns 18 and 20 probably didn't help my cause.  We split the Duchies and Provinces but I make the error of buying the last Province and still ending behind because I had miscounted the Curses, Estates, and Great Halls.

Game 4: Rabid 6 - 24 andwilk
It's a dream board for a Merchant Guild megaturn with strong trashing (Remake), Worker's Village, Quarry, and Talisman as support cards.  Only thing missing is a lack of draw which could only really be found through Haven and Shanty Town.  On my penultimate turn, I load up the coin tokens to a total of 35 (gaining 27 on this turn) hoping I will be able to use them on my next turn.  Rabid ends up one buy short of a series victory here as if he had 6 buys instead of 5, he would have been able to empty 3 piles and buy a Victory card of his choosing for the win.  Instead, on my final turn I am able to buy 4 Provinces and empty 3 piles for the win.

Game 5: Rabid 21-18 andwilk
Rebuild mirror here with Militias and Warehouses.  Mountebank and Sea Hag get ingored here until the very end when I pick up one Mountebank (probably should have been another Rebuild?).  I win the Duchy split 4-3 by Rebuilding a Duchy into the last Duchy.  I feel it is more important to deny him the final Duchy especially when it left him with a straggling Estate.  I feel like I am in good shape but on turns 12-17 I am only able to Rebuild 2 Duchies into Provinces which leaves me wondering what went wrong.  My turn 16 draw of Duchy/Duchy/Rebuild/Rebuild/Copper didn't help either.  In the meantime, Rabid was picking up Estates and turning Provinces into Provinces.

Game 6: andwilk 42 - 25 Rabid
Merchant Guild here again with a potential for a NV/Merchant Guild megaturn I suppose but feel it will be too slow.  I go for straight trashing with Junk Dealer into money then Grand Markets.  I am able to trash down faster with 3 JDs and win the GM split 6-4.  Two consecutive 3-Province turns on turn 15 and 16 allow me to get the win.  This is one of a small handful of games involving coin tokens (Merchant Guild & Candlestick Maker here) where I feel they are more of a distraction than helpful.

Thanks for the games Rabid!  It was a very entertaining match to play.

31
GokoDom / Re: GokoDom II: Suntastic Summerish Season Signups Sthread
« on: July 21, 2013, 04:07:27 pm »
In

32
Horn of Plenty- It's a unique card as it's a zero-cost treasure so it acts more like a non-terminal gainer.  One of my favorite things in this game is pulling of an HoP megaturn.  I have a soft spot for gainers and specialized treasures and this card combines the two!

33
Goko Dominion Online / Re: Goko ratings drift -- Now with data!
« on: June 14, 2013, 04:45:53 pm »
I haven't played in about 3 weeks and my rating has dropped from right around 6000 to just above 4500.  Rating decay is way too fast in this system

34
GokoDom / Re: GOKODOM I: Round 5 Results and Discussion
« on: May 15, 2013, 07:48:06 pm »
andwilk 3-0 liopoil

44-14: http://dom.retrobox.eu/?/20130515/log.50d27829e4b00e9b124212b1.1368659493027.txt
My Wharf/FV/Fool's Gold engine was way too fast compared to anything else on the board.  My opponent tried something with Scrying Pool that couldn't keep up.

20-36: http://dom.retrobox.eu/?/20130515/log.50d27829e4b00e9b124212b1.1368660498591.txt
Some heavy attacks here: Familiar, Marauder, and Amabassador.  I open Lighthouse/Ambassador vs. Silver/Potion and I really never get affected by the attacks.  After thinning my deck, a small army of Alchemists allow me to draw my deck or close to it for a Province each turn from turn 16-21.

38-55: http://dom.retrobox.eu/?/20130515/log.50d27829e4b00e9b124212b1.1368661156483.txt
Basically BM+ with Jack and Courtyard.  He gets unlucky with his first Jack and doesn't draw an Estate to trash and that probably is the difference here.

35
GokoDom / Re: GOKODOM I: Round 4 Results and Discussion
« on: May 11, 2013, 09:23:00 am »
I've made two attempts to contact my opponent (Kahlebb) this week and have not heard back from them.  I doubt I will either seeing as today is Saturday and it will be pretty hard to schedule a match at this point.

36
GokoDom / Re: GOKODOM I: Round 3 Results and Discussion
« on: May 04, 2013, 12:01:09 am »
heatthespurs 3-1 andwilk

Game 1: H 46-21 A ... http://dom.retrobox.eu/?/20130503/log.50d27829e4b00e9b124212b1.1367636845697.txt
Game 2: A 26-13 H ... http://dom.retrobox.eu/?/20130503/log.50d27829e4b00e9b124212b1.1367637660635.txt
Game 3: H 24-7 A (resign) ... (forgot to save log)
Game 4: A 10 (resign) -24 H ... http://dom.retrobox.eu/?/20130503/log.50d27829e4b00e9b124212b1.1367639126084.txt

2 Swindler and 1 Minion game... pretty much a carbon copy of my round 1 match.  You'd think with almost 200 cards in the game, I'd be able to play without these cards more often than not but they seem attracted to me so far in GokoDom  :(

37
Dominion General Discussion / Re: First Posts
« on: May 02, 2013, 01:36:53 pm »
I don't really like the new ranking system either.  The most glaring flaw to me is how a player of any rank would be reduced to level 0 after 30 days of inactivity.  This is definitely not a representative level of their skill.

I didn't really notice the issue with the old system.  It was more stable, was easier to understand (no jumping levels +/-10 overnight which has happened to me already both ways), and I noticed that the skill level would increase after a string of wins and decrease after a string of losses less drastically than it does now.

As noted previously in this thread, I would also like to see "constraint free" games be the only ones counted for the leaderboard.  That way, no one can specialize in a specific set of cards and artificially inflate their rank (i.e. no more KC/Masquerade/Goons shenanigans)

Apparently I came to the forums to voice my opinion about a change in the Isotropic leaderboard that had occurred at the time.  Although I stand by this comment, even that would be preferable to the rating system (or lack thereof) that we have now.

38
Dominion General Discussion / Re: How do you guys not get bored?
« on: May 02, 2013, 09:57:09 am »
You know what kind of person hates witch hunts? A WITCH!

Beware to all: You have entered a Witch Hunting Grounds.

39
Dominion General Discussion / Re: How do you guys not get bored?
« on: May 02, 2013, 07:34:07 am »
Is anyone actually surprised that ooksoo cheated his way to the top given how fast he did it and how high variance Dominion can be at times (he would have to lose to a lower ranked player once in a while due to shuffle luck, etc.)?

40
Dominion General Discussion / Re: How do you guys not get bored?
« on: May 01, 2013, 12:37:47 pm »
I was thinking that you remove an article of clothing when an opponent buys a Province.

That's how I played.  Seemed to work well.  Okay, I've said too much... :-X

41
Didn't the Mega Pack (containing all expansions) used to cost 450 Gokoins?
That is what I purchased, and only bought two $20 blocks of 230 Gokoins and still have 10 Gokoins left over in my account.

42
Goko Dominion Online / Re: How would automatch work anyway?
« on: April 27, 2013, 11:58:12 pm »
An automatch system that does not allow me to have all my cards available for every game would be useless.

IMO, the automatch system should at least allow you to choose a rating range you want to play against and pool all cards of the participants of the game.

43
Goko Dominion Online / Re: Victory point tracker [done]
« on: April 25, 2013, 03:44:01 pm »
I just checked and after #vpofff has been entered, #vpon no longer works.

Thanks for checking.  Glad to hear this.

44
Goko Dominion Online / Re: Victory point tracker [done]
« on: April 25, 2013, 03:28:41 pm »
Will typing #vpoff override any use of #vpon (whether it is used before or after #vpoff)?  For example, if I type #vpoff after #vpon is typed by an opponent, is there a possibility that a #vpon/off war could start or is #vpoff given priority?

45
GokoDom / Re: Thoughts on Scoring System
« on: April 25, 2013, 03:19:27 pm »
Hence, we should always play the same number of times from seat 1 than from seat 2 (sometimes we may finish early because there is no way one of the players will win or tie the match).

Given this discussion, I am starting to lean strongly toward this as the basis of the format for next season.  The format would likely be:

Each game is worth 1 match point for a win, 0.5 for a draw.
Each match is first to 3 points, with a maximum of six games.
The first player for the first game is determined randomly; call this player A.  In order, the first player for the games will be: A-B-B-A-A-B
If one player has won 3 match points after 3 or 4 games, that player wins the match.
If one player has won 3.5 match points after 5 games, that player wins the match.
If neither of those conditions is satisfied, the sixth game must be played.  After six games, the player with the larger number of match points wins the match; if both players have equal match points, the match is a draw.

I guess I am with andwilk and soulnet in that if 6 games isn't too long, there isn't really a need to specify a very particular win condition for 5 games. (And if six games is too long, I would vote for just doing 4 games.)

Not having the win condition after 5 games makes the statement of scoring easy: Match winner is the first to 3.5 points. Six games max. If no one get 3.5 points after 6 games, match is a draw. (Augmented with whatever agreeable seating rule so that each player is scheduled to go first 3 times)

The win condition for a 5-game set that Kirian listed is more of a default condition since if one player has 3.5 points after 5 games, there is no point in playing the sixth game since the match result cannot change.

This is different than the match conditions laid out for a 3 or 4 game match (one player must reach 3 points) since the trailing player can still catch up by the sixth game.

46
GokoDom / Re: Thoughts on Scoring System
« on: April 25, 2013, 10:53:26 am »
I suggest for future tournaments, each player should have an equal number of starts in first seat (ideally just alternate starting player every game).  Match end criteria would be 4 wins or play a maximum of 6 games.  This seems pretty fair.  Thoughts?

47
Dominion General Discussion / Re: What is your favorite village?
« on: April 25, 2013, 09:24:39 am »
Worker's Village... It's your plus action and buy wrapped up in one neat little package.  What more could an engine builder ask for?

I think the reason I like it best is that it is useful in all situations and is always better than a vanilla village.  This isn't always the case with other $2/3/4 villages and $5+ villages start to get expensive.  Fishing Village is no doubt very strong but in some games it is nothing more than a nerfed Merchant Ship.

Honorable Mention: Hamlet, Wandering Minstrel

48
GokoDom / Re: GOKODOM I: Round 2 Results and Discussion
« on: April 24, 2013, 06:28:07 pm »
andwilk 3-3 florrat

The last 2 games of this series were pretty epic so I will comment on those.

1-0: http://dom.retrobox.eu/?/20130424/log.50d27829e4b00e9b124212b1.1366836359864.txt

2-0: http://dom.retrobox.eu/?/20130424/log.510876c7e4b0ac7a7a0bb212.1366836882492.txt

2-1: http://dom.retrobox.eu/?/20130424/log.50d27829e4b00e9b124212b1.1366837238647.txt

2-2: http://dom.retrobox.eu/?/20130424/log.50d27829e4b00e9b124212b1.1366838371951.txt

3-2: http://dom.retrobox.eu/?/20130424/log.50d27829e4b00e9b124212b1.1366839450273.txt
We take completely diverging strategies here.  I build for NV/CR engine with Haggler support and he goes basically Bishop/BM.  I feel my CRs help him out greatly in the early game and he jumps out to a big lead.  He starts to stall in the midgame but still maintains a lead.  I start to realize that I will need the last 2 Provinces after we dwindle down the Duchies if I am going to win this game so I break PPR on my penultimate turn.  On my final turn, NV/CR line up for me and with a few extra cards from my NV mat I am able to buy the final Province (and D/E/E) and come away with a 52-45 victory.  Something simpler may have been better here, but it worked out in the end.

3-3: http://dom.retrobox.eu/?/20130424/log.50d27829e4b00e9b124212b1.1366840590165.txt
This game is why I love Dominion.  As second player, I did not want to mirror him in a Workshop/Gardens race so I looked at the board and there was a definite possibility to build for a HoP megaturn.  Plus, it was more fun trying to build something to beat Workshop/Gardens  ;D!!  There was strong trashing (Upgrade), an easy way to acquire what I need (University), strong draw (Hunting Grounds), and virtual money (Conspirator).  The biggest problem was that there weren't any villages besides University.  I never quite got things to line up right and it took a large turn at the end just to make the game close (lost 42-39) .  In retrospect, I really should have contested him on Gardens and bought 2 or 3 of them and then Upgraded out of them.

Posted

49
Goko Dominion Online / Re: Victory point tracker [done]
« on: April 24, 2013, 04:12:51 pm »
Will someone always have to type #vpon to turn the point counter on?  Is there some sort of notification that pops up to let you know that your opponent is using this script?

50
GokoDom / Re: GOKODOM I: Round 1 Results and Discussion
« on: April 18, 2013, 08:53:11 am »
Avin vs andwilk 4-2-0 => Avin wins

Game 1:
Tunnel, Baron, Island, Scout, Thief, Bandit Camp, Ill-Gotten Gains, Trading Post, Tribute, King's Court, Copper, Silver, Gold, Estate, Duchy, Province, Curse
http://dom.retrobox.eu/?/20130417/log.50d27829e4b00e9b124212b1.1366243951760.txt
My comment: Pretty much dominated by IGG
1-0-0

Game 2:
Haven, Vagrant, Farming Village, Nomad Camp, Talisman, Golem, Counting House, Graverobber, Venture, King's Court, Copper, Silver, Gold, Estate, Duchy, Province, Curse, Colony, Platinum, Potion
http://dom.retrobox.eu/?/20130417/log.50804653fca2b99a1806c3c1.1366244565727.txt
My comment: I've never seen Havens used so strongly. Nice work. I missed a buy once where I bought a third Platinum instead of a colony, and had I had that colony I would have bought the penultimate colony as well ... not sure if it would have made the difference but I was definitely regretting my decision.
1-1-0

Game 3:
Pawn, Alchemist, Rats, Market, Merchant Ship, Rabble, Torturer, Wharf, Adventurer, Harem, Copper, Silver, Gold, Estate, Duchy, Province, Curse, Potion
http://dom.retrobox.eu/?/20130417/log.50d27829e4b00e9b124212b1.1366244935938.txt
My comment: I thought for sure I'd be able to pull off a double province buy to offset my investment in alchemists, but it never came together and I was too slow.
1-2-0

Game 4:
Moat, Develop, Oasis, Oracle, Village, Warehouse, Alchemist, Remake, Explorer, Mine, Copper, Silver, Gold, Estate, Duchy, Province, Curse, Potion
http://dom.retrobox.eu/?/20130417/log.50804653fca2b99a1806c3c1.1366245311594.txt
My comment: I think the biggest difference in our games was I started with a silver instead of a warehouse, which allowed me money sooner (in particular I bought a Mine mostly so I could remake it into a Gold shortly afterward, and use it a couple times until it coincided with the remake)
2-2-0

Game 5:
Beggar, Duchess, Pearl Diver, Scheme, Ironworks, Quarry, Bandit Camp, Cache, Minion, Possession, Copper, Silver, Gold, Estate, Duchy, Province, Curse, Potion
http://dom.retrobox.eu/?/20130417/log.50d27829e4b00e9b124212b1.1366246156289.txt
My comment: I was afraid you would win the Minion split early on. But my extra Bandit Camps allowed me to get more spoils faster for the late game province buying power.
3-2-0

I had played first on Game 1 so we played a 6th game.

Game 6:
Herbalist, Apothecary, Swindler, Farming Village, Moneylender, Salvager, Apprentice, Jester, Stables, Hoard, Copper, Silver, Gold, Estate, Duchy, Province, Curse, Potion
http://dom.retrobox.eu/?/20130417/log.50804653fca2b99a1806c3c1.1366247114845.txt
My comment: My first swindler hit copper, yours hit estate. In fact you never hit copper at all (probably didn't help that I opened Moneylender with the clearly better 4/3 opening). So I think luck heavily favored me this game.
4-2-0

Thanks for the games!

These games made me miss veto mode!  My 3 least favorite cards showed up in this match (IGG, Minion, Swindler) and the sets were rather uninteresting as at least 5 out of the 6 games were BM or race-type games.  Here are some thoughts:

Game 1: IGG race and I start as 2nd player.  There is no good way to handle the curses and I lose the race 6-4 and the game by 2 points.

Game 2: Probably my best game.  I play BM+Nomad Camp with lots of Havens to line up my turns for Colonies and it works out well.

Game 3: I play strictly Wharf/BM against his Alchemists.  Had my opponent invested a little more in his economy, I think he would have pulled it off.

Game 4: As 2nd player, I open Remake/Warehouse hoping to line up Remakes better and accelerate the opening portion of the game.  After I play Warehouse on Turn 3, and I end up with 4c/3e in my hand with no Remake, I realize my gamble did not pay off.

Game 5: I despise Minions.  That is all.

Game 6: I played suboptimally here.  I should have realized that with Swindler on the board, Coppers were dangerous to keep around.  I purposely kept them for Stables, and I ended up swimming in Curses.

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