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Messages - sitnaltax

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251
Opening gambits hinge on a 4-3 or 5-2 start in this game, whose endgame often turns on who makes the next to last 8-cost play. Isotropic.org hosts online matches of this game. That site was used by creator Donald X Vaccarino to playtest the 2011 expansion "Cornucopia". For ten points name this game with ten randomly chosen Kingdom cards whose Victory cards include "Estate", "Duchy" and "Province".

First team answers "Carcasonne".
Second team answers "Stratego".

Holy crap, that's a difficult set of clues. I'm also surprised the Spiel des Jahres win wasn't mentioned.

252
Dominion General Discussion / Re: Zark Games
« on: May 07, 2012, 12:13:04 am »
That seems like a pretty reasonable way to cheaply replace, say, cards that get soda damaged or bent.

253
Game Reports / Re: Most bizarre ending conditions
« on: May 01, 2012, 07:16:14 pm »
Here's a game where my opponent destroyed me, running out the copper using Goons to buy it and multiple Spice Merchants to get rid of it; the first time I'd ever seen good use of more than two Spice Merchants. Also gone: Tribute (surprising) and Caravan (less surprising)

http://councilroom.com/game?game_id=game-20120310-181723-0763fca5.html

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Dominion General Discussion / Re: Major Dominion slump
« on: April 23, 2012, 11:38:47 pm »
I'm just coming off of a slump, and I think I know how you feel. My worst was when I dropped from my previous high of 33 all the way down to 25.

My advice is to take 5-7 days off. Wait until your motivation has changed from "I want to break this slump" to "I want to play Dominion." If you're like me, it's not really about the rating, but it's about proving to yourself that you're a good player. You are, but when you're frustrated about a slump, there's a little part of your brain that screws with your carefully tuned risk/reward intuition. This makes your play worse, so you make mistakes that you otherwise wouldn't.

By taking some time off, you let the dangerous frustration fade away, and you give your brain some time to process the patterns. Maybe still read the forums to keep the game in your mind. Yeah your rating will sink a little more, but that's just the uncertainty rising--it drops away anyway when you start playing again, and heck even your skill rating will go back up that little bit faster.

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Dominion Isotropic / Re: Troubling Trend
« on: April 22, 2012, 12:23:07 pm »
Agreed; it's not clear unless you happen to have investigated a lot that closing the tab leaves your session active.

I'm definitely more likely to ragequit myself if my opponent is taking a long-ass turn with their fancy deck than if they play three platinums, colony, go.

Although if they do close the window... I mean, you can just browse facebook or whatever in another tab. That's what I do during my opponent's turn if I forget to veto Scrying Pool.

256
Several times, about 30% of the way through the game, there is a terrible moment where I realize that I'm going to lose because my "interesting" strategy has a flaw...

...Because Smugglers won't snuggle an Alchemist.
...Because even after two Highways, Talisman won't copy Nobles.
...Because after I discard to my opponent's Vault, I no longer can discard enough to my own to have $6.

257
Dominion General Discussion / Re: How would YOU play this board?
« on: April 09, 2012, 10:40:27 pm »
Also, I would contend that with Tactician, Masquerade, and Ambassador, Embargo is not a big deal. There will be junk flying around anyway; one curse more to get a critical card will not be a big deal. With 5/2 I open Tactician/Embargo and Embargo the Tacticians and think that's OK, but I still think I prefer 3/4 here.

258
Dominion General Discussion / Re: How would YOU play this board?
« on: April 09, 2012, 10:19:13 pm »
This looks like it wants to be a megaturn deck. The attack part of Torturer isn't very scary with Masqerade and Ambassador around, but the draw still might be good.

Option 1: FV/Ambassador. On the second shuffle, try to pick up another one of each. After that, another Ambassador and a Tactician ASAP. Once the Tactician fires, get Bridges and additional FVs. With Bridged buys, get a Torturer for some extra draw and more Bridges/FVs to build up to big turns. Plan to end the game by buying a couple Duchies and 3-piling on a Tactician turn.

Option 2: Masqerade/Silver. Buy Tactician and Bridge at your first opportunity. You are still looking for additional FV and Bridges, possibly mixing in additional Masqerades or Ambassadors depending on how hard the opponents are hitting you with Torturer and Ambassador. This setup seems more likely to go for a Province or two and possibly a second Tactician.

In either case, this game is very likely to end on piles--FV and Bridge will probably go especially fast--so watch for a chance to end the game that way if you can take the lead.

259
Dominion Articles / Re: Thoughts on going from level 25 to 35
« on: April 07, 2012, 07:02:25 pm »
Crossing the Level 30 Barrier
What's The Difference Between A Level 30 and A Level 40 Player?
What Makes a Level 45 Stronger Than A Level 40?
Why Can't I Get Any Better?

These are pretty cool articles. Thanks for looking them up!

I guess I feel unoriginal now. That's okay. Next week, I'll post a groundbreaking article on how you shouldn't buy the second-to-last province if you can buy one or several smaller victory cards and take the lead.

260
Dominion Articles / Re: Thoughts on going from level 25 to 35
« on: April 07, 2012, 05:52:48 pm »
GendoIkari, I agree with your second point. Eventually, the novice player will get a can't-lose Mountebank/Lighthouse opening that you just can't do anything about. The wins don't budge your ranking northward, and the losses send your skill plummeting and uncertainty up. Meanwhile, the wins inflict you with just-won second-seat status against the next player that comes along.

As to how long to keep playing in the face of a bad night, interesting point. I guess that probably depends on each player's individual reactions more than I might have thought at first.

261
Dominion Articles / Re: Thoughts on going from level 25 to 35
« on: April 07, 2012, 02:44:53 pm »
Is there an article somewhere that discusses what cards are relatively worse or better for first and second seat? I recall seeing some discussion a while ago, but it seemed like mostly speculation at the time.

I would definitely like an all-random game where you didn't find out the cards until the game is accepted. One possible advantage of vetoing random: a couple of times, my opponent has commented on what seemed to be an unusual veto choice. Maybe vetoing something innocuous like Bureaucrat or Harvest has a subtle psychological effect--"what does my opponent know about these cards that I don't"

262
Dominion Articles / Thoughts on going from level 25 to 35
« on: April 07, 2012, 01:39:59 pm »
I was pretty pleased with myself yesterday: I finally hit level 35 on Isotropic. It's a goal I never expected to reach, especially since only a little over a month ago a losing streak had taken me down to 25. I may well lose some more in the future, but I'm pretty sure I've learned a few interesting things over the last couple of months, and you might be interested in some of them?

I am writing with the perspective that playing Dominion skillfully and well is what's really important, but but having a good rating, well, that's nice too.

Dominion Play

Endgame Control

The stronger I have become, the more games I have seen end in a deliberate three-pile ending. This can happen in a lot of ways, but the most important ones are where both players are setting up powerful engines or giant megaturns, but one player is able to deplete the piles and short-circuit the game. Here are a couple of examples:

In general, cards that give buys, cost-reducers, and cantrips should get your 3-pile senses tingling. Peddler, Bridge, Hamlet, Market, Highway, and Worker’s Village are likely suspects.

Of course, the PPR is another important endgame consideration. Most level 25 players should at least be familiar with the rule. More advanced players should know when to break it—for example, if based on what’s remaining in the decks, your next turn is likely to yield a Province and your opponent’s isn’t.

The Importance Of Buys

Nothing is sillier than having $25 and only one buy, but megaturns aside, there are many reasons why +Buys can be important. They can help prevent a deck that hits $11 or $12 from stalling out; they can help you pick up the little engine pieces when you need them; they can boost your Goons turn or help pile out a game. Sometimes the cards you are using anyway have +Buys and that’s great. Other times, though, you need to figure out how to squeeze them in. Maybe you pick up a Market instead of the third Lab, a Council Room instead of a Rabble, or a Nomad Camp instead of a Silver. Maybe you buy a Trade Route just for the +Buy because you’re eventually going to have a huge Apprentice-fueled turn.

Apprentice is probably the #1 suspect for a card that can really get along with +Buys but doesn’t provide them itself. Minion, Embassy, Stables, Bank, and big (Envoy/Smithy)/village chains are other likely candidates.

Deck Awareness

The best Dominion masters talk about using cards like Apothecary to carefully control their deck composition and shuffling. I'm not that good, but knowing whether your important cards are in the deck or the discard can help you make smart plays that look like luck to the unaided eye. Examples:
  • If I play this Moat, will I draw my Witch dead?
  • Two cards in your deck, and you have a Moat in your hand and already $8 for a Province. Have you seen your Gold already? If so, draw those cards to get your junk out of the way. If not, save the good cards for next turn.
  • Knowing where your opponent's big cards are is important too. For example, if your opponent opens Village-Militia, it's important to know if you've already seem the Masquerade this shuffle (in which case you can keep your three best cards) or not (in which case you'd better keep a bad one.)

Purchase Order

By the mid-20 level, you should have a pretty solid idea of what cards are generally powerful and what combinations are powerful. What's not always so obvious is the order to buy these cards in. For example, you may be planning a Caravan/Conspirator chain with Remodel to pick up $4s and Militia to slow your opponent down. That's four Kingdom cards you need to think about gaining, not to mention money. A deck like this can succeed or fail based on the order you buy the cards in--the timeliness of the attacks, the cycling to shuffle more, the chances for terminals to collide. I am usually more of a BM-style player, so this is something I still need to learn a lot about; often I'm amazed to see my opponent pull together an engine I didn't think would work.

Isotropic Considerations

Play More Games

You can read all the strategy articles and discussions you want, but practice is the only way to solidify those ideas into experience and skill. In addition to making you a better player, playing more games reduces your uncertainty, which improves your ranking. Don’t have an infinite amount of time to fit Dominion games into? Well...

Play Against Strong Opponents

Playing against strong opponents is important for a number of reasons. Most importantly, you will improve more; you will learn more about the game if you get beaten by a well-executed Lab/Market/Conspirator dynamo than if you clobber a novice who buys three Loans to clear out their Coppers really fast. Strong players also tend to be experienced and play quickly, so you can play more games in the same block of time. A low-attack, BM-ish game between strong players can be over in 3 minutes. Conversely, a game against an unranked player might be against a novice who still needs to read most of the cards.

Beating stronger players is good for your rating, and losing to weaker players is bad. Quite a few Dominion games are straightforward enough to be decided mostly by luck—the player who doesn’t hit $2P on a Familiar board is a strong favorite, or the player who gets $6/$6 instead of $8/$4 in the early game. On a boards like this, you want to be angling for the upset.

If you use automatch and tend to accept most of your games, reducing the ranking range will increase the strength of your opponents. This is because there are fewer players at higher ranks; if you are level 25, going from +/- 20 to +/- 15 will remove a large number of level 6-10 novices but only a handful of level 40-45 masters from the pool of potential opponents.

This is not to say that you should only play against higher-rated players, but your games should be against opponents that provide you a reasonable challenge. (I play automatch at +/- 15, although I am considering going to +/- 10.)

Veto Random

Veto mode is awesome. It means my auto-matches don’t get rejected because there’s a card or combo my would-be opponent is uncomfortable with, and there’s still leeway to not play that one card that dominated the game you just finished. I used to, basically, look at the cards and veto the one I was most afraid of. That was a losing strategy: I was vetoing the card whose power I respected! I have had more success since I started vetoing randomly. I do veto Smugglers in first seat (because I want to win), as well as Scrying Pool (because those games take forever) and Tournament (because I hate it).

End Your Session on a Win

Even if you're having a bad session, the first-player advantage is too large to ignore. Try to schedule your sessions long enough that you can play a couple games until you win. If you're getting frustrated by repeated losses, though, quit after that win--frustrated games are less enjoyable and you probably won't win as much either.

263
Trade Route is my #1. Sometimes I buy it and never make really adequate use of it; sometimes I neglect it and my opponent somehow uses that single-trash to make some unbelievable engine.

Apothecary is the other one; usually I just avoid it, but I rarely see my opponents buy it either. A lot of folks on this forum seem to like it, but I'm always very nervous about buying a Potion unless I'm convinced that I have to.

264
Game Reports / Re: No lead is safe enough to trash a province...
« on: March 28, 2012, 08:50:13 pm »
I've salvaged, forged, and expanded provinces multiple times. 

I also apprenticed one once.

Sometimes you just want to win.  Salvager on Province when you're ahead (especially on a turn when you have province money anyway) is actually savage.

Being able to Salvage a Province into a Province if you've got the lead is half the reason to buy Salvager.

265
Dominion General Discussion / Re: News on forthcoming expansions
« on: March 21, 2012, 11:02:44 pm »
When news for a forthcoming expansion actually comes out, someone better start a new thread for it, 'cause I'm going to stop looking at this one to keep my heart from breaking every new post.

266
Dominion General Discussion / Re: Is resigning considered rude?
« on: March 16, 2012, 06:37:14 pm »
What really bugs me is players who say "gg" and then keep playing. I never know quite how to respond to this, especially if (in my judgment) they aren't very far behind. To me, saying "gg" as the loser is synonymous with resigning, so I don't know what's going on here.

I have made this mistake sometimes. Because a lot of players leave so fast after the game ends, if my opponent is going to win during the current turn, I often try to say gg during that turn. It's not a resignation, it's a congratulations well played. However, occasionally I'm wrong--either the deck stalls out (huge action chain that leaves opponent with $7 or whatever) or the opponent doesn't notice the 3-pile that I thought would end it. Small awkward moment.

In this situation, if you are on the losing end, just click the exit button to resign during your opponent's turn.

I learned that this is the preferred resignation technique relatively recently, so if I've ever rageclosedthetab on anyone reading this, I'm sorry.

267
Dominion General Discussion / Re: Is resigning considered rude?
« on: March 16, 2012, 08:59:26 am »
If the game is hopeless, hell yes I am going to gg and resign. I'm not here to struggle like a hooked fish for anyone's gratification.

(And yes, I am a former chess player. Although in Dominion, unlike chess, I don't take a refusal to resign as an insult.)

268
Dominion Isotropic / Re: How do you set your auto-match bias?
« on: March 13, 2012, 01:03:45 am »
I only use the bias buttons to try out a new set.

269
Dominion General Discussion / Re: So Jack vs. Jack
« on: March 02, 2012, 09:01:09 am »
I've been calling the deck RoboJack, which also sounds pretty dirty.

270
Dominion General Discussion / Re: Shuffle Definition
« on: February 27, 2012, 03:01:22 pm »
Somewhat apropos of this, when playing with unsleeved cards, I have found that I can easily distinguish the heavily-worn Coppers and Estates from the other cards from the backs alone.

I would rather not tempt myself to do "one more shuffle" if the top card isn't what I would prefer, so any time when I care, I do my shuffling (which I am confident randomizes the order--I just have too much knowledge) and then offer a cut to an opponent.

271
Dominion General Discussion / Re: Shuffle Definition
« on: February 26, 2012, 09:03:33 pm »
If you do something with your cards to make something about the way the cards come up more or less likely, you are cheating.

272
Variants and Fan Cards / Re: Really bad card ideas
« on: February 16, 2012, 12:25:08 am »
Fast
Action $4

Trash this card. Gain nothing.

But you can play it as a fast effect.

273
Dominion General Discussion / Re: What is your favorite Dominion Downer?
« on: February 16, 2012, 12:10:03 am »
Gotta go Other here and vote for my personal weakness, confusing Fairgrounds and Farmlands. Stupid Green $6 F-Words. Many whoopsies.

I've done this, yup.

274
Dominion General Discussion / Re: What is your favorite Dominion Downer?
« on: February 15, 2012, 09:59:20 pm »
How about drawing both of your opening buys on turn 5? It's like opening 3/4 twice...

I slightly edited one of the poll options to allow for this. Although it's infrequent enough (~1.4%) that it doesn't bug me as much as, say 5/2 on an Ambassador board.

275
Dominion General Discussion / What is your favorite Dominion Downer?
« on: February 15, 2012, 09:04:36 pm »
What occurrence makes you yell "Dammit!" and startle your housemates/roommates/pets the most fiercely?

Feel free add your own peeves, and to share your stories of frustration (or stories of disturbing those around you!) I will add any interesting grievances I have missed.

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