Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Jack Rudd

Filter to certain boards:

Pages: 1 [2]
26
Let's Discuss ... / Let's Discuss Alchemy Cards: Apprentice
« on: April 21, 2016, 08:15:16 pm »


Imagine how good at trash-for-benefit this guy will be when he graduates to a real job!

How does this card compare to other TfB cards?
What particular synergies does it have?
What's the highest-cost card you have ever Apprenticed?

27
Let's Discuss ... / Let's discuss Alchemy cards: Apothecary
« on: April 20, 2016, 08:13:21 pm »


It's like Scout, only useful!

This card had the interesting distinction of making it into the Best Five and Worst Five potion-cost cards lists. Which is a truer reflection of its strength?
How strong is its synergy with cards that care about Copper?
How good is its deck-inspection ability?

28
Let's Discuss ... / Let's discuss Alchemy cards: Alchemist
« on: April 19, 2016, 07:30:19 pm »


It's the eponymous card of the expansion!

How does this card's self-topdecking ability compare with those of Treasury and Walled Village?
How well does it play with other Alchemy cards?
What, other than Goons, is it particularly awesome with?

29
Let's Discuss ... / Let's Discuss Base Set Cards: Market
« on: April 11, 2016, 01:21:01 pm »


It's all four vanilla bonuses at once!

How does this rate, overall, as a source of +Buy for an engine?
How likely is this pile to run out these days?
Does it have any particular combos apart from Peddler?

30
Let's Discuss ... / Let's Discuss Base Set Cards: Adventurer
« on: March 31, 2016, 07:40:55 pm »

It's Theory's avatar!

Is this the most overpriced card in Dominion?
When would you get this in preference to Gold?
What, other than Tunnel, does it combo with?

31
Non-Mafia Game Threads / F.DS Nomic 2 Thread 2 - Game Started, Sudgy's turn
« on: November 23, 2015, 07:41:52 pm »
Players:
Scott_pilgrim
Voltaire - on holiday
Faust
EgorK
Jimmmmm - on holiday
Sudgy - Current Player
Jack Rudd - Scribe

Ranking Points:
Scott_pilgrim - 1
Voltaire - -1
Faust - 1
EgorK - 0
Jimmmmm - 0
Sudgy - 1
Jack Rudd - 1

List of resources and resource categories:

(Currently empty)

Section 1: Player conduct

101. All players must always abide by all the rules currently in effect, in the form in which they are currently in effect.


Section 2: Rules and rule changes

201. Whatever is not prohibited or regulated by a rule is permitted and unregulated, with the sole exception of changing the rules, which is permitted only when a rule or set of rules permits it.

202. If two or more rules conflict with each other, the one with the lowest ordinal number takes precedence.

203. A rule change is the enactment, repeal, or amendment of a rule.

204. No rule change may take effect earlier than the moment of the completion of the vote that adopted it. No rule change may have retroactive application.

205. Each proposed rule change shall be given a number for reference. The number for enacted rules shall be the next successive integer (with the first number in each section ending with 01) in the section the active player deems appropriate. This need not be a section currently in use. If the section the proposed rule change will be in does not have a name, the active player shall name the section as part of the proposal. The section will receive that name if the proposal is approved.

206. If a rule is repealed and reenacted, it receives the number of the proposal to reenact it. The first time a rule is amended, .1 is added to the end of its number. Any subsequent time it is amended or transmuted, the number after the point is increased by 1.

207. When a rules change is approved, any part of it inside square brackets takes immediate effect, and then is removed along with the square brackets.

Section 3: Turns

301. Players take turns in player order, returning to the top of the list when necessary. The player whose turn it is currently is the active player. When the active player’s turn ends, the next player’s turn starts immediately.

302. In a turn, the active player may submit up to two draft proposals and one final proposal, in that order.

303. Once the active player has submitted a final proposal, each player may vote. Players cast votes by typing xxx Vote: Yes or xxx Vote: No in the game thread, where xxx is the proposal number. Before the turn is over, players may change their vote. Only the most recent vote by each player is valid.

304. A turn is over only when a player who is eligible to do so declares it to be over. The current player may end the turn at any time. Any other player may end the turn if one of the following is true:
1) More than 48 hours have passed since the start of the turn and no draft or final proposal has been submitted,
2) More than 48 hours have passed since the last draft or final proposal, or
3) A final proposal has been submitted and a majority of players are voting the same way.
Any rule which prevents players from ending the turn takes precedence over this.

305. At the end of a turn in which a final proposal was submitted, it is approved if a majority of players were voting Yes when the turn ended, or if the turn lasted more than 48 hours after the final proposal was submitted, and more players were voting Yes than No when the turn ended. When a proposal is approved, the rule change takes effect immediately.


Section 4: Joining and leaving the game

401. A new player may join the game by posting /in in the game thread. If a final proposal has not been submitted in the current turn, they join the game immediately. Otherwise, they join the game at the end of the current turn. Either way, they are placed before the current active player in the player order.

402. A player may leave the game at any time by posting /out in the game thread. They are immediately removed from the game and no longer subject to any rules within.

403. If a player wishes to, a player may post "/suspend" in the game thread.  If they do, they will be suspended from the game until they say "/unsuspend" in the game thread.  A suspended player is in the game, but they can not make any actions in the game and no actions can be done to them.  In any player counts, a suspended player will not be counted.  Any deadlines that require a suspended player do not require them as long as they are suspended.

If a suspended player has not unsuspended within two weeks of suspending, they lose the game and leave as if they had said "/out".  After unsuspending, a player must wait at least a week to suspend again.

404. If a player's turn ends without that player posting either a draft or a final proposal, they are automatically suspended from the game.

Section 5: Roles

501. Each role described in this section must be occupied in order for any player to end a turn.

502. A player who has a role may vacate that role at any time. If this occurs, or if a player with a role leaves the game, the role goes to the first player to volunteer for it in the game thread.

503. The Scribe is responsible for keeping public documentation for the current ruleset, all previous rule changes, and all other publicly known gamestate information.

Section 6: Ranking

601. If any player makes a proposal that gets accepted, they gain one ranking point. If any player fails to make a proposal during their turn, they will lose one ranking point (negative numbers are allowed). All players will be ranked according to the number of ranking points they have, with the largest number going first. Ties are allowed. The current ranking along with the ranking points of each player are posted by the Scribe after each turn.

602. While a player occupies the first rank and has at least one ranking point, during any vote that player may post Veto xxx, where xxx is the proposal number. If any eligible player does so before a proposal is accepted, the proposal fails, the turn is over and the player loses a ranking point.

Section 7: Resources

701. There exist resources in the game, which may be members of one or more categories. Players may, as part of a proposal, put the following commands in square brackets:
Create resource: X. This adds a new resource X to the game.
Create resource category: Y. This adds a new resource category Y to the game.
Assign resource X to category Y. This adds resource X to resource category Y.

702. Players may freely trade resources with each other by posting bold commands in the thread.  To give a multi-set (including possibly the empty set) of resources consisting of a copies of A, b copies of B, ..., to a player P, in exchange for c copies of C, d copies of D, ..., where a, b, ..., c, d, ... are positive integers and A, B, ..., C, D, ... are resource names, a player may post the following bold command:
Trade a A, b B, ... for c C, d D, ... with P

The transaction will happen only if the above bold command is quoted by player P, and directly following it, player P posts the following bold command:
Accept Trade

The transaction occurs immediately when this command is posted, with the following exceptions: If the player proposing the trade does not have at least a copies of A, b copies of B, ..., then the proposal has no effect.  Likewise, if player P does not have at least c copies of C, d copies of D, ..., then the proposal has no effect.  If the player proposing the trade quotes his bold proposal and directly following it, posts the bold command "Withdraw Trade", the proposal will no longer have any effect (given that the trade has not already been accepted).

When the transaction occurs, the player proposing the trade loses a copies of A, b copies of B, ..., and gains c copies of C, d copies of D, ...; while player P gains a copies of A, b copies of B, ..., and loses c copies of C, d copies of D, ....

32
Other Games / Food Chain Magnate
« on: November 06, 2015, 07:09:58 am »
So I've been playing Food Chain Magnate quite a lot at my local board games club recently. It seems like a very good game; has anyone else here played it?

33
Advertisements / I am organizing an international chess tournament
« on: June 28, 2015, 04:11:20 pm »
Anyone fancy playing in a chess tournament in London?* Well, I am organizing just such a thing at the end of August.

*Well, Coulsdon. Which is just about in London.

34
Rules Questions / +1 Card token on Tactician
« on: May 22, 2015, 10:20:55 am »
Am I right in thinking that if your +1 Card token is on Tactician, it becomes meaningfully thronable?

35
Other Games / Any Nomic players?
« on: November 20, 2013, 05:28:18 pm »
So I know it's not strictly a boardgame, but has anyone else here played Nomic, the game where changing the rules is a move?

36
Dominion Isotropic / So when will Isotropic return?
« on: March 06, 2013, 08:00:56 am »
The answer may well be "never", but for some reason, I don't have 100% confidence in Goko's ability to stick around for the long haul...

37
Non-Mafia Game Threads / Chess: f.ds — Jack Rudd
« on: February 01, 2013, 03:23:52 pm »
If you don't mind Jack Rudd, I have some questions about high-level chess I've never really understood.  What role does opening theory play at the IM/GM/super-GM level?  Can you really just force draws by your choice of opening, if that's your goal?  I ask because I see analysis that says something like "17...Be6 and here a draw was agreed in view of 2004 Kasparov-Morozevich which continued blahblahblah 1/2 - 1/2."  Those such games must be dreadfully dull.
The role of opening theory varies considerably from player to player at any given level. Some strong players rely very heavily on trying to get an opening advantage and exploit it, others are content to get a playable position and make stuff happen from there. (Magnus Carlsen, the current world #1, is in the latter category.)

There aren't exactly openings that force draws, although some are very hard to gain an advantage against.

To the poster who played 1.e4, I play 1...c5.

38
Railway Town

$5 - Action
+1 Card
+2 Actions
If you have played Railway Town two or more times this turn, +1 Buy.
If you have played it three or more times this turn, +$1.
If you have played it four or more times this turn, +1 Card.
If you have played it five or more times this turn, +1 VP.

So yeah, the thematics of this one. These things start off as villages, but as more and more of them get connected together, they get bigger, more powerful and generally more useful to the national economy. They're railway towns!

I have no idea how it actually plays in practice.

39
Dominion Articles / Combo: Treasure Map/Nomad Camp
« on: October 19, 2011, 11:24:15 am »
Treasure Map is a fun card to activate: you get four Golds on top of your deck for your next turn! Except... this isn't necessarily as good as it may seem; you get $12 with one buy. This is great in a Colony game, but in a Province game, it's overkill somewhat. Also, the fifth card in your next hand may be rendered useless. This is most annoyingly true if it's King's Court, but other normally-useful cards such as Smithy can be rendered impotent in such a hand.

This is where Nomad Camp comes in. A top-decked Woodcutter isn't normally something to get excited about, but if you buy it on the turn you've activated your Treasure Maps, it's a Woodcutter top-decked with four Golds, which is a very different kettle of fish - $14 with two buys gives you a wonderful next hand, which can at the very least be used to buy Province + Gold.

40
Game Reports / Grand Market? What Grand Market?
« on: September 22, 2011, 11:15:57 pm »
He got 8 Grand Markets. I got 0. I won.

(I hadn't been planning to ignore them as such, it's just I was single-mindedly pursuing a Scrying Pool/Vineyard deck, and I managed to go without.)

41
Game Reports / King's Courts, Golems and Tacticians, oh my!
« on: September 21, 2011, 06:32:27 pm »
Yes, that's right, a game where the Golem/Tactician trick actually worked:

Full game

It probably wasn't the most effective way to play that, but expletive me it was fun.

Sample turn:

— Jack Rudd's turn 17 —
Jack Rudd draws 1 card from the Caravan.
Jack Rudd draws 1 card from the Caravan.
Jack Rudd draws 1 card from the Caravan.
Jack Rudd plays a King's Court.
... and plays a Golem.
... ... revealing a Silver, a Copper, a Courtyard, a Copper, a Potion, a Copper, an Estate, and a Courtyard.
... ... discarding the 3 Coppers, the Potion, the Silver, and the Estate.
... ... playing the Courtyard first.
... ... ... drawing 3 cards.
... ... ... putting 1 card back on the deck.
... ... playing the Courtyard second.
... ... ... drawing 3 cards.
... ... ... putting 1 card back on the deck.
... and plays the Golem again.
... ... revealing a Caravan and a King's Court.
... ... playing the King's Court first.
... ... ... and plays a Golem.
... ... ... ... (Jack Rudd reshuffles.)
... ... ... ... revealing a Platinum, an Estate, a Copper, a Tactician, a Copper, a Silver, a Copper, a Copper, a Copper, an Estate, and a Potion.
... ... ... ... discarding the 5 Coppers, the Platinum, the Potion, the Silver, and the 2 Estates.
... ... ... ... playing the Tactician first.
... ... ... ... ... discarding the hand (9 cards).
... ... ... ... playing no other action card.
... ... ... and plays the Golem again.
... ... ... ... (Jack Rudd reshuffles.)
... ... ... ... revealing a Copper, a Shanty Town, a Copper, a Silver, a Platinum, an Estate, a Copper, and a Shanty Town.
... ... ... ... discarding the 3 Coppers, the Platinum, the Silver, and the Estate.
... ... ... ... playing the Shanty Town first.
... ... ... ... ... revealing nothing.
... ... ... ... ... drawing 2 cards and getting +2 actions.
... ... ... ... playing the Shanty Town second.
... ... ... ... ... revealing a Tactician and a Baron.
... ... ... ... ... getting +2 actions.
... ... ... and plays the Golem a third time.
... ... ... ... (Jack Rudd reshuffles.)
... ... ... ... revealing a Platinum, a Copper, a Copper, an Estate, a Copper, a Potion, an Estate, a Golem, a Copper, a Copper, an Estate, a Copper, a Silver, a Copper, and a Platinum.
... ... ... ... discarding the Potion, the 7 Coppers, the Golem, the 2 Platinums, the Silver, and the 3 Estates.
... ... ... ... playing nothing.
... ... playing the Caravan second.
... ... ... (Jack Rudd reshuffles.)
... ... ... drawing 1 card and getting +1 action.
... and plays the Golem a third time.
... ... revealing a Platinum, a Silver, an Estate, a Copper, a Copper, a Copper, an Estate, a Potion, a Copper, a Golem, a Copper, a Copper, a Copper, and a Platinum.
... ... discarding the Potion, the 7 Coppers, the Golem, the 2 Platinums, the Silver, and the 2 Estates.
... ... playing nothing.
Jack Rudd plays a Tactician.
... discarding the hand (2 cards).
(Jack Rudd reshuffles.)
(Jack Rudd draws: 2 Coppers, a Platinum, a Caravan, and an Estate.)

42
Dominion General Discussion / Compare the Smithies
« on: September 02, 2011, 07:22:30 pm »
The companion to "compare the Villages". Just as the crucial feature of the Village is +2 Actions, that of the Smithy is +3 Cards. So the definite Smithies are:

Smithy
Torturer
Rabble
Council Room
Envoy
Nobles

With the following cards also worthy of consideration in this category:

Wharf (it's +4 cards over 2 rounds).
Menagerie (+3 card effect can't usually be guaranteed).
Library and Watchtower (card draw effect is often 3 or more cards).

In addition, Scrying Pool, Apothecary and Scout can draw 3 cards in the right decks.

My favourite of the Smithies is probably Torturer, but only if I'm trying to build a +Action/+Card deck (it's a pretty mild attack otherwise); my least favourite is Envoy. (Envoy always seems to me to be a way to get your best cards discarded every time. It's probably best in flat decks where your best cards aren't miles better than your worst.)

43
Game Reports / Horns of Plenty run riot
« on: June 27, 2011, 07:52:07 pm »
Four Provinces and three Duchies gotten by the Horns on the last turn, yay.

http://dominion.isotropic.org/gamelog/201106/27/game-20110627-164914-ddb82683.html

44
Game Reports / Pirate Ships of FAIL
« on: June 18, 2011, 09:40:19 pm »
Sometimes... you really need to start using your Pirate Ships for coin. I don't know when my opponent needed to do so, but probably before I'd bought all eight Provinces.

http://dominion.isotropic.org/gamelog/201106/18/game-20110618-183817-2d8473ea.html

45
Dominion Articles / Combo: University/City
« on: June 18, 2011, 12:01:12 pm »
City is a powerful yet frustrating card. With no piles empty, it's a 5-Cost Village, but with at least one empty, it's strictly superior to a Laboratory. So if you're pursuing a City-heavy strategy, you really want to empty a pile quickly. The trouble is that grabbing that last City with your turn's buy means that the first person to get the benefit of the souped-up Cities is your left-hand opponent.

University provides a good way out of this dilemma. If you have a University and a City in your hand when there's just one City left in the supply, you can gain the last City before playing your City from hand, and gain a potentially vital head-start in the monster turn race. This benefit is even greater if there's another useful 5-cost action that your Universities can gain: either Wharf/Council Room/Torturer/Rabble to run a massive +Action/+Card chain, or Bazaar/Treasury/Minion/Market to ramp up your buying power. Once that second pile is empty, your Cities are huge Village-Laboratory-Market behemoths that may be able to give you enough power to end the game on their own.

Example game with Minion
Example game with Wharf
Example game with Bazaar



46
Game Reports / University of City-building
« on: June 16, 2011, 12:48:14 pm »
University and City once again work together to devastating effect:

http://dominion.isotropic.org/gamelog/201106/16/game-20110616-094454-2d8c389f.html

(The presence of Wharf in the tableau helped a great deal, of course.)

Pages: 1 [2]

Page created in 0.091 seconds with 16 queries.