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Topics - Wolphmaniac

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26
Puzzles and Challenges / Fastest 2-player finish?
« on: August 06, 2013, 01:06:39 am »
Forgive me if this has come up before, but even if it has I imagine that it might be time to revisit it with DA and Guilds...

What is the fastest that a 2-player game can end, without a player resigning?  Assume ideal conditions; you can set up the kingdom, make all decisions for both players, and assume perfect shuffle luck. 

There was a CouncilRoom.com achievement called "The Flash" (win in less than 10 turns i.e. 9 or fewer) that was VERY tough to pop.  It only happened 1,004 times in over 10.5 million Isotropic games, or about once every 10,500 games.  I played 4,457 Isotropic games and never popped it.

Isotropic didn't have Dark Ages.  Is Rebuild the key to a new solution?  How about if both players do this with 5/2:

Turn 1: Buy Rebuild
Turn 2: Buy Estate
Turn 3: Draw 5 coppers, buy Rebuild
Turn 4: Play rebuild (Estate into Duchy), trigger shuffle
Turns 5-8: With all the reshuffles from Rebuild, I think you could draw both Rebuilds into your hand at the start of each of these turns.  You need 8 total Rebuild plays to change 4 Estates into 4 Provinces.  Both players get their 4th Province on Turn 8.

I don't know if that works or not.  Thoughts?  Logs?  Other solutions?   


27
Game Reports / The Pirate reversal
« on: July 29, 2013, 03:56:18 pm »
Insane mid-game re-strategizing here.  I'm getting my ass handed to me early with both of my Upgrades missing the Turn 6 reshuffle, and two Pillages being played against me.  I'm down 31-7 at Turn 15.  So I totally re-route and start upgrading Shantys and silvers into Pirate ships on Turn 14 and start collecting Cities, desperately hoping for some sort of mega-turn comeback at the end with Level-2 cities as the only chance at +buy.  At turn 24 I'm still down 41-8 even though I have already trashed two of his Harems.  Then....

Scheme From the Bottom   plays City
Scheme From the Bottom   draws City, City
Scheme From the Bottom   plays City
Scheme From the Bottom   draws Pirate Ship, Pirate Ship
Scheme From the Bottom   plays City
Scheme From the Bottom   draws City, Pirate Ship
Scheme From the Bottom   plays City
Scheme From the Bottom   draws Upgrade, Pirate Ship
Scheme From the Bottom   plays Upgrade
Scheme From the Bottom   draws Silver
Scheme From the Bottom   trashes Upgrade
Scheme From the Bottom   gains Harem
Scheme From the Bottom   plays Pirate Ship
Scheme From the Bottom   takes 9 coins
Scheme From the Bottom   plays Pirate Ship
Scheme From the Bottom   takes 9 coins
Scheme From the Bottom   plays Pirate Ship
Scheme From the Bottom   takes 9 coins
Scheme From the Bottom   plays Pirate Ship
Scheme From the Bottom   takes 9 coins
Scheme From the Bottom   plays Shanty Town
Scheme From the Bottom   reveals Pirate Ship, Shanty Town, Silver
Scheme From the Bottom   plays Pirate Ship
Scheme From the Bottom   takes 9 coins
Scheme From the Bottom   plays Shanty Town
Scheme From the Bottom   reveals Silver
Scheme From the Bottom   draws City, City
Scheme From the Bottom   plays City
Scheme From the Bottom   draws Province, City
Scheme From the Bottom   plays City
Scheme From the Bottom   draws Baker, Harem
Scheme From the Bottom   plays Baker
Scheme From the Bottom   receives 1 coin token
Scheme From the Bottom   draws City
Scheme From the Bottom   plays City
Scheme From the Bottom   draws Upgrade, Pirate Ship
Scheme From the Bottom   plays City
Scheme From the Bottom   draws Pirate Ship
Scheme From the Bottom   shuffles deck
Scheme From the Bottom   draws Harem
Scheme From the Bottom   plays Pirate Ship
Scheme From the Bottom   takes 9 coins
Scheme From the Bottom   plays Upgrade
Scheme From the Bottom   trashes Pirate Ship
Scheme From the Bottom   gains Duchy
Scheme From the Bottom   plays 2 Harem, 1 Silver
Scheme From the Bottom   buys Province
Scheme From the Bottom   gains Province
Scheme From the Bottom   buys Province
Scheme From the Bottom   gains Province
Scheme From the Bottom   buys Province
Scheme From the Bottom   gains Province
Scheme From the Bottom   buys Duchy
Scheme From the Bottom   gains Duchy
Scheme From the Bottom   buys Duchy
Scheme From the Bottom   gains Duchy
Scheme From the Bottom   buys Duchy
Scheme From the Bottom   gains Duchy
Scheme From the Bottom   buys Harem
Scheme From the Bottom   gains Harem
Scheme From the Bottom   buys Harem
Scheme From the Bottom   gains Harem
Scheme From the Bottom   buys Estate
Scheme From the Bottom   gains Estate
Scheme From the Bottom   shuffles deck
Scheme From the Bottom   draws Harem, Upgrade, City, Pirate Ship, Pirate Ship

Crazy to end up running a Pirate Ship armada when gaining your first Pirate Ship at turn 14.  (My new Goko handle is Scheme From the Bottom).

28
Rules Questions / Procession + Island
« on: July 27, 2013, 12:21:55 pm »
If I play Procession on an Island...

1. Does the Island bring two cards to the Island mat with it, or does the Procession lose track of the Island after the first Island play because the Island is now on the Island mat, and thus the second play doesn't happen.

2. Does the Island end up on the Island mat or in the trash?

Thanks.

29
Tournaments and Events / PAX East 2013 Tournament
« on: March 23, 2013, 05:33:14 pm »
Format (this whole thing happens once Friday and once Saturday):

32 players, 8 will move on to Sunday's final.  Random seating.  Start with 8 4-player games, base set.  Top two move on from each game.  The 16 people left play another 4 4-player games with top two from each game moving to Sunday.  16 total people will play Sunday, will let you know how they do that tomorrow!

My gameplay recaps from Friday's qualifier:
Game 1

Thief, Remodel, Festival, Gardens, Library, Village, Market, Bureaucrat, Cellar, Moat

I draw first seat.  2 of the 3 other players were very solid.  One of them built up some markets and a Bureaucrat and then started rushing gardens and coppers with the extra buys.  The other one played basically big money with a couple of bureaucrats and moved into Provinces pretty efficiently.  The fourth player took an early Thief so I knew he was not a problem.  And then, of course, there is me being me, trying to assemble the monster Festival/Library engine.  I opened Remodel/Silver and then built up quickly to 3 Remodels.  I wanted to get those Estates out of my deck to immunize from a lot of Bureaucrat play.  That happened, then I started adding the Festivals, Villages, Cellars, and Libraries.  It got very hairy.  I had a couple of bad passes through the deck where Festivals missed Libraries and I wasn't turning over the deck fast enough.  The big money guy had 3 Provinces, the Market guy had 2 Provinces and 4 Gardens, and the fourth guy had a Province, so 6/12 Provinces were gone and I was still trying to get my shit together.  I finally pulled a deck-clearing turn for 2 Provinces.  Then money guy got his 4th Province and Gardens guy got another Gardens and fattened his deck too.  Then it came back to me with 2 provinces left.  I drew my whole deck by rocking Festivals, Remodels, and Cellars to set up small hands for colossal 5-6 card Library draws.  I came to $17 and 9 buys.  The other two good players thought I was just gonna take the last 2 Provinces, but I knew better.  I had the count in my head and I knew I didn't have them yet.  So I took 4 Gardens and 5 coppers, and buckled up for the most important shuffle ever.  I figured there weren't two Province buys left amongst them because their decks were getting tired.  I nailed it.  None of them Provinced.  It came back to me.  If I pulled trash, I would lose.  If I pulled at least one Festival and a Library, I knew I would rip through my whole deck.  The draw: Festival, Festival, Library, Copper, Cellar.  BOOM!  3 minutes later I had drawn my whole deck, remodeled two Coppers into Estates and a Village into a Duchy along the way, and finished with $17 and 9 buys again to take down the last 2 Provinces and 7 bonus coppers to fatten my 4 Gardens up to 4 points apiece.  Final score: 41 (me) - 29 (big money guy) - 27 (Gardens guy) - 9 (player 4).  Great win and great timing.  I really played my best the whole way picking the right mix of pieces every time and I felt like I was able to express myself artistically as a Dominion player.  I was beaming.   

Game 2

Chapel, Moat, Militia, Witch, Festival, Workshop, Village, Moneylender, Spy, Adventurer

The competition actually was not as stiff in this game, even though all players had finished top two in the previous round to move on.  I was seated third.  Nobody got the game-changing 5/2 for Witch/Chapel.  I opened Silver/Chapel and was the only one who took a Chapel in the first two turns.  On turn 4 I had to trash 4 coppers (no estates) which made me nervous, but at least Chapel didn't miss the shuffle.  One guy got a quick Witch and Festival and was looking good, but my Chapel kept me clean.  On turn 6 and 7 my whole deck was only 5 cards.  My turn 6 hand (deck) was Chapel, Silver, Silver, Curse, Village.  When he played the Witch, I took my curse...then just played the Village to pick up the curse and Chapel'd both curses and bought another silver.  Nice.  Eventually I got 2 Witches and a Festival and me and the other guy with a Witch dished out all the Curses but I had the only clean deck.  I also nabbed two moats along the way so eventually my 8-10 card deck was protected against incoming curses and Militias and I was dishing out the pain and posting $6-$10 per hand.  By turn 10 it was clear that I would win going away.  I marched to 6 Provinces and took it 36-22-15-15.

On to Sunday's final!  Psyched!

30
Game Reports / Fairgrounds with 37 different cards.
« on: January 17, 2013, 09:33:40 pm »
This is the funniest game I've ever played.  http://dominion.isotropic.org/gamelog/201301/17/game-20130117-180840-5212bb7c.html

A friend and I once had a thorough discussion about the max feasible value of Fairgrounds in a competitive game.  I concluded that 25 different cards (a 10-pt Fairgrounds) was feasible but more or less impossible, and to date I had never done it.  Well, I just popped a Fairgrounds for not 10, not 12, but 14 points on a preposterous thirty-seven different cards in my deck.  This beats my previous alternate-VP record of a 12-point Vineyards.

This game is also the first time I have ever played to a completely drained Black Market deck.  This I did not think was possible.

My turns are virtually incomprehensible what with KC'd Golem chains and 30 different actions in play.  Starting at turn 20 I was clicking action cards completely at random.  I'd have 10 or 12 different action cards in hand and just play something mindlessly.  Thank god this was online...these turns would have taken 15 minutes a pop in person.

Needless to say, Wishing Well was a tough play here... lol.

Enjoy.  I sure did.

31
Rules Questions / Top-decking during cleanup
« on: August 25, 2012, 12:41:21 pm »
If multiple actions that you played lead to top-decking during cleanup phase, what order do you put things on top of your deck?  Also, if you top-deck card x that was giving you a top-decking ability on something else, do you lose card x's top-decking ability?

Example:
Action phase: Alchemist, Alchemist, Village, Scheme, Alchemist, Herbalist, Scheme.
Buy phase: Potion, Gold

I want to use the Potion to top-deck the three Alchemists
I want to use the Schemes to top-deck the Herbalist and a Scheme
I want to use the Herbalist to top-deck the Potion

So I have six cards headed to the top of the deck.  Can I put them on top in any order?  What if I put the Potion on top first...can I still top-deck the Alchemists?

NOTE: Section 19.4 of the timing rules states "When several abilities happen at the same time to the same player, he chooses the order of the abilities."  So that seems to say that I can top-deck in any order.  But I'm still not sure if I lose a card's top-decking ability if I clean it up before using the ability?

Thanks.

32
Dominion General Discussion / CouncilRoom (.com) is trashed?
« on: August 25, 2012, 07:17:13 am »
Splash page at CouncilRoom.com:
"Hi guys, this is rrenaud.  I am just not into Dominion anymore. Councilroom is going to be down permanently in one week if no one agrees to takes it over.  If you want to take over maintainance and adminship, send an email to councilroom-dev@googlegroups.com. I'll happily lend a hand in getting it running and answering questions about the code. Some competancy with Python and Unix is all that's really required."

Man, these sure are some crazy times in Dominion land. 

I'd love to help, but, umm...I'm not even sure if a python is poisonous snake or not.

33
Dark Ages looks incredible.  The one thing that this set really needed was a victory card that is a Fairgrounds alternative.  A $4 VP card worth one point for every three different cards in your deck would have been perfect. (Let's call it Compost Pile.)  The interactions would have been fantastic; do you play that Spoils or that Madman knowing that you have to return it and un-pop your Compost Piles?  Do you trash that stray shelter or ruins when it's actually worth 4 points because it is popping your 4 Compost Piles?  If your opponent has rushed Compost Piles, do you still play your attacks that give him ruins?  I think I'm going to try this card out, and will probably just use the Feodum cards to represent it  ;)

34
Dominion Isotropic / The Doug Z/Isotropic Appreciation Thread
« on: August 10, 2012, 04:30:08 pm »
Raising a glass and sending a cheers to Doug Z for the amazing job with isotropic, which is slated for retirement on 8/22/12.  It was always a nice break in the monotony of an average day.  When I was too sick to get out of bed for a few days, Isotropic was by far the best thing I had to pass the time.   Also, my buddy and I have an email thread that is over 500 emails long where we just review some of our more notable and epic game logs and shoot the shit about other things along the way.  It has really kept us tight over the past year and it would not have happened without Isotropic.  Fantastic that it was always ad-free, the community was incredibly positive, and the functionality was top-notch.  A true haven of the internet.  Thanks man.

P.S. I will ALWAYS think of Fantasia as Apprentice and the Wicked Witch as Witch for as long as I live!

35
Game Reports / The DOUBLE-MEGA
« on: August 08, 2012, 09:38:37 pm »
This was against a Level 23 opponent who was trying.  No nans. 

If you look closely, I mismanaged the last turn a little bit in terms of mid-turn gains and draw.  I had a Goons in the discard pile at the end and I could have done better by playing out the duplicates first to enable the Menagerie and also KC'ing a Bridge or Goons instead of a Menagerie.  Either way, this is still the biggest turn I have ever pulled in 2,800 games.  Enjoy the double-mega!

http://dominion.isotropic.org/gamelog/201208/08/game-20120808-182540-e493c5c2.html

36
Dominion Isotropic / Why do postgame logs hide information?
« on: August 02, 2012, 10:23:16 pm »
I am wondering why postgame logs never say what cards were drawn or discarded.  They only say "you draw x# cards" or "you discard x# cards" or "<opponent> discards x# cards".  There are a couple of exceptions, Lookout being one, where it actually says what card you discarded, I guess because you revealed it first?  Anyhow, this makes post-game analysis impossible in many cases because you don't know what you were holding in your hand.  It's especially strange because during the game, the script explicitly says exactly what cards you draw, what cards you discard, and what cards your opponent discards. (The only hidden one is, appropriately, what cards your opponent draws).  Why does the postgame log hide this information?  Once the game is over, shouldn't the postgame log just say everything that was drawn and discarded so players can best review their play?

37
Dominion General Discussion / Gain 4 silvers from Trusty Steed?
« on: July 10, 2012, 11:52:33 pm »
Has anyone ever done this?
And if so, why?

38
Dominion General Discussion / VP card worth more than Colony?
« on: June 13, 2012, 09:26:05 pm »
My friend and I were discussing which alternate VP cards could possibly be worth the same or more than Colony.  I argued that it could only be Vineyard and Gardens.  I recently played a University/Haggler/Vineyard game where I got Vineyard up to 11 points, so we know that one is doable. (http://councilroom.com/game?game_id=game-20120603-185125-257e00ec.html)  I have finished a game with 114 cards but Gardens was not involved so I can't prove that.  My friend tried to make a case for Fairgrounds but I countered that there is no way anyone could gain 25 different cards against an opponent who had any clue.  (Not to mention doing all that and still having time to gain some Fairgrounds to capitalize on it.)

Does anyone have any game logs or theories on how any alternate VP card could be worth 10 or more?

Thanks.

39
Puzzles and Challenges / Two cards, one turn
« on: June 12, 2012, 12:57:57 pm »
In a 2-player game, you have a $3 card and a $4 card at the end of turn one.  How?

40
Game Reports / If you want a really amazing highway game...
« on: May 25, 2012, 02:44:33 pm »
Play this kingdom 4 or 5 times.  http://dominion.isotropic.org/gamelog/201205/25/game-20120525-103449-4803b2d7.html

The synergies with IW, HOP, and Smugglers are awesome.   Highway's power on those cards is also nicely offset by weakening bishop.  IW'ing a hybrid (Nobles) is always fun.  Nobody went for P-stone, but with IW, HOP, and smugglers raking in extra cards, P-stone might've been nice.   I want to play this one several more times!

The best part is in turn 15/16: Smuggled Platinum > Counter-smuggled Platinum.  I don't think I'll ever see that again! 

41
So I just bought Prosperity and the other night we were playing random kingdoms and Counting House came out twice and of course it just sat there wasting space in both games.  I'm trying to think how I can possibly make Counting House useful, at least for one game. 

I own Dominion, Seaside, Alchemy, and Prosperity if you care to handicap yourself, but otherwise just pretend that everything is available cuz I can always set that game up online.

OK...here's my solution:

Counting House (given)
Cache (quickly gain more coppers)
Mountebank (quickly gain more coppers)
Ill-Gotten Gains (quickly gain more coppers)
Goons (score points for gaining coppers)
Coppersmith (make all those coppers actually worth something)
King's Court (make all those coppers REALLY worth something)
Gardens (deck is fat with coppers)
Golem (skip coppers to get to actions and leave coppers in discard pile for CH to pick them up)
Stables (sift for actions, discard coppers, delivers the desperately needed +3 actions when KC'd)

Thoughts?
 


42
Game Reports / NINE drained piles, nine achievements (6 Pile Drivers!)
« on: April 23, 2012, 02:53:24 pm »
...funny thing is, I only won by 17 points.  Seems pretty harmless at first glance.  Then you realize that there are NINE drained piles!  I also popped nine achievements including six Pile Drivers.  49 buys on last turn and 68 buys in last two turns.  Fun times.

http://councilroom.com/game?game_id=game-20120422-174256-3735e504.html

43
Puzzles and Challenges / The $6,327 hand
« on: March 30, 2012, 10:54:34 pm »
So last night I posted another thread and someone replied with this:

http://dominion.isotropic.org/gamelog/201203/30/game-20120330-033612-268bb72b.html
http://i.imgur.com/5njuh.jpg

which totally blew my mind.  But then I got to thinking...

What would happen if you maxed out Pirate Ship?

Let's see....

Kingdom:
King's Court
Pirate Ship
Grand Market
Philosopher's Stone (to get potion into the game)
Colony/Platinum is available

after that, any 6 other treasures will do.  Let's just say Loan, Bank, Venture, Royal Seal, Harem, Fool's Gold. 

Rules:
You control everything, including opponent play and the shuffle of your deck.

Gameplay 
-You take the 10 King's Courts and 10 Pirate Ships and 9 Grand Markets. 
-Your opponent acquires 52 coppers (his original 7 plus 45 of the 46 kingdom coppers), 39 silvers, 15 potions, 29 Golds, 11 Platinums, and 9 each of P-Stone, Loan, Bank, Venture, Royal Seal, Harem, and Fool's Gold...all for your Pirate Ships to chomp on.  Pirate Ship's final value is $209.

On the big turn, your hand starts with KC/KC/KC/KC/GM.  Your deck has rest of the KC's and GM's alternating until you get down to the 10 Pirate Ships after that, then your coppers and estates at the bottom.  You get 28 total KC plays this way and the math works out perfect: 9 are for the other KC's besides the first, 9 are for GM's, and 10 are for the PS's.  The 27 total GM plays are enough to draw the 6 KC's + 8 GM's + 10 PS's that didn't start in your hand.  You also get $54 from the GM's.  You should end up with 10 Pirate Ships and 3 coppers in your hand with enough KC's still chaining to KC all the PS's.  Taking all the money from the PS's would net you 30*$209 or $6,270 + $54 from GM's + 3 coppers = $6,327 and 27 buys.

Is there any flaw in this?  This would work, right?  And can anyone top this?




44
I'm sure this has probably been discussed before, but I'm kinda new here and just thinking aloud while I can't sleep.  :D

Primary Objective: Generate a $1,000 turn.
Secondary objective: ...with as many buys as possible.

Rules:
-You can play solitaire and take full control of your "opponent". 
-You may not arrange your deck.  (A side challenge would be to arrange the perfect deck sequence, but I'm gonna leave that out for now and just focus on the optimal assortment of cards.)
-No use of Native Village (would circumvent the need for drawing cards).
-No Pirate Ship (it's an easy out to trash over 100 treasures from the opponent, then KC the Pirate Ships.)

Cards:
The key to everything:
10 King's Courts
10 Coppersmiths


With all 10 Coppersmiths KC'd, every copper is worth $31.  There's no way any other treasure is touching that.  Plus, you can easily put together a massive hand of copper with 1 Counting House. 

Other cards that seem logical (Keeping in mind that you can have 10 cards from only two piles)
9 Grand Markets Cantrip money and a buy to boot
9 Conspirators More cantrip money
9 Bazaars
9 Markets
Still more cantrip money and buys

That leaves 3 more kingdom cards.  It starts to get a little more vague here, but I think one more that is a no-brainer is
9 Throne Rooms Very important to multiply the cantrip money as much as possible.  Also important to Throne Room the first King's Court.

2 more kingdom cards.  Choice between Wharf (start with big hand, lots of buys), Fishing Village (start with plenty of action and a few extra $$), Festival (more $), Embassy (hardcore sifting, and no harm in discarding coppers because Counting House will vacuum them all up anyways), Bridge (cash and buys) and Masquerade (this would actually be for the "opponent" to play so you can ditch your estates and trade them for 3 more coppers).

I think the first one is 1 Masquerade and you would have the "opponent" play this and pass you all of his coppers.  What you would do here is buy 4 estates along the way so you can pass those (and not action cards) to the "opponent" and get his coppers.  You could eventually get 59 coppers, which would be $1,829 (59*$31) if they were all in the hand with 10 Coppersmiths KC'd.

I think the last one has to be 9 Embassies.  This is the only way to generate enough sifting power to get past 59 coppers.  Discarding the coppers is harmless because Counting House will get them later.

In summation, your deck has 10 King's Courts, 10 Coppersmiths, 9 Grand Markets, 9 Conspirators, 9 Markets, 9 Bazaars, 9 Throne Rooms, 9 Embassies, 1 Counting House and 59 coppers.  134 total cards. 

Gameplay
Early on, you start gaining all the cards.  You also pick up 4 estates and have the opponent play his Masquerade, passing you his coppers in exchange for your estates. 

Eventually what you'll need is a hand starting with a Throne Room, a KC, and a Grand Market/Conspirator.  You Throne Room the KC, then KC the cantrip and have that start pulling (ideally) a KC, a cantrip, and a Coppersmith on every turn.  You will have 29 total KC plays; 2 from the first KC and 3 for every other one.  However, 19 of these 29 KC plays have to be dedicated to the 10 Coppersmiths and the 9 KC's other than the first one.  So you're left with 10 more KC plays.  9 of these should be used on any 9 Grand Markets and/or Conspirators along the way for another $54 and 27 cards pulled.  As the KC chain ends, hopefully you have a Throne Room and a GM/Conspirator now in your hand.  Your very last KC play is on TR to ignite your TR chain.  You have 8 TR's left in the deck (including the one in your hand), with the first one KC'd and the rest TR'd, yielding 17 total TR plays, 7 of which are dedicated to other TR's leaving 10 for other action cards.  Ideally your TR'd GM/Conspirator would pull another TR and another GM/Conspirator every time until you move into your Bazaar/Markets.  You'd still have 9 GM/Conspirators left when the TR chain started, so you TR 9 of those ($36, 18 more cards) and with your last TR play you TR a Bazaar/Market ($2, 2 cards).  From here on out you're just working your 17 remaining Bazaar/Markets ($17, 17 cards) and drawing out the deck with the 9 Embassies (45 cards).  At this point you've gone through 112 cards and have $90 and hopefully you end up with the Counting House in hand and at least 30 coppers in the discard pile to cover the remaining $910 you'll need. 

Thoughts/feedback?
     









45
Puzzles and Challenges / New Dominion A-Z Blitz Quiz
« on: March 04, 2012, 09:36:37 pm »
Hey gang, I just made a new Dominion quiz on Sporcle!  It is quite tough but doable, and you have to think fast.  Name one card per letter of the alphabet in under one minute.  Good luck!

http://bit.ly/dominionblitz

...Also see my previous quiz, the Dominion Super Quiz!

http://bit.ly/dominiontest

46
Game Reports / New Death Engine?!?!
« on: March 02, 2012, 12:17:20 am »
I've seen stuff about the glitch/death engine of King's Court/King's Court/Goons/Masquerade which forces your opponent to hand over his entire deck...but I've never heard anything about this next engine that I just stumbled into, and it did the same thing.  (And' it's easier to assemble.) 

The engine is: King's Court/Masquerade/Farming Village/Bishop.

First you play the FV.  (Having more than one is OK, just play them all to get them out of the way.)  Next, if you have anything else that has come into the hand from FV, trash it with Bishop.  (This is how you hone in on completing the engine...Bishop just keeps trashing whatever you have that isn't part of the engine.)  Finally, you are left with just KC/Masq in your hand, forcing the opponent to hand over three cards.  Trash the first two so you aren't giving any cards back.  On his third card, keep the card so you can play Bishop next turn and have something to trash that isn't your KC or Masq.  (And you get some bonus VP tokens to boot.)

I am pretty sure this engine leaves the opponent absolutely no outs.  Even if he can gain at least 3 cards per turn for a while, he eventually will not be able to.  You will obliterate his entire deck.

Thoughts?  And is this new or has someone found this before?  I haven't seen it anywhere but I certainly haven't read everything there is to read.     

Game log:
http://dominion.isotropic.org/gamelog/201203/01/game-20120301-205427-9d79223e.html

(P.S. Chalkdust Torturer is my other handle.)

47
Variants and Fan Cards / Fan Expansion: Dominion - Jurisdiction
« on: March 01, 2012, 10:51:15 pm »
Hey everyone.  After reading the amazing Fan Card Creation Guide, I decided to have a go.  Any and all feedback is appreciated.  I hope you enjoy...

Dominion - Jurisdiction!

Lead (Treasure) ($0) 
$0
When you trash this, gain a gold.

Bailiff (Action) ($2)
+1 Card, + 1 Action
Trash a card from your hand.

Clerk ($3) (Victory - Reaction)
1VP
When another player plays an Attack card, you may reveal this from your hand.  If you do, you are not affected by that Attack.

Defendant (Action – Reaction) ($3)
Draw a card, then trash a card from your hand.
When another player plays an Attack card, you may reveal this from your hand.  If you do, you are not affected by that Attack.

Witness (Action) ($3)
- All other players reveal their hand.  You may gain a copy of a card that any opponent is holding that is not a victory card. 

Prosecutor (Action – Attack) ($4)
- Name a card that is not a victory card.  Then, each player reveals their hand.  If they reveal any copies of that card, they must discard one of them immediately.

Oath (Action) ($4)
+1 card, +1 action
Name a card.  Reveal the top card of your deck.  If it is the named card, put it into your hand and you may gain a copy of it and you may trash a card from your hand. 

Warden (Action-Attack) ($4)
+1 card
You may reveal up to 2 curses from your hand and return them to the supply.  If you don’t reveal any curses, then each other player gains a curse.
 
Jury (Action - Attack) ($5)
All players reveal the top card of their deck.  You decide whether the other players should discard the revealed card or put it into their hand.  If they put it into their hand, you gain a copy of the card on your deck.  You may then decide on your revealed card.  You may either put it back on your deck, discard it, or trash it. 

Precinct (Victory) ($5)
- Plus one victory point for every three victory cards in your deck, counting this, rounding down.

Robin Hood (Action – Attack) ($5)
+1 buy
All other players reveal their hand.  You may immediately steal any card from the hand of whichever player holds the highest total value in Gold, Silver, and Copper.  Place this card into your hand.  (If more than one player are tied for the highest value in their hand, you must steal from the player closest to your left.)   

Jurisdiction (Action – Victory)($6)
+1 Card, +1 Action
3VP

Courthouse (Action – Victory) ($6)
Choose 2: +1 card, + 2 Actions, +$2
1 VP

Trial (Action) ($6)
+1 Action
Draw two cards.  You may either put them both into your hand or discard them both.  If you discard both, +1 card and +$1.

Attorney ($7) (Action-Reaction-Duration)
+1 Action, +$1
Attorney stays in play until the start of your next turn.  If you have an Attorney in play, when any player plays a gold or platinum, you may gain one of the same.

While Attorney is in play, you may gain a copy of any treasure that an opponent gains.  If you do, put it on top of your deck.

While Attorney is in play, when another player plays an attack card, you are not affected by that attack.


48
Game Reports / Am I a #dominiondick?
« on: March 01, 2012, 03:18:14 pm »
#dominiondick is in the house!  I just pulled the greatest dick move of my career.  My question is, can I really be a dick if I let my playing do the talking and don't actually say anything?  Check out my last turn.

http://dominion.isotropic.org/gamelog/201203/01/game-20120301-121124-78586f26.html

Is that funny or is that dick?  You lol'd...admit it...


49
Puzzles and Challenges / Dominion Sporcle Super Quiz!
« on: February 07, 2012, 09:38:50 pm »
Hey gang!  I just made a Sporcle Quiz for Dominion!  There are already a couple of quizzes which are just naming the cards.  This quiz asks you to name specific cards based on the card's characteristics i.e. "Name a card that only trashes treasure" or "name a treasure card that can be worth $10 or more".  This quiz is the first of its kind on Sporcle.  Enjoy!

http://bit.ly/dominiontest

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