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Messages - ednever

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51
Goko Dominion Online / Blacklisting
« on: September 19, 2013, 03:59:55 pm »
So we all know those threads where people bad-mouth each other can get bad and eventually shut-down.

The nice thing is there is a blacklist function on the salvager that solces that. But you still end up playing with the people you don't want to play with that first time.

My suggestion is this:
In this thread, just post people you have blocked and why.

People can use your own reputation on whether they want to follow your lead or not.

Is that too harsh?

I'd sure like to know the players who have slow-rolled Sharkbait or Robz or WW or a dozen other people on here.

Ed

52
Dominion Articles / Re: Stonemason
« on: September 18, 2013, 05:21:12 pm »
Thought I would share this Stonemason turn:
http://dom.retrobox.eu/?/20130918/log.516d0e09e4b082c74d7aacc1.1379538889026.txt

I was worried that I made the wrong call ignoring Soothsayer, but the Foragers kept it reasonably at bay. And then the last turn made me very happy:

ednever   plays King's Court
ednever   plays King's Court
ednever   plays Advisor
ednever   reveals: Forager, Advisor, Stonemason
pt6776   discards Advisor
ednever   places cards in hand: Forager, Stonemason
ednever   plays Advisor
ednever   reveals: King's Court, King's Court, King's Court
pt6776   discards King's Court
ednever   places cards in hand: King's Court, King's Court
ednever   plays Advisor
ednever   reveals: Forager, Hamlet, Advisor
pt6776   discards Advisor
ednever   places cards in hand: Forager, Hamlet
ednever   plays King's Court
ednever   plays King's Court
ednever   plays King's Court
ednever   plays Market
ednever   draws Market
ednever   plays Market
ednever   shuffles deck
ednever   draws Advisor
ednever   plays Market
ednever   draws King's Court
ednever   plays King's Court

-> At this point I realized I could do something fun...

ednever   plays Stonemason
ednever   trashes King's Court
ednever   gains Pillage
ednever   gains Soothsayer

-> Nothing better than gaining a card and then playing it the same turn for a surprise attack. Actually there is...

ednever   plays Stonemason
ednever   trashes Forager
ednever   gains Hamlet
ednever   gains Hamlet
ednever   plays Stonemason
ednever   trashes Forager
ednever   gains Hamlet
ednever   gains Hamlet
ednever   plays King's Court
ednever   plays Advisor
ednever   reveals: Advisor
ednever   shuffles deck
ednever   reveals: Hamlet, Pillage
pt6776   discards Advisor
ednever   places cards in hand: Hamlet, Pillage
ednever   plays Advisor
ednever   reveals: Hamlet, Hamlet, Soothsayer
pt6776   discards Soothsayer
ednever   places cards in hand: Hamlet, Hamlet
ednever   plays Advisor
ednever   reveals: Hamlet
ednever   shuffles deck
ednever   reveals: Soothsayer, Advisor
pt6776   discards Advisor
ednever   places cards in hand: Hamlet, Soothsayer

-> ...gaining a card and then playing it three times on the same turn.

ednever   plays King's Court
ednever   plays Soothsayer
ednever   gains Gold
pt6776   gains Curse
pt6776   draws Silver
ednever   plays Soothsayer
ednever   gains Gold
pt6776   gains Curse
pt6776   draws Hamlet
ednever   plays Soothsayer
ednever   gains Gold
pt6776   gains Curse
pt6776   draws Gold

-> ...Followed by playing the other card three times to discard 3 cards with Pillage...

ednever   plays King's Court
ednever   plays Pillage
ednever   trashes Pillage
pt6776   reveals Copper, Advisor, Forager, Soothsayer, Advisor, Silver, Hamlet, Gold
pt6776   discards Advisor
ednever   gains Spoils
ednever   gains Spoils
ednever   plays Pillage
ednever   trashes Pillage
pt6776   reveals Copper, Advisor, Forager, Soothsayer, Silver, Hamlet, Gold
pt6776   discards Advisor
ednever   gains Spoils
ednever   gains Spoils
ednever   plays Pillage
ednever   trashes Pillage
pt6776   reveals Copper, Forager, Soothsayer, Silver, Hamlet, Gold
pt6776   discards Hamlet
ednever   gains Spoils
ednever   gains Spoils

-> And then drawing the 3 gold and 3 Spoils that I just gained with the cards I gained earlier...

ednever   plays King's Court
ednever   plays Market
ednever   shuffles deck
ednever   draws Spoils
ednever   plays Market
ednever   draws Spoils
ednever   plays Market
ednever   draws Spoils
ednever   plays Hamlet
ednever   draws Spoils
ednever   plays Hamlet
ednever   draws Spoils
ednever   plays Hamlet
ednever   draws Advisor
ednever   plays Advisor
ednever   reveals: Gold, Gold, Gold
pt6776   discards Gold
ednever   places cards in hand: Gold, Gold
ednever   plays Hamlet
ednever   draws Spoils
ednever   plays Hamlet
ednever   shuffles deck
ednever   draws Gold
ednever   plays 4 Gold
ednever   plays Spoils
ednever   plays Spoils
ednever   plays Spoils
ednever   plays Spoils
ednever   plays Spoils
ednever   plays Spoils

-> And then end on piles by using the Stonemason a second time...

ednever   buys Stonemason
ednever   overpays for Stonemason with 7 coins
ednever   gains King's Court
ednever   gains Stonemason
ednever   buys Stonemason
ednever   overpays for Stonemason with 2 coins
ednever   gains Hamlet
ednever   gains Hamlet
ednever   gains Stonemason
ednever   buys Stonemason
ednever   overpays for Stonemason with 2 coins
ednever   gains Hamlet
ednever   gains Stonemason
ednever   gains Stonemason
ednever   buys Stonemason
ednever   overpays for Stonemason with 2 coins
ednever   gains Stonemason
ednever   gains Stonemason
ednever   gains Stonemason
ednever   buys Colony
ednever   gains Colony
ednever   buys Estate
ednever   gains Estate
ednever   buys Estate
ednever   gains Estate
ednever   shuffles deck
ednever   draws Colony, Soothsayer, Market, King's Court, Hamlet


Fun with breaking rocks!

Ed

53
Dominion General Discussion / Fun Kingdom
« on: September 06, 2013, 01:37:57 pm »
Thought I would share this one. Played it random and I think it looks like it was designed:
Moat, Loan, Market Square, Bishop, Horse Traders, Procession, Spice Merchant, Knights, Rogue, Soothsayer,

Only thing that doesn't fit is Horse Traders (But maybe that one if you decide getting to $5 early is important). The rest makes for a really really interesting game with lots of different strategies that show off the effect of the different cards, and trade-offs you need to make at different points in the game.

Ed

54
Game Reports / Re: Finding the combo
« on: September 04, 2013, 12:15:38 am »
Why not just open Chapel/Remodel?

Chapel clears out the starting stuff. Remodel gives you silver or lighthouse. Then remodel turns chapel into Fortress and Fortress into BV+a second remodel.

Then you are off to the races. Keep turning Fortress into BV+either fortress or remodel or Smithy. Pretty soon you can draw your deck and you turn four BV into four provinces. Them just clean up (worse case remodeling provinces into provinces )

On a mirror it gets really interesting on timing. Hard to say when you "go off".

Ed

55
Goko Dominion Online / Re: goko rankings in multiplayer
« on: September 03, 2013, 10:52:48 pm »

56
Goko Dominion Online / Re: goko rankings in multiplayer
« on: September 03, 2013, 10:43:44 pm »
Trying it right now...

57
Goko Dominion Online / Re: goko rankings in multiplayer
« on: September 03, 2013, 10:40:06 pm »
Quote
If the extension programmers can make it so that Goko only matches me with trustworthy people who are guaranteed to play out a three and four-player game, that would be truly impressive.

The bots are waiting for you.

Not sure if that's tongue-and-cheek or not, but it might be interesting:
Play 3p with two humans and a bot.

Solves a lot of the drop out problem (and the speed of the game). While opening up the strategy to how 3p works a little more (which I think in general is relatively weak in this community). Has anyone tried it?

Ed 

58
Dominion General Discussion / Re: Use for Fortress without Trash-for-Benefit
« on: September 03, 2013, 10:36:43 am »
I find Lookout + Fortress a less than stellar combination, I mean, all you're doing is just discarding one and keeping one on top, almost like a cheaper version of Cartographer.

I've used this trick, but only when I didn't have good things to trash anymore.

I do admit that it's neat if you can find your village this way to kick off your terminal draw engine.

I think the key thing is that while it isn't a combo in itself, it's a nice positive synergy. If you deck happens to contain Lookout from earlier in the game (or whatever) and now involves Fortresses, the Fortresses make the lookout plays somewhat safer. Still not safe, obviously, but you can probably risk playing them and getting a positive result for longer.

Exactly. I think I used it in a goons game. Let me kill coppers, but still pull villages into hand later in the game so lookout wasn't a 2-card hand.

Ed

59
Dominion General Discussion / Use for Fortress without Trash-for-Benefit
« on: August 28, 2013, 11:31:16 am »
Fortress is fantastic with Trash for Benefit, but otherwise it's generally a simple village (with some defense against trash attacks).

I've found two other uses for it though.

The first is with Lookout.
If you set it up right you can use Lookout to pull Fortress into your hand. Lookout becomes:
- Look at your top three cards, put Fortress in your hand, discard a card, put one on top of your deck (then draw it with Fortress)

It's a fun little combo.

The second I found this morning:
http://dom.retrobox.eu/?/20130828/log.516d0e09e4b082c74d7aacc1.1377703536847.txt

In a game with no +draw it's hard to build an engine. Here there was chapel though which drives in that direction. And then picking up a Forager makes sense to kill the chapel and get some +buys.
The coppers, silvers and spoils had all been trashed and Forager became a 'trash a card, +1 buy, +3$'
Pretty good - excepy by that point I had nothing left to trash.

Enter: Fortress
When I drew Fortress with Forager I could use it without losing one of my (valuable) cards.

Just a small thing I thought I'd share.

Ed

60
Dominion General Discussion / Re: Doctor overpay
« on: August 27, 2013, 08:42:19 pm »
I like opening Dr overpay with 4/3.
I've never done it with 3/4.

I think I've only bought Dr after turn 1 once. I can remember why.

But Dr is only really good if you can use it early to kill Estates and Coppers (or you have excess actions and some way to monitor your deck).

Over-paying for Dr is good I guess, but then it's a trade off for other cards. Most useful if it's a weak kingdom I guess?
It would be good with a slog where you have a bunch of curses to get rid of, but when are you going to draw $8 on a slog like that and want an over-paid Dr over a Province?

There are likely edge cases, but I'll bet in general not a good choice.

Ed

61
Goko Dominion Online / Re: Attention-whoring thread.... I did it!!
« on: August 27, 2013, 08:14:17 pm »
Like Qvist, it may not last long, but I finally hit the #1 spot on the leaderboard:

...and yet I still don't know how to post an image on f.ds....

Ah well. The image is saved for my children to appreciate.

Ed

62
Dominion General Discussion / Re: WW's Power Rankings
« on: August 25, 2013, 12:53:11 pm »
I looked around on the Internet for something like this and couldn't find it:

A tool where you upload words or images.
Then it feeds it back to you two at a time, and you choose which if the two are "better"
If you do it enough times it should be able to create a ranking for you.
(And humans are much better at this than creating a really long ranking in one step)

Anyone know if this exists somewhere?

Ed

63
Goko Dominion Online / Re: Extension Suggestion
« on: August 25, 2013, 12:49:08 pm »
Or even more simple:
Be able to assign player order in casual games.

Ed

64
Dominion General Discussion / Re: WW's Power Rankings
« on: August 23, 2013, 08:42:32 pm »
The middle-of-the-road-ishness of guilds may be because it's so new still. There's a tendency to play it safe with unfamiliar cards so I expect some of them will drift more towards the higher or lower end as time goes on.

Or it could be that Donald has got better at creating cards so that there are less really weak or really overpowering ones?

Ed
(The again it wasn't that long ago we got Rebuild...)

65
General Discussion / Re: rrenaud is getting married!
« on: August 23, 2013, 08:32:20 pm »
Congrats man!

I'm plunging into marriage just 3 weeks behind you!

Ed

66
Dominion General Discussion / Re: Goko rating system is very frustrating
« on: August 21, 2013, 12:44:29 am »
All that said, there is WAY more fluctuation on goko.

On my personal results I fluctuate from rank 100 to 10 on any given day.
On iso I would fluctuate from level 30-10.

And that change from day to day would be maybe 1/10th of that range vs I can swing the entire distance on goko on a good/ bad day.

Ed

67
Dominion Articles / Re: Short Article on Advisor
« on: August 18, 2013, 05:23:25 pm »
It's even worse than that.

If you draw Advisor and Chaptl together on Turn 4, you may not want to play Advisor. It causes a reshuffle and will cause both the Advisor and Chaple to miss Turn 5 (and maybe 6).

It may be the right chocd to play the Advisor, but the fact it's not obviously better means that its one more case where the purchase sure isn't helping you.

Ed

68
Dominion Articles / Re: Short Article on Advisor
« on: August 16, 2013, 07:29:00 pm »
Good point. It is more Hunting Grounds than Smithy. Updated now!

69
Goko Dominion Online / Re: My First slow-roller
« on: August 16, 2013, 07:20:42 pm »
Yes, go in User Settings and there is a text field where you can add people to the blacklist.

Thanks.
This solves a lot of the problem that wasn't solved on iso.
If a play against someone who swears or is rude or slow-rolls or anything obnoxious, at least I know it won't happen again.

Appreciate it,

Ed

70
Dominion Articles / Short Article on Advisor
« on: August 16, 2013, 07:08:17 pm »
Advisor

The subject of bad advice memes the world over. Advisor is to Lab how Envoy is Hunting Grounds. But where Envoy gives you the best 4 of 5 cards (20% of your best cards), Advisor gives you only the best 2 of 3 (33% of your best cards gone). That difference is as important to how Advisor is played as the extra action is. Read on young grasshopper!


So is Advisor a good card?

Like most cards in Dominion (exceptions: Wharf, Cursers, Goons, etc.) "It depends."

In Advisor's case it depends more than most.

Because you are losing a third of your best cards, one of three things need to be true in order for Advisor to be viable:

(1) The difference between your best cards and your average/bad cards is low (i.e., you have trashed all your bad cards, so anything you draw is pretty good)
(2) Your ratio of good:bad cards is high (i.e., you don't have very many bad cards, or you have a LOT of average/good cards so you rarely get stuck with two bad cards in an Advisor draw)
(3) You have cards that don't care about quality - they just want quantity (i.e., Cellar, Warehouse, Vault, etc.)

Three specific notes worth mentioning:
(1) Cantrips are fantastic.
If your three cards drawn are Spy, Pearl Diver and Menagerie - then there isn't much your opponent can do to stop you from getting two average cards (rather than 2/3 of your worst cards). This also means that Advisors are synergistic: If you draw an Advisor with an Advisor, it makes for a tough call on which card for your opponent to discard (if your deck is well set-up for Advisors then they should likely discard the Advisor...)

(2) "Key" Cards are a bane
If you have a key power card, you can bet your bottom dollar it will be discarded when you play Advisor. The only way you will get it is if you draw it in your initial hand, or you get it with one of your other draw cards. So Advisor works better with cards you want to SPAM (Minion, cantrips as per above, Lab, Wharf, etc.) than cards you want one or two of (Cursers, Tactician (but see special case below), Militia, etc.)

(3) Drawing your deck
One special case to the needing a consistent deck is if you have enough horsepower to draw your whole deck. In this case you play the Advisors first to get as much as you can in your hand, and then finish it off with your other draw cards (you definitely need at least cantrips to make this work). Tactician can help a lot here. If Double Tactician is Kingdom friendly then starting with a ten card hand helps you draw everything a lot easier. Even if your other Tactician is being discarded - it doesn't matter if your other cards can pick it up later.

When to buy Advisor
Usually in the mid game after you've got a deck set up that supports it. At the start of the game you have a bad deck (Coppers and Estates) with a few good cards you have just bought. An early Advisor is a good way to have those key early cards discarded. Wait until you have a high density of valuable cards, or after you've trashed your deck down so the initial coppers and estates are pretty much gone.


The End Game
The other thing Advisor needs is a way to green fast. As soon as you start adding green to your deck Advisor turns into a way to get lots of green in your hand. You need a solution before you start heading down the Advisor path:

(1) A way to handle the green (Crossroads, Cellar, Warehouse, etc.)
(2) A way to avoid greening for a long time (Basically being able to end in one or two mega turns)


Concluding Thoughts
In the right situations Advisor is a Lab for $4 - which is pretty spectacular. You can pick it up with Workshop or Ironworks. Caravan is already a power $4 card and it is nowhere near as good as Lab in most cases. So when Advisor is, it can be bonkers.

In the wrong situation (slogs for example) Advisor is worse than useless. It actually can cause you to miss your best cards and get stuck with hands full of Estates and Curses.


Advisor works with:

Good Trashing
Cheap Cantrips
Spamable cards
Mega turns (including Tokens - see there was a reason Advisor was in the Guilds Expansion)
The ability to draw your entire deck


Advisor works poorly with:

Slogs
"Key Cards" that are significantly better than your average (including many attacks)
Cards you only want 1-2 of in your deck (Sea Hag for example)


Sample Games:
Just one for now: http://dom.retrobox.eu/?/20130816/log.516d0e09e4b082c74d7aacc1.1376692666755.txt

-=-=-=-
Comments welcome and will be included in edits.

Ed

71
Goko Dominion Online / My First slow-roller
« on: August 16, 2013, 02:00:33 pm »
Wow.
What a pain.

When it was obvious I was going to win he started to wait 4 minutes or so before playing his turn. Every turn.

There is a way to block people with the Extension, right? Not that Guest6628.0000 is likely to be around very long.
(He had a good rating too - I assume it was by slow-rolling a bunch of other people who just got tired of it and quit)

Ed

72
Lazy Witch, $2, Attack
Discard two cards. If you do, all other players gain a curse.

-=-=-
Junior Sab, $2, Attack
All other players reveal their top card. If it costs between $3 and $6, trash it. Player may gain a card at least $2 less.

-=-=-
Diplomat (Spy-on-the-side), $2, Attack
+1 action. All players (including you) reveal their top card of their deck. You choose whether it goes back on top of the deck or is discarded.

-=-=-
Gift-giving celebration, $2, Attack
Reveal a card from your hand, all players gain that card from the supply

-=-=-
Backfill Militia, $2, Attack
+$1, Other players draw 3 cards then discard down to 3 cards

-=-=-

They may not all work, but with some playing around they likely could.
I think the bigger issue is they are all derivative. There are higher value cards that do all of those things better.

Right now most of the $2 cards are pretty unique. They do very different things than the higher cost cards.
The exceptions tend to be the worst $2 cards: Secret Chamber, Duchess, etc.

Ed

73
Game Reports / Strategy Talk: Finding the un-obvious
« on: August 15, 2013, 03:54:24 pm »
Without giving too much away, consider this board:
Duchess, Fool's Gold, Pawn, Secret Chamber, Develop, Lookout, Rats, Scavenger, Cartographer, Counting House

How would you play it?

The straightforward play is "Fool's Gold with a +buy". Pawn is a weak +buy for FG, but not terrible. Not reason to to open Pawn+FG, try to win the split and then follow the standard FG strategy.

But there is something else in there that is a lot more complicated that may beat the straightforward play.

Can you see it?

I'll post the solution tomorrow or later today.

Ed

74
Dominion Articles / Re: KC-Scheme - But how?
« on: August 14, 2013, 02:19:00 pm »
One thought on "How":
You usually want to build your economy first to get KC as soon as possible. When you do, then start picking up Schemes and putting them on top until you draw one with a KC.

Then next goal is to get a second KC ASAP. The real power of this combo is not KC-Scheme, its KC-KC-Scheme-Sceme-KC-Draw-[more awesome cards]

Ed

75
Dominion General Discussion / Re: WW's Power Rankings
« on: August 14, 2013, 02:14:55 pm »
But the times [Stables is] drawn without treasure or with a silver (or a platinum!) is often enough that I would take Lab if they were both available almost every time
In my experience this is actually pretty uncommon, unless you've trashed a few of your starting Coppers.  So I think in general Lab is only better than Stables when you have strong trashing.

EDIT:
In Geronimoo's simulator, unoptimized YW beats Jack.

Thanks. I'm just really surprised by this... Jack or double Jack? I mean YW does very little for you; and I wouldn't think the Curses would slow down Jack much at all... I mean, Jack beats Witch, right?
YW does do something for you, it filters/cycles.  And you can open with it.  I don't know if Jack beats Witch off the top of my head, but if that's true it's probably because YW gets to Cursing that much faster.

I guess it depends on your definition of "strong" trashing.
If you kill 3/7 of your coppers and you've added 10 cards you are down to 4/17 coppers. Which means you will usually have a copper in your opening hand, but its definitely not a guarantee.

One more thought: throw in a discarded and Stables gets worse. Now you are trading your 3rd best card in your hand for a random card.

Ed

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