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Messages - ednever

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601
Dominion Isotropic / Re: Timing out
« on: April 26, 2012, 02:45:50 pm »
I like that a lot (timebank)

I think it deserves some thinking on the right answer. For example, giving players time at the start of the game is very fair (new players to read the cards, experienced players to plan a strategy).

And there is some time at the endgame when giving more time to calculate is very fair.

Maybe even options you could choose to play with (like veto /non veto mode). Speed chess is almost a different game than standard chess - but both have timers...

Ed

602
Dominion Isotropic / Timing out
« on: April 26, 2012, 12:57:38 pm »
Does anyone know what the 'timeout' time is on iso?

It sometimes feels like a long, long time.

I played an online version of carcassone a while back. On that site they had a 1 minute countdown per turn. After 1 minute the other players could choose whether to boot you or not (like on iso).

I understand given the coming official site that no changes are being made to iso, but man, it sometimes feels like you wait a long time when someone starts slow-rolling.

I'm not sure what the optimum time is (sometimes you need a long time for complicated turns), but right now it basically drives me away from playing new or low-ranked people because I'm afraid I'm going to get stuck in a 25 minute game...

I understand there likely isn't a solution, but I figured I would throw it out there.

Ed

603
I have a lot of sympathy for lemonade. The game should have been his. Just a lot of luck and tenacity to keep it alive.

(Fixed the title so it wasn't misleading)

Ed

604
This shows why you should never give up.

I was down 41-1 against lemonade (Level 45). He used a great Menagerie strategy using Develop's to get Menageries, fishing villages and young witches to form his hand, and black markets to get all his treasure out of his hand. He was drawing most of his deck and had 5 provinces in 17 turns. Another on turn 20 and 21 (with a duchy in between).

There was no alternate VP in the kingdom and only Monument for alternate VP.

The only reason I didn't resign was that I like to finish games to see how they log out.

The only thing I had going for me was drawing a Chapel early on from the Black Market. That let me build a tight deck where I could draw almost everything with alchemists. In theory I could build out a good engine, but there was no time. By the time I was ready there wasn't enough VP on the board to matter.

I did pick up a Fairgrounds early from the BM, so I thought I could at least get some points on the board by picking up a different BM card every turn. And I picked up a Monument so I could earn a VP/turn with that as well. Then a Bishop came out of the deck. I started using it to trash things for VP, but I had to be careful to keep my variety up for the Fairgrounds - and I didn't have enough cash to buy much each turn.

Then I pick up an Outpost so I can play my whole deck twice/turn.

Then I drew a Vineyards. I started going heavier on actions.

Turn 21:
lemonade buys the second last last province
ednever plays monument, bishop's a jester, buys a market and a menagerie; Plays Outpost: monument, bishop a chapel, duchy

Turn 22:
lemonade stalls and buys an estate; Outpost turn: buys a monument
ednever: Monument, bishop the duchy, buys shanty town, gold; Outpost: Bishop the gold, buys a Vineyard+Jester+Horsetraders

Turn 23:
lemondade buys an Estate
ednever: Monument, Bishop the Horsetraders, Buys a golem, horsetraders, fortune teller; Outpost (Still down by 8): Monument, Bishop the Fishing village, buys Province, Develop

Final score: 50-46
Fairgrounds: 8 points; Vineyards: 7 points; Province: 6 points; 29 VPs

I've never had a game remotely close to this.

I was completely outplayed, but by not giving up the pieces landed in the right place for a comeback. I still didn't think I was going to win on my last Outpost turn.

Here's the log:

http://dominion.isotropic.org/gamelog/201204/25/game-20120425-200956-83bb0f96.html


Ed

605
Goko Dominion Online / Re: Where's the official app?
« on: April 25, 2012, 06:04:28 pm »
"scope creep"

Its amazing how much faster one guy is doing it on his own time vs a project from a big company.

I would be shocked if it's out before gencon...

Ed

606
Tournaments and Events / Re: 1 Day Iso, Interest check
« on: April 25, 2012, 06:01:21 pm »
I'm west coast US so 6am is not ideal, but I'll still do it if it doesn't change.

If I get eliminated early I could just go back to bed...

607
Introductions / Re: Seattle
« on: April 25, 2012, 02:37:31 am »
Thanks for the tips. I actually went out to cafe mox to find some sort of container for all the expansions. Found a "sort of" solution there.

Its a very neat space, but when I looked around I didn't see any dominion players. Lots of magic (lots!), carcassone, that train game, and others. But No dominion.

I asked the girl at the front if they ever host tournaments. She said "no", but to email them and if there is enough interest they will. I did, but unsurprisingly haven't heard anything back.

If you ate ever going to be there, let me know and I'll try to swing bybifvim in town.

Ed

608
Funny you describe Loan as a bad card. It's in my top ten for chances of winning if it's in a kingdom (with a gain rate of ~50%). I like Loan a lot - even with other trashers available...

609
Game Reports / Using watchtower to trash Embassy-gifted silvers
« on: April 20, 2012, 11:10:22 pm »
This is the most interesting game I've played in a long long time.

http://dominion.isotropic.org/gamelog/201204/20/game-20120420-195331-64e9c33d.html

nsnyder opened Embassy/nothing on a Colony board and was picking up Platinums by turn 5 and Colonies by turn 8. I started building a very sketchy engine that seemed promising on paper, but in practice took was to long to build.

Basic principle was:
Use Black Market to find the two villages (Border Village, Bazaar)
Use Upgrade to kill coppers
Pick up Goons to slow nsnyder down
Pick up Labs to fly through the deck
Pick up Grand Markets to move through the deck and get extra buys
Use Watchtowers to get my engine components dropped on my deck - and to trash coppers bought with goons

The deck only works if it all comes together: Find the Villages, have enough money to buy them when i find them, get them in the same hand as Multiple goons, have a Watchtower in hand as well, then buy a bunch of stuff and either top-deck or trash it.

In practice it looks like I was dead by turn 10. I think at one point I was down 60-something to around ~10 with two colonies left.

But it eventually all came together. On my second last turn I managed to get ahead 72-71 (to both of our surprise). nsnyder could only pull off a province on his turn and I managed to finish in on mine, played 10 labs, 8 grand markets, a border village, a bazaar and 3 goons. Buying the last colony, a couple of provinces, a duchy and a ton of copper.

Final score 132-79

Moral of the story is stick with your plan and don't give up. I would have bet against me on the start of turn 21, and it ended on turn 22...


Thanks to nsnyder for being a good sport and letting me finish my last big turn.

Ed

Editor's note: No actual edits made, I am just a forum admin noob

610
The thread on a Kingdom design program got me re-thinking of an idea I had a while back for kingdom design.

The ideas going on in the other thread seem to create very artificial kingdoms. They do things like guarantee reactions with attacks or make sure there is a single +buy. But there is something interesting about playing a game with no village; or a game with no +buy; or a game with no defense to attacks. All involve different ways of thinking - and are part of what makes Dominion interesting every time you play.

That said, there is something to playing with cards that provide synergy or anti-synergy to each other. It's exciting when you play a game where Pirate Ship or Develop or Scout was directly responsible for your win. It's also exciting when you manage to line up three or more cards and pull off a fun combo.

One way to do it is have people hand design kingdoms (like the sample kingdoms in the rule books, or the ones designed in the Kingdom Challenge). I have an idea to do it automatically.

The idea is to use the Supply Based Stats in Council Room.

If you choose a card and then select "true" for interactions you can get a list of how that card interacts with every other card in Dominion. If you sort by Change in Quality you get a good proxy for which cards combo best with it. If you reverse that sort order you get a list of cards that are the best 'counters' to your selected card.

My idea is to use these stats to design cool kingdoms. I've tried a few different ways, but here is a simple one:

Pick two cards at random (call them your ALPHA cards). For Alpha card randomly select 2 cards in the top ten "improve quality". Then select two cards in the top ten "lower quality".

Here's an example Kingdom I just created randomly:
Two Alpha cards: Black Market, Mountebank

Two Black Market Quality Enhancers: Fairgrounds, Walled Village
Two Black Market Quality Destroyers: Militia, Tournament
Two Mountebank enhancers: Festival, Highway
Two Mountebank destroyers: Gardens, University

So you are left with:
$2P: University
$3- Black Market
$4- Tournament, Militia, Walled Village, Gardens
$5- Mountebank, Highway, Festival
$6- Fairgrounds

Looks to me like a really interesting board with a lot of different possibilities:
1- Use Black Market and University to pick up a bunch of cards and win with Fairgrounds
2- Use Festival and Highway to get a bunch of cards and win with Gardens
3- Go for a Tournament rush to province. Slow the other guy down with attacks (Militia, Mountebank)
4- University to Festival+Highways for a mega-turn
Plus who knows what will be in the Black Market...


The 2 alphas + 2 synergies + two anti-synergies seems to work well. Another option I looked at that is also fun is 1 alpha and then chain it:

Alpha
Synergy Card 1, Anti-Synergy Card 1
Synergy for Synergy Card 1 + Anti-Synergy for Synergy Card 1
Synergy for Anti-Synergy Card 1 + Anti-Synergy for Anti-Synergy Card 1
...and so on

The key is using Council Room to find the cards that work best and worst together and then throwing them in the same Kingdom. Almost by definition it creates multiple potential ways to win (and potential counters for each way)

I would love the communities thoughts.

Also: If anyone has the programming skill to pull the CR APIs, it would be pretty cool to do it automatically instead of manually (i.e., Press a button and it randomly selects two Alphas and then randomly pulls the synergy/Anti synergy cards to build you a complete kingdom automatically - you would then have to guess/use your own skill to figure out how each card ended up in the kingdom...)

Ed

611
Game Reports / Six Possession Turn
« on: April 19, 2012, 01:14:02 pm »
Maybe I should put this in the "I'm sorry Mr. opponent" thread.

Using Scrying Pools with a Mint and a Smuggler (to pick up Cities) I was quickly able to draw my entire hand. Pawns let me get extra buys which kept it going.

It exploded on turn 15 when I played 6 Possessions.

His deck was strong enough to consistently buy provinces - so I picked up 5 of them over the 6 turns.

I felt bad. His 5/2 opening hurt in getting the chain set up (I don't think he ever managed to buy a possession let alone play one).

http://dominion.isotropic.org/gamelog/201204/19/game-20120419-100721-0a5c38cc.html


Ed

612
Introductions / Seattle
« on: April 18, 2012, 05:18:31 pm »
Thought I would try a subject different than a salutation.

Based in Seattle. Mid-30s. Former consultant. I now Run a few different online-type businesses (theory- if you ever want help monetizing this site let me know...). Other hobbies include endurance sports (marathons and ironman), and performing stand up comedy.

Discovered dominion when my brother introduced the family last Christmas afternoon. Loved it from the beginning.

Discovered isotropic in early March and the dominion strategy blog soon after. My learning curve for that past 6 weeks has been incredible. The iso tournament has also been great. Focusing on a single expandion every week is really helping me improve (level 26-> 31 pver the last 3-4 weeks). I really appreciate what you guys have built here.

Ed


613
Game Reports / Re: Governor + Possession makes for fast games...
« on: April 18, 2012, 10:58:32 am »
I think you might be in trouble ignoring governor and trying to do possession on its own. Governor itself is very fast. Unless there is an equally fast way to get a possession set up (maybe wharf?) the governor player may be too far ahead by the time you get a possession and a chance to play it.

I think if I was playing a governor game and someone picked up possession I would prematurely start turning my golds into provinces. And I'm pretty sure I would have a possession before he did (without governors) that I could just start using the cards from governor and playing possession every turn. (granted he could still possess me and turn my possession into a province, but I think the odds are against him on most boards)

Ed

614
GokoDom / Re: Kirian's Bracket, Week 4
« on: April 17, 2012, 11:41:56 pm »
Titandrake wins 4 games (8 points), ednever wins 3 games (6 points)

Titandrake, 35; ednever, 29
http://dominion.isotropic.org/gamelog/201204/17/game-20120417-182006-2238a1ff.html

I tried an apothecary deck (with Coppersmith and Warehouse) that started strong but ended weak. Purchased Border Villages which was a mistake (should have just got Duchies - the BV stopped my ap. from working as effectively as they could). Three Golds for Titandrake has him breaking PPR and then flying past for the win.


ednever, 33; Titandrake, 18
http://dominion.isotropic.org/gamelog/201204/17/game-20120417-183601-df9088b4.html

I opened 5/2 with Familiar and then didn't draw my Potion until turn 5. Still managed to keep curses to a 6/4 split. Then my Herbalist opening + Philosopher's Stone (my first purchase ever) gives me three turns with a +5 Stone to end the game with a win. Don't know where that came from.


Titandrake, 58; ednever, 46
http://dominion.isotropic.org/gamelog/201204/17/game-20120417-185530-d4c2ee73.html

I tried something a little crazy here. It almost worked. Tried a Gardens/Develop/University deck. I got ahead and it was looking good, but Titandrake did not contest and played hard BM (8 Silvers, 5 Golds) to pick up all the Provinces in 25 turns. I should have waited to start picking up Gardens so I could have used my Develops on my $4 purchases. Instead I killed my Potion after only one University. I would love to find a way to make this combo work someday... But not today...


ednever, 34; Titandrake, 42
http://dominion.isotropic.org/gamelog/201204/17/game-20120417-193442-6fa84fa3.html
Alchemists/Peddlers/Possessions. I got ahead on the Peddlers. Titandrake got ahead on the Possessions. He picked up a Remodel to turn those Peddlers into Provinces and I followed - which was my undoing. He Possessed me and Remodeled cards into three Provinces. Which is 3 more than I managed to use my own Remodel...


ednever, 23; Titandrake, 20
http://dominion.isotropic.org/gamelog/201204/17/game-20120417-194605-68035578.html
Familiar board again, but the Lighthouse keeps her at bay. Instead the game is decided by Fishing Village+Rabble, with a couple of Apprentices to kill and replace Provinces to end the game before Titandrake can get his engine going. I think TD over-invested in Lighthouses (so much that I Apprenticed my Familiar) and would have been better served with Fishing Villages which made my Rabble chains draw my entire deck more than once.


Titandrake, 49; ednever, 31
http://dominion.isotropic.org/gamelog/201204/17/game-20120417-200045-9c131e09.html
Hoard+Apprentice. Only the key buy turns out to be Herbalist who's +1 buy lets TD pick up huge Golds for her Apprentice. I should have seen that coming, but by the time I did I was drawing $13 and picking up Estates and Potions (for Vineyards) in a lame attempt to catch up.


ednever, 45; Titandrake, 18
http://dominion.isotropic.org/gamelog/201204/17/game-20120417-201525-412bd6d2.html
Crazy board to look at, but the strategy ended up being simple. Ambassador away coppers and use Alchemists to draw the rest of the deck (with a Golem or two thrown in). Use three silvers to pick up a Grand Market, then proceed to buy more and more of them and play them all every turn. Then explode. I think TD was trying something with Forge, but it never got off the ground.


A really fun set of games. First Player won all the games except TD's Possession/Remodel masterpiece.

It definitely felt like Alchemy. Different cards were important in each game, but there was always an alchemy card that was very important to the outcome. My only disappointment was that Vineyards only came up once - and it was on a board where it would never work.

Looking forward to the next round!

Ed

615
Simulation / Lookout+Jack
« on: April 17, 2012, 06:45:34 pm »
I've been trying to find a strategy that has Jack in it that beats double Jack.

One idea I had was something like Lookout (to kill coppers) + Festival (disappearing money).

It likely won't work (Jack+Festival doesn't), but I figured it was worth a try. Unfortunately the simulation has Lookout kill Estates instead of Coppers.

I've never tried to change the rules on how a card operates. Is there a primer somewhere to help with that? I imagine, as far as changes go,  this would be a very easy change to make.

Ed

616
Game Reports / Re: Governor + Possession makes for fast games...
« on: April 16, 2012, 11:39:17 pm »
Axxlle- that's right exactly, IF you think he will be able to possess you.

If he doesn't (or he sees that you just killed the governors in your hand and chooses not to) then your turn will be shot and he can do it to you the next turn- which, given the speed of these games will likely be the last turn.

A bigger issue here is trying to estimate how many provinces to leave/take since it's possible to get 4+ on a turn (or more) depending on how many holds have been created.

Ed

617
Game Reports / Re: Governor + Possession makes for fast games...
« on: April 16, 2012, 08:19:46 pm »
Exactly - which is why the games won't last long if you both have a number of Governors and a single Possession (each). If I use his Governors to draw cards - and then he plays those Governors again to draw even more cards - and THEN possesses me, I effectively have +2 cards per Governor.

Second point is: If your Governor density of your deck is high enough, you want to use the G's for +3 cards as soon as you have a Possession. But it's a bit of a gamble. If you use take +6 cards, but miss the Possession your opponent is going to steamroll you.

Point is, it's a huge first player advantage and the game is going to be over quick.

(This game was likely accelerated by the University - which meant we both picked up a Potion early and used it to pick up Governors (I think his biggest mistake was picking up an apprentice instead of another Governor on one of his buys)

Ed

618
Game Reports / Governor + Possession makes for fast games...
« on: April 16, 2012, 05:11:42 pm »
It's well known that you don't want to play Militia + Possession. And It's well known that Governor + Militia is pretty great. But I've never seen Governor + Possession... Makes for a fast game - especially with a mirror match.

ednever plays a Governor.
... getting +1 action.
... drawing 3 cards.
... jksmooth draws 1 card.
ednever plays a Governor.
... getting +1 action.
... drawing 3 cards.
... jksmooth draws 1 card.
ednever plays a Governor.
... getting +1 action.
... drawing 3 cards.
... jksmooth draws 1 card.
ednever plays a Governor.
... getting +1 action.
... (ednever reshuffles.)
... drawing 3 cards.
... jksmooth draws 1 card.
ednever plays a Possession.

http://dominion.isotropic.org/gamelog/201204/16/game-20120416-140718-6c3e4888.html

619
GokoDom / Re: IsoDom: Challenge Rules
« on: April 12, 2012, 04:29:16 pm »
One way to think about it is the % of matches that will include a given card (since many of the cards in alchemy are so "game defining" - especially when there is more than one reason to open potion.

With 3 cards: 25% of matches will have a familiar
With 4 cards: 33%...
6 cards: 50%

Odds of any particular 2-card combo appearing:
W 3 cards: ~4%
W 4 cards: ~8%
W 6 cards: ~16%

6 seems like you play the same game every time. 3 seems reasonable. 4 could work too.

Ed


620
Dominion Articles / Re: COMBO: Vineyards / Develop
« on: April 12, 2012, 12:45:27 pm »
You guys could be right on picking up Develop early, but I'm not convinced. There is a lot of value in Developing $4 and $5 cards - and a silver (or a +$2 Action) helps you get that Develop-fodder sooner rather than later.

Imagine the two route:

Route 1:
Develop Estate to Village
Develop Village to Monument+Hamlet
Develop Monument to Wharf+Village

Route 2:
Buy Wharf
Buy Develop
Develop Wharf to Nobles+Monument


I'd love to be able to definitively answer the question, but I'm not sure how. I doubt a simulator could play the strategy properly - there are just too many decision points.

I tried playing a solitaire game, but even that was tough - I imagine the other cards in the Kingdom would make a big difference, and you would have play many many games given the amount of randomness that happens through an entire game with this strategy (and the games are long too).

Any thoughts on how to answer the question, "Should you open Silver or Develop?"

Ed

621
Dominion Articles / Re: COMBO: Vineyards / Develop
« on: April 11, 2012, 06:22:53 pm »
Voltgloss:
Great point on the "Cantrips you don't mind stocking up on". I added it to the original article.

I think Upgrade actually works particularly well with this combo as it can both kill your coppers, and convert up your other cards so that they can be re-Developed (Militia->Upgrade+Develop, Upgrade Develop to Militia and do it again...)

622
Dominion Articles / Re: COMBO: Vineyards / Develop
« on: April 11, 2012, 06:11:16 pm »
HiveMindEmulator:
See this string for a discussion on Develop http://forum.dominionstrategy.com/index.php?topic=1664.0

Develop is not a very good initial buy for trashing. At the best it trashes a single copper per turn or changes a single Estate into a Silver (and puts it on the deck). You are almost always better off buying a Silver in your opening. Some example first shuffle hands (where x is the develop or the silver, 't' is the $4 terminal from your other purchase (say Militia), and c/e are estate/copper). The simple result of the X being a develop vs it being a silver:

Xcccc - Trash a copper buy a silver, vs. buy a gold; Winner- Silver
Xccce - Estate to a Silver, buy a Silver, vs. Buy a $5; Winner- Silver
Xccee - Estate to a Silver buy a $2, vs. Buy a $4; Winner- Unclear. Depends of $4 and $2 cards
Xceee - Estate to a Silver, vs. Buy a Silver; Winner- Develop
Xtccc - Terminal to a Silver+$5+$3, vs. Attack+Gold; Winner- Likely Develop ($3+$4+$5 vs. $4+$6+Attack)
Xtcce - Terminal to Silver+$5+$2, vs. Attack+Gold; Winner- Likely Develop on a good $2 board ($2+$4+$5 vs. $4+$6+Attack)
Xtcee - Terminal to Silver+$5, vs. Attack + $5; Winner- Likely Silver ($3+$5 vs $4+$5+Attack)
Xteee - Terminal to Silver+$5, vs. Attack + $4; Winner- Depends on the kingdom ($3+$5 vs. $4+$4+Attack)

Someone can calculate the probability of those openings but eye-balling it it looks like Silver wins most of the time unless there is a collision and the $4 cards are not very good (ie. The only $4 is Scout). But if the only $4 is Scout then I'm not sure a Develop strategy is good to begin with.

-=-=-=-
Jotheonah:
Yes. +buy cards are great for Vineyards (although not as necessary with you have this combo with Develop). I will edit the original posts to include links to the stand-alone Vineyards and Develop articles.
Here is the Vineyards one: http://forum.dominionstrategy.com/index.php?topic=310.0

Where +buy comes in very handy with the combo is the ability to (1) Pick up Develops later in the game, and (2) Buy Vineyards and and Actions in the endgame.


Ed

623
Dominion Articles / COMBO: Vineyards / Develop
« on: April 11, 2012, 03:09:44 pm »
This is my first article. Comments and criticisms very much appreciated.
-=-=-=-=-

Develop is a very under-powered card, but it works like magic with Vineyards and the right set of Kingdom cards.

First, Develop can be used to multiply your actions. Turn an action into 2 actions - worth an extra 1/3rd of a VP per Vineyard you end up with.

Second, and more importantly, Develop solves one of the biggest challenges with Vineyards - when to green. You want to be buying lots of actions, but unless you create a deck that draws itself every turn or you buy more than one Potion you have to cycle your deck once for every Vineyard you buy. If you wait to buy that Potion (if there aren't any other Potion cards in the Kingdom) it takes even longer. You might get Vineyards up to 10 VP/card, but you can't buy them fast enough to compete with a treasure heavy deck that just buys Provinces.

Develop solves this problem, by converting your $3 and $5 actions into Potions (and a second action) and - this is key - dropping them on top of your deck. A few develops and you should be able to buy one or more Vineyards a turn going into the end game. If Border Village is in play it's even better - convert a $5 into a Potion and a Border Village, re-pick up the original Action. Next turn: Buy a Vineyard - that is now worth 1/3rd of a VP more with your extra action.

The usual caveats for Develop apply:
1- Don't buy the card on the opening, and only use it on higher value cards (it's not for killing curses and transforming Estates)
2- You obviously need Action cards at all the main price points (even better if there are $6 and $7 as well)
3- Best is when there are combos $2 apart that you can drop ready made on top of your deck (Smithy/Hamlet, Border Village/Smithy, Wharf/Village, Torturer/Fishing Village, Kings Court/Wharf, etc.)

Develop in general is not a very good card, but when you can see the Kingdoms when it works you can have a lot of fun and your opponent won't even see it coming. If you do it right you won't have to buy a Potion until late in the game so your opponent may not even realize you are going for Vineyards. It's entirely likely he chokes on Provinces when he discovers too late you won't be buying any.

Works especially well with:
- Good action cards at all price points
- Cantrips/Villages you don't mind stocking up on
- Cards only good in the early game (i.e., Sea Hag, Moneylender)
- Good copper trashers
- +Buys (to pick up extra actions for Vineyard and for buying Vineyard + an Action in the end game)

Has issues with :
- vs. Strategies that don't choke on Provinces (Goons, Bishop, Alchemist, etc.)


This Kingdom was not ideal for the combo, but it still allowed for a come from behind victory:
http://councilroom.com/game?game_id=game-20120405-105631-f84f5294.html

For more about the two cards stand-alone:
Vineyard: http://forum.dominionstrategy.com/index.php?topic=310.0
Develop: http://forum.dominionstrategy.com/index.php?topic=1664.0

Ed

624
Dominion Articles / Re: Is develop REALLY that awful?
« on: April 11, 2012, 02:48:35 pm »
Another fun Develop game. It may not have been played perfectly and DEvelop may not have been the dominate strategy, but it was pretty fun to use:

http://dominion.isotropic.org/gamelog/201204/11/game-20120411-114105-ec085d6f.html

$7 Forge
$6 Gold
$5 Highway/Montbanke
$4 Salvager

One of the issues with Salvager is you often run out of stuff to Salvage. With Develop stuff keeps multiplying.

Bought a bunch of Salvagers (as did my opponent). Develop a $5 into a Gold and Salvager that you can Salvage the next turn. Or Develop Golds into Forge/Montebanks - Forge the Montebank next turn into a Province with a Silver. Or Develop a Forge into a Province and a Gold. If you end up with a Salvager in your hand that turn you can Salvage the Province and start running down the pile.

I'm beginning to like the card more and more on the right boards.

Ed

625
GokoDom / Re: Kirian's Bracket, Week 3 -- Vacation Edition
« on: April 10, 2012, 11:42:51 pm »
Has it been decided if we play with 6 cards from Alchemy?

FWIW my vote is to use less than that six. I've played a few IRL games with Alchemy and games start to look pretty similar with 60% of the sets cards used every time. My vote would be for four or even three.

Ed

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