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Goko Dominion Online / Re: goko rankings in multiplayer
« on: September 03, 2013, 10:43:44 pm »
Trying it right now...
QuoteIf 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.
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.
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.
Yes, go in User Settings and there is a text field where you can add people to the blacklist.
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 timeIn 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: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.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?
AI (ragingduckd) and ednever tie 3-3
Game 1 (AI)
Game 2 (ednever)
Game 3 (AI)
Game 4 (AI)
Game 5 (ednever)
Game 6 (ednever)
Detailed game descriptions in the discussion thread.
No, you've won:Quote4. A player wins the match if after 3 or 4 games, s/he has 3 game points; or after 5 or 6 games s/he has 3.5 game points. A 3-3 tie on game points is a tie for the match.
Oh... whoops! Well that's awesome if so. I think Kirian had better make the call.
AI (ragingduckd) and ednever tie 3-3
Game 1 (AI)
Game 2 (ednever)
Game 3 (AI)
Game 4 (AI)
Game 5 (ednever)
Game 6 (ednever)
Games 1, 2, and 5 were runaways, where early decisions and early draws decided the game rather quickly, though we both hung on for quite a while when we were losing. Games 3, 4, and 6 were hard-fought battles that came down to the last turn and just a few VP.
Game 1 was a very Apothecary-friendly board, with Cellar, Herbalist, Stonemason, Upgrade, and Nobles. The first few turns were a dead mirror, and I'm embarrassed to admit that I completely forgot that $4+P could buy two Apothecaries via Stonemason. Luckily, my first-player-advantage ended up winning me the Apothecary split anyway, after which I don't think there was much ednever could have done to recover. He mentioned in chat that he had made some early mistakes that probably cost him the game, but I don't actually know what they were.
Game 2 was another engine board, a Colony game with Hamlet, Warehouse, Jack, Golem, Cartographer, and Festival. I bought a questionable second Jack and ednever had a big lead by T8 with an Altar and a Golem against my pile of Hamlets. I panicked and bought a Bank on T11 to pick up a couple of Colonies, fearing that he'd 3-pile me otherwise, but ednever calmly and correctly continued building up his engine and he ended up winning huge.Felt great on this one as soon as Andrew picked up the second Jack. First Jack is great to convert Estates into Silvers, and give you some draw (nice with Warehouse and Hamlet and Festival), but you don't want that many Silvers here that it's worth getting two. Bank is questionable as well as you don't have the draw to get many silvers out. In fact Andrew played two banks as his only two treasures one turn. Ouch.
Wow. I messed this one up bad. I had first player advantage, but Andrew started 5/2. That's usually enough on a Rebuild board without a lot of other options. I was still holding it together when I messed up and named Estate instead of Province at one point. I trashed a Province for a Province and the game was Andrew's. I ended the game just to end it. There were 2 Estates and a Province left and I was down by 8 with 1st Player position. Nothing I could do.
Game 3 featured Rebuild, Crossroads, Warehouse, Peddler, and six other cards that could be pretty safely ignored. Lots of shuffle luck here, and I ended up with a VP lead and three Rebuilds to ednever's one. In the end, ednever was far enough behind that needed to actually buy the last Province for the win, but we had accidentally played without the VP counter and I think he miscounted the score. He ended up rebuilding into the last Province and falling 1 VP short.
Thought I had this one. I lost the Governor split, but had the right draws. I mega-turned for 3 Provinces. Then he go nothing. Then I pulled off another 2 Provinces. I figured I had it.
Game 4 was all about Governor, Hermit, and Horse Traders, at least the way we played it. Although the board also had Swindler, Monument, and Jester, the 12-turn game just wasn't long enough for any of them to pay off, in spite of the presence of Fairgrounds. I won the Governor split 6-4 and ednever responded by rushing Provinces, picking up five of them before my mega-turn was ready. Double-Madman and Fairgrounds saved me and I just managed to eke out a 2 VP win.
I think FG's was a mistake here. FG is only good if you get a bunch of them and play money (with draw and +buy). Here you need to (1) Hurt the other guy with Cultists, (2) Get an early KC, (3) Get a Scheme (4) Connect the Scheme with the KC, (5) Get more KG and Schemes and build an unstoppable engine; Catacombs was also great here for the draw to get your entire deck in hand every turn. The only wild card here was Possession. You could build a serious Possession engine that could play the card many times per turn (two possessions and some KC give you 6 plays of the other guy's deck). It also messes with the other guy's KC-Scheme machine. The issue is that by the time you set up an engine that can do that, you can drive 2 or more provinces a turn. It was my back-up against a Big-Money style play where I was too far behind when I got everything set up. Andrew went for the Potion which worried me, but I was able to end it before he could even buy his first possession.
Game 5 was painful. We both picked up 5/2 on a board with King's Court, Cultist, Scheme, Fool's Gold, and several strong engine support cards. The board clearly called for Cultist into KC engine, but I opened up Cultist/FS while ednever opened Cultist/-. Shuffle luck resulted in my winning the Ruins split 4-6, but Scheme made that pretty irrelevant after I didn't connect my two FG's and ednever picked up a T6 King's Court. From there on it was a pretty much a slaughter. I can't really complain, as I certainly deserved to be punished for playing a schizophrenic and high-variance FG-into-KC-engine strategy as the first player.
Best game of the bunch. Very close. I made another mistake on this one misclicking with the Count (Have I mentioned how much I dislike the unforgiving Goko Interface!?!? I didn't even mention the Cartographer I trashed with my Jack in game 2!) and picking up an Estate instead of +$3. That turn I had to settle on two Duchies instead of a Province. I was kicking myself for it the entire game. Thankfully it came together in the end. Just in time.
Game 6 was clearly a BM-something setup, but with Fortune Teller, Caravan, Jack, and Count, it wasn't immediately clear what the "something" was. My 5/2 split made my decision for me and I opened Count/- while ednever opened Caravan/Fortune Teller and picked up a Count on the second shuffle. Neither of us bothered with Jack. I took an early lead on Provinces but I never got around to buying Caravans, and ednever closed the VP gap. We both picked up a bunch of Duchies with Count and soon it was a matter of VP math. On T14, I took two Duchies instead of a Province to force ednever to pick up 2 of the 3 remaining Provinces. After he bought one of them I faced a similar decision on T20, and I bought an Estate to force him to get both of the 2 remaining Provinces to win. Tragically, he did so, while my pile of green kept me from getting to $8 again until T21, when I drew a beautiful $5 + Count with an 8-VP lead only to watch ednever play exactly $8 for the last Province and an 11 VP win.
I missed GokoDom I, so this was my first-ever tournament matchup. It was a very good and enjoyable series, with ednever performing far above his supposed Level 40 Isotropish/6000 Goko rating. I'm glad I didn't have to play a Game 7!
When I was looking for a new game this is a game i came very close to buying.
I haven't played it so I can't give much feedback on how to turn it competitive.
[if you did a pbf, i'd be so in, just sayin]
Hey, if you're looking for something more competitively-focused...
https://greaterthangames.com/blog/2013/08/a-most-august-announcement
Full Disclosure: I'm one of the designers of this game. And I'm so excited omg