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Messages - Davio

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5676
Other Games / Re: What other games are as good as Dominion?
« on: August 01, 2011, 03:32:22 pm »
I like Puerto Rico a lot.



In this game, every player chooses his own course and while there can be some "evil" moments, it is mostly fair.

It is about building your own city and farms and producing, selling and shipping goods.
This is like Agricola, you have your own domain and decide how to build your own domain.

What I like best about this game is that every turn, every player does something, this keeps the action going and you're not just waiting for your turn.
I will not go into specifics much, but basically a complete turn goes like this: One player is the starting player (this rotates clockwise after each complete turn) and chooses a character. He gets a bonus from choosing that character and performs the action defined by that character. Every other player then performs the same action without the benefit. Then the next player chooses a character and everything is repeated. Once every player has chosen a character and gained the bonus and performed the actions, the starting player token rotates and you start again with the new starting player going first.
There is one character that doesn't have a bonus or action for the other players though.

You can get "lucky" because other players may choose sub-optimal or "unlucky" when another player chooses something that will only hurt you and not help him. If you are careful, you can prevent this from happening by investing in some buildings which protect you against these choices.

This game is very similar to Agricola in the fact that you are building on your own plate, but the mechanic of choosing actions is somewhat different and refreshing.

5677
Dominion General Discussion / Re: Tournement / Competition?
« on: August 01, 2011, 03:16:04 pm »
What do you do in the unlikely but possible event of a tie?
Sudden death! Maybe drawing virtual straws or something. Not ideal, but perhaps the best solution.
If it was a quick match: a rematch maybe?

We could also do a group stage with 4 players with 3 pts for win, 1 pt for draw and 0 pts for loss, just like in the Football (Soccer) World Cup.
End group ties are less likely and you could apply the same rules as in the World Cup: VP count and results between opponents.
This means that setups need to be fixed for every round, not just past the group stage.

If the number of players is not a power of 2, we could increase the number of players in some groups.
This shouldn't have too big of an effect on the results; the cream will always rise to the top.

I may be able to organize a tourney (if no one else is willing), but probably only for Sunday evening from 19:00 CET (1 PM EST).
I think a time like this accomodates both our American and European players best.

We also need to check who is willing to participate, let's make and quote a list with forum name (isotropic name)

1. Davio (Davio)

5678
Dominion General Discussion / Re: Tournement / Competition?
« on: August 01, 2011, 12:18:32 pm »
I think it's easier to run one tournament when every participant is online during the course of an evening / sunday afternoon, rather then spreading out over a couple of weeks and trying to comply with everyone's schedule.

If you just do a knockout tourney with 32 players on Isotropic, there are only 31 (32 if playing for 3rd/4th spot) games that need to be played.
There will be 5 rounds. With each lasting up to 30 mins (Saboteur, Goons, no trash) with some variation and some pee breaks, this can be done within 3 hours.

Alas, my schedule doesn't allow for 3 hours of tourney administration, so I will not be able to do this, although this may change.

5679
Good luck!

I am playing in a similar national tournament (Dutch championship) on September 4th this year.
The setup is somewhat the same, but the games are Base only the first 3 rounds with Intrigue for the Semi and Final.

I think I understand most of the strategies, but Workshopping Gardens still seems like slow death to me.

5680
Puzzles and Challenges / Re: Impossible score, version two
« on: August 01, 2011, 11:10:37 am »
I would like to add:

With Gardens, it's better for 1 player to have 120 cards and all Gardens (12 * 8 = 96 VP) and the other player to have 0 than 2 players with both 60 cards and 4 Gardens each (6 * 4 * 2 = 48 VP)

This is an example, but you get the drift.

5681
Puzzles and Challenges / Re: Impossible score, version two
« on: August 01, 2011, 11:04:06 am »
Double post yay.

I'm probably not going to calculate the exact solution, but this might help other people who do want to:

Are we allowed to buy VP chip cards (from the Black Market) and not use them for VP chips for the purpose of bumping up the value of Gardens and/or Vineyards? Or are they just banned altogether?

I assume the latter but it's better to know for sure than to calculate it all only to find out you've missed off stuff because you weren't sure.
Don't forget insane Fairgrounds VPs due to BM.

Even calculating Gardens could take multiple pages in my notebook.

If we do the Fairgrounds, Gardens and Vineyards hard mode, we must take into account that EVERY pile could be emptied due an ultimate mega-turn with a gazillion buys, money, etc...

5682
But even Saboteur can be a good card when you want to disrupt your opponent's Minion-chain.

Reducing an opponent from 5 to 4 Minions can have a devastating effect.

5683
Imho a Top 10 like that is pretty useless.
This may confuse readers and let them think they should always buy a certain card, just because it has a top 10 ranking.

I think it's more useful to talk about each card and mention scenario's for which they are pretty good and scenario's for which they suck.

Bridge is for instance not on that list, but can be a key card (although you may need helpers from other sets).
Conspirator is not on that list, but can work wonders with Minion.
Harem is considered one of the best $6 cards and not on that list. Harem + Scout is a nice combo.
Nobles is somewhat of a mediocre $6, but again with Scout it can be good.
I like buying Mining Villages and trashing them aggressively to use them as one-shot Golds (if I draw a Copper with them, I basically get +$3)

These are just some examples.

Again, such a ranking may only lull your readers into a false sense of security (I can't go wrong with THIS card!), instead of teaching them the deeper strategies.

Donald and Co have designed the cards with great care and tried to make sure each and every one had some use at some point.

5684
Game Reports / Re: Dear My Opponent: I am Sorry
« on: August 01, 2011, 09:25:53 am »
I have a fondness for decks with 3-4 Torturers in them...  I always feel a little bad for my opponents when I get them going (particularly if they're newer/lower-ranked and it may be the first time it's happening to them).  Sucks to be consistently hit with multiple Torturers every turn.
I often build Torturer-based draw decks and when my opponent's nag about them, I always tell them: "I need them for the draw!".

It's annoying after the Curses run out and they still have to pick if they want to discard; I guess this is only useful with:

  • Menagerie
  • Library / Watchtower
  • Trade Route (you don't want to trash and it's your 3rd card to play)
  • Trading Post for the same reason, but you want to trash just 1 card
  • Shanty Town

I probably forgot some...

Perhaps we need to adopt a term for resigning gracefully to counter rage quit.
Harakiri? Maybe some ranking penalties for rage quits and no penalty and a nice text for graceful defeats?

"You realize you can not beat your opponent. You decide to commit Harakiri and suffer an honourable death. Your family will be looked after for the rest of their lives."

5685
Simulation / Re: Dominion Simulator available for download!
« on: August 01, 2011, 08:54:24 am »

4)let experienced players who know JAVA program extra play rules for the cards (at least level10s probably but I doubt we can be picky here?)
Although this will probably lead to thousands of lines of ugly code and more bugs it's the most feasible option to improve the simulator in the near future. This will of course require me to make the code available to the public which I'm still pondering about... What platform would you suggest if I decide to do that (I have no experience with open source)

sourceforge.net and github are the most common.  Sourceforge is easier unless you are already familiar with git.
You choose who has access to change the code directly.  Normally other people will submit patches to one of the people with commit access.  That is how code quality is maintained, and tests.

As to license
if you don't care that someone changes the code and never gives you those changes even if they are selling it: Apache License or BSD
If you want the code to be distributed if someone distributes binaries: GPL
If you are worried that someone will turn you program into a web service and not release the code: AGPL 3.0
I would very much like to see this get some sort of Open Source status.
I am a computer programmer by trade and would very much like to contribute to this project.

Geronimoo, you can always review the changes yourself before you approve them.

We can start with card strategies for simple cards.
For instance Smithy: If you already have $8 (with 1 Buy) and there are 3 remaining Estates in your draw pile, play the Smithy.
If the next three cards are 2 Golds and 1 Silver, don't play it.

Something like that.

Obviously, correctly choosing one of Pawn's 6 options is not so easy.

5686
Puzzles and Challenges / Re: Hunt for it, it's mine!
« on: August 01, 2011, 07:35:25 am »
Maybe there is a turning point after which mining Silvers is better, but before which mining Coppers is better.

5687
Dominion Articles / Re: Combo: Salvager / Peddler
« on: August 01, 2011, 07:13:19 am »
Ah, I didn't think to look at the actual Peddler article.  :-[

I especially like the Salvager, because it has its own +Buy and thus only needs a simple Village to be succesful.
This makes it somewhat less dependent on the rest of the kingdom.

But of course, the other Cost-trashers work very well too!

The newer Remake is not mentioned in that older article, but can provide up to 2 Platinums.

5688
Game Reports / Re: Don't Fear the Pirate Ship
« on: August 01, 2011, 07:09:47 am »
Imagine a game with Fishing Village/Remodel/Market/Bridge/Throne Room/King's Court.  Using a Pirate ship will accelerate that deck so quickly...

A powered up Pirate Ship is often a very nice thing to have in a KC engine, though. I think the trick is timing - wasting time early on building it up while helping your opponent trash coppers is generally not so great. Ship gets quite a bit stronger in Chapel games (play it more, hit better stuff if your opponent isn't countering). I had a lot of success with it once in a University/City combo where I could pick them up later on, get ~3 in hand at once and just start bombing away in the late game.

In some Chapel games, players reduce their deck to basically a 5-card hand with 2 Golds, 1 Silver and 2 randoms (Labs or such).
They rely on their drawers to get the $ when they start to buy Provinces, but they only have $8 in total.

If you would be able to pick off one of those Golds, your opponent has to spend 2 turns to get back to $8 (he has $5 for a Silver which gets him to only $7).

It can be well worth it to sacrifice your PS to another attack (even when its value is already high) to stall your opponent 2 turns.

5689
Dominion Articles / Combo: Salvager / Peddler
« on: August 01, 2011, 06:46:57 am »
In Province games, Salvagers and Peddlers make quite a nifty combo.


(c) Copyright for these images belongs to Rio Grande Games obviously, but I linked to the scans on diehrstraits.com.

Mid game, you can use the +Buy from the Salvagers to buy an extra Peddler (with lowered cost).
In the end game, you can trash these Peddlers for free Provinces (you get +8$ for a trashed Peddler).

Salvager is well known for it's possibility to trash Provinces for other Provinces while you're ahead, rushing the pile down. It synergizes perfectly with Peddler for this same purpose.

This combo works best with:
- Cantrips (villages) to lower the cost of the Peddlers and to enable you to play multiple Salvagers if needed (be careful with Mining Village, because trashing it causes it to no longer be "in play")
- Province games (I wonder if a Province rush would work in Colony games)
- Smaller decks: If you're cursed and coppered to death by Mountebanks, it's obviously harder to draw your Salvagers and Peddlers together and to chain enough actions to lower the Peddler costs
- Possibly another +Buy card to get more Peddlers, like Wharf
- Worker's Village gets its own entry in this list, since it's a cantrip and gives a +Buy!!!

Most players will have figured this combination out for themselves, but I didn't see an actual topic about it (nor a blog entry on Dominionstrategy.com), so I made one for the beginners. :)


Message to Geronimoo: I fear that your simulator doesn't actually handle Salvagers well for this combo. I've seen it trash an Estate rather than a Peddler in the end game.

5690
Dominion General Discussion / Dominion Card Art Discussion
« on: August 01, 2011, 05:49:44 am »
Whilst playing Dominion, we don't always take the time to look at the graphics of all the cards, we are more concerned with the text.
Still, there are a lot of artists who did their best in creating the graphics on these cards. Some have done a lot of cards, some only one.

I decided to create a new topic instead of interfering with the Top 10 topic found here: http://forum.dominionstrategy.com/index.php?topic=403.0


I have compiled a list with artists and their creations (may revise it to make it more reader friendly, but it's a lot of work!)


    Alayna Lemmer: Harvest, Horn of Plenty
    Alejandro Gutierrez Franco: Lookout
    Alex Drummond: Familiar, Vault
    Alexander Jung: Ambassador, Swindler
    Brian Brinlee: Quarry
    Christof Tisch: Duke, Minion, Seahag, Workshop
    Claus Stephan: Coppersmith, Haven, Mine (as Claus Stefan), Mining Village, Outpost, Transmute, Village, Worker's Village
    Colin Throm: Hoard
    Dennis Lohausen: Explorer, King's Court, Saboteur
    Eric J Carter: Talisman
    Franz Vohwinkel: Black Market, Golem, Island, Masquerade, Native Village, Pawn, Pirate Ship, Torturer
    Garret DeChellis: Farming Village
    Harald Lieske: Bridge, Courtyard, Embargo, Fishing Village, Herbalist, Library, Throne Room, Trade Route
    Jacob Corn: Philosopher's Stone
    Jason Slavin: Royal Seal
    Jason Snair: Bank
    Jeff Himmelmann: Horse Traders, Jester
    Jessica Cox: Fairgrounds, Young Witch
    Joshua Balvin: Peddler
    Julien Delval: Great Hall, Laboratory, Monument, Thief, Vineyard, Warehouse
    Kieron O'Gorman: Mountebank, Possession
    Kim Feigenbaum: Mint
    Klemens Franz: Scrying Pool
    Kurt Miller: Hamlet, Hunting Party
    Lee Smith: Venture
    Lorraine Schleter: Followers
    Lynell Ingram: Princess
    Marcel-André Casasola-Merkle: Caravan, Festival, Grand Market, Lighthouse, Nobles, Secret Chamber, University
    Marco Morte: City
    Mark Poole: Remake, Trusty Steed
    Martin Hoffman: Apprentice, Bazaar, Cutpurse, Forge, Ironworks, Stash, Tactician, Trading Post
    Matthew Tames: Menagerie
    Matthias Catrein: Bureaucrat, Cellar, Chancellor, Chapel, Conspirator, Council Room, Counting House, Envoy, Feast, Gardens, Ghost Ship, Market, Militia, Moat, Moneylender, Potion, Remodel, Scout, Smithy, Steward, Treasure Map, Tribute, Upgrade, Witch, Woodcutter
    Maura Kalusky: Harem, Navigator, Pearl Diver, Shanty Town
    Michael Menzel: Spy
    Raven Mimura: Fortune Teller
    RC Torres: Contraband, Rabble, Salvager, Smugglers
    Rick Hershey: Watchtower
    Rom: Bishop
    Ryan Laukat: Adventurer, Apothecary, Bag of Gold, Diadem, Expand, Merchant Ship, Treasury, Wishing Well
    Simon Jannerland: Alchemist, Loan
    Simon Samuelsson: Wharf
    Taylor Bennett: Tournament
    Tu Peí-Shu: Goons


I like Franz Vohwinkel's work best: Golem, Torturer, Black Market and Pawn have an ominous look to them while the Seaside cards Island, Native Village and Pirate Ship make me daydream about my upcoming beach holiday in Portugal.

Maura Kalusky's work is just awful, with Harem being the ultimate ugly card. And have you looked at the face of the guy opening the door on Shanty Town?

A lot of Matthias Catrein's cards have a "washed" look to them which I don't like and some of his faces are really bad (Chancellor, Envoy), but I like Witch.

5691
Dominion General Discussion / Re: Pearl Diver
« on: August 01, 2011, 04:29:15 am »
I often find myself buying PD as a consolation prize, I think most people do.

I also buy it when I have overlay in my $$ and multiple buys, like $9 for KC-PD or Forge-PD.


PD is the worst of all the $2's, but it can be handy as an empty-able pile or when it's the bane card, for example.

5692
Dominion General Discussion / Re: Caption Competitions!
« on: July 31, 2011, 03:11:37 pm »
Mine: At least they could have given me a pickaxe.
Great Hall: I guess this was after the Goblin takeover.
Scout: Look at me pointing at my OWN footsteps.
Duke: My furniture maker is quite a handy taylor too.
Harem: Why did they have to draw us so ugly?
Pearl Diver: Hey look, a wallet!
Scrying Pool: I scry with my little eye...
Familiar: I wonder which people befriend this guy
Goons: Wait! I have the naughty list right here.
Envoy: Oops, I just pooped my pants a little.

5693
I assume this is a Province game, so you can't do something funky with Colonies or Platinums.

I am kind of stuck, so please look at what I'm up to and improve if you can.

The 3 action cards in your hand are Hunting Party, Adventurer and ???

You play Hunting Party, drawing a Silver and the rest of the cards in your draw deck are all Curses or Provinces, so you need to reshuffle and voilá, you pull out a Gold, since it's the only thing you don't already have in your hand.

You play Adventurer, drawing 2 more Golds.

This is where I'm stuck, you have $11 but one buy (1 remaining action).
So you need $5 with an extra buy.

You could play a Wharf and draw 2 Golds but this would require some shuffle luck.

Also, this partial solution requires you to play the cards in this order.



A working (but possibly invalid) solution is

Salvaging both the Province in your hand as well as a Peddler. This gets you $16 and 2 buys, enough to buy the last 2 Provinces.
However, you've destroyed a Province, so you only gained 6 VP.

The original problem definition didn't specify the amount of VP needed, so this could possibly work.

The problem specified som other trashers which weren't allowed, so maybe Salvager is neither.

5694
Puzzles and Challenges / Re: A drunken affair
« on: July 30, 2011, 07:15:51 am »
Well, since there are no constraints on which and how many cards you both have, we can just assume you have only bought that City and those 5 Provinces with 3 Silvers, drawing 2 Coppers with those 3 Silvers 5 times (lucky you!).

His starting hand is 5 Cities. From his previous turn, 2 Wharves and 1 Fishing Village are in play.
He gets 4 random cards from his Wharves.

With those 5 Cities in hand, he draws his 4 other Cities with 6 other cards, with those 4 Cities he draws 8 extra cards.
He plays Lab and draws 2 more.

This means he has still 20 cards in his hand.
Among them are 1 Bridge, 1 Woodcutter, 3 Pawns and 15 Treasures.

He plays a Bridge, a Woodcutter and 3 Pawns for +3 Buys / +3 $.

This nets him 8 buys total.

He needs 3 Provinces and 5 Duchies, with Bridge in play, they cost $7 and $4 respectively, so he needs $41 ($21 + $20).
Fishing Village, Woodcutter, Bridge and the Pawns provide a total of $7, $34 remains.

7 x Silver ($14) + 6 x Gold ($18) + 2 Copper ($2) (15 treasures in total) = exactly $34, enough to buy 3 Provinces and 5 Duchies.

He wins by 3 points.

He could also have drawn 3 Coppers with those 3 Pawns instead of playing them for $1, this doesn't matter much.

There are no trashers in the Kingdom, which means both players still have their original 7 Coppers + 3 Estates.
Considering this, ken0 could have bought 5 Gardens instead of 5 Duchies.

Ken0 has at least 9 Cities + 2 Wharves + 1 Lab + 3 Pawns + 1 Fishing Village + 3 Estates + 3 Provinces + 5 Gardens + 7 Silvers + 6 Golds + 9 Coppers (he bought some, thus > 1) = 49 cards, making each Garden worth 4. Having bought one more Copper, each Garden would be worth 5.

This means he could have won by 8 or 13 points. Either way Gardens are better than the Duchies, but the Duchies also work.

5695
What's the ruling on duration cards?

You could have 10 KC'd Wharfs and Merchant Ships in play...

5696
Would be fun to have a gazillion coins with 1 buy and still be needing to buy a Duchy because of the PPR. :)

Conversely, having a gazillion buys with 0 $.  ;D

I have to add to these puzzles that bonuses gained from Durations are actually considered "cards in play" even though they don't count towards "cards played this turn". The SeaSide rulebook discusses how to play them properly. Basically, you put Duration cards on the turn you play them above your other cards, so you won't clean them up in the same turn. Your next turn, you pull them down towards your general play area and they are in play once more.

5697
Puzzles and Challenges / Re: Cost This Card #1- Jack's Court
« on: July 29, 2011, 04:25:39 am »
I'd say it is somewhere between 5 and 6, maybe closer to 5 than 6.
Potion is sort of like a Silver and a half, so I'd price it at $3P.

I feel that this card may be a bit redundant with TR and KC out there, it's also a bit hard to price because it's a one-shot.
It may be superb when you draw it with Wharf and not so good when you draw it with Pawn. Then you have to decide whether you want to spend this card on a mediocre action or wait an entire shuffle for something better to draw with it.
Other one-shots like Feast, Embargo and Treasure Map have the same results every time you play them.

I'd give it a twist to remove the one-shot aspect, for example:

You may discard up to (2? 3? 4?) cards from your hand. If you have discarded any cards this way, you must choose an action card from your hand and play it as many times as the number of discarded cards or reveal a hand with no action cards.

This way, it still presents a choice to players, but they have to pay more for better effects, it also works as a voluntary discarder if someone wanted to play a Library.


You could also let the number of times you may play an action card depend on the number of empty piles, like City.
E.g.: You may choose an action card in your hand an play it twice. If there is one empty pile, you may choose another action card from your hand and play it; or if there are two empty piles, you may choose another action card from your hand and play it twice.


Keep in mind that both are just examples, but I'd be fun to provide some variable way to supercharge your cards, other than another fixed one-shotter, but that is just my opinion. I won't intrude on your idea further.  8)

5698
General Discussion / Re: Dominion intrudes on real life
« on: July 29, 2011, 02:18:17 am »
Creative Ironworks?

Would there be some Great Halls, Nobles or Harems nearby?

5699
General Discussion / Re: Dominion intrudes on real life
« on: July 28, 2011, 01:37:30 pm »
I watch a lot of American series and often enough some words are said which have a meaning in Dominion.

I am catching up on Chuck episodes and the word "Spy" drops like 10 times every show and every time I see the card in my head and mentally decide whether to discard or keep.

Oh, and Village was also quite common for the last episode, how can we hear or see Village and not think +2 Actions anymore?
Funnily enough, a third card name was used in that episode and it was Mint.

The episode was #14 from Season 4 for who'd like to know: Seduction Impossible.

5700
I see many beginners make the mistake of not buying enough Silvers and Golds.
They are mesmerized by all the funky Action Cards and would love to have at least one copy of everyone.

I try to teach new players that with $3 and $6, Silvers and Golds are pretty handy dandy and when they draw those Silvers and Golds, they usually understand why.

It all boils down to the very essence of the game: Trying to get to that magical $8 or $11 for those big daddy VP cards.

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