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Messages - Galzria

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I need to get my attempts in. I had thought, "Wow, this'll be easy, I'll just use Ironworks!" at first... Then remembered IW is Intrigue.  8) Then I thought, "This'll be next to impossible with no WS or IW!"..... Then I ran some very successful setups on my phone, and realized hire intriguing this is. Easy to beat, yes. But how to score the most points? When to make the dreaded switch. I need to go read up on my Goon's articles.

Mafia Game Threads / Re: Mafia II: Of Goons and Woodcutters (Day 1)
« on: May 15, 2012, 11:24:32 am »
Wow. I go and try to get a *little* sleep after such a disturbing event here, and look what I've missed. I'll try my best to respond in order, but I post from a phone at the moment, which handles text fields poorly:

Last time I call anybody nice!  :P I'm as new as many others, and have watched how quickly Mafia I has spiraled into accusatory madness.

The Mafia, as pointed out, want as many kills as they can get early, and as quickly as possible. The more confusion, suspicion, and accusations that float around the more they live in safety. So yes, I was trying to harbor feelings of "niceness".  Remember, a point-and-lynch system helps the Mafia 7/9 of the time. Given our position of power in numbers over them, I suggest we use it. Make them seem desperate to stir suspicion.

With that, I agree that nolynch is BAD. Nothing like twiddling your thumbs waiting to be killed. Maybe there's some strategy to it... But I can't see it.

Brief history of me: I went to school for Mathematics, before changing to Political Science, Journalism, then Television and Film. As I've already made a fool of myself in a much earlier thread re: Mathematics, you can get an idea for just how long it's been... (and why I changed...? ;P). I love sports (baseball mainly), and regularly compete in triathlons. I should just write up a mini bio in the intros board...

With that, Vote Voltglass because he is acting quite like I expect Mafia to, stirring everything up from everybody. I'm not saying that more information is bad (quite contrary), but let the Mafia make the mistakes. We own majority. We've got time.

Rules Questions / Re: Peddler + Farmland
« on: May 14, 2012, 09:56:16 pm »
Yay! <3 Provinces!

Haha, I always get confused with Peddlar, despite the clarity of the rules.

Mafia Game Threads / Re: Mafia II: Of Goons and Woodcutters (Day 1)
« on: May 14, 2012, 09:53:39 pm »
Now, (since I can't edit this into my last post...), where is the rest of town? Let's hear some more chatter.

Mafia Game Threads / Re: Mafia II: Of Goons and Woodcutters (Day 1)
« on: May 14, 2012, 09:51:17 pm »
Ah, but which is more suspicious?  To make a comical comment about the "initial killing"... or to jump on that comment right away and describe it as "showing motive?"  My two coppers are on the latter, but I'd like to hear your rebuttal, Galzria (and the thoughts of others as well).

Only if the latter comment was said with a straight face, and not meant to be comical as well.
Besides, the last known owner of "copper" was newly dead Axxle. Care to explain how you came into possession of them?

Yes, Axxle had two Coppers that he bought the Duchess with. Wait, no, he gained it when he bought the Duchy.
But he had to buy the Duchy...
I think it was the Duchess. Maybe se liked the Duke better, and she plans to run away to the city where she can marry the Duke and live happily ever after.

See? Maybe it's just that you're a fellow solo-challenge hoster, but I hold no suspicions of you. You're too nice to be a Mafia.

Mafia Game Threads / Re: Mafia II: Of Goons and Woodcutters
« on: May 14, 2012, 09:23:05 pm »
Ah, but which is more suspicious?  To make a comical comment about the "initial killing"... or to jump on that comment right away and describe it as "showing motive?"  My two coppers are on the latter, but I'd like to hear your rebuttal, Galzria (and the thoughts of others as well).

Only if the latter comment was said with a straight face, and not meant to be comical as well.
Besides, the last known owner of "copper" was newly dead Axxle. Care to explain how you came into possession of them?

Solo Challenges / Re: Active Solo Challenges
« on: May 14, 2012, 08:51:05 pm »
I have a hard time keeping track of which solo challenges are currently active, and I'm guessing others have the same problem. So, here's a list of active solo challenges for people to keep track of them. I will update the list as challenges finish and are created.

Unfinished (deadline listed)
5/12 - allfail - How to be a Dominion Hater
5/17 - Geronimoo - The Ultimate Gardener

No Deadline (start date listed)
5/14 - Galzria - Back to the Future
5/4 - GendoIkari - No Treasure

Thank you, great idea. On that note, I tagged Governor's Ball complete.

Mafia Game Threads / Re: Mafia II: Of Goons and Woodcutters
« on: May 14, 2012, 08:48:37 pm »
She had been widowed again, Axxle popsofctown lay dead in the floor of their house, a knife in his back. 

Ooh, so the Duchess is single now? *slicks hair back*

What? Too soon?

Boy, you don't waste time showing motive!  ;) Not that I can blame you. She is a dooooozy!

Solo Challenges / Re: Back to the Future:
« on: May 14, 2012, 08:39:32 pm »
If you want, you could add Island, which would allow the deck to entirely get back down to 7 Coppers / 3 Estates, and would also make things even more interesting. Or, you could leave it as-is with Chapel or Forge still in deck.

Here's my thoughts: I don't really want to drop any cards from the kingdom (Festival/Smithy being the only real options, both of which I want in). Scheme could go (although I think it's cute being there!), but Island can't be bane. But I could move Chapel to bane, drop Scheme, and insert Island...

Still, the Island isn't really thematic, so I think I'll stand pat as is. I do like going completely back to 7/3, but having that 1 little extra card is the "catalyst" for the future change. And besides, it presents an interesting choice: which is better to start? Forge or Chapel?

Solo Challenges / Re: Governor's Ball
« on: May 14, 2012, 07:57:57 pm »
Would've loved to see the log! Sorry for the lack of clarity. If you ever wonder, feel more than free to ask!

Solo Challenges / Re: Back to the Future:
« on: May 14, 2012, 07:53:12 pm »
Heh. Good catch. I'll edit in to allow you 1 Forge or Chapel. I meant it to be there as the "catalyst for change"

Solo Challenges / Re: Governor's Ball
« on: May 14, 2012, 07:12:12 pm »
Plus silver was tough to get... unless that wasn't actually required?

Ah, it would've fallen under that dreaded "3" cost too. No, I meant just the kingdom cards for the bonus point, not CSGEDP.

Solo Challenges / Back to the Future:
« on: May 14, 2012, 05:38:52 pm »
Whoa, that's heavy Doc.
Doc? How do you know who I am!?! Tell me, future boy, who's President of the United States in 1985?
Ronald Reagan
Ronald Reagan? The Actor? Then who's Vice President? Jerry Lewis?
Whoa. Wait a minute, Doc. Are you trying to tell me that my mother has got the hots for me?
Whoa. This is heavy.
There's that word again. "Heavy." Why are things so heavy in the future? Is there a problem with the Earth's gravitational pull?
Now, remember. According to my theory, you interfered with your parents' first meeting. If they don't meet, they won't fall in love, they won't get married and they won't have kids. That's why your older brother's disappearing from that photograph. Your sister will follow, and unless you repair the damage, you'll be next.
Sounds pretty heavy.
Weight has nothing to do with it.
Doc, I did it!
Next Saturday night, we're sending you, Back To the Future!
Oh, Marty. Marty, here's your keys. You're all waxed up, ready for tonight.
Keys? Whoa. This is heavy.


The story begins in 1955, when an little known Duke living in a small Village marries a smart, pretty Duchess - Much to chagrin of the local Goons. Still, they have very little, only 3 Estates, and 7 Coppers to their name. As they grow old and have children, life treats them fairly well, but not great. They build up a modest living of 8 Duchy's, but the man still lives in fear of the Goons, who have made it their life mission to make hell for the man.

One day, some 30 years later, their youngest child (you) meets a crazy Witch, who sends him back in time. He awakes back in 1955, and through a series of misadventures, must work his way back home. Despite the warnings of the Witch not to change anything, our young hero can't help but interfere.

Upon his return home, he finds that indeed, the Witch was right, and things are not as they once were. For him and his family, things have improved greatly! They are now the richest in the Kingdom, owning all 8 Province's, and what's more? The Goons work for him!

Our hero, happy with his success, takes his young Harem in his new Caravan to the local Oasis, where they spend a rather eventful weekend, knowing that one day soon, they will head to the Chapel to be married, and live happily ever after.


Challenge: Empty the Duchy Pile, then go back in time, returning your deck to the starting state of 3 Estates, 7 Coppers, **And your choice of 1 Forge, or 1 Chapel**. Then, empty the Province pile. All 8 Province's must be in your deck at the end. Fewest number of turns wins.

Board: Chapel, Oasis, Goons, Village, Young Witch, Smithy, Forge, Festival, Caravan, Witch, !Colony, *Scheme

Rules: You must use the given board. You must have all 8 Duchy's in your deck before you begin to go back in time (although if you gain the last 1 midturn, you may begin trashing then).

Deadline: There is no deadline!

Submissions: You may submit as many attempts as you like!

How To: Post your game log right here in the thread. I will keep an updated list at the end of this post of the top times, or honorable mentions.

Points: There are still points! I'm going to hold over the points awarded in the Governor's Ball, and the scoring system here will remain the same. 4 for 1st, 2 for 2nd, 1 for 3rd. However, as this challenge is open-ended, the leaderboard may change!

Notes: None at the moment. /reserved. ;D

Good Luck!


Alright! Official results!

Setting the bar, and coming in third with 60 turns is Schneau:

Arriving in at 50 turns, good for second place, we have Drab Emordnilap: -- 50 turns. -- 50 turns. -- 50 turns.

Does this mean that 50 is the best that can be done? Hmm...

No it does not! Coming in a full FOUR turns faster, at 46, Fate has thrown down the gauntlet, callin' all the rest of ya 'Yellow' and daring you to challenge his effort.


But Chwhite will not be deterred! He really got his Flux Drive working overtime when he came in at 44 turns and first place!:


Fate claims to be able to match Chwhite's effort; which if true would mean two entries both at 44 turns. Add them together.... and you hit 88 Miles Per Hour! Can you take this one faster? Only time will tell...

The leaderboard now looks like:

Chwite: 4 Points
Drab Emordnilap and Powerman: 4 Points
Schneau: 3 Points
Fate: 2 Points
Saturday Wins: 1 Point

Looking forward to seeing some more results. I will keep this post updated as soon as I can after each response. Good luck!

Solo Challenges / Re: Governor's Ball
« on: May 14, 2012, 04:42:27 pm »
Wow, I actually won  8)  Using all the cards was incredibly difficult, and just took too long :P

I came to the realization after the fact that it would be VERY hard to get Ambassador. There were really only two ways: Feast trashing, or gaining through Border Village. Everything else wasn't *terrible*, and I think could be gained in a reasonable amount of time. I should've changed it to just having acquired a copy of each card at *some point*, and not *have a copy of each at the end*. It still would've been close though.

Mafia Game Threads / Re: Mafia II: Of Goons and Woodcutters
« on: May 14, 2012, 04:39:14 pm »
I think... yes.  I'd like to join in on this.  Reading the Mafia I thread is great fun in and of itself.

I agree. It's so hard not to chime in with thoughts of my own in the first thread. ;)

Solo Challenges / Re: Governor's Ball
« on: May 14, 2012, 03:52:02 pm »
Alright, results:

Like I said, submissions were low for this one, which I'm a little sad about, as I made a point of avoiding a Bridge/Highway/KC powerboard. However, maybe people are just tired of Governor (arguably as strong, if not more)?

Still, I was hoping to see just how fast someone could come up with to play this, given a fairly balanced setup. Anyway, we have:

In third, with 17 turns, Saturday Wins!:

In second, with 13 turns, Schneau:
(Note the skipped turns to reach the 5/2 split)

And sneaking in 1 turn faster, in 12 turns, Powerman:

And there you have it. Powerman's use of Governor to quickly build up Estate->Tournament->Border Village (Governor) seemed very elegant. He probably realized gaining $10 hands (with 2 buys) was going to be rather difficult, so looked to pick up Governor's via remodel as fast as possible. The 2/4/6 price-point landing on Border Village (which as a non-terminal $6 is a plus) sped things up *just* enough.

I'm not 100% sure my messages were working right... I wasn't receiving e-mails at times when I should've been about new messages, so if you DID send me something, and I didn't receive it, feel free to post here, and I will be happy to update results.

Still, well done everyone, and points will go as follows:

Powerman: 4
Schneau: 2
Saturday Wins!: 1

The next challenge will be up a bit later, and will be a little bit different. There will still be points, but results will be live, and ever-evolving, allowing multiple entries if desired.


This was my (Very) non-optimized solution that I sent in, although looking at it, I wasn't very awake when I ran the attempt... I completely left out Young Witch! X.x - Well, I embargo'd Province twice, which would've counted the Bane, so it still works.

But, as I said, I imagine it could be brought down to 10 without too much effort, if I focused more on buy order, and slipped Worker's Village (or Hamlet) in for +Buy

Also, I'll post up the results to the Governor's Ball a bit later, but I'm thinking for my next challenge I'm going to leave it open-ended: That is, everyone can feel free to post results straight to the thread, no deadline. I'll keep an updated list in the first post of best results. I think I'm going to stick to predefined boards (my first one was... but it wasn't required to use it) though, and see if I get more results.

Mafia Game Threads / Re: Mafia II: Of Goons and Woodcutters
« on: May 14, 2012, 12:29:31 pm »
Oh, what the heck. Haven't played before, but certainly looks exciting. I have experience with poker, so maybe that'll help...?

Anyway, I'm in.

General Discussion / Re: Walking
« on: May 14, 2012, 12:05:08 pm »
I haven't done any long distance walks, but I've done ultra-distance bike rides (600 miles/ 2 days), and swims (20+ mile events)

Running is my weak spot, (I hate it), but I've found that universally across all distance events, there comes a point you become mentally fatigued. Yes, you're sore and tired, but around hour 8 (between 24 and 32 miles), you'll just be thinking to yourself "what the hell am I doing? This sucks."

For me, I find mind games help. Count every mile as it's own % to finish. First mile in? Easy. 2%. Next mile? 2%. They add up quick. And when you're 65-80% through, you think back to how easy each 2% is... And keep pushing.

Have someone to talk to / walk with! Nothing takes your mind off what your doing better than some friendly company.

Lastly, nutrition/hydration. I won't really get into this. Not enough time or space in a forum post. ;-) You  start really  attention to what you put into your body a week out. Recognize that  on the day of the event, especially towards the end, your body is going to start shutting down unneeded functions in order to conserve and channel energy to moving. One of the first things to shut down is your metabolism. You stop processing new nutrients. Because of this, staying on top of your hydration, salts, and sugars early is very very important.

I'm not sure what time frame they allow for you to finish, but most likely, if you need to stop and rest, stop. You'll have the time. If they give you a full 24 hours, all you need to average is 2 MPH.

And finally, training. Generally, 13 Miles is good. You'll want to slip one our two longer distance in (24 to 30), but probably nothing more. Training between 25% to 50% of the event distance is going to allow your body to train for the "feel"of the longer distance, without stressing too much.

Cheers! ;D

Oh, and I forgot to finish my earlier thought. After you get past the "What the hell am I doing?" and you reach the end... Best feeling in the world. Even if standing up is hard to do at that point. ;-)

Solo Challenges / Re: Governor's Ball
« on: May 13, 2012, 08:58:15 pm »
Couple more hours left. Got a handful of entries so far. Lots of room to slip in and grab a spot. My top 3 so far span 5 turns, so I know there's room to finish well.

(I wonder if Mothers Day is driving traffic down? Max users online today is only 68, which is about 25-30 off the norm, and most of the day "Users" have hovered around 15-20)

That, or busy trying to figure out who's Mafia, and who's Townies. ;D

That's too bad. You can tell by my submission that there was nothing terribly fancy to my solution, and as I pointed out, I'm sure it could be improved upon.  :-\

Although, as I noted in my PM... Responses have been low (read: 1) for me as well so far...

Solo Challenges / Re: 5.1 - Curse you! & 5.2 - Catharsis
« on: May 13, 2012, 01:08:39 pm »
Dang! Just short of finishing in the points on the second challenge! 11 turns to trash just wasn't quick enough... but honestly, after the turn 6 reshuffle, everything was up to the luck of the draw. Going over it, it's possible to finish in 9, but VERY unlikely. There is almost nothing you can do to improve your own chances, you just have to get lucky.

Notes on the 5 turns to gather all 10 Curses: It's not quite as difficult as you may think! I spent about an hour on this challenge, mostly trying to bring down the turns for the second part of the challenge. In that hour time, I hit the start-up 5 turns probably a dozen times. The trick is twofold:

A) I needed my opening Hamlet/Talisman to collide on turn 3 or 4, and I needed them to do so with at most 1 Estate in hand after the Hamlet play. This is to provide +1 buy, and $4 remaining. This often seemed the harder of the two bits of luck. >.> But restarts at this point were quick. On the other turn I pick up a Watchtower.

B) On turn 5, I have 4 new cards to work with, as there was 1 card left before the reshuffle (thanks to my Hamlet play earlier). With these 4 cards, I needed at least 1 Hamlet, and my Watchtower (although it could been the top card, which would be drawn by my Hamlet play). I have a total of 16 cards in the reshuffle, 5 of which are Hamlet, so hitting 1 isn't too terrible, and often enough I'd get the (ideal) 2. The only really tricky part here then was finding my Watchtower, but when I did, it was pretty consistent that I could gain all 10 curses. (Disappearing Village ftw. ;D)

And as you can see, when everything falls into place, I can also pick up 2 much needed Chapels on turn 5. This sets me up to draw the last card of my deck, reshuffle, and have a fresh go. I ended anywhere from 11 to 16 turns on my attempts after that point. If I got really lucky, I could have hit 4 Curses in each hand that contained one of my two Chapels, taking out 8. If I then drew my Watchtower with a few Hamlets and the last 2 curses right at the end of my deck, I could have reshuffled midturn on turn 9, keeping the last 2 curses in hand, found a Chapel, and ended it. <- But that whole paragraph is almost 100% luck driven. The first 5 turns I could mostly control, after that.....

Still, thanks for the challenge! Lots of fun. I was correct in my thought that 8 turns could pull of the second part. And glad to see somebody sneak into both sides of the challenge. ;D

Solo Challenges / Re: Governor's Ball
« on: May 12, 2012, 06:30:30 pm »
One day left, not many entries so far... Lots of chances on this one! Let's see what you can do!

Other Games / Re: How to play Vladimír Chvátil games
« on: May 11, 2012, 04:21:57 pm »
Galaxy Trucker is the only game I have ever walked away from without finishing.  After the first round I just stood up, backed away, and said "not for me."

The combination of a timer game, a simultaneous-play game, and a dexterity game was far too much for me.  Add a larger does of luck than Catan and I was out.  I truthfully cannot imagine how to introduce the game to anyone who enjoys strategy games; it is the antithesis of the elegance of Dominion.

While I agree that there is a chaotic nature to most of his games, I very much disagree with the idea that there is a lack of elegance.

Sure, usually I start people off without the timer... And yes, if I have younger players, or players that have trouble grasping "What's the minimum amount of X that I need", I'll even go so far as to make the flipping of the tiles happen by turns. But the amount of luck is relatively small, especially on the smaller ship designs, and if you have 2-3 players.

Even the events in space are fairly non-random. Sure, there are SOME you don't know (maybe 25%), but the rest you do. Order only really matters with experienced players, who can count/track the deck and know where they want to be and when they can take the flight day hits. But that's more strategy than luck. Tracking events along with what your and your opponents ships can do is vital to success.

Besides, how many other games are there where you CAN NOT lose? ;D

Still, all games are preferenced based. But I still feel this one is very sleek and elegant in design, even through all the madness of full speed play.

-Edit- I should note, that I do have friends and family that find this style of chaotic play rather difficult. They love many other games, but enjoy being able to take their time and think about the why of an action. These games do not lend themselves to that. There is much strategy, but it is all on-the-fly. You need to focus on MANY different things, and make reaction based decisions within seconds of new information arriving. This mode of play can be really tough. I fully respect that there are people who just don't handle that style well. I personally find the rush part of the thrill. It keeps everyone on their toes and thinking. But yes, it can become overwhelming, ESPECIALLY to new players. For the record, Space Alert is no different. You need to think bilaterally (sometimes tri or quad) with 1001 things happening, and new information forcing you to make changes to previous plans within a 5-10 second span. Not for everyone, but I highly encourage everyone to at least try.

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