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Author Topic: Game Altering Hands  (Read 14553 times)

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Thisisnotasmile

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Re: Game Altering Hands
« Reply #25 on: July 09, 2011, 04:37:39 pm »
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Best. Diadem. Ever.

How much was it worth? I could go through that and count it up but I'm not going to...
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WanderingWinder

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Re: Game Altering Hands
« Reply #26 on: July 09, 2011, 04:42:17 pm »
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A touch over $30 I think.

Thisisnotasmile

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Re: Game Altering Hands
« Reply #27 on: July 09, 2011, 04:47:45 pm »
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Nice. I'll let you know when I beat it =D
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Deadlock39

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Re: Game Altering Hands
« Reply #28 on: July 10, 2011, 11:01:07 am »
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Is there something missing from that log?  It doesn't seem to add up for me.  I count 12 Villages(or Shanty Towns) played (+3 actions from Tournament), and everything came off of the same initial King's Court play, so only the starting 1 action was used giving 2427 extra actions for Diadem making it worth $26$29.  The 2 Golds, 2 Silvers, 1 Platinum, and 7 Coppers total $22, and the KCed Tournament is another $3.  I come up with a total of $51, and all costs reduced by $2, so Colonies cost $9.  However, 6 Colonies would still cost $54.   The total is $54 which is exactly enough to buy 6 Princess-ed Colonies.

Also, I am curious, why buy Coppers when there are no Goons (aside from the fact that this turn pretty much won you the game outright, and it didn't matter)?

Edit: Thanks Not a Cylon.  Corrections in italics
« Last Edit: July 10, 2011, 11:25:15 am by Deadlock39 »
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Not a Cylon

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Re: Game Altering Hands
« Reply #29 on: July 10, 2011, 11:07:06 am »
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Is there something missing from that log?  It doesn't seem to add up for me.  I could 12 Villages(or Shanty Towns) played, and everything came off of the same initial King's Court play, so only the starting 1 action was used giving 24 extra actions for Diadem making it worth $26.  The 2 Golds, 2 Silvers, 1 Platinum, and 7 Coppers total $22, and the KCed Tournament is another $3.  I come up with a total of $51, and all costs reduced by $2, so Colonies cost $9.  However, 6 Colonies would still cost $54. 

Also, I am curious, why buy Coppers when there are no Goons (aside from the fact that this turn pretty much won you the game outright, and it didn't matter)?

There's your answer — you're missing three actions from the Kinged Tournament :)

Which goes to show that it'd be really really nice if Isotropic would report the amount that a Diadem is worth, much as it does with Bank …
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Deadlock39

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Re: Game Altering Hands
« Reply #30 on: July 10, 2011, 11:18:42 am »
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Thanks Not a Cylon.  I knew I must have missed something.

WanderingWinder

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Re: Game Altering Hands
« Reply #31 on: July 10, 2011, 12:36:18 pm »
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Also, I am curious, why buy Coppers when there are no Goons (aside from the fact that this turn pretty much won you the game outright, and it didn't matter)?
This, plus I like buying coppers, especially when I win. Look up my council room stats on copper.... yeah....

dan11295

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Re: Game Altering Hands
« Reply #32 on: July 12, 2011, 06:56:11 pm »
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Just had a game that involved Villages, Talisman, Bridge, Council Room, King's Court. Fun times.


— dan11295's turn 12 —
dan11295 plays a Village.
... drawing 1 card and getting +2 actions.
dan11295 plays a Farming Village.
... getting +2 actions.
... revealing a Copper.
... putting the Copper into the hand.
dan11295 plays a King's Court.
... and plays a Bridge.
... ... getting +1 buy, +$1, and reducing all costs by $1.
... and plays the Bridge again.
... ... getting +1 buy, +$1, and reducing all costs by $1.
... and plays the Bridge a third time.
... ... getting +1 buy, +$1, and reducing all costs by $1.
dan11295 plays a Bridge.
... getting +1 buy, +$1, and reducing all costs by $1.
dan11295 plays a Talisman and a Copper.
dan11295 buys a King's Court.
... gaining another King's Court.
dan11295 buys a Bridge.
... gaining another Bridge.
dan11295 buys a Council Room.
... gaining another Council Room.
(dan11295 reshuffles.)


— dan11295's turn 15 —
dan11295 plays a Farming Village.
... getting +2 actions.
... revealing a Council Room.
... putting the Council Room into the hand.
dan11295 plays a Council Room.
... drawing 4 cards and getting +1 buy.
... (Nails reshuffles.)
... Nails draws 1 card.
dan11295 plays a Village.
... drawing 1 card and getting +2 actions.
dan11295 plays a King's Court.
... and plays a Council Room.
... ... drawing 4 cards and getting +1 buy.
... ... Nails draws 1 card.
... and plays the Council Room again.
... ... drawing 4 cards and getting +1 buy.
... ... Nails draws 1 card.
... and plays the Council Room a third time.
... ... (dan11295 reshuffles.)
... ... drawing 4 cards and getting +1 buy.
... ... Nails draws 1 card.
dan11295 plays a Village.
... drawing 1 card and getting +2 actions.
dan11295 plays a Village.
... drawing 1 card and getting +2 actions.
dan11295 plays a Council Room.
... drawing 4 cards and getting +1 buy.
... Nails draws 1 card.
dan11295 plays a King's Court.
... and plays a King's Court.
... ... and plays a Bridge.
... ... ... getting +1 buy, +$1, and reducing all costs by $1.
... ... and plays the Bridge again.
... ... ... getting +1 buy, +$1, and reducing all costs by $1.
... ... and plays the Bridge a third time.
... ... ... getting +1 buy, +$1, and reducing all costs by $1.
... and plays the King's Court again.
... ... and plays a Bridge.
... ... ... getting +1 buy, +$1, and reducing all costs by $1.
... ... and plays the Bridge again.
... ... ... getting +1 buy, +$1, and reducing all costs by $1.
... ... and plays the Bridge a third time.
... ... ... getting +1 buy, +$1, and reducing all costs by $1.
... and plays the King's Court a third time.
... ... and plays a Bridge.
... ... ... getting +1 buy, +$1, and reducing all costs by $1.
... ... and plays the Bridge again.
... ... ... getting +1 buy, +$1, and reducing all costs by $1.
... ... and plays the Bridge a third time.
... ... ... getting +1 buy, +$1, and reducing all costs by $1.
dan11295 plays a Farming Village.
... getting +2 actions.
... revealing a Bridge.
... putting the Bridge into the hand.
dan11295 plays a Farming Village.
... getting +2 actions.
... revealing a King's Court.
... putting the King's Court into the hand.
dan11295 plays a Bridge.
... getting +1 buy, +$1, and reducing all costs by $1.
dan11295 plays a Bridge.
... getting +1 buy, +$1, and reducing all costs by $1.
dan11295 plays a King's Court.
... and plays a Bridge.
... ... getting +1 buy, +$1, and reducing all costs by $1.
... and plays the Bridge again.
... ... getting +1 buy, +$1, and reducing all costs by $1.
... and plays the Bridge a third time.
... ... getting +1 buy, +$1, and reducing all costs by $1.
dan11295 plays a Silver, 2 Talismans, and 4 Coppers.
dan11295 buys a Colony.
dan11295 buys a Colony.
dan11295 buys a Colony.
dan11295 buys a Colony.
dan11295 buys a Colony.
dan11295 buys a Colony.
dan11295 buys a Colony.
dan11295 buys a Colony.
dan11295 buys a Province.
dan11295 buys a Province.
dan11295 buys a Province.
dan11295 buys a Province.
dan11295 buys a Province.
dan11295 buys a Province.
dan11295 buys a Duchy.
dan11295 buys a Duchy.
dan11295 buys a Duchy.
dan11295 buys a Duchy.
dan11295 buys a Duchy.
dan11295 buys a Duchy.
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Superdad

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Re: Game Altering Hands
« Reply #33 on: July 13, 2011, 11:00:03 am »
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Kings Court, Bridge, ______ Games all look the same.

I'm curious what the fastest possible turn for have something like that happen would be, and what Kingdom would do it.

One of the fastest I can think of could be something like:

Steward
Quarry
Talisman
Bridge
Upgrade
Grand Market
Bridge

Open Something like Steward/Talisman.
Steward away Estate/Copper
Buy Talisman, gaining 2x Talisman on the talisman purchase.
Buy Quarry gaining 2-3x Quarry on the next talisman hand.

From there on out, hope for something like Steward, Quarry, 3x Talisman, buy Four Grand Markets. Take off like a rocket ship.

Buy multiple Grand Markets/Upgrades.
Buy more GM's, Bridges as ideal. Get Kings courts when you can. Upgrade your Talismans/Quarry into Upgrades, into Grand Markets, into Kings Courts

I'd suspect you could explode somewhere around turn 12-13 or so to end the game on 1 turn?
« Last Edit: July 13, 2011, 11:02:45 am by Superdad »
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Elyv

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Re: Game Altering Hands
« Reply #34 on: July 13, 2011, 11:38:49 am »
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Kings Court, Bridge, ______ Games all look the same.

I'm curious what the fastest possible turn for have something like that happen would be, and what Kingdom would do it.

One of the fastest I can think of could be something like:

Steward
Quarry
Talisman
Bridge
Upgrade
Grand Market
Bridge

Open Something like Steward/Talisman.
Steward away Estate/Copper
Buy Talisman, gaining 2x Talisman on the talisman purchase.
Buy Quarry gaining 2-3x Quarry on the next talisman hand.

From there on out, hope for something like Steward, Quarry, 3x Talisman, buy Four Grand Markets. Take off like a rocket ship.

Buy multiple Grand Markets/Upgrades.
Buy more GM's, Bridges as ideal. Get Kings courts when you can. Upgrade your Talismans/Quarry into Upgrades, into Grand Markets, into Kings Courts

I'd suspect you could explode somewhere around turn 12-13 or so to end the game on 1 turn?
It's theoretically possible to buy every colony on turn 5(http://dominionstrategy.com/2011/05/06/dominion-puzzle-1-solution), so my guess is that you could buy every green card in the supply on turn 6.
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matt979

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Re: Game Altering Hands
« Reply #35 on: July 26, 2011, 12:04:38 pm »
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It's not a 30-point Diadem (only 12 plus the original +2), and KC-Wharf is prominently featured, but I'm still fond of the final turn of http://councilroom.com/game?game_id=game-20110725-210806-feff019f.html given that no Bridges were involved.
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Fangz

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Re: Game Altering Hands
« Reply #36 on: August 14, 2011, 11:52:07 am »
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Not a crazy KC hand, but a hand that essentially won me the game.

3 player game. I had gone for a mining village/torturer strategy with lots of trashing. hevmarg (who was the main threat) had gotten a few lighthouses though - making him mostly immune to my torturers, and with his BM had developed quite a lead. At the point in the game, I was on 1 province, while he was on 4. There weren't any plus buys, so I was in really bad shape. Then I played:

      — Fang's turn 16 —
      Fang plays a Mining Village.
      ... drawing 1 card and getting +2 actions.
      Fang plays a Spy.
      ... (Fang reshuffles.)
      ... drawing 1 card and getting +1 action.
      ... Lighthouse provides hevmarg immunity to the attack.
      ... revealing a Village and keeping it.
      ... letting Milo Pulsar keep an Estate.
      Fang plays a Torturer.
      ... drawing 3 cards.
      ... Lighthouse provides hevmarg immunity to the attack.
      ... Milo Pulsar gains a Curse in hand.
      Fang plays a Spy.
      ... drawing 1 card and getting +1 action.
      ... Lighthouse provides hevmarg immunity to the attack.
      ... revealing a Torturer and keeping it.
      ... letting Milo Pulsar keep an Estate.
      Fang plays a Village.
      ... drawing 1 card and getting +2 actions.
      Fang plays a Torturer.
      ... drawing 3 cards.
      ... Lighthouse provides hevmarg immunity to the attack.
      ... Milo Pulsar discards 2 cards.
      Fang plays an Upgrade.
      ... drawing 1 card and getting +1 action.
      ... trashing a Silver.
      ... gaining a Remodel.
      Fang plays a Spy.
      ... drawing 1 card and getting +1 action.
      ... Lighthouse provides hevmarg immunity to the attack.
      ... revealing a Village and keeping it.
      ... letting Milo Pulsar keep an Estate.
      Fang plays a Mining Village.
      ... drawing 1 card and getting +2 actions.
      Fang plays a Village.
      ... (Fang reshuffles.)
      ... drawing 1 card and getting +2 actions.
      Fang plays a Remodel.
      ... trashing a Gold.
      ... gaining a Province.
      Fang plays 3 Golds.
      Fang plays a Horn of Plenty.
      ... gaining a Province.
      ... trashing the Horn of Plenty.
      Fang plays a Horn of Plenty.
      ... gaining a Province.
      ... trashing the Horn of Plenty.
      Fang buys a Province.
      (Fang reshuffles.)
      (Fang draws: an Upgrade, a Spy, a Province, and 2 Golds.)

4 provinces in one turn, including one from a remodel that I gained that very turn. I had exactly the 8 different cards I needed for the provinces, too. I eventually won the game.

http://dominion.isotropic.org/gamelog/201108/14/game-20110814-084214-ffa9df00.html
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chesskidnate

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Re: Game Altering Hands
« Reply #37 on: September 03, 2011, 09:33:18 pm »
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http://councilroom.com/game?game_id=game-20110528-121236-0aab3736.html  i win with tournaments after going down in provinces 3-0. this also belongs in dear my opponent I am sorry because on one of the turns I really thought I was going to resign so I asked my opponent if he would mind if I did but then I soon said(still during his turn I think) that I'd actually play on. Edit: turn 8 has the game altering hand
« Last Edit: September 03, 2011, 09:39:42 pm by chesskidnate »
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Julle

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Re: Game Altering Hands
« Reply #38 on: September 04, 2011, 06:38:28 am »
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Coppersmithing from 0 to 54 on turn 13. Got little help from my opponents KC:ed council room though.

http://dominion.isotropic.org/gamelog/201108/14/game-20110814-051047-aaca0cb2.html

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