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Author Topic: Almost always the best strategy  (Read 8690 times)

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synpax

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Almost always the best strategy
« on: May 25, 2013, 03:51:30 am »
0

1) Get your boot on the other guy's neck.
2) Double down on boots.
3) Win.
« Last Edit: May 25, 2013, 04:07:31 am by synpax »
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RTT

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Re: Almost always the best strategy
« Reply #1 on: May 25, 2013, 06:56:45 am »
+2

1.)care to allways have more points then your opponent in the last turn
2.) win
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heron

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Re: Almost always the best strategy
« Reply #2 on: May 25, 2013, 10:37:45 am »
+2

1) Rebuild.
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Archetype

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Re: Almost always the best strategy
« Reply #3 on: May 25, 2013, 11:44:11 am »
+1

1) Piledrive Governors
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sudgy

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Re: Almost always the best strategy
« Reply #4 on: May 25, 2013, 11:46:07 am »
+2

1. Win.
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

Just a Rube

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Re: Almost always the best strategy
« Reply #5 on: May 25, 2013, 12:48:20 pm »
+2

More in line with the OP:

1. "Hey! Look over there!" followed by "What? No, I always had those colonies in my deck."

2."You are getting very sleepy...very sleepy...you wish to piledrive Scout..."
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mail-mi

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Re: Almost always the best strategy
« Reply #6 on: May 25, 2013, 12:58:04 pm »
+1

1. Piledrive Scout Provinces
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sudgy

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Re: Almost always the best strategy
« Reply #7 on: May 25, 2013, 01:11:13 pm »
0

More in line with the OP:

1. "Hey! Look over there!" followed by "What? No, I always had those colonies in my deck."

One time somebody accidentally put the curses we weren't using in the game into his deck...
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

Schneau

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Re: Almost always the best strategy
« Reply #8 on: May 25, 2013, 01:11:26 pm »
+8

1. Read forum.dominionstrategy.com
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Awaclus

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Re: Almost always the best strategy
« Reply #9 on: May 25, 2013, 02:10:12 pm »
+8

Almost always the best strategy depends on the kingdom.
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markusin

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Re: Almost always the best strategy
« Reply #10 on: May 25, 2013, 04:34:30 pm »
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1) Don't do what Insanity Wolf does (unless the corresponding edge case is present).
2) Formulate an actual game strategy.
3) Chapel/Mountebank.
4) End the game when you are ahead in victory points (those Goko adventure stars aren't worth it).
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Titandrake

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Re: Almost always the best strategy
« Reply #11 on: May 25, 2013, 06:01:23 pm »
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1) Don't do what Insanity Wolf does (unless the corresponding edge case is present).
2) Formulate an actual game strategy.
3) Chapel/Mountebank.
4) End the game when you are ahead in victory points (those Goko adventure stars aren't worth it).

Masq/Masq slightly beats Chapel/Mountebank according to the sim. The Masq player never buys Chapel or Mountebank, and the Chapel player never buys a Masq, so take it with a grain of salt.

Edit: But if the Chapel/Mount player picks up a 2nd Mountebank, they start winning again. Hm.
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markusin

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Re: Almost always the best strategy
« Reply #12 on: May 26, 2013, 11:21:07 am »
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Masq/Masq slightly beats Chapel/Mountebank according to the sim. The Masq player never buys Chapel or Mountebank, and the Chapel player never buys a Masq, so take it with a grain of salt.

Edit: But if the Chapel/Mount player picks up a 2nd Mountebank, they start winning again. Hm.

According to the sim, Workshop/Gardens crushes a Chapel/Mountebank opening that tries to just go BM (even worse with 2 Mountebanks), and it seems there's only so much the Mountebank player can do to increase their odds with Gardens buys of their own. That's with the Gardens player discarding the curse to the Mountebank.

So...almost always the best strategy I guess.
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Synthesizer

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Re: Almost always the best strategy
« Reply #13 on: May 27, 2013, 01:53:18 am »
+3

1) kidnap opponent's wife and/or children
2) photograph kidnapped subject while holding them at knifepoint with phone
3) play until opponent appears to be winning
4) grab phone, browse to picture, show to opponent
5) win
6) clean up the game by putting all kingdom, treasure and victory cards in the respective slots in the box, putting the box on its respective position on the shelf, executing all witnesses, and taking forensic countermeasures when disposing of the corpses.
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Davio

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Re: Almost always the best strategy
« Reply #14 on: May 27, 2013, 02:27:41 am »
+1

KC-KC-Goons-Masq
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Robz888

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Re: Almost always the best strategy
« Reply #15 on: May 27, 2013, 02:31:43 am »
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Adventurer. Scout. Thief.

DON'T BUY!

(Transmute gets exempted because hey, sometimes you draw $1P or $0P.)
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Titandrake

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Re: Almost always the best strategy
« Reply #16 on: May 27, 2013, 02:46:44 am »
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Adventurer. Scout. Thief.

DON'T BUY!

(Transmute gets exempted because hey, sometimes you draw $1P or $0P.)

Thief/Gardens is nice in 4 player games, and in base only games it shows up fairly often.
« Last Edit: May 27, 2013, 02:48:48 am by Titandrake »
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Davio

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Re: Almost always the best strategy
« Reply #17 on: May 27, 2013, 04:16:59 am »
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Thief against Chapelled decks can be pretty nice, and of course in multiplayer where you are more likely to hit a Silver or Gold (or better). :)
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dudeabides

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Re: Almost always the best strategy
« Reply #18 on: May 29, 2013, 04:41:56 pm »
+3

Almost always the best strategy for winning? 
Don't play against:
Stef, Rabid, Wandering Winder, SheCantSayNo, Andrew Iannacone, Lespeutere, Jeebus, and a handful of others

The best strategy for having a good time and learning a thing or two?
Ignore my previous strategy.
« Last Edit: May 29, 2013, 04:42:58 pm by dudeabides »
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eHalcyon

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Re: Almost always the best strategy
« Reply #19 on: May 29, 2013, 09:32:03 pm »
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Masq/Masq slightly beats Chapel/Mountebank according to the sim. The Masq player never buys Chapel or Mountebank, and the Chapel player never buys a Masq, so take it with a grain of salt.

Edit: But if the Chapel/Mount player picks up a 2nd Mountebank, they start winning again. Hm.

According to the sim, Workshop/Gardens crushes a Chapel/Mountebank opening that tries to just go BM (even worse with 2 Mountebanks), and it seems there's only so much the Mountebank player can do to increase their odds with Gardens buys of their own. That's with the Gardens player discarding the curse to the Mountebank.

So...almost always the best strategy I guess.

Huh?  Of course Workshop/Gardens would win.  Gardens actually wants all the junk coming in, especially as you help deplete a third pile even quicker.
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liopoil

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Re: Almost always the best strategy
« Reply #20 on: May 29, 2013, 09:36:29 pm »
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According to the sim, Workshop/Gardens crushes a Chapel/Mountebank opening that tries to just go BM (even worse with 2 Mountebanks)
wait, all this time I've thought when rushing gardens with workshop that it is better to open workshop/workshop, and maybe if you draw 4 coppers T3 yet another workshop... is this not the case?
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eHalcyon

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Re: Almost always the best strategy
« Reply #21 on: May 29, 2013, 09:43:58 pm »
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According to the sim, Workshop/Gardens crushes a Chapel/Mountebank opening that tries to just go BM (even worse with 2 Mountebanks)
wait, all this time I've thought when rushing gardens with workshop that it is better to open workshop/workshop, and maybe if you draw 4 coppers T3 yet another workshop... is this not the case?

It depends on whether the opponent mirrors or not.  If the opponent also goes Gardens, then you want to scoop up Gardens asap and win the split.  If they are pursuing a different strategy, you do better in the long run with more Workshops to start.
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dondon151

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Re: Almost always the best strategy
« Reply #22 on: May 29, 2013, 09:45:45 pm »
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When we say Workshop/Gardens, we don't literally mean opening Workshop/Gardens.
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liopoil

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Re: Almost always the best strategy
« Reply #23 on: May 29, 2013, 09:49:30 pm »
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that makes sense. The context made it look like it meant opening with that because you were talking about it with mountebank/chapel, which is an opening.
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markusin

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Re: Almost always the best strategy
« Reply #24 on: May 29, 2013, 11:20:21 pm »
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that makes sense. The context made it look like it meant opening with that because you were talking about it with mountebank/chapel, which is an opening.

Yeah sorry about that. I was referring to the Workshop/Gardens bot. I wanted to compare it to the Chapel/Mountebank opening because that opening is especially deadly normally. In this match-up, Mountebank is even worse than Witch, and that seems obvious. At least the negative vp of 10 curses from a Witch more or less cancels out the decksize boost for the gardens player.
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