resigned (1st); 4 turns
opening: Envoy / Swindler
[15 cards] 1 Envoy, 1 Hamlet, 1 Swindler, 5 Coppers, 3 Estates, 4 Curses
I actually over-trashed at the beginning, because I hadn't bought a Silver before the first Mint. But it all worked out in the end, probably largely because my opponent opened Potion specifically for Familiar, and then proceeded to buy Silver with $3P on turn 3.
— zahlman's turn 16 —
zahlman plays an Alchemist.
... drawing 2 cards and getting +1 action.
zahlman plays an Alchemist.
... drawing 2 cards and getting +1 action.
zahlman plays an Alchemist.
... drawing 2 cards and getting +1 action.
zahlman plays an Alchemist.
... drawing 2 cards and getting +1 action.
zahlman plays an Alchemist.
... (zahlman reshuffles.)
... drawing 2 cards and getting +1 action.
zahlman plays an Alchemist.
... drawing 2 cards and getting +1 action.
zahlman plays a Fishing Village.
... getting +2 actions and +$1.
zahlman plays a Pearl Diver.
... drawing 1 card and getting +1 action.
... but leaving the bottom card of the deck where it is.
zahlman plays a Coppersmith.
... making each Copper worth $2.
zahlman plays a Coppersmith.
... making each Copper worth $3.
zahlman plays 5 Coppers.
zahlman buys a Colony.
(zahlman draws: 3 Potions and 2 Coppers.)
The 12 chosen cards are Apprentice, Bishop, Black Market, Chapel, Duchess, Fishing Village, Jester, Smugglers, Thief, Throne Room, Upgrade, and Worker's Village.
GwinnR vetoes Chapel.
RobF vetoes Duchess.
(GwinnR's first hand: 3 Estates and 2 Coppers.)
(RobF's first hand: 3 Estates and 2 Coppers.)
— Jack Rudd's turn 22 —
Jack Rudd plays a Nobles.
... getting +2 actions.
Jack Rudd plays a Rabble.
... drawing 3 cards.
... vka draws and reveals a Copper, a Familiar, and a Potion.
... vka discards a Copper, a Familiar, and a Potion.
Jack Rudd plays a Worker's Village.
... drawing 1 card and getting +2 actions and +1 buy.
Jack Rudd plays a Governor.
... getting +1 action.
... drawing 3 cards.
... vka draws 1 card.
Jack Rudd plays a King's Court.
... and plays a King's Court.
... ... and plays a Governor.
... ... ... getting +1 action.
... ... ... drawing 3 cards.
... ... ... vka draws 1 card.
... ... and plays the Governor again.
... ... ... getting +1 action.
... ... ... Jack Rudd trashes a Silver.
... ... ... Jack Rudd gains a Rabble.
... ... ... vka trashes a Curse.
... ... ... There's nothing for vka to gain.
... ... and plays the Governor a third time.
... ... ... getting +1 action.
... ... ... Jack Rudd trashes a Silver.
... ... ... Jack Rudd gains a Rabble.
... ... ... vka trashes a Sea Hag.
... ... ... vka gains a Governor.
... and plays the King's Court again.
... ... and plays a King's Court.
... ... ... and plays a Nobles.
... ... ... ... drawing 3 cards.
... ... ... and plays the Nobles again.
... ... ... ... drawing 3 cards.
... ... ... and plays the Nobles a third time.
... ... ... ... drawing 3 cards.
... ... and plays the King's Court again.
... ... ... and plays a King's Court.
... ... ... ... and plays a Nobles.
... ... ... ... ... drawing 3 cards.
... ... ... ... and plays the Nobles again.
... ... ... ... ... drawing 3 cards.
... ... ... ... and plays the Nobles a third time.
... ... ... ... ... drawing 3 cards.
... ... ... 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.
... ... 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.
... and plays the King's Court a third time.
... ... and plays a Governor.
... ... ... getting +1 action.
... ... ... Jack Rudd trashes a Curse.
... ... ... Jack Rudd gains a Colony.
... ... ... vka trashes nothing.
... ... and plays the Governor again.
... ... ... getting +1 action.
... ... ... Jack Rudd trashes a Curse.
... ... ... Jack Rudd gains a Colony.
... ... ... vka trashes nothing.
... ... and plays the Governor a third time.
... ... ... getting +1 action.
... ... ... Jack Rudd trashes a Copper.
... ... ... Jack Rudd gains a Colony.
... ... ... vka trashes a Silver.
... ... ... There's nothing for vka to gain.
Jack Rudd plays a Governor.
... getting +1 action.
... Jack Rudd trashes a Copper.
... Jack Rudd gains a Colony.
... vka trashes nothing.
Jack Rudd plays a Worker's Village.
... drawing 1 card and getting +2 actions and +1 buy.
Jack Rudd plays a Worker's Village.
... drawing 1 card and getting +2 actions and +1 buy.
Jack Rudd plays a Nobles.
... drawing 3 cards.
Jack Rudd plays 5 Coppers, a Gold, and 5 Silvers.
Jack Rudd buys a Colony.
Jack Rudd buys a Colony.
Jack Rudd buys a Colony.
Jack Rudd buys a Colony.
Jack Rudd buys a Province.
Jack Rudd buys a Province.
Jack Rudd buys a Province.
Jack Rudd buys a Province.
Jack Rudd buys a Province.
Jack Rudd buys a Province.
Jack Rudd buys a Province.
Jack Rudd buys a Province.
Jack Rudd buys a Duchy.
(Jack Rudd reshuffles.)
(Jack Rudd draws: a King's Court, 2 Provinces, a Nobles, and a Bridge.)
All Colonies are gone.
Jack Rudd wins!
---------- hsiale_: turn 16 ----------
hsiale_ - plays Worker's Village
hsiale_ - draws Worker's Village
hsiale_ - plays Worker's Village
hsiale_ - draws Worker's Village
hsiale_ - plays Worker's Village
hsiale_ - draws Watchtower
hsiale_ - plays Worker's Village
hsiale_ - draws Poor House
hsiale_ - plays Worker's Village
hsiale_ - draws Poor House
hsiale_ - plays Poor House
hsiale_ - reveals hand: Watchtower, Watchtower, Poor House, Poor House
hsiale_ - plays Poor House
hsiale_ - reveals hand: Watchtower, Watchtower, Poor House
hsiale_ - plays Poor House
hsiale_ - reveals hand: Watchtower, Watchtower
hsiale_ - plays Watchtower
hsiale_ - draws Poor House, Poor House, Island, Worker's Village, Poor House
hsiale_ - plays Worker's Village
hsiale_ - draws Worker's Village
hsiale_ - plays Worker's Village
hsiale_ - draws Poor House
hsiale_ - plays Poor House
hsiale_ - reveals hand: Watchtower, Poor House, Island, Poor House, Poor House
hsiale_ - plays Poor House
hsiale_ - reveals hand: Watchtower, Island, Poor House, Poor House
hsiale_ - plays Poor House
hsiale_ - reveals hand: Watchtower, Island, Poor House
hsiale_ - plays Poor House
hsiale_ - reveals hand: Watchtower, Island
hsiale_ - buys Province
hsiale_ - gains Province
hsiale_ - buys Province
hsiale_ - gains Province
hsiale_ - buys Province
hsiale_ - gains Province
hsiale_ - buys Island
hsiale_ - gains Island
hsiale_ - draws Province, Province, Province, Province, Worker's Village
------------ Game Over ------------
hsiale_ - cards: 8 Worker's Village, 7 Poor House, 3 Island, 2 Watchtower, 1 Chapel, 7 Province
hsiale_ - total victory points: 48
hsiale_ - turns: 16
(http://i.qkme.me/3slehz.jpg)Got $10 from PS TWO TIMES ;-)
---------- werothegreat: turn 28 ----------
werothegreat - plays Smugglers
werothegreat - gains Silver
werothegreat - plays 1 Copper
werothegreat - plays Philosopher's Stone
werothegreat - receives 10 coins
werothegreat - plays Philosopher's Stone
werothegreat - receives 10 coins
werothegreat - buys Province
werothegreat - gains Province
werothegreat - draws Province, Potion, Philosopher's Stone, Copper, Estate
And so you changed your Avatar in Philosopher's Stone? ;-)---------- werothegreat: turn 28 ----------
werothegreat - plays Smugglers
werothegreat - gains Silver
werothegreat - plays 1 Copper
werothegreat - plays Philosopher's Stone
werothegreat - receives 10 coins
werothegreat - plays Philosopher's Stone
werothegreat - receives 10 coins
werothegreat - buys Province
werothegreat - gains Province
werothegreat - draws Province, Potion, Philosopher's Stone, Copper, Estate
Nice lol. I myself just had a game like this (with $10 PS's)... and there WAS +Buy in the kingdom. I won that game.
(I'll post the log as soon as it comes up on CouncilRoom.)
And so you changed your Avatar in Philosopher's Stone? ;-)
http://dominion.isotropic.org/gamelog/201301/18/game-20130118-184939-79738bd8.html (http://dominion.isotropic.org/gamelog/201301/18/game-20130118-184939-79738bd8.html)
So, my opponent plays big money while I buy out all the cities and some swindlers and fortune tellers. Going into the last turn, I'm tailing 23-6 with just two provinces left. Then I hit province twice with my swindler, draining the pile without getting any myself. Then my next two swindlers both hit provinces again, trashing them. I have just enough money to buy out the 7 duchies for the win. My opponent wasn't pleased.
MrEevee plays a Swindler.
... getting +$2.
... (NovaRising reshuffles.)
... NovaRising turns up a Province and trashes it.
... replacing NovaRising's Province with a Province.
MrEevee plays a Trader.
... trashing a Library.
... gaining 5 Silvers.
MrEevee plays a Swindler.
... getting +$2.
... NovaRising turns up a Province and trashes it.
... replacing NovaRising's Province with a Province.
MrEevee plays a Swindler.
... getting +$2.
... NovaRising turns up a Province and trashes it.
... No replacement is available.
MrEevee plays a Swindler.
... getting +$2.
... NovaRising turns up a Province and trashes it.
... No replacement is available.
MrEevee buys a Duchy.
MrEevee buys a Duchy.
MrEevee buys a Duchy.
MrEevee buys a Duchy.
MrEevee buys a Duchy.
MrEevee buys a Duchy.
MrEevee buys a Duchy.
All Provinces are gone.
MrEevee wins!
http://dominionlogs.goko.com//20130118/log.505c6195a2e6c78ad2ed5a99.1358576966178.txt
Hermit/Pirate Ship... I like it.
http://dominion.isotropic.org/gamelog/201301/18/game-20130118-184939-79738bd8.html (http://dominion.isotropic.org/gamelog/201301/18/game-20130118-184939-79738bd8.html)
So, my opponent plays big money while I buy out all the cities and some swindlers and fortune tellers. Going into the last turn, I'm tailing 23-6 with just two provinces left. Then I hit province twice with my swindler, draining the pile without getting any myself. Then my next two swindlers both hit provinces again, trashing them. I have just enough money to buy out the 7 duchies for the win. My opponent wasn't pleased.
I would have "only" needed 6 (I win by 4 points), but it does look better to drain the pile!http://dominion.isotropic.org/gamelog/201301/18/game-20130118-184939-79738bd8.html (http://dominion.isotropic.org/gamelog/201301/18/game-20130118-184939-79738bd8.html)
So, my opponent plays big money while I buy out all the cities and some swindlers and fortune tellers. Going into the last turn, I'm tailing 23-6 with just two provinces left. Then I hit province twice with my swindler, draining the pile without getting any myself. Then my next two swindlers both hit provinces again, trashing them. I have just enough money to buy out the 7 duchies for the win. My opponent wasn't pleased.
Didn't you only need 2 Duchies for the win at that point?
I would have"only" needed 6 (I win by 4 points), but does look better to drain the pile!http://dominion.isotropic.org/gamelog/201301/18/game-20130118-184939-79738bd8.html (http://dominion.isotropic.org/gamelog/201301/18/game-20130118-184939-79738bd8.html)
So, my opponent plays big money while I buy out all the cities and some swindlers and fortune tellers. Going into the last turn, I'm tailing 23-6 with just two provinces left. Then I hit province twice with my swindler, draining the pile without getting any myself. Then my next two swindlers both hit provinces again, trashing them. I have just enough money to buy out the 7 duchies for the win. My opponent wasn't pleased.
Didn't you only need 2 Duchies for the win at that point?
http://dominionlogs.goko.com//20130118/log.505c6195a2e6c78ad2ed5a99.1358576966178.txt
Hermit/Pirate Ship... I like it.
I don't see any particular synergy there. Is there a specific turn that you thought was especially great?
http://dominionlogs.goko.com//20130118/log.505c6195a2e6c78ad2ed5a99.1358576966178.txt
Hermit/Pirate Ship... I like it.
I don't see any particular synergy there. Is there a specific turn that you thought was especially great?
Pirate Ship needs to be played as often as possible. Madman gives the draw to get multiple Pirate Ships in hand, and the Actions to play them. So with my Pirate Ships up to 7 tokens, I was buying whatever I wanted every turn. It did help that this was against Banker Bot.
http://dominionlogs.goko.com//20130118/log.505c6195a2e6c78ad2ed5a99.1358576966178.txt
Hermit/Pirate Ship... I like it.
I don't see any particular synergy there. Is there a specific turn that you thought was especially great?
Pirate Ship needs to be played as often as possible. Madman gives the draw to get multiple Pirate Ships in hand, and the Actions to play them. So with my Pirate Ships up to 7 tokens, I was buying whatever I wanted every turn. It did help that this was against Banker Bot.
Not sure I would call it a Greatest Moment though. :P
Looking at the kingdom -- there is Market and Highway. I think that with Hermit might be more interesting. After 2 Highways, Hermit can gain more Highways and Markets. An early Counterfeit can slowly trash out starting Copper. Near the end, shore up some Madmen and then do a Highway+Market megaturn.
I don't know. Pirate Ship is fun because it's very satisfying to play it for huge payout. But even against Banker Bot buying Ventures and Banks and the regular treasure, that game went down to the wire. I imagine Festival could have helped you by giving +actions and +buy to take advantage of big PS money. :)
No offense, wero, but if everyone posted their cool 3-Province turns in this thread, we'd be getting several a day...
Worst Tactician turn I've ever seen. My pre-draw hand was Curse, Copper, Estate, Monument, Witch.
(You reshuffle.)
You draw 3 Curses, an Estate, and a Copper and get +1 action and +1 buy from your Tactician.
You play a Monument.
... You get +$2 and +1 ▼.
You play a Witch.
... You draw 2 Curses.
... Malinda gains nothing.
... Rick gains nothing.
... ellie gains nothing.
You play 2 Coppers.
You buy a Horse Traders.
sparky5856 draws 5 cards and gets +1 action and +1 buy from the Tactician.
sparky5856 plays a Militia.
... getting +$2.
... MrEevee discards 2 cards.
sparky5856 plays a Copper.
sparky5856 buys an Estate.
— GwinnR's turn 22 —
GwinnR plays a Forge.
... trashing a Curse, a Tournament, a Shanty Town, and a Duchy.
... gaining nothing.
But I unfortunately I had misscounted :-( I think I should go to bed now...
This (http://dominion.isotropic.org/gamelog/201301/21/game-20130121-125707-c6ed6da4.html) was not really a great moment for me, but I think it might be funny to see. I was happy that I can forge some cards into a Colony:Curse isn't worth $-1 :PCode: [Select]— GwinnR's turn 22 —
But I unfortunately I had misscounted :-( I think I should go to bed now...
GwinnR plays a Forge.
... trashing a Curse, a Tournament, a Shanty Town, and a Duchy.
... gaining nothing.
And they say Secret Chamber is the weakest $2 card in the game... ;)
And Noble Brigand...and Saboteur...pretty much everything that messes with your deckAnd they say Secret Chamber is the weakest $2 card in the game... ;)
Its reaction is absolutely devastating against Swindler and Thief. As if Thief needed to be made worse. And Minion too, I suppose.
One game, with secret chamber/swindler/peddler on the board, he plays swindler, I SC to put Peddler on top of the deck, he replaces my Peddler with Province. (Peddlers were out). Next turn, I get lucky and he hits another peddler and I get another province. My turn, I buy the last Border Village, gain a duchy, and buy another duchy and end the game. Good times. I'll get the link when it's on councilroom.
---------- Watno: turn 22 ----------
Watno - plays Counting House
Watno - places cards in hand: Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper
Watno - plays 30 Copper
Watno - buys Province
Watno - gains Province
Quote---------- Watno: turn 22 ----------
Watno - plays Counting House
Watno - places cards in hand: Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper
Watno - plays 30 Copper
Watno - buys Province
Watno - gains Province
http://dominionlogs.goko.com//20130127/log.505f02b651c333114368f787.1359313577355.txt
And they say Secret Chamber is the weakest $2 card in the game... ;)
Its reaction isabsolutely devastatingsometimes worthwhile against Swindler and Thief. As if Thief needed to be made worse. And Minion too, I suppose.
And they say Secret Chamber is the weakest $2 card in the game... ;)
Its reaction isabsolutely devastatingsometimes worthwhile against Swindler and Thief. As if Thief needed to be made worse. And Minion too, I suppose.
And Noble Brigand...and Saboteur...pretty much everything that messes with your deckAnd they say Secret Chamber is the weakest $2 card in the game... ;)
Its reaction is absolutely devastating against Swindler and Thief. As if Thief needed to be made worse. And Minion too, I suppose.
Put a BV/Peddler on the deck, or put something cheap up. Granted you lost a card, but it's still definitely better than some.And Noble Brigand...and Saboteur...pretty much everything that messes with your deckAnd they say Secret Chamber is the weakest $2 card in the game... ;)
Its reaction is absolutely devastating against Swindler and Thief. As if Thief needed to be made worse. And Minion too, I suppose.
Nah, it's not that great against Saboteur. You still lose a card, you just get some choice over what gets trashed. And Noble Brigand its only that devastating if you have copper in hand. Otherwise it's not that good.
You can do that, but sometimes you want to leave a throwaway card on top so that something better doesn't get hit.Yeah thats what I was talking about.
The bots never end the game in a loss, ever, I think.I have seen the bots end the game in a loss. At one point I thought they did the math and ended it if they couldn't win, but since then I've seen it fail to end a game it couldn't win.
If you set up the appropriate monument deck, you can get as high in points as you want, I wager.
Maybe a fixed bug? Or a different bot?The bots never end the game in a loss, ever, I think.I have seen the bots end the game in a loss. At one point I thought they did the math and ended it if they couldn't win, but since then I've seen it fail to end a game it couldn't win.
If you set up the appropriate monument deck, you can get as high in points as you want, I wager.
The bots never end the game in a loss, ever, I think.I have seen the bots end the game in a loss. At one point I thought they did the math and ended it if they couldn't win, but since then I've seen it fail to end a game it couldn't win.
If you set up the appropriate monument deck, you can get as high in points as you want, I wager.
http://dominion.isotropic.org/gamelog/201301/31/game-20130131-161741-d1dc72bd.html
...
http://dominion.isotropic.org/gamelog/201301/31/game-20130131-161741-d1dc72bd.html
...
Wrong link?
And well, that's... interesting.
http://dominion.isotropic.org/gamelog/201301/31/game-20130131-161741-d1dc72bd.html
http://dominion.isotropic.org/gamelog/201301/31/game-20130131-170404-1c01be5e.html
— OutdrawnOnceAgain's turn 17 —
OutdrawnOnceAgain plays a Treasury.
... drawing 1 card and getting +1 action and +$1.
OutdrawnOnceAgain plays a Treasury.
... drawing 1 card and getting +1 action and +$1.
OutdrawnOnceAgain plays a Treasury.
... (OutdrawnOnceAgain reshuffles.)
... drawing 1 card and getting +1 action and +$1.
OutdrawnOnceAgain plays a Treasury.
... drawing 1 card and getting +1 action and +$1.
OutdrawnOnceAgain plays a Treasury.
... drawing 1 card and getting +1 action and +$1.
OutdrawnOnceAgain plays a Treasury.
... drawing 1 card and getting +1 action and +$1.
OutdrawnOnceAgain plays a Treasury.
... drawing 1 card and getting +1 action and +$1.
OutdrawnOnceAgain plays 3 Coppers and 2 Silvers.
OutdrawnOnceAgain returns a Treasury to the top of the deck.
OutdrawnOnceAgain returns a Treasury to the top of the deck.
OutdrawnOnceAgain returns a Treasury to the top of the deck.
OutdrawnOnceAgain returns a Treasury to the top of the deck.
OutdrawnOnceAgain returns a Treasury to the top of the deck.
OutdrawnOnceAgain returns a Treasury to the top of the deck.
OutdrawnOnceAgain returns a Treasury to the top of the deck.
(OutdrawnOnceAgain draws: 5 Treasuries.)
Looking at the log, the guy seemed to be intending to make a golden-deck-like thing where he'd play a bunch of treasuries, buy something and bishop it. Didn't do a very good job of it though.
Not in the internet, but in real-life (yes there exists a Dominion in real-life ;-)):
There was Chapel and Bishop on the board, so I was going for a Golden Deck. My opponent bought a Tribute and didn't understand, why I only revealed one card. Than he understood, what I was doing...
Not in the internet, but in real-life (yes there exists a Dominion in real-life ;-)):
There was Chapel and Bishop on the board, so I was going for a Golden Deck. My opponent bought a Tribute and didn't understand, why I only revealed one card. Than he understood, what I was doing...
Heh, I've had that happen on iso. "Why isn't my tribute working?" "I have only 5 cards in my deck" "... oh."
— GwinnR's turn 15 —
GwinnR plays a Goons.
... getting +1 buy and +$2.
... JGonz discards 9 cards.
— GwinnR's turn 17 —
GwinnR plays a Goons.
... getting +1 buy and +$2.
... JGonz discards 12 cards
— GwinnR's turn 19 —
GwinnR plays a Goons.
... getting +1 buy and +$2.
... JGonz discards 9 cards.
— sidsel's turn 17 —
sidsel draws 2 cards and gets +1 buy from the Wharf.
sidsel plays a King's Court.
... and plays a King's Court.
... ... and plays a Minion.
... ... ... getting +1 action.
... ... ... getting +$2.
... ... and plays the Minion again.
... ... ... getting +1 action.
... ... ... getting +$2.
... ... and plays the Minion a third time.
... ... ... getting +1 action.
... ... ... discarding the hand.
... ... ... (sidsel reshuffles.)
... ... ... drawing 4 cards.
... ... ... prism discards the hand.
... ... ... prism draws 4 cards.
... and plays the King's Court again.
... ... and plays a Farming Village.
... ... ... getting +2 actions.
... ... ... revealing a Province and a Wharf.
... ... ... putting the Wharf into the hand.
... ... ... discarding a Province.
... ... and plays the Farming Village again.
... ... ... getting +2 actions.
... ... ... revealing an Estate and a Copper.
... ... ... putting the Copper into the hand.
... ... ... discarding an Estate.
... ... and plays the Farming Village a third time.
... ... ... getting +2 actions.
... ... ... revealing an Estate and a King's Court.
... ... ... putting the King's Court into the hand.
... ... ... discarding an Estate.
... and plays the King's Court a third time.
... ... and plays a King's Court.
... ... ... and plays a Wharf.
... ... ... ... drawing 2 cards and getting +1 buy.
... ... ... and plays the Wharf again.
... ... ... ... drawing 2 cards and getting +1 buy.
... ... ... and plays the Wharf a third time.
... ... ... ... drawing 2 cards and getting +1 buy.
... ... and plays the King's Court again.
... ... ... and plays a Farming Village.
... ... ... ... getting +2 actions.
... ... ... ... revealing a Copper.
... ... ... ... putting the Copper into the hand.
... ... ... and plays the Farming Village again.
... ... ... ... getting +2 actions.
... ... ... ... revealing a Minion.
... ... ... ... putting the Minion into the hand.
... ... ... and plays the Farming Village a third time.
... ... ... ... getting +2 actions.
... ... ... ... revealing a Farming Village.
... ... ... ... putting the Farming Village into the hand.
... ... and plays the King's Court a third time.
... ... ... and plays a Minion.
... ... ... ... getting +1 action.
... ... ... ... getting +$2.
... ... ... and plays the Minion again.
... ... ... ... getting +1 action.
... ... ... ... getting +$2.
... ... ... and plays the Minion a third time.
... ... ... ... getting +1 action.
... ... ... ... getting +$2.
sidsel plays a Farming Village.
... getting +2 actions.
... revealing an Estate and a Silver.
... putting the Silver into the hand.
... discarding an Estate.
sidsel plays a Minion.
... getting +1 action.
... getting +$2.
sidsel plays 2 Golds, a Silver, and 7 Coppers.
sidsel buys a Province.
sidsel buys a Province.
sidsel buys a Province.
sidsel buys an Estate.
(sidsel reshuffles.)
(sidsel draws: a Silver, 2 Coppers, a Province, and a King's Court.)
All Provinces are gone.
sidsel wins!
My opponent was killing me with his minions. Then I had this turn:
Final score 28/27 - comeback of a lifetime
My opponent was killing me with his minions. Then I had this turn:
Final score 28/27 - comeback of a lifetime
I apologize for being a giant killjoy, but here goes. KC games with sufficient access to Buys and money-generating Actions will, almost by definition, result in huge point-gaining turns. With a well-built KC/Minion/Wharf deck, I would not consider you "behind" unless your opponent has already guaranteed enough VP for victory. The entire focus of such a deck is to be able to buy nearly every victory point remaining in the Supply at once.
I would guess that larger KC "comebacks" than that happen at least once every couple of days.
Sidsel, things appear to have worked out for you here, but in general if you use a King's Court on a Minion and intend to discard your hand, then you ought to do that in your first of three plays. That way if your new four card hand is a dud, you can discard again.
Same thing go for using King's Court/Throne Room/Procession on Nobles/Trusty Steed/Pawn. If you intend to draw eventually, then draw first, so that you can make a more informed decision in the subsequent play(s).
I know it's not unknown for Silver to run out, but on turn 13, in a game not featuring Feodum?
http://dominion.isotropic.org/gamelog/201302/07/game-20130207-023113-f25fa752.html
I know it's not unknown for Silver to run out, but on turn 13, in a game not featuring Feodum?
http://dominion.isotropic.org/gamelog/201302/07/game-20130207-023113-f25fa752.html
http://dominion.isotropic.org/gamelog/201302/09/game-20130209-090836-3c81cb78.htmlI've done it with two colonies before. (http://forum.dominionstrategy.com/index.php?topic=2583.msg40610#msg40610)
mith plays a Black Market.
... getting +$2.
... drawing a King's Court, a Ghost Ship, and a Woodcutter from the Black Market deck.
... returning a King's Court, a Ghost Ship, and a Woodcutter to the bottom of the Black Market deck.
mith plays an Ambassador.
... mith reveals a Province.
... returning 0 copies to the supply.
... Geronimoo gains a Province.
mith plays an Ambassador.
... mith reveals a Province.
... returning 0 copies to the supply.
... Geronimoo gains a Province.
mith plays 3 Silvers.
mith buys a Province.
(mith draws: a Silver, 2 Cities, a Province, and an Ambassador.)
All Provinces are gone.
mith wins!
I don't think I had ever Ambassador'd two Provinces before... Just in time, too, Geronimoo's deck was getting awfully scary.
I've done it with two colonies before. (http://forum.dominionstrategy.com/index.php?topic=2583.msg40610#msg40610)
— Powerman's turn 4 —
Powerman plays a Swindler.
... getting +$2.
... IronDuke409 turns up an Estate and trashes it.
... replacing IronDuke409's Estate with an Estate.
— Powerman's turn 6 —
Powerman plays a Swindler.
... getting +$2.
... IronDuke409 turns up an Estate and trashes it.
... replacing IronDuke409's Estate with an Estate.
— Powerman's turn 8 —
Powerman plays a King's Court.
... and plays a Swindler.
... ... getting +$2.
... ... IronDuke409 turns up an Estate and trashes it.
... ... replacing IronDuke409's Estate with an Estate.
... and plays the Swindler again.
... ... getting +$2.
... ... IronDuke409 turns up an Estate and trashes it.
... ... replacing IronDuke409's Estate with an Estate.
... and plays the Swindler a third time.
... ... getting +$2.
... ... IronDuke409 turns up an Estate and trashes it.
... ... replacing IronDuke409's Estate with an Estate.
Just one copper on turn 33?Wasn't paying attention, it was a tense moment in the game, and when there is Colony left three duds in a row...doesn't help concentration. :P
Ive heard of people drawing a hand of crap, but three turns in a row of nothing but green and purple?
— Morgrim's turn 31 —
Morgrim plays a Gold, a Copper, and 2 Platinums.
Morgrim buys a Colony.
(Morgrim draws: 2 Estates, a Mint, a Duchy, and a Colony.)
— Morgrim's turn 32 —
Morgrim buys a Copper.
(Morgrim draws: 3 Estates and 2 Worker's Villages.)
— Morgrim's turn 33 —
Morgrim plays a Worker's Village.
... drawing 1 card and getting +2 actions and +1 buy.
Morgrim plays a Worker's Village.
... drawing 1 card and getting +2 actions and +1 buy.
Morgrim buys a Copper.
(Morgrim draws: 2 Estates, 2 Curses, and a Duchy.)
Greatest moment for the opponent ;-)Ive heard of people drawing a hand of crap, but three turns in a row of nothing but green and purple?
— Morgrim's turn 31 —
Morgrim plays a Gold, a Copper, and 2 Platinums.
Morgrim buys a Colony.
(Morgrim draws: 2 Estates, a Mint, a Duchy, and a Colony.)
— Morgrim's turn 32 —
Morgrim buys a Copper.
(Morgrim draws: 3 Estates and 2 Worker's Villages.)
— Morgrim's turn 33 —
Morgrim plays a Worker's Village.
... drawing 1 card and getting +2 actions and +1 buy.
Morgrim plays a Worker's Village.
... drawing 1 card and getting +2 actions and +1 buy.
Morgrim buys a Copper.
(Morgrim draws: 2 Estates, 2 Curses, and a Duchy.)
Greatest moment? More like saddest moment.
The game is over! (Great Halls, Ironworks, and Scouts are all gone.)Maybe not toooo bad with the Great Halls...
http://dominion.isotropic.org/gamelog/201302/10/game-20130210-110103-e128fa9e.html
http://dominion.isotropic.org/gamelog/201302/09/game-20130209-090836-3c81cb78.html
mith plays a Black Market.
... getting +$2.
... drawing a King's Court, a Ghost Ship, and a Woodcutter from the Black Market deck.
... returning a King's Court, a Ghost Ship, and a Woodcutter to the bottom of the Black Market deck.
mith plays an Ambassador.
... mith reveals a Province.
... returning 0 copies to the supply.
... Geronimoo gains a Province.
mith plays an Ambassador.
... mith reveals a Province.
... returning 0 copies to the supply.
... Geronimoo gains a Province.
mith plays 3 Silvers.
mith buys a Province.
(mith draws: a Silver, 2 Cities, a Province, and an Ambassador.)
All Provinces are gone.
mith wins!
I don't think I had ever Ambassador'd two Provinces before... Just in time, too, Geronimoo's deck was getting awfully scary.
mprage plays a Torturer.I got all 10 Curses that game, not discarding even once and got rid of all of them quickly, still my chain was a bit slower than his and I lost 21-30. But not even thinking about discarding to Torturer was fun.
... drawing 3 cards.
... hsiale gains a Curse in hand.
mprage plays a King's Court.
... and plays a Torturer.
... ... drawing 3 cards.
... ... hsiale gains a Curse in hand.
... and plays the Torturer again.
... ... drawing nothing.
... ... hsiale gains a Curse in hand.
... and plays the Torturer a third time.
... ... drawing nothing.
... ... hsiale gains a Curse in hand.
-----------------
hsiale plays a Chapel.
... trashing 4 Curses.
— JP's turn 17 —
JP draws 1 card from the Caravan.
(JP reshuffles.)
JP draws 5 cards and gets +1 action and +1 buy from the Tactician.
JP plays a Pearl Diver.
... drawing 1 card and getting +1 action.
... but leaving the bottom card of the deck where it is.
JP plays a Worker's Village.
... drawing 1 card and getting +2 actions and +1 buy.
JP plays a Worker's Village.
... drawing 1 card and getting +2 actions and +1 buy.
JP plays a Steward.
... drawing 2 cards.
JP plays a Worker's Village.
... drawing 1 card and getting +2 actions and +1 buy.
JP plays a Cellar.
... getting +1 action.
... discarding 5 cards.
... drawing 5 cards.
JP plays a Menagerie.
... revealing a King's Court, an Estate, a Copper, a Platinum, a Black Market, a Forge, a Worker's Village, a Duchy, a Silver, and a Colony.
... (JP reshuffles.)
... drawing 3 cards and getting +1 action.
JP plays a Forge.
... trashing 2 Estates and a Worker's Village.
... gaining a Province.
JP plays a King's Court.
... and plays a Black Market.
... ... getting +$2.
... ... drawing a Great Hall, a Counting House, and a Thief from the Black Market deck.
... ... playing a Silver, 2 Coppers, and a Platinum.
... ... JP buys a Great Hall.
... ... returning a Counting House and a Thief to the bottom of the Black Market deck.
... and plays the Black Market again.
... ... getting +$2.
... ... drawing a Market, a Feast, and a Bishop from the Black Market deck.
... ... returning a Market, a Feast, and a Bishop to the bottom of the Black Market deck.
... and plays the Black Market a third time.
... ... getting +$2.
... ... drawing a Walled Village, a Trading Post, and a Smugglers from the Black Market deck.
... ... returning a Walled Village, a Trading Post, and a Smugglers to the bottom of the Black Market deck.
JP buys a Colony.
So we've all heard of using Ambassador to give your opponent the last Province for the win. But I've never seen this before today:
— Gendo's turn 23 —
Gendo plays a Throne Room.
... and plays an Ambassador.
... ... Gendo reveals a Province.
... ... returning 0 copies to the supply.
... ... gnfnrf gains a Province.
... and plays the Ambassador again.
... ... Gendo reveals a Province.
... ... returning 0 copies to the supply.
... ... gnfnrf gains a Province.
(Gendo draws: an Estate, a Silver, a Throne Room, a Province, and an Ambassador.)
All Provinces are gone.
Gendo wins!
http://dominion.isotropic.org/gamelog/201302/18/game-20130218-143810-7b75f3a1.html (http://dominion.isotropic.org/gamelog/201302/18/game-20130218-143810-7b75f3a1.html)
To quote my opponent: "That's an ... intriguing way to finish"
jaybeez plays a Swindler.I'd not really thought about the interaction between Swindler and Prizes before. Ouch! :o
... getting +$2.
... fava turns up a Trusty Steed and trashes it.
... replacing fava's Trusty Steed with a Curse.
Yeah, same with spoils, Madman/Mercenary, ect.jaybeez plays a Swindler.I'd not really thought about the interaction between Swindler and Prizes before. Ouch! :o
... getting +$2.
... fava turns up a Trusty Steed and trashes it.
... replacing fava's Trusty Steed with a Curse.
This isn't probably the biggest Counting House ever or anything like that, but the number 16 is a running joke at my school so this moment was quite great for me.
— Awaclus's turn 23 —
Awaclus plays a Counting House.
... putting 16 Coppers from the discard pile into the hand.
Awaclus plays an Ill-Gotten Gains.
... getting +$1.
... gaining a Copper in the hand.
Awaclus plays 20 Coppers.
Awaclus buys a Province.
http://dominion.isotropic.org/gamelog/201302/23/game-20130223-070111-973db413.html
Banker Bot plays Farming Village
Banker Bot reveals Counting House
Banker Bot places Counting House in hand
Banker Bot plays Alchemist
Banker Bot draws Farming Village, Estate
Banker Bot plays Farming Village
Banker Bot reveals Curse, Gold
Banker Bot places Gold in hand
Banker Bot discards Curse
Banker Bot plays Alchemist
Banker Bot draws Gold, Vagrant
Banker Bot plays Vagrant
Banker Bot draws Copper
Banker Bot reveals: Copper
Banker Bot places Copper on top of deck
Banker Bot plays Counting House
Banker Bot places cards in hand: Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper, Copper
Banker Bot plays 17 Copper, 2 Gold
Banker Bot buys Province
Banker Bot gains Province
Banker Bot draws Copper, Estate, Alchemist, Potion, Copper
Play Counting House, draw 53 Coppers
I think we have a winner on this front now.If Celestial Chameleon's solutions to puzzles that assume perfect luck count as Greatest Dominion moments, that is.Play Counting House, draw 53 Coppers
I think we have a winner on this front now.Obv. he could have put Mandarin in the Black Market deck and gotten all 60.Play Counting House, draw 53 Coppers
I don't know what does if they don't.I think we have a winner on this front now.If Celestial Chameleon's solutions to puzzles that assume perfect luck count as Greatest Dominion moments, that is.Play Counting House, draw 53 Coppers
I really think he deserves it.I think we have a winner on this front now.If Celestial Chameleon's solutions to puzzles that assume perfect luck count as Greatest Dominion moments, that is.Play Counting House, draw 53 Coppers
He, for sure, deserves "the greatest Dominion thing 2013" title for his solution to emptying the supply in 4 turns, by far (if Guilds doesn't count). However, I'd argue that a solution to a problem by itself is not a moment.I really think he deserves it.I think we have a winner on this front now.If Celestial Chameleon's solutions to puzzles that assume perfect luck count as Greatest Dominion moments, that is.Play Counting House, draw 53 Coppers
I really don't think that perfect shuffle luck solutions should go here. I mean, for every single "cool thing" that is posted from a real game, it is pretty trivial to come up with a perfect-shuffle-luck solution that does the same thing but better/cooler/faster.But this is the perfectest-shuffle-luck solution.
Play Counting House, draw 53 Coppers
I only get 7 provinces.
---------- SirPeebles: turn 34 ----------
SirPeebles - plays Familiar
SirPeebles - draws Ambassador
SirPeebles - plays Ambassador
SirPeebles - reveals Curse
SirPeebles - returns Curse to the Supply
SirPeebles - returns Curse to the Supply
Defender Bot - gains Curse
SirPeebles - plays 1 Copper, 1 Silver
SirPeebles - buys Silver
SirPeebles - gains Silver
SirPeebles - draws Silver, Province, Copper, Curse, Gold
I liked this turn. The Curse pile was empty, and my hand had Familiar and two Curses. While Familiar couldn't dish out a Curse itself, it draw an Ambassador, which worked quite nicely.Quote---------- SirPeebles: turn 34 ----------
SirPeebles - plays Familiar
SirPeebles - draws Ambassador
SirPeebles - plays Ambassador
SirPeebles - reveals Curse
SirPeebles - returns Curse to the Supply
SirPeebles - returns Curse to the Supply
Defender Bot - gains Curse
SirPeebles - plays 1 Copper, 1 Silver
SirPeebles - buys Silver
SirPeebles - gains Silver
SirPeebles - draws Silver, Province, Copper, Curse, Gold
I liked this turn. The Curse pile was empty, and my hand had Familiar and two Curses. While Familiar couldn't dish out a Curse itself, it draw an Ambassador, which worked quite nicely.Quote---------- SirPeebles: turn 34 ----------
SirPeebles - plays Familiar
SirPeebles - draws Ambassador
SirPeebles - plays Ambassador
SirPeebles - reveals Curse
SirPeebles - returns Curse to the Supply
SirPeebles - returns Curse to the Supply
Defender Bot - gains Curse
SirPeebles - plays 1 Copper, 1 Silver
SirPeebles - buys Silver
SirPeebles - gains Silver
SirPeebles - draws Silver, Province, Copper, Curse, Gold
Nice. Sounds like a riddle:
The Curse pile is empty. The only action card in your hand is Familiar. You play it, and your opponent winds up gaining a Curse. How can this be?
Nice. Sounds like a riddle:
The Curse pile is empty. The only action card in your hand is Familiar. You play it, and your opponent winds up gaining a Curse. How can this be?
Nice. Sounds like a riddle:
The Curse pile is empty. The only action card in your hand is Familiar. You play it, and your opponent winds up gaining a Curse. How can this be?
This has only one answer, as Masquerade doesn't cause your opponent to "gain" a Curse (for example, he can't gain a silver instead with Trader).
With multiple actions, your opponent could gain two Curses: Familiar draws Shanty Town, Shanty Town draws Ambassador and Familiar, Ambassador returns two Curses to the supply and your opponent gains one, and Familiar causes your opponent to gain another.
No reason, I just like clicking the cards!Aww, you missed the chance to say "I can't say no to clicking cards!"
Same reason I play Scrying Pools after I've already drawn my deck and left a bad card topdecked for the opponent. Someone actually ragequit because of this once :(Could have been me.
Same reason I play Scrying Pools after I've already drawn my deck and left a bad card topdecked for the opponent. Someone actually ragequit because of this once :(Could have been me.
— John211's turn 20 —
John211 plays a Farming Village.
... getting +2 actions.
... revealing a Duchy and a Copper.
... putting the Copper into the hand.
... discarding a Duchy.
John211 plays an Embargo.
... getting +$2.
... trashing the Embargo.
... embargoing the Provinces. <--
John211 plays a Trade Route.
... trashing a Copper.
... getting +1 buy and +$3.
John211 plays a Copper.
John211 plays a Bank.
... which is worth +$2.
John211 buys a Province. <--
... gaining a Curse.
(John211 draws: a Duchy, 2 Monuments, a Copper, and a Province.)
All Provinces are gone.
zahlman and John211 rejoice in their shared victory!
Why are your posts on here always the saddest turns? :'(Morgrim plays a Sea Hag
Revealing a Watchtower...Why are your posts on here always the saddest turns? :'(Morgrim plays a Sea Hag
...(opponent) draws and discards a Tunnel
... ...(opponent) reveals Tunnel and gains a Gold.
this happened...THREE TIMES.
Revealing a Watchtower...Why are your posts on here always the saddest turns? :'(Morgrim plays a Sea Hag
...(opponent) draws and discards a Tunnel
... ...(opponent) reveals Tunnel and gains a Gold.
this happened...THREE TIMES.
Revealing a Watchtower...Why are your posts on here always the saddest turns? :'(Morgrim plays a Sea Hag
...(opponent) draws and discards a Tunnel
... ...(opponent) reveals Tunnel and gains a Gold.
this happened...THREE TIMES.
But if you top deck the Gold, Sea Hag won't discard the next Tunnel.
— SheCantSayNo's turn 13 —
...
SheCantSayNo buys a Province.
SheCantSayNo buys a Province.
SheCantSayNo buys a Province.
SheCantSayNo buys a Province.
SheCantSayNo buys a Province.
(SheCantSayNo reshuffles.)
http://dominion.isotropic.org/gamelog/201303/05/game-20130305-080812-d5b37f7f.html
No, people have bought all Colonies and Provinces, I believe. KC-Bridge.
I GOT THE GOLDEN DECK! first time! I lost, but still!
http://dominion.isotropic.org/gamelog/201303/10/game-20130310-182544-71116709.html
http://councilroom.com/game?game_id=game-20130311-175349-8a0c2fb0.html
kc, council room, lab, ironworks, highway, moneylender, WV, governor, gardens, talisman... amazing engine board. turn 16 I get 18 provinces, the last 2 gardens, and 7 duchy's. By far my biggest megaturn. I used Kc-kc-ironworks-ironworks with four highways in play to get 6 of those provinces. Got over 70 points in one turn without bridge or goons...or perfect shuffle luck.
http://councilroom.com/game?game_id=game-20130311-175349-8a0c2fb0.html
kc, council room, lab, ironworks, highway, moneylender, WV, governor, gardens, talisman... amazing engine board. turn 16 I get 8 provinces, the last 2 gardens, and 7 duchy's. By far my biggest megaturn. I used Kc-kc-ironworks-ironworks with four highways in play to get 6 of those provinces. Got over 70 points in one turn without bridge or goons...or perfect shuffle luck.
Ambassador + Opponent's lighthouse?http://councilroom.com/game?game_id=game-20130311-175349-8a0c2fb0.html
kc, council room, lab, ironworks, highway, moneylender, WV, governor, gardens, talisman... amazing engine board. turn 16 I get 18 provinces, the last 2 gardens, and 7 duchy's. By far my biggest megaturn. I used Kc-kc-ironworks-ironworks with four highways in play to get 6 of those provinces. Got over 70 points in one turn without bridge or goons...or perfect shuffle luck.
That would be a pretty impressive megaturn. ;D
Ambassador + Opponent's lighthouse?http://councilroom.com/game?game_id=game-20130311-175349-8a0c2fb0.html
kc, council room, lab, ironworks, highway, moneylender, WV, governor, gardens, talisman... amazing engine board. turn 16 I get 18 provinces, the last 2 gardens, and 7 duchy's. By far my biggest megaturn. I used Kc-kc-ironworks-ironworks with four highways in play to get 6 of those provinces. Got over 70 points in one turn without bridge or goons...or perfect shuffle luck.
That would be a pretty impressive megaturn. ;D
Maybe a 6p game where there's alternatives to province (colony, alt vp, vp tokens, etc)Ambassador + Opponent's lighthouse?http://councilroom.com/game?game_id=game-20130311-175349-8a0c2fb0.html
kc, council room, lab, ironworks, highway, moneylender, WV, governor, gardens, talisman... amazing engine board. turn 16 I get 18 provinces, the last 2 gardens, and 7 duchy's. By far my biggest megaturn. I used Kc-kc-ironworks-ironworks with four highways in play to get 6 of those provinces. Got over 70 points in one turn without bridge or goons...or perfect shuffle luck.
That would be a pretty impressive megaturn. ;D
Also theoretically possible in a 6-player game, right? I don't remember rules for 6p. But the opponents would really, REALLY have to be sleeping.
aren't there more than 12 provinces in a 6 player game?
aren't there more than 12 provinces in a 6 player game?
Yeah, in a 5 player game you have 15, but I can't remember whether 6p adds 3 more or if it stays at 15.
Maybe a 6p game where there's alternatives to province (colony, alt vp, vp tokens, etc)Ambassador + Opponent's lighthouse?http://councilroom.com/game?game_id=game-20130311-175349-8a0c2fb0.html
kc, council room, lab, ironworks, highway, moneylender, WV, governor, gardens, talisman... amazing engine board. turn 16 I get 18 provinces, the last 2 gardens, and 7 duchy's. By far my biggest megaturn. I used Kc-kc-ironworks-ironworks with four highways in play to get 6 of those provinces. Got over 70 points in one turn without bridge or goons...or perfect shuffle luck.
That would be a pretty impressive megaturn. ;D
Also theoretically possible in a 6-player game, right? I don't remember rules for 6p. But the opponents would really, REALLY have to be sleeping.
... maybe.
It adds 3 more.aren't there more than 12 provinces in a 6 player game?
Yeah, in a 5 player game you have 15, but I can't remember whether 6p adds 3 more or if it stays at 15.
---------- dscarpac: turn 21 ----------
dscarpac - plays Stables
dscarpac - discards Copper
dscarpac - draws Goons, Goons, Island
dscarpac - plays King's Court
dscarpac - plays Stables
dscarpac - discards Quarry
dscarpac - draws Copper, Island, Stables
dscarpac - plays Stables
dscarpac - discards Copper
dscarpac - draws Copper, Copper, Oasis
dscarpac - plays Stables
dscarpac - discards Copper
dscarpac - draws Stables, Quarry, King's Court
dscarpac - plays Stables
dscarpac - discards Copper
dscarpac - draws Oasis, Poor House, King's Court
dscarpac - plays Oasis
dscarpac - draws Loan
dscarpac - discards Quarry
dscarpac - plays Stables
dscarpac - discards Loan
dscarpac - draws Goons, Poor House, Province
dscarpac - plays Oasis
dscarpac - draws Necropolis
dscarpac - discards Province
dscarpac - plays King's Court
dscarpac - plays King's Court
dscarpac - plays Goons
Panoptikus - discards Warehouse
Panoptikus - discards Quarry
dscarpac - plays Goons
dscarpac - plays Goons
dscarpac - plays King's Court
dscarpac - plays Poor House
dscarpac - reveals hand: Goons, Goons, Island, Island, Poor House, Necropolis
dscarpac - plays Poor House
dscarpac - reveals hand: Goons, Goons, Island, Island, Poor House, Necropolis
dscarpac - plays Poor House
dscarpac - reveals hand: Goons, Goons, Island, Island, Poor House, Necropolis
dscarpac - plays King's Court
dscarpac - plays Poor House
dscarpac - reveals hand: Goons, Goons, Island, Island, Necropolis
dscarpac - plays Poor House
dscarpac - reveals hand: Goons, Goons, Island, Island, Necropolis
dscarpac - plays Poor House
dscarpac - reveals hand: Goons, Goons, Island, Island, Necropolis
dscarpac - plays Goons
dscarpac - plays Goons
dscarpac - buys Province
dscarpac - receives 1 victory point chips
dscarpac - receives 1 victory point chips
dscarpac - receives 1 victory point chips
dscarpac - gains Province
dscarpac - buys Province
dscarpac - receives 1 victory point chips
dscarpac - receives 1 victory point chips
dscarpac - receives 1 victory point chips
dscarpac - gains Province
dscarpac - buys Province
dscarpac - receives 1 victory point chips
dscarpac - receives 1 victory point chips
dscarpac - receives 1 victory point chips
dscarpac - gains Province
dscarpac - buys Duchy
dscarpac - receives 1 victory point chips
dscarpac - receives 1 victory point chips
dscarpac - receives 1 victory point chips
dscarpac - gains Duchy
dscarpac - buys Duchy
dscarpac - receives 1 victory point chips
dscarpac - receives 1 victory point chips
dscarpac - receives 1 victory point chips
dscarpac - gains Duchy
dscarpac - buys Estate
dscarpac - receives 1 victory point chips
dscarpac - receives 1 victory point chips
dscarpac - receives 1 victory point chips
dscarpac - gains Estate
dscarpac - shuffles deck
dscarpac - draws Stables, Province, Copper, Island, Duchy
------------ Game Over ------------
dscarpac - cards: 4 Island, 4 Stables, 3 Goons, 3 King's Court, 2 Oasis, 2 Poor House, 1 Necropolis, 4 Copper, 2 Quarry, 1 Loan, 5 Province, 2 Duchy, 1 Estate, 1 Overgrown Estate
dscarpac - victory point chips: 31
dscarpac - total victory points: 76
dscarpac - turns: 21
Panoptikus - cards: 8 Poor House, 4 Island, 3 Goons, 3 King's Court, 2 Stables, 2 Oasis, 1 Warehouse, 1 Necropolis, 7 Copper, 1 Silver, 1 Quarry, 3 Province, 2 Duchy, 1 Overgrown Estate
Panoptikus - victory point chips: 18
Panoptikus - total victory points: 50
Panoptikus - turns: 20
--- uncle mike's turn 14 ---
(uncle mike draws: a Shanty Town, an Herbalist, and 3 Highways.)
--- uncle mike's turn 15 ---
uncle mike plays an Herbalist.
... getting +1 buy and +$1.
(uncle mike draws: a Province, an Estate, an Herbalist, a Copper, and a Highway.)
So for CC's next trick, he needs to empty the supply (consisting of 18 provinces plus colonies) on turn 3 in a 6 player game.http://forum.dominionstrategy.com/index.php?topic=4334.msg105814#msg105814
So for CC's next trick, he needs to empty the supply (consisting of 18 provinces plus colonies) on turn 3 in a 6 player game.http://forum.dominionstrategy.com/index.php?topic=4334.msg105814#msg105814
What will happen to this thread?People will continue to post Great Dominion Moments?
Whoops...thought this was in Iso discussion like the 2012 oneWhat will happen to this thread?People will continue to post Great Dominion Moments?
Hehe, the OP specifically talks about the new ambiguity.Whoops...thought this was in Iso discussion like the 2012 oneWhat will happen to this thread?People will continue to post Great Dominion Moments?
Because we now have Goko and Isotropic, as well as some people submitting things that happen in face to face games, I think a more neutral name was in order.:-[
GwinnR: turn 15I'm so sorry for this turn(s)...
(...)
GwinnR plays Possession
GwinnR plays Possession
(...)
GwinnR buys Duchy
GwinnR gains Duchy
GwinnR buys Estate
(...)
so.Gluecklich: turn 15 [possessed]
(...)
so.Gluecklich buys Province
GwinnR gains Province
so.Gluecklich buys Province
GwinnR gains Province(...)
so.Gluecklich: turn 15 [possessed]
(...)
so.Gluecklich buys Province
GwinnR gains Province
so.Gluecklich buys Province
GwinnR gains Province
so.Gluecklich buys Province
GwinnR gains Province
so.Gluecklich buys Estate
GwinnR gains Estate
I was playing IRL, and I was about to buy the last province, but I was like wait, and bought a Farmlamd, trashing a gold, gaining a province. I won by one point. It wasn't really amazing at all, it just made me feel smart :)Weren't you tracking points?
:o Is there a point counter extension for IRL?I was playing IRL, and I was about to buy the last province, but I was like wait, and bought a Farmlamd, trashing a gold, gaining a province. I won by one point. It wasn't really amazing at all, it just made me feel smart :)Weren't you tracking points?
Yes, its called your brain.:o Is there a point counter extension for IRL?I was playing IRL, and I was about to buy the last province, but I was like wait, and bought a Farmlamd, trashing a gold, gaining a province. I won by one point. It wasn't really amazing at all, it just made me feel smart :)Weren't you tracking points?
Yes, its called your brain.:o Is there a point counter extension for IRL?I was playing IRL, and I was about to buy the last province, but I was like wait, and bought a Farmlamd, trashing a gold, gaining a province. I won by one point. It wasn't really amazing at all, it just made me feel smart :)Weren't you tracking points?
Well, you're Ozle. Thats different.Yes, its called your brain.:o Is there a point counter extension for IRL?I was playing IRL, and I was about to buy the last province, but I was like wait, and bought a Farmlamd, trashing a gold, gaining a province. I won by one point. It wasn't really amazing at all, it just made me feel smart :)Weren't you tracking points?
No in my case then!
I don't track points either. I just play the game and find out at the end if I won or lost.
I don't keep two counts, I keep one, the point differential. Start at 0, add one for each estate they trash, minus one for each estate I trash, plus six for each province I buy etc. It just doesn't work for variable vp like Dukes/Vineyards/Fairgrounds etc (or I guess for Multiplayer).I don't track points either. I just play the game and find out at the end if I won or lost.
I mean, I'll do my best to track points, and I'm almost always know who has how many Provinces... but certainly it's non-trivial to track points so well that you always know if a move would cause you to lose by 1 point... if it were, there would be no point counter extensions, no debate about whether it's legal to take notes, etc.
I don't keep two counts, I keep one, the point differential. Start at 0, add one for each estate they trash, minus one for each estate I trash, plus six for each province I buy etc. It just doesn't work for variable vp like Dukes/Vineyards/Fairgrounds etc (or I guess for Multiplayer).I don't track points either. I just play the game and find out at the end if I won or lost.
I mean, I'll do my best to track points, and I'm almost always know who has how many Provinces... but certainly it's non-trivial to track points so well that you always know if a move would cause you to lose by 1 point... if it were, there would be no point counter extensions, no debate about whether it's legal to take notes, etc.
This happened to often to me in this game (http://dom.retrobox.eu/?/20130329/log.50f13f43e4b0c837a67432c8.1364551847895.txt) (turn 3 (2 times), 5 (2 times), 7, 9 and in turn 16 with Province)...
(http://i.qkme.me/3tkubw.jpg)
More like one of the sadest moments:This happened to often to me in this game (http://dom.retrobox.eu/?/20130329/log.50f13f43e4b0c837a67432c8.1364551847895.txt) (turn 3 (2 times), 5 (2 times), 7, 9 and in turn 16 with Province)...
(http://i.qkme.me/3tkubw.jpg)
This probably doesn't belong here, but...
Just drew this hand:
Throne Room, Mine, Gold, Curse, Estate
Naturally, I Throne Room'd the Mine, turning my Gold into a Silver, and then back into a Gold again.
This probably doesn't belong here, but...
Just drew this hand:
Throne Room, Mine, Gold, Curse, Estate
Naturally, I Throne Room'd the Mine, turning my Gold into a Silver, and then back into a Gold again.
This probably doesn't belong here, but...http://forum.dominionstrategy.com/index.php?topic=5451.0
Just drew this hand:
Throne Room, Mine, Gold, Curse, Estate
Naturally, I Throne Room'd the Mine, turning my Gold into a Silver, and then back into a Gold again.
At first my opponent accused me of abusing a bug, but i managed to convince I'm that this is perfectly possible without breaking any rules.
SheCantSayNo: turn 4
SheCantSayNo plays Necropolis
SheCantSayNo plays JackOfAllTrades
SheCantSayNo gains Silver
SheCantSayNo discards Copper
SheCantSayNo shuffles deck
SheCantSayNo trashes Overgrown Estate
SheCantSayNo draws Tournament
SheCantSayNo plays Tournament
SheCantSayNo draws Silver
SheCantSayNo plays 3 Copper, 2 Silver
SheCantSayNo buys Province
SheCantSayNo gains Province
http://dom.retrobox.eu/?/20130427/log.505d732a51c359e6597efeb8.1367087301469.txt
Miraculously, he gets the first prize.
3. If you are playing a 2 player game for fun and you do a combo like that to run away with the game, you end up pissing off your wife.
Yay!
Take that, Treasure Map!
Yay, my first Rebuild game where I ignore the card: http://dom.retrobox.eu/?/20130430/log.505d732a51c359e6597efeb8.1367321597618.txtAlt-VP games are terrible for Rebuild, since usually it's not cost-effective to turn estates into $4 cards. Plus here you have so many cards to name. Which is interesting since special Treasures make Mine way better.
Real life game, my chapel did not connect my estates until after the 5th reshuffle.Well at least you culd get rid of your coppers...right?
My dad killed me that game.
Opened chapel silver, turn four chapel silver CCC. My dad went for chapel-poorhouse. KILLED me.Real life game, my chapel did not connect my estates until after the 5th reshuffle.Well at least you culd get rid of your coppers...right?
My dad killed me that game.
Opened chapel silver, turn four chapel silver CCC. My dad went for chapel-poorhouse. KILLED me.Real life game, my chapel did not connect my estates until after the 5th reshuffle.Well at least you culd get rid of your coppers...right?
My dad killed me that game.
Opened chapel silver, turn four chapel silver CCC. My dad went for chapel-poorhouse. KILLED me.Real life game, my chapel did not connect my estates until after the 5th reshuffle.Well at least you culd get rid of your coppers...right?
My dad killed me that game.
Would it have made the most sense to trash the three copper and get a poor house?
Probably depends on the board. I'd say if you got a silver already, that means you probably weren't going for poor houses - or else why would you have gotten the silver?
Probably depends on the board. I'd say if you got a silver already, that means you probably weren't going for poor houses - or else why would you have gotten the silver?
Probably depends on the board. I'd say if you got a silver already, that means you probably weren't going for poor houses - or else why would you have gotten the silver?
Right, but I meant, given the bad shuffle luck, is it better to change strategies and be a turn behind his opponent or continue on and likely still be behind with whatever he was going to do.
KC and Poor House, how ironic... t13 8) (http://dom.retrobox.eu/?/20130503/log.5174d004e4b0af8780309547.1367576823115.txt)
Probably depends on the board. I'd say if you got a silver already, that means you probably weren't going for poor houses - or else why would you have gotten the silver?
Right, but I meant, given the bad shuffle luck, is it better to change strategies and be a turn behind his opponent or continue on and likely still be behind with whatever he was going to do.
This is generally the worst possible idea. Playing your opponent's strategy from two turns behind is a great way to lose by two turns, because your deck is going to play out at the same pace as his.
I'd just go for the most "luck based" strategy if I'm way behind. "This probably won't work but if it does, I win" is better than "This most definitely works, but even if it does, I probably lose".Probably depends on the board. I'd say if you got a silver already, that means you probably weren't going for poor houses - or else why would you have gotten the silver?
Right, but I meant, given the bad shuffle luck, is it better to change strategies and be a turn behind his opponent or continue on and likely still be behind with whatever he was going to do.
This is generally the worst possible idea. Playing your opponent's strategy from two turns behind is a great way to lose by two turns, because your deck is going to play out at the same pace as his.
Well, yes, generally. But could it be better in this specific case? Or in some specific case. I could imagine there would be a situation where you made an error and recovering and going for the same strategy your opponent has would actually have a higher chance of winning than any other strategy. Though maybe actually constructing it is difficult.
SheCantSayNo plays Swindler
Cat Daddy reveals Madman
Cat Daddy trashes Madman
Cat Daddy gains Copper
Not really great, but an interesting moment:
3p-game with Grand Market and other powercards. My opponents got to Grand Market early and I had no chance of winning. So I had to 3 pile it for a tied lose. It ended with 10 points (Colony) to 0 point to 0 points.
I hope the opponent with 0 points doesn't hate me now, but I couldn't done more.
Not really great, but an interesting moment:
3p-game with Grand Market and other powercards. My opponents got to Grand Market early and I had no chance of winning. So I had to 3 pile it for a tied lose. It ended with 10 points (Colony) to 0 point to 0 points.
I hope the opponent with 0 points doesn't hate me now, but I couldn't done more.
He should have bought an Estate.
He should have bought an Estate.Maybe he should, but he was still building up his deck. But who thinks, that someone 3-piles the game for a lose ;-)
Also, why didn't the winning player 3-pile?He bought the Colony in his last turn and he didn't have the chance to 3-pile it. It even had the hope, I could 3-pile it and buy an Estate.
Warfreak2 plays Minion
Warfreak2 discards: Silver, Chapel
Warfreak2 draws Chapel, Minion, Minion, Necropolis
SheCantSayNo discards: Potion, Chapel, Minion, Minion, Minion
SheCantSayNo draws Possession, King's Court, King's Court, Possession
http://dom.retrobox.eu/?/20130522/log.505d732a51c359e6597efeb8.1369260885621.txt
In another game that night, we had a Possession board again and there was a Masquerade play where both of us passed a Masquerade; I managed to steal SheCantSayNo's only Possession in exchange for my last Masquerade, but somehow I was still losing because I wasn't able to play one in the following two turns.
Or if I possess you, am I making you time out? That would be perverse, to say the least...
Or if I possess you, am I making you time out? That would be perverse, to say the least...
Yes, that's what appears to be happening.
if I possess you, am I making you time out? That would be perverse, to say the least...
Also Ashnod's Coupon:Hahaha, reading the comments. Loving the Mindslaver/Ashnod's Coupon/Selling your own drink combo.
http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=9769
Warfreak2 plays Minion
Warfreak2 discards: Silver, Chapel
Warfreak2 draws Chapel, Minion, Minion, Necropolis
SheCantSayNo discards: Potion, Chapel, Minion, Minion, Minion
SheCantSayNo draws Possession, King's Court, King's Court, Possession
http://dom.retrobox.eu/?/20130522/log.505d732a51c359e6597efeb8.1369260885621.txt
Nice to call yourself an amateur ;-)Warfreak2 plays Minion
Warfreak2 discards: Silver, Chapel
Warfreak2 draws Chapel, Minion, Minion, Necropolis
SheCantSayNo discards: Potion, Chapel, Minion, Minion, Minion
SheCantSayNo draws Possession, King's Court, King's Court, Possession
http://dom.retrobox.eu/?/20130522/log.505d732a51c359e6597efeb8.1369260885621.txt
Amateur!
SheCantSayNo plays King's Court
SheCantSayNo plays King's Court
SheCantSayNo plays Possession
SheCantSayNo plays Possession
SheCantSayNo plays Possession
SheCantSayNo plays King's Court
SheCantSayNo plays Possession
SheCantSayNo plays Possession
SheCantSayNo plays Possession
SheCantSayNo plays King's Court
SheCantSayNo plays Possession
SheCantSayNo plays Possession
SheCantSayNo plays Possession
http://dom.retrobox.eu/?/20130526/log.505d732a51c359e6597efeb8.1369581551893.txt
Reminds me of the rulings text for Mindslaver in MtG, which also allows you to control a players turn. "You can't make the other player concede"
Is the first time using the Hermit/Market Square combo on here? It shouldn't be anybody doing it now that it's pretty well known, but at first it was pretty big...It was still pretty dominant on the first round of the Finnish national champs last weekend.
That is the strangest way I've seen someone spell the word "best".Reminds me of the rulings text for Mindslaver in MtG, which also allows you to control a players turn. "You can't make the other player concede"
This is my favorite Mindslaver ruling:
"If you make another player cast Shahrazad, you don't control that player in the subgame, but you continue to control them once the subgame is completed."
That sounds like the worst game of Magic ever.
Salesman: "Your total comes to $132."Don't forget about the other Wharfs for the +buys!
Customer: "Okay. Mind if I pay in pennies?"
Andrew Iannaccone plays King's Court
Andrew Iannaccone plays Coppersmith
Andrew Iannaccone plays Coppersmith
Andrew Iannaccone plays Coppersmith
Andrew Iannaccone plays King's Court
Andrew Iannaccone plays Coppersmith
Andrew Iannaccone plays Coppersmith
Andrew Iannaccone plays Coppersmith
Andrew Iannaccone plays King's Court
Andrew Iannaccone plays Coppersmith
Andrew Iannaccone plays Coppersmith
Andrew Iannaccone plays Coppersmith
Andrew Iannaccone plays King's Court
Andrew Iannaccone plays Pearl Diver
Andrew Iannaccone plays Pearl Diver
Andrew Iannaccone plays Pearl Diver
Andrew Iannaccone plays Feast
Andrew Iannaccone trashes Feast
Andrew Iannaccone gains Coppersmith
Andrew Iannaccone plays Wharf
Andrew Iannaccone shuffles deck
Andrew Iannaccone draws Coppersmith
Andrew Iannaccone plays Coppersmith
Andrew Iannaccone plays 12 Copper, 1 Silver
http://dom.retrobox.eu/?/20130528/log.5101a6c4e4b02b7235c3860f.1369752738809.txt
Salesman: "Your total comes to $132."Don't forget about the other Wharfs for the +buys!
Customer: "Okay. Mind if I pay in pennies?"
Andrew Iannaccone plays King's Court
Andrew Iannaccone plays Coppersmith
Andrew Iannaccone plays Coppersmith
Andrew Iannaccone plays Coppersmith
Andrew Iannaccone plays King's Court
Andrew Iannaccone plays Coppersmith
Andrew Iannaccone plays Coppersmith
Andrew Iannaccone plays Coppersmith
Andrew Iannaccone plays King's Court
Andrew Iannaccone plays Coppersmith
Andrew Iannaccone plays Coppersmith
Andrew Iannaccone plays Coppersmith
Andrew Iannaccone plays King's Court
Andrew Iannaccone plays Pearl Diver
Andrew Iannaccone plays Pearl Diver
Andrew Iannaccone plays Pearl Diver
Andrew Iannaccone plays Feast
Andrew Iannaccone trashes Feast
Andrew Iannaccone gains Coppersmith
Andrew Iannaccone plays Wharf
Andrew Iannaccone shuffles deck
Andrew Iannaccone draws Coppersmith
Andrew Iannaccone plays Coppersmith
Andrew Iannaccone plays 12 Copper, 1 Silver
http://dom.retrobox.eu/?/20130528/log.5101a6c4e4b02b7235c3860f.1369752738809.txt
Evidence that playing a game when hungry is never a good idea.
Supply cards: Chapel, Fool's Gold, Haven, Native Village, Menagerie, Tunnel, Conspirator, Feast, Tactician, Expand, Copper, Silver, Gold, Estate
I'm planning on going for a bit of a Double Tactician/Tunnel/Expand thing, while my opponent is going for Fool's Gold. I open Chapel/Feast, hoping I don't collide T3 and T4, but I don't hit Feast until T5. Hungry, my mind must be thinking (a'la Homer Simpson) "Feast, feast, feast... mmmhhhhmmm, feast." I do this:
---------- dudeabides: turn 5 ----------
dudeabides - plays Feast
dudeabides - trashes Feast
dudeabides - gains Feast
With a bit of luck, I still manage to pull off a victory. 2X Tact, 2X Tunnel, 2X Expand with Chapel for quick trashing: A very quick strategy.
Full Log here: http://dom.retrobox.eu/?/20130528/log.50f5dcbde4b03946044c889a.1369780130543.txt (http://dom.retrobox.eu/?/20130528/log.50f5dcbde4b03946044c889a.1369780130543.txt)
...I'm missing something about that. I don't see any really relevant thing going on with curses/colony on yours or the opponents turn.You're not alone.
Oh did I put in the wrong turn? It's the last turn....I'm missing something about that. I don't see any really relevant thing going on with curses/colony on yours or the opponents turn.You're not alone.
It probably wasn't the right play, but hey, how many opportunities do you get for a T3 Province (http://dom.retrobox.eu/?/20130603/log.5101a6c4e4b02b7235c3860f.1370307762846.txt)?
SheCantSayNo: turn 3
SheCantSayNo plays Coppersmith
SheCantSayNo plays 4 Copper
SheCantSayNo buys Province
SheCantSayNo gains Province
SheCantSayNo draws Copper, Estate, Silver, Copper, Estate
Don't buy the last Curse for a 3-pile win unless you're sure you'll get the win. My turn 31 Estate was my 50th card, boosting my Gardens and tying up the game, then the game was freely given to me.
http://dom.retrobox.eu/?/20130605/log.50a6c1abe4b03214bb7822e9.1370500944464.txt
On a board where Sir Martin was the only +buy, I King's Courted him after playing 8 Highways...
...and then bought out the rest of the Knights pile because I was worried he might get trashed.
I never thought I'd draw this hand:I am giggling like a loon.
It probably wasn't the right play, but hey, how many opportunities do you get for a T3 Province (http://dom.retrobox.eu/?/20130603/log.5101a6c4e4b02b7235c3860f.1370307762846.txt)?
SheCantSayNo: turn 3
SheCantSayNo plays Coppersmith
SheCantSayNo plays 4 Copper
SheCantSayNo buys Province
SheCantSayNo gains Province
SheCantSayNo draws Copper, Estate, Silver, Copper, Estate
I am sure someone will give you exact percentages for the Turn 3 likelihood of Coppersmith + 4x Copper with a Coppersmith/X opening and a Coppersmith/Copper opening. It is f.ds, after all.
Those aren't exact percentages, there should be at least ω more decimal places.
Next, set up a Governor/Possession/Forge pin.Dont forget two King's Courts ;-)
Next, set up a Governor/Possession/Forge pin.
In this game, I got exactly 1000 VP (Bishop/Fortress Golden Deck with Advisors and Wishing Wells for the draw and some Monuments in between). It took me only 69 turns.
Mr Anderson cards: 10 Fortress, 10 Advisor, 7 Bishop, 3 Wishing Well
Mr Anderson victory point chips: 1000
Mr Anderson total victory points: 1000
Mr Anderson turns: 69
http://dom.retrobox.eu/?/20130619/log.505cc11ea2e6483e027bc556.1371651796193.txt#Game Over (http://dom.retrobox.eu/?/20130619/log.505cc11ea2e6483e027bc556.1371651796193.txt#Game Over)
...for me when I realised that Dame SILVya is just like a DAMn SILVer.
I'm wondering what Dame Salvia would be...
I'm wondering what Dame Salvia would be...
I'm wondering what Dame Salvia would be...
Better than Dame Saliva?
You may lick the player to your left. If he doesn't hit you, do it again.
I'm wondering what Dame Salvia would be...
If you are ill today, gain a card of your choice and be healthy again.
KC
KC
Merchant Ship
Merchant Ship
Herald
Tactician
Tactician
Buy Colony
Code: [Select]You may lick the player to your left. If he doesn't hit you, do it again.
Wouldn't that be the Really bad card ideas thread?Code: [Select]You may lick the player to your left. If he doesn't hit you, do it again.
Now I really want there to be an Unglued-type expansion for Dominion.
I'm wondering what Dame Salvia would be...
Better than Dame Saliva?Code: [Select]You may lick the player to your left. If he doesn't hit you, do it again.
They (https://motivatedgrammar.wordpress.com/2009/09/10/singular-they-and-the-many-reasons-why-its-correct/).Oh, is this, why goko says "THEIR deck" to your opponent?
(http://i.qkme.me/3slehz.jpg)
(http://i.qkme.me/3slehz.jpg)
Buys Jack of all Trades and Steward in t1 and t2.
Draws Necropolis, Hovel, Overgrown Estate, JoaT and Steward in t3: Play Necropolis, trash the other Shelters with Steward and play a big JoaT.
Draws JoaT, Steward, Necropolis and 2 Coppers in t4 to do the same with the Coppers.
dscarpac duration Fishing Village
dscarpac duration Fishing Village
dscarpac plays Witch
dscarpac draws Crossroads, Copper
Bishop_Zen gains Curse
dscarpac plays Apprentice
dscarpac trashes Witch
dscarpac draws Conspirator, Curse
dscarpac shuffles deck
dscarpac draws Gold, Curse, Conspirator
dscarpac plays Conspirator
dscarpac draws Conspirator
dscarpac plays Conspirator
dscarpac draws Curse
dscarpac plays Conspirator
dscarpac draws Estate
dscarpac plays Crossroads
dscarpac reveals hand: Curse, Copper, Copper, Curse, Gold, Curse, Curse, Estate
dscarpac draws Count
dscarpac plays Count
dscarpac places Gold on top of deck
dscarpac trashes Curse, Copper, Copper, Curse, Curse, Curse, Estate
dscarpac buys Province
dscarpac gains Province
dscarpac draws Gold, Copper
dscarpac shuffles deck
dscarpac draws Province, Fishing Village, Count
I knew Soothsayer could be countered nicely by Watchtower, but I wasn't expecting something as amazing as this.
theRZJ plays Soothsayer
theRZJ gains Gold
Titandrake gains Curse
Titandrake applied Watchtower to trash Curse
Titandrake trashes Curse
Titandrake reveals reaction Market Square
Titandrake discards Market Square
Titandrake gains Gold
Titandrake applied Watchtower to place Gold on top of the deck
Titandrake draws Gold
GwinnR buys Province
GwinnR gains Curse
GwinnR gains Curse
GwinnR gains Curse
GwinnR gains Curse
GwinnR gains Curse
GwinnR gains Curse
GwinnR gains Curse
This is ambassador-tennis: http://dom.retrobox.eu/?/20130709/log.516d0e09e4b082c74d7aacc1.1373391742975.txtNaw, THIS (http://dom.retrobox.eu/?/20130706/log.514b5511e4b0b79c883b5e3b.1373129671699.txt) is Ambassador tennis. Okay, I didn't play the best, but fun note: during this game, I did chat "Turn 27: finally $5" or something to that effect. And... I actually thought (a bit wrongly, but not SO crazy) that I had decent chances in the game at that point...
Ambassador with Sage...I should have gotten another Ambassador early.
This is ambassador-tennis: http://dom.retrobox.eu/?/20130709/log.516d0e09e4b082c74d7aacc1.1373391742975.txtNaw, THIS (http://dom.retrobox.eu/?/20130706/log.514b5511e4b0b79c883b5e3b.1373129671699.txt) is Ambassador tennis. Okay, I didn't play the best, but fun note: during this game, I did chat "Turn 27: finally $5" or something to that effect. And... I actually thought (a bit wrongly, but not SO crazy) that I had decent chances in the game at that point...
Ambassador with Sage...I should have gotten another Ambassador early.
This is ambassador-tennis: http://dom.retrobox.eu/?/20130709/log.516d0e09e4b082c74d7aacc1.1373391742975.txtNaw, THIS (http://dom.retrobox.eu/?/20130706/log.514b5511e4b0b79c883b5e3b.1373129671699.txt) is Ambassador tennis. Okay, I didn't play the best, but fun note: during this game, I did chat "Turn 27: finally $5" or something to that effect. And... I actually thought (a bit wrongly, but not SO crazy) that I had decent chances in the game at that point...
Ambassador with Sage...I should have gotten another Ambassador early.
That's true tennis. I had a game (IRL, so no log) where I ended up with more Estates than were originally in the supply. It was 3 players, so it was pretty brutal. I think I had 14 Estates by the end of the game.
This is ambassador-tennis: http://dom.retrobox.eu/?/20130709/log.516d0e09e4b082c74d7aacc1.1373391742975.txtNaw, THIS (http://dom.retrobox.eu/?/20130706/log.514b5511e4b0b79c883b5e3b.1373129671699.txt) is Ambassador tennis. Okay, I didn't play the best, but fun note: during this game, I did chat "Turn 27: finally $5" or something to that effect. And... I actually thought (a bit wrongly, but not SO crazy) that I had decent chances in the game at that point...
Ambassador with Sage...I should have gotten another Ambassador early.
hiroki plays SwindlerNo Golds left or what???
SheCantSayNo reveals reaction Horse Traders
SheCantSayNo reveals reaction Horse Traders
SheCantSayNo reveals Border Village
SheCantSayNo trashes Border Village
SheCantSayNo gains Border Village
SheCantSayNo gains Herald
This setup: Fools Gold, Forager, Scavenger, Armory, Counterfeit, Knights, Royal Seal, Duke, Farmland, Harem
Sometimes Forager is really great. Just played a game, where it gave 7$.Code: [Select]This setup: Fools Gold, Forager, Scavenger, Armory, Counterfeit, Knights, Royal Seal, Duke, Farmland, Harem
At the end at least one of every treasure-card-pile was in the trash. Sadly it wasn't with Platinum ;-)
It's normally a bad idea to trash extra treasures, because you're helping your opponent too, with the opportunity cost of the Treasure you trashed. For it to be worth powering up Forager beyond $2, one player should have a lot more Foragers. I suspect in many games, it's a groupthink card that is overpowered because people deliberately play in a way that overpowers it.That's right, but Counterfeit can change this. We trashed some good treasures, because we wanted to get to 8$, not because we want to power up Forager.
For sure, your game has Counterfeit, Knights and Fools Gold which naturally put Treasures into the trash. I meant in general, as a response to KingZog3.
Uh what a crazy game i just played:
Crazy Kingscourt-Swindler Madness
Now the 2 Provinces left it's quite even it's my turn:
I got to a big hand with my nobles and have still 2KC a Peddler and 2 Mandarins(swindled markets) and 3 Golds and some Coppers left.
If only one of those Mandarins had still been a Market(btw he hit ALL of my markets with Swindler),*argh* now i miss the second buy......and i'm really sure he can buy 2 Provinces next turn.
Ok, i think i'm pretty much done! Buying that Province is like a for sure loss.
If i dont buy the Province i only have a small chance he can't double Province.
Well i have to take the small chance:
So i play:
KC-KC-Mandarin........*idea*(with two KC'd Mandarins i can arrange the top 6 cards of my Deck so if i place the Peddler as 6th card and he plays a Swindler i get an extra Province)......
So i try it and go for the Province.
And BAM! it worked!!
Mandarin i love you :)
Actually he did swear a lot about having played the Swindler.
He would have won without playing it. But he wanted that extra Duchy to win at a higher Margin :D or maybe he just didn't count correctly on what the point score was.
And most Peddlers were in his own Deck i only had 2 so maybe he thought that was worth the risk :P
Actually he did swear a lot about having played the Swindler.
He would have won without playing it. But he wanted that extra Duchy to win at a higher Margin :D or maybe he just didn't count correctly on what the point score was.
And most Peddlers were in his own Deck i only had 2 so maybe he thought that was worth the risk :P
Fair enough. If he were really paying close attention, he could have known that you had choice over what card he Swindled, and realized that meant that he had basically no chance of hurting you with it. But if he didn't track the score carefully, he may have had to take that risk anyway.
Titandrake: thinking
eliegel: k
Titandrake: wait
Titandrake: that's 2
Titandrake: woooooops
eliegel: haha
Titandrake: NO
Titandrake: NOOOOOO
GwinnR plays Scavenger
GwinnR plays Counterfeit
GwinnR plays Spoils
GwinnR plays Spoils
GwinnR plays Counterfeit
GwinnR plays Spoils
GwinnR plays Spoils
GwinnR plays Counterfeit
GwinnR plays Spoils
GwinnR plays Spoils
GwinnR plays Counterfeit
GwinnR plays Spoils
GwinnR plays Spoils
GwinnR plays Counterfeit
GwinnR plays Spoils
GwinnR plays Spoils
GwinnR plays Counterfeit
GwinnR plays Spoils
GwinnR plays Spoils
GwinnR plays Counterfeit
GwinnR plays Spoils
GwinnR plays Spoils
GwinnR plays 2 Gold, 1 Potion, 1 Copper
http://dom.retrobox.eu/?/20130807/log.50e20cf4e4b0a47150882831.1375895709628.txt
First KC-Possession. It feels so good.
SheCantSayNo: turn 3
SheCantSayNo plays Necropolis
SheCantSayNo plays Swindler
sami1 reveals Spy
sami1 trashes Spy
sami1 gains Feodum
SheCantSayNo plays Swindler
sami1 reveals Swindler
sami1 trashes Swindler
sami1 gains Village
SheCantSayNo plays 2 Copper
SheCantSayNo buys Hunting Grounds
SheCantSayNo gains Hunting Grounds
SheCantSayNo draws Hovel, Overgrown Estate, Copper, Copper, Copper
sami1 resigned
sami1 cards: 1 Necropolis, 1 Fortress, 1 Village, 7 Copper, 1 Overgrown Estate, 1 Feodum, 1 Hovel
sami1 total victory points: 0
sami1 turns: 3
http://dom.retrobox.eu/?/20130808/log.505d732a51c359e6597efeb8.1376000406043.txt
Me and my opponent both messed up trying to do Hermit/Market Square...Are you sure he was trying to do Hermit/Market Square? To me, it looks like he doesn't know about the combo, and just thinks they have pretty good synergy.
http://dom.retrobox.eu/?/20130808/log.5146317ee4b0cf33e051019a.1376015941324.txt
Me and my opponent both messed up trying to do Hermit/Market Square...Are you sure he was trying to do Hermit/Market Square? To me, it looks like he doesn't know about the combo, and just thinks they have pretty good synergy.
http://dom.retrobox.eu/?/20130808/log.5146317ee4b0cf33e051019a.1376015941324.txt
EDIT: And while you certainly misplayed when you gained your 6th Madman, it's hardly "messing up" since it still works with just one Hermit, it's just less effective.
SheCantSayNo: turn 3
SheCantSayNo plays Necropolis
SheCantSayNo plays Swindler
sami1 reveals Spy
sami1 trashes Spy
sami1 gains Feodum
SheCantSayNo plays Swindler
sami1 reveals Swindler
sami1 trashes Swindler
sami1 gains Village
SheCantSayNo plays 2 Copper
SheCantSayNo buys Hunting Grounds
SheCantSayNo gains Hunting Grounds
SheCantSayNo draws Hovel, Overgrown Estate, Copper, Copper, Copper
sami1 resigned
sami1 cards: 1 Necropolis, 1 Fortress, 1 Village, 7 Copper, 1 Overgrown Estate, 1 Feodum, 1 Hovel
sami1 total victory points: 0
sami1 turns: 3
http://dom.retrobox.eu/?/20130808/log.505d732a51c359e6597efeb8.1376000406043.txt
That's unfortunate luck, but by no means game over. Didn't need to resign on Turn 3.
Inspired by some of the Guilds puzzles, I successfully pulled this off when the kingdom that came up had the right set of cards:
http://dom.retrobox.eu/?/20130621/log.50804653fca2b99a1806c3c1.1371834276429.txt
On turn 15, my opponent was ahead 13-12 (both of us with 2 provinces, but he had an extra estate), and no other supply pile had less than 5 cards remaining, but I three-piled to end the game, even though the only card I bought was a province.
Avin Fernando plays Fortress
Avin Fernando draws Catacombs
Avin Fernando plays Develop
Avin Fernando trashes Fortress
Avin Fernando gains Develop
Avin Fernando applied Watchtower to place Develop on top of the deck
Avin Fernando gains Catacombs
Avin Fernando applied Watchtower to trash Catacombs
Avin Fernando trashes Catacombs
Avin Fernando gains Fortress
Avin Fernando applied Watchtower to trash Fortress
Avin Fernando trashes Fortress
Avin Fernando plays Fortress
Avin Fernando draws Develop
Avin Fernando plays Develop
Avin Fernando trashes Fortress
Avin Fernando gains Develop
Avin Fernando applied Watchtower to place Develop on top of the deck
Avin Fernando gains Catacombs
Avin Fernando applied Watchtower to trash Catacombs
Avin Fernando trashes Catacombs
Avin Fernando gains Fortress
Avin Fernando applied Watchtower to trash Fortress
Avin Fernando trashes Fortress
... repeat quite a bit ...
Just last night I played a clearly less experienced player.The real question is, why were you buying pot?
I opened pot-silver, aiming for familiars. He opened moneylender-silver.
My pot missed the reshuffle and was paired with 2 copper / 2 estate.
My opponent is buying just random cards.
My opponent gets a potion during his 3rd deck cycle.
He wins the curse split EIGHT to TWO. Also wins the game by 4 points despite being pretty bad.
Games like this make me question why I even like Dominion.
I think we all know why people buy pot.Just last night I played a clearly less experienced player.The real question is, why were you buying pot?
I opened pot-silver, aiming for familiars. He opened moneylender-silver.
My pot missed the reshuffle and was paired with 2 copper / 2 estate.
My opponent is buying just random cards.
My opponent gets a potion during his 3rd deck cycle.
He wins the curse split EIGHT to TWO. Also wins the game by 4 points despite being pretty bad.
Games like this make me question why I even like Dominion.
Just last night I played a clearly less experienced player.
I opened pot-silver, aiming for familiars. He opened moneylender-silver.
My pot missed the reshuffle and was paired with 2 copper / 2 estate.
My opponent is buying just random cards.
My opponent gets a potion during his 3rd deck cycle.
He wins the curse split EIGHT to TWO. Also wins the game by 4 points despite being pretty bad.
Games like this make me question why I even like Dominion.
Just last night I played a clearly less experienced player.
I opened pot-silver, aiming for familiars. He opened moneylender-silver.
My pot missed the reshuffle and was paired with 2 copper / 2 estate.
My opponent is buying just random cards.
My opponent gets a potion during his 3rd deck cycle.
He wins the curse split EIGHT to TWO. Also wins the game by 4 points despite being pretty bad.
Games like this make me question why I even like Dominion.
Just last night I played a clearly less experienced player.
I opened pot-silver, aiming for familiars. He opened moneylender-silver.
My pot missed the reshuffle and was paired with 2 copper / 2 estate.
My opponent is buying just random cards.
My opponent gets a potion during his 3rd deck cycle.
He wins the curse split EIGHT to TWO. Also wins the game by 4 points despite being pretty bad.
Games like this make me question why I even like Dominion.
(http://i.qkme.me/3vgsz1.jpg)
I don't get it. That's a 6 point advantage and why is opening potion funny in that context?
The two remaining cards in your hand were not, by any chance, King's Court and Governor?Too bad MS doesn't topdeck the Gold.
LESPEUTERE: turn 13
...
LESPEUTERE gains Inn
LESPEUTERE places Mountebank, Mountebank, Inn on top of deck
LESPEUTERE shuffles deck
LESPEUTERE draws Curse, Mountebank, Inn, Mountebank
LESPEUTERE shuffles deck
LESPEUTERE draws Colony
SheCantSayNo: turn 13
...
SheCantSayNo gains Inn
SheCantSayNo places Inn, Trader on top of deck
SheCantSayNo shuffles deck
SheCantSayNo draws Copper, Inn, Trader, Gold, Silver
Apparently Goko does "shuffling in deck" by topdecking, then shuffling. And that's fine.LESPEUTERE: turn 13
...
LESPEUTERE gains Inn
LESPEUTERE places Mountebank, Mountebank, Inn on top of deck
LESPEUTERE shuffles deck
LESPEUTERE draws Curse, Mountebank, Inn, Mountebank
LESPEUTERE shuffles deck
LESPEUTERE draws Colony
SheCantSayNo: turn 13
...
SheCantSayNo gains Inn
SheCantSayNo places Inn, Trader on top of deck
SheCantSayNo shuffles deck
SheCantSayNo draws Copper, Inn, Trader, Gold, Silver
Isn't it "shuffle in deck" instead of topdecking?
The two remaining cards in your hand were not, by any chance, King's Court and Governor?Too bad MS doesn't topdeck the Gold.
Apparently Goko does "shuffling in deck" by topdecking, then shuffling. And that's fine.LESPEUTERE: turn 13
...
LESPEUTERE gains Inn
LESPEUTERE places Mountebank, Mountebank, Inn on top of deck
LESPEUTERE shuffles deck
LESPEUTERE draws Curse, Mountebank, Inn, Mountebank
LESPEUTERE shuffles deck
LESPEUTERE draws Colony
SheCantSayNo: turn 13
...
SheCantSayNo gains Inn
SheCantSayNo places Inn, Trader on top of deck
SheCantSayNo shuffles deck
SheCantSayNo draws Copper, Inn, Trader, Gold, Silver
Isn't it "shuffle in deck" instead of topdecking?
Some days, it's best to just resign before Turn 4.
Some days, it's best to just resign before Turn 4.
It was nice of you to let him enjoy is lucky domination. I'm sure it wasn't much fun to play. :(
Some days, it's best to just resign before Turn 4.
It was nice of you to let him enjoy is lucky domination. I'm sure it wasn't much fun to play. :(
In absurdly lopsided situations, unless the game is going to take goddamned forever, I usually like to play it out. It gives me a chance to evaluate how much of an edge these situations confer, and how well certain strategies work toward recovering from them. I'm not going to win this time, but the insights I gain might help me win in a less-dire version of the same game later. It's also kind of fun to just play around since you already know the outcome.
I'll play it out except when it's KC-Goons-Masquerade.
I'll play it out except when it's KC-Goons-Masquerade.
I never understood why this pin bothered people so much. I've literally never used it or had it used against me in a game of Dominion. Probably because I can't have seen those three cards together more than once or twice in all the thousands of games.
I'll play it out except when it's KC-Goons-Masquerade.
I never understood why this pin bothered people so much. I've literally never used it or had it used against me in a game of Dominion. Probably because I can't have seen those three cards together more than once or twice in all the thousands of games.
I'll play it out except when it's KC-Goons-Masquerade.
I never understood why this pin bothered people so much. I've literally never used it or had it used against me in a game of Dominion. Probably because I can't have seen those three cards together more than once or twice in all the thousands of games.
I've seen it one or two times. It doesn't come up often, yeah, but when it does, your entire game becomes: Buy copper, buy curse, pass, every turn. It's entirely not fun. Being beaten by a good engine often gives you some small hope, and you can at least continue scoring points, instead of lose them as your opponent slowly marches towards ending the game.
I only remember seeing it once in Pro random, but didn't see it until after. I still won with a Goons engine though.I'll play it out except when it's KC-Goons-Masquerade.
I never understood why this pin bothered people so much. I've literally never used it or had it used against me in a game of Dominion. Probably because I can't have seen those three cards together more than once or twice in all the thousands of games.
KC-goons-masq are three cards which people usually like, but when put together, only one player likes them.This is what you meant, right?
I'll play it out except when it's KC-Goons-Masquerade.
I never understood why this pin bothered people so much. I've literally never used it or had it used against me in a game of Dominion. Probably because I can't have seen those three cards together more than once or twice in all the thousands of games.
I've seen it one or two times. It doesn't come up often, yeah, but when it does, your entire game becomes: Buy copper, buy curse, pass, every turn. It's entirely not fun. Being beaten by a good engine often gives you some small hope, and you can at least continue scoring points, instead of lose them as your opponent slowly marches towards ending the game.
Yeah, I'm aware of the implications. I just don't particularly care about a degenerate case that occurs once every few thousand games. Why are people bothered by this and not Possession-Forge, which is a two-card pin and therefore far more likely to actually appear?
It's actually not a two card combo, you need Ambassador or Masquerade and Council Room or Governor (and if you have Council Room and not Governor, you also need a village). And most of the time you also need a Throne effect unless your opponent has a very thin deck. It goes like this (if memory serves me right):I'll play it out except when it's KC-Goons-Masquerade.
I never understood why this pin bothered people so much. I've literally never used it or had it used against me in a game of Dominion. Probably because I can't have seen those three cards together more than once or twice in all the thousands of games.
I've seen it one or two times. It doesn't come up often, yeah, but when it does, your entire game becomes: Buy copper, buy curse, pass, every turn. It's entirely not fun. Being beaten by a good engine often gives you some small hope, and you can at least continue scoring points, instead of lose them as your opponent slowly marches towards ending the game.
Yeah, I'm aware of the implications. I just don't particularly care about a degenerate case that occurs once every few thousand games. Why are people bothered by this and not Possession-Forge, which is a two-card pin and therefore far more likely to actually appear?
Wait, how do you pin with Possession-Forge? I don't think I've heard of this and I can't think of how it would work.
...
KC-Goons-Masq is more common because it's actually KC-Masq-discard attack.
...
KC-Goons-Masq is more common because it's actually KC-Masq-discard attack.
Well, you can also pull it off with TR. WW did it in one of his iso videos.
I think that one was TR-TR-Militia-Masq -- and I remember there being an Outpost in there? Not sure if correct.
...
KC-Goons-Masq is more common because it's actually KC-Masq-discard attack.
Well, you can also pull it off with TR. WW did it in one of his iso videos.
I think that one was TR-TR-Militia-Masq -- and I remember there being an Outpost in there? Not sure if correct.
That leaves them with one card in hand, which they definitely could do something with.
...
KC-Goons-Masq is more common because it's actually KC-Masq-discard attack.
Well, you can also pull it off with TR. WW did it in one of his iso videos.
I think that one was TR-TR-Militia-Masq -- and I remember there being an Outpost in there? Not sure if correct.
That leaves them with one card in hand, which they definitely could do something with.
...
KC-Goons-Masq is more common because it's actually KC-Masq-discard attack.
Well, you can also pull it off with TR. WW did it in one of his iso videos.
I think that one was TR-TR-Militia-Masq -- and I remember there being an Outpost in there? Not sure if correct.
That leaves them with one card in hand, which they definitely could do something with.
Leaving them with 1 card is usually* sufficient to grind their deck to a halt.
*(It depends on the board)
...
KC-Goons-Masq is more common because it's actually KC-Masq-discard attack.
Well, you can also pull it off with TR. WW did it in one of his iso videos.
I think that one was TR-TR-Militia-Masq -- and I remember there being an Outpost in there? Not sure if correct.
That leaves them with one card in hand, which they definitely could do something with.
Well, if Outpost is also involved...
...
KC-Goons-Masq is more common because it's actually KC-Masq-discard attack.
Well, you can also pull it off with TR. WW did it in one of his iso videos.
I think that one was TR-TR-Militia-Masq -- and I remember there being an Outpost in there? Not sure if correct.
That leaves them with one card in hand, which they definitely could do something with.
Well, if Outpost is also involved...
The problem is, with just TR-TR-Militia-Masq, you have no more actions. You could throw another TR in there, but then you have a six card deck, and you can't guarantee being able to do anything...
The iconic TR pin is TR, TR, Minion, Masquerade, OutpostBut what if you draw TR/TR/Masquerade in your Outpost-turn? Then you have to give him the Minion back, which you certainly don't want.
It is a 5-Card deck that pushes your opponent to 4-cards and trashes all 4 cards leaving non left in hand.
The iconic TR pin is TR, TR, Minion, Masquerade, OutpostBut what if you draw TR/TR/Masquerade in your Outpost-turn? Then you have to give him the Minion back, which you certainly don't want.
It is a 5-Card deck that pushes your opponent to 4-cards and trashes all 4 cards leaving non left in hand.
Ah ok, you play it that way. Thanks for explaining.The iconic TR pin is TR, TR, Minion, Masquerade, OutpostBut what if you draw TR/TR/Masquerade in your Outpost-turn? Then you have to give him the Minion back, which you certainly don't want.
It is a 5-Card deck that pushes your opponent to 4-cards and trashes all 4 cards leaving non left in hand.
With 5 cards, you play Minion first for cards, then throne throne outpost masquerade. One Throne Room stays in play with the Outpost, because its a duration card. Your only 3 cards in your deck are Minion Throne Room Masquerade.
There was a rules thread http://forum.dominionstrategy.com/index.php?topic=8388.0 (http://forum.dominionstrategy.com/index.php?topic=8388.0) that convinced me that according to a correct reading of the rules, a throne roomed outpost should actually not be cleaned up on your outpost turn and instead the turn after. So that would make the usual setup of outpost pins invalid. That said, neither isotropic nor goko work like that.
It'd still be possible to set up an outpost pin with that rules adjustment, but you'd need a deck more like Village, TR, Minion, Outpost, Masquerade. Play Village, Minion to discard, Outpost, TR-Masq.
Do you have a link? I'm not really willing to search through all his videos. ;-) I was subjected to the classic pin once by ArtJomS (some of you may remember him). I hadn't seen it and went for a goons engine and by the time he had the pin going I had enough VP to eventually 3 pile somehow. He resigned before, though....
KC-Goons-Masq is more common because it's actually KC-Masq-discard attack.
Well, you can also pull it off with TR. WW did it in one of his iso videos.
I think that one was TR-TR-Militia-Masq -- and I remember there being an Outpost in there? Not sure if correct.
Do you have a link? I'm not really willing to search through all his videos. ;-) I was subjected to the classic pin once by ArtJomS (some of you may remember him). I hadn't seen it and went for a goons engine and by the time he had the pin going I had enough VP to eventually 3 pile somehow. He resigned before, though....
KC-Goons-Masq is more common because it's actually KC-Masq-discard attack.
Well, you can also pull it off with TR. WW did it in one of his iso videos.
I think that one was TR-TR-Militia-Masq -- and I remember there being an Outpost in there? Not sure if correct.
I'm not aware of any official ruling on the subject. Probably would be best to ask on BGG for that since Donald X doesn't visit these forums anymore.There was a rules thread http://forum.dominionstrategy.com/index.php?topic=8388.0 (http://forum.dominionstrategy.com/index.php?topic=8388.0) that convinced me that according to a correct reading of the rules, a throne roomed outpost should actually not be cleaned up on your outpost turn and instead the turn after. So that would make the usual setup of outpost pins invalid. That said, neither isotropic nor goko work like that.
It'd still be possible to set up an outpost pin with that rules adjustment, but you'd need a deck more like Village, TR, Minion, Outpost, Masquerade. Play Village, Minion to discard, Outpost, TR-Masq.I thought the rule was you only leave modifications of duration cards out if they're actually doing something. Since TR->Outpost is equivalent to Outpost, you don't leave the TR out.
(Equivalent in the sense of the card's effect. Obviously it can change other things, like Peddler.)
EDIT: Okay I actually read the post. Is that the official ruling?
My worst game of Dominion was the one where I tried to clog up my opponents Scrying Pool chain with Maruader.... Ruined Market was the only source of +Buy on the board, he used it to buy an extra estate and win the game.
My worst game of Dominion was the one where I tried to clog up my opponents Scrying Pool chain with Maruader.... Ruined Market was the only source of +Buy on the board, he used it to buy an extra estate and win the game.
I'm confused; how would that clog it up? As long as they have enough Scrying Pool density to draw one, isn't the amount of Ruins they have irrelevant?
My worst game of Dominion was the one where I tried to clog up my opponents Scrying Pool chain with Maruader.... Ruined Market was the only source of +Buy on the board, he used it to buy an extra estate and win the game.
I'm confused; how would that clog it up? As long as they have enough Scrying Pool density to draw one, isn't the amount of Ruins they have irrelevant?
It still reduces the chance to hold a SP in hand every turn
My worst game of Dominion was the one where I tried to clog up my opponents Scrying Pool chain with Maruader.... Ruined Market was the only source of +Buy on the board, he used it to buy an extra estate and win the game.
I'm confused; how would that clog it up? As long as they have enough Scrying Pool density to draw one, isn't the amount of Ruins they have irrelevant?
It still reduces the chance to hold a SP in hand every turn
And when SP reveals a Ruin while the next card is a non-action, not having the Ruin would have allowed you to discard the non-action your SP now terminates at. People really underestimate how bad Ruins are for a SP deck.
My worst game of Dominion was the one where I tried to clog up my opponents Scrying Pool chain with Maruader.... Ruined Market was the only source of +Buy on the board, he used it to buy an extra estate and win the game.
I'm confused; how would that clog it up? As long as they have enough Scrying Pool density to draw one, isn't the amount of Ruins they have irrelevant?
It still reduces the chance to hold a SP in hand every turn
My worst game of Dominion was the one where I tried to clog up my opponents Scrying Pool chain with Maruader.... Ruined Market was the only source of +Buy on the board, he used it to buy an extra estate and win the game.
I'm confused; how would that clog it up? As long as they have enough Scrying Pool density to draw one, isn't the amount of Ruins they have irrelevant?
It still reduces the chance to hold a SP in hand every turn
And when SP reveals a Ruin while the next card is a non-action, not having the Ruin would have allowed you to discard the non-action your SP now terminates at. People really underestimate how bad Ruins are for a SP deck.
And when SP reveals a Ruin while the next card is a non-action, not having the Ruin would have allowed you to discard the non-action your SP now terminates at.
My worst game of Dominion was the one where I tried to clog up my opponents Scrying Pool chain with Maruader.... Ruined Market was the only source of +Buy on the board, he used it to buy an extra estate and win the game.
I'm confused; how would that clog it up? As long as they have enough Scrying Pool density to draw one, isn't the amount of Ruins they have irrelevant?
GwinnR plays Grand Market
GwinnR shuffles deck
GwinnR draws Estate
GwinnR plays Counterfeit
GwinnR plays Quarry
GwinnR plays Quarry
GwinnR trashes Quarry
GwinnR plays Copper
GwinnR buys Gold
GwinnR gains Gold
But Quarry does only work, when in play and not when played :(
... Still doesn't seem like a great moment. Closer fit to the Misclicks thread. :P
I bought one curse, she got all ten. SP-Bazaar-Amb-Nomad Camp-Bishop FTW.
http://dom.retrobox.eu/?/20130918/log.50e20cf4e4b0a47150882831.1379562255815.txt
Mail-mi, it seems to me that part of the reason you won here was that she failed to take advantage of your bishops to trash. This was huge, it could have made her deck more scrying-pool friendly and countered ambassador's curses.Hey, it was fun to send her all the curses.
turn 9:
Lady Marigold plays Remake
Lady Marigold trashes Gold
turn 11:
Lady Marigold plays Remake
Lady Marigold trashes Copper
Lady Marigold trashes Province
turn 14:
Lady Marigold plays Remake
Lady Marigold trashes Silver
Lady Marigold gains Throne Room
Lady Marigold trashes Gold
Bots don't understand Remakethey really, really don't.
My Hail Mary Pass of the year.
My opponent has 4 Provinces, 4 Duchies and 3 Estates.
I only have 3 Provinces, 4 Duchies and 3 Estates.
So there's just 1 Province left and 2 Estates.
If we both buy an Estate and I'm able to get the last Province, we just tie.
But that's boring.
So I'm taking a chance, I just played Tactician and got a clean reshuffle in, so what the heck?
I buy a Curse! And an Estate of course. My opponent obliges and gets the last Estate.
Then the magic happens: on my Tactician turn, I'm able to pass him the Curse, get the last Province and win by 1 point!
Here's the log: http://dom.retrobox.eu/?20130922/log.505e16aea2e6fa3316de147f.1379879375643.txt
What made it even more beautiful was that I even drew the Curse with my Masquerade. :)My Hail Mary Pass of the year.
My opponent has 4 Provinces, 4 Duchies and 3 Estates.
I only have 3 Provinces, 4 Duchies and 3 Estates.
So there's just 1 Province left and 2 Estates.
If we both buy an Estate and I'm able to get the last Province, we just tie.
But that's boring.
So I'm taking a chance, I just played Tactician and got a clean reshuffle in, so what the heck?
I buy a Curse! And an Estate of course. My opponent obliges and gets the last Estate.
Then the magic happens: on my Tactician turn, I'm able to pass him the Curse, get the last Province and win by 1 point!
Here's the log: http://dom.retrobox.eu/?20130922/log.505e16aea2e6fa3316de147f.1379879375643.txt
And that, my friends, is why you always put the Curse pile out. Beautiful.
My Hail Mary Pass of the year.
My opponent has 4 Provinces, 4 Duchies and 3 Estates.
I only have 3 Provinces, 4 Duchies and 3 Estates.
So there's just 1 Province left and 2 Estates.
If we both buy an Estate and I'm able to get the last Province, we just tie.
But that's boring.
So I'm taking a chance, I just played Tactician and got a clean reshuffle in, so what the heck?
I buy a Curse! And an Estate of course. My opponent obliges and gets the last Estate.
Then the magic happens: on my Tactician turn, I'm able to pass him the Curse, get the last Province and win by 1 point!
Here's the log: http://dom.retrobox.eu/?20130922/log.505e16aea2e6fa3316de147f.1379879375643.txt
Because that would have prevented him from making this awesome post.That too, but I also wanted to optimize my chances of actually winning.
Why didn't you just Junk Dealer the Silver and then buy both estates?
Because that would have prevented him from making this awesome post.That too, but I also wanted to optimize my chances of actually winning.
Winning required me in either case to get that last Province.
Playing the Junk Dealer would have destroyed that Silver and made my Grand Market miss the reshuffle.
My economy wasn't great, I had started to green heavily, I only had 2 GMs so I wanted both that Silver and GM back in my deck.
But I figured there was about a 50/50 chance to pass the Curse and get that Province the way I played it and even if I hadn't immediately won on the next turn, I wouldn't have been quite dead yet. If I had played the Junk Dealer and not gotten the Curse, it would have been harder to grab that last Province and my opponent's deck also wasn't that bad. He had Masq himself to make me almost always pass a good card. He still had Necropolis so even passing a Lighthouse wouldn't have been without danger.
All in all, if I had played for the Junk Dealer option, there would have been a bit more uncertainty and the odds would have been a bit worse for me I think. I would have had to pass something decent with Masq and without the Silver and the GM, I could easily have hit $7 instead of $8.
(http://i.imgur.com/fDoSMcm.jpg)
This image is up there with Goko Salvager and your Rebuild article in terms of contributions to this community. Congratulations on your 500th post.
And so humble too...This image is up there with Goko Salvager and your Rebuild article in terms of contributions to this community. Congratulations on your 500th post.
Thanks! But I think you may be giving me credit for other people's work... aficionados will recognize this image as an excerpt from Strong Bad's "Teen Girl Squad" (slightly modified), and Salvager's features aren't even half mine, while the ideas in the Rebuild article are at least half SCSN's.
This image is up there with Goko Salvager and your Rebuild article in terms of contributions to this community. Congratulations on your 500th post.
Thanks! But I think you may be giving me credit for other people's work... aficionados will recognize this image as an excerpt from Strong Bad's "Teen Girl Squad" (slightly modified), and Salvager's features aren't even half mine, while the ideas in the Rebuild article are at least half SCSN's.
And so humble too...
This image is up there with Goko Salvager and your Rebuild article in terms of contributions to this community. Congratulations on your 500th post.
Thanks! But I think you may be giving me credit for other people's work... aficionados will recognize this image as an excerpt from Strong Bad's "Teen Girl Squad" (slightly modified), and Salvager's features aren't even half mine, while the ideas in the Rebuild article are at least half SCSN's.
EDIT: An even greater moment: http://dom.retrobox.eu/?/20131009/log.51102b6ee4b06719e45eef9d.1381323260969.txtY no more lighthouse buys? seems like it ought to be possible to play one every turn, right?
EDIT: An even greater moment: http://dom.retrobox.eu/?/20131009/log.51102b6ee4b06719e45eef9d.1381323260969.txtY no more lighthouse buys? seems like it ought to be possible to play one every turn, right?
EDIT: An even greater moment: http://dom.retrobox.eu/?/20131009/log.51102b6ee4b06719e45eef9d.1381323260969.txtY no more lighthouse buys? seems like it ought to be possible to play one every turn, right?
Possession isn't an attack.
EDIT: An even greater moment: http://dom.retrobox.eu/?/20131009/log.51102b6ee4b06719e45eef9d.1381323260969.txtY no more lighthouse buys? seems like it ought to be possible to play one every turn, right?
Possession isn't an attack.
holy crap. that's really counter-intuitive.
Possession is usually best thought of as a complex Workshop variant.
Why? The only thing it does for your opponent by itself is cycling, which generally is a good thing. Naturally, with other cards you might end up hurting your opponent (Ambassador, Island, Masquerade or just simply triggering a reshuffle at an unwanted time and setting up a bad next hand that way, like I did twice in this game before proceeding to play another Possession turn with the bad hand I just set up :-[), but Council Room, Governor and Masquerade can hurt the opponent in some situations, too.EDIT: An even greater moment: http://dom.retrobox.eu/?/20131009/log.51102b6ee4b06719e45eef9d.1381323260969.txtY no more lighthouse buys? seems like it ought to be possible to play one every turn, right?
Possession isn't an attack.
holy crap. that's really counter-intuitive.
Possession definitely feels like an attack whenyour opponentthe player to your right plays one.
As for this "you aren't hurting them" business, you can easily hurt them by effectively skipping their key cards, setting up a bad shuffle, etc. It's just that you can't do that every single time and it hurts some decks more than others.
I think maybe on averange, you hurt them. Of course you get averange hands, but you can do something with that hands, what he wouldn't do and don't wants you to do. Examples: Taking all good cards from Native Village-mat, passings good cards with Masquerade or Ambassador, using all coin tokens, put back bad cards with Courtyard, Count or Mandarin. This are nice things you can do with special cards, but as already said, you can also hurt him by triggering the reshuffle at a bad moment and so on.Possession definitely feels like an attack whenyour opponentthe player to your right plays one.
As for this "you aren't hurting them" business, you can easily hurt them by effectively skipping their key cards, setting up a bad shuffle, etc. It's just that you can't do that every single time and it hurts some decks more than others.
You can hurt them on individual hands that way, but you can also help them by skipping a crap hand. You don't hurt them on average, which is why it isn't an attack. People just tend to remember the bad more than the good due to one of those psychological phenomena -- negativity bias, I think?
But in order to trigger the reshuffle at a bad moment, you still need special cards (such as Smithy). Against BMU, Possession helps the opponent on average (because cycling is good until the end game).I think maybe on averange, you hurt them. Of course you get averange hands, but you can do something with that hands, what he wouldn't do and don't wants you to do. Examples: Taking all good cards from Native Village-mat, passings good cards with Masquerade or Ambassador, using all coin tokens, put back bad cards with Courtyard, Count or Mandarin. This are nice things you can do with special cards, but as already said, you can also hurt him by triggering the reshuffle at a bad moment and so on.Possession definitely feels like an attack whenyour opponentthe player to your right plays one.
As for this "you aren't hurting them" business, you can easily hurt them by effectively skipping their key cards, setting up a bad shuffle, etc. It's just that you can't do that every single time and it hurts some decks more than others.
You can hurt them on individual hands that way, but you can also help them by skipping a crap hand. You don't hurt them on average, which is why it isn't an attack. People just tend to remember the bad more than the good due to one of those psychological phenomena -- negativity bias, I think?
But in order to trigger the reshuffle at a bad moment, you still need special cards (such as Smithy). Against BMU, Possession helps the opponent on average (because cycling is good until the end game).I think maybe on averange, you hurt them. Of course you get averange hands, but you can do something with that hands, what he wouldn't do and don't wants you to do. Examples: Taking all good cards from Native Village-mat, passings good cards with Masquerade or Ambassador, using all coin tokens, put back bad cards with Courtyard, Count or Mandarin. This are nice things you can do with special cards, but as already said, you can also hurt him by triggering the reshuffle at a bad moment and so on.Possession definitely feels like an attack whenyour opponentthe player to your right plays one.
As for this "you aren't hurting them" business, you can easily hurt them by effectively skipping their key cards, setting up a bad shuffle, etc. It's just that you can't do that every single time and it hurts some decks more than others.
You can hurt them on individual hands that way, but you can also help them by skipping a crap hand. You don't hurt them on average, which is why it isn't an attack. People just tend to remember the bad more than the good due to one of those psychological phenomena -- negativity bias, I think?
But you still need the special cards to trigger the reshuffle.But in order to trigger the reshuffle at a bad moment, you still need special cards (such as Smithy). Against BMU, Possession helps the opponent on average (because cycling is good until the end game).I think maybe on averange, you hurt them. Of course you get averange hands, but you can do something with that hands, what he wouldn't do and don't wants you to do. Examples: Taking all good cards from Native Village-mat, passings good cards with Masquerade or Ambassador, using all coin tokens, put back bad cards with Courtyard, Count or Mandarin. This are nice things you can do with special cards, but as already said, you can also hurt him by triggering the reshuffle at a bad moment and so on.Possession definitely feels like an attack whenyour opponentthe player to your right plays one.
As for this "you aren't hurting them" business, you can easily hurt them by effectively skipping their key cards, setting up a bad shuffle, etc. It's just that you can't do that every single time and it hurts some decks more than others.
You can hurt them on individual hands that way, but you can also help them by skipping a crap hand. You don't hurt them on average, which is why it isn't an attack. People just tend to remember the bad more than the good due to one of those psychological phenomena -- negativity bias, I think?
But I think, the main purpose of Possession is to play it in engines, so you can play it often enough. And in engines, triggering a reshuffle can cause 1 or 2 almost dead turns for your opponent.
But you still need the special cards to trigger the reshuffle.But in order to trigger the reshuffle at a bad moment, you still need special cards (such as Smithy). Against BMU, Possession helps the opponent on average (because cycling is good until the end game).I think maybe on averange, you hurt them. Of course you get averange hands, but you can do something with that hands, what he wouldn't do and don't wants you to do. Examples: Taking all good cards from Native Village-mat, passings good cards with Masquerade or Ambassador, using all coin tokens, put back bad cards with Courtyard, Count or Mandarin. This are nice things you can do with special cards, but as already said, you can also hurt him by triggering the reshuffle at a bad moment and so on.Possession definitely feels like an attack whenyour opponentthe player to your right plays one.
As for this "you aren't hurting them" business, you can easily hurt them by effectively skipping their key cards, setting up a bad shuffle, etc. It's just that you can't do that every single time and it hurts some decks more than others.
You can hurt them on individual hands that way, but you can also help them by skipping a crap hand. You don't hurt them on average, which is why it isn't an attack. People just tend to remember the bad more than the good due to one of those psychological phenomena -- negativity bias, I think?
But I think, the main purpose of Possession is to play it in engines, so you can play it often enough. And in engines, triggering a reshuffle can cause 1 or 2 almost dead turns for your opponent.
Possession doesn't harm the opponent in the absence of those cards. It's your opponents fault if he buys them against your Possession deck, not the Possession's fault.But you still need the special cards to trigger the reshuffle.But in order to trigger the reshuffle at a bad moment, you still need special cards (such as Smithy). Against BMU, Possession helps the opponent on average (because cycling is good until the end game).I think maybe on averange, you hurt them. Of course you get averange hands, but you can do something with that hands, what he wouldn't do and don't wants you to do. Examples: Taking all good cards from Native Village-mat, passings good cards with Masquerade or Ambassador, using all coin tokens, put back bad cards with Courtyard, Count or Mandarin. This are nice things you can do with special cards, but as already said, you can also hurt him by triggering the reshuffle at a bad moment and so on.Possession definitely feels like an attack whenyour opponentthe player to your right plays one.
As for this "you aren't hurting them" business, you can easily hurt them by effectively skipping their key cards, setting up a bad shuffle, etc. It's just that you can't do that every single time and it hurts some decks more than others.
You can hurt them on individual hands that way, but you can also help them by skipping a crap hand. You don't hurt them on average, which is why it isn't an attack. People just tend to remember the bad more than the good due to one of those psychological phenomena -- negativity bias, I think?
But I think, the main purpose of Possession is to play it in engines, so you can play it often enough. And in engines, triggering a reshuffle can cause 1 or 2 almost dead turns for your opponent.
Yes, but more than 80% of the boards the is one card that can do that (it just need a +1 card), and I can't imagine an engine without cards that can trigger reshuffles :)
Possession doesn't harm the opponent in the absence of those cards. It's your opponents fault if he buys them against your Possession deck, not the Possession's fault.I believe that this is the essence of why possession isn't an "attack card". There are plenty of ways you can hurt your opponent while possessing them (spending coin tokens, etc.), so the intuition that it's an attack isn't merely a matter of remembering those turns where the possession took away a good hand and left you with a poor one.
while you can in principle play an infinite number of Scouts.
(http://i.imgur.com/hPQu2GT.png)
while you can in principle play an infinite number of Scouts.(http://i.imgur.com/hPQu2GT.png)
Best Saboteur ever.The Saboteur wanted to stick to something familiar!
http://dom.retrobox.eu/?/20131114/log.50745d1a0cf28ed55d9d6498.1384442390329.txt
Turn 7:
gammler plays Saboteur
Qvist trashes Familiar
Turn 12:
gammler plays Saboteur
Qvist trashes Familiar
Turn 15:
gammler plays Saboteur
Qvist trashes Familiar
michaeljb buys Masterpiece
michaeljb overpays for Masterpiece with 12 coins
michaeljb gains Silver
michaeljb applied Watchtower to place Silver on top of the deck
michaeljb gains Silver
michaeljb applied Watchtower to place Silver on top of the deck
michaeljb gains Silver
michaeljb applied Watchtower to place Silver on top of the deck
michaeljb gains Silver
michaeljb applied Watchtower to place Silver on top of the deck
michaeljb gains Silver
michaeljb gains Silver
michaeljb gains Silver
michaeljb gains Silver
michaeljb gains Silver
michaeljb gains Silver
michaeljb gains Silver
michaeljb gains Silver
michaeljb gains Masterpiece
michaeljb applied Watchtower to trash Masterpiece
michaeljb trashes Masterpiece
Any particularly reason why you only topdecked 4 instead of all 12, or 10 to guarantee the next two turns?He wanted to reshuffle and 4 is enough for a province?
Any particularly reason why you only topdecked 4 instead of all 12, or 10 to guarantee the next two turns?Given the contents of my deck, I figured I didn't need to (and I was in fact able to buy a Province every turn after the Masterpiece buy). Also Goko's interface for Watchtower is annoying.
Any particularly reason why you only topdecked 4 instead of all 12, or 10 to guarantee the next two turns?He wanted to reshuffle and 4 is enough for a province?
Got it. I didn't actually look at the log :P just him saying it was the last cards in his deck made me think that. Plus, reshuffling now means the new province doesn't go in his deck, and with that many silvers, he should be able to get enough money, even if witch was the only draw.Any particularly reason why you only topdecked 4 instead of all 12, or 10 to guarantee the next two turns?He wanted to reshuffle and 4 is enough for a province?
Well there isn't any +Buy in the kingdom at all, nor any attacks (after Curses were exhausted) so Province a turn is the best he could do. He could guarantee it for the next two turns instead of just the next one.
I figured it was just the interface. :P
Also Goko's interface for Watchtower is annoying.