Dominion Strategy Forum
Miscellaneous => Forum Games => Non-Mafia Game Threads => Topic started by: popsofctown on April 10, 2013, 07:04:29 pm
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Non-player specific game states:
Significant Depleted Piles: None.
Prizes: All
Top Knight: Sir Vander
Top Ruins: Ruined Library
Trade Route Mat: Empty
Embargoes: None
Current player: None yet.
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popsofctown state:
Mats: Empty
Deck(5)
1. COPP
2. COPP
3. COPP
4. COPP
5. COPP
Hand
COPP
COPP
HOVL
NECR
OVGE
Discard(0)
This zone doesn't need to be numbered btw
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Technically both deck and discard are public info because we decided to play 2/5 again on the reboot. But I spoilered some and not all for demonstrative purposes. It's possible for part or all of deck, part or all of discard, and part or all of hand to be visible because it can be derived.
I place an opening VP bid of 02
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Ok, so looking back at my spoilered hand, apparently the standard font for the forum is not constant width. Does anyone know which font, if any, is constant width and available?
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Let me google that for myself.
Courier is a constant width font.
NECR
COPP
HOVL
OVGE
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My opening VP bid is 1
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Turn one
Play two coppers and buy a Squire
popsofctown state:
Mats: Empty
Deck(0)
Hand
COPP
COPP
COPP
COPP
COPP
Discard(6)
COPP
COPP
SQUI
OVGE
HOVL
NECR
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H_D Turn one
Play two coppers and buy a Fool's Gold
H_D state:
Mats: 2 VP (from auction)
Deck(0)
Hand(5)
COPP
COPP
COPP
COPP
COPP
Discard(6)
COPP
COPP
FOOL
OVGE
HOVL
NECR
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I thought you get 2 VP from auction? I bid 2, so I had the highest bidder, so I pay -2 VPs for the privilege of going first?
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Yep, you're right. I'll adjust on my next turn.
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Alright, as soon as this iso game finishes I can move XD
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Turn three
Play Squire for +1$, +2 Buys. Play 3 Coppers. Buy a Squire, and Embargo, and a Ruined Library.
Draw five cards from deck size 7.
popsofctown state:
Mats: Empty
Deck(2)
1.COPP
2.BOMI
Hand
COPP
COPP
COPP
OVGE
HOVL
Discard(8)
COPP
COPP
COPP
SQUI
NECR
RLBY
SQUI
EMBG
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H_D Turn two
Play five coppers and buy a Mint, trashing 5 Coppers.
H_D state:
Mats: 2 VP (from auction)
Deck(2)
OVER
COPP
Hand(5)
NECR
MINT
FOOL
HOVE
COPP
Discard(0)
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Turn three
Play Squire for +1$, +2 Buys. Play 3 Coppers. Buy a Squire, and Embargo, and a Ruined Library.
Draw five cards from deck size 7.
popsofctown state:
Mats: Empty
Deck(2)
1.COPP
2.BOMI
Hand
COPP
COPP
COPP
OVGE
HOVL
Discard(8)
COPP
COPP
COPP
SQUI
NECR
RLBY
SQUI
EMBG
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I accidentally edited turn 2 and replaced it rather than creating a new turn. I'm pretty sure it's correct, though, so we'll just leave a hole in the historical record I guess, sorry.
Rolling for a new Ruins now
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Rolled 1d9 : 5, total 5
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Non-player specific game states (As of round 3)
Significant Depleted Piles: Ruins(9)
Prizes: All
Top Knight: Sir Vander
Top Ruins: Ruined Market
Trade Route Mat: Empty
Embargoes: None
Current player: Hertz
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H_D Turn #3
> Play Mint, reveal Fool’s Gold, gain Fool’s Gold
> Play Fool’s Gold, Copper, buy Fool’s Gold
> Discard rest of hand Hove Necr
> Draw last 2 cards from deck, reshuffle
> Draw 3 cards
H_D state:
Mats: 2 VP (from auction)
Deck {4}
Fool
Mint
Copp
Fool
Hand {5}
Over
Copp
Hove
Fool
Necr
Discard {0}
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Turn four
Play three coppers to buy a Swindler. Discard a Hovel and a Don't remember, I think it was a Necropolis, does it matter anyway?
Draw two remaining cards
Draw three cards from deck size 14
popsofctown state:
Mats: Empty
Deck(11)
1.COPP
2.HOVL
3.OVGE
4.SWND
5.COPP
6.COPP
7.SQUI
8.NECR
9.RLBY
10.SQUI
11.EMBG
Hand
COPP
COPP
COPP
COPP
BOMI
Discard(0)
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==H_D Turn #4==
==State before this turn==
Deck {4} Fool Mint Copp Fool
Hand {5} Over Copp Hove Fool Necr
Discard {0}
Mats: 2 VP (from auction)
==Turn==
> Play Fool’s Gold, Copper, buy Fool’s Gold
> Discard rest of hand {3} Over Hove Necr
> Draw last 4 cards from deck Copp Mint Fool Fool
> reshuffle
> Draw 1 card Over
==State after this turn==
Deck {5} Hove Copp Fool Necr Fool
Hand {5} Copp Mint Fool Fool Over
Discard {0}
Mats: 2 VP (from auction)
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Your turn?
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Yeah, sorry, had a family day. Should be able to catch up tomorrow.
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Pops turn 5.
Play Band of Misfits as though it were a Shanty Town, revealing 4 Coppers in my hand
I draw a Squire and a Hovel (The hovel is public info because it gets discarded solo later. Please reveal at least one discard too)
Play Squire to gain a Silver and get a coin. Play four coppers and buy a Mint, trashing the Coppers.
End my turn and draw 5 cards from 9.
popsofctown state:
Mats: Empty
Deck(4)
1.COPP
2.OVGE
3.COPP
4.RLBY
Hand
SWND
SQUI
COPP
NECR
EMBG
Discard(5)
BOMI
SQUI
HOVL
SILVER
MINT
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Non-player specific game states
Significant Depleted Piles: Ruins(9)
Trash Pile: 9 Coppers
Prizes: All
Top Knight: Sir Vander
Top Ruins: Ruined Market
Trade Route Mat: Empty
Embargoes: None
Current player: Hertz
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Sorry for the delay. For whatever reason, the forum didn't send me an email when you took your turn, so I didn't know about it until just now when I checked the board...
==H_D Turn #5==
==State before this turn==
Deck {5} Hove Copp Fool Necr Fool
Hand {5} Copp Mint Fool Fool Over
Discard {0}
Mats: 2 VP (from auction)
==Turn==
> Play Mint, reveal Fool’s Gold, gain Fool’s Gold
> Play Fool’s Gold x2, buy Band of Misfits
> Discard rest of hand {2} Over Copp
> Draw next 5 cards from deck Hove Copp Fool Necr Fool
==State after this turn==
Deck {0}
Hand {5} Hove Copp Fool Necr Fool
Discard {7} Fool Band Mint Fool Fool Copp Over
Mats: 2 VP (from auction)
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Necropolis into Swindler requires a roll. Since your discard pile happens to be public info, I'm able to calculate that.
Ordered like in the last post:
Rolled 1d7 : 3, total 3
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Pops turn 6
Play Necropolis.
Play Swindler, trashing H_D's Mint, and replacing it with a Duke.
Play Squire for +2 Actions +1 Coin.
Play Embargo, embargoing the Fool's Golds.
Buy an Apprentice
popsofctown state:
Mats: Empty
Hand(5)
NECR
COPP
OVGE
COPP
RLBY
Deck (9)
1.SWND
2.SQUI
3.COPP
4.APPR
5.BOMI
6.SQUI
7.HOVL
8.SILV
9.MINT
Discard(0)
[/quote]
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Be sure to modify your deck according to the attack
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==H_D Turn #6==
==State before this turn==
Deck {6} Band Fool Over Fool Fool Copp
Hand {5} Hove Copp Fool Necr Fool
Discard {1} Duke
Mats: 2 VP (from auction)
==Turn==
> Play Fool’s Gold x2, buy Band of Misfits
> Discard rest of hand {3} Hove Copp Necr
> Draw next 5 cards from deck Band Fool Over Fool Fool
==State after this turn==
Deck {1} Copp
Hand {5} Band Fool Over Fool Fool
Discard {7} Duke Band Fool Fool Hove Copp Necr
Mats: 2 VP (from auction)
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Starting off with Necropolis into Ruined Library.
Rolled 1d9 : 1, total 1
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Funny, that's a Swindler, and you're in another special case where I can evaluate that on my own: there's exactly one card in your deck, I'll just peek at the spoiler.
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Pops turn 7
Play Necropolis.
Play Ruined Library.
Play Swindler, trashing H_D's Copper, and replacing it with a Curse.
Play two coppers and buy a Procession.
End my turn and discard an overgrown estate.
popsofctown state:
Mats: Empty
Hand(5)
APPR
SQUI
SILV
HOVL
COPP
Deck (3)
SQUI
BOMI
MINT
Discard(7)
NECR
COPP
OVGE
COPP
RLBY
SWND
PROC
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==H_D Turn #7==
==State before this turn==
Deck {0}
Hand {5} Band Fool Over Fool Fool
Discard {7} Duke Band Fool Fool Hove Copp Necr Curs
Mats: 2 VP (from auction)
==Turn==
> Play Band of Misfits as Bridge
> Play 3x Fool’s Gold
> Buy 2 Bands of Misfits
> Discard Overgrown Estate
> Reshuffle
> Draw 5 Cards
==State after this turn==
Deck {0} Fool Band Copp Fool Band Fool Band Fool Hove Curs
Hand {5} Fool Band Necr Over Duke
Discard {0}
Mats: 2 VP (from auction)
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I'm not going to let you redo your move, but you realize that 3 Fool's Golds produces 9$ right? So you only need 1 additional dollar and a +buy to purchase two 5$ cards. Salvager, Forager, or Herbalist would make more sense than Bridge.
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Umm... Bridge is +1$ (which makes $10)
Plus it makes the BoMs only cost $4...
I can two buy of them.
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If I wanted to, I could have purchased 2 Grand Markets... thought hard about that, but went with the Bands instead.
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Pops turn 8
Play Apprentice on a Silver, drawing 3 cards.
Play a Squire for +2 Actions, +1$.
Play Band of Misfits as though it were Remake, trashing a Mint and gaining a Grand Market, and trashing a Squire and gaining a Familiar and a Menagerie
Play a copper and buy a Peddler.
Discard a Hovel.
popsofctown state:
Mats: Empty
Hand(5)
COPP
NECR
PROC
BOMI
SWND
Deck (3)
1.APPR
2.SQUI
3.FMLR
4.HOVL
5.COPP
6.MENG
7.GRND
8.OVGE
9.COPP
10.RLBY
11.PDDL
Discard(0)
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Umm... Bridge is +1$ (which makes $10)
Plus it makes the BoMs only cost $4...
I can two buy of them.
Yes, of course you can.
But you could have bought 2 of them and then topdecked a FG if you taught your Band of Misfits how to care for herbs.
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Non-player specific game states
Significant Depleted Piles: Ruins(9)
Squire(7ish)
Peddler(9)
Grand Market(9)
BoM(6)
Trash Pile: 9 Coppers, a Silver, 2 Mints
Prizes: All
Top Knight: Sir Vander
Top Ruins: Ruined Market
Trade Route Mat: 1 (Duke)
Embargoes: Fool's Gold
Current player: Hertz
[/quote]
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Yes, of course you can.
But you could have bought 2 of them and then topdecked a FG if you taught your Band of Misfits how to care for herbs.
Oh, I see what you're saying now. I thought you were telling me that I couldn't afford 2 BoMs.
Yeah, I decided against Salvager/Forager, because that would have trashed OEstate, causing a +1 card, and reshuffling my deck before I gained my two new Bands.
I didn't think about Herbalist...
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==H_D Turn #8==
==State before this turn==
Deck {10} Fool Band Copp Fool Band Fool Band Fool Hove Curs
Hand {5} Fool Band Necr Over Duke
Discard {0}
Mats: 2 VP (from auction)
==Turn==
> Play BoM as Menagerie
> Reveal Hand: Fool Necr Over Duke
> Draw 3 Cards: Fool Band Copp
> Play Necropolis
> Play BoM as Shanty Town
> Reveal Hand: Fool Fool Copp Over Duke
> Draw 2 Cards: Fool Band
> Play BoM as Smithy
> Draw 3 Cards: Fool Band Fool
> Play BoM as Squire (+$1, +2 buys)
> Play Fool’s Gold x5 + Copper
> Buy Mint (trashes Fool's Gold x5 + Copper)
> Buy Fortress, Buy Band of Misfits
> Discard: Duke Over
> Draw remaining two cards on deck: Hove Curs
> Reshuffle
> Draw 3 cards: Band Over Mint
==State after this turn==
Deck {7} Necr Band Band Band Fort Band Duke
Hand {5} Hove Curs Band Over Mint
Discard {0}
Mats: 2 VP (from auction)
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Pops turn 9
Play BoM as Menagerie.
Reveal: Copper, Necropolis, Procession, Silver
Draw Ruined Library and Grand Market and a Copper
Play Grand Market.
Draw a Peddler.
Play the Necropolis.
Play the Ruined Library.
Draw a HOVL.
Procession the Peddler.
Gaining a Platinum and drawing a a Copper and an Overgrown Estate. Familiar y u hide?
Play Swindler, the outcome of which doesn't have much impact on my buy decision.
2$ from Peddling +2 from Wall Street + 2 from Swindling = 6$.
Buy a Peddler. Buy a Farmland, trashing Hovel from my hand, then trashing a Copper and gaining a Hamlet.
Then I'm done. Discard a card called Overgrown Estate, which doesn't agree with the first article in this sentence and a Copper
DON'T FORGET SWINDLER
Sorry for using caps lock, it is not meant in a yelling way, but since I already used bold as another form of emphasis I felt it might be necessary so you don't forget that that's what's next.
popsofctown state:
Mats: Empty
Hand(5)
FMLR
MENG
SQUI
APPR
HAML
Discard (0)
Deck(12)
1.PDDL
2.RLBY
3.OVGE
4.GRND
5.COPP
6.COPP
7.NECR
8.PROC
9.BOMI
10.SWND
11.PLAT
12.FMLD
[/quote]
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Swindler hit Necropolis... and thus becomes a Poor House.
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Umm... Procession requires that the Peddler "upgrades" to another action... not a Platinum. So... no Plat for you.
You made it clear we're not doing takey-backs...
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No, no take backs.
Mind taking a yearlong hiatus from the game until Guilds releases with a 9$ action though? :P
At least the collateral damage was 0$.
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Non-player specific game states
Significant Depleted Piles: Ruins(9)
Squire(7ish)
Peddler(8)
Grand Market(9)
BoM(6)
Trash Pile: 9 Coppers, a Silver, 2 Mints
Prizes: All
Top Knight: Sir Vander
Top Ruins: Ruined Market
Trade Route Mat: 2 (Duke, Farmland)
Embargoes: Fool's Gold
Current player: Hertz
[/quote]
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Mind taking a yearlong hiatus from the game until Guilds releases with a 9$ action though? :P
lol
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Non-player specific game states
Significant Depleted Piles: Ruins(9)
Squire(7ish)
Peddler(8)
Grand Market(9)
BoM(6)
Trash Pile: 9 Coppers, a Silver, 2 Mints
Prizes: All
Top Knight: Sir Vander
Top Ruins: Ruined Market
Trade Route Mat: 2 (Duke, Farmland)
Embargoes: Fool's Gold
Current player: Hertz
I believe there should only be 5 BoMs in the Supply. I have 4 and you have 1... correct?
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Correction... I have 5 BoMs... only 4 left in supply.
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==H_D Turn #9==
==State before this turn==
Deck {6} Band Band Band Fort Band Duke
Hand {5} Hove Curs Band Over Mint
Discard {0} Poor
Mats: 2 VP (from auction)
==Turn==
> Play BoM #1 as Menagerie
> Reveal Hand: Hove Curs Over Mint
> Draw 3 Cards: Band Band Band
> Play BoM #2 as Rats
> Draw Fort
> Gain Rats
> Trash Overgrown Estate (draw Band)
> Play BoM #3 as Procession on Fortress
> +4 actions, draw 2 cards: Duke, reshuffle, Poor
> Trash Fort (back to hand), gain BoM (3 BoMs in supply)
> I have 4 actions at this point, 1 buy (my normal one), and 0 coins
> Play BoM #4 as Procession on Fortress
> +4 actions, draw 2 cards: Rats, reshuffle, Band
> Trash Fort (back to hand), gain BoM (2 BoMs in supply)
> I have 7 actions at this point, 1 buy, and 0 coins
> Play BoM #5 as Procession on Rats
> +1 action, draw 1 card: Band, gain Rats
> Trash Curse
> +1 action, draw 1 card: Rats, gain Rats
> Trash Hovel
> Trash the Rats (draw 1 card: Rats), gain BoM (1 left in supply)
> I have 8 actions at this point, 1 buy, and 0 coins
> Play BoM #6 as Procession on Rats
> +1 action, draw 1 card: Band, gain Rats
> Trash Mint
> +1 action, draw 1 card: Rats, gain Rats
> Trash Poor House
> Trash the Rats (draw 1 card: Rats), gain BoM (0 BoMs in supply)
> I have 9 actions at this point, 1 buy, and 0 coins
> Play BoM #7 as Procession on Fortress
> +4 actions, draw 2 cards (only 1 avail): Band
> Trash Fort (back to hand), gain Upgrade (9 Upgrades in supply)
> I have 12 actions at this point, 1 buy, and 0 coins
> Play BoM #8 as Procession on Fortress
> +4 actions, draw 2 cards (only 1 avail): Upgr
> Trash Fort (back to hand), gain Upgrade (8 Upgrades in supply)
> I have 15 actions at this point, 1 buy, and 0 coins
> Play BoM #9 as Procession on Fortress
> +4 actions, draw 2 cards (only 1 avail): Upgr
> Trash Fort (back to hand), gain Upgrade (7 Upgrades in supply)
> I have 18 actions at this point, 1 buy, and 0 coins
> Play Upgrade #1
> +1 Action, +1 Card: Upgr
> Trash Fortress (back to hand)
> Gain Upgrade (6 Upgrades in supply)
> Play Upgrade #2
> +1 Action, +1 Card: Upgr
> Trash Fortress (back to hand)
> Gain Upgrade (5 Upgrades in supply)
> Play Upgrade #3
> +1 Action, +1 Card: Upgr
> Trash Fortress (back to hand)
> Gain Upgrade (4 Upgrades in supply)
> Play Upgrade #4
> +1 Action, +1 Card: Upgr
> Trash Fortress (back to hand)
> Gain Upgrade (3 Upgrades in supply)
> Play Upgrade #5
> +1 Action, +1 Card: Upgr
> Trash Fortress (back to hand)
> Gain Upgrade (2 Upgrades in supply)
> Play Upgrade #6
> +1 Action, +1 Card: Upgr
> Trash Fortress (back to hand)
> Gain Upgrade (1 Upgrades in supply)
> Play Upgrade #7
> +1 Action, +1 Card: Upgr
> Trash Fortress (back to hand)
> Gain Upgrade (0 Upgrades in supply)
> I have 18 actions at this point, 1 buy, and 0 coins
> Play Upgrade #8
> +1 Action, +1 Card: Upgr
> Trash Fortress (back to hand)
> Gain Outpost
> Play Upgrade #9
> +1 Action, +1 Card: Outp
> Trash Fortress (back to hand)
> Gain Tactician
> Play Upgrade #10
> +1 Action, +1 Card: Tact
> Trash Fortress (back to hand)
> Gain Duchy
> Play Outpost
> Play Tactician (discard hand:Rats Rats Rats Duke Fort)
> Cleanup: draw 3 cards: Upgr Band Band
==State after this turn==
Deck {22} Band Duch Band Band Band Upgr Upgr Rats Upgr Rats Upgr Band Upgr Upgr Duke Band Upgr Band Rats Fort Upgr Upgr
Hand {3} Upgr Band Band
Discard {0}
In play {2} Tact Outp
Mats: 2 VP (from auction)
==Outpost Turn==
> +1 action, +1 Buy, +5 cards from Tactician: Band Duch Band Band Band
> I have 2 actions, 2 buys, and 0 coins at this point
> Play BoM #1 as Throne Room on another BoM (#2) as a Throne Room on two more BoM’s (#3 & #4) as Smithys.... so that’s 4 BoMs = +12 cards
> Draw 12: Upgr Upgr Rats Upgr Rats Upgr Band Upgr Upgr Duke Band Upgr
> I have 1 actions, 2 buys, and 0 coins at this point
> Play Upgrade #1
> +1 Action, +1 Card: Band
> Trash Rats (on-trash +1 card: Rats)
> Gain Duchy (6 Duchies left in supply)
> Play Upgrade #2
> +1 Action, +1 Card: Fort
> Trash Rats (on-trash +1 card: Upgr)
> Gain Duchy (5 Duchies left in supply)
> Play Upgrade #3
> +1 Action, +1 Card: Upgr
> Trash Rats (on-trash +1 card: reshuffle, Duch)
> Gain Duchy (4 Duchies left in supply)
> Play Upgrade #4
> +1 Action, +1 Card: Duch
> Trash Fortress (back to hand)
> Gain Duchy (3 Duchies left in supply)
> Play Upgrade #5
> +1 Action, +1 Card: Duch
> Trash Fortress (back to hand)
> Gain Duchy (2 Duchies left in supply)
> Play Upgrade #6
> +1 Action, +1 Card: Duch
> Trash Fortress (back to hand)
> Gain Duchy (1 Duchies left in supply)
> Play Upgrade #7
> +1 Action, +1 Card: Duch
> Trash Fortress (back to hand)
> Gain Duchy (0 Duchies left in supply)
And I’ll just end my turn.
3 piles empty... one lucky Duke.
good game
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Sick
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I think I made a mistake in not attacking harder, faster, earlier. I assumed with the Fool's Golds that you would be doing something moneyish, so curses and discard wouldn't hurt all that much, but then you did the whole wtf 5 Fool's Golds buying Mint transition that just doesn't even cross my mind because it would be SO bad in standard dominion, but it works here.
And I regretted Embargo as soon as I bought it. Pretty stupid. Too slow.
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Yeah, I think Battle Royale is a lot about pivoting your deck to respond to the situation, which is what I did on turn 8. Thus Mint and Forge are pretty key... because they can trash out your old deck and start a new thin one.
Also we determined BoM is broken for this format and banned it. (I know, I know... Ray Charles saw that one coming.)
Fortress might be broken, too. I have yet to see Fortress/Procession/Upgrade lose... even without the BoMs.
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BoM is pretty versatile.
Fortress is suspect, perhaps. I couldn't figure out what TFB would work best with it, I suppose it's Upgrade.