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Messages - alex

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2
2012 / Re: Thief Division: Bracket and Results
« on: December 08, 2012, 03:00:11 pm »
Round 2: alex(werrew) 4 - Ipnotaizig 3

(I kept all of the games this time)

Game 1: Ipnotaizig 32 - werrew 28
http://dominion.isotropic.org/gamelog/201212/08/game-20121208-103228-da1add8c.html
I don't generally have many comments, but I made an embarrassing mistake in this game in that I missed a 3-pile ending (last BV+last torturer) when I was 1pt ahead. I think I bought a Duchy instead.

Game 2: werrew 48 - Ipnotaizig 27
http://dominion.isotropic.org/gamelog/201212/08/game-20121208-104105-e60bf18f.html

Game 3: werrew 38 - Ipnotaizig 33
http://dominion.isotropic.org/gamelog/201212/08/game-20121208-105602-6bed62a4.html

Game 4: Ipnotaizig 38 - werrew 33
http://dominion.isotropic.org/gamelog/201212/08/game-20121208-110535-8d51e44a.html

Game 5: werrew 72 - Ipnotaizig 42
http://dominion.isotropic.org/gamelog/201212/08/game-20121208-112014-b2b51af6.html

Game 6: Ipnotaizig 61 - werrew 48
http://dominion.isotropic.org/gamelog/201212/08/game-20121208-113056-43c3acf6.html

Game 7: werrew 21 - Ipnotaizig 13
http://dominion.isotropic.org/gamelog/201212/08/game-20121208-114653-fa8e46f7.html

Just to clarify, yes we played early. Ipnotaizig will be without internet access for part of round 2, so he asked if we could play early:

Yes, you can always play ahead of time.

Thanks for the match Ipnotaizig, you played well. Maybe we can play again sometime?
Once again, I apologize for my part in our misunderstanding.

3
2012 / Re: Thief Division: Bracket and Results
« on: December 07, 2012, 07:17:09 pm »
alex/werrew 4 - Copperrcopper 2

I only saved my games:
Game 1: 32-26
http://dominion.isotropic.org/gamelog/201212/07/game-20121207-153854-392ea6d3.html

Game 3: 66-62
http://dominion.isotropic.org/gamelog/201212/07/game-20121207-155229-056acae8.html

Game 5: 33-27
http://dominion.isotropic.org/gamelog/201212/07/game-20121207-160256-1564f8c3.html

Game 6: 22-13
http://dominion.isotropic.org/gamelog/201212/07/game-20121207-160658-222529c5.html

Good Games copperrcopper! You played well.

(Sorry copperrcopper, I didn't save the games you won, If you still have them message me the links and I'll edit them into this post)

4
Variants and Fan Cards / Re: Another way to break the -1 buy rule.
« on: October 07, 2012, 09:19:24 am »
Hey there, thanks for the replies and the honest criticism! I think that King's Road would probably work better without the +action; then in order to use it effectively you'd have to have built a strong village/+buy deck. As to it being worthless without a source of +buy or gainer, I'm okay with that because isn't highway nearly worthless without a source of +buy or card that cares about the cost as well?

No, Highway is worth $4 without a source of +buy or card that cares about the cost. There's a big difference between $4 and $5, but having Highway still benefits your deck. This is actually worthless in that situation.

On the other hand, Conspirator is actually worthless in a game with no +Actions (strictly worse than Silver). Granted no +Buys comes up more often than no +Actions, but nonetheless just because a card is worthless in some situations doesn't automatically disqualify it from consideration. I would be interested to hear some results if anyone does playtest this card.

5
Variants and Fan Cards / Re: Breaking the no -1 Buy rule
« on: October 07, 2012, 09:05:44 am »
Creditor 2
Action $3
Something weak (+1 Buy, Look at the top 2 cards of your deck, draw one and discard the other, +1 card, or "You may discard a card. If you do, +$2", trash a card from your hand, etc.)
-----
When you gain this, if it is the first Creditor you have gained this turn:
+1 Buy
+$4
This is missing the point of the card: give us a card that might be balanced with -1 Buy.

Exactly, my intention was not to make a card that is all-around always good regardless of the other kingdom cards in play, very few Dominion cards are like that in my opinion. My intention was to create a card that provided strategic options that make the game more interesting.

6
Variants and Fan Cards / Re: Breaking the no -1 Buy rule
« on: October 06, 2012, 11:43:49 am »
The point is to force you to play it at some point and make you lose the buy for that turn (thematically your creditor gives you money and later he wants it back).

I priced it at $4 to so that it could not be taken advantage of twice in a row on the first two turns.

7
Variants and Fan Cards / Breaking the no -1 Buy rule
« on: October 06, 2012, 11:06:16 am »
I had the following idea for a card this morning, what do you guys think?

Creditor
Action $4
-1 Buy
Trash this card
-----
When you gain this, if it is the first Creditor you have gained this turn:
+1 Buy
+$5

8
Variants and Fan Cards / Re: Card That Name! -- Episode 1: Assassin
« on: October 03, 2012, 12:21:50 pm »
And now for something completely different...

Assassin
$3 Action
+1 Card
+1 Action
Choose one: trash up to three cards that are not victory cards from the supply OR trash one victory card from the supply.

9
Dominion: Guilds Previews / Re: So. Guilds.
« on: September 28, 2012, 10:32:12 am »
So I posted the following in the old thread (referenced above) yesterday, not realizing that there was a new place for it:

Quote
This is my idea for guilds type cards:

eg: silversmiths guild Action $4
+$2
Any other player may reveal and put into play a silversmiths guild, if they do they draw a card and you gain +1 buy
-----
If this card is in play at the start of your turn +$2, +1 buy

Note that the if this card starts in play clause does not require an action, just like duration cards.

I feel that this works thematically as guilds will succeed when they work together, or fail when they fall apart.

10
Dominion: Guilds Previews / Re: Looking to the future: The Guilds
« on: September 27, 2012, 11:23:29 am »
This is my idea for guilds type cards:

eg: silversmiths guild Action $4
+$2
Any other player may reveal and put into play a silversmiths guild, if they do they draw a card and you gain +1 buy
-----
If this card is in play at the start of your turn +$2, +1 buy

Note that the if this card starts in play clause does not require an action, just like duration cards.

I feel that this works thematically as guilds will succeed when they work together, or fail when they fall apart.

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