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Topics - Mr.Oatmeal

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Game Reports / It's fun to skip chapel. 11 pt Feoda are also fun.
« on: June 07, 2015, 10:13:32 pm »
SlogSlogSlog!  Garden, Duke, and Feodum (with trader and masterpiece help)  Opponent didn't quite get the memo, though. 

http://www.gokosalvager.com/static/logprettifier.html?/20150607/log.50b2ade4e4b017518f8de041.1433728990769.txt

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Game Reports / Double Tactician & Black Market
« on: May 05, 2015, 10:30:43 pm »
Playing double Tactician / Black Market is a lot of fun!  This was the first time I've been able to set that combo up.  Coppersmith also shined.

http://www.gokosalvager.com/static/logprettifier.html?/20150505/log.53f32d7ce4b02e8ffa4a1752.1430879215191.txt

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Game Reports / Luck?
« on: February 11, 2015, 09:26:07 pm »
I know I shouldn't let people get to me too much, but I just had two games where my opponent said in the chat that I got really lucky in both games.  I won both, but I don't think I got overly lucky.  What are your thoughts? Was I lucky?  How would you have played it?

First:
http://gokosalvager.com/static/logprettifier.html?20150211/log.5144ecf7e4b0bef57ec85b7d.1423705261520.txt

I wasn't sure where to go with this early, but with no engine there, I decided to use the trashing and aim for Butcher/Hoard as my main payload things. 

Second:
http://gokosalvager.com/static/logprettifier.html?20150211/log.5144ecf7e4b0bef57ec85b7d.1423706332348.txt

I don't really like the YW on this with a nice bane and forager, so I skipped.  He opened with it.
It's a real bummer he missed seeing the KC on the second page on turn 17.
He gave me a hard time for thinking about a forced win on turn 20 (I don't care if the game says fast only, I'm looking for a win).
I was really pleased with the way I ended it though!  :)  fun to use catacomb's on-trash and buying a curse.

Was I lucky?  How would you have played these?

4
Dominion General Discussion / IRL handicapping
« on: October 25, 2014, 11:10:58 pm »
because I play so much online, and none of my friends and family do, I inevitably crush them most games IRL (at least when it's only 2 player).
I still love playing IRL games with them, but is there some way to slightly even the playing field so they will continue to have fun and keep playing with me? 
I've thought of differing the starting decks (zaps style), giving them some bonus card to start, or even just talking them through what strategies I see as possibilities on the board before we begin.

Have you guys tried any of these?  How well has it worked?

5
Game Reports / Sweet IRL Feodum game
« on: February 24, 2014, 09:18:50 am »
I played an IRL game the other day with some really fun interactions. The main helpful cards were Stonemason, Feodum, Border Village and Peddler.  This was the first game I played where I really utilized the stonemason's trashing. Trashing one Feodum could get you 5 silvers total!  Also, you could overpay to get 2 peddlers, later trash each for 2 border villages & 2 Feodum. And then finally trash the border villages into 2 Feodum apiece as well.
At the end of the game, I still had 9 Feodum (we play with the full 12 of the victory cards even in 2p games), and they were worth 8 each. 

Fun!

6
Variants and Fan Cards / Cave - secret vp card
« on: January 06, 2014, 01:02:13 am »
When I first learned about the salvager extension for goko, I was somewhat surprised that with all of the published cards, if you are paying attention to every single play, it is actually possible to know anyone's score even IRL (edge case masquerade with more than 2 players).  I started thinking of how to create a card where your opponents don't know exactly how many points are in your deck. Here's my idea.

Cave - Action Victory - $5

Place a card from your hand face down on the cave mat.
Worth 1vp for every 2 differently named cards on your cave mat.
--
At the end of the game count the number of differently named cards on your cave mat, then return all of the cards on the mat to your deck.

Clarification: the number of cards on each players mat would be public, but other players would not know how many are unique cards.
Clarification 2: the player may look at the cards on their cave mat at any time.

So it can get junk out of your deck, but to make it be worth more, you have to toss in some useful cards too.
After play testing it in one kingdom, I noticed that the more of these you buy, the faster their score grows, since you get more opportunities to set aside cards. Not sure if this is a problem..

What are your thoughts? 

EDIT: changed from 1 per each unique to 1 per 2 unique.

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