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Topics - RobF

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Dominion Isotropic / playing all cash bug - Grand Market + Quarry
« on: September 07, 2011, 01:20:57 am »
I like how the "play all your safe cash" button speeds up the game.  Unfortunately, having drawn

Quarry, Quarry, Copper, Copper, Copper

on turn 5 I was ready to buy a Grand Market with both Quarries before I realized that the cash button had auto-played everything.  Log is here:

http://dominion.isotropic.org/gamelog/201109/06/game-20110906-220832-d1cb99b9.html

I know the button is smart enough to handle most GM situations, but this one seems to have slipped through.  Not sure if it's the double quarry or whether it's just counting the quarries as $1 instead of effectively $3 towards GM.

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Suppose you're sizing up a new Kingdom in a 2 player game and you see both Torturer and an appropriate village (native, fishing, regular, hamlet, etc).  Having been on the wrong end of being tortured to death (and boredom), you want to make sure you don't lose to this strategy unnecessarily.  If it's going to be dominant, you should at least play it yourself too and flip a coin for whoever gets the better draws and/or first key Torturer hits.

What other cards in the Kingdom would cause you to avoid the Torturer strategy and pursue a different one?

Active defence:  Moat, Lighthouse, Watchtower?
Passive defence: Chapel, Ambassador, Remake, Masq, etc, for getting rid of curses?
A good offence: a better strategy without defence?  Gardens with IW, KC + Goons, etc.  Pick your favorite.

Perhaps out of novelty, you'd rather not play the Torturer strategy yourself if you think something else will be reasonably competitive (or better!).

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Puzzles and Challenges / Impossible score, version two
« on: August 01, 2011, 10:45:38 am »
In a 2 player game, that lacks any kingdom cards that give VP chips (Monument etc), what is the smallest positive total score (sum of both players) that is impossible to achieve?

Edit: variable VP victory cards are allowed. 
Edit 2: you might also want to think about the solution in the case variable VP cards are NOT allowed.  This variation will probably be easier.

4
Puzzles and Challenges / Small hand, big gain...
« on: July 19, 2011, 10:02:30 pm »
You have a single card in your hand, no other cards in your deck or discard pile, and no durations in play or cards on your Native Village matt.  How many VPs can you gain on this turn?

Edit: As mentioned later, I meant this to describe your hand at the start of your turn, not that you have played some cards from your hand already this turn.

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