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Messages - mischiefmaker

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176
Puzzles and Challenges / Re: Fun with Ironworks
« on: June 28, 2011, 10:59:50 pm »
Duh, forgot that there are islands in the supply. Gardens would work too, since you'd end the game with the 8 ironworks, plus the 8 gained cards, plus the 5 buys, for a total of 21, making the gardens equivalent to the islands.

177
Puzzles and Challenges / Re: Fun with Ironworks
« on: June 27, 2011, 07:01:32 pm »
So far my best score for the second part of the puzzle is 21, but it's not particularly interesting:

TR, TR, bridge, bridge, 4 islands to draw the first 4 cards; TR/TR/bridge/bridge, buy 4 duchy (or 3 duchy and a duke :P) and an estate.

Anyone got a better score?

178
Puzzles and Challenges / Re: Fun with Ironworks
« on: June 25, 2011, 03:52:17 am »
My solution was the same as Personman's, except I completely forgot about Mining village. Huh-durr!


1. Village
2. Watchtower
3. Bridge
4. Bridge
5. Throne room
6. Throne room
7. Throne room
8. Great hall -> draw village
    Village -> draw watchtower (last ironworks in hand)
    Watchtower -> draw 3 TR, 2 bridge
    TR -> TR -> bridge
                  -> TR -> bridge
                           -> ironworks -> province, drawing great hall
                                              -> harem, triggering reshuffle, drawing harem
    play harem, buy colony @7 w/4 from bridge, 1 from ironwork'ing harem, 2 from harem.

So you actually could make the puzzle a little more cute by requiring that you end up with a colony, a province, a duchy, and an estate.


179
Dominion Articles / Re: Combo: Fortune Teller/Jester
« on: June 22, 2011, 01:19:10 pm »
I tried playing some Golem/FT/Jester games today against the kingdom.servegame.org AI, and I came away with a few conclusions:
 - it takes a while to get going
 - you get a lot of hands with $4 and $5 in the mid-game; what do you do with these? Buying actions is clearly the wrong choice if you're trying to consistently hand out curses; buying treasure/VP makes it harder to find your golems.
 - you often run into conflicts where you draw FT/golem or Jester/golem, or even golem/golem, which makes it harder to get $8 even with the $4 from the combo

So, overall, what theory/chwhite said -- it's a useful thing to know about that you might consider adding in the midgame to put you over the top in the endgame, if you already have a drawing engine with +actions to spare set up, but it's not something you want to try and build a deck around.

180
Puzzles and Challenges / Re: Reduce Opponents to 0-card Hands
« on: June 22, 2011, 01:51:55 am »
To be more explicit, having a five-card deck of King's Court-King's Court-Bureaucrat-Bureaucrat-Watchtower guarantees an infinite pin as soon as they draw 5 victory cards. But it's highly impractical, since your opponent needs to draw the 5 VP, and you also need a trasher and an island to get rid of the trasher, in order to construct that deck.

Young Nick, are you thinking of a different solution?

181
Dominion Articles / Re: Combo: Fortune Teller/Jester
« on: June 21, 2011, 01:18:14 pm »
I also think our perception of Jester is pretty coloured by our tendency to play 2-player games. It scales up a lot differently with more players, sorta like thief and pirate ship, and it's obviously better the more players there are, as there's more good stuff you can get.

I played a 5p live game with Jester a few weeks ago and I didn't really see too much of a difference in terms of how it played -- almost everyone had one or two, and most of the time it was played, we handed out coppers, occasionally a curse (Remake was on the board, though), and there were a bunch of AP decisions (give my opponent another Remake, or take my first one? Give him a second silver, or my third? etc.).

The biggest difference we noticed is that Jester ends the game FAST. Especially in the presence of strong trashing like Remake -- I think that game lasted like 10 turns, and the winner had 11 points, with one or maybe two provinces purchased total. And unlike other 3-pile accelerators, it's hard to control when the game ends, because your Jester might hit 4 of the same card to end the game, or it might miss all of a single card that you don't have enough to purchase.

(Worth mentioning that that group is not all experts -- if I had to guess I'd say they are probably the equivalent of level 30, 25, 20, 10, 10, something like that.)

182
Puzzles and Challenges / Re: Reduce Opponents to 0-card Hands
« on: June 21, 2011, 01:03:11 pm »
You mean Cutpurse, right?

183
Dominion Articles / Re: Combo: University/City
« on: June 20, 2011, 09:09:50 pm »
I would be curious to hear a critique of this game -- looking it over, I was surprised to find that both players bought a conspirator during the second shuffle when they hit $4. If it were me, I'd have picked up a second potion there, looking to get 3-4 universities and using them mostly for torturers, then switching to cities once my engine got going.

I'd avoid bishop completely, since a city/torturer/university engine is going to to work just fine without trashing, and I don't want to give my opponent free trashing to get his engine going.

Finally, I'd probably avoid getting province on turn 9, as the winner did, since at that point I'd want to make sure I win the engine war; if I end up being able to torturer/ghost ship pin my opponent, I'm going to be able to make up 6 points at my leisure.

All of which comes with a big caveat: I'm really not very good at this game, and would like to hear whether good players agree or if I'm totally off base.



184
Dominion Isotropic / Re: Decline of civility on isotropic?
« on: June 20, 2011, 02:38:36 pm »
I am one of those who agrees that a "hi gl hf" and a "gg" make the game more pleasant, even if you don't think they mean anything. And I enjoy chatting about strategy afterward, if my opponent is like-minded, so if you're reading this and we meet...:)

On resigning: is it ok to point out to your opponent that they can resign? Not every new player knows it exists, and I often have the feeling that my opponent isn't having fun anymore (sometimes due to a snarky comment or two), but I also am not sure how to phrase this in a way that isn't demeaning or gloating (because saying it means you think your opponent has no chance, and he might be playing out the game to be polite to you).

I will usually say something like "I won't be offended if you resign", but I'm not sure if this is rude, and am interested to hear if anyone has ever suggested that their opponent resign, or received such a suggestion, and how it was phrased.



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