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1
Dominion: Guilds Previews / Re: Preview #4: Butcher
« on: June 06, 2013, 01:04:20 pm »
Looks like I'm going to take my butcher to the kings court to take care of some rats. Rats turned to gold.

2
Dominion General Discussion / Re: Infinity
« on: February 12, 2013, 06:17:31 pm »
Are you sure about that? You are trashing Ironworks1 and Cultist1 at nearly the same time. (Procession trashing the first Ironworks, gaining the first Cultist, and trashing that to Watchtower for +3 cards)

Oops, I think you are right. My bad.

3
Dominion General Discussion / Re: Infinity
« on: February 12, 2013, 04:36:39 pm »
Using the Nomad Camp/ Watchtower&Hamlet opening I can empty 3 piles and buy a single Province on Turn 4. I can't find a way to make it work on Turn 3 yet.

1. [Draw: CCCCE] Buy NomadCamp(4)
2. [Draw: NcCCCE] Play NomadCamp, Buy Watchtower(3), Hamlet(2)
3. [Draw: E…]
-shuffle-
3. [Draw: …HWtNcC] Play Hamlet, Draw: C, Discard CE, Play NomadCamp, Play Watchtower, Draw: CCCCC, Buy Procession(4), Buy Ironworks(4)
4. [Draw: EE…]
-shuffle-
4. [Draw: …IwWtPr] Play Procession, Play Ironworks1, Gain Procession, Reveal Watchtower, Topdeck Procession, Play Ironworks2, Gain Ironworks, Reveal Watchtower, Topdeck Ironworks, Trash Ironworks(Pr), Gain Cultist, Reveal Watchtower, Trash Cultist, Draw: IwPrX; (repeat Until Iw, Pr, Cu are empty, Buy VP)

Only problem is that when you play Ironworks10 and trash it you'll only be gaining Cultist9.  You'll need to buy one to end the game.

4
Dominion General Discussion / Re: Infinity
« on: February 12, 2013, 04:33:17 pm »
If you Procession and Ironworks and gain a Procession and an Ironwork, top-decking with Watchtower.  When you trash the Ironworks and gain a Cultist using the Watchtower to trash it you would draw 3 cards and repeat for ever with an infinite supply.

And just for fun...
Instead of gaining the Cultist gain a Catacombs, reveal Watchtower and trash it, gaining a card less than it, Squire, reveal Watchtower trash it, gain an attack card, Cultist, trash it and draw 3 cards.

I don't know why you would want to do that. But you could.

5
Dominion General Discussion / Re: Infinity
« on: February 12, 2013, 11:06:03 am »
If you Procession and Ironworks and gain a Procession and an Ironwork, top-decking with Watchtower.  When you trash the Ironworks and gain a Cultist using the Watchtower to trash it you would draw 3 cards and repeat for ever with an infinite supply.

6
Ghost Shop

Action-Attack $4
Gain a card from the supply costing $4 or less. Each other player reveals his hand. If he revealed any copies of the gained card, he puts one on top of his deck.

I need to get me some of that.  :)

7
Puzzles and Challenges / Re: Treasure Maps
« on: February 07, 2013, 06:20:09 pm »
I can do this playing just 1 action cards:

My opponent plays Kc/Gov and I trash two 3's, top deck the Maps with Watchtower. I next trash a Cultist, gaining a Border village and Horn of plenty, the latter is top decked and then drawn with the Maps. On my turn I play Treasure Map (gaining the golds) and then Counterfeit -> Hop (gaining Squires, trashing them, gaining Cultists, trashing them) and drawing the golds.

But you're supposed to gain the Maps on your turn, not your opponent's turn. ;)

True. Not gained on your turn. But I'll give you +1 for creativity.

8
Puzzles and Challenges / Re: Treasure Maps
« on: February 07, 2013, 06:15:45 pm »
Does playing Throne Room count as one action or three?  If it's only one, then here's a simple 3 card solution.


Hand:  Procession, Ironworks, Watchtower

Play Procession on Ironworks.  Gain two Treasure Maps topdecked by Watchtower, get +2 actions, then gain a Cultist which is trashed and draw your Treasure Maps.

Play Treasure Map, gaining your four Golds.

Play Watchtower to scoop them all up.
[\spoiler]

I would call that 04 Action Cards:  Procession, Ironworks, Maps, Watchtower.

Are you only counting differently named action cards?  Because then I could do it with just University and Treasure Map. ;p

I'm counting Action Cards put into play.

9
Puzzles and Challenges / Re: Treasure Maps
« on: February 07, 2013, 03:56:47 pm »
Does playing Throne Room count as one action or three?  If it's only one, then here's a simple 3 card solution.


Hand:  Procession, Ironworks, Watchtower

Play Procession on Ironworks.  Gain two Treasure Maps topdecked by Watchtower, get +2 actions, then gain a Cultist which is trashed and draw your Treasure Maps.

Play Treasure Map, gaining your four Golds.

Play Watchtower to scoop them all up.
[\spoiler]

I would call that 04 Action Cards:  Procession, Ironworks, Maps, Watchtower.

10
Puzzles and Challenges / Re: Treasure Maps
« on: February 07, 2013, 03:54:19 pm »
This Puzzle making is fun. Especially seeing the different solutions to the same problem.

11
Puzzles and Challenges / Re: Treasure Maps
« on: February 07, 2013, 03:49:53 pm »
So my solution was this: 
Hand: Watchtower, Watchtower, Throne room, Ironworks, Fishing Villige
TR the the IW for the two TM, top decking them. Then draw them and two other cards playing a WT, play The FV for the  two actions. Then play TM and lastly draw the four Golds with the second WT.
Action Cards played 6.


Having not played a ton with Dark Ages I should have looked closer at those cards. I would not have though about Cultist on trash effect. If I had then ...

if I switch to the Procession instead of the Throne Room, then when the Ironwork gets trashed I could gain a Cultist trashing it with the Watchtower. Drawing the Maps. Playing the Maps.   Instead of the Fishing Village with a Minion, Council Room, or Hunting Grounds all draw the four Gold dropping it to 4 Action Cards.

.



12
Puzzles and Challenges / Re: Treasure Maps
« on: February 07, 2013, 03:28:14 pm »
Well, I've narrowed my solution down to just 3 actions, and no KC to avoid that confusion.

Hand: Powered-up city, black market, HoP, Watchtower, Copper
Play city, draw HoP and Silver.
Play black market, play HoP, gain/trash cultist, draw three HoP's, play them, gain 2 TM's and trash another cultist, drawing the TM's and another HoP.
Play HoP, cultist, draw 2 HoP's.
Play TM.
Play 2 HoP's for cultist.

I think I stuck an extra HoP in there somewhere.


Thinking on it, I'm pretty sure this is the minimum, since you need to play 1 card to gain the TM's, and then play the TM's. And you need a village. Unless someone can think of a way to play a nonterminal action to gain 2 TM's in their hand.


Great use of Treasure Cards.

13
Puzzles and Challenges / Re: Treasure Maps
« on: February 07, 2013, 03:19:01 pm »
I can do it with just 04 action cards.


Hand King's Court, University, Hunting Grounds, Watchtower, whatever.
Play King's Court-University, gaining two Treasure Maps and putting them on your deck with Watchtower.
Gain and trash a Cultist, drawing your Treasure Maps.
Play Treasure Map.
Play Hunting Grounds.


Wow that's Great that wasn't my solution it definately better only 04 cards are actually played! And in no time at all.

14
Puzzles and Challenges / Treasure Maps
« on: February 07, 2013, 02:59:37 pm »
Ok so this is my first attempt and creating a puzzle I hope it worthy.

The goal is to gain 2 Treasure Maps, play the Treasure Maps and draw all 4 Gold for spending all during a single turn playing the fewest amount of Action Cards played.

Some minor clarifications.
For the purpose of this puzzle, Duration cards from previous turn would count as Action Cards played.
The first Treasure Map would count and an Action Cards played even though it is trashed, the second one does not since it is never put in play.
Playing an Outpost for another turn, does not count as part of the single turn.

Bench Mark:
I played with it in my head and can do it playing just 06 Action Cards.

Hope you enjoy.  Let me know how I did on my first puzzle.

15
Game Reports / Re: A Four Card Combo
« on: February 07, 2013, 09:42:04 am »
Yeah I wasn't able to Double Province. Province/Gold was my best buy.

17
Game Reports / Re: A Four Card Combo
« on: February 07, 2013, 09:08:45 am »
There is also the fear of drawing your Herbalist in your hand alongside Golem.

As long as you don't have the Scheme in hand as well, you're fine. I think a potential problem with this is that once you're Goleming every turn it could take ages for the Stone to turn up in your hand since you're discarding it every turn. Maybe because of that it's best not too buy too many Coppers and stuff until you've got everything lined up? Another question, do you buy more Stones/Golds with spare non-$8 buys to try to build up to $13 or $16 or do you just go straight for the Duchies and Estates?

I thought the same thing and what if the Scheme showed up in my hand or the Herbalist for that matter. Well if it is Scheme play that first then the Golem, you'll still be able to top deck the Golem. If it was the Herbalist in my hand then play the Golem first it finds the Scheme and gives you the action to play the Herbalist. The longest of the games I played were when I bought Duchies/Estates. You want Gold and other PStones, because the PStone takes its time to be worth anything buy (if using both Herbalist buys every turn it increases its value $1 every 2.5 turns).

18
Game Reports / A Four Card Combo
« on: February 06, 2013, 10:33:22 pm »
So I was glancing at a list of the cards and began wondering how easy it would be to get the Philosopher's Stone worth anything consistently and played consistently.

Thought to myself, "Hebalist will set it back for my next hand and it comes with an extra Buy to inflate my deck. Cool, now how do I play the Herbalist consistently. . . Scheme! Awesome no how can I play both every turn. . . Golem."

So I sat down to play a few Solitaire games. Here are a few things I learned.
1. Only buy one of each card, it won't work otherwise.
2. It really takes a few turns to get the Philosoper's Stone worth anything. (Got it worth 6 at the very end of the game)
3. Some of the boards I play had some really good cards that may have had better strategies.
4. Once the combo is working it works like a gem!

In my solitaire game I bought 8 Povinces in 18, 20 and 25 28 turns the three games I play like this. So a two player game would have been a few turns shorter. I can post the logs tomorrow if any one is interested (They are on my computer and I am on my phone).

Is there anything that might make this better?


19
Game Reports / Re: Dear My Opponent: I am Sorry
« on: February 06, 2013, 03:19:12 pm »
You should have bought a curse if you are just going to destroy somebody with ambassadors

I considered it, I was thinking about the purple piledriver accomplishment once i got the engine going. A early few turns i had enough buys but not enough points to do it in one turn. As i got the provinces they blocked me from drawing my deck and getting enough buys.

20
Dominion General Discussion / Re: Village
« on: February 05, 2013, 03:03:13 pm »
Could we add the tournament. Then I can pick up a diadem to cash in on all these spare actions. Oh and trusty steed for +2 Actions.

21
Game Reports / Re: Dear My Opponent: I am Sorry
« on: February 04, 2013, 01:49:33 pm »
Dear SirBobbyTee,

You must have never played with Ambassador before.  You must have though I was being nice giving you estates and coppers, but you should have realized when I was giving you two coppers each turn that you should have picked an Ambassador up to return this favor.  Finishing the game with 22 points and 23 coopers must not have felt good.

Sincerely,

Unlinked

P.S. I had no more time to keep playing, and only had $6 on my final turn and needed the game to end, that is the only reason I gave you Province with my Ambassador.

http://dominion.isotropic.org/gamelog/201302/04/game-20130204-101739-25c421d3.html

22
Dominion General Discussion / Re: Stupid Pet Tricks
« on: February 01, 2013, 03:56:09 pm »
Hand of Gold, Silver, Copper, Treasureworth2, HoP ensures a Province every turn.

I assume you're talking about having Mandarin available?

I think that's the only way that would be possible.

But if we play Gold, Silver, Copper, Venture (Venture finds Bank) then Horn of Plenty (Gain the Mandarin), we can then buy a Colony every turn till the end of game or the Mandarin Pile is emptied.

23
Dominion General Discussion / Re: Stupid Pet Tricks
« on: February 01, 2013, 03:46:04 pm »
Played two Develops, developing two silvers into two Treasure Map, a Haven and a Herbalist. The next turn I put the Herbalist in the Haven and trashed my Maps. Third turn allowed me to buy a Province and a Gold and then return a played Gold back to my deck. Having Developed most of my coppers already it was a fast game after that.

24
Help! / Re: Double Tactician
« on: January 31, 2013, 05:11:58 pm »
I realized I could probably pull of the Double Tactician in this set yesterday. My opponent mirrored the strategy. Lost by a duchy.

cards in supply: Bazaar, Counting House, Gardens, Margrave, Nomad Camp, Salvager, Tactician, Trading Post, Treasury, and Wishing Well

The set had good draws, village, virtual money, and the attack.

http://councilroom.com/game?game_id=game-20130130-192444-21e7d175.html

25
Dominion General Discussion / Re: Random city question
« on: January 30, 2013, 06:10:44 pm »
just the way my minds works.
 ;)
$city = array(
       0 =>'+1 Card, +2 Actions',
       1 =>'+2 Cards, +2 Actions',
       2 =>'+2 Cards, +2 Actions, +1 Buy, +$1'
);




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