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Messages - Chaos

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1
Dominion League / Re: Season 24 - Standings
« on: October 16, 2017, 10:20:02 pm »
Ummm, I didn't sign up for this season:


D4 (100%)
rankname                                  averagepoints#played2nd3rd     level      season24?
1.Jimmmy4.22150.0285.055.7   Yes
2.benedettosoxfan3.41750.0226.056.7   No
3.tufftaeh3.01550.0228.055.4   Yes
4.RICHARDNIXON2.81450.0201.052.5   Yes
5.Chaos2.61350.0193.055.0   No
6.kamikazepig2.01050.0147.049.9   Yes

2
Dominion League / Re: Season 23 - Results
« on: September 11, 2017, 11:30:37 am »
I'm out next season.

School is looking really busy....

3
Dominion League / Re: Season 23 - Results
« on: September 10, 2017, 05:30:10 pm »
D4:

Chaos 3 - Kamikazipig 3

4
Butcher Border Village to get 2 coin tokens and gain another Border Village plus whatever sweet 4-5 cost card.

5
Forum + bridge/highway/bridge troll

Make everything cost at least 5 coin less and you can pile out the forums for 0 coin and 0 buys.

6
Dominion League / Re: Season 23 - Signups
« on: July 21, 2017, 11:03:06 pm »
I'll join

Username: Chaos
Timezone: America/Edmonton

7
Game Reports / Re: Dear My Opponent: I am Sorry
« on: June 29, 2017, 12:18:35 am »
Dear opponent, I'm sorry I went first, opened 5-2 and got turn-1 summon-ambassador.

Definitely one of the most powerful openings I've had.

8
Dominion General Discussion / Re: Royal carriage masquerade pin
« on: July 26, 2016, 04:32:05 pm »
It also raises the question: "what was wrong with pins, fun is zero sum right?"

Fun usually isn't zero sum, so...?

It's a joke I've heard in the context of Magic; the Gathering where people argue that the less fun their opponent is having then the more fun for them. Generally this joke is made by those who play decks where the goal is to lock the opponent out of the game (like a pin), so when you achieve the lock clearly your opponent is not having any fun, therefore you must be having tonnes of fun to balance it out. I guess a more accurate statement would be that "fun always averages to X" (i.e. if you are having 0 fun I must be having 2X fun) but it's a joke so who cares?


9
Dominion General Discussion / Re: Royal carriage masquerade pin
« on: July 26, 2016, 11:26:19 am »
I think it's time Masquerade gets errata now. There are too many combos enabling this pin, and those games are ruined.
Can we pleeeease get a Masquerade errata? Adding "if you do" would do it, right?

Each player passes a card from his hand to the left at once. If you do, you may then trash a card from your hand.

Temporum already found a new wording for Masquerade with Age of Cults:

Quote
Each player with any cards in hand passes one left to the next such player, at once.

I think this is a little messier wording than cutting off the trash ability unless you actually passed a card. It's clumsier to understand. "If you do" also fixes the pin but doesn't cause any confusion as to which cards go where.

It would, however, raise another question in lots of players' minds: "Why wouldn't I have passed a card? Is it optional?"

It also raises the question: "what was wrong with pins, fun is zero sum right?"

But seriously, I don't really mind pins at all, I just think of it as an alternate route to victory that diversifies the game even more. If somebody pins me I don't think "dumb game, pins are stupid." More like, "wow that's a pretty cool combo my opponent pulled off, well done."

10
Dominion General Discussion / Re: Royal carriage masquerade pin
« on: July 02, 2016, 03:39:04 pm »
Yeah I had no idea what was happening until it was too late. I was sitting there thinking "man my opponent is playing a lot of masquerades" then suddenly I only have four cards in hand so I check the log. No attacks played...ohhh I guess I lose.

11
Dominion General Discussion / Royal carriage masquerade pin
« on: July 02, 2016, 03:20:56 pm »
So I just got rekt in a game (forgot to get the log) where my opponent used masquerade and royal carriage to trash all my cards. Basically they got to a point where their deck was just 4 royal carriages and a masquerade so I couldn't do anything.

Has anyone else ran into this pin? How did it go?

Edit: here's the log:
http://dominion-game-logs.s3.amazonaws.com/game_logs/20160702/log.0.1467485738501.txt
(Can't seem to figure out how to link the pretty version)

In hindsight I probably could have gotten out of the pin since my opponent only had three royal carriages left. So I could have never passed my masquerade and then whenever I played it I would steal another royal carriage. Unfortunately, since I had never seen the pin before I thought it was over.

12
Puzzles and Challenges / Re: How high can you go
« on: June 26, 2016, 01:49:30 pm »
I don't know if people are still looking now, but last night I thought of some things for "the other strategy", with KC-Golem-Black Market

1. It's hard to play both tactician and buy Save. That was now part of the plan but doesn't really work.
2. Your setup turn can be improved a lot by doing KC-Golem into 3x {tactician, draw silver}. You get to play 3 tacticians that way.
3. In fact, if you start with KC-KC-Golem into tact, and trash overgrown estate during setup, you can activate 6 tacticians.

-> that means starting hand goes up to 35 from just 12. I don't really have a good feel for the consequences though. I think it's still not enough to beat the 1E727 unless something else shows up.
Unfortunately I think this leads to an unbounded solution:

1. Tactician
2. 10 golems into king's court golem chain and play alternating tacticians and black markets (or any way to gain cards in hand)
3. keep repeating to put ever more tacticians in play leading to an arbitrarily large hand size (over the course of many turns)

This works because tactician never discards golems. You can get the golems all in play before resolving a tactician by always resolving the king's courts first.

So basically the KC golem plan is useless.

13
Puzzles and Challenges / Re: How high can you go
« on: June 25, 2016, 01:54:38 pm »
12 golems is better than 11+KC right? Since the first golem is a KC and an extra black market.

Your opponent can give you more like 150 silvers using outpost and mission. First turn:55 silvers. (57 minus 2 for tactician (discard a silver from a swindler on our previous turn) and outpost) buy mission and messenger (another silver) and donate (this should give a five card outpost turn right?) second turn: 40 silvers (9 golems and a card to discard to fact) buy messenger. Third turn: 47 silvers (10 golems) buy messenger.

Total: 55+1+40+1+47+1=145 silvers.

So the starting coin is 290+12(golems with coin token) + 2(black market) = 304coins.

I'll edit with the number of gains once I do the calculation.

EDIT: 2.67E38
        So not very high (relatively)

14
Puzzles and Challenges / Re: How high can you go
« on: June 25, 2016, 12:24:07 pm »
Properly done out:
Setup: Play Tactician. Opponent, on a Tactician turn, plays 3 King's Courts and 5 Swindlers. He then plays Tactician and buys Messenger for Rocks and Mission. For the next hand, he plays 3 King's Courts and 4 Swindlers, Outpost, and Tactician, and the third he plays 3 King's Courts and 5 Swindlers, buying Messenger for Rocks. Total, that's 14 Swindlers tripled for 42 Silver in hand. (No Watchtower because another Black Market is just loads better.)

Then, we have a hand of 4 King's Courts and 6 Black Markets. So that's 3^18*3*42 ending Silver, 3^18*3*42/7*3^18*3*42 gains is a paltry 10^20....

Main issue really is X is different, because different cards are being used to reach it. If X was like 760 it would work... but the loss of stuff like Haunted Woods and Council Room might just be too great to bear.

FWIW I think you can do better with this strategy if you add golem (I think it's fine with no actual card draw) if you start with a hand of entirely golems you can play one hitting KC and X (swindler for the opponent, black market for us). Then use KC first on a golem again hitting KC plus 5X and repeat for as many golems as you have in hand. With a 10 card hand (tactician) this leads to (I think) 47 plays of either black market or swindler. Using coin token on golem should help increase the starting coin. Buy token on black market cause why not?

The number of golems can get up to 12 using save and overgrown estate but we still don't get anywhere near as high as stef/liopoil.

Also, buying raid is way better than ball.

One question: how are you trippling with each black market play? Isn't it double since each coin becomes a silver.

15
Puzzles and Challenges / Re: How high can you go
« on: June 24, 2016, 12:42:05 pm »
I have no idea if we're still buying hunting grounds but without highway it is still possible to use ferry and two quarries.

16
Puzzles and Challenges / Re: How high can you go
« on: June 24, 2016, 11:28:20 am »
I don't think rats is worth losing golem since it makes the starting hand size so much bigger.

With rats you get tactician and 5 haunted woods but with golem you get 13 haunted woods.

17
Puzzles and Challenges / Re: How high can you go
« on: June 24, 2016, 02:01:53 am »
I'm a bit of lurker on this forum but I found this puzzle very interesting.

I think you can improve the setup turn:

Golem into necro plus crossroads --> 5 actions
Golem into necro plus hauted woods--> 6 actions
6x golem into double haunted woods

So 13 haunted woods.

18
Dominion: Adventures Previews / Re: Preview: Giant
« on: April 03, 2015, 01:32:40 pm »
Ummm, maybe I'm missing something, but how do you get the journey token in the first place? Do you just always start the game with one? The card doesn't seem to say.

19
Game Reports / Upgrade Rats
« on: December 12, 2014, 01:17:43 pm »
http://www.gokosalvager.com/static/logprettifier.html?/20141212/log.516d3391e4b082c74d7b3910.1418406320068.txt

In this game I decided to try just getting lots of rats and upgrading them into duchies although I'm not sure if it's a "thing". I did end up winning but it took a while (14 turns) and I think it was mainly because my opponent didn't expect it.

So is this a good plan and can it be faster? I think it could and that I got a bit unlucky with the upgrades not colliding with rats but that could just be my bias. Or is just not fast enough?

As a side note; what is the fastest possible three pile with perfect shuffle luck if you only buy rats, upgrade and money/green? Also, how fast can you do it in solo on Goko? (I don't have cards)

20
Dominion General Discussion / Re: Best Dominion Moments 2014
« on: November 08, 2014, 11:39:32 am »
Invisible cards happened to me once too except I was playing some sort of engine with hamlets so yeah. Surprisingly i managed to keep the engine going for a while (either by luck or by remembering the positions of some of the cards) before it just went completely blank and I couldn't finish the game unfortunately.

21
Variants and Fan Cards / Re: Two different ideas
« on: November 01, 2014, 12:54:08 pm »
What about letting them trash only up to X Coppers, maybe 3?

So you think the card should be called 333? Or maybe 27?  ;)

22
Dominion General Discussion / Re: Best Dominion Moments 2014
« on: October 29, 2014, 12:23:20 pm »
Somehow managed to win this ridiculous game:

http://www.gokosalvager.com/static/logprettifier.html?/20141028/log.516d33dbe4b082c74d7b39fa.1414532335403.txt
I sent an ambassador to you when I should've kept both and bought a curse earlier; 

I think this was the key; I really needed a second ambassador (not sure why I never bought it) to fight your two (I'm always scared of terminal collision on a double ambassador opening, what is the right choice?) and then suddenly you gave me one and I was able to save my deck somewhat.

23
Dominion General Discussion / Re: Best Dominion Moments 2014
« on: October 29, 2014, 11:14:18 am »
Somehow managed to win this ridiculous game:

http://www.gokosalvager.com/static/logprettifier.html?/20141028/log.516d33dbe4b082c74d7b39fa.1414532335403.txt

I made some mistakes early on that lead to me losing the ambassador war but somehow I manage to get four platinums and five golds and win despite having 10 estates and four curses in my deck at the end (and 5 throne rooms). I'm not really sure what my plan here was but I guess it sort of worked. Also, my deck was 55 cards and I had exactly 1 point per card which is pretty cool.

24
Puzzles and Challenges / Re: Name the one card that completes this set
« on: October 03, 2014, 08:33:07 pm »
University?

25
Game Reports / Re: In which I come back from a 9-1 ruins split.
« on: January 11, 2014, 05:03:52 pm »
In hindsight I would probably ignore cultist. I just sort of saw cultist and thought 'hey that's a good card ill buy it' and then saw wharf and thought 'hey another good card ill buy these too'. Which is of course a terrible way to play; decks need focus. My favorite example of this is one game where my brother saw wharf and menagerie and thought 'hey those are both awesome cards' and failed to notice the anti-synergy.

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