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1
Dominion General Discussion / Greatest Isotropic Moments?
« on: March 23, 2013, 02:05:00 am »
Since there weren't Greatest Isotropic Moments from 2011 or 2012, would be a good idea to try and compile the greatest Isotropic moments in Isotropic's existence? Might be a fun idea.

2
Help! / How did I play Envoy wrong?
« on: December 19, 2012, 02:41:19 am »
Alright here's the deal, I know having others critique your gameplay is a fundamental step towards improving it. This particular game I won, but my opponent then calls me bad cause I discarded wrong whenever he played Envoy... but I'm not specifically seeing what he's referring to. Can anyone help me out here?

log: http://dominion.isotropic.org/gamelog/201212/18/game-20121218-232629-b7a3c6df.html

3
Game Reports / Talisman is a pretty good curser.
« on: November 12, 2012, 02:19:05 am »
Quote
sparky5856's turn 10
sparky5856 plays a Native Village.
... getting +2 actions.
... picking up 7 cards from the Native Village mat.
sparky5856 plays a Native Village.
... getting +2 actions.
... drawing a card and placing it on the Native Village mat.
sparky5856 plays a Bridge.
... getting +1 buy, +$1, and reducing all costs by $1.
sparky5856 plays a Bridge.
... getting +1 buy, +$1, and reducing all costs by $1.
sparky5856 plays 2 Coppers.
sparky5856 plays a Talisman.
sparky5856 plays a Talisman.
sparky5856 buys an Ill-Gotten Gains.
... gaining another Ill-Gotten Gains.
... ... KristianBahle [ Skill ] gains a Curse.
... gaining another Ill-Gotten Gains.
... ... KristianBahle [ Skill ] gains a Curse.
... KristianBahle [ Skill ] gains a Curse.
sparky5856 buys an Ill-Gotten Gains.
... gaining another Ill-Gotten Gains.
... ... KristianBahle [ Skill ] gains a Curse.
... gaining another Ill-Gotten Gains.
... ... KristianBahle [ Skill ] gains a Curse.
... KristianBahle [ Skill ] gains a Curse.

sparky5856 buys an Estate.
(sparky5856 reshuffles.)
(sparky5856 draws: an Estate, a Native Village, and 3 Coppers.)

Native Villages, Curses, and Ill-Gotten Gains are all gone.
sparky5856 wins!

log: http://dominion.isotropic.org/gamelog/201211/11/game-20121111-230929-61b0ecb7.html

One of the weirdest and most sudden endings to a game I've ever seen. >_<

4
Game Reports / I've never been so depressed in my life.
« on: October 21, 2012, 12:55:32 am »
Quote
sparky5856's turn 26
sparky5856 gets +$1 from the Lighthouse.
sparky5856 plays a City.
... drawing 2 cards and getting +2 actions, +1 buy, and +$1.
sparky5856 plays a Lighthouse.
... getting +1 action and +$1.
sparky5856 plays a Black Market.
... getting +$2.
... drawing a Swindler, a Crossroads, and an Oracle from the Black Market deck.
... returning a Swindler, a Crossroads, and an Oracle to the bottom of the Black Market deck.
sparky5856 plays a Black Market.
... getting +$2.
... drawing a Village, a Fortune Teller, and an Inn from the Black Market deck.
... sparky5856 buys an Inn.
... ... shuffling a Black Market, 4 Nomad Camps, 7 Lighthouses, 5 Cities, a Develop, a Pearl Diver, a Hunting Party, 4 Scrying Pools, and an Inn into the draw pile.
... returning a Village and a Fortune Teller to the bottom of the Black Market deck.
sparky5856 plays 2 Coppers.
sparky5856 buys an Estate.
sparky5856 buys an Estate.
(sparky5856 draws: a Develop, a Conspirator, a Nomad Camp, a Scrying Pool, and a Pearl Diver.)
   

    glitter1929's turn 26
   glitter1929 plays 2 Silvers and 2 Coppers.
   glitter1929 buys a Duchy.
   (glitter1929 draws: a Lighthouse, a Duchy, an Estate, an Ill-Gotten Gains, and a Copper.)


sparky5856's turn 27
sparky5856 gets +$1 from the Lighthouse.
sparky5856 plays a Pearl Diver.
... drawing 1 card and getting +1 action.
... and moving the bottom card of the deck to the top.
sparky5856 plays a Scrying Pool.
... getting +1 action.
... revealing a City and keeping it.
... making glitter1929 discard a Hoard.
... revealing a City, a Scrying Pool, and a Platinum and putting them in the hand.
sparky5856 plays a Scrying Pool.
... getting +1 action.
... revealing a Lighthouse and keeping it.
... making glitter1929 discard a Gold.
... (sparky5856 reshuffles.)
... revealing a Lighthouse, an Inn, a Scrying Pool, a Scrying Pool, a Nomad Camp, a Lighthouse, a City, a City, a Nomad Camp, a Black Market, a Lighthouse, a Scrying Pool, a Lighthouse, a City, a Lighthouse, a Lighthouse, a City, a Hunting Party, a Lighthouse, a Black Market, a Lighthouse, and a Copper and putting them in the hand.
sparky5856 plays a Lighthouse.
... getting +1 action and +$1.
sparky5856 plays a Lighthouse.
... getting +1 action and +$1.
sparky5856 plays a Lighthouse.
... getting +1 action and +$1.
sparky5856 plays a Nomad Camp.
... getting +1 buy and +$2.

sparky5856 plays a Platinum and a Copper.
sparky5856 buys a Colony.
(sparky5856 draws: a Platinum, an Expand, a City, a Colony, and an Estate.)

Awful, awful misclick.

game log: http://dominion.isotropic.org/gamelog/201210/20/game-20121020-214906-6081d035.html

5
General Discussion / There's gotta be some math whizzes in here.
« on: October 01, 2012, 03:53:06 pm »
I guess we can use this thread to talk about anything math-related, cause math is fun amirite?

But while I do think math is fun, I'm stuck on a concept involving strong mathematical induction. Specifically, I'm trying to prove inequalities such as 2n + 1 ≤ 2n. Anyone know how to approach this? I know the base case (for n = 3), it's the induction step that I'm stuck on.

6
Game Reports / I've never smiled this much when playing Dominion.
« on: August 03, 2012, 02:46:28 am »


my opponent picks up early Caravans, I figured it would be better to pick them up with University. And this ended up happening.

I'll post the log as soon as I can find it on CouncilRoom.

7
I was going to post this in the "Which cards are the slowest?" topic, but this topic has a slightly different contextual meaning; that is, which cards slow down the game in general. I recently had an hour-long game on Isotropic; here were the important cards: Forge, Familiar, Ghost Ship, Colony, Platinum. I hate going for Familiar so I respond defensively by going for Ghost Ships, to make my opponents play their Familiars less (and to considerably slow them down in general). Unfortunately the only source of trashing was the Forge, so it took quite some time to rid of most of my Curses. (if anyone wants to see the log: http://councilroom.com/game?game_id=game-20120602-194008-0ecb528a.html

I also wanted to mention this combination of cards in this regard: Pirate Ship and Secret Chamber; SC is a very nice counter but it lengthens the game considerably by 1). making it much harder to make your Pirate Ships worth something, and 2). unnecessarily triggering a reaction ability when all you desire is the money from the Pirate Ship. (Plus Pirate Ship is already quite a slow card as mentioned in the other thread.) FYI I tend to play three-player games so Pirate Ship excels more as a strategy, so it's hard for me to ignore it. Whenever I ever see SC though... just no.

What I'm curious about is how long the absolute longest games are on Isotropic. I'm not exactly eager to experiment with this though. What I am interested in is other extremely long games people have had (maybe involving specific card combinations or specific cards themselves).

And, once you realize you're gonna be in for an hour-long game or more, what's the proper etiquette to handle it? I rarely like to resign, but I also hate to sit through excessively lengthy monotonous games. I decided to sit through the whole of the game above, but only because the initial Ghost Shipping was my fault. X_X

8
Game Reports / Winning With Negative Victory Points >__<
« on: May 06, 2012, 05:08:28 pm »
game log: http://dominion.isotropic.org/gamelog/201205/06/game-20120506-134147-f05e2115.html

cards in supply: Caravan, Cartographer, Ill-Gotten Gains, Ironworks, Militia, Moat, Oasis, Oracle, Smugglers, and Wishing Well. Guess which card dominated the set.

I personally am not a fan of Ill-Gotten Gains. On boards like this with zero trashing though, I spam them whenever I can based solely on fears of my opponents possibly planning such a rush (I was the one to lead the IGG spam). One question I have: Would it have been even remotely considerable to ignore IGG and just go for the Provinces? The game was over in 11 turns; the presence of Caravan (which emptied fast as per usual) accelerated the end-game, as well as, consequently, Smugglers and Ironworks. None of us even bought one victory card. I myself was too focused on IGG, and when I bought the last one I didn't realize that Caravans were also empty, thus ending the game.

So, I won, but this is not a victory I'm particularly proud of. XD I'm putting this in the fail category lol.

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