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Topics - Destierro

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1
Game Reports / The biggest non-engine ever... where we both go for it
« on: February 15, 2014, 03:11:19 am »
Code: [Select]
Squire, Fortune Teller, Urchin, Village, Death Cart, Gardens, Scavenger, Throne Room, Merchant Ship, Treasury
The log: http://dom.retrobox.eu/?/20140214/log.50a44d70e4b09c3f1c235128.1392449888947.txt

It looks so tempting. We've all seen those engines that just squeak by with barely any draw. I saw this board and my gut instinct was to go for Merchant Ship/BM. However, fancy play syndrome got the best of both me and my opponent, and we fruitlessly tried to make the best what was offered. I open Scavenger/Urchin while he opens Urchin/Urchin. We don't get our Urchin's to collide until turn 8 and 7 respectively, and it all goes downhill from there. Many turns were spent picking up engine parts piecemeal trying to form some sort of money base. It just doesn't happen, and the provinces don't run out until turn... (wait for it) 22.

About halfway through the game Jog and I both shared each other's pain, and it was one of those games where you can't help but laugh as your deck shudders to get to a province. I think the saving grace here was Merchant Ship, which allowed me to get some sort of money base each turn. Hitting $8 is much easier when you have a throned Merchant Ship in play.

It raises the question, is there any scenario here where the engine is stronger than just BM of some sort? Jog suggest possibly Squire/Gardens, but I dont have much experience with that. I think that a money strategy is just stronger here, but I've been wrong before. Whatever the answer, it was an amusing game to say the least.

2
Variants and Fan Cards / Different Cursers
« on: September 09, 2013, 11:09:46 pm »
Lately, I've been thinking more and more about cursers that give options. Some ideas:

$4
Debt Collector
Each other player may choose: Gain a curse; or the person who played this gains a Silver, putting it in hand.
Action-Attack

A card where you are stuck between slowing yourself down, and speeding your opponent up. If they dont take the curse it's a terminal silver, and once the curses are gone, it's completely useless.

$5
Poisoned Chalice
+2$
Each other player may choose: Gain a curse; or gain two Coppers, putting one on top of their deck and the other in hand.
Action-Attack

This one gives an interesting choice. You can get +1$ for this turn, but add two junk cards to your deck, one of which you will see instantly, or gain the curse.

3$
Salted Field
2VP
+2 buys
You may gain a curse. If you do, +1$
__________________________________________________________________________________________
At the end of the game, if there are no curses left in the supply, each curse is worth 1 VP instead of -1 VP
Action-Victory

This gives a second pile of estates that can run extremely quickly, but aren't worth anything unless they are all gone. Too weak? Perhaps, but I like the concept below the line.

3
Game Reports / Finding the combo
« on: September 03, 2013, 10:30:35 pm »
Chapel, Lighthouse, Ambassador, Chancellor, Fortress, Remake, Remodel, Smithy, Border Village, Forge (shelters, provinces)

Do you see it?

I didn't, at least not at first. What I saw was ambassador. Having rarely played ambassador with shelters, I didn't realize just how bad it can be. But after my awful opening I see it. I could only hope I wasn't too late, but my opponent missed it and I still managed to take the win. Fortress is one of my top 3 villages, easy.

http://dom.retrobox.eu/?/20130903/log.50a06f0fe4b0638b8d8e5da1.1378261305032.txt


4
Game Reports / My first Rats piledrive
« on: August 19, 2013, 02:44:39 pm »
Scrying Pool, Develop, Woodcutter, Feast, Feodum, Horse Traders, Ironmonger, Rats, Rabble, Goons

Scrying Pool and Rats have always gone well together thematically in my head, and with the (minor) trashing of Develop and the nearly 100% +action rate of Ironmonger I decide to go Goons. It works fairly well, taking only two steps to develop Rats into Goons.

Some endgame considerations. I could have ended it with a win one turn earlier, but completely forgot about the Rats piledrive until after I had played all my actions. It still works out, but I was kicking myself.

Enjoy

http://dom.retrobox.eu/?/20130819/log.50a06f0fe4b0638b8d8e5da1.1376937208146.txt

5
Game Reports / Some games just make you cringe
« on: August 14, 2013, 04:30:25 am »
This is one of them.

http://dom.retrobox.eu/?/20130814/log.50a06f0fe4b0638b8d8e5da1.1376468660305.txt

Familiar really is my least favorite curser, it's just to swingy. It's incredibly powerful, but if you dont draw $3P until turn 11, it's really lights out.

Edited for stupidity :P

6
Game Reports / Stonemason: Not just an engine card anymore.
« on: July 23, 2013, 02:43:14 pm »
The board: Chapel, Herbalist, Stonemason, Wishing Well, Gardens, Horn of Plenty, Upgrade, Adventurer, Fairgrounds, Hunting Grounds

http://dom.retrobox.eu/?/20130723/log.50a06f0fe4b0638b8d8e5da1.1374604499060.txt

I looked for something on this board to go engine with, but with no + actions and not enough cantrips to make a Horn deck work, I went for the alternative route. There are some tricky combos that you might see, and I managed to pull of on turn 12.

I'm not sure what my opponent was going for, but it didn't really work out. My real question is: is anything faster on this board?

7
Goko Dominion Online / Cheapest way to buy all expansions
« on: July 22, 2013, 02:34:28 pm »
A few months ago, back when Iso was going down I remember hearing that it was more expensive to get the "Ultra Pack" than to get each of the expansions individually, or some combination of 3 set packs and singles. Is that still the case?

8
If it were 6 it would be more powerful in that it could replicate all the good 5 cost cards. Would it be broken at 6, fine, or weaker than it is currently?

9
Dominion: Guilds Previews / Coin tokens and Possession.
« on: June 27, 2013, 01:31:22 am »
So, can the player who is possessing use their opponents coin tokens? Do they go away?

10
Game Reports / Amusing synergies
« on: March 20, 2013, 11:22:52 pm »
The board: Menagerie, Knights, Silk Road, Secret Chamber, Pearl Diver, Remake, Fortress, Oasis, Jester, Scheme, with Shelters

An IRL game I just played, where the true value of Dark Age's diversity is shown. I open 5/2 and pick up a remake, grab a fortress, then start turning them into Knights. After winning the knight split 6/3 (Sir +buy remained untouched) I grabbed Menageries for draw, and went to town. One turn I played 3 activated menageries in a row, with nothing in between, starting with a 5 card hand!

It really shows how much Dark Ages cards can change a board, and makes me glad I got to play some (albeit limited) Dark Ages on Iso.

11
Game Reports / The most back and forth game, ever
« on: March 09, 2013, 01:18:54 pm »
http://dominion.isotropic.org/gamelog/201303/09/game-20130309-100154-0a032245.html

I lost this one, due to some misplays, but there was some crazy luck involved too.

He KC's a swindler, hitting two of my 3 KC's, when there is no replacement available.

When i possess him, he has a hand of KC KC KC copper copper

On the last turn, i remake two KC to province, and am one $ short of buying four provinces to win.

Super close, good game man.

12
Game Reports / What's the best strategy on this board?
« on: March 04, 2013, 12:55:15 pm »
Border Village, Duke, Feast, Fishing Village, Ghost Ship, Goons, Horse Traders, Jester, Possession, Stables

I'll post my game later.

13
Game Reports / Explorer is my new favorite card
« on: February 11, 2013, 01:24:45 pm »
http://dominion.isotropic.org/gamelog/201302/11/game-20130211-101439-93b9f030.html

This game is interesting because there are no villages besides ones from the black market, and university (which doesn't really count.) This makes an apprentice based draw engine mandatory. But what to use for fuel? In comes explorer! I pick up two from university plays, and can proceed to get 7 of the 8 provinces. I have to chop a province at one point, but when I did, I had a three province lead.

My opponent started out the same, but never picked up any money. He stalled hard once he started chopping golds without explorers to replace them. He pulls a goons from the Black market, but it didnt do much, considering there was ghost ship as a better attack, and not enough + buys to get chips.

14
Game Reports / Ambassador ain't worth Jack!
« on: February 05, 2013, 12:47:05 pm »
I spent a looooooooong time looking at this board, trying to find a viable ambassador engine. All I saw was ambassador / pirate ship / double tac, but that seemed way to slow. So I just went straight double jack.

http://dominion.isotropic.org/gamelog/201302/05/game-20130205-094420-a0dc36f8.html

I guess I get the "ignore ambassador" achievement! Is there something I missed on this board? It looks like nothing really beats double jack here.

15
Dominion: Guilds Previews / Archivist?
« on: February 03, 2013, 11:01:03 am »
I was looking through the stats on Councilroom, and I saw a card called Archivist. Is this just an old card with a different name, or a Guilds one?

16
Game Reports / That moment when...
« on: January 28, 2013, 08:18:34 pm »
Your deck decides it cant scrounge up 2$ for the game winning estate buy, only to lose on the next turn. :'(

http://dominion.isotropic.org/gamelog/201301/28/game-20130128-170459-626806b4.html

It was actually a very interesting IGG game. He started first player with a 5/2 split, which made it nearly over right there. I went for the monuments and a few develops, but i'm not sure that's optimal, as they didnt help me all that much besides getting the one province.

He pounded the duchies after emptying the IGG's for a split of 3-7. I realize that I'm going to have to ignore duchies completely and start going for silk road. My monuments were extremely helpful, giving me enough points to catch up, but it didn't work out.

What should I have done better? This loss was frustrating.

17
Dominion Articles / Article Request: Duke
« on: January 18, 2013, 09:43:11 am »
I do not get this card. I just don't. I realize that it can be worth massive amounts of points, but I never know when to go for it. Does it need any sort of support? Is it best in engines? Big money? Some sort of slog?

When going for duke do you choose it as a strategy and ignore provinces, or do you get some? What if your opponent denies duchies?

From my games where I try it in engines, the engine just clogs on the absolutely massive amount of green in the deck, and I can never get enough points from them before they empty the provinces.

What am I doing wrong /  what should one do when Duke is on the board? An article on this would be awesome!

18
Game Reports / Winning on turn 3
« on: January 16, 2013, 12:55:42 pm »
http://dominion.isotropic.org/gamelog/201301/16/game-20130116-095224-1010e7cf.html

That's why I generally dont like to play with black market. A turn 3 goons really seals the game.

19
Game Reports / Mint can be a super sexy card
« on: January 13, 2013, 11:01:46 pm »
The board: Crossroads, Embassy, Fishing Village, Forge, Horse Traders, Lookout, Masquerade, Mint, Trading Post, and Warehouse

http://dominion.isotropic.org/gamelog/201301/13/game-20130113-195514-a840194c.html

I open fishing village / masq, seeing engine potential, when I'm hit with a beautiful 5 copper turn 3. What else to do but buy a mint? My fishing village would have given me the money even if my opponent didn't pass me a copper, and I speed off to an astounding 4 provinces by turn 11. I had to pass him a gold once :(, but it all ended well.

20
Dominion General Discussion / Tournament + Feodum
« on: January 02, 2013, 11:04:40 pm »
I just got beaten fairly badly on a board with tournament. It appears that trusty steed + feodum is absurdly good, considering it raises your average deck money as well as raising the value of each individual feodum.

It got me thinking, what else combos with feodum? Is there anything that can gain silvers as fast as tournament into trusty steed?

21
Other Games / Race for the Galaxy
« on: December 22, 2012, 03:25:49 pm »
So I have played race for the galaxy countless times, and am looking for an expansion pack for it. So I was wondering what everyones favorite pack was, and whether it was a full or half xpac. (do they have those?)

I guess its something about the card games that are super appealing to me, so I was hoping that others would also play the game and be able to help.

Thanks a ton!

22
Game Reports / Classic silk road shenanigans
« on: November 29, 2012, 08:33:41 pm »
Hello dominion forums! My first post, and it's what I see as an interesting set.

http://dominion.isotropic.org/gamelog/201211/29/game-20121129-172225-3d5fcbe2.html

This board includes several interesting paths. The first one I saw was the Border Village into Festival / Lab, which looked strong, but lacked any strong terminals to make use of the +actions. On further inspection I saw a card that I had rarely played with, but knew the power from watching some of WW's games; Silk Road.

It had support in the form of Great Hall, and Trader. After buying a festival for a little early +buy I was off. My opponent opted for the border village engine, but stalled out after 5 provinces, ensuring that my silk roads hit 6 points apiece.

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