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Topics - ksasaki

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1
Innovation Game Reports / check out turn 16
« on: September 08, 2015, 08:39:58 pm »
http://innovation.isotropic.org/gamelog/201509/08/game-20150908-163135-b63165b9.html

I've played so many games now that not many games have that "wow" factor for me, but this turn was really ridiculous HG Wells Bifocaled Huygens madness with a little Marie Curie sprayed in.  I wasn't actually expecting to win, just a last ditch before my opponent achieved two standard achievements for the win.

3
This was in the E+F configuration, I dare anyone to beat this blue stack (I attached two screenshots because it couldn't fit in one even on my screen!)


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Innovation Game Reports / crazy game
« on: February 11, 2014, 09:47:01 pm »

5
Innovation Articles / tips / tricks for echoes / figures
« on: December 10, 2013, 10:49:34 am »
Maybe we should make this an ongoing topic for anyone to add to?

(Note about comments, sorry about changing the topic, but this is in the "innovation articles" section)

This article is optimized for Echoes or Echoes + Figures play.  Your mileage may vary in other variants.   Sorted by E (echoes tricks) and F (figures tricks).

I might update this from time to time as I think of more...

E1) Never open with a bonus 2/3 card
Candles will be an instant tech up for your opponent to 3 on turn 1.  Not a good thing.

E2) Always open with a bonus 1 card
Or risk losing it to turn 1 flute.  Caveat of course is if your base 1 has at least 1 crown on it.

E3) Try to get either flute or code of laws
The splay left is enormously important in this configuration.

E4) Acquire 1 or more of flute / umbrella/ chopsticks / ruler
These are the first echoes in age 1 that can be used with a splayed left stack (relating to E3).  Domestication / chopsticks and umbrella / the wheel are ideal combos

E5) Resist the urge to tech up too quickly.
Realize that by leaving the 1 stack alone, you are giving your opponent all the good cards I have just listed.  Writing is a no-no, I'd say.  However, a turn 1 ruler can be a worthwhile risk.  Again, I advise staying in age 1 until you've got a good splayed stack ready.

E6) As a general rule of thumb, always try to draw echoes cards
In general, echoes cards are far more powerful than base cards.  The biggest potential is the killer splay left stack that can give you many many actions per turn.

E7) foreshadow, foreshadow, foreshadow
The power of foreshadow is enormous: 2 cards melded, 1 immediate effect.  Linguistics, bangle, and bell are the early ones, all excellent cards.  As far as a foreshadow size, I'd say 3-4 is a critical mass before you are really wasting actions IMO.  You will usually never realize the effect of all the cards before they become obsolete.  Yes destiny is nice, but also consider that you are wasting tempo that you could be using to build your board / find useful cards.  Also, try to foreshadow echoes (E6).

E8) The "drawing" cards to look for (ages 1-3)
wheel (1 green base), flute (1 purple echoes), comb (1 green echoes), fermenting (2 yellow base), lever (2 blue echoes), paper (3 green base), novel (3 purple echoes)

These cards allow you to draw 2+ cards, and are far more efficient that just straight up drawing.

E9) The "build power" cards to look for (ages 1-3)
domestication (1 yellow base), masonry (1 yellow base) mysticism (1 purple base), sailing (1 green base), perfume (1 blue echoes), code of laws (1 purple base), road building (2 red base), Pagoda (age 2 purple echoes), Optics (age 3 red base), Deodorant (age 3 yellow echoes)

E10) color themes (age 1 and comb ideas)
want to splay, pick purple
want to build power quickly, pick yellow
want to tech up, pick blue
want to catch up in tech, pick red
want to draw quicker, pick green

E11) The 3 "golden" cards to remember: almanac (3 blue echoes), measurement (5 green base), industrialization (6 red base)
These three have the ability to turn the game on its head.  Almanac, besides foreshadowing and a sweet left splay echo, can literally end the game in age 3.  Measurement can end the game (make sure you have a higher score) or give you a massive tech-up.  Industrialization while tucking echoes will give you ALL the special achievements in no time.  Watch out for these, and consider ways to remove them (road building an EXCELLENT low tech option hits measurement and industrialization, just make sure you have a red to throw to them so they don't boomerang it back to you).

E12) If behind on symbols, troll for all you're worth.  You might even cover their "engine" cards
Most if not all of the E9 cards become troll cards in later ages.  In figures you even get a bonus for sharing!

F1)* If you have a relatively harmless share, spam it for all it's worth
Some things that come to mind, perfume, horseshoes, sailing, mysticism.  Figures cards are VERY powerful indeed.  I haven't had enough experience with them to give a detailed run-through

F2)* Quick tech-up trick
I don't know if this has been addressed before, but if your opponent had an early lucky writing / ruler into a runaway tech lead, one viable tactic is what I call the achieve / steal trick, which is claim an achievement then immediately steal the bonus figure with archery.  The other card I always search for is perfume, but then if it was math they can just give you that, and your tech catchup is thwarted.  This trick can also be used with construction, because techers usually have no hand.

6
Innovation Game Reports / anyone tried Rhazes + flute
« on: August 14, 2013, 05:05:18 pm »
Discovered this quite by accident.  If you have >1 cards in hand (and have a card to tuck of the same age as the stack you are drawing from).

First flute draw: if you would draw, first tuck a card of the same value, okay tuck a card of the same value
Second flute draw: IF the first one had a bonus, repeat the draw action, ok but before drawing first tuck the one with a bonus, hopefully draw another card with a bonus
third flute draw: etc (until you draw an echo without a bonus).

Kind if like a mini watermill without the teching up, however you can keep spamming flute over and over again and tuck all the echoes cards in that age in short order, all while splaying all your cards left.  Pretty sick combo, and your opponent can't share karmas so....

7
Innovation General Discussion / Rommel recursion?
« on: August 01, 2013, 07:24:15 pm »
I think this occurred in the most recent game I played against Yukipo (apologies for forgetting the game log).

1) Rommel: I scored a yellow card (I think it was Rowland Hill), then I proceeded to score everyone's yellow cards (my whole yellow stack and my opponents).  The text on Rommel reads if you would score a card, first score the top card of its color from both boards.  I was under the impression that karmas can't trigger off karmas (i.e. the "score the top card of its color from both boards" won't recursively activate), but I'm not sure.


8
Innovation Game Reports / Rowland Hill the ridiculous
« on: August 01, 2013, 03:39:45 pm »

9
Innovation General Discussion / Fermenting and S. de Champlain
« on: July 31, 2013, 05:19:21 pm »
So I have three cards in my hand, on my second action I use fermenting to draw 7 cards.  Should Champlain activate or not?  In the game I played (I forgot to save the game log, doh, but it was against Aolhelm today).  I think he should, but I am not sure.

Champlain's text: If you would draw a fifth card into your hand, first claim an achievement of that card's value or below, regardless of eligibility.

I guess the question is, is each "draw" a card from fermenting atomic (i.e. draw then into hand, draw then into hand), or do all seven cards get drawn at once, and handsize changes from 3 to 10.

10
I've heard of RFTG, twilight struggle, and such.  Has anyone ever witnessed an innovation tournament, because I would like to attend one!

11
Innovation General Discussion / implementing time controls
« on: May 14, 2013, 05:00:54 pm »
Sometimes, I'm fine having a relaxing game, but say I am trying to fit a game into lunch.  I think there should be an option to have like a (total time) (increment added per move) time control, I don't know say like 15 15 (15 minute game, 15 seconds increment added per move) as an example.  That way, if I want to play a quick game, then I can just have a quick time control, or a slower time control.  I don't imagine it to be too hard to implement either.

12
Innovation General Discussion / news on the next beta?
« on: May 07, 2013, 01:18:26 pm »
I heard Chris Cieslik talking about possibly beta-testing the next expansion on isotropic, any word on approximately when this might be happening? 

13
Innovation Game Reports / 8 special achievements
« on: May 04, 2013, 06:41:16 pm »
Typical to my "emperor" style (credit to teasel for that reference)>

http://innovation.isotropic.org/gamelog/201305/04/game-20130504-153857-192dcd41.html

15
Innovation General Discussion / someone's username is a website
« on: April 30, 2013, 01:53:51 pm »
I don't know if there are any rules, but I hope this doesn't become a trend on iso... I'm not going to point any fingers but they are online right now...

16
Innovation General Discussion / "dream" starting hand
« on: April 23, 2013, 12:23:43 pm »
What, in your personal opinion is your best possible starting hand?  either base or echoes.

base: masonry / wheel
echoes: wheel / perfume (lots of good starting hand candidates, but perfume is great for countering fast tech ups).




17
Innovation Game Reports / like my forecast :P
« on: April 19, 2013, 06:04:18 pm »
screencapture attached, since game logs don't include the forecast

18
Innovation Game Reports / The dangers of shared thermometers...
« on: April 19, 2013, 04:39:12 pm »
I swear I didn't rig the deck!  This is watermill crazy though...

http://innovation.isotropic.org/gamelog/201304/19/game-20130419-133753-ea3901a1.html

19
Innovation General Discussion / rude players?
« on: April 10, 2013, 11:18:46 am »
I just played an echoes game against level 22 "palnog" and after we finished he said "F echoes and F your mother."  This has really been the first time I've ever been exposed to anything like it until now, and I was wondering if there was anywhere to "report" this or anything.  Should I just email dougz?

20
Innovation Rules Questions / Flute cards revealed
« on: April 02, 2013, 03:58:54 pm »
Here is the second part of Flute's effect:

Draw a 1.  If the card has a bonus, reveal it and then repeat this dogma effect.

When I played this IRL, we always interpreted this to mean ONLY reveal it IF the card has a bonus.

But in the online implementation, it seems every card drawn by flute is revealed.

I asked dougz about this, and he said "how do you know if the card has a bonus or not."  I think this is a valid point if you are drawing echoes cards, and I am fine with all echoes cards being revealed (even if they don't have a bonus).

However, I don't think base cards drawn by flute should EVER be revealed, since it is obvious no base cards have a bonus on them.  I shouldn't know my opponent got the wheel from the "repeat" of this dogma effect.

Thoughts?

21
I see I am a "coppersmith," which I imagine is some dominion reference.  Would it be possible to change it so it were innovation appropriate.

"Metalworking Noob"
"Wheel Spammer"
"Math Blaster"
"Reformation Freak"
"Industrializing Magnate"

etc?

22
Innovation General Discussion / Echoes: Race to Industrialization?
« on: March 15, 2013, 12:23:20 pm »
In the base game, I felt like industrialization was a good, but not great card.  By the time you are in age 6, usually someone has 4-5 achievements and is probably going to win soon, so depleting the piles is probably not a great idea unless you are the one with the achievement lead.  It also tucks everything, so you are stuck with your dinky top abilities.

But in echoes, once you have industrialization and ~6-8 factories, you can start churning in power, while getting all kinds of great echoes tucked, not to mention all those juicy new special achievements.  Unless I have enterprise or banking or something, I always live in constant fear when I see my opponent start to draw 6s.  Astronomy or Coke, yikes!

The card is just downright scary, anyone think maybe it should be toned down a bit?

23
I've played this about 5 times with my friend, and I feel like it adds a lot of new catch-up mechanisms to the game.  Some games I feel like they are pretty close, but others just turn into runaways (some luck based, some self-inflicted).

24
Innovation Game Reports / used monotheism 10-15 times in a row
« on: March 02, 2013, 01:41:59 am »
However, my opponent could have stolen it with shuriken long ago...

http://innovation.isotropic.org/gamelog/201303/01/game-20130301-224105-93e1226d.html

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Innovation Game Reports / stupidest / luckiest game ever
« on: March 01, 2013, 11:26:31 pm »
I have to admit, this game was just stupid ridiculous, and that is saying something for innovation.

http://innovation.isotropic.org/gamelog/201303/01/game-20130301-202519-8ff37026.html

Age 4 on turn 2, I dare anyone to beat that!

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