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Topics - Lhurgoyf

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... while still winning.

Ofc with Gardens against his Ambassador (and Familiar). The 8-0 split of Gardens I won helped, too.

http://dominion.isotropic.org/gamelog/201301/30/game-20130130-094006-8ee6f3fa.html

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I don't want some menu or infobox or bar containing information to follow me when I scroll through the site. When I scroll down, I want the things that are there to vanish and not to follow me till the end.

Can you please disable that annoying bar? Or make an option to close it at least.

Thank you.

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Dominion General Discussion / Kombo: Golem + Oasis + 2 Terminals
« on: June 28, 2012, 04:20:35 pm »
Hi, I have just had a fun game with this combo.

The 2 Terminals were Monument, which is extra cool.

1.) What your Deck looks like (which actions you buy is very important in Golem-Decks):
- 1 (one) Oasis
- 2 (two) of your favourite Terminal actions (better a better effect than draw. +$ is preferred. Could also be an attack).
- as many Golems as you can get
- rest big money, maybe skip Silver midgame.
- maybe one Potion ;-)

2.) How to play this combo:

When you have Golem + Oasis + one of the other actions in hand, you can play Oasis first and discard the other action. Then your Golem will find two Actions.
When you have Golem + one of the other actions on hand, play Golem and the Oasis will give you +1 Action to play it afterwards.
When you have only Golem in hand, you get to play 2 of your 3 action cards.


Hm, it looked more impressive ingame than now that I write it down for the forum. It actually is a little Golem-Combo inside a BM-deck. Well the benefits is that you have minimum collision (only when both terminals collide) and you get to play them often. It helped against my Possessioning opponent (he gave me points by playing the Monuments). And some don't know that they have to discard the other action with the Oasis before playing Golem.

Here is the gamelog:  http://dominion.isotropic.org/gamelog/201206/28/game-20120628-125434-bdc58f38.html

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Man, this game was intense!
Game-Log : http://dominion.isotropic.org/gamelog/201201/19/game-20120119-113958-f3b78563.html (I will post Councilroom link later)

The Setup was Bishop, Embassy, Ill-Gotten Gains, Laboratory, Native Village, Nomad Camp, Throne Room, Village, Woodcutter, and Young Witch ( Bane: Secret Chamber )

with veto against Witch, Possession, Great Hall (for whatever reason) and Trader.


The Bane to Young Witch being Secret Chamber, which is funny in itself, but I guessed, it won't be bought enough to deterr from YW, so I went double YW. By the time I bought IGG, there were 9 Curses already dealt, but it kept me ahead 1 Curse.

Someone almost emptied the Village pile so I thought about Duchy rushing (if it is still a rush after the Cursing phase). I concentrated on money and ignored the Bishops, because I profited enough from my opponents'.
Well the Duchy rush didnt work out so well, because everyone else ignored them long time and I had to empty almost the whole pile. When it was empty, I overlooked the lonely Village waiting for the game to finish (as 3rd pile), and the Point Counter was always on (but Thog, fair despot's points were visible anyways, since he had no green at all).

I think I could have won this game if
1. I had gone for a more Province-buying engine and not switched to Duchy too early or
2. I had bought the Village, if I had the opportunity (I don't know, because later it was always 1 or 2 points difference to Thog, fair despot) or
3. I had bought Bishop earlier.

What are your thougts on this game?
Was the Bishop so strong because the game lasted so many turns? (later on, Thog, fair despot only trashed 2-3 cost cards, but often played 3 Bishops per round)

PS: Oh another funny thing happening in our 3rd turns: Thog, fair despot revealed the Secret Chamber to YW and buried it in the pile without revealing it a second time (as a Bane) and didn't have it in his hand against our Young Witches, which resulted in him gaining 3 Curses unnecessarily (but maybe this kept the early game balanced).

5
Dominion General Discussion / Nice Combo: Silkroad / Remake
« on: January 05, 2012, 08:18:47 pm »
The strategy is to buy many Silvers and other $3 cards in the beginning and then remake them all at once into Silk roads. Your opponent could have no clue what you are up to just when you gain 3 Silk Roads in a turn (buy Remaking 2 Silvers plus buying one) and maybe 2 in the next and there are only 3 left for him before he might react.
After the Silk Roads are empty, you just have to keep buying Silver, Estates and when you can Duchies (try to empty Silkroads, Duchies, Estates).

I don't know how far this works for gardens, because green is not all you need for them to function and Remake doesn't increase the number of cards in your deck.

I just had a game with also Ambassador and Crossroads in it where we both were doing the normal Ambassador thing, I was able to buy an early Gold, and just tried Remake and got 2 consecutive turns with 3 Silk Roads. He only bought 1 so I got 7 Silk Roads, while he bought 7 Provinces but I also got most of the Duchies, so I won 70sth to 40sth (game is not on Councilroom yet so I'll update it later)

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Ok, this question seems a little bit weird, because most of the time, you don't want any additional Copper in your deck. I am also not thinking about Counting House and Coppersmith and such, my concern are generally 2 $5 Cards:
Ghostship and Witch.
Because if you buy one of these / nothing, your Deck will consist of only 11 Cards, which means, that if you draw your Attack on the 4th round there is only 1 Card left in your pile and playing the Attack will make you lose a whole shuffle through your deck. I don't know, how bad that is and if it remotely justifies buying that Copper.
Maybe the fact that the additional Copper increases the risk of the Witch being drawn just in turn 5, will make all the considerations obsolete.

I started this thread because sometimes being the only one with 5/2 start and a witch feels less powerful than I think it should, or it could be because they could upgrade their decks with Silver faster.

7
Game Reports / The lucky Chancellor (with HT and FV for the win)
« on: October 15, 2011, 10:15:13 am »
This was just a fun game starring Horse Traders and Pirate Ships.
Here is the link (not yet Councilroom): http://dominion.isotropic.org/gamelog/201110/15/game-20111015-064431-f39a1284.html
I saw both my opponents go Pirate Ship, so I decided despite my early Trading Post, to make a treasure-less deck with Horse Traders, Fishing Villages, Chancellors and later some Nobles.
The Horse Traders worked out to be a perfect counter to the Pirates, because with enough Fishing Villages (and Nobles) you had enough +actions to play them for an easy and early $11.
I was able to buy a Colony from turn 10 on to turn 14 and all of those turns were made possible by their Pirate Ships.
Also I think I got lucky with the Chancellors to always hit at least one Horse Trader (out of 3).

Was this win mostly done by luck or because both of them went for Pirate Ship?

What I also would like to discuss is the time when you start buying Colonies when playing a HT engine deck. If I had only $10 in one of the turns 10-14, I would have bought additional Nobles and Horse Traders, but as it seems, my engine worked as well with just those cards.

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Puzzles and Challenges / A What's missing, I have just come up with
« on: October 08, 2011, 12:35:54 pm »
Mountebank
Loan
Baron

I think there is only one Dominion Card to complete these.
If you need Hints, I will post one.

I give you a Hint: Fortune Teller, Rabble and Farming Village don't quite fit in here.
Hint #2: It has all to do with the cards' effects, when you play them.

Aren't there any more tries to solve this puzzl?

Hint #3: The effect of the card in question, that makes it fit in this list, is often times overlooked.

Hint #4: The card can be played, that its effect has nothing in common with the other cards, in fact all of the cards can be played so that they have nothing in common (including Tournament).

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