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Dominion General Discussion / That disappointing moment when...
« on: July 31, 2013, 04:53:18 pm »
You're in the midst of your last turn (a megaturn) in a come from behind win... and your opponent resigns.

On a more serious topic though, do I still get the same amount of rating points from this game, or will it count differently than a finished game.

Game Reports / Combo: Hermit/Madman + Coppersmith
« on: July 26, 2013, 09:20:01 pm »
Well, this isn't quite so good as Hermit/Madman + Market Square... but it is QUITE good with help.  This board was great, as it had Candlestick Maker for a cheap non-terminal buy, and Beggar to give 3 coppers on the mega turn.  Anyway, log:

Game Reports / Holy **** Journeyman-BM is fast!
« on: July 13, 2013, 11:35:36 pm »

Well, it's not exactly Journyman-BM.  I use lookout to clear my Estates, then I use my opponents bishop to get myself to a deck of Journeyman + Province + Treasure.  Lightning quick!  Game Report

Game Reports / The best defense is a good offense
« on: July 10, 2013, 09:14:13 pm »
I get the dreaded 5/2 split on a familiar board... and there aren't even any 5's!  I go for defense all out -- Stewards for trashing, Lighthouse for defense. Setup

I'm able to have a Lighthouse out every turn except his turn 4 and 7, but luckily that didn't hurt me.  I use the virtual cash from Lighthouses to get up to a GM, then snowball, eventually picking up Familiars and pumping all the curses into his deck. 

Game Reports / 10 Point Fairgrounds
« on: July 10, 2013, 03:28:54 pm »

Ruins + Shelters equal great points!  Plus Haggler to pick up all the needed pieces.

Variants and Fan Cards / New Junking Mechanic
« on: July 09, 2013, 10:01:39 pm »
$0 Action
Choose one: Trash this; or +1 action, return this to the supply

Basically it's a one time piece of junk in your hand.  If you spend an action it's gone forever.  You can non-terminally return it to the supply, but then it can keep coming back.  Swamp is not a kingdom pile, it is like Ruins or Curses.  It comes in when any Swamper is in the supply.  Ways to get / give Swamps:

Bog Master
$5 Action-Attack-Swamper
+3 Cards
Each other player gains a Swamp

$2 Action-Attack-Swamper
Each player (including you) gains a Swamp

$4 Action-Swamper
+2 Actions
You may gain a Swamp on top of your deck.  If you do, search through your discard, and place one card from your discard into your hand.

$5 Treasure-Swamper
Worth $3
When you play this, you may reveal a Swamp from your hand.  If you do not, gain a Swamp.

$3 Action-Reaction-Swamper
Discard any number of cards from your hand.  Draw until you have 5 cards in your hand.
When you would gain a card, you may reveal Refuge.  If you do, gain a Swamp instead.

$5 Action-Attack-Swamper
+4 Cards
Reveal any number of Swamps from your hand.  Each other player gains that number of Swamps.
When you gain this, gain 2 Swamps.


Goko Dominion Online / Putting back Alchemists
« on: July 09, 2013, 11:06:03 am »
Is there a way to not put back *all* your alchemists, but just some of them?

Variants and Fan Cards / Band of Misfits
« on: July 04, 2013, 10:43:07 pm »
This isn't really a new card... but, I've just been thinking.

How does Band of Misfits compare at other prices?  Obviously at $2 it would be horrible, but what about a $4 or $6 BoM?

Puzzles and Challenges / Can you beat the lucky Chancellor? (Part 2)
« on: July 04, 2013, 01:04:35 pm »
So, you are playing a 2 player game.  Your opponent plays Chancellor - Big Money.  He opens Chancellor - Silver, then has the following buy rules:
Province: $8+
Gold: $6-7
Silver $3-5
He always draws the luckiest hand, plays his Chancellor with it's cycling ability, and sets his deck in the order he wants.  This is all the same as Part 1.

Now, the solutions to that puzzle revolved around a Masquerade pin.  Masquerade is banned from this puzzle.  Can you design a strategy that beats the lucky Chancellor player every time, regardless of how he sets his deck and how unlucky your draws are?

Easy Mode:  You go first.
Hard Mode:  Your opponent goes first.
Harder Mode:  Your opponent goes first, and changes his strategy by adding in a single Moat.
Hardest Mode:  Your opponent goes first, changes his strategy by adding in a single Moat, and Scheme is banned from the kingdom.

[Note:  I do not know if Harder or Hardest Mode is possible]

[Edit: You choose if your split is 5/2, 4/3, 3/4, or 2/5.  And if you have Baker in the kingdom, well add the coin where you want.]

Game Reports / Vineyards Recovery
« on: June 30, 2013, 09:39:21 am »

Supply cards: Vineyard, Crossroads, Duchess, Stonemason, Spy, Worker's Village, Junk Dealer, Rabble, Harem

My opponent and I have very different strategies.  He goes for a Crossroads + Harem strategy, which is working VERY well at first.  I go for a Worker's Village + Rabble with Junk Dealer for clearing strategy, hoping to use the overpay from Stonemason to double up some purchases.  My deck starts very slowly, as I miss hitting the crucial $7 for a long time, and his Rabbles skip a lot of good cards (his turn 11 play causes all 3 of my Worker's Villages to miss the reshuffle).

I think the game is lost, but then I realize... hey, I have a lot of actions.  Maybe I can go Vineyards!?  And I do!  And what will let me gain lots of actions?  Stonemason trashing!  I play it a bit poorly on turn 16 (should have SMed a JD into 2 potions first!), but then I am able to have a huge last turn, and end up with 10 point vineyards and an easy victory.

Game Reports / Procession-Ironworks
« on: June 24, 2013, 03:22:57 pm »
This is a very strong combo, as you basically can replace your Ironworks and then get a free $4 and $5 card.

I started out as a Ironworks-Island-Gardens rush, but with all the stables, it turned into an engine!  Very fun and neat!

Game Reports / Fun Engine
« on: June 19, 2013, 04:45:31 pm »

Game Reports / So Herald is pretty good for Goons...
« on: June 17, 2013, 11:53:19 pm »

Chapel, Stonemason, Wishing Well, Herald, Ironworks, Scout, Duke, Governor, Junk Dealer, Goons

Basically, Chapel down everything, use Ironworks to gain Heralds, play Governor for draw, Herald for pseudo actions, and then Goons-Goons-Goons!

I find it interesting how the silvers he gifted me nearly derailed my engine...

Game Reports / Power of Urchin/Mercenary
« on: June 06, 2013, 01:05:50 pm »

I'm able to build a great engine based on the trashing of Mercenary, and use Watchtower as draw.

My question is:  For opening, is Urchin/Urchin too risky here?  I didn't do it because I was hoping to be able to buy lots of cheap cards (Watchtower, Village, Bridge, and Procession are all important) and I thought Bridge would help.  But, getting Mercenary is huge to trash your coppers and estate, or no engine can happen.  Also, should HoP be picked up at a different time / kept longer?

Game Reports / Minion Game
« on: June 06, 2013, 12:58:58 am »

This game goes much slower than I expect it to... Not hitting 5 early hurts me, but I'm wondering if there is a place to A) Pick up Apprentice or B) Pick up Horn of Plenty.  Also, what are the thoughts on getting a second Lookout?  It helped speed up my trashing, but it might have cost me getting >5 Minions.  Not sure.

Rules Questions / Chapel?
« on: April 01, 2013, 11:39:11 pm »
So... I was looking back at base dominion today, and I noticed something really interesting with Chapel.  I thought it was surely a mistake, so I went back in the rulebook and my question was still unanswered.

Is Chapel misprinted?  Surely trashing your cards can never be good.  Maybe it means to say draw 4 cards?  Although that'd be a little bit better than Smithy, so probably not good.

I'd love some help.  Some games have little tricks, and I'm hoping this is simply an error in my printing and not a useless card.


April Fools

Goko Dominion Online / Goko Bug?
« on: March 28, 2013, 07:59:52 pm »

Powerman: turn 14
Powerman   plays Shanty Town
Powerman   reveals Torturer, Copper, Shanty Town, Copper
Powerman   plays Torturer
Powerman   draws Copper, Mining Village, Silver
Corey Gose   discards Estate
Corey Gose   discards Copper
Somir Nixdirnix   gains Curse
Powerman   plays Mining Village
Powerman   draws Steward
Powerman   plays Steward
Powerman   trashes Copper, Copper
Powerman   plays Silver
Powerman   plays Copper
Powerman   buys Silver
Powerman   gains Silver
Powerman   draws Moat, Torturer, Estate, Swindler, Courtyard

Why would the game not allow me to play my next Shanty Town after playing the Steward?  The screen still correctly showed I had 1 action, but only gave me the options of ending my turn or playing my treasure.

Am I missing something, or is this just another poor mark for Goko?

Goko Dominion Online / Quick Question
« on: March 17, 2013, 12:10:23 am »
Are the Dark Ages adventures supposed to work?  As in, are they not working a function of my computer / me, or is this a known universal problem?

Game Reports / Interesting GOKO game.
« on: March 13, 2013, 05:04:25 pm »
In my quest to see if Goko is playable, I stumbled upon a pretty interesting game.

Is there a way to play this board without Pirate Ship?

Variants and Fan Cards / Theoretical Pricing #2
« on: March 09, 2013, 04:09:56 pm »
We often talk about simply creating a card with +1 Card / +1 Action.  However, that cannot happen as it is too boring and useless in too many kingdoms.  Pearl Diver comes very close but it isn't simply a cantrip either.

However, which of these "Cantrip+" is the most publishable?  And can it cost $1?  Or does it have to cost at least 2.

The basic card is:

Cantrip Plus
+1 Card
+1 Action
Bonus Ability being voted on.

Variants and Fan Cards / Theoretical Pricing
« on: March 07, 2013, 12:51:17 am »
Basically the card is a Warehouse + Wharf combo.  Although, it's effect is not nearly as strong as either, together it should be a powerful enough card.

+1 Action
Now and at the start of your next turn: +2 cards, discard 2 cards.

It adds filtering for both turns, although the next turn effect is much stronger.  Thoughts on pricing this card?

Puzzles and Challenges / Turn 3
« on: February 25, 2013, 04:48:10 pm »
Well, now that we can empty the supply on Turn 4, that leads to what we can do on Turn 3.  This isn't simply a puzzle of what's possible, but also what is likely.

1) Hitting a turn 3 Province.
-A) Potential Openings to get this
-B) Likely hood of this opening getting a turn 3 Province
-C) Is getting the turn 3 Province the right play over, say, a turn 3 Gold

[Note:  I do think it would be cool to come up with a list of openings that can hit 8 on turn 3]

2) Hitting a turn 3 Platinum
-A) Potential Openings to get this
-B) Likely hood of this opening getting a turn 3 Platinum

For example, I could say opening Coppersmith / - can hit a turn 3 Province with Coppersmith/ CCCC.  The odds of doing so would be ~7.5%  Whether or not buying a Province here really depends on the rest of the board.

Game Reports / Saboteur Madness
« on: February 11, 2013, 07:33:32 pm »

I win this game... but MAN was it ugly.  Anything that should have been done differently, or was it just bound to be this ugly?

Game Reports / Wowsers!
« on: January 31, 2013, 12:00:45 am »
This board is one of the absolute craziest boards I have ever seen:

Adventurer, Alchemist, Apprentice, Develop, Golem, Goons, King's Court, Possession, Potion, Stash, and University

First thing is there are four potion cost cards, which in of itself is extremely rare for a full random set.  In addition there is King's Court and Goons, which are arguably two of the strongest cards in the game.  Add in Apprentice for more Possession madness, and this board is loaded with decisions.  I squeaked out a victory here somehow, but I was really without a plan.  I have to think Develop is pretty good here for your deck, and Apprentice very bad.  Also Golem >> Alchemist, because top decking is useless with Possession, and Golem can cause your opponent to play a Possession.  Plus Goons counters decently.  But... I really don't know.


Game Reports / Worker's Village + Torturer + Saboteur = Go engine!
« on: January 24, 2013, 05:33:05 pm »
I just got finished with a game that I saw as an obvious engine, centered around the following pieces.  My opponent went for apothecary, which got him out to a huge lead, but with the attacks I had plenty of time to recover!

He was not very happy, thinking I was getting great luck with my saboteurs.

16:27 OlavRokne: goddamn. two provinces.
16:27 Powerman: Well, you don't have much else over 3
16:27 OlavRokne: workers villages.
16:27 OlavRokne: silvers
16:28 Powerman: Thats only like your 2nd silver
16:29 OlavRokne: four provinces?

However, seeing his final deck composition, there wasn't much else for me to hit.

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