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Messages - hamcannon

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1
Dominion Articles / Re: Request: Countering Ill-Gotten Gains?
« on: November 05, 2012, 08:09:21 pm »
Give them curses from non-IGG sources and just go for provinces. If there's no other cursing on the board, well, often all you can really do is try to 5-3 the duchies while they 6-4 the IGGs and win that way.

If you give them three curses, thats a 7-3 split, and they have to spend three turns buying bad silvers at $5 to three-pile the game. Four curses is even better, and at 5 you've pretty much got the game.

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Simulation / Re: Apothecary Golden Deck-Simulation help
« on: August 29, 2012, 03:40:54 am »
It's exactly what I meant, eHalcyon. You use TR/scheme returning TR and scheme, then draw your deck using apothecaries and play your terminal attack and your bishop.

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Simulation / Re: Apothecary Golden Deck-Simulation help
« on: August 28, 2012, 12:41:43 pm »
Throne Room + Scheme could help, but it's not going to be in enough games to matter. It'll always stay on top of your deck out of the way of your apothecaries, and it'll cantrip through without burning an apothecary. Well, just scheme works, but throne-scheme lets you add and play a terminal attack every turn. For Scheme, you'd always scheme a scheme back on top of your deck, and use it instead of apothecary when your last apothecary hits a non-copper non-potion.

In fact, Scheme is strictly better than not buying anything in the apothecary deck, since it cantrips and is never hit by apothecary's dig-for-copper/potion.

Warehouse might help through the golden period, though playing it is a bit tricky. There's two ways of using it - first, to draw province + bishop after you see them with an apothecary. Second, to set up your next turn by pitching all but one apothecary in hand and coppers (you play that last apothecary, grab the coppers, and keep the rest of the apothecaries ready to draw). It might also be able to work in a village + terminal attack.

4
Dominion Articles / Re: Dark Ages Combos: Altar+Highway
« on: August 24, 2012, 12:29:03 pm »
In a colony game I think this is still viable but will be more dependant on having actions and draw because you'll need to play 6 highways in order for altar to do its thing which also means you'll need to win the highway split.

You can win Colony games by driving the Province pile before opponent(s) ramp up through plats into colonies. Assuming your deck is fast enough at driving Province piles, and 3+/turn is plenty fast.

5
Dominion: Dark Ages Previews / Re: DA, first Printing, Misprinted?
« on: August 18, 2012, 10:59:20 pm »
Knight is probably intentional.

You can name any order card if you want to hit ANY victory i.e. not ban anything - Just name Copper. You probably want to namebad Estate so that you trash duchy->Prov or Prov->Colony.

Estate->Duchy = 2 VP. Duchy->Province = 3 VP. Province->Province = 0 VP, but ends game sooner.

Banning Estate will give you less VP but end the game sooner, while banning Province gives you more VP but removes less provinces from the supply. You may want to name Province if you're trying to win the Duchy split with another rebuild player - since neither of you are trying to get $8, whoever wins the duchy split is likely to win the overall VP split.

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Dominion: Dark Ages Previews / Re: Dark Ages initial report
« on: August 18, 2012, 10:40:03 pm »
Quote
Rebuild: This is a powerful point source. I actually gained Estate with Hermit just so I could leverage it! It'll be especially good in non-Shelter games where the Estates make an attractive target. In most cases you'll name Province or Colony, whatever you don't want to hit.

I think I can completely describe when you want to name what.

If piles aren't close to running out, name the lowest costed VP card you have. Estate->Duchy is 2 points, but Duchy->Province is 3. Also it's more VPs that your opponent can't get, and given that you're running a non-draw non-money card, your opponent is going to be better at buying late VPs.

If provinces are close to being out and you're ahead, name the most common card that can't grab province. This is usually estate. Even if you hit a province with Rebuild, you can just trash it for another province, which means a dead province pile sooner. Same logic holds for Colonies in a Colony game.

Alternate VP cards can be tricky, since their price and how much they are worth aren't always the same sort of thing. With Duke out, you probably ought to just buy enough duchies and trash them for provinces so that your opponent can't duke/duchy. If there's only one alternate VP, you probably want to name it and trash lower costed cards into it. Gardens or Silk Road for massive VPs is one option. Harems or Nobles lose you a VP but make your deck not suck.

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Dominion General Discussion / Re: Greatest Isotropic Moments of 2012
« on: August 06, 2012, 09:20:35 pm »
This topic was split from the Greatest Isotropic Moments of 2011 thread


Sadly this was on the 9th... But I can't resist, so here's a challenge to beat for next year ^_^

http://councilroom.com/game?game_id=game-20120109-082209-c5d53456.html

#1 Biderman: 317 points (227 ▼, 7 Colonies, 5 Nobles, a Province, and 4 Estates); 24 turns
          opening: Wharf / nothing
#2 mayasquer: 49 points (3 Provinces, a Colony, 2 Duchies, 3 Nobles, 5 Estates, and 4 ▼); 25 turns

If not the most points, I'm willing to bet I got the most points in one turn.... 30 buys, 6 Goons in play, I buy 4 Colonies, 1 Provence, 1 Estate, and 18 Coppers for a total of 180+40+6+1=227 points in one turn. The sad thing about this turn is that I had $54 and there were 5 Colonies left :/

Next time empty provinces, you don't want to allow a possible mega-turn for no reason. Or three-pile. If you can end the game with a points lead, you should always end the game.

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