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Messages - methods of rationality

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26
Help! / help with double Tactician conspirator
« on: August 04, 2012, 11:13:04 pm »
http://dominion.isotropic.org/gamelog/201208/04/game-20120804-195204-437415b5.html
game features tactician, conspirator, king's court, and moneylender.
We both went for double tactician but I lost, probably because my deck was really clogged. did I green too early? What mistakes did I make?

27
Help! / Re: King's Courts
« on: August 01, 2012, 10:23:30 pm »
Idea. People are debating going for Alchemist or not. the way I see it, Alchemists are safer. Your alot less likly to draw your king cout with no actions if you have alchamists. But alchamists are slower on avrage than margrave. With king court since it will come down to mega turns in the end game first player advantage is big. So maybe first player should go with alchamist since its not worth risking having to draw king's court wit no actions and loussing when you already started with a hugh advantage. But second player, who can only win if he gets lukey anyway, should go for margrave and skip alchemist. Whatya all think?

28
Help! / King's Courts
« on: July 31, 2012, 10:57:30 pm »
http://dominion.isotropic.org/gamelog/201207/31/game-20120731-194156-15987788.html
was Alchemist the right move here? I know potion slows things down but the alternative would be to ether not buy king's court at all or have one of those games where if you buy too much treasure before you hit 7, your king's court will be drawn dead, and if you buy too little treasure before you hit 7, you'll never afford a king's court (since there ere no cheep cantrips) - and it always feels like its impossible to find the balance between too much and too little treasure.
Other than possibly alchemist, what mistakes did I make?

29
Help! / Conspirator engine (and bishop)
« on: July 31, 2012, 08:28:38 pm »
http://dominion.isotropic.org/gamelog/201207/31/game-20120731-135813-ef95f6aa.html
Where did I go wrong in this conspirator game? and if I should have bought a bishop, when is the right time to buy one?

30
Help! / Chancellor bane
« on: July 29, 2012, 02:29:44 pm »
http://dominion.isotropic.org/gamelog/201207/29/game-20120729-112441-b5b8e227.html
Should we buy chancellor as the bane? I thought yes, but loss. Its a similar question to any other terminal silver really.
What other mistakes did I make?

31
Dominion Articles / Re: Mountebank
« on: July 26, 2012, 04:38:26 pm »
Well cache could be relavant if you buy a counting house, which you would never do if not for moutebank. See
http://councilroom.com/game?game_id=game-20120617-090146-04fbe3e1.html          and
http://councilroom.com/game?game_id=game-20120714-202825-86a8da8a.html

32
Dominion Articles / Re: Mountebank
« on: July 26, 2012, 11:57:06 am »
Another thing about mountebank: Since your opponent is giving you tons of copper and curses, your deck will be much thicker. A thicker deck can support more terminals. I would say: up to around 5 or 6 even with no villages? or maybe that's a bit too much, at least 4 though. I don't know, what does everyone else think?

33
Help! / Re: Mandarin/Talisman/Duke on 5/2
« on: July 25, 2012, 12:59:53 pm »
Copper is "fine" in duke-duchy games if your getting it for free with an extra buy. It is not really as good as silver though since with silvers you can buy duchies and dukes even in hands with green in them. So I would not buy talisman. I also don't see the point of farming village. Yes, it will "skip over green" but that's only relevant if your trying to sift through your green to get some power card you want to play. Here, your only real "power card" is silver, so you could just buy that instead. Well I guess Mandarin is sort of a power card, but I don't think its strong enough to justify buying farming village over silver.
Also, I think you could have used 1 or 2 more mandarins.
I also don't really see the point of savager since you want your coppers so while you can use it for estates and boarder villages, there are allot less of those so allot of times you might draw it and find you have no use for it. I guess I could see getting 1 to trash estates and give you extra copers, but 2, in my mind, is overkill.   

34
Help! / Tournament vs Duke
« on: July 25, 2012, 12:42:04 pm »
Here is a an interesting game a played that I would like to get people's thoughts on.
http://dominion.isotropic.org/gamelog/201207/25/game-20120725-091439-e069139f.html
The set is Bishop, Duke, Fool's Gold, Highway, Market, Nobles, Oasis, Pawn, Remake, and Tournament.
So there is the potentially interesting interesting duke-duchy market-highway combo. There is also tournament and fool's gold.
I decide to open fool's gold remake. Remake is not the best trasher for fools gold since nothing costs 1 but
 I figure it will still help me get rid of coppers and turn estates into oasis, which will help my fool's golds collide. My opponent opens tournament pawn. I guess he's sacrificing money for sifting. So, what do people think of the opening decisions? What other options would be good here?
Latter in the game, he gets a province on turns 7 and 9. On turn 10 I have enough for my first province, but was not really sure at the time that buying it would be the right move. My reasoning being that by that time I was already down by 2 provinces so the only way I could catch up would be to go for a long duke duchy game. I opt to buy the province because I'm scarred of loosing the tournament war. What do people think of this decision? Can the duke duchy player win even if he is constantly getting cursed by followers?
In the end I louse the tournament race anyway (not surprising since he already has 2 provinces in his deck while I have one. So I try to switch over to duke-duchy but its too late. By then I pretty much lost.

35
Game Reports / Re: Fabian's Game Analysis Series, Game #1
« on: July 23, 2012, 01:12:22 pm »
First of all I don't like feast for the money player. Since he's not trying to play 2 witches at once he really only needs 1 witch and double silver could get you the witch easily. Secondly, I like trading post. It will help him get rid of curses and estates and if he buys it over margrave he will have less of an issue about drawing it dead. Besides the attack of margrave is not as power full with the curses you give to the other player. I would open silver silver, buy a witch quickly and then a trading post (probably preferring it to gold). Then play mostly money and maybe green a bit earlier than usual if I manage to flood my deck with enough silver. I probably wouldn't buy any more actions except nobles of course when I'm greening, unless I get 5 again which I could spend on another witch if there are at least 5 or so curses left in the supply or, if not, a margrave. But then again I'm probably too much of a big money guy.

36
Dominion Articles / Re: Combo: sea hag, duchy
« on: July 23, 2012, 12:21:40 am »
It's like in between a rush and a regular strategy. Like when you buy a province in an igg game. Note that I said to prefer duchies to gold, I never said to prefer it to province.

37
Dominion Articles / Re: Combo: sea hag, duchy
« on: July 22, 2012, 11:39:05 pm »
That's assuming the duchy player never buys any provinces. Which, I don't think is the correct move for him.

38
Dominion Articles / Re: Combo: sea hag, duchy
« on: July 22, 2012, 11:21:19 pm »
http://councilroom.com/game?game_id=game-20120614-091940-be2e1e94.html
Finally found one with just the regular curses, duchies estates!
(Where my opponent had an explorer)

39
Dominion Articles / Re: Combo: sea hag, duchy
« on: July 22, 2012, 11:13:21 pm »
According to councilroom, the average sea hag game takes 24 turns. I'm guessing most of these games end on provinces so that means 24 turns is 4 provinces per player. So 5 or 6 in 25 turns sound a little optimistic.

40
Dominion Articles / Re: Combo: sea hag, duchy
« on: July 22, 2012, 11:07:38 pm »
And here's one with silk roads instead of duchies.
http://councilroom.com/game?game_id=game-20120323-085902-bf9be862.html

41
Dominion Articles / Re: Combo: sea hag, duchy
« on: July 22, 2012, 10:59:45 pm »
Here's one where I deplete the duchess pile instead of the estates:
http://councilroom.com/game?game_id=game-20120709-205301-da0e2b06.html Duchess I guess goes amazingly well with this since its so easy to deplete it once your already depleting the duchies.

42
Dominion Articles / Re: Combo: sea hag, duchy
« on: July 22, 2012, 10:44:44 pm »
While I agree that there are more cards which prevent this STRATEGY from working (City, king's court) its interesting that you choose explorer and bureaucrat. Since they are both cards which increase the total number of cards in your deck by allot, thus decreasing the number of reshuffles and thereby limiting the total times each vp card is drawn. Which mitigates the main drawback of buying vps (that you have to draw them) So, since my strategy centers around buying vps, I would be inclined to think that explorer and bureaucrat help rather than hurt this strategy.

43
Dominion Articles / Combo: sea hag, duchy
« on: July 22, 2012, 09:06:08 pm »
The way this combo works is say you have a sea hag game with bad to no trashing. You buy a sea hag on the first 2 turns and a second pretty soon after. Assuming your opponent buys one as well you know the curse pile will be depleted. Start buying duchies over golds when around 7 Provinces are left in the supply and buy estates over silver with 5 provinces left. You will deplete both piles relatively quickly and since your opponent's deck is so clogged with curses, it will take him a long time to buy provinces - so long, in fact, that you can probably deplete both estates and duchies with 2 or 3 provinces still left in the supply. While your opponent will have more provinces than you, you will more than make up the difference with duchies and estates. And the best part is that once your opponent realizes that your trying to end the game quickly, he cant respond by buying vp without helping you in your goal. You can also do it with alternative vp cards instead of either duchies or estates. (A similar type of strategy works with the other cursers but to a much lesser extent since they don't slow your opponent down nearly as much) For reference, in Geronimoo's simulator this strategy beats the regular sea hag bot around 60 percent of the time.
Works with: Hoard, alternative vp, +buy (which can help you buy 2 estates at once), other cursers, duchess
Doesn't work with: strong trashers, lighthouse, wharf (since it helps your opponent speed up the game), opponents who don't buy sea hag, engines

44
Help! / Re: big money
« on: July 19, 2012, 10:30:49 pm »
to what extent? Do you think I should have bought venture over my first gold? Over tactician?

45
Help! / big money
« on: July 19, 2012, 08:39:27 pm »
http://dominion.isotropic.org/gamelog/201207/19/game-20120719-165824-50a26c53.html
Really boring board. Tons of villages and throne room but no good actions to make them worth it. So I really didn't know how to play it. I went for a basic big moneyish deck and lost. Help on how I could have done better would be helpful.

46
Help! / Re: I will try to post a game here every day.
« on: July 18, 2012, 01:37:32 pm »
Terminals- In a 40 card deck, 4 terminals, none of them being terminal draw cards, Is not too much. I think You could have picked up 1 or 2 more. Also, salvager collision is not so bad because you could just trash 1 with the other.
Ignoring cursers - I only do it with masq or amb on the board or a really good bane on a young witch board, Or workshop-gardens (+ its variants - ironworks gardens, ironworks silk roads etc). That being said, familiar is probably the worse curser, so I could see ignoring it every now and then especially on a 5 -2 split. But I think you were correct to not ignore it here.
Goons- I think gold nothing is usually better than silver, silver but I could be wrong.
Expand/Forge- Outside of engines I don't really like expand and forge (Well forge is useful if you are getting cursed but you were not over here)
3 Familiars- Is usually the correct number to buy
Other comments- I would have opened swindler, potion since, in case he goes for familiar, swindler might prevent him from buying one till after the second reshuffle but I guess he didn't go for it anyway.
Goons/familiar - this is anti synergy because the attack of goons is not as potent if he could just discard the curses. I guess familiar makes the game longer which is good for goons, so maybe it was OK.

47
Help! / Re: How did I misplay this Nobles board?
« on: July 16, 2012, 08:30:39 pm »
I could be wrong, but I dont think feast is worth it here

48
Help! / Fishing Village, Ghost Ship
« on: July 16, 2012, 06:25:44 pm »
was my biggest mistake in this game not buying an Ironworks?
http://dominion.isotropic.org/gamelog/201207/16/game-20120716-135820-375562fd.html

49
Dominion General Discussion / Re: Scheme - math
« on: July 16, 2012, 01:14:01 pm »
I might be misreading, but should you not also look at the chance that you say draw scheme on hand 1, top deck it, draw the terminal in hand 2 (play scheme -> terminal), top deck the terminal, and then play the terminal during hand 3?
I did, that is called drawing the terminal in hand 2 - play it twice if and only if I drew scheme in hands 1 or 2

50
Help! / Apothecary, Cache
« on: July 15, 2012, 08:24:12 pm »
http://dominion.isotropic.org/gamelog/201207/15/game-20120715-170928-ae12b736.html
Game with Apothecary, cache and herbalist. I feel like my mistakes include returning cache to my deck instead of potion. Also, he greened earlier than I did. I know apothecary tends to stall in the end game and that's why I held off greening. What are your thoughts on how I could have played better?

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