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76
Game Reports / Minion vs. Fool's Gold
« on: September 18, 2012, 03:45:28 pm »
Fool's Gold is very much the Minion of treasure cards: very strong if you can spam it and get multiples in a hand, but not worth much if your deck is dilute, whether due to lack of trashing, or junking attacks, or multiplayer games with more competition for the key resource.  Get six of them, and you're usually sitting pretty; get four and they don't do all that much for you.  (Minion is, of course, much less useless when you don't have so many, but it still suffers.)  These are cards which often force a race for them for denial's sake, even when there are other good options which would in a vacuum be better than just getting 5 Minions or FGs.

So... what happens when they're both on the board?  Which do you choose?  You obviously don't want both, they work at cross-purposes.  Here's a game where I chose Minion, and my opponent chose FG:

http://dominion.isotropic.org/gamelog/201209/17/game-20120917-201720-062108cb.html

cards in supply: Crossroads, Develop, Fool's Gold, Hoard, Inn, Minion, Oasis, Scheme, Walled Village, and Workshop

I tend to think of Minion as stronger than FG, and it was here (I won with 6 Provinces on Turn 16), but in retrospect the real key was that Minion support was better.  Workshop is in fact a reasonable enabler for Fool's Gold, especially when you're getting them uncontested, as a way to get more FGs in.  My opponent, in fact, took the whole pile, whereas I only had 5 Minions.  However, it's not a top-tier enabler... and Oasis is really good for Minions- providing cash and cycling, and not really any downside (who cares about discarding Copper when you're going to use Minion for draw-and-discard anyway?).  I was frequently getting more cash from Oasis than Minion, in fact, which tended to take on more of just a cycling role.  And obviously Develop is a really slow and weak trasher, but turning Estates into top-decked Oases was pretty nice.

And, of course, the Minion attack hurts Fool's Gold pretty badly, since it cycles green in faster and makes it hard to line up three FGs in a four-card hand.

But replace Oasis with, say, Council Room, and Fool's Gold quite possibly comes out on top.

77
Goko Dominion Online / Re: Am I in the correct place?
« on: September 14, 2012, 09:41:12 am »
So, playing on Goko has taught me that all the people clamoring for an offline mode have a point.

My internet connection(s) are often somewhat mediocre, and will drop for a minute from time to time.  On iso, I can usually reconnect with a bit of a lag (and some annoyance on the part of my opponents, sorry about that!).  On Goko, I just get kicked off automatically.  So I'm leery of starting games with other people for that reason, and would even have an easier time against the bots with offline functionality.

78
Dominion General Discussion / Re: What do you think will happen first?
« on: September 13, 2012, 07:50:18 pm »
Dominion:Guilds is the only one of these things which is actually 100% guaranteed to happen.  So that was my semi-serious vote.

79
General Discussion / Re: People that make me feel inferior
« on: September 13, 2012, 06:17:06 pm »
aced my math GRE at least but that's not very hard.

I suspect the math GRE might actually be easier than the math SAT.  The verbal part's a lot harder, though.

This was my experience. But I did spend my entire undergrad as an engineer sharpening my math skills and completely neglecting my language ones.

That was my experience as a goddamn English major.

80
General Discussion / Re: People that make me feel inferior
« on: September 13, 2012, 05:18:14 pm »
aced my math GRE at least but that's not very hard.

I suspect the math GRE might actually be easier than the math SAT.  The verbal part's a lot harder, though.

81
General Discussion / Re: Anti-Joke Thread
« on: September 11, 2012, 01:25:18 pm »
What's brown and sticky? A Stick.

Want to hear a long joke?

Joooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooke


(Doesn't quite work as well in print, sigh.)

82
General Discussion / Re: Drinking
« on: September 09, 2012, 12:50:12 am »
Had a pretty intense cocktail earlier this evening whose primary ingredients were rye, Benedictine, and Fernet Branca.  It was described as "boozy and herbaceous" as well as "good for sipping", and it sure was!

83
Other Games / Re: What other games are as good as Dominion?
« on: September 07, 2012, 03:57:20 pm »
Imperial.

It isn't a card game, but it's a really good investment game cloaked as a war game with immense re-playability.

It's a stock investment game with tanks. What more could anyone possible need?

I've always described Imperial as thus (warning, quasi-RSP content ahead):

"It is Spring, 1901.  And you are Halliburton."

It is one of the most cynical and subversive games I've ever played, and it's fantastic.  It's been years since I've had a chance to play it, though.  Need to fix that.

84
General Discussion / Re: Fantasy (American) football?
« on: September 07, 2012, 03:39:18 pm »
This is going to be a long and painful season.

Am I talking about fantasy or the real thing?  Yes.

85
Game Reports / Re: I don't like Envoy+Big Money
« on: September 07, 2012, 12:37:31 am »
His strategy would win probably better than 70/30 if this was a Province game.

But there are Colonies.  So your engine has time to build, and Envoy rapidly chokes on green and discarded Platina.

86
Dominion General Discussion / Re: "Strictly better" card
« on: September 05, 2012, 05:50:09 pm »
I'm pretty sure it's Rats. What other card can you use to trash something to gain a card worth $4 more? Even Expand can't do that and it costs almost twice as much AND it's a terminal.

Transmute can turn Estates into Gold, and Poor Houses/Ruins/Necropoli into Duchies.

Heck, Transmuting an Overgrown Estate gives you a boost of $5!

87
Puzzles and Challenges / Re: Giving ruins over curses
« on: August 31, 2012, 08:07:49 am »
Your opponent is running an engine that can just ever so barely draw the whole deck, and really needs to draw the whole deck or it might fall completely apart- say double-Tac with mediocre support for whatever reason, I dunno.

Furthermore, the only trasher on the board is Transmute.  Your opponent's Transmute can get rid of Curses as they come in, but the Ruins would turn into Duchies, still a combo-threatening dead card.


Is it weird that this is seriously the first thing I thought of?  Even before Mountebank?

88
General Discussion / Re: Fantasy (American) football?
« on: August 30, 2012, 09:57:51 pm »
Reasonable trades will be accepted for Philly's D.

And, no, trying to part me from my #1 running back in exchange for the washed-up ghost of Willis McGahee does not count as a "reasonable trade".  Sorry, Axxle. :P

89
Game Reports / Re: Transmute/Duke vs. BM/Smithy/Apprentice
« on: August 29, 2012, 05:03:15 pm »
Relevant: http://dominionstrategy.com/2012/06/07/alchemy-transmute/

1) Transmute/Duke can sort of sometimes be a thing, but it needs a lot of support- you can't do it on its own.  The big problem is that whoever is playing against Mr. Transmute can always just buy Duchies straight up to deny the Transmute/Duke player (whether they go Duke or not), which is usually going to be faster.  In order for Transmute to be good Duke support, you need to either have opponents who aren't paying attention and denying Duchies as they should (which is probably what's going on with your friend), or you need to drastically change the pace of the game- either by integrating Transmute into a really fast engine, or use Curse-givers to leave your opponents with constant $4 hands.  The two examples of Transmute-Duke in the article* are examples of these two approaches.

Transmute-Vineyard is a lot lot lot better, actually.  Faster, very often just as high-scoring, and an opponent can't deny Vineyards nearly so easily.

2) How Transmute fares with or without +Buy is a point of contention.  On one hand, the Mute can be more valuable on Buy-less boards, since it gets you tiebreaking Duchies.  On the other hand, +Buy makes it easier to get Transmute, since then you can get the Mute and still use the rest of your money on another engine piece.

Most of the time, Transmute is not going to be worth it whether you have Buy or not, and frankly the same is true for Duke (that is, Duke won't by itself make Transmute worth it).  A lack of other trashing is, however, a definite help for Transmute. 

*(erm, they're not visible right now, hopefully CR will come back up again soon)

90
General Discussion / Re: Fantasy (American) football?
« on: August 29, 2012, 04:46:01 pm »
We really should try and rustle up one more player at least- Yahoo doesn't want to even set schedules and allow a draft without an even number of teams, and seven is really really small.

C'mon, someone!

91
Dominion General Discussion / Re: Paradigm shifts
« on: August 29, 2012, 03:52:15 am »
A couple, mostly Masq-related, nitpicks:

Seaside:
The only way to remove cards from your deck is by trashing them.

Masquerade can remove them via passing, no?

Hinterlands:
A card must have been bought or gained in order to have an effect on gameplay.
Cards that distribute Curses are Attacks.

I'm not quite sure what you mean by the first thing here- what's the example you're thinking of? And, again, Masquerade can distribute Curses (unless maybe you're not counting "pass" as "distribute", but I think it works). 

Dark Ages:
Every Victory card is worth at least 1 VP.

Gardens, Silk Road, and Vineyard can all be worth 0 VP.

A couple other possibilities:

Seaside:
The only card types are Action, Treasure, Victory, Curse, Reaction, and Attack.

Cornucopia:
[you could add Duration to the Seaside list above]
No card has more than two types.

Dark Ages:
[you could add Prize to the Cornucopia list above]
No card has more than three types. 
All the cards in a supply pile have the same cost.

92
Quote
Spy could definitely do with a much lower cost or stronger effect, but that was the first time I noticed the card having a use.

Spy is arguably one of those cards that is better value at cost 4 than cost 3 (but not if you only look at the base set).

I think it's quite possible that no card is as ill-suited to its set as Spy is to Base.  It's wordy and bad with Big Money, both strikes against it.  (Well, actually, Explorer is a similarly bad fit for Seaside; it might work better in Hinterlands or something.)

Spy really should've been in Intrigue: it's an attack with choices (so, on-theme), and is pretty useful as support for many Intrigue cards: Swindler, Sab, Minion, Conspirator, Ironworks are all cards that work well with Spy.

I don't see how that having it cost $4 rather than $3 really helps it all that much, except maybe you can Ironworks it painlessly and then trash it for benefit with Apprentice/Salvager, but that's really kinda niche.

93
I don't think Spy is underrated, but I recently played a game where we both went for ghost ships, and his spies absolutely wrecked my strategy whenever I got hit with a ghost ship (to the point where I struggled to buy silvers), and allowed him to cycle his deck much faster no matter how many ghost ships I hit him with. Spy could definitely do with a much lower cost or stronger effect, but that was the first time I noticed the card having a use.

Spy is never going to be the centerpiece of your strategy, but it's good support for a whole variety of heavy chaining strategies.  Goons, Conspirator, Scrying Pool, Vineyard, Swindler/Sab, stuff like that.  I think it is definitely underrated.

94
Dominion General Discussion / Re: Soo... Which expansion should I get.
« on: August 26, 2012, 01:07:55 am »
I think scout jokes have replaced Goko/Isotropic's demise as the thing that every thread will end up being about...

Has Donald admitted anywhere that the card just kind of sucks?

More or less, yes:

Scout however is one of the five cards I added to Intrigue when it turned out they wanted 25-card expansions rather than 20-card ones. It did not previously exist; I made it specifically to go with the victory cards in Intrigue.

Scout tends to be weak outside of all-Intrigue games and well you get better at these things as you go along. Crossroads is not weak outside of all-Hinterlands games; there you go.

I still think Thief is weaker, to be honest- though I admit that is partially because of my bias toward 2p and engine games, and a general allergy towards ranking non-terminals last, no matter how ineffective.  I've heard tales of Thief being useful in multiplayer but have never witnessed it myself- the canonical counterexample I give was a 3p game where both my opponents bought Thief, I went Vault-BM, and won big (6 Provinces to less) despite losing four Golds.

In addition to the Intrigue combos, Scout can sometimes be useful with Alchemy, too: Scrying Pool and Vineyard in particular are good partners.  But that's more or less it.

95
Goko Dominion Online / Re: Goko as a Dominion card
« on: August 24, 2012, 04:37:30 pm »
Goko is Scout, obviously

How about a Goko-themed set of existing cards:

Fool's Gold
Develop
Scheme
Swindler
Spy
Market
Mountebank
Venture
Hoard
Bank

Don't forget Counterfeit:

http://forum.dominionstrategy.com/index.php?topic=1204.msg95443#msg95443

96
Dominion General Discussion / Re: Homage to the Best Card
« on: August 23, 2012, 08:21:07 pm »

97
General Discussion / Re: Fantasy (American) football?
« on: August 23, 2012, 03:58:03 pm »
I'm up for the standard league.  Not because I'm afraid of auctions (I've never done one, but I'd like to try someday), but mainly because the draft time for the standard league actually probably works for me, and there's no guarantee that other times will.  (And if for whatever reason I have to miss the draft, it's less disastrous for a standard league).

Will sign up later today.

98
Game Reports / Re: The dreaded Thief / Woodcutter opening
« on: August 23, 2012, 12:14:38 am »
I would simply like to note that Chancellor/Silver would have been a better opening than Silver/Silver.

Whether it beats Woodcutter is another matter entirely.

99
Game Reports / Re: Gain ALL the Scouts!
« on: August 22, 2012, 08:43:13 pm »
Well, not quite all of them.  But seven of them!

http://dominion.isotropic.org/gamelog/201208/22/game-20120822-170751-89f063ae.html

Cards in supply: Ambassador, Baron, Cutpurse, Duke, Feast, Ironworks, Jester, Potion, Scout, Vineyard, and Warehouse

So my plan here was basically to transition out of Ambassador tennis into a Vineyards deck stuffed with Warehouses and Scouts, with Ironworks to pick up more pieces and Baron for +Buy.  Also, since I actually like Estates, I don't care as much as I usually do about winning the Amb war- I just need a little Copper thinning, then Baron becomes the terminal of choice (and Ironworks to gain Potion).  The Scouts don't increase my handsize much, but with Warehouse do help cycle through a bit, and draw Estates to pair with Baron.  I probably could have played this better by gaining more Ironworks rather than Scouts in the midgame, ah well.

My opponent transitions into Jester-BM after the opening Ambassadors, which does hit me with a Curse or two and some Coppers but is less useful than it would be in a mirror match.  He might have done better to focus on Dukes rather than Provinces, but he probably needed to do both to be honest; eight Provinces can't outscore uncontested Duchy-Duke, but eight Vineyards can.
Cool, would ignoring Ambassador here be better/faster?

I think my second Ambassador was a mistake, to be honest.  But my deck definitely wanted one to clear out Coppers (and possibly Jester-given Curses).   I think the best Ambassador-ignoring plan is to open Baron-Warehouse and gun for the Dukes ASAP, which I suspect would have possibly beaten my mistake-filled play here, but probably wouldn't beat a better-executed Vineyard strategy.  It's close though.

100
Game Reports / Gain ALL the Scouts!
« on: August 22, 2012, 08:17:28 pm »
Well, not quite all of them.  But seven of them!

http://dominion.isotropic.org/gamelog/201208/22/game-20120822-170751-89f063ae.html

Cards in supply: Ambassador, Baron, Cutpurse, Duke, Feast, Ironworks, Jester, Potion, Scout, Vineyard, and Warehouse

So my plan here was basically to transition out of Ambassador tennis into a Vineyards deck stuffed with Warehouses and Scouts, with Ironworks to pick up more pieces and Baron for +Buy.  Also, since I actually like Estates, I don't care as much as I usually do about winning the Amb war- I just need a little Copper thinning, then Baron becomes the terminal of choice (and Ironworks to gain Potion).  The Scouts don't increase my handsize much, but with Warehouse do help cycle through a bit, and draw Estates to pair with Baron.  I probably could have played this better by gaining more Ironworks rather than Scouts in the midgame, ah well.

My opponent transitions into Jester-BM after the opening Ambassadors, which does hit me with a Curse or two and some Coppers but is less useful than it would be in a mirror match.  He might have done better to focus on Dukes rather than Provinces, but he probably needed to do both to be honest; eight Provinces can't outscore uncontested Duchy-Duke, but eight Vineyards can.

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