Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Axe Knight

Filter to certain boards:

Pages: 1 ... 3 4 [5] 6 7
101
Game Reports / Re: Surprising (to me) strategy
« on: July 06, 2011, 12:19:45 am »
I'm not the expert some people are around here are, but I've been playing Dominion long enough to be to have tried many similar setups where it seems everything would benefit Copper, and it always turns out that I would have done the same or better with a more efficient financial strategy.  I would do the same here.  Golem with Trading Post scares me (and Golem/Salvager to a lesser extent), so I'd probably skip the Golem.  There are other things here that work better.  I'd probably open Salvager/Silver, and and get Gold as fast as I can, perhaps picking a few more Salvagers since there's a plethora of +Action cards.  Then I'd spam the hell out of Farming Villages and Adventurers, with Hamlets thrown in for extra buys.  If played right, the Farming Village would rarely hit anything bad.

102
Variants and Fan Cards / Re: Really bad card ideas
« on: July 05, 2011, 09:15:55 pm »
Prisoner's Village

+2 Actions

When you play this card, return it to the top of your deck.

Town - $0*

+1 Card
+2 Actions

*Each time you play three Villages in a turn, gain a Town, putting it on top of your deck.

Derivatives Market - $7

Play this only before turn 6.  If you do, trash every card in your deck.  On your 28th turn, +$200, +24 buys



103
Puzzles and Challenges / Re: Turn 4 Treasure map Action
« on: July 05, 2011, 08:31:42 pm »
Open Treasure Map/Masquerade.  Draw the Masquerade on Turn 3 without the Treasure Map, and someone passes you a Watchtower.  Have enough Copper in your hand to buy another Treasure Map, putting it on top of your deck.  On Turn 4, draw the Treasure Map you bought last turn, along with the Treasure Map you bought in the opening.

The probability of this opening can only be calculated by a very horrifying sample of games...

104
Puzzles and Challenges / Re: My Dominion Logic Puzzle
« on: July 05, 2011, 06:36:55 pm »
Sounds good to me!  I will post another one soon.

The first clue you mention is unnecessary and I forgot to take it out.  It's there due to a leftover from a previous version.   The second one is also leftover and it's kept merely to clarify that no one gained something from a Smugglers.


105
Rules Questions / Re: Throne room/king's court
« on: July 01, 2011, 07:00:37 pm »
As I believe Donald has suggested, one thing that helps with this IRL is keeping everything in trees when you're playing multiple Action duplicators.  Let's say you Throne Room a Throne Room, and play a duplicator after that...
               
                 Peddler
               /
            TR
           /    \
TR - TR        Pawn
          \
            Smithy
             

106
Puzzles and Challenges / Re: All Estates are in their place
« on: July 01, 2011, 06:49:32 pm »
My initial thought was something far out, like, have two people return their Estates to the supply, then resign, but this would actually be tougher than the 2 player model unless everyone had a block.

107
Variants and Fan Cards / Re: Curse Variants
« on: July 01, 2011, 01:53:21 pm »
I suppose in a heavy-trashing game, you'd pretty much always take a Hex over a Curse.  But otherwise it might be interesting to have to make the decision:  Do you take the greater VP hit in exchange for a looser deck?

In addition to what you've mentioned, I would think it would depend on how many of each you've taken so far.  I think taking Hexes (as you've written them) would generally be better in the earlier game, whereas Curses would be better late.  It would give Torturer a whole new meaning.  And who knew that remodeling a card into an Estate could result in a 3VP swing...

You could experiment with making the Hexes prevent you from doing something, keeping in theme with a curse, or a hex, or a spell placed on you.  Perhaps you gain a Hex, and can't play more than a few actions per turn, or can't buy something or more than one thing.  Donald has already done this with the Embargo sort of---you buy this...and you're cursed!

108
Variants and Fan Cards / Re: Post an interesting set of 10
« on: July 01, 2011, 12:11:09 pm »
We tried a slightly different arrangement to our original "copper game."

Coppersmith
King's Court
Goons
Council Room
Counting House
Worker's Village
Bridge
Bank
Tactician
Golem

Then there was this:

Thief
Bureaucrat
Royal Seal
Spy
Monument
Witch
Grand Market
Fortune Teller
Chancellor
Horn of Plenty

There's no trasher, so you buy a few Witches to spare yourself the brunt of the curses.  The Horn of Plenty often ends up being worth $5, since there's no good draw, or even extra actions.  I just went for a lot of Duchies, trashing my Horns of Plenty for $5 to gain extra ones, and depleted the Spy and Estate piles.  Somehow, I won. 

109
Game Reports / Re: Game Altering Hands
« on: June 30, 2011, 10:20:36 am »
Found the one I was looking for.  The scary thing is with all those Villages, I still ran out of actions!

Axe Knight draws 2 cards and gets +1 buy from the Wharf.
Axe Knight plays a Village.
... drawing 1 card and getting +2 actions.
Axe Knight plays a Village.
... drawing 1 card and getting +2 actions.
Axe Knight plays a Village.
... drawing 1 card and getting +2 actions.
Axe Knight plays a Wharf.
... drawing 2 cards and getting +1 buy.
Axe Knight plays a Wharf.
... drawing 2 cards and getting +1 buy.
Axe Knight plays a Nobles.
... drawing 3 cards.
Axe Knight plays a Village.
... drawing 1 card and getting +2 actions.
Axe Knight plays a Village.
... drawing 1 card and getting +2 actions.
Axe Knight plays a Village.
... drawing 1 card and getting +2 actions.
Axe Knight plays a Village.
... drawing 1 card and getting +2 actions.
Axe Knight plays a Village.
... drawing 1 card and getting +2 actions.
Axe Knight plays a Bridge.
... getting +1 buy, +$1, and reducing all costs by $1.
Axe Knight plays a Bridge.
... getting +1 buy, +$1, and reducing all costs by $1.
Axe Knight plays a Bridge.
... getting +1 buy, +$1, and reducing all costs by $1.
Axe Knight plays a Bridge.
... getting +1 buy, +$1, and reducing all costs by $1.
Axe Knight plays a Bridge.
... getting +1 buy, +$1, and reducing all costs by $1.
Axe Knight plays a Bridge.
... getting +1 buy, +$1, and reducing all costs by $1.
Axe Knight plays a Gold and a Silver.
Axe Knight buys a Province.
Axe Knight buys a Province.
Axe Knight buys a Province.
Axe Knight buys a Province.
Axe Knight buys a Province.
Axe Knight buys a Duchy.
Axe Knight buys a Duchy.
Axe Knight buys a Duchy.
Axe Knight buys a Duchy.
Axe Knight buys a Duchy.

110
Game Reports / Re: Game Altering Hands
« on: June 29, 2011, 01:59:05 pm »
My opponent bought four Mountebanks to my two, and King's Courted one at least once.  There was no trasher.  He was up two Provinces when this happened:

— Your turn 21 —
You play a King's Court.
... You play a King's Court.
... ... You play a Smithy.
... ... ... (You reshuffle.)
... ... ... You draw an Estate, a Mining Village, and a Silver.
... ... You play the Smithy again.
... ... ... You draw a Mountebank, a Mining Village, and a Council Room.
... ... You play the Smithy a third time.
... ... ... You draw a Silver, a Curse, and a Mining Village.
... You play the King's Court again.
... ... You play a Mining Village.
... ... ... You draw an Estate and get +2 actions.
... ... You play the Mining Village again.
... ... ... You draw a Mining Village and get +2 actions.
... ... You play the Mining Village a third time.
... ... ... You draw a Mine and get +2 actions.
... You play the King's Court a third time.
... ... You play a Council Room.
... ... ... You draw a Silver, a Copper, a Curse, and a King's Court and get +1 buy.
... ... ... MattsterC draws 1 card.
... ... You play the Council Room again.
... ... ... You draw a Gold, a Mountebank, a Copper, and a Mining Village and get +1 buy.
... ... ... MattsterC draws 1 card.
... ... You play the Council Room a third time.
... ... ... You draw a Silver, a Curse, and 2 Coppers and get +1 buy.
... ... ... MattsterC draws 1 card.
You play a Mining Village.
... You draw a Warehouse and get +2 actions.
You play a Mining Village.
... You draw a Copper and get +2 actions.
You play a Mining Village.
... You draw a Copper and get +2 actions.
You play a Mining Village.
... You draw a Curse and get +2 actions.
You play a Mining Village.
... You draw a Copper and get +2 actions.
You play a Warehouse.
... You draw an Estate, a Mining Village, and a Warehouse and get +1 action.
... You discard 3 Curses.
You play a Mining Village.
... You draw a Copper and get +2 actions.
... You trash the Mining Village for +$2.
You play a King's Court.
... You play a Mountebank.
... ... You get +$2.
... ... MattsterC discards a Curse.
... You play the Mountebank again.
... ... You get +$2.
... ... MattsterC gains a Copper.
... You play the Mountebank a third time.
... ... You get +$2.
... ... MattsterC gains a Copper.
You play a Mountebank.
... You get +$2.
... MattsterC gains a Copper.
You play a Warehouse.
... You draw a Copper, an Ironworks, and a Warehouse and get +1 action.
... You discard 3 Estates.
You play a Warehouse.
... You draw 2 Coppers and a Mining Village and get +1 action.
... You discard a Curse and 2 Coppers.
You play a Mining Village.
... You draw a Copper and get +2 actions.
You play a Mine.
... You trash a Copper.
... You gain a Silver in hand.
You play 2 Golds, 5 Silvers, and 9 Coppers.
You buy a Province.
You buy a Province.
You buy a Province.
You buy a Province.
(You reshuffle.)

111
Puzzles and Challenges / My Dominion Logic Puzzle
« on: June 29, 2011, 12:31:18 am »
I sincerely apologize ahead of time if there are any mistakes in this.  There is at least one solution.  I don't think it's difficult, but then again, I wrote it.   :P 

Darlene, George, Harry, and Ingrid (in that turn order) are playing Dominion.  Darlene is to George's left, Ingrid is to Harry's right, etc. There were only five kingdom cards in play.  The supply is as follows:

Baron (5 left)
Smithy (8 left)
Shanty Town (0 left)
Chapel (2 left)
Smugglers (0 left)

Copper (1 left)
Silver (40 left)
Gold (30 left)

Curses (0 left)
Estates (2 left)
Duchies (5 left)
Provinces (4 left)

Who played which actions during their previous turn, in which order, and who gained which card?

Find out using the following clues:

NOTE:  Even though this is a logic puzzle, the players did not behave brilliantly, and this situation is not actually possible, since three piles are depleted.

1)Each participant played at least one Action on their turn (some playing more), and each player started with five cards.
2)Ingrid did not play any Action which caused her to draw exactly two cards.
3)Only the player who played the most Actions played the Smugglers.
4)No player reshuffled during their turn.
5)George did not trash any cards from his hand, nor did he play an Action that cost one less than the one Darlene played.
6)No player had any Victory cards in their hand at the start of their turn.
7)Darlene played only one Action, and she was the only one who had that action in her deck.
8)No player bought a Silver during the round.
9)Harry and one other player to his left gained an Estate. Each gained exactly one, and only one of these was bought.
10)Ingrid had no cards in her hand at the end of her Action phase.
11)Darlene did not play any cards that gave an extra Action.
12)At the start of the turn, George and Harry had no treasure cards in their hand.  At the end of their Action phases, Darlene had three, and George still had none.
13)The top two cards of Harry's deck were an action and a curse, and the only others were two treasure cards thereafter.
14)Everyone gained at least one card in the round.
15)No one started their turn with any actions of the same name.
16)Harry only gained a Province the turn before this one, and was the only player to gain a card.


112
Other Games / Re: What other games do you enjoy playing?
« on: June 27, 2011, 12:14:35 am »
Caylus

Caylus is one of those games I can only get into if I've been playing it a lot lately.  It is painful to get back into after awhile.  And I used to think Dungeon Lords was bad... :o

113
General Discussion / Re: Math Nerds...
« on: June 27, 2011, 12:12:43 am »
Given the correlation with Math, I wonder how many of us are also music nerds.  I'm all three!

114
Variants and Fan Cards / Re: 2x2 team game
« on: June 27, 2011, 12:08:59 am »
Would you Possess your opponents or your teammate? 

I've tried all kinds of team variants, including a very wacky Best of 7, 3 on 3.  We tried to add cards that would encourage interaction between teammates, like Masquerade. 

One strategy was to have one teammate primarily attack, and the other two only worry about VPs.

115
General Discussion / Re: Math Nerds...
« on: June 24, 2011, 10:54:57 pm »
I was a Mathematical Statistics major who recently passed Actuarial Exam P.  I love solving probability problems, and often solve certain things involving Dominion, but have not posted any on this forum because I don't think they're that useful or interesting to anyone but me  :P.  I'm considering grad school.  In addition to probability theory, I'm a big fan of classical and functional analysis, though I don't use it quite as much. 

If anyone would like to collaborate on any probability articles, be sure to PM me.   ;D

116
Dominion Isotropic / Re: Decline of civility on isotropic?
« on: June 24, 2011, 12:56:52 pm »
I'm sad to see us already going in the, "Well, in my day, it was like this..." direction...

Isotropic is going to bring all kinds of players from many different cultures with all different mores and outlooks who are collectively much different than you.  We can sit here and try to speculate on why this is, and write etiquette rules, etc., etc. but at the end of the day, you just can't let it bother you.  (I work in a job where I deal every day with the Federal Government and the military.  You want some serious, Grade A, first-class a-holes...?)  I just go on, play, and if someone wants to be a dick, they'll be a dick.  The only person who can get you bent out of shape is yourself.  For the most part, my opponents' words don't change my record, and whatever they say has no bearing on what I'm really there for: to get better at Dominion. 

Now, I'm NOT talking about things that affect the outcome.  I know in team games, there's opportunities for kingmaking, and situations like asking your opponent not to boot you because you're at work and may get a call, they agree...and then they do it anyway (as I've had happen).  I'm more talking about people getting offended when they don't get a "gg" or "gl" or "hf" or resorting to name calling/trash talking/stalling when the situation is hopeless.

"I've seen your games, you got lucky." 
"There's a reason I'm 20 levels higher than you." 
"Well, I guess I'll just wait for you to boot me so that way it looks like I got disconnected."

That's their problem.  They failed, and they're making a miserable attempt at compensating.  Hopefully, they can implement some form of ignore list, or come up with ways to discourage this type of behavior.  But in the meantime, why waste the energy over the behavior of others (that doesn't matter) that we can't control? 

For the record, when I enter a game, I simply say, "hi."  I leave it up to them where things go next. 

In a north american championship for MTG, an opponent literally spat at me, because I beat him on turn 1 with a combo deck. Literally spat on me. I've had opponents shuffle my deck and purposefully drop one card from my deck on the floor, then call a judge to report my deck for being under 60 cards.

In WoW online, I had one of my kids fall down 2 flights of stairs during a raid fight. I even had the curtosy of typing "emergency afk" before I left the keyboard. I was kicked from the guild for afk'ing on a boss fight, and called various insulting names.

Someone will die ONCE and some moron on your team will literally berrate him for 45 minutes calling him a retard non-stop. It's truly unbelievable to see people treating eachother the way they do on that game.

I'm very, very sorry to hear all this.  I think part of the reason that you don't see this stuff on isotropic is because there's really no opportunity for it, and I think Dominion tends to attract a certain type of person who's fine with a game that doesn't involve the possibility of backstabbing, trading, or having your team let you down.  There's some hardcore gamers I know who don't play Dominion because, well, you can't play like a dick and have it benefit you!

117
Game Reports / Re: Game Altering Hands
« on: June 24, 2011, 10:57:44 am »
I can't find the log but, I once misclicked and opened Silver/Copper.  That's about as game altering as it gets.

118
Dominion General Discussion / Re: Ironworks + Great Hall
« on: June 24, 2011, 10:16:40 am »
Throwing the Scout in there makes it better.  Suppose you have 5 cards in your hand, one of them being a Scout.  You play the Scout and draw two Great Halls.  Now the Great Halls can replace themselves and you draw more cards.  See also:

http://dominionstrategy.com/2011/01/11/combo-of-the-day-22-ironworksscoutgreat-hall/

119
Variants and Fan Cards / Re: Really bad card ideas
« on: June 23, 2011, 10:56:38 am »
It's too powerful having scouts and other look-ahead's. Before playing RR, you should shuffle the discard pile into your deck.
Hence why it's an awful idea.   ;D

120
Variants and Fan Cards / Re: Really bad card ideas
« on: June 23, 2011, 03:16:41 am »
Game Show Geekery:

Showcase Showdown $6

Draw Showcases of four cards for each player, face down.  Reveal the first two of each Showcase.  Each player makes a bid as to the total cost of the cards.  The player closest to the total cost without going over gains all four cards.  If any player is uniquely $1 or less away from the total cost, they win all Showcases.  If two or more players are $1 or less away from the total cost, they each win their Showcase. 

Have your pet(s) spayed or neutered.  If they already are, +$2.

Setup: Place a copy of each kingdom card not in use into the Showcase deck.

Press Your Luck $5

Hoping for Big Bucks and No Whammies, draw the top card of the Press Your Luck deck.  If it is not a Whammy, place it into your hand.  If you hit a Whammy, trash any treasure in your hand, and place the Whammy on top your deck.  Four Whammies and you're out of the game.

Setup: Place 10 extra copies of each Treasure card except Copper into the Press Your Luck deck, along with the Flokati Rug card, Trip to Knott's Berry Farm card, and the Double Your Treasure + 1 Action card.  Shuffle in 1 Whammy for every three cards.

Russian Roulette $4
-4 VP

Reveal the top card of your deck.  If you reveal a victory card, discard your hand.  If any other card is revealed, trash the Russian Roulette.  Each other player gains a Russian Roulette. 




121
First thought: Ensures 3 actions on your next turn after discarding a Tactician.

122
My game group and I tried a variant where we used the randomizer cards (including the ones you mentioned) shuffled in with the others.  If you happened to have the card with the dark blue backing, it did different things.  We tried that if it were a treasure, it'd give you double the money, and if it were a victory card, it'd give you double the points, and for the actions, we tried to make them into super version of themselves. 

123
Variants and Fan Cards / Re: Really bad card ideas
« on: June 22, 2011, 01:38:00 am »
Game Saver - $5

While this card is in play, if you gain the penultimate Province in the supply, add an extra Province to the supply.

124
Dominion Isotropic / Re: Decline of civility on isotropic?
« on: June 21, 2011, 03:16:12 pm »
It could let you know if it's impossible to win though.  "There aren't enough Victory Cards in the deck for you to win.  Resign?" 

125
Variants and Fan Cards / Re: What would you like to see in Dominion?
« on: June 21, 2011, 12:19:42 pm »

I had an idea like that a while ago, posted it on BGG.

Combining Curses with Actions and Treasures seemed like fun to me, but we have to be careful with the Curse dealers to not make them too powerful.


This might work better in a spin-off than an expansion. 

Pages: 1 ... 3 4 [5] 6 7

Page created in 0.079 seconds with 18 queries.