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Messages - mameluke

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301
ah. it's by default off--so go to the user settings on the main screen.

302
not working for me either.

303
Game Reports / Re: The Hail Mary Rebuild
« on: June 04, 2013, 03:49:53 pm »
Ruins and Estates, I think. I'd have to comb through the log again.


EDIT: OK, that's why he didn't go Province -> Duchy. Would have ended the game either way.

304
Game Reports / Re: The Hail Mary Rebuild
« on: June 04, 2013, 03:48:14 pm »
I think I described all of those scenarios, no? The only discrepancy is in the last one: I guess he should have taken Duchy instead of the last Province when he hit Province to keep the game alive. Huh. Actually now I'm not certain how many Duchies were left.

305
Game Reports / Re: The Hail Mary Rebuild
« on: June 04, 2013, 03:08:10 pm »
Correction: there were two Duchies left. So if he named Province and hit estate, he would have won. (+5 points)

306
while we're requesting things, any chance at the end of the log file we can get a list of what's in the trash and what's left in the supply, a la isotropic?

307
That's true, but I would imagine that the log file is still created while you're tabbed out--although that may not be the case.

308
Game Reports / The Hail Mary Rebuild
« on: June 04, 2013, 02:59:55 pm »
http://dom.retrobox.eu/?/20130604/log.50ab1a76e4b02bf1d5a3c855.1370371693398.txt

This was sort of a crazy game with Death Cart and Rebuild. I still haven't quite figured out Rebuild, and I'm thinking more and more that there are more cases NOT to name Province than I had thought. Anyhow, my opponent through up the Hail Mary pass at the end here. We had VP on, and he was down by 4. If he named Estate and hit Duchy, he would get the last Province and play his Death Cart for the last Duchy (e.g. +6 points). But if he hits Province, he loses (+3 points for the last Duchy). On the other hand, if he names Province, if he hits Duchy, he wins, but if he hits Estate, he gets the last Duchy and can only buy another estate (+3 points).

309
Dominion: Guilds Previews / Re: Preview #2: Doctor
« on: June 04, 2013, 10:16:28 am »
Great for trashing curses, not great for trashing ruins--unless you somehow know which one you have coming up in your deck.

310
Dominion: Guilds Previews / Re: Preview #2: Doctor
« on: June 04, 2013, 09:47:45 am »
What's the name a card part for? Trash the match between what you name and what you reveal? Otherwise super risky (e.g. reveal two colonies and an estate, trash the colonies).

311
Probably could be done based on the last line of the log, right? If it's your name, then flash the text?

312
any chance for a flashing "your turn!!" in case we tab out of goko?

313
Dominion General Discussion / Re: Best curse trashers?
« on: May 28, 2013, 02:39:01 pm »
It may also depend on how quickly you're gaining curses and other junk. Chapel might be better against Mountebank and Familiar since the junk comes in so very quickly, you might absolutely need to trash more than one thing at a time. Because of the price level of say, Upgrade, it'd be a lot harder to chain those and pull that off. And of course, 3+ players makes the situation even more dire.

314
Dominion General Discussion / Re: Best curse trashers?
« on: May 24, 2013, 06:28:01 pm »
In response to HME and others,

the best trashers are not always the best at trashing cursers. Apprentice and Salvager are the prime examples--good if they're the only trashers on the board, but with such a big list it's fairly often that there's more than one available. But those two cards were made for trashing other things--dead Sea Hags and Spice Merchants, estates, Border Villages, etc. But there are other cards, especially Remake and Upgrade that are great at trashing curses AND great at trashing other things. Masquerade falls into this class as well, because of the passing and +2 cards, and JOAT is also exceptional.

Great list, jsh.

315
Dominion General Discussion / Re: Best curse trashers?
« on: May 24, 2013, 01:23:09 pm »
I know this has been done to death here but I'm usually hesitant to get a curses if Masq is on the board.

316
Dominion General Discussion / Re: Best curse trashers?
« on: May 24, 2013, 01:19:32 pm »
My vote would have to be Forager. It's cheap, non-terminal, and pretty easy to get +$2. But even the normal +$1 isn't shabby.

317
Dominion General Discussion / Best curse trashers?
« on: May 24, 2013, 01:02:22 pm »
With Dark Ages and all of the other sets, we have a lot of different trashers. They all give different benefits, of course. Some are better at trashing curses than others, and this also depends on the cost -- e.g. Transmute is terrible, so is Develop, Bishop is iffy, and Junk Dealer is pretty good. How would you rank all of the trashers we have, considering their ability to trash curses?

for reference: http://wiki.dominionstrategy.com/index.php/Trasher

318
Dominion General Discussion / Re: Stupid Pet Tricks
« on: May 11, 2013, 01:51:34 pm »
Play a three Market Squares, play a Beggar, buy a Mint and trash all of those coppers. Since you played 4 actions, you can buy three Peddlers for free.

319
Rebuild is pretty strong. I just played it to great effect vs. a player who was going crazy with Goons. It was a Colony game, so it helped out that I got a huge number of colonies just from playing rebuild over and over and buying estates/duchies when I could, even with 3 cards each hand. (alchemist helped, too).

320
Rules Questions / Re: Trader / Ruins (or Knights)
« on: May 06, 2013, 02:25:10 pm »
Top three cards were Ruined Market - Abandoned Mine - Abandoned Mine.

I played Talisman and bought a Ruin: I gained only Ruined Market.
Next turn: I played Talisman and bought a Ruin: I gained Abandoned Mine, and then gained a Abandoned Mine.

321
Rules Questions / Re: Trader / Ruins (or Knights)
« on: May 06, 2013, 02:10:37 pm »
I tested the scenario in Goko, and buying a ruin with Trader in hand does indeed reveal the next ruin in the pile. Whoops.

I guess the edge case where this matters is with Fairgrounds, where you do indeed want to know if the next card is a different one from the one you're about to buy.

322
Rules Questions / Re: Trader / Ruins (or Knights)
« on: May 06, 2013, 01:56:44 pm »
I think Goko's mechanism is wrong, then, since the "gained" card shows up in my discard first, and then I get to reveal Trader and it goes back.

323
Rules Questions / Trader / Ruins (or Knights)
« on: May 06, 2013, 01:50:14 pm »
Let's say I have a Trader in hand and you play a Marauder. Ruined Market is on top. Do you give me the Ruined Market and reveal, say, a Ruined Village next, and then I reveal Trader and get a silver instead, and return Ruined Market (turning Ruined Village upside down), or do I show the Trader first, I get a silver, and we never reveal the card that is under Ruined Market?

324
Dominion General Discussion / Re: What is your favorite Promo card?
« on: May 05, 2013, 06:18:00 pm »
I don't like Governor at all. I'm not a fan of fast cards or of cards where having lots of just one card is the dominant strategy (ahem, Minion). It's just not interesting. I like having to buy at least 4-5 of the cards on the table.

325
Dominion Articles / Re: Junk Dealer, missing strategy article
« on: May 05, 2013, 06:14:36 pm »
Yes, but you get very little value out of that. (unless you're at $7, etc.) At least with collided terminals and Upgrade, you can get something of use out of it.

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