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Messages - ben_king

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101
Dominion General Discussion / Re: Dominion: Empires Announced!
« on: March 27, 2016, 11:49:14 am »
Does anybody know a reliable place to pre-order the new expansion?  I tried one for Adventures, but it didn't ship for a week after the release date.

102
Let's Discuss ... / Re: Let's Discuss Adventures Events: Save
« on: March 18, 2016, 10:35:36 am »
Saving Moat/bane/Trader/Watchtower can be awesome.

103
Other Games / Re: Donald X.'s new game Kingdom Builder
« on: March 14, 2016, 01:41:10 pm »
Very excited for Harvest!

By the way, does anyone have any organizational systems they use for Kingdom Builder?  Right now the most time-consuming part of the setup is trying to find all the correct ability hexes, and I imagine this will only get worse once we get Marshlands and Harvest.

104
Tournaments and Events / Re: Gatekeeper Games Tournament?
« on: March 14, 2016, 08:38:44 am »
My wife and I would definitely be interested in coming out to a tournament.  We probably couldn't make it out to a weekly Dominion night, but we may be able to do it now and then.

105
Goko Dominion Online / Re: Twitch Plays Dominion
« on: March 08, 2016, 10:12:30 pm »
TPP ran by taking the commands from chat and using them to pick which buttons to press on the Gameboy (or actually in the Gameboy emulator). I believe for later versions that were running on one of the touchscreen platforms that chat commands could include co-ordinates on the touchscreen to press. You probably could do it that way, but you'd then have so much random clicking everywhere, potentially even quitting the game. If you identified all the locations on the screen that would be clicked in a game (which gets tricky since it includes the various positions a card may be in your hand, along with the different arrangements of supply and related cards depending on things like Colonies, Potions, Young Witch, etc) then you could just give them names or codes or something.

Twitch playing games by suggesting moves in the chat is actually quite common.  The moves are then performed by the human.  Example:

106
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Haunted Woods
« on: February 29, 2016, 09:23:44 am »
I ran some simulations of haunted woods bm vs. wharf bm.
I don't remember exactly but I think wharf bm was a whole lot better.
It is slow to draw your deck with this because
 A you need to get twice as many
 B You have to wait a turn before you draw cards.
 Having all ten of these is pretty amazing because you can draw deck before your turn is started.
It is kind of like a mini tac without the downsides.
I think it is really good against a slog because not being able to buy anything every other turn kills a slog.

In an engine, I think this is often better to get, at least in the early game. If you have good trashing. Those 3 Cards at the start of the turn make a bigger difference than 2 cards. Now, mind you, Wharf drew you 2 cards earlier, but it is easier to set an engine off with an extra starting card. At least, that has been my experience.

I'm pretty sure though for BM, Wharf is better.

Also if you have trashing, the attack doesn't do much in the mid-game, since green cards are gone.  In the mid- to late game your opponent can actually use this to their advantage to put some cards in their next starting hand.

107
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Haunted Woods
« on: February 25, 2016, 11:25:57 am »
I think it's great that you can't pin a player with this.

All it takes is drawing one hand of five Curses.

But you don't have to buy a card, just skip your buy and draw 5 new cards. (unless Possession is involved)

108
Puzzles and Challenges / Re: Can you make a Bureaucrat pin work?
« on: February 24, 2016, 09:06:03 pm »
Stef uses a Bureaucrat pin here:  http://www.twitch.tv/stef_42/v/44303501

109
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Expedition
« on: February 12, 2016, 01:43:25 pm »
I wonder how powerful of an effect opening with this on 3/4 would be.  It would give you a high probability of spiking $5 or $6 on your second turn, but would also cause a shuffle.  This mechanic alone could have a great effect on the entire game, depending on what the $5-cost cards are and if you want any <$5-cost cards.  It seems like you'd be at an advantage on 3/4 opposed to 4/3.

I think opening with Expedition would be quite a bit worse than Borrow, since you probably won't buy anything that helps your deck on T1 or T3, plus you're not even guaranteed to hit 5 opening Expedition on a 3/4 or 4/3.

110
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Expedition
« on: February 11, 2016, 09:20:27 pm »
I've found it can be really good in mega-turn games or games where there's just not quite enough trashing or draw.  If, for example, I have a deck where I need to get 5 highways and my +buy cards in play, but I missed on getting it this turn, instead of getting a few more cards that really don't help my deck, I can buy 2 Expeditions and almost guarantee that I have my big turn.

I've played a few games where Expedition is part of your engine.  Buying an Expedition every turn can be the difference between a single Province almost-engine and a double Province engine.

111
First things first, great job hosting the tournament Adam!  It was really smoothly run and a lot of fun.

Second, I changed my username.  It turns out that having an unpronounceable string of letters for a username makes it hard to tell people at a meetup what your username is.  So now I'm the Dominion player formerly known as grsbmd, but henceforth known as ben_king.

There were a lot of really fun boards here, but the one I find myself still thinking about a few days later is the finals board:

Quote
Stonemason (Guilds)
   Border Village (Hinterlands)
   Stables (Hinterlands)
   Gardens (Base)
   Talisman (Prosperity)
   Market Square (Dark Ages)
   Moat (Base)
   Upgrade (Intrigue)
   Margrave (Hinterlands)
   Grand Market (Prosperity)
   Borrow (Adventures)

I had a hunch that my opponents were both planning to build an engine here (they seemed to be eyeing the top row of more expensive cards during the planning time), so that would allow me to go for Gardens largely uncontested, and there's some really great support for Gardens here.  I focused on getting Talismans and Market Squares early, using my Talismans to pick up a bunch of Silvers so that I'd still be able to buy Gardens after discarding from Margrave. 

It seems like there are two ways here that a Gardens strategy could win here: (1) empty piles before my opponents have their engines up and running (this seems tricky since 12 Gardens is a lot, but maybe Moat or Stonemason is a possible third pile) or (2) have such a large deck by the time Provinces run that 6-8 Provinces is not enough to beat me.  I'm not totally sure which option is better, as Talismans allow for a crazy number of gains per turn, either to empty piles or simply add Coppers to my deck for option 2.

Anyway, I didn't realize until the game was almost over that I should have been buying a Borrow almost every turn.  When I was getting hit by Margrave, I was making sure that I got $4 in hand, discarding Market Squares (which have the risk of drawing an Estate or Gardens).  But I should have simply been buying a Borrow any time that I didn't hit $4 and keeping the Market Squares in hand to increase the size of my deck.  Since I got hit by Margrave on almost every turn toward the end, the -1 card token is barely even relevant.

If I had played things right, I think I might have been able to eek out 2nd, and if everything had gone just right maybe even 1st.  Anyway, I had a blast and am thrilled to have finished at 3rd.  I can't wait for the next tournament!

112
Dominion General Discussion / Re: Dominion: Empires Announced!
« on: February 01, 2016, 08:52:36 am »
I'm so glad this finally is announced, so that I can tell everyone that you all should get this expansion!  I've been fortunate enough to get to play with some of the cards, and I think this might be the best Dominion expansion yet.

Isn't the new expansion always the best expansion? It consists entirely of things you're not (yet) familiar with.

Or do you mean that it's the best expansion yet, even taking that into account? In that case, that's a very tall order. And very hard to tell if you've seen only part of the expansion.

Sorry if this sounded too grumpy. It's okay to be super excited about the new expansion!

It definitely is tricky to separate the novelty from the quality of the expansion.  :)  But I think I've played with enough of the cards (~90%) that I feel confident in saying that after accounting for novelty, it's between Empires and Adventures for best Dominion expansion so far.  If you're a serious Dominion player, you won't be disappointed. 

And I totally agree with Adam about the new strategic directions.  It's gonna be fun to figure out how to play these cards right.  I envy all of you who will get your minds blown by the previews.  :D

113
Dominion General Discussion / Re: Dominion: Empires Announced!
« on: January 31, 2016, 07:33:14 pm »
I'm so glad this finally is announced, so that I can tell everyone that you all should get this expansion!  I've been fortunate enough to get to play with some of the cards, and I think this might be the best Dominion expansion yet.

114
Dominion General Discussion / Re: Super old quotes
« on: January 27, 2016, 10:38:14 pm »
It's easy to look back on past statements like Laboratory being the 2nd best non-attack $5 card card (http://dominionstrategy.com/2011/04/11/the-five-best-5-non-attacks/) and laugh, but Dominion was a much different game in 2011.  Some people think that Sea Hag was voted the best $4 card only because everyone was so naive back in the day, but if you only play with the expansions that were available at the time, Sea Hag is actually one of the most powerful cards in the game.  It's only with the last few expansions that strategy has tipped so heavily toward engines.

(on the topic of the first post, I wouldn't be too surprised if Ironworks/Gardens does win 50%+ with the cards available at the time)

115
It's not clear to me how Panther would interact with Watchtower or Transmogrify.  Which one takes precedence?

116
Rules Questions / Re: trashing a fortress while possessed
« on: January 18, 2016, 09:31:01 am »
...now two things simultaneously try to alter the normal trash...

I now think this is nonsense. Nothing is trying to alter the normal trash. In fact the whole idea of altering a trash action is nonsense.
The normal trash just happens. After it happens, two things try to respond to it, one trying to move it from the trash to my hand, the other trying to move it from the trash to set aside.

If that is correct, it should be irrelevant if the trashed card originated in my discard (Hermit) or in my hand (Chapel). I will have a choice in both cases, and the lose-track rule applies in both cases.

I think the on-trash reactions occur before the Fortress leaves play, because when you trash Band of Misfits as Fortress, you're able to return the BoM to your hand using the Fortress on-trash reaction.  But if the BoM had actually left play, the Fortress reaction should no longer be available.

EDIT: that seems to contradict what Donald says above, so maybe BoM as Fortress is just an exception?

117
Dominion General Discussion / Re: Disciple vs. Teacher
« on: January 07, 2016, 11:17:23 am »
I often get two Peasants, one to turn into a Teacher, and the other to keep as a Disciple.

And I've played a number of games where Disciple is the reason you go for Peasant at all.  So that statement doesn't seem all that controversial to me.

118
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Amulet
« on: January 05, 2016, 01:03:50 pm »
One of the biggest things about Amulet is that it's much more likely to miss a shuffle than Steward.  Some back of the envelope calculations give an 80% chance of trashing 4 cards before the 3rd reshuffle and Amulet a 14% chance of doing the same.

So the expected values of number of cards trashed before the 3rd reshuffle is:
Steward: 3.6
Amulet: 2.4

Of course, you have to balance that against the fact that you may be able to buy some cards on turns when you play Amulet, whereas you usually can't buy anything early when you play Steward to trash.

119
Thanks to everybody who came!  I had a great time.

120
Tournaments and Events / January 2nd Ann Arbor f.ds and friends meetup
« on: December 29, 2015, 08:29:57 pm »
To celebrate the end of the holiday season, my wife and I are planning an informal Dominion meetup in the Ann Arbor, Michigan area.  Since we had so much fun at the U-Con tournament, we'd love to get back together and play some Dominion with local f.ds members.

The location is still TBD, but it will be on January 2nd around noon.  If you have any interest in coming, you're welcome to come and bring any friends who might also be interested.  (and if you have any good ideas for a location, feel free to share that too)

We'll post more details soon.  But I hope to see you Saturday!

121
Variants and Fan Cards / Re: Building Materials card trio
« on: December 27, 2015, 11:46:45 am »
I think Foundation as it's written could have some infinite loop issues.  If you have no deck and someone plays an Urchin, you will continue discarding Foundation, then getting +1 card, discarding it again...

Maybe it could say that it's set aside and discarded at the start of your cleanup phase?

122
One good enabler I haven't seen listed here is Storeroom + Duchy/Duke.  Duchy/Duke decks typically struggle from getting overwhelmed with green cards.  With Storeroom (assuming no hand-size attacks), as long as you have a Silver in the other 4 cards in your hand or in your top 4 cards, you are guaranteed a 5-cost card.  So Storeroom continues to grab 5-cost cards even with a very low money density.

123
Does MF even go to BGG? Are they even aware of what the people are saying over there? I mean, these are the customers they really need to target. If they can't win over the casual audience, then they are screwed. Implementing Adventures will only get them so far, financially speaking.

My question is if MF Dominion fails, then what?

In the worst case, if Making Fun fails and DougZ doesn't want to re-open Isotropic, I've been working the last few months on building my own client (which will never see the light of day otherwise for copyright reasons).  It's still a ways from being ready, but if worst comes to worst, I'd happily open source it for the community.


124
Here are my experiences with the different boards.  It was a great tournament with really well-designed boards.  There are going to be a few themes that recur throughout:

1. Luck on my part
2. Saved by the bell (I was helped out by the match time limits more than once)
3. A, B, and C boards.  Certain strategies were either great or terrible depending on what the opponents did.
4. Pile control is tricky in 3-player games

4:  Duchess, Peasant, Secret Chamber, Chancellor, Fortune Teller, Remodel, Scout, Woodcutter, Counting House, King's Court, Seaway, Inheritance,


This was my first board in the big round.  My opponents were AHoppy and another guy whose name I don't quite remember (David?).  Outside of Peasant, Remodel, and King's Court, there's not much here that looks very good.  Counting house is good for occasionally spiking a King's Court, but with no trashing, it seems really hard to draw your deck even with Fugitive and a +1 Card token from Teacher.  I decided to go for Remodel + Kings Court (though maybe they would have just been better as Golds), but at one point, I did get suckered into inheriting Scouts, which did absolutely nothing for me.  I think AHoppy had a stronger deck than me here -- he was also inheriting scouts, but using them to get a large hand that he could discard with Secret Chamber.

Anyway, this game took a long time and ended on time rather than piles or Provines.  My Remodels, King's Courts, and Golds put me in a strong position to grab provinces before time ran out.  I drew a good final hand and ended up narrowly beating AHoppy.

2:  Gear, Duplicate, Horse Traders, Militia, Rats, Transmogrify, Apprentice, Saboteur, Raze, University, Ball

It seems like there are two strong things to do here: Gear+BM+(probably some trashing) and Apprentice+Rats.  I chose Apprentice+Rats, choosing not to go for Universities, because I thought the game would go so fast that Universities would be too slow to make much of a difference.  The opponent to my left (don't remember his name) didn't end up building a deck that really factored into the equation.  The opponent to my right (whose name I also don't remember, but she was wearing a fancy purple dress) built a real nice Rats+University+Apprentice engine.  Her Universities ended up being quite important.  I tried to be careful with piles, but the opponent to my left grabbed the penultimate Province and then it was over again before it got back to me.  I now wonder if Gear+BM is stronger.

7:  Forager, Gardens, Jack of all Trades, Mining Village, Throne Room, Treasure Map, Counterfeit, Rogue, Royal Seal, Storyteller

I played this game with Voltaire and Alyse (Roadrunner's mom).  Voltaire and I both really had a feeling that there had to be some kind of Storyteller-based engine here (the missing piece was realizing that we could use Storyteller to line up Treasure Maps), but we both ended up going with Jack + Counterfeit.  Voltaire beat me by one turn. 

5:  Poor House, Fool's Gold, Gardens, Rats, Taxman, Thief, Contraband, Horn of Plenty, Hunting Party, Mandarin, Alms, Bonfire,

I played this one with Jordan and another opponent whose name I don't remember.  Thief/Gardens is probably the thing to do here, but Jordan was my only opponent to pick up a Thief, and I think he only had one.  This opened the door for me to play Hunting Party + Horn of Plenty and get the whole Hunting Party stack.  Any fewer than the whole stack, and I think I would have lost.  I was able to grab Provinces consistently once I got a Mandarin and narrowly beat Jordan.

Semis:
B:  Shelters, Lookout, Smugglers, Watchtower, Spy, Ghost Ship, Tribute, Bridge Troll, Rogue, Hunting Grounds, Prince, Mission, Borrow

I felt like I was underwater pretty much this whole game.  Jordan opened with Ghost Ship and Liopoil got an early Bridge Troll.  The only way I was even able to stay close in this one was the Smugglers that I opened with and used to copy a bunch of Liopoil's engine parts.  Tribute was a key card for him,as he was able to Spy and get an action on my deck and then use Tribute to get enough actions for his engine.  I really wanted to build an engine too, but Jordan, the player to my left, was going mostly money, so Tributes would have whiffed for me. 

At some point, I spiked a Prince, which I wanted to connect with a Spy, but after top-decking it with Ghost Ship multiple turns to try to line it up with one, I had to settle for Princing a Lookout, which ended up being way better than it sounds.  I was able to put junk on top with Ghost Ship and then trash and discard the junk.  With a few well-timed Watchtowers, I was able to get some big turns and grab Provinces before time ran out.  Without the time limit, I have no doubt that Liopoil would have won this game.  His deck was much better than mine.

A:  Ambassador, Silk Road, Trader, Pirate Ship, Procession, Cultist, Pillage, Vineyard, Scrying Pool, Familiar, Save, Scouting Party

I was playing Voltaire and Dethwing here and I got stomped.  There are obviously a lot of junking cards here and Trader should be an OK defense, but you can't always have a trader in your hand, right?  (foreshadowing).  I figured at least one of my opponents would get a Cultist, since that's the only real way to draw your deck here.  I figured I'd get a bunch of ruins and not even mind that much, because I'd draw them all with Scrying Pool.  Fast forward a few turns, no one has a Cultist and since I opened with a Potion, I got my Trader later than everyone else and started getting snowed under with Curses and other Ambassadored stuff.  Voltaire discovered Trader/Save and was sailing smooth the rest of the game.  Toward the end of the game, I managed to trash quite a few curses and coppers with my Trader and tried to rush victory cards.  I somehow came within one of Dethwing, but in reality, it wasn't nearly that close.

C:  (No 5/2), Develop, Doctor, Market Square, Oracle, Armory, Bridge, Distant Lands, Band of Misfits, Nobles, Prince, Lost Arts, Pathfinding

My opponents here were shark_bait and iguanaiguana -- they were a riot.  I was third player, and after they both opened with a Doctor overpay, I was super nervous that I was missing the obvious opening.  I opened with Armory + Market Square (I think) and thought that I'd be more reliably able to line up Market Squares with trashing on a Doctor overpay.  I think that was the difference, that plus really bad Doctor luck from my opponents.  I was able to get a few golds and spike a Pathfinding, which I used to turn my Market Squares into Laboratories with buy.  A turn later, I got Lost Arts to make them into Lost Cities with buy.  After that, I grabbed Bridges and Oracles and had enough pile control to grab a Province and empty piles.

Final:  Platinum/Colony, Shelters, Peasant (bane), Hermit, Scheme, Watchtower, Fortress, Transmogrify, Young Witch, Band of Misfits, Graverobber, Royal Carriage, Upgrade, Ferry, Summon

I have no idea how I got into the finals.  I guess everybody else just beat each other up?  Opponents here were Adam and Roadrunner, who is hilarious by the way.  The thing to do here is just tricks with Fortress to run piles and grab a VP card before it's over.  That's pretty much what we all did, but Adam just did it a little better than Roadrunner or me.  Adam grabbed a bunch of Upgrades, while I tried some tricks with Summon+Transmogrify, using Scheme to make sure there was a Fortress on my deck.  Once again, pile control is tricky with 3 players.  I thought I had left enough cards in the piles, but Roadrunner had a turn between me and Adam, and obviously, he has to make his own deck stronger.  So Adam was able to find a way to empty the piles and grab a Duchy -- I was really hoping he would find himself one card short, because I had a hand that should have been able to end it on the next turn.

But I'm not disappointed at all.  I didn't feel like I had any business being in the finals anyway. Roadrunner and I tied for 2nd and he convinced me to play a tiebreaker game, even though it was after midnight.

Tiebreaker:
T: Chapel, Stonemason, Market Square, Bridge, Gardens, Ironworks , Talisman, Council Room, Jester, Border Village, Traveling Fair, Ball

Not much to say here.  I went for the engine, which I think can win on this board.  Roadrunner went for Gardens.  After both my opening buys missed the shuffle, I pretty much gave up.  Props to Roadrunner.  He definitely deserved 2nd place.

I have to say that all the F.DS members there were all great people.  Can't wait to run into you all again soon.  Thanks to Elestan and ADK for running the tournament!

125
Summon/Transmogrify was pretty good. Grsbmd used it quite a few times in the finals to good effect.

Transmogrify's main drawback is that it's really slow and can miss shuffles, but Summon gets it in play right away if you want it.

Along those same lines, you could probably also Prince a Transmogrify and have it be pretty good, though I've never actually tried this.  Since it's the start of your turn when you play it, you can call it back right away and discard it every turn (I think Prince should still be able to set it aside even though it was on the Tavern Mat instantaneously).  It would be similar in spirit one of those Procession-based engines, I guess.  On some boards, it might be great, but a lot of times, there's probably something better to Prince.

Edit: :( I guess we'll just have to stick with Summon + Transmogrify

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