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Topics - ehunt

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151
Dominion General Discussion / I really like Candlestick maker!!
« on: August 16, 2013, 10:52:30 am »
Hello folks, I recognize I sound like the meme with the hippopotamus that likes things but doesn't know much about those things, but, having played only a couple games with candlestick maker in my life

---> it's great with peddler
---> and tactician/vault decks
---> and vineyard, although not as good as herbalist, but that in and of itself something that makes me happy because it's a nice edge case when someone is like "candlestick maker is better than herbalist"

i mean buying one IS sort of like buying a copper so it's not always good. you have to sort of think about it. what a card! I just love it. Well-designed.

152
Goko Dominion Online / goko question
« on: August 09, 2013, 12:51:14 am »
how do i put some but not all of my treasuries back on top?

153
Goko Dominion Online / questions about goko lobbies
« on: August 05, 2013, 11:15:53 pm »
is there any difference between the lobbies? it is sort of weird from a functional perspective-- it seems like they all are the same, but then some of them fill up -- but it's desirable to keep clicking on the filled up ones, because they hover around 50 people, which leaves room for one or two open games while the other games are playing, whereas the ones that hover at lower populations don't have as many open tables?

154
Goko Dominion Online / anyone want to play on goko?
« on: August 05, 2013, 12:44:33 am »
i decided to try out goko, but i can't get a game except with the base set because i have a guest name -- is anyone online who would let me try a few games with all the cards?

155
Innovation General Discussion / most points scored in a turn?
« on: April 13, 2013, 10:37:41 am »
in this game, i go for fermenting and reformation, but my opponent techs up and manages the same thing with industrialization. i'm aimlessly sharing atomic theory mostly just to try to cover up his stuff, when all of a sudden i meld suburbia, a card that i usually ignore, that scores me 99 points

http://innovation.isotropic.org/gamelog/201304/13/game-20130413-073315-63ac45db.html

156
Innovation Game Reports / lucky win
« on: April 08, 2013, 09:07:58 am »
This should go in the "dear my opponent, I am sorry" board...

http://innovation.isotropic.org/gamelog/201304/08/game-20130408-060523-e7b496c7.html

157
Dominion General Discussion / adventurer can be good in colony games
« on: April 03, 2013, 02:27:48 pm »
Sorry, I was going to argue this in a more obscure subforum, but I thought it deserved its own thread (and the thread the adventurer-bashing came up in has veered off in another direction). I think this is a bit of an ignored area of strategy. The reason adventurer is so bad is that in an ordinary game, adventurer trades off with gold, but doesn't produce as much money on average as gold except with a bunch of work, that should probably be spent making some other strategy work instead. Add in that it's a terminal action and it's rare you'll want an adventurer.

With colony, adventurer is better. Not good, but better. In particular, a better buy than gold, starting relatively early, if you don't have another terminal action, because the expected value of the adventurer goes way up in a deck with even one platinum.

That is all.


158
Innovation General Discussion / tools sadness
« on: March 18, 2013, 07:51:26 pm »
Several times I've seen someone try to return a 3 to tools and instead return it to the first command, getting nothing and losing the three. (I made this mistake once myself.)

159
Game Reports / terminal hell
« on: March 07, 2013, 10:11:26 am »
this is the most interesting board i've played in a long time with no cantrips. it almost has no draw as well. it's a colony game, and we have (after veto). what would you do? i think it's clear that the goal is to king's court a mountebank before the opponent does the same. but how?

cards in supply: Colony, Contraband, Goons, Jack of All Trades, King's Court, Monument, Mountebank, Pirate Ship, Platinum, Saboteur, Vault, and Venture

http://dominion.isotropic.org/gamelog/201303/07/game-20130307-070520-47ea4723.html

160
Innovation General Discussion / ragequit ethics
« on: March 06, 2013, 01:00:43 pm »
this discussion has been hashed and rehashed for dominion, but how do we feel about resigning in innovation? my dominion instinct is to resign often; should i rein it in?

161
Innovation General Discussion / stalemate?
« on: March 05, 2013, 02:47:57 pm »
something funny happened just now - I resigned, so I don't have the log.

Anyway, after achieving two, three, and four, my situation has stagnated. Meanwhile, my opponent has Democracy, which puts three 8s in the scorepile. I do have leaves on my opponent, so I can Anatomy two 8s away per turn. Unfortunately, my opponent has red-factory-looking-thingies on me, so my opponent can just reproduce them with Machine Tools. If I don't attack my opponent's score pile every turn, my opponent will easily snowball to the win. On the other hand, my opponent has no cards in hand or real source of draw. If my opponent spends time drawing cards and thus lets me annihilate the 8s in the scorepile, my opponent can't get them back except through the slow process of democracying away cards. So my opponent is just dogmaing machine tools twice per turn, and I'm dogmaing anatomy right back. I decided I should resign, since I'm clearly going to lose if I stop, and probably going to lose if my opponent stops.

162
Dominion Isotropic / isotropic out?
« on: March 03, 2013, 02:08:27 pm »
i've been trying to get obsessed with innovation now that dominion is going away, but that's not working either!

163
Rules Questions / band of misfits as a hermit
« on: March 02, 2013, 01:52:06 pm »
if I play band of misfits as a hermit, I gain a madman (this is clear from FAQ for band of misfits). Do I trash the band of misfits? I'm pretty sure the answer is no. However, argument for yes: hermit says "trash this." at the point in time when band of misfits is being discarded from play "this" no longer refers to BoM (because BoM no longer is hermit) and so what is there to trash?

165
i play veto mode most of the time, so it's no surprise to me that people don't like, say, tournament (ugh. tournament.) but i'm always surprised that no one else vetoes embassy.

166
Simulation / prizes
« on: January 24, 2013, 02:01:00 pm »
i would like to know the answer to the following:

imagine that followers is a kingdom card costing n.

Player A's strategy is to buy only money and green cards.
Player B's strategy is to buy only money until he can afford followers, at which point he buys it, then to revert to buying money and green cards.

What is the smallest value of n such that player A is expected to defeat player B?

(assume player B's play strategy for followers is just "always play followers," that player A's discard strategy is the obvious one, etc., if there are choices. also note that in the presence of followers Player A may wish to buy duchies later or earlier than "standard," probably later.)

167
Mafia Game Threads / the parity argument
« on: January 10, 2013, 09:57:10 pm »
This keeps coming up, and I keep forgetting to post about it when I'm not playing a mafia game (I feel a little weird posting mafia theory while playing a mafia game). Anyway, why an odd population is more pro-town than an even population with one extra townie.

Counting by "how many mislynches can town afford?" is a very useful way to think clearly about some theory issues - my friend explained it to me.

Suppose there are an odd number of people. I am going to say 7 town and 2 mafia, but the principle is always the same. Then town has a starting mislynch number of 2. If town no-lynches, there will be 6 town and 2 mafia the next day, which has a mislynch number of 1. Clearly no-lynch is a mistake. The town may as well have picked someone to lynch at random. It would have the same effect on the mislynch number, and give a free shot at scum.

On the other hand, suppose we started with 8 town and 2 mafia. The mislynch number is still 2. Voting no-lynch strictly decreases the probability of a mislynch from 8/10 to 7/9. Therefore, a no-lynch vote is good.

168
Game Reports / kc + bridge + igg
« on: January 06, 2013, 12:19:20 pm »
one interesting phenomenon in Dominion is that cards that nobody buys can still have a strong influence on the game. On this board, it's clear that the goal is to king's court three bridges before your opponent does that. But how do you do it with IGG in the way? My own play is spoilered below (spoilered not because it is unexpected or clever but because I'm interested in first reactions.)


cards in supply: Adventurer, Bridge, Golem, Ill-Gotten Gains, Jack of All Trades, King's Court, Laboratory, Potion, Royal Seal, Vineyard, and Woodcutter



----------------------

here is my play. it takes me 15 turns to get to kc kc bridge bridge bridge, which is slower than what you would get solitaire, because of a jack of all trades that i used to preempt IGG. i only bought one IGG myself, which does not appear to have slowed my opponent at all. 

http://dominion.isotropic.org/gamelog/201301/06/game-20130106-090114-95c2a64b.html

169
Game Reports / there's so much going on here - how would you play it?
« on: December 22, 2012, 10:52:29 am »

Ambassador, Bishop, Fishing Village, Fool's Gold, Inn, Ironworks, Smugglers, Vineyard, Warehouse, Wharf.

several power cards that interact with each other in funny ways.

my own decision in spoilers, which i am not defending as the correct play

I forewent ambassador, opening fishing village/ironworks. my vague thought was that I would grab an ambassador once i had a wharf and in a worst case scenario could rush ironworks/vineyards if my opponent went heavy with ambassador. meanwhile ironworks would be nice with fool's gold or vineyard.

anyway, it wound up not going the way i expected, because my opponent also forewent ambassador, so i have no idea if my decision was correct.

http://dominion.isotropic.org/gamelog/201212/22/game-20121222-074635-a9121418.html

170
Game Reports / kc + ?
« on: December 17, 2012, 11:03:36 pm »
i use inn to set up a king's court megaturn with an... interesting... choice of terminal.

http://dominion.isotropic.org/gamelog/201212/17/game-20121217-200123-b6b10a92.html

171
Game Reports / transmute being useful
« on: December 06, 2012, 02:26:20 am »
this is a funny board. on the one hand there's a lot going on (witch, goons, possession) that greatly changes the game. on the other hand there's no extra actions, and the only cantrip is peddler. i wound up getting way overloaded on actions (i drew goons + smugglers + witch at the bottom of a shuffle twice early) but winning in part for thinning out curses.

http://dominion.isotropic.org/gamelog/201212/05/game-20121205-232418-9be066f9.html

172
Dominion General Discussion / optimal play?
« on: November 02, 2012, 04:37:42 pm »
it's a two player game with only money, the standard green cards, duke, and silk road. what are your buy preferences?

173
Game Reports / apothecary, then alchemist
« on: October 27, 2012, 09:41:13 pm »
i started this one torn between apothecaries and alchemists and decided to go apothecary first and transition in. my shuffle luck was perfect and it wound up awesome. is this typical?

http://dominion.isotropic.org/gamelog/201210/27/game-20121027-183516-27ddbcea.html

174
i have no idea. i just do it sometimes.

(ok, i have some idea. but not much of one.)

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