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51
Game Reports / Games that stand the test of time
« on: July 03, 2013, 05:23:47 pm »
Sometimes you have those memorable games that you just can't forget.  This one comes from the DS Championship of 2012.

http://councilroom.com/game?game_id=game-20111223-120231-4196d38e.html

What stands out to me in this game is that the BOMMinator achievement was gained.  Interestingly, it was also very likely the optimal play as well.  It isn't often that you can have a game where the optimal play results in no actions being gained.  But in this game, the 5/2 start combined with a Royal Seal/Hoard/Gardens combo resulted in a unique situation where I literally had no chance wherein buying an action card would have improved my chances of winning.

Anyone else have any cool unique games that you just can't seem to forget regardless of how long it's been since they've been played?

52
Crossposted from BGG

http://boardgamegeek.com/thread/1000481/the-fourth-pillar-of-boardgaming

Quote
I feel the need to include this caveat. Be careful of who you play with. Dominion is a game which can lend itself to people who over-analyze the game and can develop strategies which can absolutely destroy you. This of course sucks all the fun out of the game, so avoid these people when you play. This allowance of enjoyment-sapping engine-obsessed players could be seen as perhaps the games only flaw.

Edit:  I fail at abbreviating BBG vs. BGG

53
Game Reports / Courtyard/BM was probably better...
« on: June 21, 2013, 05:35:16 pm »
But the potential combo was irresistible!

http://dom.retrobox.eu/?/20130620/log.50ea2963e4b0429cfe091cec.1371767146055.txt

The combo here is Stonemason/Peddler into a Courtyard/Bank/Tactician type of deck.

I open with a $4 Stonemason => 2 Courtyards / Silver.  The idea is to get Peddler on $6, use Courtyard to line up the Stonemason/Peddler, gain a couple of Banks, then get a couple of Tacticians and use the top-decking of Courtyard to control draw and ensure that I always have have Tactician hands rather than normal ones.

Unfortunately I'm only able to line up both Banks on one of my Tactician hands, but it still comes through in the end as my opponent misses Province on his last turn allowing my Province/Duchy hand to pick up the game.

Just plain Courtyard/BM with Tactician would probably have been a better choice, but the allure of the obvious Peddler/Stonemason combo was just too good to pass up.


 

54
Innovation General Discussion / Shared Mathematics
« on: March 21, 2013, 07:02:15 pm »
This probably isn't new to many experienced people, but I've ran across this situation a couple of times these past couple of days and it proved to be exceptionally powerful!  Perhaps my opponents didn't respond to it correctly but it still seems worthy of a mention.  The idea is that you intentionally share Mathematics to tech up 2 ages in a single turn.  Because you draw a card from the sharing bonus you automatically have the card in hand required for Mathematics (barring Blue draw/meld).  The 2 games I've done this I've managed to tech up significantly farther ahead of my opponent and win from using Composites in one game and Bioengineering in the other. 

55
Innovation General Discussion / trading one iso for another iso
« on: March 15, 2013, 09:53:53 pm »
I don't know if this was the intention with putting Innovation of isotropic, but man is it GENIUS.  What site is popular with THOUSANDS OF PEOPLE playing daily?  Dominion isotropic.  What site is being shut down soon due to an official online verion?  Dominion isotropic.  What are these thousands of people going to do when dominion isotropic goes down?  They are going to look for new ways to spend there time.  A logical replacement is either Dominion on Goko or Innovation on isotropic.  Given the public response to Goko, I'd wager that many people will give Innovation a try (including me).  And if anyone is like me they will quickly fall in love with Innovation and end up buying the game.

I haven't started playing innovation yet (haven't even made it completely through the rulebook) but I'm gonna throw this phrase out there now and see if it happens....

Level 40 or Bust!

See ya guys on isotropic

56
Dominion Isotropic / Figured we'd see some of these guys
« on: March 14, 2013, 10:05:11 am »
52.912 ± 10.887   40   857   goldeagle2 ▲ 13

28.945 ± 12.745   1751   129   DJR011180 ▼ 13

On CR, he has 1 game played against DJR011180 yesterday yet he raises 13 levels  DJR011180 has 1 games played against goldeagle2 and loses 13 levels.

Q.E.D.

57
Game Reports / Discussion on Scrying Pool/University
« on: March 04, 2013, 09:30:48 am »
Inspired by this game.

With both cards at the $2P price point, they directly compete for purchase.  They also are both integral to deck construction as Scrying Pool's pick up action cards and Universities gain action cards.  The dilemma that comes is you want Universities to gain a bunch of action cards, but you want Scrying Pools to play a Bunch of action cards.  So how do you go about deciding what order to acquire these cards.

In the game above I opt for a single University before switching to the Pools.  My reasoning is that I want the first one to be able to get my first Witch, but rather than get more Universities for more Witches/Markets, I would rather focus on Pools in order to play what I have more frequently.  I know that there may be others who have different opinions about how to make this decision.  So I'm asking your guys what your thoughts are about this decision (both in my game and just in general).  And before you say "It depends on the kingdom," describe a kingdom which may cause you to lean one way or another on making the decision between Pools and Universities.

58
Non-Mafia Game Threads / Chess: Morgrim — f.ds
« on: February 01, 2013, 03:36:54 pm »

59
Dominion Isotropic / Anybody???
« on: January 24, 2013, 05:59:29 pm »
Automatch is being slow.

Any forumers up for some games.  I'll be on for the next 40 minutes.

60
It's about time this one got going.  I'll be first to swallow my pride.

In an otherwise close game against SadPanda wherein I trash a Province.  My brain was stuck on "Province" and told myself that I needed to click on the "Province" button to get one....

Code: [Select]
--- shark_bait's turn 16 ---
   shark_bait plays a Worker's Village.
   ... drawing 1 card and getting +2 actions and +1 buy.
   shark_bait plays a Governor.
   ... getting +1 action.
   ... shark_bait trashes a Province.
   ... There's nothing for shark_bait to gain.
   ... TheSadPanda trashes a Silver.
   ... TheSadPanda gains a Gardens.
   shark_bait plays 2 Coppers and a Gold.
   shark_bait buys a Gardens.
   shark_bait buys a Copper.
   (shark_bait draws: an Estate, a Province, 2 Coppers, and a Worker's Village.)

61
Game Reports / Combo: Vault/Caravan
« on: January 21, 2013, 11:15:36 am »
Yes, yes, I know that this is a pretty obvious combo because Vault scales so well with hand-size.  But I just played a game with this yesterday and there was one thing in particular that stood out.  Most people are aware of the Vault/Gold =>Province trick that allows for heavy greening in Vault BM decks.  Now consider adding Caravan to your Vault BM deck.  On turns after you've played a Caravan, it is only necessary to have Vault/Silver for Province.  If you manage 2 Caravans you automatically have Province with Vault in hand. 

In the game I played, Sea Hag was also present making it slightly more difficult to work up to Gold.  The presence of Caravan gave me multiple Province turns due to the Caravan/Silver/Vault interaction described above.

http://councilroom.com/game?game_id=game-20130120-201649-10a74342.html

62
Game Reports / <$4 Cost Deck
« on: January 18, 2013, 01:09:22 pm »
I played this interesting game yesterday and thought I'd share with ya'll

http://councilroom.com/game?game_id=game-20130117-153555-6a18046e.html

Colony, Grand Market, Hamlet, Herbalist, Ironworks, Menagerie, Monument, Platinum, Scheme, Talisman, Thief, and Walled Village

The important thing to realize about this game is that there is absolutely no need to obtain hands with $5 or greater spending in the early stages of the game.  There are no $5-cost cards and GM takes too long to obtain.  Midgame you could use Talisman/+Buy to make great use of high money hands, but that simply won't happen early.  Therefore, it is possible to to get away with an IW/Scheme opening to work on gaining cheap engine components as fast as possible.  Hamlet/Menagerie make an obvious combo and their depletion happens exceptionally quickly.  After that, it is just a matter of depleting a third pile while obtaining points.  Monument does both of those and can be gained via IW and Talisman.  Overall, a fun game highlighting the use of a cheap engine for a fast 3-pile game while still gaining a non-trivial amount of points.

EDIT - To those who have pointed out the most profoundly astute revolutionary idea that Duchies cost $5, by golly you guys are geniuses.

In all seriousness though, $5-cost Duchies are irrelevant in constructing and maintaining the deck, they merely provide a means of controlling the game as 3-pile becomes closer.

63
Game Reports / My First Game on Public Goko!
« on: January 06, 2013, 09:25:47 pm »
So I participated in the beta and haven't played since around August or September due to my frustration with the interface.  On a whim I decided that I wanted to play some DA tonight and I made my public Goko account.  That being said, I present to you my first game on public Goko.  This is a 4-Player game.

Cards in the Kingdom:  Hermit, Smugglers, Bishop, Bridge, Coppersmith, Fortress, Gardens, Scavenger, Walled Village, Mine

My first initial thought upon seeing the Kingdom is the Bishop/Fortress golden deck.  But after thinking about it for a bit I decide to do something different.  There are multiple Villages present and there is great synergy with Bridge and Hermit.  To finish things off there is Madmen for the +Draw as well as +Action on the game winning turn.

http://dominionlogs.goko.com//20130106/log.5067a71bfca284ca612070b1.1357524849029.txt



64
Game Reports / Complicated Engine Construction
« on: January 04, 2013, 03:33:13 pm »
Just played this one with Trusty Mead

The set is Festival, Island, Library, Nobles, Nomad Camp, Remake, Royal Seal, Scheme, Walled Village, and Woodcutter.

This set has disappearing money/Library redraw written all over it.  The question is how to play this set optimally.  There are so many appealing remake targets from $3 to $6 and there are numerous ways to score points with Remake into Island, Duchy, or Nobles.  With +Buys floating around like sawdust in a carpenters shop, you can pretty much buy as much as you like as long as you have the coin.  This is such a complicated set where the order of engine component acquisition is so important.  I'd love to get others opinion on how they might approach this set.

Here's the log for those interested.

http://dominion.isotropic.org/gamelog/201301/04/game-20130104-122040-dda8d3b3.html

65
Other Games / Stone Age Strategy
« on: January 04, 2013, 01:00:57 am »
I've just started playing this game over the Christmas break and find it quite enjoyable.  Lately I've been going heads up against my cousin and I find this style to have quite a high skill cap considering much of the game focuses on dice rolling (I was able to take one game from him wherein he rolled 5/6 for his first 4 presents and also got a double 5 from one of mine).  What I like about two player is that you must balance denying your opponent while picking up huts/cards in such a way to maximize there use.  Also present in 2-player is the order in which you put down your people.  There is also the ability to control the endgame by focusing on cards or a certain hut pile.  IMO, this is a great game with a lot of intricate strategy.  And like dominion, is most balanced and least political best with 2 players.


66
Council Room Feedback / Possible New Feature
« on: December 23, 2012, 09:42:23 pm »
First off, I know nothing of programming so I am both unable to do this myself and unaware of the time costs to implement this. 

That being said, one thing that has always intrigued me is player winning percentage in regards to the various end-game conditions.  Those conditions being Province, Colony, and 3-Pile.  I've always had a suspicion that 3-Pile is my specialty, but I have no numerical way to back this up.  I think this would be a neat addition to the already awesome player pages.

67
Game Reports / X Marks the Spot!
« on: December 13, 2012, 09:58:06 am »
My opponent went for Salvager/Farmland to take care of excessive curses in a Sea Hag slog.  Midway through the game I decided to take a different approach to great success.  Before the turn shown below I had purchased 4 Treasure maps knowing that I had enough money density to reliably hit $5 at the end of the reshuffle.  It worked out that I could shuffle in 4 Maps and an Inn resulting in 7 cards on top of my deck, almost a guarantee for hitting the jackpot.  Definitely a fun way to utilize one of my favorite cards!


Code: [Select]
— Land of Hinter's turn 17 —
   Land of Hinter plays an Inn.
   ... drawing 2 cards and getting +2 actions.
   ... discarding 2 cards.
   Land of Hinter plays a Treasure Map.
   ... trashing the Treasure Map.
   ... trashing a Treasure Map from hand.
   ... gaining 4 Golds on the deck.
   Land of Hinter plays a Treasure Map.
   ... trashing the Treasure Map.
   ... trashing a Treasure Map from hand.
   ... gaining 4 Golds on the deck.
   (Land of Hinter draws: 5 Golds.)


http://dominion.isotropic.org/gamelog/201212/13/game-20121213-065150-8f9cf87f.html

68
Game Reports / Circumventing Familiar
« on: December 06, 2012, 11:23:49 am »
I forgot to save the log, but I thought I'd share this interesting game.

Key Cards - Familiar, Crossroads, Cutpurse, Nobles, Upgrade, Mint, Tactician.

As in most games, Familiar is the Elephant in the room.  There is no avoiding that huge menace.... or is there???  My opponent opens Potion/Silver and I opt for Cutpurse/Silver.  Familiar chokes hard if you miss getting it early.  My thought was that with Cutpurse, I could hopefully deny him an early Familiar.  The plan worked as I denied his first Familiar and as a consequence did not get my first curse until Turn 9.  By initially upgrading Curse/Copper over Estate and picking up Crossroads, I was able to maintain a smallish deck that easily handled the light influx of curses.  With Tactician and Upgrade, I was able to pick up a double Familiar turn even though I started the turn with 1 Potion in my deck.  His deck was ill equipped to handle the curses as I was able to hand him about 4-5 of them.  Mint and Upgrade with Nobles/Crossroads for draw then quickly build my deck up to double Province buying power to quickly end the game.

69
Dominion Videos and Streams / Advice Wanted
« on: December 03, 2012, 01:48:28 pm »
I'm thinking about recording my DSC2012 matches.  Do any of you who do this already have any advice/links to things that would be helpful for making the highest quality streams?  Thanks in advance!

70
2012 / The Rising Jaguar
« on: December 03, 2012, 10:40:43 am »
As we all know, last year's tourney was a marquee event in the dominion community highlighted with many great headliner stories.  But perhaps the most celebrated was the story of the underdog(cat) Rising Jaguar making a historic run through the tournament culminating in a 3rd place victory against WanderingWinder.  Last year, he was the 47th overall seed making this year's "Rising Jaguar" Geronimoo.  However seeing as Geronimoo has been ranked #1, I would hardly classify a run by him a Cinderella story.  So who will it be this year?  I'm going to have to go with overall seed #41 and US Champ dondon151.  With a mere 207 iso games logged I feel he is a grossly underrated and highly skilled player.

71
Game Reports / Thoughtful Kingdom
« on: November 12, 2012, 06:11:04 pm »
Here is perhaps one of the coolest kingdom's I've seen in awhile.  With both of us getting 3/4 starts, I felt that I needed to know both of my opponent's buys to make the correct opening myself.  The game ended mid game to to connection problems with my opponent but I think this game is well worthy of a discussion.

To start things off, Embargo (which is the bane) throws a wrench in everything.  Young Witch seems like a must.  Silk Road looks good, but oh wait... Embargo.  Scrying Pool/Jester add some nice synergy, but again... Embargo.  What about when the curses run.  Bishop would be nice, but then my opponent can just trash his curses.  This was a crazy thoughtful game and I just thought I'd share it with the community.  To close, I planned on trying to run out the curses and then make a play for SR/Estate for the 3-pile. 

http://dominion.isotropic.org/gamelog/201211/12/game-20121112-150427-e8b94865.html


72
Dominion Articles / Combo: Ill-Gotten Gain/Develop
« on: November 01, 2012, 01:39:30 pm »
Combo:  Ill-Gotten Gains/Develop

If you are reading this article, I’m sure that you are well aware of the infamous IGG/Duchy rush strategy.  In fact, this very strategy has been featured on the front page of the blog already.  The gist of this strategy is to buy things that are good at getting $5 and then when you have $5, you buy IGG.  Some exceptionally good enablers for getting to $5 include things like Ironworks, Horse Traders, Silver, etc…  You continue to buy IGG until around 2 are left in the supply and then start pounding the Duchy pile.  For a more complete discussion about the traditional IGG rush, I would recommend reading the article already posted. 

One card that has incredible synergy with IGG is Develop.  There are a few things that make Develop ideal for synergy with IGG which are summarized below:

1.)    It doubles the effective value of the card being trash – The main benefit here is that much of IGG’s cost is present in the on-gain ability.  When the card is in your deck, it would probably be a $2/3-Cost card because it is almost strictly worse than Silver with only strategies involving Gardens, Trader, Coppersmith, Counting House, etc. actually wanting the extra copper.  So let’s put this in the perspective of what Develop is doing; develop is essentially taking a $2/$3 cost card and converting it into both a $4 and a $6 cost card.  This leads me into the second point about develop…

2.)   It puts the gained cards on top of your deck – That pretty much sums it up.  The gained cards go on top of your deck.  The implication is that you get the benefit of them immediately on your next turn.  You don’t have to wait for a reshuffle and hope that they are on top of your deck.  You get them right away and thus the benefit right away.  This becomes essential toward the end game when you don’t know how many turns will be left.

3.)   It is cheap – Why does it matter that Develop is cheap?  The cheapness (only costs $3) means that you can buy it essentially whenever you want.  You don’t want to open with it because it will hinder you from your initial purchasing of IGG.  You want it sometime mid game when the IGG are running low and it’s about time for the Duchy* rush

*You are not playing a Duchy rush

Okay, so I’ve went through the individual reasons for why this works, it’s time to put it all together.  You are converting your lousy IGG into two powerful cards which will get you Provinces and not Duchies.  You will still probably end the game on Duchies, but the goal is to obtain enough Provinces to overcome a loss in the Duchy split.

With this combo, you will be using Develop to trash your IGG and place a $6 Gold and a $4-Cost card on top of your deck.  You want the $4-Cost to give you the best chance at reaching $8 on your next turn.  For that reason, terminal cash is often the best route.  And thankfully there are a lot of options as shown below:

The Candidates
Navigator
Nomad Camp
Cutpurse
Horse Traders
Conspirator
Bridge
Salvager
Militia
Monument   
Scavenger
Death Cart
Coppersmith
Remodel
Smithy

With the cards listed above most of them will net you with $5 from the 2 cards.  That means that in your other 3 cards, you must get $3.  With the amount of Copper, IGG and Silver in your deck already, that should usually be quite manageable.  There are a few different options in the list.  Trash for benefit cards like Salvager and Remodel will ensure that you get the Province at the cost of trashing the Gold.  Smithy runs off the assumption that you have mostly cash and drawing 3 cards will result in the required funds.  Horse Traders assumes that of the 3 cards, 1 will either be a Silver or an IGG. 

With this strategy, even though you are buying green, you are still improving your deck.  The consequence is that subsequent passes through your deck will find these improved cards which will result in even greater chances for hitting $8 again.  This deck even has the added bonus of having a built in safety feature.  If your Develop and $4-Cost card clash, simply develop the $4-Cost into an IGG/Develop thus guaranteeing development of IGG into Gold/$4-Cost next turn.  Once you've picked up a few provinces in this manner, your opponent will realize what is going on and if they have not followed you with a develop strategy, they are doomed to lose.  Their main source of victory is also their path to defeat.  They can not buy Duchies because you are winning and that accelerates the 3-pile.  And it is very clear that they will not be able to buy as many Provinces as you.  So when running this strategy, you still want to buy Duchies, but your primary objective is to get some Provinces so that you will comfortably win by piling out the Duchies.

73
Dominion Articles / Mystic
« on: October 31, 2012, 11:46:22 am »
Mystic

Far sights await you
Knowing the future is key
Reclaim what you know


Mystic – Action $5

+1 Action
+$2
Name a card. Reveal the top card of your deck. If it’s the named card, put it into your hand.

This is really quite a simple card.  When guessing correctly, it is a cantrip card that gives +$2.  It is really that simple.  The fun in this card is making sure to get that extra +Card.  We are already Familiar (pun intended) with the text portion as we saw that in Wishing Well way back in intrigue.  By correctly guessing, or should I say knowing, the top card of your deck, you may place it in your hand.  I say knowing, because that is where the true power of Mystic comes from.  The key different between Mystic and Wishing Well is the lack of +Card in the simple text.  With Wishing Well, you are forced to draw the top card of your deck before you guess.  This means that you must know more than just the top card of your deck.  You must know the top of your deck to a depth of at least 2 cards.  This distinction greatly affects the ability to use Wishing Wells text with certainty.  Wishing Well therefore only combos with Navigator (needs village), Cartographer, Apothecary, Wandering Minstrel (kinda) and yes I’m really saying this, SCOUT!   Mystic lacks the initial +Card meaning that you can combo it with so many more things.  These include the following and are sorted in terms of how the combo works.

Cantrip Actions

$2 -Pearl Diver
$2 -Vagrant
$2P - Apothecary
$3 - Lookout
$3 - Wishing Well
$4 - Spy
$4 - Ironmonger   
$4 - Wandering Minstrel
$4 - Scout
$5 - Mystic
$5 - Cartographer
$4 - Tournament Prize (countered)
$0* - Bag of Gold

The cantrip action group is the bread and butter of making Mystic shine.  The only synergy required is having both of these cards in your hands at the same time and voila, you just made Mystic a card that grants +Action, +Card and +$2.  The real power comes from all of the cheap cantrip actions that are available.  It is easy to get a slew of these in your deck with your Mystics.  In that way, you will almost always have the required cards in hand to successfully pull off the combo.  It is worth noting that things like Cartographer, Scout and Apothecary can set up consecutive successful Mystic plays.  You can therefore have a greater density of Mystics and still pull off the combo fairly regularly.  Notice that Mystic can actually combo with itself!  If you guess wrong with the first one and have another in hand, you will be guaranteed to get the bonus for the second play.  It is not perfect, but think of it as starting with $4 virtual money and only 4 cards in hand.  I would say that $4 virtual money is well worth the cost of having 1 less card.



Village Support Required

$0 - Survivors
$2 - Courtyard
$2 - Duchess
$3 - Develop
$4 - Armory
$4 - Scavenger
$4 - Navigator
$5 - Graverobber
$5 - Count
$5 – Mandarin

This section is quite explanatory.  The benefit is the same in that you can get the top card of your deck, but the ability to pull it off just became more difficult.  You must have surplus action available because these cards are terminal and you must be able to play your Mystic afterwards.  That being said, if there are good opportunities for +action, making use of Mystic with any of these cards can yield great benefits.

Protection from Attacks

Ghost Ship
Scrying Pool
Rabble
Bureaucrat
Sea Hag
Fortune Teller
Oracle

There are a number of attacks that mess with the top of your deck.  These can be quite irksome and any way to diminish there effect is a good thing.  Mystic will to a certain extent lesson the damage from these attacks making your next hand a little bit better.

Reactions

Beggar
Watchtower
Secret Chamber
Fool's Gold

There are a few reactions that impact the top of your deck.  Beggar and Secret Chamber can be played in response to an opponent’s attack.  Both will allow you to start off your turn by grabbing for free the top card of your deck.  With Watchtower, you can place cards gained mid-turn on top of your deck and then draw them with mystic.

Other Synergy

Minion - Cantrip source of +Coin (you probably want to buy the Minions first though)
Conspirator - Works in conjunction as both a source of +Coin and an activator
Village/Draw Up To - The benefit is guaranteed as you will just draw up to X amount of cards anyways making it more economical.

Trashing

Like any card that works best when it works with another card, trashing can be very useful.  By removing the extra fluff from your deck, you will ensure you draw the cards together and use them to their fullest potential.  Mystic works best with Moderate to Heavy trashing.  These include things like:

Chapel
Steward
Remake
Count
Ambassador

Conclusion

As you can clearly see, there are many instances where Mystic can be used with certainty.  It is obviously at its best when it gets the +Card with certainty.  But remember that you will not always know the top of your deck when you play Mystic.  When that is the case you must find the right balance between what you need the most and what is the most probable.  If you are trying to get up to a crucial money level because you absolutely need to get there this turn, guess for what you need.  If you just want to cycle your deck, guess for the most probable.  Always remember to keep track of your deck when playing with Mystic.  As you get closer and closer to a reshuffle, if you have been keeping track of what cards you've seen, you can greatly increase your odds of successfully drawing a card from Mystic.

74
Dominion General Discussion / Favorite Dominion Pastime
« on: October 22, 2012, 01:52:29 pm »
I absolutely love playing Chicken toward the end of engine style game where both players get dangerously close to that imminent 3-pile ending.  The thrill as you try and calculate the buying power of your opponent and the current score etc. is just such a rush!  Anyone else have any favorite "mini games" within the game of Dominion?

75
Introductions / Hello, Name's Bruce!
« on: October 19, 2012, 05:14:55 pm »
I figure it's about time I did this.  To start things off, I have a huge fascination with marine life.  To accommodate that hobby, I have a 45 gallon saltwater aquarium filled with tons of awesome fish and coral.  Among my fish are a Hippo Tang named Dora and a clownfish named Jon Snow because quite frankly, he's a bastard.  My aquarium hobby also means that I find Finding Nemo to be an awesome movie.  And as you may have guessed by now from my icon and username, my favorite character is Bruce the shark because my name is actually Bruce.

I recently took about a month and half hiatus from the forum and isotropic as I just started chemistry graduate school this fall and I wanted to remove this time sink as I got things figured out with my schedule.  I'm currently on a project involving metal enhanced fluorescence to improve the ability of imaging in live cells through utilizing the plasmon effect present in nanosized metals.  Other pertinent things about me.  I am addicted to LSD (Long Slow Distance).  I am a distance runner and barring physical injury, plan on running the Chicago marathon next fall which will hopefully result in the Boston Marathon in the Spring of 14.

I don't know if I'll make the transition to Goko or not.  I absolutely love isotropic and I fear that my response will be similar to the transition from Roller Coaster Tycoon 2 to Roller Coaster Tycoon 3.  In a nutshell, they significantly changed the game play and the user interface resulting in hardcore RCT2 players to not want to play RCT3 because is was so drastically different from the original game that they loved.

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