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Messages - lefaiison

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Puzzles and Challenges / Re: Double Tactician
« on: July 21, 2011, 10:14:37 am »
Throw a vault/secret chamber into the combo, and suddenly it's not half bad.

Dominion General Discussion / Re: Ironworks + Great Hall
« on: July 20, 2011, 10:23:38 am »
What's going on with the math in this thread?

But this isn't all that fast. You build a deck with no buying power and quickly empty 2 piles. The only realistic target for a 3rd pile is Estates, leaving you with something like 20 points in your whole deck. 2 Provinces and a Duchy will beat this, an easy target for anyone following a conventional strategy.

2 Provinces + 1 Duchy = 15 points... 18 if you include your Estates.

With chapel to trash, it's 8 points in 9 turns:

I don't get how this is going to beat anybody that pays any attention to what you're doing. Just a single duchy without trashing will beat you there.

That's only 6 points!

Rules Questions / Re: Mining Village
« on: July 19, 2011, 06:06:26 pm »
normally you perform card actions from top to bottom, which suggests that the "immediately" doesn't apply until you reach that instruction, which would be after drawing the +1 Card.

This is the answer.

Yes.  Dominion actually has some of the clearest wording of any card game I've ever played.

Always do everything in order (top to bottom), and do as much of the card as is possible.

Puzzles and Challenges / Re: Grand Market
« on: July 19, 2011, 05:50:09 pm »
Without Council Room I'm not sure how to get that Contraband into P6's hands.

Puzzles and Challenges / Re: Grand Market
« on: July 19, 2011, 05:43:15 pm »
I'll take a stab at it...

You are Player 6.  Player 1 buys Council Room/X.  Player 2-5 buy Talisman/Masquerade.  You buy Quarry/Masquerade.

P1 plays Council Room giving everyone 6 cards and buys a Contraband (You have Q/M/c/c/c/c)
P2 plays Masquerade, everyone passes their Talisman down (P1 passes their Contraband). (You have Q/M/T/c/c/c)
P3 does the same. (You have Q/M/T/T/c/c)
P4 does the same. (You have Q/M/T/T/T/c)
P5 does the same. (You have Q/M/T/T/T/T),
You play Masquerade, getting the Contraband, and with Q/C/T/T/T/T, you buy two Grand Markets and gain the remaining 8.

Puzzles and Challenges / Re: Riddle
« on: July 19, 2011, 05:31:17 pm »

KC/KC/IW/IW gaining 6 Great Halls, then on your final KC you Masquerade and you trade 3 Great Halls for 3 Colonies, leaving you with 3 Great Halls and 3 Colonies -- 33 points.

Alternatively, Islands would give you 36 points.

Variants and Fan Cards / Re: Reducing the luck factor?
« on: July 18, 2011, 02:00:58 pm »
How about, instead of drawing 5 cards off of the top of your deck, you pick up your deck and select 5 cards from it to comprise your hand, and put the rest back.

I'm sure that will be more balanced.

Actually... that could be pretty fun.  Remove Chancellor from the game, and make sure there are some good attacks.  During every "reshuffle", you have 15-30s to organize your deck the way you want.  And then bam, go.

Puzzles and Challenges / Re: Grand Market
« on: July 18, 2011, 01:36:26 pm »
Open Trade Route + Silver / Quarry.

Opponents buy Island/Garden/Great Hall/Estate making your Trade Route worth $4.

Puzzles and Challenges / Re: Turn 4 Treasure map Action
« on: July 14, 2011, 12:39:48 pm »
Weird.  I thought I had replied in this thread, acknowledging that my math was wrong for the Talisman/Watchtower solution.

Anyway, There are a ton of solutions to getting a turn 4 TM activation.  Basically, you can either get something that cycles your deck and a Treasure Map, then buy another on Turn 3, and with enough cycling you can draw both on Turn 4.  Or you can use watch tower to align your 2nd Treasure map with your 1st.


Chancellor / Talisman / Treasure Map x2
Pawn / Council Room / Treasure Map x 2 (Probably lowest chance possible)
Copper / Council Room / Treasure Map x 2 (Slightly higher than above)
Warehouse / Treasure Map / Treasure Map
Treasure Map / WatchTower / Treasure Map
Cellar / Treasure Map / Treasure Map

However, Deadlock had it correct with what I thought was the most obvious solution.  Chancellor / Treasure Map / Treasure Map.  Turns out the odds of drawing Chancellor + 2 Coppers is fairly high (38%).  Then getting the two Treasure maps to align is (5/13 * 4/12) = 12.8%.  Multiply the two together and you get 4.86%, which was quite surprising to me.

Unless of course, my math is wrong :)

Game Reports / Re: Post one you'd like to have back
« on: July 13, 2011, 06:09:19 pm »
I actually prefer Bishop as an early-mid-game card, instead of an opening buy, but maybe that's just me.

Game Reports / Re: Post one you'd like to have back
« on: July 12, 2011, 03:53:12 pm »
Yeah, I don't think it was the double Bishop that cost him the game, it was the double Province buy (leaving 1 Province left) that cost him the game. 

Buying a Province + Gold, or Province + Duchy probably would have sealed the game.

Game Reports / Re: Don't Fear the Pirate ShipY
« on: July 11, 2011, 04:40:10 pm »
Knowing when a card is good, and when it isn't is key in Dominion.

Pirate Ship can dominate games where there are no +$ cards, but is possibly the worst buy / action in a game where there is light trashing, and a bounty of +$ cards.

Imagine a game with Fishing Village/Remodel/Market/Bridge/Throne Room/King's Court.  Using a Pirate ship will accelerate that deck so quickly...

Dominion Articles / Re: Conspirator
« on: July 08, 2011, 11:05:03 am »
2 Chapel, Secret Chamber
3 Lookout, Wishing Well
4 Conspirator, Walled Village
5 Apprentice, Festival, Hunting Party, Wharf

It's got most of what you want; a Village, strong trashing (Chapel), Lookout if you want that, Wishing Well, Hunting Party, no attacks whatsoever. Would the Conspirator engine in fact be too slow here?

The nice thing about a Conspirator chain on this board is that your deck will never slow down.  Once you hit $12, you can buy Province/Conspirator.  A little more and you can get Province/Wharf.  With Secret Chamber, as long as you're drawing out your deck, even buying green cards will continue boosting your buying power.  If you're a little bit behind on the Province race, you can starting getting Duchy x 2 and Hunting Party or something. 

General Discussion / Re: Math Nerds...
« on: July 08, 2011, 10:42:24 am »
Canada, eh? Well, if you work for the (formerly) Red company, I work for the Green company.

I do...  Markham campus.  That's such a crazy coincidence... I'll have to keep an eye out for you on Isotropic.

Dominion General Discussion / Re: Jester
« on: July 07, 2011, 11:58:47 am »
Jester is a bit luck-based which means it if you haven't played with it too much, your opinion can swing heavily both ways.

If you bought a gold (or a big action card) on turn 3/4, and they hit it, it greatly accelerates their deck and slows yours.
If they hit a copper, yeah you get an extra copper, but they discarded the current one, so it's not too bad.
If the get a middle card (village), it's not too much of a big deal.

Dominion General Discussion / Re: Transmute
« on: July 07, 2011, 11:39:38 am »
I don't think there's a single card that's actually a never-buy...

I actually really like Pearl Diver.  I hate decks where I have $2 or $3 and nothing I really want to buy in the mid-game.  Aside from that, they're good for Conspirator, Horn of Plenty and getting Peddlers if there are +buy cards available.

General Discussion / Re: Math Nerds...
« on: July 06, 2011, 06:44:58 pm »
I was big into competitive math in high school--ARML, AHSME, captained our state-winning HS math team senior year (GO MUSTANGS)--then went into engineering in college. Which I guess has math in it? but I never even took the Putnam, shame on me.

Sometimes when I'm bored I do combinatorics on ;)

Wow.  I'm like the Canadian version of you.... eh?  It would be extremely freaky if you were working in a certain semi-conductor company...

Rules Questions / Re: Throne room/king's court
« on: July 06, 2011, 05:52:40 pm »
The thing that might confuse some newer players with TR/KC is that you have to count the +actions up properly.

You might mistakenly think, if I play 2 Laboratories, I'll get +4 cards, and have 1 action left.

Therefore, if I Throne Room a Laboratory, I'll get +4 cards, and have 1 action left, when instead you should have 2 actions after, not 1.

It's actually a pretty interesting, exercise.

If one person uses it early, you open up a whole new strategy by NOT using your copper, and try to stall out the game.  So it depends on whether or not the game can be stalled or not.

In games with Ambassador + Sea Hag + no trashing, it could be worth as little as 0.2 or 0.3 or so.
In games with KC + Bridge, it could be worth as much as 2 or 3 vp.

It would be an interesting proposal in a game.  "I wish I had 1 more $ this turn.  If you allow me to play this turn if I had 1 more $, I'll give you X VP per turn for the rest of the game", where X can be a number that's proposed.

Puzzles and Challenges / Re: Turn 4 Treasure map Action
« on: July 05, 2011, 05:49:12 pm »
Yeah, that was one of my solutions but it only happens 2.7% of the time.  Of course, unless my math is wrong.  :)

Puzzles and Challenges / Turn 4 Treasure map Action
« on: July 05, 2011, 05:39:37 pm »
Personally, I hate treasure maps.  I think they're too luck based, but when playing an opponent who manages to get a turn 5 treasure map activation, I like to figuratively throw my keyboard out my window.

So first, I thought, is there a way to activate your Treasure Maps on Turn 3?  I could not come up with a solution.  So I figured it must be possible in turn 4.  Turns out that's true and there's a lot of ways to achieve this.  So how many ways is this possible?  And now the tough part.  Which of these solutions is most likely to happen (don't count probability of your opening draw, you can just set it to what you want it to be)?

My best solution is 4.8% of the time -- and surprisingly is probably going to be the first solution most people will think of.

Dominion Articles / Re: Request: Avoiding end-game deck stalls
« on: June 30, 2011, 05:40:33 pm »
Yeah I requested something like this in the comments of another thread.  Decisions pertaining ending the game is one area where I'm fairly weak because I'm a terrible judge of how good my opponents engine is. 

The following scenarios I often find myself wondering if I did the right thing:

3-3 Province split and have $8.  Pretty sure my deck is worse than my opponents.  Buy Penultimate Province and go for tie because I'll lose if start drawing out the Duchies.

3-3 Province split, opponent is up 1 Estate, and have $8.  My deck is definitely worse than my opponents.  Do I Buy Penultimate Province and hope that for luck that he can't finish, and I can?

Split 3 province to my 2 provinces.  Opponent just played Tactician. I have $16 and a few buys, what do I buy?  (I think this actually happened in a game I played against theory and I chose the worst move possible)

Variants and Fan Cards / Re: Really bad card ideas
« on: June 29, 2011, 06:05:11 pm »
Queen $20; Choose 2 of the following: +10 Actions; +10 Cards; +10 Buys; +$10;

You may not gain this card unless you have a Pawn in play.  Trash that Pawn.

Puzzles and Challenges / Re: Most VPs in 4 turns
« on: June 29, 2011, 05:42:12 pm »
I merge your two solutions, and raise you a

IW a Coppersmith, Chancellor + 3 Coppers = Duchy
IW a Island, Coppersmith + 4 Coppers = Province.

11 points :)

Dominion General Discussion / Re: Game Selection
« on: June 29, 2011, 12:36:38 pm »
Here's a suggestion: I would propose a second "rating" or something based off auto-match only games.

Then you can set preferences -- 3 cards I prefer not to play with, Point Tracker preference, etc. 

Then auto-match would try to place you against someone near your skill level.  You cannot decline an auto-match.  If both players prefer not to play with the same card, then it is not selected.  Otherwise, the system lowers the chances of playing with a specific card, but doesn't ban it.

I'll personally play against anyone, as I'm just having fun most of the time.  But I can see others who would enjoy the game otherwise.

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