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Messages - c4master

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51
Dominion Videos and Streams / Re: SheCantSayNo's Teaching & Streaming
« on: July 24, 2014, 04:52:32 am »
On your third lesson, around 1:50-2:00 you taught jerny to upgrade a Copper and buy a Haggler. there was only one Menagerie left and jerny had 2 Estates in his hand. I would have upgraded one Estate into the last Menagerie and still bought the Haggler. This would have given him a 6:4 split on Menageries, which is, in my opinion, better than thinning down one of his last 4 Coppers. Is that correct?

52
Dominion General Discussion / Re: Terminal +1 card
« on: July 16, 2014, 01:30:14 pm »
All of this seems somewhat tangential to the OP. The question was about terminal cards that give only +1 card. So both the peddler/oasis and the smithy/hunting grounds comparisons aren't really relevant. Though to weigh in on that point:

Adding +1 card to a non-terminal is a pretty big deal (Peddler is way better than Oasis and that's not even adding +1 card, that's removing discard a card, which is not the same thing at all for cycling reasons (contrast Inn and Necropolis). A better comparison is Pearl Diver to Lab. I rest my case.) Adding it to a terminal is also a fairly big deal. Smithy --> Hunting Grounds doesn't really change the engine you play, but e.g. Moat --> Smithy is a pretty big deal in terms of engine potential.


To address the question in the OP: a terminal card that only gives +1 card (as well as it's main, non-action-producing, non-card-drawing effect) is pretty lame. You can't use it as your source of draw in an engine, so it kind of has to be a payload, which you're likely to play as your last action and then you draw something dead and you're sad. Much better to give it another vanilla bonus like +coin.

 :)

Cards, where it would really matter without being a real draw card, are Vault with +3 instead of +2 cards, Storeroom, Secret Chamber, Horse Traders, all trash-for-benefit cards with an extra card. The thing is: You should have a second shot on what to do with your drawn card --> discard/trash it for benefit.

53
Dominion Articles / Re: When cycling is not good
« on: June 15, 2014, 11:32:04 am »
Every time I open this thread, I expect to see this:
Now, every time you open this thread, you will see it.

So, my opinion is: Given the 10/6 example, Chancellor (-->0/16) is better than randomly cycling 16 cards (--> 10/6). Is there anything wrong about that?

What I mean is: This neutral cycling is good in the beginning, but it can become bad if you have to create a new draw pile before the end of the turn.
Yes, Chancellor > randomly cycling 16 cards. But also, randomly cycling 16 cards > nothing.

Is randomly cycling less than your whole deck, but more than the amount of cards in your draw pile still better than nothing?

That's my point. If you can cycle just enough to reach the shuffle AFTER your turn, that's usually good. If you can cycle more than one shuffle, but less then the amount of cards in your deck + draw pile - hand, that's a little worse, because you delay your hand and your gained cards for a long time. Thus, cycling more than your draw pile and less than your "shuffle" is a bad idea. You'd better cycle only a few cards (less than draw pile) because you do not want to self-deny good cards.

To be more concrete:
draw pile: 10 cards; discard pile: 6 cards
Average card in your discard is better than the average card in your draw pile
(and you are interested in average value, which is not always the case)

Chancellor > randomly cycling 16-26 cards > cycling 1-9 cards > nothing > cycling 11-15 cards.

And of course, you can add any multiples of 16 to the first two without changing anything (because you have already forced a shuffle).

------

In genral, the advantages and disadvantages of cycling are small compared to the possibility to play a good card one turn earlier due to Warehouse/Cellar cycling, even compared to the coins from Harvest.

54
Dominion General Discussion / Re: New Promo at Origins...
« on: June 14, 2014, 07:27:47 am »
Has anyone ever met "Prince Hamlet"? ;)

Yeah, and I wondered why it took so long to point out "Prince of Monuments". And noone even mentioned the "Prince of Cellars". :(

Did you ever know about Harald, the "Herald prince"?

The "Prince of Bridges" seems to be really cool, too, since you can then gain 5-costs.

55
Dominion Articles / Re: When cycling is not good
« on: June 10, 2014, 01:06:21 pm »
But I would still prefer to only discard all my cards from the draw pile and NOT create a new draw pile in order to make my cards in play and my cards to be bought or gained this turn not miss the shuffle.

So, my opinion is: Given the 10/6 example, Chancellor (-->0/16) is better than randomly cycling 16 cards (--> 10/6). Is there anything wrong about that?

What I mean is: This neutral cycling is good in the beginning, but it can become bad if you have to create a new draw pile before the end of the turn.

56
Dominion Articles / Re: When cycling is not good
« on: June 10, 2014, 12:40:56 pm »
Actually only Harvest and maybe Minion are really neutral. I forgot this, Harvest is neutral (meaning: fully random) cycling in Dominion.

Rebuild, for example, discards an arbitrary number of non-green cards and those green cards you named and exactly one other green card, if there is at least one other green card left. I would say, it's slightly positive because it guarantees to discard at least one green card (given that you have one).

Anyways, it's tough to discard exactly the amount of cards you have in your draw pile plus the amount you had in your discard pile. With the given 10/6 example you could play 4 Harvests or 4 Minions, but that is really an edge case and surely only very minor benefit.

57
Dominion Articles / Re: Rebuild
« on: June 10, 2014, 12:33:43 pm »
Maybe Knights and Trading Post would be better buys, but generally, I do like Rebuild first. But I'm often wondering about the second Rebuild before the first Duchy, though.
You want the second Rebuild before the first Duchy. The first Duchy doesn't do anything, but the second Rebuild quite potentially gives you at least one Duchy before the Duchy pile runs out.
...which is exactly the Duchy you could have bought for $5 instead of the second Rebuild.
Yeah, so if you gain exactly that one Duchy, it doesn't matter which one you bought split-wise. But now, you just have a Rebuild instead of an Estate in your deck.

It depends on the situation though, sometimes I feel like I don't have enough time to use the Rebuild before the Duchies are gone, and I'll buy the Duchy in that situation even if I only have one in my deck.

Does this imply that you buy extra Estates? I usually don't dare this, because I'm afraid of the Dchies running out before I can Rebuild all my Estates.

58
Dominion Articles / Re: Rebuild
« on: June 10, 2014, 12:13:49 pm »
Maybe Knights and Trading Post would be better buys, but generally, I do like Rebuild first. But I'm often wondering about the second Rebuild before the first Duchy, though.
You want the second Rebuild before the first Duchy. The first Duchy doesn't do anything, but the second Rebuild quite potentially gives you at least one Duchy before the Duchy pile runs out.
...which is exactly the Duchy you could have bought for $5 instead of the second Rebuild.

Winning the Duchy split is just so important on a Rebuild board. I am willing to believe that the second Rebuild is the correct move, but I would like to know WHY it is.

59
Against double-Urchin is an extreme edge case; very rarely do decks open two attacks, and anything that doesn't is going to give you pretty slim odds of a $6 HT hand.

Double Ambassador is extremely common, and double Swindler or Swindler/$4 Attack (Marauder or Sea Hag) is pretty common as well. Most of them, especially double Amb, are probably more common than double Urchin.

Yeah, but all of these except double-Amb are substantially bad ideas on most Horse Traders boards (and most other boards, actually), and I'd contend that double-Amb probably is as well.
I do not believe this. HT doesn't defend against junking attacks and once you're junked, you won't be likely to have your HT in your hand when your being attacked.

60
Dominion Articles / Re: When cycling is not good
« on: June 10, 2014, 12:03:25 pm »
I can't see a way to do this with a guarantee not to discard your good card(s).

In the beginning, cycling is obviously very good because you want to see your newly bought cards more often. But randomly cycling a 10/6 seperation into some other random 12/4 seems to have nearly no effect at all. Yes, there is a chance for your good card to be in the draw pile, but your cards in play AND the card you buy on this turn will take longer until they reach your hand.

Of course, if you are not doing a "random" thing like cycling*, but a more sophisticated sifting, things are different.

----

* Even cycling isn't totally random in Dominion. There is no card, that says: "Discard the top card(s) of your draw pile." Closest may be Chancelor whose cycling effect is positive, but marginal in many games.
You wouldn't be cycling a 10/6 separation into a 12/4 separation but another 10/6 separation.

You don't need a guarantee not to discard your good cards. The average card in your draw pile still improves on average if your discard pile contains better cards than your draw pile, which often is the case since the cards you just bought are there.

Also, Sea Hag when the Curses have run out is a card that says that. It is useful to know when it hurts your opponent and when it doesn't.

There is no card that says: "Count the cards in your discard pile (x). Put your draw pile into your discard pile and reshuffle. Discard the top x cards of your draw pile."

I cannot see how this is relevant in Dominion.

Moreover, it must be worse than simple Chancellor since you cannot use your cards in play (and on your hand) until the next shuffle (no Schemes or Inns, please).

Btw: If I get a sea hag at all (which I try to avoid), and if the curses have run out, I am usually willing to feed the hag to any trashing card available. Getting rid of the hag should help me more than cycling one card every now and then could possibly disturb my opponent.

61
Dominion General Discussion / Re: Engines: In-Depth
« on: June 10, 2014, 03:04:15 am »
Quote
Buying Duchies before Provinces is hardly ever a good idea, maybe in rushes and slogs, but not in an engine.

Absolutely false in a lot of cases (enough I think we may be a bit beyond edges). You very often want to start hitting the duchies when your opponent is well positioned, but slow on provinces and you can hack the duchies. For instance, if I built my engine with Count, there are a number of times where $3 coin won't let me get another component (e.g. lack of +buy, components at 4 - 7), but that Duchy needs to be in my deck by game end. Get it now, use the flexibility later to take a Duchy/Province as needed.
First, gaining isn't buying. With Count, you cannot gain an engine component, you can just gain Duchies or take the money, if you want to build up. So this IS an edge case. When would yould you buy a duchy over an engine component?

If I know I have to dip into the duchies to win at some point, I may as well buy them sooner if the opponent is trying to end on provinces. Say my opponent has 3 provinces with a reasonably fast Big Money. If I can anticipate that I'm going for a 3:5 or 2:6 Province split with my balance being made up provinces, why would I risk the game ending before I can get the duchies? Particularly against Big Money players or engines that are province capped, I can often pile 6 or 8 duchies and then snap up 2 or 3 provinces. Likewise, if I'm building up to 2 province turns and I need just one more component (say just one more wharf), then if I have $10 and 2 buys, absolutely take the duchy now.


Quote from: c4master
It's important to know, that gaining 5 Provinces by turn 13 is NOT winning the game. An Engine, that produces a lot of coins (or reduces prices) and buys can easily pile out duchies or alt. VP cards in 1-2 turns. It's more important to know: "How long would it take for the slog/BM to gain 50% of all VP available?". If there is no alternative VP at all, you can get 8x6+8x3+8x1 = 80 points plus up to ten curses to deal eventually. Gaining 50 Points on such a board means game over. However, the game might end on a 3-pile and it might end on Provinces. As a rule of thumb, I would say, if you're building an Engine and you are 3-0 behind on Provinces, you probably shouldn't buy Provinces unles you can get more than one. You'd better try to catch up a little bit before getting Provinces in order to not suicide-end the game

I feel like I've recognized this before...

In non-mirror engine matches, you need above all time to bulk up your points. Delaying the duchies can make it really hard to get $15 hands when you end up needing them or forcing you to gamble that they don't hit $8 when you can't afford it.
Even good BM can hardly ever get more than 5 Provinces before turn 14 and it takes at least 18 turns to pile the Provinces if you do not contest them. If your Engine cannot get enough points or gains to end the game on a win before turn 18 while the BM can, you probably shouldn't go for the Engine at all. Of course, some Duchies can help you not to need a ridiculous super-megaturn but just a very good turn to end the game.
However, in all these cases you are more or less forced to buy Duchies before you can consistently hit $8 or more, which I still consider a bad thing. Maybe it was bad luck, but more likely you made wrong decisions that forced you into this position.

62
Dominion Articles / Re: When cycling is not good
« on: June 05, 2014, 08:42:45 am »
so in other words: you are willing to have all cards in play, which are exclusively cards you bought
No, only one of the cards that miss the reshuffle because of this is a card you bought this reshuffle.
well but it doesn't matter if you bought them this turn, the cards in play are usually engine parts, and you don't want engine parts to miss the reshuffle. in pretty much any game where you have any sort of draw the cards in play will be much better than the cards in your discard or drawing pile, becaue copper, estates, other victory cards and curses are never in play, and while your hand might be slighty worse than your discard pile, because the latter contains some freshly bought cards, I can't imagine that that's enough to make them better than the cards in play plus the cards on your hand.

if you have 10/6 draw pile/discard pile and you manage to draw these 10, forcing a reshuffle to have the discard pile become your new draw pile seems like a terrible move, unless you have enough steam left to draw your discard pile too, and in that case you will have everything in your discard pile anyway.
But if you can shuffle your discard pile into your deck and discard X random cards from your deck where X is the number of cards that were in your old discard pile, it's a good move.
I can't see a way to do this with a guarantee not to discard your good card(s).

In the beginning, cycling is obviously very good because you want to see your newly bought cards more often. But randomly cycling a 10/6 seperation into some other random 12/4 seems to have nearly no effect at all. Yes, there is a chance for your good card to be in the draw pile, but your cards in play AND the card you buy on this turn will take longer until they reach your hand.

Of course, if you are not doing a "random" thing like cycling*, but a more sophisticated sifting, things are different.

----

* Even cycling isn't totally random in Dominion. There is no card, that says: "Discard the top card(s) of your draw pile." Closest may be Chancelor whose cycling effect is positive, but marginal in many games.

63
Dominion Videos and Streams / Re: SheCantSayNo's Teaching & Streaming
« on: June 03, 2014, 02:18:32 am »
edit: Oh, and why didn't you play this rats game? I really feel like I need to learn about that card.

What game are you referring to? FWIW, a game with Rats in it is rarely a "Rats game". The most important thing one can learn about the card is that you should only very rarely buy it. Strong trash for benefit like Salvager, Butcher and Forge or Watchtower and Vineyards cover the vast majority of the exceptions.

Remake isn't quite in the "Remodel family", but if you want a lot of 5s, Remake can really enable Rats. I played a fun game with Rats, Remake, and Duke in gokodom; there was even Baker, to enable the Rats/Remake opening!

http://www.gokosalvager.com/static/logprettifier.html?20140405/log.516d31dbe4b082c74d7b3391.1396722376184.txt

Why did you remake Dukes into Harems? This seems really weird to me. Other than that, nice game. :D

64
Dominion Articles / Re: Rebuild
« on: June 01, 2014, 08:53:33 am »
Maybe Knights and Trading Post would be better buys, but generally, I do like Rebuild first. But I'm often wondering about the second Rebuild before the first Duchy, though.

65
Dominion Articles / Re: Leveraging Information
« on: June 01, 2014, 08:49:53 am »
Maybe you could somehow rank tracking different things like:

1. Track VP total (or use the VP-counter).
2. Track special VP cards which can change their amount of VP due to the game state such as Silk Road, Feodom or Gardens for both decks.
3. Track your own total money including virtual coin.
4. Track both players maximum number of gains per turn.
5. Track your potentially best turn and worst turn.
6. Track which cards you have already played since your last shuffle.
7. Track all the stuff for your opponent.

Of course, there are many exceptions and edge cases such as Goons or coin tokens and I'm really sure the order of importance is not crroect, either. Still, this would help players to increase their skills step by step. :)

66
Congratulations, Stef.

It was really fun to watch the games on your kingdom. :)

67
I enjoyed the first lesson immensely and learned a lot of basic stuff (have a goal for your deck, get only the cards that you need to have...), since I mostly do analyse the deck correctly, but dont know how to build it to that point that it greens fast and efficient. Thank you, SCSN and jerni.

P.S. Very good teaching, SCSN. If ever jerni has no time I would be pleased to fill in :)

The same is true for me. Very well done. :)

I have a question left about this wishing well stuff. You told jerni to always play the wells first if you have another cantrip in your hand. I feel like this rule should be broken at least sometimes when you reach the end of your shuffle and you do not want to trigger a shuffle. Or maybe you can leave just two cards on your draw pile before the ww and thus you should be able to know which one is the bottom card. Am I wrong or did you not mention these cases in order to not be too confusing?

edit: Oh, and why didn't you play this rats game? I really feel like I need to learn about that card.

edit2: never mind. I've just seen the other thread where this wishing thing is being discussed. I would alos prefer to play them "next-to-last", e.g. before my last cantrip or towards the end of a shuffle.

68
Unfortunately, I can't access the videos from the links on the OP. Anyone else having trouble with it?

The links for Adam's match still work. Not sure why AI vs. JOG match doesn't work. Maybe twitch deleted the videos? I'll see if AI put the videos on youtube and change the links today if I can.

I don't know why the videos disappeared from twitch, but here are the youtube versions:
GokoDom III Finals Playlist - AI vs JOG

Games 1, 2, and 5 have some post-game commentary that JOG and I did over Skype.  Games 9 and 10 have the live commentary by SCSN and Mic Qsenoch.  Games 1-8 include the chat from the twitch channel watchers, but it's a bit out of sync for games 7 and 8.

That's great. Thank you :)

69
Dominion General Discussion / Re: Engines: In-Depth
« on: May 26, 2014, 09:26:40 am »
Quote
-What are the elements and factors to consider when determining the speed of a given strategy?

Knowing the answer to this question at the beginning of the game can often greatly impact the outcome. If there are two viable strategies on the board, but Player A knows which is faster when Player B doesn't, Player A has a better chance of winning, assuming he/she plays the deck cleanly. Any input on figuring out the approximate speed of one deck compared to another?

you could just aswell ask "how do i play correctly". understanding strategies is like over half of the game, you can't just give a single answer to that.

I quite disagree on that statement. It's more like tactics have a huge impact. I can see the right strategy on more than half of all games - yet I cannot apply it, because I'm lousy at tactics. The questions, when to pick up which card and how many of each, are way harder than "Is big money better than the Engine on this board?".

Anyways, IF you are making wrong decisions on your strategy, you're likely to lose the game no matter how well you play that bad strategy.

It's important to know, that gaining 5 Provinces by turn 13 is NOT winning the game. An Engine, that produces a lot of coins (or reduces prices) and buys can easily pile out duchies or alt. VP cards in 1-2 turns. It's more important to know: "How long would it take for the slog/BM to gain 50% of all VP available?". If there is no alternative VP at all, you can get 8x6+8x3+8x1 = 80 points plus up to ten curses to deal eventually. Gaining 50 Points on such a board means game over. However, the game might end on a 3-pile and it might end on Provinces. As a rule of thumb, I would say, if you're building an Engine and you are 3-0 behind on Provinces, you probably shouldn't buy Provinces unles you can get more than one. You'd better try to catch up a little bit before getting Provinces in order to not suicide-end the game.

Quote
Certain decks want to green early, whereas others like to green late. What factors determine when a given engine should green?
well, I can't give a clean answer here either, but generally there are two things to consider. #1 how fast does the engine gain strength whille you are building, and #2 how much do green cards hurt. an engine with hunting party will gain strength somehwat linear, an engine with highway has more of an 1/x character, meaning it will explode at a certain point. consequentially, you want to build a lot more for a highway engine.

#2 - well, you can take the exact same examples. a hunting party engine does care about green cards, but not that much, once you have one province on your hand, it willl just roll over the others anyway. a highway engine usually chokes really fast, because highways don't draw.

Quote
Also, if I'm a bit behind mid-game, should I pick up that Duchy with 5, or continue building?
::)

:)

Having a plan of how you want the game to end, e.g. on a megaturn for you, or maybe on 4 consecutive turns where you buy all your VP cards, really helps you. It's even better if you consider what it takes for your opponent to win the game and maybe deny this, but that's a level only few people have reached so far (and I am not one of those).

On your last question: What exactly does "behind" mean? "Behind on points" - if you've got the time, build some more. "Behind on building" - get something that helps you with green. Buying Duchies before Provinces is hardly ever a good idea, maybe in rushes and slogs, but not in an engine.

70
Are you going to implement a "basic engine bot", e.g. some strategy that tries to go for the engine on every board? It would be nice to see how it competes against the other AIs.

71
Kingdom number 2

Oasis,Shanty Town,Marauder,Young Witch,Mining Village,Silk Road,Market,Stables,Merchant Ship,Graverobber,Vagrant

This is what I said before:
"I tried to design a kingdom where a slog might compete with an engine.
Main questions are: Young Witch or Marauder? What to do after the Ruins/Curses are gone?
I also tried to avoid "pick me"-cards, ending up with a kingdom of rather weak ones."

reasons:
- I'm not good enough to balance two competetive engines.
- I counted on the other submitters to do a lot of crazy engine or combo stuff, so I wanted to do something else.
- It shouldn't be too dull so that you at least have to make a few tough decisions.

specific picks:
- Marauder/Young Witch: I feel these two cards are quite equal in strength, but can be used differently. I clearly wanted to force a decision between them.
- Oasis: It's good when you have bad cards to discard to it. There's also a synergy with vagrant. Of course, it antisynergizes with YW as I felt YW was a little bit stronger than Marauder.
- Vagrant as bane: Vagrant is not a bad card. It helps you draw a lot of junk, so that you can play your good cards more often. As a bane, well, it's nice to have one or two, but there is also opportunity cost. Most times you could as well buy silver or even a silk road.
- Market: I wanted a +buy, but it shouldn't be as cheap as $3 or $4. It should avoid early 3-piling and it should not be easy to pick up Vagrants "along the way".
- Shanty Town/Mining Village: Two villages to encourage "over-terminalizing". While Shanty Town is rather bad against Marauder, it can shine against cursers. ST was the last card to add, because I didn't feel like I could find another card that wouldn't change a lot. Mining Village can later on be used as a one-shot. I didn't expect the run for silk roads to start that early.
- Silk Road: If you're going to slog, that is the best card to do so. It's cheap, but can be worth more than Duchies.
- Stables: If you want to go a little bit more enginy, this is your draw. It's non-terminal and you will have your Coppers around to feed it once or twice a turn.
- Merchant Ship: That's rather a BM card. Since it's a duration card, you can again overterminalize a bit. It can help both, the slog and the engine/BM.
- Graverobber: Trashing is fine, and so far, most cards have favored Marauder over YW. This one should be the other way: It can trash ruins to gain Villages, or it can re-gain Villages from the trash, if you traded them before. There is a synergy with Mining Village. Yet, it's slow, and it might be a trap.

I do not have a concrete plan, how to play this kingdom. I'm not sure if a slog is good enough to go for, if the other player isn't doing the same because you can hardly empty piles before the other one gets to Province turns. I'm still not sure about the opening. 5/2 would be OK, maybe picking up Stables/Vagrant for maximum sifting, but maybe that's just wrong, too. On a 4/3 I really don't know whether YW or Marauder is preferable here. I would really like to see, if there is an engine to be played on this board. Since AI and JOG didn't try this, I suppose, it's not good enough.

edit: Appearantly the engine thing is not worth it, so it's pretty much a sloggy kingdom. Ruins are likely to run out, and even if curses don't, a 3-pile is possible before this really bad engine can kick off.

72
Dominion Articles / Re: A place for the wisdom of top-tier players
« on: May 18, 2014, 11:23:46 am »
Nothing happened, I guess he hasn't read the offer yet.

Sorry, didn't read this. I really hope to play this soon - and I won't mind being totally wronged.

Who won? My play money is on SCSN  :)

Just for the record: My own money would be on SCSN, too. ;)

73
However, there is a 1/16 chance that we'll need more kingdoms than the 8 honorable mentions...
:D

If they are tied even after 16 games (!) then I really think they should both be the Champions of the world, get a nice Carribean island and constitute a whole new religion.

Just my two Coppers, though.

74
Dominion Articles / Re: A place for the wisdom of top-tier players
« on: May 15, 2014, 12:51:14 pm »
Probably I'm just too dull to play this Minion deck correctly. I cannot see where it wins easily, but I would be honored to get crushed on this. Honestly, I'm really not a good player, but I would like to perform against anyone who builds this engine.

Is 74 points in 16 turns enough to convince you?

Didn't you have an opponent here who competes on Border Villages? And maybe one who disenables all your Tournaments? It looks impressive but doubleJack BM gets all the Provinces in 18 turns, too. If you're not contested, I wouldn't say it's more convincing than my Bot games.

It's not that I think the Minion deck is bad. It's more like I feel it's not quick enough.

75
Dominion Articles / Re: A place for the wisdom of top-tier players
« on: May 15, 2014, 03:14:53 am »
Probably I'm just too dull to play this Minion deck correctly. I cannot see where it wins easily, but I would be honored to get crushed on this. Honestly, I'm really not a good player, but I would like to perform against anyone who builds this engine.

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