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Messages - luser

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76
Severe case of bad shuffle (I trained cultists, sixth cultist is one of two last cards)

77
Yes, I would rename it to busted village as it is terrible village that should be near festival. as I could most time make better engine with festival than bv.

It has worse version of city problem. It is quite ignorable as one player needs to get 5 settlers, then he will likely lose village split 3-2 as opponent will buy village first.
Then its one of most unreliable villages as with only 3 villages you often stall on not having starting village to play smithy. These 3 actions instead two aren't that useful as if you play smithy you often find village to play second smithy and there is bigger chance to stall on not finding second busted village than with normal village.


78
Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: February 28, 2017, 02:50:30 pm »
board of feodum, squire, jack, island, city, conspirator, don't recall rest as it didn't help. I did obvious squire-jack  Opponent got two islands and tried to make squire-conspirator chain despite no draw. As expected for squire-jack I got 3 provinces vs his zero on turn 11 where he resigned. That was uninteresting part. Interesting part was how he commented his squire-conspirator thing.

 dominion cartel:  sigh
dominion cartel:  so sick of bad luck
luser:  more bad strategy
dominion cartel:  lmao
dominion cartel:  ur noob
luser:  no, you are.
dominion cartel:  lol
dominion cartel: lucky game noob

79
Puzzles and Challenges / Re: Design the board with the largest P1 advantage
« on: February 24, 2017, 04:21:35 pm »
If we could add landmark I could modify my board for deterministic three piling. Instead hunting grounds use
kc, lurker, tfair, donate, fortress, upgrade, rats, magpie, university, cultist, catacombs tomb.
 When p1 gets kc-kc-lurker-lurker-ironworks he gets magpie/upgrade/rats with kc-upgrade, then draws by trashing cultist with lurker and trash catacombs to setup rest of deck. Then he empties magpie, rats and upgrade piles and gets lot of points from tomb. Without tomb it could be possible to get points from getting gardens from trashing catacombs but I didn't think about details.

80
Puzzles and Challenges / Re: Design the board with the largest P1 advantage
« on: February 21, 2017, 02:34:52 pm »
I got idea that we could with modified kingdom three pile on turn 6 for win. I am tired for complete plan now but it should be possible from kc-kc-lurker-lurker-ironwork hand get kc, upgrade,fortress,remodel, draw them by trashing cultist, then do kc-upgrade, gain rats for another pile and somewhere get stonemason and trash squire for alchemist to change it into 10+ point vineyards.

81
Edge case: Vineyard

Still has the problem of rats hitting vineyards unless you can pseudo-trash which is tricky to execute.
Fortress might help a bit

That doesn't help much with vineyards but its another edge case where you want rats without trashing. If you do engine mirror and piles are low then when you play your deck one rat with fortress in hand will empty entire rats pile. Similar trick with virtual coin where you trash everything to empty pile but could buy victory card. These tricks are best done with workshop variant.

82
Variants and Fan Cards / Re: Really bad card ideas
« on: February 18, 2017, 12:26:10 pm »
plagiarize - action/reaction 4$

+1$

----

when opponent plays a action you could reveal this. If you do gain a copy of the played card.

83
Puzzles and Challenges / Re: Design the board with the largest P1 advantage
« on: February 17, 2017, 04:44:56 am »
that or add rebuild for kc-kc-lurker-lurker-rebuild. Or add catacombs add silk roads

84
Puzzles and Challenges / Re: Design the board with the largest P1 advantage
« on: February 17, 2017, 12:36:24 am »
Yes catacombs will work. You don't have to consider anything nonmirror as if opponent couldn't pileout hg with mirror then you could spend turn 6 by getting 9 bakers and trash 9 hg on turn 6.

As lucky 5/2 opening p2 could with baker token buy tfair+topdeck 2 lurker, then on turn 2 gain kc and donate.

85
Puzzles and Challenges / Re: Design the board with the largest P1 advantage
« on: February 16, 2017, 02:19:53 pm »
ok, that lead me to better board

tfair, donate, baker, lurker, king''s court, hunting grounds

Plan is following

t1 lurker
t2 tfair lurker+donate
t3 gain kc
t4 gain kc and lurker
t5 trash 9 hunting grounds.

If p2 gets lucky 5/2 opening he will win as player roles are reversed, otherwise I don't see any way how he could win.

86
Dominion General Discussion / Re: Best Uninteresting Moments in Dominion
« on: February 16, 2017, 12:51:47 pm »
Opponent opened bishop and won on tr-smithy-wharf-festival-workshop board

87
A parody is only as good as it is accurate, you know. I fail to see what or whom you'r making fun of here.
There coulndn't be any making fun. The license for making fun had expired

88
Puzzles and Challenges / Re: Design the board with the largest P1 advantage
« on: February 16, 2017, 10:24:28 am »
I realized that I could use other combo that I discovered for almost certain p1 win.

donate,alms,ironworks,lurker,baker,hunting grounds. As there isn't nothing better than mirror its quite deterministic.

Turn 1 alms ironworks. Turn 2 donate, keep only ironworks. Turn 3-4 gain two lurkers,  Turn 5 trash 4 hg for duchies and gain two estates. It suffices to get one lurker on turn 6 to win on estate points by trashing hg number 9.

89
Game Reports / Re: Fun Game
« on: February 13, 2017, 02:01:41 pm »
Here pool looks bit slow and torturer looks be skippable. Priority is get kc-wharf and once it gets going you could discard your entire hand and still get normal turn. I don't expect that you could make significant impact with torturers before opponent gets his kc-wharf going unless he is hopelessly behind with his engine.

I would open minstrel/vassal as with minstrels vassal and mystic acts as conspirators to quickly hit 5 and 7 for kc/wharf.

90
Variants and Fan Cards / Re: luser's card
« on: February 13, 2017, 12:11:49 pm »
What makes this a victory card?

Forgot to make it 1vp as estate.

91
Dominion General Discussion / Re: Interesting board.
« on: February 13, 2017, 07:11:52 am »
Yes, that was my plan but in game I missed interactions that would make me reconsider strategy as diplomat here is even better. Schemes+embassy+outpost+diplomat pretty reliably double-province once deck could hit 8.

Problems with initial analysis is that replace is that it is attack. With 5/2 I opened replace/cotr and I spend mid game with schemed replace converting coppers into cotr while opponent reacted with their schemed diplomat. Also you missed that remodel/replace+cotr+diplomat is better do decrease hand size than oasis

So now I vwould instead open remodel/scheme to get diplomats and cotr as reaching 5 for embassy/outpost isn't that had with few diplomat/cotrs.

92
Variants and Fan Cards / luser's cards
« on: February 13, 2017, 07:01:53 am »
I will add cards as I will get ideas. So here are

Code: [Select]
haunted manor - action/victory 3$

+3$

Put two cards from your hand on top of your deck.

worth 1 vp

Then distant-lands style traveller line

Code: [Select]
booze action 4$

+3 cards +1 actions. During your cleanup phase return this and gain a maid.


Code: [Select]
maid - action/victory/traveller 5*

+2$

each other player reveals top card of his deck and could discard or return it on top of their deck.

during your clean-up phase you may choose to exchange this for brewery or put it into your tavern mat
---
worth 1vp when on tavern mat.


Code: [Select]
brewery - action/victory/traveller 6*

reveal top four cards from top of your deck. You may discard any of them, put victory card into your hand and return rest on top of your deck.

during your clean-up phase you may choose to exchange this for wine press or put it into your tavern mat or gain a booze.
---
worth 3vp when on tavern mat.

Code: [Select]
wine press action/victory/traveller 7*
Choose one:
You may a gold, put it on your hand or put this on your tavern mat.

---
worth 6vp when on tavern mat.

93
Reposting combo from other thread: lurker-hunting grounds.

This is a rebuild on steroids. Uncontested  it pretty reliably gives you 30 points and three pile ending on turn 11.

Strategy is to buy lurkers and use them to get more lurkers until lurkers are out. Then buy estates and trash hunting grounds for duchies or estates. If contested when you couldn't get trashed lurker on same turn get hunting grounds.

94
Game Reports / Re: I like Gardens, but not the strategy
« on: February 12, 2017, 11:33:48 am »
Is there really a functional difference between a Chapel / Workshop collision and a Chapel / Silver collision?
Yes, but on turn 5/6, you could trash with chapel and buy village with silver but not with workshop. Problem is that with trimmed deck you don't have villages to support terminals, so gain workshop later.

95
When I read about lurker I got idea about lurker-hunting grounds. After few bot games I found out that it is rebuild on steroids.

You need to buy/gain lurkers until they are out. If mirrored trash hgrounds if you couldn't gain lurker back on same turn. After that buy estates and just trash all hunting grounds to pile out on hgrounds/lurker/duchies/estates.

Unassisted this usually ends game in 11 turns with 30 points from 8 duchies and 6 estates.

96
Dominion Articles / Re: Challenge: write a Moat article
« on: February 12, 2017, 07:37:50 am »
When you mentioned champion moat becomes much better card on boards with champion.

Champion's part about protecting vs attack doesn't protect you much. Curser gives you five curses before you could get champion, knights will half of time trash your hero/champion before you could play it. It only helps vs warrior as hero is immune to it and discard attacks.

Now in junker/trasher case if you picked moats while evolving champion you would get decent protection and would have lot of laboratories once champion becomes online.

97
Game Reports / Re: I like Gardens, but not the strategy
« on: February 12, 2017, 07:29:49 am »
I seen lot of games like these (with 2 nonbase cards).  Trick is to open silver chapel to get witch, village and workshop and then build an engine that empties gardens in few turns with three workshops.

The trick is to make your deck an objectively worse Gardens deck in order to green by gaining what are essentially Tunnels in terms of VP allowed. Sounds solid.

No, my comment was on engine mirrors where witch sometimes screws opponent so its worth more than smithy and getitng workshops+piling gardens once piles are low is best way to win. Vs wshop/gdens engine could just do province/duchy and gain 2 last gardens with pileout if he has lead. When one gains just one witch and gives only 5-6 curses then it
doesn't help opponent's three piling.

chapel/workshop looks like mistake due to terminal collision as early getting villages is problem and single silver is needed to buy cards once chapel trashes down coppers.

98
Game Reports / Re: Pirate Ship is good here, right?
« on: February 12, 2017, 07:08:36 am »
Here pship doesn't look good because of replace, same if you replace replace with remodel. Phship needs time that you don't have when your copper trashing helps opponents engine. 2xScheme+hg+nv gives reliability so he could get quick province lead, then mill provinces. For endgame replacing hg with province gives you 10 points.

99
Game Reports / Re: Shortest games around
« on: February 12, 2017, 06:57:53 am »
Are there some 5-6 turn games now? With villa and/or opening inheritance there should be some.

100
Dominion General Discussion / Interesting board.
« on: February 11, 2017, 05:55:11 am »
I could post this in game reports if I didn't close it without thinking. Following is tricky board so what would be your strategy?

coin of the realm,diplomat,embassy,outpost,,oasis,replace,remodel,scheme,walled village, card i forgot.

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