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Messages - Chris is me

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2076
Game Reports / Re: In which I get 7 provinces and lose.
« on: December 25, 2015, 02:37:05 pm »
As almost always in goons engine games you don't want vineyard. These are decided by who is player that could three pile and win by ton of points and vineyards hurts you.

This game would almost certainly end on wharf, festival and estate piles. With wharf its easy to line up 3 festivals, 4 goons and two additional coins and pile estates for 40 vp. You couldn't get that lead by adding vineyard in mix.

What? You can easily get to nearly 10 VP per Vineyard on this board. If the engine player is only scoring 40 VP in the game, it's very possible for a Vineyards + engine player to overtake that.

2077
Goko Dominion Online / Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
« on: December 25, 2015, 12:38:15 pm »
Minor feature request that isn't super important - When the game is over and you're in the lead, an option to skip all of the decisions that you make after that point would be cool. I.e., not having to tell Scheme what cards I want to top deck on my last turn, etc. It might be difficult to work out all the logic for this so I wouldn't make it a priority, just something I thought I would mention.

2078
Game Reports / Re: In which I get 7 provinces and lose.
« on: December 25, 2015, 12:35:54 pm »
I don't see this as a difficult board to decide what to play at all. You have excellent trashing, draw, a Village, and Goons. Armory allows you to pivot to buying a few Vineyard a turn once you've built up as payload in addition to all your Goons points you'll be racking up. A predominantly Vineyard strategy needs some buildup to get to those 5 cost enablers in Festival, etc. so you might as well build just a little more and play a Goons deck. Now, exactly how and when you pivot to Vineyard takes some finesse / skill, but the basic map of the game strategy is abundantly clear here. If you can play multiple Goons per turn with a strong engine with lots of trashing, there's no reason to go to Provinces other than as an odd tiebreaker. Just keep building.

2079
Suddenly Woodcutter becomes super overpowered.

All you need is a 4 card deck with Village, Lab, Chapel and Woodcutter and you can empty the supply!
Just play Village - Woodcutter, Lab to draw them, Village - Woodcutter, Lab... etc, infinite $ and infinite Buys!
Or a two card deck with Markets.  One card if the order of events allows it to redraw itself.

You can't get to that state in the base game though.  No way to get rid of Chapel.

Man, stupid Chapel being stuck in your deck. Someone should make a card that can both get rid of your junk AND trash itself on play. That would totally be the bomb.

...isn't this Raze? Am I missing a joke here?

2080
If you don't want to play with Cursers, just put a different card in the kingdom. Don't expect your opponent to hold themselves to a 9 card kingdom and intentionally not play a good strategy just because you don't feel like dealing with it. There is sometimes subtlety and depth in dealing with Cursing attacks, and you'll be a better player for it the more times you play with them.

2081
Stonemason + Border Village + Duke (really, any 5, though)

Obvious synergy here - for $8, get a Stonemason, two $6 Villages, two of anything you want. Great for engines, but also great for Duke / Duchy, because you can then play Stonemason to trash the BV to get two MORE $5 cost cards, and Stonemason helps rush piles, speeding up Duke / Duchy a lot.

2082
Goko Dominion Online / Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
« on: December 21, 2015, 07:41:44 pm »


To reassure those who may be tormented by the fear that MMF's sheer existence would somehow hamper the development of MF's pure, unadulterated client: these bug fixes have been shared with Jeff in advance of this release, and some of them were promptly put into their code. Making fun together makes more fun for all.

I assume you've shared this image with them as well? If not, someone should start a thread in the MF forums requesting that big hands look like this instead of the fanned out cards.

That's probably a good idea, but at the same time it feels pretty awful that we have to tell Making Fun that being able to see what cards we have is an important feature.

2083
Goko Dominion Online / Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
« on: December 21, 2015, 11:21:00 am »


You're the hero Dominion Online needs. This is so much better than Making Fun's half-assed solution to the problem. Thanks so much for making this game fun!

2084
Another BM synergy:

Courtyard + Quest

Courtyard provides the 6-card hands to guarantee Gold via Quest.  Courtyard can save Gold for the next turn when a Province is out of reach.  Simple and effective.  This strategy is very fast, reliable, and pretty resilient to greening.  It gets destroyed by any handsize attack, though.

Strategy:
  • Open Courtyard + Courtyard.
  • Whenever you have the coin, buy a Province.
  • If not, use Quest to gain a Gold (or buy a Duchy late-game).
  • If you have a hand with no Courtyard, buy a third Courtyard or a Duchy.
Solitaire Results:
I played three solitaire games with this strategy.  In the first two, I stopped at turn 13, after acquiring 33 VP.  In the first game, I ended with 5 Provinces, 5 Golds, and 3 Courtyards.  In the second game, I ended with 4 Provinces, 2 Duchies, 5 Golds, and 2 Courtyards.  In the third game, I decided to simulate playing against alt-VP.  I bought all 8 Provinces by turn 18.

You know what's even better though? Gear + Quest! You can always set aside exactly as many cards as you did the previous turn and still guarantee a Gold, plus you can keep those golds shuffling along for Province buys!

Gear is still the best

2085
I'm sorry if this was pointed out before, but Possession/Haunted Woods seems to offer a way to lock an opponent out of the game - provided his deck is good enough. Which is especially nasty as if, in a 2 player game, both build an engine to draw their deck, the one to be able and play Possession/Haunted Woods first, has a good chance to win just because of this.

Stef described this combo in an Adventures preview thread:

This is indeed a combo with possession. (unlike possession-forge, which has such bizarre requirements it will never work in practice)
I've been on the receiving end of this combo and can confirm it's very painful. The requirements are:

* both possession and haunted woods on the board
* a village
* a way to trash cards

Then you both spot this combo and go for it. One of you will be slightly faster then the other. You will possess, buy a copper, topdeck 5 bad cards and they have a dud turn. You will possess again, and now you get to play with their deck minus the 5 bad cards. That is probably good enough to draw the deck again and voila 5 bad cards on top again. You do need to buy a copper every time you possess them, so you should also include a way to get rid of that copper on your own turns.

All in all it's about on par with Possession-Ambassador and Possession-Masquerade - if you end up on the losing side you simply lose the game.
But if you both accept this race as 'the new game to play' it's still a fun one to play out. Just resign once you're blocked out in stead of letting the agony get to you.
In theory you could hope to buy so many coppers on the turns you still do get to play that your own deck becomes so bad they can't keep it up, but no... no thanks.

Thanks. Thinking of it, this seems familiar. But why in the world is he talking about buying a Copper? A deck that draws itself should be able to pick up engine parts instead, making it easier, not harder, to repeat the process. I guess it's the case if your opponent's deck has so little money it can't buy anything better (sans the five bad cards), but that makes trashing the premise for a situation where you need trashing. Which is especially weird as he immediately before talked about going for Possession, which costs quite a lot...

The interaction  is also interesting in that an opponent's Haunted Woods may actually help you to line up your Potion with enough money to buy Possession.

You want to have them topdeck 5 cards that won't work togehter (like 5 terminal draw cards, 5 Victory cards, etc), so to keep those cards in hand you generally don't focus on building up much of an economy that turn. Every card you play is a card that can't go on your opponent's deck.

2086
Puzzles and Challenges / Re: Easy Puzzles
« on: December 18, 2015, 05:24:45 pm »
On my first turn, I buy Summon and gain a Feast with it.  Baker, Borrow, and Lost City are not in the setup, and I never gain another Feast during the game.  When is this a good idea?  (What did I gain with the Feast?)

For some reason, you want a Mandarin in your deck early, but you don't want your first shuffle delayed.

2087
Game Reports / Re: Minion -> Double Tactician
« on: December 18, 2015, 02:35:51 pm »
That kingdom is basically tailor made for a Bridge mega turn. I think it easily beats Double Tac here.

2088
Dominion General Discussion / Re: Scout's best combo?
« on: December 17, 2015, 11:49:18 am »
Best case is you have 2 WW's in hand, reveal no Victory cards and get 2 perfect guesses.

Yeah, that's still worse than nothing.

No - with scout you end up with a hand size of 6, without it you probably end up with a hand size of 5.

Imagine if the scout was another Wishing Well. With just one correct guess in 3 attempts you're as well off as you were with Scout.

Scout. The one card the community can't seem to stop talking about.

if by "the community" you mean "you"

can we please talk about anything else
Well, what would you like to talk about?

Can we talk about individual Adventures cards, like Gear and Artificer? Kind of surprised how little discussion has happened on here considering the game came out six months ago. I'll have to make some threads.

2089
Dominion General Discussion / Re: Scout's best combo?
« on: December 15, 2015, 08:30:50 am »
Scout. The one card the community can't seem to stop talking about.

if by "the community" you mean "you"

can we please talk about anything else

2090
Rules Questions / Re: Band of Misfits & Treasure Map
« on: December 14, 2015, 10:18:32 am »
The point is, when I ended the command of the first sentence, BoM and TM are in trash.
Did I actually trash "two TM"?

The card doesn't check what cards are in the trash, it cares what the cards you trashed were. When you trashed BoM, it was a Treasure Map, so it counts.

2091
Dominion General Discussion / Re: what makes a good non-engine game?
« on: December 14, 2015, 10:15:31 am »
It bugs me how people associate engines with strategic depth and money strategies with mindless chance. There's a lot of depth to Big Money: calculated risks of varying amounts of terminal investment, action synergy, money density, attack frequency, and all sorts of things that people just skim right over when they go "ok buy two embassy and money haha isn't this so stupid".

Part of why I like Adventures is that it has a lot of cards that offer little tweaks or augmentation to Big Money that make the game interesting even in the absence of a pure engine. Gear, Treasure Trove, Amulet, Haunted Woods, Swamp Hag, several Events, all of these have strong Big Money utility on top of their engine potential.

What makes a good BM game? Depends on the board, but multiple terminal options that force hard choices helps. A few non terminals but limited utility. Alt-VP options.

2092
Goko Dominion Online / Re: Waiting for Adventures On-line
« on: December 09, 2015, 07:56:16 am »
Quote
The architecture was designed with a focus on online play, not offline or pass-n-play. Personally, I'd love offline play. It may happen at some point. But it doesn't make sense right now for the business. [...] So, offline won't happen any time soon. You know what? It is OK to play Ascension when you don't have internet, ...

It's not OK to play Ascension when you don't have internet.  Ascension sucks.

I've never played Ascension, but this is the only proper response of a true Dominion believer. That MF guy is sprouting blasphemic nonsense and should, according to custom, be burned on the stakes.

Yeah seriously though, if there's any one statement that shows how out of touch MF is with the Dominion community, it's definitely "Don't like it? Then maybe you should play Ascension!" Makes my blood boil.

2093
Dominion General Discussion / Re: Individual player analysis tool
« on: December 08, 2015, 08:17:49 am »
Weird. I've won 100% of the games that I've bought a Scout in. Sure it's a pretty small sample (less than 100 games with logs), but maybe that means something.

 ???

It doesn't seem to work with the new leader board.

 :(

lol i don't believe you rr

2094
Gear + Tournament

So you want a gear for every ~7-8 cards in your deck, right? And you want Tournament to collide with a Province? With Gear you expand the range of cards Tournament collides with from 4 to 11; two more on the Gear draw and 5 more next turn. It doesn't matter if you draw the Tournament or Province dead - you just set both of them aside for next turn. You virtually guarantee a Tournament pickup the shuffle after you gain a Province.

Gear + Forager

Many terminal draw BM strategies can't really incorporate trashing as they could draw the trasher dead. But not Gear! Gear loves trashing. You can set aside the trasher you dead drew, plus the card you want to get rid of!

2095
Rules Questions / Re: Discard action card after playing?
« on: December 04, 2015, 02:24:38 pm »
Many games you can't, and many games you'll have to re-pre-shuffle if you gain something you didn't expect to gain (opponent buys an Embassy or something that you didn't expect).


Math could be done to get an actual answer on this, but I'm pretty sure it's in far less than half of all Dominion games where it's possible to gain something on an opponent's turn, or to have to discard on an opponents turn.

Even so, the worst case outcome of pre-shuffling is that when you gain a card, you do the same thing you would have had to do if you waited to shuffle anyway. So it always either saves time or makes no difference - no reason not to do this when you can.

2096
The odd thing about this list is that every event is at least situationally useful, and since being situationally useful is the whole point, every event is pretty good sometimes.

I think the order of this list is pretty much spot on, as long as you don't consider last place to be bad. Seaway should be higher with how scarce Buys are. Traveling Fair is also a by underrated, even outside the CH golden deck combo thing. That's about it really.

2097
Can the buttons go on the top of the log? It's where they were for Salvager and you can add some white space to the beginning of the log so that nothing is hidden. I guess the buttons need to keep existing when the log is not used.

2098
Dominion League / Re: Season 11 - Results
« on: December 01, 2015, 12:10:34 am »
D2: Chris is me 4 - Voltaire 2

2099
Dominion League / Re: Season 11 - Announcing Livestreams
« on: November 30, 2015, 07:56:17 pm »
Streaming TWO MATCHES tonight. Starting at 8 PM EST (1 AM tomorrow GMT), I'll play both mtmagus and Voltaire to finish my League matches. http://www.twitch.tv/chrisisme2791

live now!

2100
Solo Challenges / Re: Opening 3/7
« on: November 30, 2015, 01:15:10 pm »
Aside: Inheriting Band of Misfits is awful, as the Estate would literally only be able to play as a Poor House. Inheritance does not transfer cost.

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