Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - xyz123

Filter to certain boards:

Pages: 1 ... 10 11 [12]
276
Dominion General Discussion / At what point should you resign?
« on: May 18, 2015, 06:28:46 pm »
I was wondering how far behind people think you need to be for it to be the right thing to resign.

I was playing a game on Goko where my opponent afterwards accused me of not resigning against an obviously better player and just dragging the game out in the hope he would resign out of boredom.

The game was long and drawn out but considering the board included Swindler, Marauder and no trashing I think that is inevitable. He also only beat me by 12 points and ended the game by buying the last province, which meant at the start of his last turn he was 6 points up.

I will admit he was most likely to win at that stage but it is not inconceivable that he could have only had 3 or 4 to spend and bought an Estate, with me Swindling one of his Duchies and picking up the last Province myself. In which case I would have won.

277
Dominion General Discussion / Re: Yet another Adventures review
« on: May 13, 2015, 03:44:25 pm »
My experience of real life games is similar to that already posted. People seem to like to play in large groups but paradoxically do not like having to wait a long time between turns. One person I know regards building engines as poor sportsmanship as long turns are no fun for everyone else. They have their own rule where you are limited to three action cards per turn.

278
Is it a good card for treasure less decks? If you play it as your last action you get the goodies without discarding anything or only discarding victory cards. This also opens up the possibility of Throning or KCing which would otherwise be difficult because of the need to discard either four or six cards. I did play such a game once and my last action each turn was a King's Courted Horse Traders.

It is also useful for gaining Grand Markets as you can remove Coppers from your hand without reducing the amount you have to spend.

279
I could see Philosopher's Stone being useful in a Scheme/Golem/X deck. You would have bought potions to get Golem but you would not want any more action cards.

What about using it as Apprentice fodder? I think it would need the right deck as you would have needed another reason to buy potions but it would allow you to draw 5 cards.

Could it also be a (very) soft counter to gaining unwanted potions as a result of Swindler or Masquerade? If you are playing a money strategy and gave 3+Potion to spend it is going to be usually better than silver.


280
Dominion General Discussion / Re: CARD OF THE WEEK #6: Smugglers
« on: May 03, 2015, 03:45:45 pm »
Reading this thread makes me realise I was wrong about Smugglers. I thought if it as an early game accelerator where you can quickly gain extra cards that gets your deck together in the second, third and fourth shuffles. After that I thought it became less useful. I would very frequently open with it.

The odd thing though is that I do have a good win rate with it. The player analysis tool on this site shows it as one of my better cards, not one my very best but comfortably inside the top quartile. My Goko rating is normally around the mid to high 3000s This suggests that Smugglers is a card that is not well understood by players of this level.


281
Dominion Articles / Re: The 10 words card summary challenge
« on: April 24, 2015, 01:15:28 pm »
Reading the card of the week thread on Steward made me think of this.

The early game trasher that does not outstay its welcome.

282
Dominion General Discussion / Re: Post Your Fun Kingdoms to Play
« on: April 23, 2015, 02:24:37 pm »
One that I played last night as a random selection and found a lot of fun even though it contains one of my least favourite cards (Minion).

Stonemason
Philosopher's Stone
Baron
Quarry
Ghost Ship
Minion
Mystic
Outpost
Wharf
King's Court

283
Thanks for the replies.

Being corrected like this is what I was hoping to get out of the forum. I thought I had found something good but the reality sounds more like it was just not as bad as what my opponent was doing.

 8)

284
Over the weekend I noticed Ill-Gotten Gains seems to have a symbiotic relationship with Mercenary.

With Mercenary the deck thinning and + 2 cards means you draw your Ill-Gotten Gains more often.
Which means you are more likely to hit 5 on that turn, as when needed you gain extra coppers with IGG.
Those extra coppers are then fuel to play Mercenary again.

Plus as well as clogging your opponents deck with curses you know have a discard attack.

I wouldn't put Merc+IGG as a particularly neat combo because...
If you have a Merc, doesn't your opponent often have one as well?  In which case, they're making you discard down to 3 about just as often.  And the curses you're giving them are fuel for their Merc.  Of course, if you're the only one with a Merc, or your Merc comes up at better times based on whatever shuffle luck, then your opponents will often tremble, no matter the kingdom.

It surprised me how well it worked. My opponent did have one as well. I did have some luck in that the turn after I got my first Merc I had a reshuffle and drew my other Urchin and Merc together so I was hitting him twice as frequently. He also didn't go for the IGG rush. He tried some money strategy so was probably hurt more by my attacks then I was by his. Also I am only around the mid 3,000s on Goko so it is unlikely either of us were playing anything like the optimal strategy.

285
Not miss-clicks but I have a couple of times tried to be too clever for my own good when attempting to end games.

Game 1
I had a slight lead and there was 1 province remaining. Unfortunately I only had 6 to spend. I then had the bright idea that I could buy Farmland, trash the province in my hand and gain the last province that way :-[. My opponent bought that last province on his next turn and won.

Game 2.
I spotted a way I could cause a three pile ending to end the game. I started thinking how many provinces, duchies and estates I had bought and how many my opponent had bought. I calculated if I ended the game I would win by 1 point. I lost. My calculations regarding how many provinces, duchies and estates my opponent and myself had in their deck were correct. What I had not considered was that Knights were on the table and my opponent had Dame Josephine in his deck.

286
Over the weekend I noticed Ill-Gotten Gains seems to have a symbiotic relationship with Mercenary.

With Mercenary the deck thinning and + 2 cards means you draw your Ill-Gotten Gains more often.
Which means you are more likely to hit 5 on that turn, as when needed you gain extra coppers with IGG.
Those extra coppers are then fuel to play Mercenary again.

Plus as well as clogging your opponents deck with curses you know have a discard attack.

287
Band of Misfits and Conspirator providing there are cheap cards that give + action.

Band of Misfits can then either be used to activate the Conspirator chain or as Conspirators themselves. This means you have a very good chance of getting the chain going each turn.

288
Variants and Fan Cards / Re: Illusionist (Reserve card)
« on: April 08, 2015, 01:57:42 pm »
Would you be allowed to specify a dual type card?

Could this lead to some weird interactions where you count victory cards as actions or treasures so you can play them? It would be another different card to power up Hall of Plenty. Another treasure card to power up Bank. Another action card to reduce the cost of Peddlers, etc.

289
Dominion General Discussion / Re: CARD OF THE WEEK #3: Moat
« on: April 07, 2015, 10:36:07 am »
It is more useful the more players there are as you are going to be attacked more often.

It also is rarely a defence strategy on its own. When using it against junking attacks I like to think of it as delaying the attack rather than blocking it. Sooner or later your opponent will play their attack card when you do not have Moat in hand. You need to be doing something else to ensure those junk cards do not ruin your deck.

290
Dominion: Adventures Previews / Re: Preview: Storyteller
« on: March 30, 2015, 03:25:54 pm »
Ok, read it again. So it is buying extra card draws. I misunderstood pay all the coin as spend all the coin you have played (i.e. as in buying cards).

291
Dominion: Adventures Previews / Re: Preview: Storyteller
« on: March 30, 2015, 03:15:22 pm »
This sounds like a supercharged +buy in action form to me.

Imagine a board with no +buy that has Storyteller. You could play Storyteller, spend 8, buy your province, draw 8 cards and keep going.

On the topic of Poor House, could it interact with it in another way. Could it be used to have one lot of buys using your treasure and then another with Poor Houses being worth 4.

292
Maybe this one isn't that common, but I just had a fun Band of Misfits game with Shanty Town and Mining Village. When I had no other Action cards in my hand, it was Shanty Town. Otherwise it was Mining Village (or Conspirator, Forager, etc.). Band of Misfits is one of those cards that I need to buy more in order to really see its power. It's great with cards that are situationally awesome (Smugglers, Baron, etc.).
I've noticed that it makes "bad" cards significantly more important. Cards like Thief or Feast can usually be ignored, but when BoM's on the board you have to pay attention to them.

I play BoM as Feast to gain a BoM!

I have played a bot game on Goko where the bot ignored all other Kingdom cards until it had finished off the BoM pile that way.

I think BoM is very good when Conspirator is on the board as BoM can be used to either activate the Conspirator chain or be pat of it.

An interaction I like is Sage/Potion/cheap potion card such as University or Apothecary. If you open Potion/Sage then providing you do not draw them in the same hand over turns 3 to 5 you can stock up on the cheap potion card.

293
I can think of a couple of possibilities.

1) The benefit you get depends on the type of card you topdeck.

For example.

Put a card in hour hand on top of your deck.

If it is a victory card + 3 cards
an action card + 3 actions
a treasure card + 3 coins

This might be too swingy though, some cards being very weak and others being very strong.

2) A variation on Taxman's attack.

Put a treasure card on top of your deck. Each other player discards a copy of it or reveals a hand with no matches. If no other player discarded the card you may put it back in your hand.


294
Introductions / New member saying hello
« on: March 24, 2015, 03:38:30 pm »
Hi,

I have just signed up so I thought I would say hello. I have been lurking for some time so I thought I would join.

Looking forward to having some fun here and learning lots (which I need to do).

Pages: 1 ... 10 11 [12]

Page created in 0.046 seconds with 21 queries.