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Messages - wachsmuth

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201
Dominion Articles / Re: Triple Gear
« on: January 29, 2016, 12:09:15 am »
Lightning Edit: Goons (tuned for the matchup) might be the best BM against this?(???)

I feel Cultist BM should also do well (admittedly, this is an unqualified guess - I have never played with Gear).

202
Dominion General Discussion / Re: Super old quotes
« on: January 28, 2016, 11:58:49 pm »
Dominion is hard!

But is it NP-Hard?

Umm... yes?

You'd have to show a reduction to another problem that's also NP-Hard... Well, I would love to see such a proof.

203
Dominion General Discussion / Re: Scout Archives
« on: January 18, 2016, 01:31:02 am »
I usually play against my mom, who buys a Province whenever she hits $8. This forces me to green earlier, thus possibly making Scout better in my eyes.

If there's a source of +Buy on the board, you should be letting her get the first 5-6 Provinces while continuing to build your engine, then win by snagging all the remaining green in a couple of turns, after she has inevitably stalled.
Okay, I let her get 6 Provinces.
Now I need 2 Provinces, 8 Duchies and 4 Estates (seeing as she didn't trash her estates). I can totally produce $64 coins and 14 buys in 'a couple of turns.'

5 Provinces is more doable to catch up to, then you only need 3 Provinces and 5 Duchies. Which can absolutely be done if you've been able to build for 7-8 turns longer than her (assuming there is some real benefit to building for that long, of course). Many boards will also have some sort of catch-up mechanism that aids the engine player (e.g. a slow curser such as Jester, or some sort of engine-friendly alt-VP such as Fairgrounds or Monument).

204
Variants and Fan Cards / Re: Casino Deck
« on: January 18, 2016, 01:20:18 am »
I still think you should just make a few duplicates, name it "Roulette" and use a tiny roulette wheel to determine which to pick. Shouting "Rien ne va plus" when doing so should also be mandatory.

Well, that settles is. This variant is not gonna for be for me then. My French roommate makes fun of me everytime I have to say something French for any reason  :'(

205
But it's very much a niche card, one of the nichest. Which is both the problem and one of the reasons it's still better than The Card Which Must Not Be Named; thief is actively bad in 95% of games, but in the remaining 5% it's golden. TCWMNBN, on the other hand, is nothing in 95% of games, and slightly better than nothing in the remaining 5%.

I disagree. It's bad in more than half of games. It's usually not even worth the space it takes up. It's not as bad as Thief, but it's still usually worse than not having it. Most of the time it's worth it to trash it if you somehow get one.

I have never gotten Thief to work with Gardens in 2-player, and I have tried. It's honestly worse than silver most of the time, and silver is a pretty bad card with Gardens.

206
Dominion General Discussion / Re: Scout Archives
« on: January 17, 2016, 02:19:54 pm »
I am having trouble believing that are any boards at all with both Worker's Village and Scout, or Tournament and Scout, where Scout is the better card of the two.

207
Variants and Fan Cards / Re: Casino Deck
« on: January 17, 2016, 01:55:28 pm »
Playtesting it is more useful than feedback. Also, this isn't even hard to playtest - just make a spreadsheet or something and a way to select one randomly, which is pretty easy. They don't really touch any other components in the game, so you can just store them on a computer if you want to.

208
Dominion General Discussion / Re: 5 Ways to Win Dominion
« on: January 15, 2016, 01:36:28 am »
Here's my 5 ways to win Twilight Struggle:
- Win by having the most VP after final scoring
- Degrade DEFCON to 1 on your opponent's turn
- Control Europe when it's being scored
- Get to 20 VP
- Win the Space Race

The last is actually false, but it would be fun if there was more incentive to space things other than making sure the event doesn't trigger this turn.

You forgot one, play the 'How about a nice game of chess?' card when you are more than 10 points ahead.  8)

6 points, actually. There are also more obscure ways to win, such as 'getting your opponent to hold a scoring card' and 'make your opponent coup while under Cuban Missile Crisis. I think that's all of them.

209
Puzzles and Challenges / Re: Easy Puzzles
« on: January 01, 2016, 06:50:51 pm »
Quote
If it's intended that you work together, the puzzle becomes more trivial than easy. Just let your opponent buy nine Chapels and buy the tenth on turn 16. Or whatever distribution of Chapels, and possibly Silver, works out. Well, maybe not trivial, but i don't see what the base limitation is for, then.

You need to actually ensure your opponent can buy 9 Chapels. Here's a simple counter-example to show the that the 'only buy chapels' strategy can not ensure it - with this draw, it only gets 8 by turn 16. D here means D 'dead card' (Estate and Chapel), C is copper.

Turn 1: DDDCC. Chapel
Turn 2: CCCCC. Chapel.
Turn 3. DDDDC.
Turn 4. CCCCC. Chapel.
Turn 5. DDDDC.
Turn 6. CCCCC. Chapel.
Turn 7. DDCCC. Chapel.
Turn 8. DDDDC.
Turn 9. DDDDC.
Turn 10. CCCCC. Chapel.
Turn 11. DDDDC.
Turn 12. DDDDC.
Turn 13. CCCCC. Chapel.
Turn 14. DDDDC.
Turn 15. DDDDC.
Turn 16. CCCCC. Chapel.

So one needs to devise a strategy that can guarantee 9 chapels by turn 16. Probably not very hard.

210
Puzzles and Challenges / Re: Easy Puzzles
« on: January 01, 2016, 03:35:08 am »
With any base-only kingdom that includes Chapel (two player), empty the Chapel pile in exactly 16 turns, without trashing anything.

Is there any reason that the solution isn't simply to buy a Chapel on every opportunity until there's one left, wait until it's turn 16, then buy the last one?

211
Dominion General Discussion / Re: Homage to the Best Card
« on: January 01, 2016, 03:32:25 am »
I thought the joke was that Spy got emptied. That has to be more uncommon than 55 points and 5 of each VP card.

212
Puzzles and Challenges / Re: What Card Am I?
« on: December 17, 2015, 10:44:25 pm »
I am an Action card.  I am in your hand.  I am NOT a Reaction card.  I do, however, reveal myself when you play a different Action card, and then something happens to me (the "something happens to me" part is to rule out things like Shanty Town and Menagerie).  That is, I am an Action card that is "triggered" by something else, even though I am not a Reaction card.  I think that's weird, which is why I'm making a puzzle out of it.  Maybe this card should really be a Reaction card, not sure.  And is there more than 1 answer?  (I can only think of 1 answer.)

You have Possessed another player. You play their Bureaucrat, which top-decks your Nobles/Great Hall/Island/Distant Lands.

213
Dominion General Discussion / Re: Throwing games
« on: December 14, 2015, 02:05:22 am »
I used to have really unstable internet, which often would result in me being unable to move and the game effectively frozen. I'd almost always resign, even if I was far ahead and it was clear I was going to win. Trying to convince the opponent to resign didn't seem worth the effort and also kinda rude.

214
Beggar/Counting House.

This seems to be ok on weak colony boards. Just buy nothing but Beggar, Colony and Counting House the entire game. Resilient against most attacks. Seems pretty fast.

215
Dominion General Discussion / Re: The Genocide of Spies
« on: December 10, 2015, 10:53:47 pm »
An opponent complained about my speed a few days ago when I made a Spy-King's Court engine. With Fortune Teller as payload. I can see why he got upset.

216
Variants and Fan Cards / Re: Slight card change ideas
« on: December 10, 2015, 11:27:18 am »
I suspect this version of Feast makes infinite turns possible, but I'll have to think about it to be sure.

Do you mean infinite turns or infinite actions within a turn? Infinite turns definitely not; as the cards that give extra turns never care if they themselves are in play or anything like that.

Infinitely many actions played within a single turn, obviously.  It may be possible to do some Procession/Catacombs/Feast/Graverobber thing where you can just keep on gaining and playing stuff. Involving Champion probably.

217
Also works with King's Court (and is slightly better with it).

218
Variants and Fan Cards / Re: Slight card change ideas
« on: December 10, 2015, 10:36:53 am »
I suspect this version of Feast makes infinite turns possible, but I'll have to think about it to be sure.

219
Variants and Fan Cards / Re: Really bad card ideas
« on: December 08, 2015, 10:27:03 pm »
Treasure Map Map Map

Trash this card. Shuffle your discard pile into your deck. Gain 2 Treasure Map Maps, placing one on top of the deck and the other on the bottom.

220
Variants and Fan Cards / Re: Ruin - Fixer Upper
« on: December 08, 2015, 12:24:29 pm »
I'd pay at least $2 for that card, especially in a game with no other trashing.

To be fair, some people already pay $2 for an already existing ruin, namely Ruined Market *cough* Herbalist *cough*

221
Dominion General Discussion / Re: Individual player analysis tool
« on: December 08, 2015, 12:22:28 pm »
Why not Chris? Roadrunner speaks the truth. Any statement made about the properties of the elements of an empty set is trivially true.

222
Variants and Fan Cards / Re: Ruin - Fixer Upper
« on: December 08, 2015, 07:51:27 am »
Cultist > Duchy and Curse > Copper are also good.

223
Variants and Fan Cards / Re: Three alt-VP cards
« on: December 07, 2015, 09:54:16 am »
Quote
I'm not sure what would be the most abusive use of Labyrinth.  Rebuild?

8x King's Court - 5x Scheme - 10x Adventurer - 1 Storeroom - 8x Labyrinth is a Golden Deck with Labyrinth that generates about 250 VP every turn. Admittedly not a very realistic engine.

224
Ambassador is clearly worse than every other top tier trasher with Shelters, which is also a knock against it.

225
Puzzles and Challenges / Re: Easy Puzzles
« on: December 05, 2015, 01:32:16 pm »
Alternate solution Play a Bridge Troll. On the next turn, play no actions.

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