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2226
Let's have another 2 day long meeting for 3 info

2227
GokoDom / Re: GOKODOM I: Round 2 Results and Discussion
« on: April 23, 2013, 04:58:53 am »
One of the most fun and tense games I ever had. I recommend watching this series against PitrPicko. Thanks for the great games, he was a great opponent.



Result for Kirian or anyone who wants to spoil themselves: I won 3-2

Commentary tomorrow as I now have to go sleep.

Here the comments after a rewatch:

Game 1: I was very lucky in this Tournament game. Although he had a Province and a Tournament he couldn't connect them in his Tactician turn. But on the other side I liked it trashing down with Spice Merchant and getting Gold with Market Square. And I had 2 Tournaments to his one which helped a lot to connect, but it wasn't even in a Tactician turn, so yeah I was really lucky there. Still he had a points lead and I was struggling to overcome that. Close to the end he played Tactician and I had nothing really in my hand to buy a Province. I could either play Followers or Tactician on my own. I decided to let him discard, but he only discarded from $6 to $5 as his deck was already fully of junk. This gave me the opportunity to win luckily.

Game 2: He had a IMO lucky 5/2 on a Vault/Chapel board where I decided to go straight Courtyard BM. I could get an early lead and decided to get the second last Province as we were even for a possible tie because I knew his deck would be better in the long run. He could get to a Duchy while I could only get to $4. He could then win by buying the last Province. I think here I was the one who was unfortunate, so we're equal again.

Game 3: We both went for a Monument engine with Border Village here. He executed it way better than me, no doubt. But I'm still not sure what I could have done better. I think the second Junk Dealer wasn't necessary as drawing with Hunting Grounds would be better than heavy trashing. Also the +buy source should have come more and earlier from Hamlet instead of that one Storeroom that I picked up. I don't think that I got the Hunting Grounds too late as winning the Monument split was really important here, but he got the engine pieces together faster than me, no way for a comeback.

Game 4: This was a crazy game. Again there was Border Village, here with Smithy for draw and Goons as main engine part. I focussed more in getting BVs+Smithies to play the 1 (and later 2 Goons) more regularly and then getting more Goons later. I couldn't get to a point though where I could draw a big part of my deck. Then he had a good turn where he depleted the Goons with BV as the second pile already depleted and the Smithies nearly depleted... and he had a lead of around 10VPs. I was in big trouble. Now every turn was just about getting the maximum amount of VP and I could slowly catch up. I did some crazy stuff that you probably won't see each game like playing Band of Misfits as Feast to gain a Duchy. Each turn I had to recalculate the current score at least twice. He was close to win this game I think twice. I think he was once $1 short to empty the Smithies and later with 3 Estates left, I could have bought one Estate for one more point which would have allowed him to win. I'm glad that I saw this possiblity and opted for the safe route. Although he had more Goons, I think my deck was just better so that I could get in the lead and then empty the Smithies myself. I still think Border Village + Smithy was the right move here, but I should have gotten some more Goons earlier, probably. Both our hands were shaking after this tense game.

Game 5: First time I encountered the Hermit/Market Square combo and in this important game. So I wasn't so sure how to execute it. Although he knew the combo, he went for a Trader+Rats+Market Square thing which allowed him to get tons of Silver and Gold each turn. But the combo is so fast. He first tried to deny me of some Market Squares so that I was really concerned. And I think if he would have denied me of more of them, I would have been in big troubles. The interesting part is that there was King's Court and other strong cards like Menagerie on the board, but they weren't important. He did get 2 KCs (which probably should have been Provinces), but then my combo kicked in for way too many money and too few buys. Still I could empty the Estates and buy 2 Provinces and win as there haven't been bought any VP cards so far. This was a great feeling and I'm glad that I won although I'm still not sure if it was deserved or not.

My opponent played very good and I hope he can still get a very good result in this tournament.


2228
Medusa with 6 Attack and Petrify, 4 Armour and 5 Fame
Werewolf with 7 Attack and Swiftness, 5 Armour and 5 Fame

2229
Non-Mafia Game Threads / Re: Battlestar Galactica (Round 4)
« on: April 23, 2013, 03:32:16 am »
Pass

2230
Sir Galahad mail-mi loses 1 Life.
Sir Galahad mail-mi plays a Fight 3 into the Pict Wars Quest.

Players (Turn Order)
King Arthur Jorbles       Life: 2 Cards: 5
Sir Gawain Kuildeous     Life: 1 Cards: 6
Sir Galahad mail-mi      Life: 2 Cards: 6
Sir Palamedes Eevee    Life: 2 Cards: 3
Sir Percival Tables        Life: 3 Cards: 6

For better reading: Black = red, white = green
Quests
Tournament vs the Black Knight Perpetual, Solo, Combat Quest (Outcome: 1 Sword, 3 Cards, 1 Life Point)   X|_|_|_    _|_ _|_
Dragon's Quest Combat Quest (Outcome: 2 Swords, 7 Cards, 2 Life Points)                                              X|_|_|_|_    4|_|_ _|_|_ _|_|_ 
Quest for Excalibur (Outcome: 2 Swords, 7 Cards, 1 Life Point, Excalibur)                                                 _|_|_|_|_|_|E|_|_|_|_ 
Quest for the Holy Grail (Outcome: 3 Swords, 7 Cards, 1 Life Point, Holy Grail)                                          X|X|X|X|X|X|_   
Pict Wars Quest (Outcome: 1 Sword, 4 Cards, 1 Life Point, if lost: 2 siege Engines to Camelot)                     X|_|_|_ 1|2|3|_|_ 
Saxon Wars Quest (Outcome: 1 Sword, 4 Cards, 1 Life Point, if lost: 2 siege Engines to Camelot)                 X|X|_|_ _|_|_|_|_   
Camelot                                                                                                                                         |||_|_|_|_|_|_|_|_|_

Sir Palamedes Eevee please choose the Progression of Evil.

2231
Non-Mafia Game Threads / Re: Tzolk'in: The Mayan Calendar II
« on: April 23, 2013, 03:26:48 am »
Ok, I only know the rules, but never played this before. How about Davio and liopoil?

Put 1 Worker on Palenque, Tikal and Uxmal for 3 corn

2232
GokoDom / Re: GOKODOM I: Round 2 Results and Discussion
« on: April 22, 2013, 09:07:55 pm »
One of the most fun and tense games I ever had. I recommend watching this series against PitrPicko. Thanks for the great games, he was a great opponent.



Result for Kirian or anyone who wants to spoil themselves: I won 3-2

Commentary tomorrow as I now have to go sleep.

Posted

2233
Yeah, I think there's no other way than just keep playing until they run out. Thrown away AAs definitely won't get back.

Also, Intimidate is red not green right?

Correct & Fixed.

2234
The Advanced Action deck is empty now.

Edit: Never happened to me before and I think this case is rather rare. I'm not sure what is done now.  :-[

2235
Game state: https://docs.google.com/spreadsheet/ccc?key=0AjovnuYeeSkidG9MNFRlQW5VaTRleFQtT3dZV2k4S3c&usp=sharing

Fame: Goldyx: 33 / Norowas: 56 / Tovak: 67 / Arythea: 66
Influence: Goldyx: 0 / Norowas: -1 / Tovak: 5 / Arythea: X

Advanced Actions:
Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3
Steady Tempo Move 2. At the end of your turn, instead of putting this card in your discard pile, you may place it on the bottom of your deed deck as long as it is not empty. /// Move 4. At the end of your turn, instead of putting this card in your discard pile, you may place it on top of your Deed deck.
Intimidate Influence 4 or Attack 3. Get Reputation -1 at the end of your turn. /// Influence 8 or Attack 7. Get Reputation -2 at the end of your turn.

Spells:
Expose / Mass Expose Target enemy loses all fortifications and resistances this combat. Ranged Attack 2. /// Enemies lose all fortifications this combat, or enemies lose all resistances this combat. Ranged Attack 3.
Call to Arms / Call to Glory You may use an ability of one Unit in the Units offer this turn, as if it were one of your recruits. You cannot assign damage to this Unit. ///Recruit any one Unit from the Units offer for free. (If you are at your Command limit, you must disband one of your Units first.)
Mana Meltdown / Mana Radiance Each other player must randomly choose a crystal in their Inventory to be lost. You may gain one crystal lost this way to your Inventory. Any player that had no crystal in their Inventory when you played this, takes a Wound instead. /// When you play this, choose a basic mana color. Each player, including you, takes a Wound for each crystal of that color they own. Gain two crystal of the chosen color to your Inventory.

Units:
Fire Golems Cost 8 / Level 3 / Armour 4 (Physical and Fire Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 3 /// Ranged Fire Attack 4
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
empty
Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
empty
Utem Swordsmen Cost 6 / Level 2 / Armour 4 / Recruitable in Keep / Attack or Block 3 /// Attack or Block 6. This Unit becomes Wounded.

Temporary Bonus Units from Bonds of Loyalty   
empty
Savage Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Siege Attack 4

Monastery Advanced Actions                                                            
Song of Wind Move 2. The Move cost of plains, deserts and wastelands is reduced by 1, to a minimum of 0 this turn. /// Move 2. The Move cost of plains, deserts and wastelands is reduced by 2, to a minimum of 0. You may pay a blue mana to be able to travel through lakes for Move cost 0 this turn.

Common Skill Offer:
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a blue mana token. You cannot use another motivation skill until the end of your next turn.
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a red mana token. You cannot use another motivation skill until the end of your next turn.
Bright Negotiation Once a turn: Influence 3 (during the Day) or Influence 2 (at Night)
Healing Ritual Once a Round, except in combat: Flip this to throw away up to two Wounds from your hand. One of them goes to the hand of the closest hero (if tied, you choose) instead of to the Wound pile.
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at Night).
Night Sharpshooting Once a turn: Ranged attack 1 (durng the Day), or Ranged attack 2 (during the Night)
Cold Swordsmanship Once a turn: Attack 2, or Ice attack 2
Source Freeze Once a Round: Put this skill token in the Source. While it is there other players cannot use their usual one die from the Source. On your next turn, gain one crystal of any basic color represented in the Source to your inventory (do not reroll that die) then take this token back and flip it.
Shield Mastery Once a turn: Block 3, or Fire block 2, or Ice block 2
Forward March Once a turn: Get Move 1 for each Ready and Unwounded Unit you control, to maximum of Move 3
Who Needs Magic? Once a turn: One card played sideways gives you +2 instead of +1. If you use no die from the source this turn, it gives +3 instead.
I Feel No Pain Once a turn, except in combat: Discard one wound from hand. If you do, draw a new card.         
Polarization Once a turn: You can use one mana as a mana of the opposite color (red<->blue, white<->green, gold<->black). During the Day, you could use a black mana as any color other than black (not to power the stronger effect of spells). At Night, you could use a gold mana as black to power the stronger effect of a Spell, but not as any other color.                                          

Mana Source:
Black / Gold / Gold / Gold / Gold / White

Map:


Goldyx (Jorbles):
Level 5 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 2/6/13 / Tactics: 2: Long Night One time this Night, if your Deed deck is empty, you may shuffle your discard pile and put 3 cards at random back into your Deed deck. Then flip this card face down.      
Crystals: Blue, Blue
Skills: Universal Power Once a turn: You may add one mana to a card played sideways. If you do, the card gives +3 instead of +1. If it is an Action or Spell card of the same color as that mana, it gives +4.
         Flight Once a Round: Flip this to move to an adjacent space for free, or to move two spaces for 2 Move points. You must end this move in a safe space. This move does not provoke rampaging enemies.                                                         
Units (2/3): Guardian Golems Cost 7 / Level 2 / Armour 3 (Physical Resistance) / Recruitable in Keep or Mage Tower / Attack or Block 2 /// Fire Block 4 /// Ice Block 4
                 Northern Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Ice Attack or Ice Block 4

Tovak (pops):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/1/21 / Tactics: 3: Mana Search Once per turn, before you use mana from the Source, you may reroll up to two mana dice in the Source. When choosing dice to reroll, you must pick gold (depleted) dice first, if there are any.                                       
Crystals: Green, Blue, Red, Red
Skills: Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)
         Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
         I Don't Give a Damn Once a turn: One card played sideways gives you +2 instead of +1. If it's an advanced action, spell or artifact, it gives +3 instead.
         Prayer of Weather Once a Round: Put this Skill token in the center. Until start of your next turn, the Move cost of all terrain is reduced by 2 for you (to a minimum of 1), and is increased by 1 for all other players (to a maximum of 5). Then take this token back and flip it.
Units (3/4): Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
                 Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
                 Amotep Freezers Cost 8 / Level 3 / Armour 6 / Recruitable in Keep or City / Attack or Block 5 /// Target enemy does not attack this combat and it gets Armor -3 (to a minimum of 1).
                 -> with Banner of Protection Assign this to a unit you control. The assigned unit gets armor +1, fire resistance and ice resistance. /// At the end of your turn, you may throw away all wounds you received this turn.

Norowas (theorel):
Level 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 0/7/21 / Tactics: 5: Preparation When you take this Tactic, search your deck for any one card and put it into your hand, then shuffle your deck.
Crystals: Blue, White
Skills: Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
         Leadership Once a turn: When activating a Unit, add +3 to its Block, or +2 to its Attack. or +1 to its Ranged (not Siege) Attack, regardless of its elements.
         Bonds of Loyalty When you gain this Skill, add two Regular Units to the Units offer. Put this Skill in you Unit area as a Command token. It costs 5 less Influence (minimum 0) to recruit a Unit under this Command token. This Unit can be used even when the use of Units would normally not be allowed. You cannot disband this Unit.
Units (3/4+1): Foresters (wounded) Cost 5 / Level 1 / Armour 4 / Recruitable in Village / Move 2. The move cost of forests, hills and swamps is reduced by 1 this turn, to a minimum of 0 /// Block 3
                 Red Cape Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 /// Fire Attack or Fire Block 4
                 Catapults Cost 9 / Level 3 / Armour 4 / Recruitable in Keep or City / Siege Attack 3 /// Siege Fire Attack 5 /// Siege Ice Attack 5
                 Bonds of Loyalty: empty

Arythea (Watno):
Level 8 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 2 (4)/8/22 / Tactics: 6: Sparing Power Once before the start of each of your turns, choose one: Put the top card of your Deed deck face down under this card, or flip this card face down and put all Deed cards under it into your hand.
Crystals: White, White
Skills: Power of Pain Once a turn: You can play one Wound sideways, as if it were a non-Wound card. It gives +2 instead of +1. At the end of your turn, put that Wound in your discard pile.
         Burning Power Once a turn: Siege Attack 1, or Fire Siege Attack 1.
         Hot Swordsmanship Once a turn: Attack 2, or Fire Attack 2.
         Invocation Once a turn: Discard a Wound card to gain a red or black mana token, or discard a non-wound card to gain a white or green mana token. You must spend a mana token gained this way immediately, or you cannot use the ability.
Units (1/4): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

2236
And just to make sure I understand, if I move north, the orc shaman will throw a hippopotamus* at me, right?

* might not be an actual hippopotamus.

Correct.

2237
You level up. Choose one Skill:

Invocation Once a turn: Discard a Wound card to gain a red or black mana token, or discard a non-wound card to gain a white or green mana token. You must spend a mana token gained this way immediately, or you cannot use the ability.
Polarization Once a turn: You can use one mana as a mana of the opposite color (red<->blue, white<->green, gold<->black). During the Day, you could use a black mana as any color other than black (not to power the stronger effect of spells). At Night, you could use a gold mana as black to power the stronger effect of a Spell, but not as any other color.

or any Skill in the Offer. Then choose and Advanced Action.

2238
White Crystal Mine, Village and Keep


2239
I reconsidered and want to use March for Moving instead of Swiftness. Hope that's ok for everyone.

That's ok. The rules explicitly say that you can change you decision as long as you haven't got any new information.

I forgot to say that the purple tile is depleted and gets reshuffled now. I guess that's ok.

You encounter an enemy with 5 Ice Attack, 6 Defense with Ice Resistance and 5 Fame.

2240
TheMunch (Medic) draws Tehran, Istanbul

Infector: Miami, Cairo, Bogotá



Player 1: TheMunch (Medic): Moscow, Atlanta, Milan, Paris, Dehli, Tehran, Istanbul

Player 2: shraeye (Scientist): Jakarta, Kolkata, Algier, Karachi, Baghdad, Johannesburg

Player 3: Tables (Generalist): Riyadh, Los Angeles, Bangkok, Shanghai

Player 4: theorel (Field Operative) (): London, Seoul, Madrid, Mobile Hospital, New Assignment
Mobile Hospital: The current player may remove 1 cube from every city he Drives/Ferries to during this turn.
New Assignment: Any player (including the current player) may discard their current Role card and select a new one from the unused ones in the box.

Discard: Chicago, Chennai, Epidemic, Taipei, Sydney, Epidemic, Airlift, Epidemic, Resilient Population, Lagos, Kinshasa, Osaka, Borrowed Time, New York, Epidemic, Government Grant, Mexico City, Miami, Bogotá, Rapid Vaccine Deployment

shraeye (Scientist) is next.

2241
Non-Mafia Game Threads / Re: Red November - Suck it, Kraken
« on: April 22, 2013, 10:30:50 am »
Ok, makes sense what you said. Go into Room 2 and spend 4 minutes pumping water.

2242
Oh, it's my turn, right? I didn't notice that as the thread title still says liopoil up.

Main board advertising

And btw: Could you tell us the distribution of all the Economy tiles? More specifically: Could we have another Recession with 1 Consumer?

2243
King Arthur Jorbles loses 1 Life.
King Arthur Jorbles plays a Grail to the Quest of the Holy Grail.
Sir Gawain Kuildeous loses 1 Life.
Sir Gawain Kuildeous moves to the Dragon's Quest.

Players (Turn Order)
King Arthur Jorbles       Life: 2 Cards: 5
Sir Gawain Kuildeous     Life: 1 Cards: 6
Sir Galahad mail-mi      Life: 3 Cards: 7
Sir Palamedes Eevee    Life: 2 Cards: 3
Sir Percival Tables        Life: 3 Cards: 6

For better reading: Black = red, white = green
Quests
Tournament vs the Black Knight Perpetual, Solo, Combat Quest (Outcome: 1 Sword, 3 Cards, 1 Life Point)   X|_|_|_    _|_ _|_
Dragon's Quest Combat Quest (Outcome: 2 Swords, 7 Cards, 2 Life Points)                                              X|_|_|_|_    4|_|_ _|_|_ _|_|_ 
Quest for Excalibur (Outcome: 2 Swords, 7 Cards, 1 Life Point, Excalibur)                                                 _|_|_|_|_|_|E|_|_|_|_ 
Quest for the Holy Grail (Outcome: 3 Swords, 7 Cards, 1 Life Point, Holy Grail)                                          X|X|X|X|X|X|_   
Pict Wars Quest (Outcome: 1 Sword, 4 Cards, 1 Life Point, if lost: 2 siege Engines to Camelot)                     X|_|_|_ 1|2|_|_|_ 
Saxon Wars Quest (Outcome: 1 Sword, 4 Cards, 1 Life Point, if lost: 2 siege Engines to Camelot)                 X|X|_|_ _|_|_|_|_   
Camelot                                                                                                                                         |||_|_|_|_|_|_|_|_|_

Sir Galahad mail-mi please choose the Progression of Evil.

2244
Non-Mafia Game Threads / Re: Red November - Suck it, Kraken
« on: April 22, 2013, 10:11:04 am »
Sorry for the delay. I can't see anything better than searching in Room 8.

2245
3 Garbage and 1 Uranium for $21

2246
Dominion General Discussion / Re: The WW Rating System
« on: April 22, 2013, 06:57:22 am »
I've read it now in detail. I'm looking forward for this although I have some doubts that you will get enough data as everything has to be done manually. Best would be if you only have to fill in (into a spreadsheet of form) the URL of the log and the rest will be done automatically (like ending conditions and stuff).

2247
The thing with Countereit is, that its not gamewarpingly good in a sense that games are won and lost with the counterfeit split (like Minion...). It's a card i gladly pick up as my first 5 and very rarely pick up more than 2. I would only pick the strongest attacks over it.

It provides money, +buy and improves your deck in a subtle way. and in the endgame you can safely break PPR if your opponent ignores Counterfeit. I also noticed a lot of people ignore Counterfeit on goko. And in a lot of theese games they tell me afterwards, they didn't know Counterfeit is SOOO GOOD.

Counterfeit is a strong card probably top 15-20 in my opinion. It just doesn't have superstar written all over it, its more a reliable workhorse that will never let you down. And very often this is what your deck needs.

I couldn't have said it better. I absolutely agree.

2248
Forum Games / Re: Vacation/Limited Access announcements
« on: April 21, 2013, 09:52:56 pm »
Didn't have time today to look into my games. All updates and moves tomorrow.

2249
Dominion General Discussion / Re: The WW Rating System
« on: April 21, 2013, 09:45:40 pm »
Sign me up, now reading the details.

2250
http://forum.dominionstrategy.com/index.php?topic=7836.msg225805#msg225805

Part 3/6 is online. I'm looking forward to hear your thoughts.

One quick note from me. As already said in the last part, I'm dissappointed Counterfeit being so low. I rated at #13. While I think it's proabably a bit high, I'm pretty sure it's a Top 20 card.

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