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Messages - Qvist

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2251
Rules Questions / Re: Cards that "play or modify" Durations
« on: April 20, 2013, 02:21:03 pm »
Quote
On cards since Revised edition (1994), tapping has been represented by a symbol, though this is not unique to the game of Magic: The Gathering. U.S. Patent 5,662,332 was filed by Wizards of the Coast to patent the mechanics of some aspects of collectible card games, including tapping.

http://en.wikipedia.org/wiki/Tap_(gaming)

2252
Goko Dominion Online / Re: I Lost 30 Points for Tying My Opponent
« on: April 20, 2013, 02:18:05 pm »
Imagine it happening on isotropic, where I gain 0.05 in skill and 0.1 in uncertainty. Meanwhile you lose 0.02 in skill and gain 0.1 in uncertainity. Net result, I go up 0.15 levels and you go up 0.08 levels.

Same kinda deal on goko, except uncertainty isn't displayed in the rating. It still exists though.

Ah cool. Makes sense.

2253
Rules Questions / Re: Cards that "play or modify" Durations
« on: April 20, 2013, 01:45:13 pm »
Lotr LCG uses tapping as well, but maybe they call it differently?

I'm pretty sure something this basic is unpatentable.

The mechanic isn't patented, but the word in this context is, I'm pretty sure.

2254
Goko Dominion Online / Re: I Lost 30 Points for Tying My Opponent
« on: April 20, 2013, 01:42:37 pm »
I played today against Fabian and our game ended on a tie. We both gained points. How is this possible?

2255
Goko Dominion Online / Re: 6000 rating
« on: April 20, 2013, 01:40:50 pm »
I think iso and Goko levels aren't comparable. I was already at over 7000 on Goko, but never managed to break level 38 on iso.

I wonder if this is an intrinsic property of the rating system, or just because the system is still finding its feet.  I hovered around 40 on Iso and am currently 6450 on Goko.  I find that, playing whoever joins my games, I'm typically gaining 20 points for a win, and losing 60 for a loss.  The standard is sufficiently low that's it's still possible to grind out a steady rating increase.  Has your experience been the same, or is your 7000 mostly from higher skill players?

I think Qvist has just gotten better. Presence of DA cards matters a lot, too. Some people have learned how to use them better than others.

Well, I lost a lot of games today, so my guess might be right that I'm not that good.  :P

2256
Non-Mafia Game Threads / Re: Tzolk'in: The Mayan Calendar II
« on: April 20, 2013, 12:30:32 pm »
Thanks. I take Yellow.

2257
Non-Mafia Game Threads / Re: Tzolk'in: The Mayan Calendar II
« on: April 20, 2013, 12:28:40 pm »
Could you unlock the spreadsheet?

2259
Goko Dominion Online / Re: 6000 rating
« on: April 20, 2013, 07:31:19 am »
I think iso and Goko levels aren't comparable. I was already at over 7000 on Goko, but never managed to break level 38 on iso.

I wonder if this is an intrinsic property of the rating system, or just because the system is still finding its feet.  I hovered around 40 on Iso and am currently 6450 on Goko.  I find that, playing whoever joins my games, I'm typically gaining 20 points for a win, and losing 60 for a loss.  The standard is sufficiently low that's it's still possible to grind out a steady rating increase.  Has your experience been the same, or is your 7000 mostly from higher skill players?

I expect that I'm just lucky so far and as I only played ~100 Pro games on Goko so far the uncertainty factor is still high.
I play almost exclusively against people I know (that means mainly against all of you from the forums and also IRL friends), but I don't know how much this could affect the rating.

2261
General Discussion / Re: I am in a Documentary
« on: April 20, 2013, 05:30:27 am »
I wish you also all the best. A friend of mine has Asperger Syndrome and is now 18 years old.

2262
Non-Mafia Game Threads / Re: Battlestar Galactica (Round 4)
« on: April 20, 2013, 05:26:12 am »
What does CFB mean?

2263
GokoDom / Re: Re: GOKODOM I: Round 1 Results and Discussion
« on: April 20, 2013, 05:24:45 am »
Not sure what you are trying to say ooksoo, but the difference is that the kingdom is random what guarantees that the host of the game can't cheat by picking the same kingdom over and over again. That's why Pro Rating is a much more accurate rating.

2264
Goko Dominion Online / Re: 6000 rating
« on: April 20, 2013, 05:22:21 am »
I think iso and Goko levels aren't comparable. I was already at over 7000 on Goko, but never managed to break level 38 on iso.

2265
Game state: https://docs.google.com/spreadsheet/ccc?key=0AjovnuYeeSkidG9MNFRlQW5VaTRleFQtT3dZV2k4S3c&usp=sharing

Fame: Goldyx: 33 / Norowas: 56 / Tovak: 67 / Arythea: 61
Influence: Goldyx: 0 / Norowas: -1 / Tovak: 5 / Arythea: -3

Advanced Actions:
Diplomacy Influence 2. You may use Influence as Block this turn. /// Influence 4. Choose Ice or Fire. You may use Influence as Block for the chosen element this turn.
Frost Bridge Move 2. The Move cost of swamps is reduced to 1 this turn. /// Move 4. You are able to travel through lakes, and the Move cost of lakes and swamps is reduced to 1 this turn.
Swift Bolt Gain a white crystal to you Inventory. /// Ranged Attack 4

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.
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.                                                            
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
Pending                                                      

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.
         Pending
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): 2/8/17 / 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 7 / Armour 4 / Hand Limit 6 / Piles (Draw/Hand/Discard): 5 (3)/8/18 / 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.
Units (1/4): Peasants (double wounded) Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2

2266
Also, you forgot to rolll for Horn of Wrath
Rolled 1d6 : 1, total 1

2267
You level up. Choose a skill:

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.

or any Skill from the Offer. Also choose an Advanced Action.

2268
Finish the block with a damned Banner of Protection.

Not sure what this means actually. The banner is on your unit.

Edit: I think I understand now. I Don't give a Damn + Banner of Courage, I guess.

2269
Non-Mafia Game Threads / Re: Battlestar Galactica (Round 3)
« on: April 19, 2013, 06:36:56 pm »
## Discard this too

2270
Non-Mafia Game Threads / Re: Battlestar Galactica (Round 3)
« on: April 19, 2013, 06:16:38 pm »
## Put card at the bottom
## Use Recon

2271
Non-Mafia Game Threads / Re: Battlestar Galactica (Round 3)
« on: April 19, 2013, 06:03:02 pm »
Destinations or Crises

(Remember you don't get a Crisis because you're in the brig, and you have Recon)

So I won't be able to use Recon this turn!? That's unfortunate.
So I have no choice right? Then I ## choose Destinations

2272
You encounter an enemy with 3 Attack, 7 Defense and fortified, 3 Fame

2273
Non-Mafia Game Threads / Re: Battlestar Galactica (Round 3)
« on: April 19, 2013, 05:38:01 pm »
You're not giving me the trust at the moment so I think trying to escape the brig might be a waste of time.
So, I'm doing something useful and ##Play TAC-1 (Launch Scout). I hope that I'll gain trust soon and then you could play XO on me.

2274
Btw. it's a shame that Impact of Agriculture has no maximum, but Impact of Hapiness has. 34 Culture would have been great.  :P

That actually doesn't make much sense; none of the other Impacts are capped, why that one?

Exactly that's what I was wondering. Why is Impact of Happiness capped?

2275
Kuildeous is up, yes?

Yes, as it says in the title. And pops has still to do his level up.

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