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Topics - Robz888

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76
http://dominion.isotropic.org/gamelog/201301/24/game-20130124-125839-0e0204c0.html

cards in supply: Explorer, Fairgrounds, Fortune Teller, Governor, Harem, Masquerade, Shanty Town, Smithy, Spy, and Throne Room

The above game is a good representation of the power of Governor in even a simple set. There's nothing shabby about 6 Provinces in 12 turns. What's astonishing is that the Governor needs very little support. The only other cards I buy are 1 Masquerade, 1 Shanty Town, 1 Throne Room, a pointless Harem and some Silver.

Masquerade is of course a game accelerator, so that's a key early card.

In terms of using Governor, my first priority is more Governors. Here, I only use the trash function to turn Silver into Governor. This allows me to double up on Governor on turn 8. I don't mind losing the Silver because A) I get them from my opponent anyway B) Governor wants Gold way more.

My second priority is to gain Golds, so I do that several times along the way as I buy my Governors. It can be a bit tricky knowing when to do it, but thanks to Masquerade and Shanty Town, I'm still able to buy Governor on the turns I use Governor to gain Gold.

So, ultimately the Governor pile is empty and I have 7 of them by turn 9. I have also amassed 5 Gold. The time I had $4, I went for a Throne Room, though you could make an argument for Spy. I have so many Governors, though, I figure I'll never draw it dead. $4s are nice to have anyway, in case I need to defensively trash into Duchy.

You can see what I do on my last two turns. This critical mass of Governors allows me to turn every Gold I have into a Province, and buy the last Province. I know at the end that I'm either buying all the Provinces, or only leaving like 1 of them, so I don't care about giving him a huge hand. If he even gets another turn (he doesn't) there won't be much left for him to do with it.

77
Game Reports / Who Says My Girls Ain't Got Game? (Duchess x 6)
« on: January 23, 2013, 06:01:14 pm »
I have to say I'm proud of myself for this one. Probably my most complicated comeback ever: http://dominion.isotropic.org/gamelog/201301/23/game-20130123-144812-1147487b.html

cards in supply: Cartographer, Duchess, Duke, Hamlet, Harem, Potion, Salvager, Scrying Pool, Stables, Warehouse, and Wishing Well

My opponent opens 5/2, goes Stables/Hamlet, and opts for a Duke strategy. I can't blame him. There isn't great support for it, but there isn't really much dominating here besides, and Stables with some Copper buys off Hamlet can probably get the job done.

I open 4/3. Can you do anything with Scrying Pool here? There isn't really much virtual coin (I think at first glance), but lots of cantrips and Hamlet support, so I figure, we'll see.

I'm getting a nice deck going, but he already has 2 Duchies, and what am I going to do? A Pool deck will not hold together for Duchies and Dukes, and I'm behind anyway. But I have Salvager, so I opt to take 3 Duchies just to deny them to him and crunch them up later. And then a friendly message appears.

"Would you like to gain a Duchess?"

Oh yes. Yes I would.

Duchess is of course good for his strategy too, but with enough Hamlets... and eventually, I have enough... they're free Silvers for me. More than free silvers. Check out this cool trick I do: I draw my whole deck, with plenty of Scrying Pools to spare. Then I play all my Hamlets, and discard all the Duchess for actions and buys. Then I draw them all with a Scrying Pool. Then I play Warehouse, drawing nothing, and discarding my extra Pools. Then, I play Duchess, recycyling a deck of 3 Scyring Pools, and leave those on top for next time.

Then I play 5 more Duchesses for the coin.

At that point I can easily catch back up on Provinces, with no fear of my deck stalling.

Thanks to SadPanda for waiting through my ridiculously long turns.

78
http://dominion.isotropic.org/gamelog/201301/21/game-20130121-123741-130c0702.html

cards in supply: Chancellor, City, Crossroads, Duke, Haven, Mandarin, Nomad Camp, Potion, Scout, Secret Chamber, and University

We both get a 5/2 start, so trying to go University into Cities is probably out of the question. As is, we go both Mandarin/Crossroads into what should be a pretty good Duchy/Duke contest. There are plenty of support cards for Duke here, including Crossroads (just make sure you get some money, too), Mandarin, Nomad Camp... and theoretically, the Scout.

Except I totally crush him here, even from second position, and while that's gotta be at least a little shuffle luck, I can't help but notice, ahem, how many Scouts I have (0), compared to how many he has (2). I mean, there were a couple places where I say, okay, I'm greening a lot, Scout has gotta be okay for me, right? And then I say, no way man, gotta grab the Nomad Camp so I can get a Duke next turn, not worry about drawing green cards out of a future hand like a million turns from now. Later, I'd rather go double Estate than get the Scout, and still later, I'm piling out Crossroads anyway.

If you watch his turns, you'll notice the Scout just do absolutely nothing for him. It seems to always pull the green cards out of the hands that have Crossroads, I guess. Such a sad, sad card.

79
Dominion Isotropic / Warning: Do Not Accept Games with "Led"
« on: January 10, 2013, 05:20:59 pm »
17:16 Led: please play
17:17 Led: ???????????????????????
17:17 Led: play you damn bitch
17:17 Robz888: settle down man
17:17 Robz888: my internet slowed dowm
17:18 Led: ???????
17:18 Led: play awhore
17:18 Led: what a cunt you are
17:18 Led: shit
17:19 Led: cu whore
17:19 Led has returned to the lobby.

80
Dominion Isotropic / Issues on my iPad
« on: December 26, 2012, 12:58:25 pm »
I just got an iPad for Christmas--yay for me!--and of course the first thing I wanted to do was try out Isotropic on it.

Unfortunately, there are two fairly annoying problems. Whenever you touch to buy or gain a card, the image and text of the card pop up, and don't go away unless you press some other button (like, toggle the sound on and off).

That's not so bad, but here's a bigger issue: The "Info" doesn't update unless you refresh the page! And Iso only lets you refresh the page a few times before it kicks you off, so I can't really frantically check the score every two seconds in the endgame like I usually do.

Anybody else noticed this, or had these problems? *Disclaimer, I am the most technologically incapable person in the world.

81
General Discussion / Happy Holidays to the Forum Community
« on: December 25, 2012, 01:58:20 am »
I usually communicate my holiday greetings via text and Facebook, but it occurs to that some of the best friends I've made this year I know only through f.ds and Forum Games. So best wishes to all of you for a happy holiday season!

(I will even drop a virtual present into your metaphorical Christmas stocking if you reply to this topic.)

82
Game Reports / Humiliation
« on: December 07, 2012, 10:46:01 pm »
Please just explain to me why I lost: http://dominion.isotropic.org/gamelog/201212/07/game-20121207-194414-67595e0d.html

For now, I'll be crying in the corner of the room.

83
General Discussion / Cloud Atlas
« on: November 27, 2012, 12:52:31 pm »
I finished the book last weekend, and then saw the movie. I really, really enjoyed both. As is usually the case, I would still recommend the book over the movie, but both were terrific.

Any other fans (or haters?) out there?

84
Dominion Isotropic / Is There Any Way to Retrieve Logs?
« on: November 19, 2012, 01:40:10 pm »
Now that we don't have Council Room, I was wondering if there is anyway for me to get the link to the log of a game I JUST played against Marin, like, an hour ago. It was such a great game, and I wanted to write it up.

Quote
12:47 Marin: It will be a long long long game for you

85
Dominion Videos and Streams / Robz888 Starts Recording Dominion Videos
« on: November 10, 2012, 02:14:03 pm »
With the disclaimer that when it comes to technology, I am utterly incompetent... I have started recording Dominion youtube videos!

Here's my first one, but it's kind of blurry. Any advice on how to improve the recording process? I am using livestream.



Thanks

86
Well, this one was nothing short of incredible. I'm still shocked at how fast it came together: http://dominion.isotropic.org/gamelog/201210/31/game-20121031-220306-97f81d8a.html

I can put my Potion back after every turn with Herbalist. I can put my Herbalist back after every turn with Scheme. With enough Schemes and Herbalists--which I was picking up alongside Vineyards, thanks to Herbalist's +buy and $1--this literally was never going to end.

This was one of those 3 person games where player 1 resigns on his first turn for some reason, meaning there were 12 Vineyards in the supply. And I could have had each and every last one, one after the another, for 12 turns straight (I showed no signs of stalling at 7!), but my opponent did grab a few himself. Still, I don't think I've ever bought 7 Vineyards in a row with only 1 Potion and no draw-whole-deck engine to speak of. Cool stuff, huh?

87
Game Reports / Take the Tie, or Go For the Win? (Sudden Death Edition)
« on: October 30, 2012, 04:16:50 pm »
The game itself was a bit of a mess, as Black Market games tend to be: http://dominion.isotropic.org/gamelog/201210/30/game-20121030-131013-6ddf67b2.html

I pulled Witch, he got King's Court, so you know how it is.

The interesting thing is the last turn. I have $7 in hand, plus Witch and Militia. If I play Militia, I have $9 to buy the last Province and tie him, 36-36. If I play Witch, he takes a Curse, and as long as I draw at least $1, I can buy the Province and win 36-35.

I assume he would be able to buy the Province (I'm dreadfully wrong, but I don't know that), so not drawing $1 with Witch seems like it's going to be a loss for me. What would you do?

In the end, I take the tie. The fact that I had trashed a couple Coppers with Spice Merchant (from the BM) is what swayed me. Odds were too high I draw Estate-Duchy, or something.

88
One of the better engines I've ever created: http://dominion.isotropic.org/gamelog/201210/25/game-20121025-134845-3fb740f1.html

My deck was already in great shape with Throne Room, Margrave, Nobles, Spies, and a few Gold and Silvers. But then I said, "Why not add Vault?"

Every turn thereafter (save 1), I could draw me entire deck, discard 6 cards or so (mostly Treasures), and draw them all back by hanging on to TR-Margrave. Nothing earth shattering, but neat nonetheless.

I think my opponent's Double Bishops helped me more than him, as I really slimmed down, and started lining up Throne Rooms with appropriate targets much earlier. I also grabbed Margrave first.

89
Game Reports / I Got Smoked
« on: October 20, 2012, 09:06:48 pm »
I just finished what I estimate to be an 8 game losing streak. And several of these games were against people of significantly lower rank than me, so it's not like I got Marin'd or Stef'd.

What's more, I did not get unlucky. Seriously, I'll be the first to complain about how bad luck decides all my losing games, but no, not today. Only 1 of the 8 could even be attributed to a bad 3/4 vs. 5/2 split.

Nor did I choose zany, overly-ambitious strategies that were doomed to fail in hindsight. I stuck with the basics of advanced play, folks.

Qvist clobbered me 3 times in a row. I made at least two critical mistakes, I suppose, but he made none.

Dominion is such a humbling experience!

90
Variants and Fan Cards / Help Robz improve Runner-up Contestant Emerald
« on: October 12, 2012, 12:14:13 pm »
Emerald
$4 - Treasure

Reveal your hand. This is worth $1 per Victory card in your hand.
--
While this is in play, when you buy a Victory card, you may gain an Emerald.


There was a decent discussion surrounding my second-place submission to the Treasure Card challenge in rinkworks' fan contest, above. I'm not really sure I want to change it at all though, for the Runner-Up challenge. I am mildly convinced that $4 is the right price. At $5... well, this card has the potential to do absolutely nothing for you, if you don't have Victory cards in hand, so I think I would have to give it an automatic $1, or maybe a +1 buy to justify that. And I don't really want to do that, since there are a lot of +buy cards in the set already, and my card would start to just look like a version of Contraband/Cache/Royal Seal/Stash.

I like the on-buy aspect, mainly because I like the similar question raised when you buy a Duchy with Duchess present, "Is another one of these good for my deck? What about another another one?" I was a little conflicted on whether it should be on-buy or on-gain, and settled for on-buy, to prevent abuse with Ironworks/Gardens, essentially. In a similar vein, I wondered if I should limit it to a certain subset of Victory cards, either just Provinces/Colonies, or only cards costing less than Province.

Thoughts?

91
Game Reports / Fittingly, I Won Because I Trashed My Scout
« on: September 28, 2012, 06:57:12 pm »
http://dominion.isotropic.org/gamelog/201209/28/game-20120928-155120-92b1b355.html

Gendo and I both have similar ultra thin decks with Hunting Party, Nobles, Crossroads and Bishops. He has two Bishops, though, and long-term, I am worried if the game drags that he can buy and trash things for more points than I can. So I'm looking to grab the penultimate Province and Bishop something for enough points to take me into the safe realm. What do I have to trash? Can't afford to lose Crossroads, and Province doesn't net me points...

And then one of my cards comes up to me. "Robz, you're a good friend," it says. "You always mention me in every conversation. I know I didn't help you in this game, even though this game was an ideal situation where I might have helped you. If you would like to kill me to wi..."

And I trashed my Scout. He died smiling.

92
Forum Games / Forum Games Replacement Thread
« on: September 24, 2012, 02:03:05 pm »
I am currently seeking a replacement player for Mafia XI: Find Yourself in the Courtyard Masquerade. Please PM me if interested.

93
Dominion Articles / Why Squire Is So Good
« on: September 01, 2012, 05:37:20 pm »
Forgive me if I'm stating the obvious.

For an engine to shine, it wants several things. Some way of drawing more cards into your hand, a source of money above and beyond what you get form just buying Treasure, a transcendent card combo. But before you even get to the point where these components matter, an engine needs two simpler things: extra +actions (from Village-type cards) and extra +buys. There's little point to falling behind the money player as you build a better engine, only to buy one Province at a time. Similarly, if your engine can only play one key card per turn, well that's nothing special.

But any spread that contains both extra actions and extra buys is almost automatically going to be an engine game. This is why Squire is so strong. It is one of only a few cards--Hamlet, Worker's Village, Festival, Level 3 City--that provide both of these two critical things an engine wants.

Of course, it's easy to see Squire's advantages over these cards. For one thing, it's significantly cheaper than all but Hamlet. Hamlet is the most directly comparable card (and hey, Hamlet's none-too-shabby), but Squire doesn't make you discard anything. Except for cases where you want to discard (Menagerie, Library, Watchtower, etc.), Squire is really doing more work for you. That's because not only does it offer the same essential choice Hamlet does, but it also bakes virtual coin into your engine, like a mini-Fishing Village.

Now, you'll never get +buy and +action from the same Squire, since it can only do one of these things at once. But multiple Squires are always good for +$1, whereas multiple Hamlets lose their functionality when you have nothing you want to discard. Squire allows you to make the choice for actions and money when you are starting your turn and firing off your draw cards, and then later you can play another Squire for the buys and money. In an engine where you are getting your actions and buys from separate cards, you don't have this same flexibility. That's something you can only get from Squire/Hamlet type cards... and Squire is the best bang for your buck.

You can also trash it into any Attack card, which may not come in handy very often. But it's not a bad thing--an incredibly mild defense against Swindler, perhaps?--so that's just another point in Squire's favor.

What a cool card.

94
Mafia XI: Find Yourself in the Courtyard Masquerade

Greetings! Robz888 has invited his closest friends to attend a Masquerade ball in the Courtyard of his castle. Everyone must dress in costumes and disguises, but surely the guests will recognize each other. Robz knows his friends, and they know him, and they know each other, and they know themselves...

Something sinister is afoot, of course. The question isn't what, it's who! But only those who can see beyond the masks will find their questions answered...


This game is open to anyone, and all will be accommodated. However, it is most highly encouraged that veteran players involve themselves in this game. That's because ROLES AND ALIGNMENTS WILL NOT BE CHOSEN ENTIRELY RANDOMLY. Rather, they will be tweaked and tailored to fit the Forum Games personalities of each player.

This should not be construed to mean that the roles and alignments will be obvious to people who have read other games. They will be subtly based on aspects of players personalities. (For example, the following line of thinking will not work in this game: "Jotheonah has twice been the Serial Killer, so he's probably the Serial Killer in this game.") Furthermore, some roles and alignments WILL be determined randomly.

New players (or new-ish players) are encouraged to play as well. They will have just as much chance at a power role as anyone else. Nor is previous knowledge of other Forum Games a prerequisite for playing this game (though it will help).

This is NOT a bastard game. The setup will be engineered for balance. I am aiming for something along the lines of MVI in terms of variety of roles. There may be a number of roles approaching what would typically be found in a Role Madness or Big Money game; however, balance will be in keeping with a normal game of mafia.

Signups will remain open until about 3 of the following 5 games are concluded RMM2, Mafia VIII, Mafia IX, Mafia X, BM V. We don't want too little mafia or too much going on, so I might postpone the game or begin it sooner depending on what happens with the other games.

Status
1. Ftl
2. sparky5856 (replaced Voltgloss)
3. Eevee, Town-aligned Semi-Naive Alignment Cop, killed Night 1
4. Grujah, Scum-aligned Mafia Jack-of-All-Trades, lynched Day 1
5. Insomniac
6. Glooble, Town-aligned Masonic Couple, killed Night 1
7. Dsell
8. Jotheonah
9. Young Nick
10. O (2) (replaced Voltaire)
11. Axxle
12. O, Town-aligned Masonic Couple and One-Shot Doctor, killed Night 1
13. Cayvie
14. Shraeye
15. Cuzz
16. Yuma
17. theorel (replaced ibgtennis)
18. TheMunch
19. Morgrim7
20. EHalcyon
21. Watno
22. Galzria
23. Captain_Frisk
24. ehunt
25. ashersky

Grujah's Description: "Congratulations! You won (lost?) the random number generator contest. Have fun!"

Coppersmith, belonging to Grujah, Eevee, Glooble, or O.


Information on Setup

Each player will receive a role PM containing a great deal of categorized information. Here are the following things that every player will have:

Player Name: That’s you!

Alignment: There are only two possible alignments: Town and Scum. There may or may not be multiple Scum factions; however, all Scum, regardless of faction, are simply listed as Scum-aligned here (not “werewolf-aligned” or “serial killer-aligned,” for example).

Card: Each player will be dealt a card from Dominion. It doesn’t do anything; you just have it. You will not be told whether multiple people can have the same Card. Whether a player’s Card corresponds to anything else about him is for you to determine.

Role: This is the name that best matches whatever abilities you may possess. Since sources may differ on what exactly a given role does, and I may have made tweaks, please be sure to consult your Description and Abilities sections to make sure that your Role actually does what you think it does.

Description: Each player will receive a personalized paragraph that gives information about him. It may speak to his reputation as a Forum Mafia player, it may contain clues to his abilities or alignment, or it may be merely humorous.

Active Abilities: This section lists everything you are able to do. Read it carefully.

Passive Abilities: This section lists any other abilities you have that are used automatically. Separating each player’s abilities into an Active and Passive category is done for convenience of comprehension; there is no “in-game” reason to differentiate between them.

Win Condition: What you must do to win the game. The Town, for instance, has the following, familiar Win Condition: “You win when all scum-aligned players are dead.”
--

A List of Possible Role and Modifiers
(For information on the roles listed below, go here: http://wiki.mafiascum.net/index.php?title=Category:Roles):

Cop, Doctor, Jailkeeper, Roleblocker, Vigilante, Serial Killer, Werewolf, Mason, Neighbor, Lover, Watcher, Tracker, Ninja, Hider/Commuter, Miller, Bus Driver, Bodyguard, Lightning Rod, Doublevoter, Survivor, Backup, Godfather, Jack-of-All Trades, Innocent Child, Mailman, Inventor, Gunsmith, Redirector, Bomb, Cult, Framer, Lie Detector

Modifiers: X-shot, Insane, Paranoid, Naïve, Hated, Random, Post Restricted, Lynchproof, Bulletproof, Strong, Weak


Order of Night Resolution:

1. Items
2. Overriding powers
3. Roleblocking
4. Other actions

Mafia Ruleset

Game Rules:

General Gameplay and Etiquette:
1. You may not quote private Moderator-supplied information (either real or fabricated) of any kind, UNLESS GIVEN MOD PERMISSION.  Paraphrasing (for role claims, etc.) is acceptable.
2. There is to be NO personal communication outside of the forum postings unless your role PM specifically allows it.  Mafia members may communicate at night and during the confirmation stage.
3. If you have a role with a Night action your choices are due to me by the posted deadline (generally 48 hours from Night start).  If I do not receive your choice via PM by the posted deadline you will forfeit your actions.  In case of multiple submissions, the last valid one before the deadline will be used.
4. Roles with Night actions will not be able to submit an action on Night 0 (i.e. during the confirmation stage).
5. Any player with a Night action may instead submit a “No Action” PM to let the Mod know that you do not want to perform your expected action that Night phase.
6. As a general rule you should aim for one post every 48 hours, minimum, to keep the game moving.

Voting, Deadlines, and Player Death:
1. A simple majority (rounded up) of all living members must agree on one person for a lynch to occur prior to deadline.
2. Once you have reached a simple majority no further unvoting will change someone’s fate.  Further votes will also be ignored.
3. Once a player is lynched the game enters twilight until I post a death scene; all players including the one who was lynched may continue to post during twilight.
4. Please submit votes as: Vote: PlayerName.  Votes will NOT be counted if they are not bold or do not follow this syntax!  Obvious abbreviations or nicknames will be counted so long as they are unambiguous.
5. Please submit vote revocations as either Unvote: PlayerName or Unvote. Unvotes are not necessary before changing votes.
6. You may Vote: No Lynch - a simple majority of these vote types are required to send the game to Night phase without a lynch.
7. This game will generally have 2 week deadlines.  If a player or No Lynch does not have a simple majority at deadline, no lynch will occur, and the game will go into night.
8. Once you are killed (either via lynch or night kill) you may no longer post. This means that you do not even get a “Bah” post. The dead in this game are silent.
9. Do not edit or delete posts.  We don't want some players having more information than others.  If you want to clarify posts, feel free to double post.

Miscellaneous/Mechanics:
1. Bold, blue text is reserved for the Mod.  No invisible/small text is allowed, nor is cryptography.
2. If you have an issue/problem with the game, please PM the Mod privately.  Do not post issues/complaints in the game thread.
3. The Mod may make mistakes - please point out any mistakes gently.  Mistakes will be corrected where possible, but sometimes mistakes are made that cannot be reversed.  These will stand as final to be commiserated over after the game.
4. Please bold all requests to the Mod so that they don’t get missed.
5. Prods of missing players will be issued automatically after 72 hours of no activity or upon request after 48 hours of no activity.  A prodded player has 48 hours to respond or risks replacement.  A player who has been prodded 3 times is subject to replacement without further notice.
6. Rule violations will be dealt with according to their severity, up to and including a Modkill.
7. If you anticipate being unavailable for more than a 48-hour period please post a notice to that effect in the thread.  Treat this game as a commitment.  Be considerate – don’t leave us hanging.

The Golden Rule:

Please remember that this is a game and your main objective is to have fun! Be considerate of each other, don’t get personal, and enjoy the game.

Helpful Links:


95
Dominion: Dark Ages Previews / Bunch of Dark Ages Games
« on: August 19, 2012, 02:59:41 am »
Hey guys. Young Nick, who is a wonderful fellow, invited me over to play Dark Ages with him. We played 5 games. Each game was half Dark Ages cards, half other cards. Let me just say, it was awesome. It has renewed a bit of the faith I've been losing since the Goko debacle.

1st Game -- Robz888 Wins (Close-ish game)

This was a ridiculously weak board. Probably just buying money beat anything we tried to do. But all those new shiny cards! We essentially did the same things, I just got a bit luckier. We both aimed for Hermit/Madman type draw decks. I discovered that Haven works very well with Hermit/Madman. So that was nice. Some Shanty Towns, Ironmongers, and Storerooms (double of everything because we had Talismans) finished out this extremely weak board in my favor.

2nd Game -- Robz888 Wins (Blowout)

Based on this game, I would say Sage is awesome, but maybe I just got lucky. Man that Sage did a lot for me! He started 5/2 on an IGG board (yuck, but at least I am 1st player). He opens IGG/Crossroads, but probably should have opened with Duchess instead. I open Sage/Monument, and spike an early IGG. Sage ends up being super good for me, because I keep drawing it in my first hand after a reshuffle, then I draw past most of my deck, and either play the Monument or the IGG, buying an IGG, and repeating the process. I end up winning the Curse war, and just have a much better deck to close out with Duchies. Either I got lucky, or Sage is a powerhouse in this type of deck.

3rd Game -- Young Nick Wins (Close-ish)

Here's the first game where the Dark Ages cards really dominated. He heads for Cultist and has more luck in that direction. I draw a hand of all Coppers and idiotically don't buy Mint. I point out how stupid that was, and that turns out to be more stupid, because then he realizes that he should buy Mint. Ugh. I end up taking 7 of the Ruins because of his chained Cultists. I load up on Foragers to do the trashing, and I send a bunch of different Treasures to the trash (Noble Brigand helps) so that playing Forager is actually good for me. I do Mint eventually, and find myself with practically NO Treasure, meaning Poor House is good for me.  And so is Procession! After all, I can Procession a Poorhouse for $8 right there. My many, many Foragers and Poorhouses and Processions slowly close the gap, but in the end I can't come back from such a RUins deficit, and his Cultist chains prevail.

4th Game -- Young Nick Wins (Blow out)

The Dark Ages cards are again dominant. I don't know if either of us had a good plan, but I had a terrible plan. I open Potion for University, but there just aren't enough non-terminals. There's a good draw card in the form of Catacombs, but I just have too many terminals. Scavenger is interesting; we both have plenty of that, and I can keep putting back Platinum (this is the only Colony game). He goes for a Rebuild engine, buying up Provinces and turning them into Colonies. The presence of Feodum makes this more interesting. He ends up having to trash a bunch of Feodums because of Rebuild, but this just makes his remaining Fedoums super valuable. In the end, he slaughters me. Count showed up here but wasn't much of a factor.

5th Game -- Robz888 Wins (close-ish)

I am most proud of this one. People on this forum know me as a non-engine player, basically. Well, here I set up an awesome engine. The key card? Squire. I can't say enough good things about Squire. I'm probably going to write an article on it. It's just a great card. The other key components were Smithy and Alchemist. We had Shelters and Fairgrounds )an obvious and awesome combo) so my goal was to buy everything. Young Nick went for a quicker Alchemist/Bank route, hoping to drain Provinces quick enough. He almost did, but did I mention Quarry was available? If you thought Hamlet and Quarry got along, you should see Squire and Quarry. The thing is, I could choose. Did I need more Actions for the Smithies I had in hand? Squire is actions. Am I at the end of my chain and in need of Buys? Squire does that too. Such a good card, even totally ignoring the trash-for-Attack-card-part. In the end it's close, but I easily get 6 VP Fairgrounds (and could have gotten 8 VP ones) and the last Province to win.

Mega thanks to Young Nick for inviting. The Dark Ages cards are truly enjoyable!

96
Introductions / Why You Should Get To Know Robz888
« on: August 04, 2012, 06:45:11 pm »
It may seem a little silly for me to introduce myself now, after almost a full year of active forum membership, but I'm starting a new chapter in my life, so why not?

I am Robz888. The 8's are a tribute to my birthdate, which is 8-8-88 (coolest thing about me right there). Around these parts, I am probably best known as the most frequent mafia player, having participated in every Forum Game since the inception of this board here on f.ds. I am proud to say that my enthusiasm for mafia has made me no less enthusiastic for Dominion, which I still very much enjoy playing and discussing. I like Big Money and alt-VP strategies, and prefer the sets that compliment this kind of play: Hinterlands and Intrigue. My favorite card is probably Silk Roads, but I have a host of other sort-of favorites, like Governor, Haggler, Duke, Masquerade, Scrying Pool, and Crossroads.

My Dominion strategy articles can be found here:
Combo: Watchtower/University: http://forum.dominionstrategy.com/index.php?topic=2644.0
Governor: http://forum.dominionstrategy.com/index.php?topic=2878.0
Duchess: http://forum.dominionstrategy.com/index.php?topic=3564.0
The Diary of Lord Bottington: http://forum.dominionstrategy.com/index.php?topic=3483.0

In real life, my name is Robby, and I am a writer and journalist. I have lived most of my life in Michigan, but as of next week, I am moving to Washington, D.C. to start a new writing job. And here comes my secret, ulterior motive to making an Intro post: I am currently apartment hunting, and if anybody here has any leads, they would be much appreciated! All things being equal, I would prefer to live with people who play Dominion, after all.

97
Dominion Articles / Duchess
« on: July 23, 2012, 02:00:50 am »


Duchess, like Peddler before it, is a card you almost never want at full price. Since the deck-inspection feature is enjoyed by all players--none of whom had to play Duchess, except you--the card’s sole net benefit is + $2. This means that although Duchess is cheaper, it is strictly worse than every other terminal silver card. Fortune Teller, for example, also attacks your opponents. Chancellor can grant you a fortuitous reshuffle. Both of these cards are terrible. That’s not a great sign for the Duchess.

And yet, Duchess is considerably underrated, since you can gain it for free whenever you gain a Duchy. This is (usually) a great deal, and can ease the decline of a once-great deck choking on green.

Typically, you're reaching for Provinces (or Colonies) and only dip into Duchy territory when you need green at all costs, toward the end of the game. But once you do, take the Duchess. Your odds of colliding it with a better Action are much lower once you’re greening heavily. There are exceptions of course: Terminal Draw Big Money (where the Duchess is just another dead card standing between you and your Treasures), and Golem decks (where Duchess isn’t an Action you want Golem to find), among them.

Occasionally, Duchess serves as an appealing opening on a 5/2 split. $5 Actions like Laboratory, Stables, Governor, Apprentice and Hunting Party are just begging to be paired with an early source of money, and Duchess's $2 for $2 is the best bang for your buck if you find yourself opening 5/2.

But Duchess’s moment in the sun really comes in situations where Duchies are part of the plan, rather than just consolation prizes. Such decks most commonly include alt-VP cards like Duke, Gardens, Silk Road, and Vineyard.

Duchess’s synergy with Duke is fairly obvious: You get to add terminal sources of money to your deck as it takes on Duchies. A bloated Duchy-Duke deck is happy to have more sources of money thrown in, and +$2 is all you need when your target price is $5. As a plus, the deck inspection helps you a bit more than your non-mirroring opponent, since you will have more junk to discard.

Silk Road and Gardens strategies often dip into Duchies to score cheap points, boost the value of SRs, and empty a third pile. And since you can drain the Duchy and Duchess piles at the same time, the 3-pile ending--an important thing for alt-VP decks--gets even easier. That’s an important general point about Duchess, actually; any game where your strategy hinges on pile-driving--going for Duchies instead of Provinces in a no-trashing Sea Hag game, for instance--is aided by Duchess.

Duchess can even play a role in Vineyard strategies. Vineyard always loves cheap Action cards, but Duchess solves the typical late-game Vineyard “actions or points?” dilemma by providing you a way to pick up 3-points and an extra Action card without needing $7 or +buy.

Duchess even gives a boost to the oft-overlooked Transmute. It’s well known that if you want Duchies, burning off valuable Action cards with Transmute isn’t a great way to get them. But with Duchess, you can create a self-sustaining loop for it. Just Transmute Duchess into Duchy, gain Duchess, and repeat. This may not be the most game-warping strategy out there, but it’s certainly less demoralizing than transmuting Hunting Parties into Duchies.

It’s true, nobody will ever sing songs about the Duchess, or celebrate her awesomeness in articles titled “Duchess: Better Than Wharf?” or “Step Aside, Chapel, She Has Arrived.” But even on-gain, Spy-variant, Duchy-accomplices can shine from time to time.

Works With:
Duchy!
Alt-VP strategies: Duke, Silk Road, Gardens, Vineyard
3-pile rushes
Transmute
Scrying Pool (sort of)

Doesn’t worth with:
Decks where you never buy Duchy
Terminal draw
Venture

Edit 1: Added 5/2 opening considerations.

99
Game Reports / A Transmute/Duchess Engine. You Heard It Here First.
« on: June 27, 2012, 10:29:28 pm »
http://dominion.isotropic.org/gamelog/201206/27/game-20120627-192351-7c988d86.html

So, everything is going swimmingly for my opponent, who Sea Hags me a plenty, but not before I pick up two extra Curses by buying up Embargoed Scrying Pools. Uh oh for me, big time. I don't even know or think Scyring Pool is necessarily good here (although nothing else really is). Curses run, and so do Schemes. Oh, and he has a King's Court and is KCing his Scheme every time. So, I'm just about dead here.

Anyway, we were both kind of buying Duchess over Silver sometimes, because of Scyring Pool and our big decks. I think he is looking to 3 pile with them, since he has the lead. Long story short, I start Transmuting Duchess into Duchy, gaining Duchess, and using Scheme to put back Transmute and do it again. I have so many Schemes and Duchesses that I always have an action to burn anyway. Um, he doesn't notice Duchesses about to run, and stupidly gets a KC instead of a Province, so I steal the win. So yeah, not really very impressive on my end. But I've never used Transmute so effectively before!

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