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 - Robz888

Filter to certain boards:

Pages: 1 ... 677 678 [679]
16951
Dominion General Discussion / Re: Prime example game for noobsters
« on: December 16, 2011, 03:38:37 am »
With Chapel in the mix, Spice Merchant is just too slow to get rid of your coppers.  I'd be willing to play a more experienced player sometime on the same board and see if Spice Merchant or Treasure Map become more necessary.
Yeah, skip out on Spice Merchant for sure. But Treasure Map could definitely be good here. Open Chapel/Treasure Map, and make sure you get one more TM before trashing absolutely everything. You'll be buying double Grand Markets by Turn 6. The danger, I suppose, is if your opponent gets a Witch too quickly, slows down your trashing, or interferes with your second Treasure Map.

Chapel/Silver might be better, because it's probably easier to buy a Chapel and 3 Silvers than it is to buy a Chapel and 2 Treasure Maps. But since this is a Colony game, you'll really wish you had the Golds instead of the Silvers later on.

16952
Variants and Fan Cards / Re: Fan Expansion: Strife
« on: December 14, 2011, 10:11:28 pm »

I don't want to comment all cards as most things have already been said.
But one comment to one card:
Spoils of War -- $3 (Victory--Treasure--Duration)
Worth 1 VP
Worth $2 now, and $2 on your next turn.
When you play this, it stays in play until your next turn is over.
You may only buy this if you have an Attack card in play and no player revealed a Reaction card in response to it. (Setup: If this pile will appear in the game, and there are no Attacks or Reactions in the supply, add an Attack and a Reaction at random. Then remove one of the other piles at random.

This card is strictly superior to Merchant Ship: It don't cost an action and gives 1 VP.
And I don't think the buy restriction (which I don't like) will make it that much less expensive.
The buy restriction is too restrictive. Only add restriction which what you can guarantee to happen (like no copper for Grand Market).
What about: "You can't buy this if you have any duration card in play"
So, you can your first Spoils of War for sure but your second one will have the prerequisite that Spoils of War is not in play.
Either way, the card is worth ~$7.
I am thinking of revising the card in this way:

Spoils of War -- $5 (Victory--Action)
Worth 1 VP
Set aside an Attack card you have in play that has not already been set aside. If you do: +1 action, +$1, and Victory cards cost $1 less, but not less than 0. Discard the Attack card during Clean-Up.

You can only play one per Attack you have in play. This way, it would be hard to play it in conjunction with the powerful terminal attacks (like Mountebank and Witch), but would be a nice alternate strategy to accompany Spy, and some of the other weaker Attacks I've added above (like my False Prophet and Inquisitor). Of course, this would be a really, really good card for Familiar, an already powerful Attack, so yeah...

16953
Dominion Isotropic / Re: People to avoid on isotropic
« on: December 14, 2011, 09:54:38 pm »
People who were mentioned multiple times in the other thread or quoted saying obscene things (though I have not personally had experiences playing with them):
I love you
indomitable
Rambo888
Copper-nicus
lazmaster

I took a quick look at the above post and momentarily panicked. I'm nice, I swear! I always apologize to people profusely as I Torturer chain them!

But now I see that's not me. Ah, relief.

16954
Dominion Articles / Re: Updating the Top 5 lists
« on: December 14, 2011, 05:04:52 pm »
If Cellar and Warehouse are both in the same setup, then sure, you'll go for Warehouse.  But how likely is that to happen?  If Cellar is there, and Warehouse isn't, you'll go for the Cellar, particularly in lieu of cheap mass trashers like Chapel and Steward.
I don't think that's true. There are situations where I would have bought Warehouse if it were available, but don't want Cellar (which is available) because the relative benefit isn't so great. Think of Hoard and Explorer. If Hoard is available, a Gold-acquiring early Victory-buying strategy looks great. Now, if Explorer is available but no Hoard, I will usually pursue some other strategy. It's true that Hoard and Explorer rarely face-off against each other, but Hoard is so much better than Explorer, you usually don't even want Explorer in lieu of Hoard. That was my understanding of what theory was saying about Warehouse and Cellar.

I would also mention Crossroads as a card that mostly does what Cellar does, but better. Victory cards are typically what you want to Cellar out of your hand anyway, and Crossroads lets you do that without actually getting rid of any cards, making them easier to stack (and unless you intend to play lots and lots of Crossroads, Crossroads' initial +3 actions are helpful). That said, Crossroads still isn't a great $2 (I would call it middle of the road). So Cellar more than deserves its spot on the Worst $2s list.

16955
Variants and Fan Cards / Re: Fan Expansion: Strife
« on: December 12, 2011, 10:25:04 pm »
Tyrant King
$4 - Action/Reaction
+$3.  Discard your hand.
--
When another player plays an attack card, you may set this card aside from your hand.  If you do, then you are unaffected by the attack, and, at the beginning of your next turn, play this card.


In this version of the card, the reaction penalty is more severe than in your version, because you can't first play a Village and a Torturer and only then play the set-aside Tyrant King.  But you can change the penalty to something else if you prefer.

The "discard your hand" part can be circumvented with some tricks with Golem, but that's okay.  The effect is usually the same.
Thank you, sir, for your ideas with all the cards. I really struggled getting this one right the most (I fiddled with its +$ and cost a LOT), and your wording is much, much better.

Vassal -- $4 (Duration)
Choose two: +1 card; +1 action; +$1; +1 buy; +1 VP; +$2 on your next turn. (The choices must be different.)

The presence of the VP option may lead to a degenerate game state where the optimal play is always to use it.  Imagine a deck consisting of five Vassals.  Optimal play may be to play all five for +1 Action, +1 VP, and never do anything else.  If all players do this, the game never ends.  It's rare, maybe, that this would happen, but compare with the official VP cards:  Goons and Bishop deplete the supply piles (directly or indirectly), which will cause the game to end eventually, and Monument is both a terminal (that is, hard to play in multiples) and offers money (which encourages the purchase of cards).

Otherwise, I'm concerned about the next-turn bookkeeping.   Picture multiple players playing multiples of these per turn (easy to do).  Will you all remember by your next turns which Vassals were played for +2 next turn and which were played for +$4?
The idea was that the only one of those options that can take effect next turn is the +$2. You have a point when it comes to spamming the +1 VP, though (considering Monument is sort of underrated, right?) I may drop the VP option, bump it down to cost $3, and stipulate that you can pick the same thing twice, though that would still have some bookkeeping difficulties.

False Prophet -- $3 (Action)
Name a card. The player to your left either reveals that card, or reveals a hand without that card. If that card is revealed, you gain its effects as if you had played a copy of it.
If the player to your left does not reveal that card, you gain a curse and get +1 card, +1 action.

"You gain its effects" is something to think about, though certainly Throne Room and King's Court already deal with playing copies of cards that aren't physically in play.  You should probably limit the choice to only Action and Treasure cards, though, since you can't play an Estate.   You should also think through whether "while in play" clauses (on cards such as Goons, Lighthouse, and Highway) take effect.  My take is no:  the "invisible copies" played by TR/KC don't duplicate the "while in play" clauses, so why should they take effect here?
I like your take. You can only select Actions and Treasures that are actually physically present in the other player's hand.

Spoils of War -- $3 (Victory--Treasure--Duration)
Worth 1 VP
Worth $2 now, and $2 on your next turn.
When you play this, it stays in play until your next turn is over.
You may only buy this if you have an Attack card in play and no player revealed a Reaction card in response to it. (Setup: If this pile will appear in the game, and there are no Attacks or Reactions in the supply, add an Attack and a Reaction at random. Then remove one of the other piles at random.

Seems a little complicated to me.  Is the Reaction part important?  I don't think you'd lose anything by dropping the Reaction requirements.   Also, with or without that, the card might still very well be a dead one.  What if the attack card is a terminal (and most attack cards are) and there are no Villages in the kingdom?   Then you can never play this with an attack card in play.

Otherwise, it seems like this is most interesting with weak attacks rather than strong ones.  With Village/Torturer on the table, that's the winning strategy anyway, so adding in a power card worth maybe $7 but costing only $3 is a no-brainer.  With Spy on the table, though, the strategic considerations are a lot more interesting.

I like the idea of dropping the Reaction part, though that would have the effect of making strong Attacks even more worthwhile ("This Robz888 wants to start handing out consolation prizes to Mountebankers. What a jerk!) But you're right that it would add a cool incentive for weaker Attacks.

Treaty -- $3 (Reaction--Duration)
+$2
When another player plays an Attack card, you may reveal this card. If you do, you are unaffected by that Attack.
If you revealed this card in response to an Attack, it stays in play until another Attack is played. The next time any player (including you) plays an Attack card, all players are unaffected by that Attack.

Technically, a card revealed from your hand is not in play, and therefore it cannot stay in play.  I took a stab at rewording this (using the Horse Traders verbiage as the template), but I couldn't think of a clean way to do it.  Because while you could say "While this card is set aside, if another player plays an attack card..." but what if the card was set aside some other way, such as by Haven or on the Island mat?

I'm not sure I get the point of the card anyway.  You don't really want to help your other opponents most of the time, so that makes the card weaker.   In 2p, however, there is no difference between this card's reaction effect and Moat's.

What I was going for with this card was a sort of super-strong defense against Attacks. It is supposed to defend you like Moat, and then automatically enter play and defend you once again, without even taking up a space in your hand (and I see I worded it badly). My hope with this card was that you could actually pursue a non-Attack strategy on a board with strong Attacks, because this card would defend you really well. And if you don't buy Attacks, the fact that it also prevents your Attacks from hurting other players isn't a big deal.

Inquisitor -- $2 (Attack)
Choose one: +1 card; or +1 action; or +$1; or +1 buy
Each other player reveals his hand, keeping it revealed until the end of your turn.

Good reading on this topic.
I added the Inquisitor to synergize with False Prophet, a card that would greatly benefit from knowing your opponent's hand.

Overall, I think these cards need some work, but I think there is a good amount of material to work with and playtest in there.  Keep it up.
Thanks for your thoughts and encouragement! I'm really excited about implementing many of these ideas before playtesting.

16956
Variants and Fan Cards / Re: Fan Expansion: Strife
« on: December 12, 2011, 09:16:08 pm »
I'm not going to try to comment on whether these cards are balanced, but I will comment on your syntax.
Thanks for all the wording help!

16957
Variants and Fan Cards / Re: Pricing Question: "Unfamiliar"
« on: December 12, 2011, 09:14:16 pm »
The attack aspect is fairly weak, and other than that the card just replaces itself. Even at $3, this doesn't strike me as a worthwhile purchase unless there were no other Attacks on the board (perhaps not even then.) If you add a +$1, you might be able to price it at $5 competitively--as a Market that substitutes the +1 buy for a weak Attack.

16958
Variants and Fan Cards / Re: Fan Expansion: Strife
« on: December 12, 2011, 04:05:40 pm »
Executioner -- $6 (Attack)
Each player gets +3 cards and puts a card from his hand on top of his deck. Then, each other player trashes a Victory card from his hand (?), or reveals a hand with no Victory cards.
First impression is too swingy. Of course giving +3 cards and putting back 1 is kind of making the worst case less likely, but nevertheless, what if I have 2 Colonies and nothing in hand? Also, I must put my valuable victory cards back (so ghostshipping me), getting a bad next turn also.
Some kind of compensation (Saboteur-like) might overcome this, maybe one can also get around it by buying more Estates...
It could be too powerful. Though it does give your opponents, like, a free Smithy/Courtyard, and I thought could be defended by hanging on to Estates. But I don't know, perhaps the cost or +cards amount should be changed.

Beggar Prince -- $5 (Attack)
Each other player with 4 or more cards in hand discards a Treasure card or reveals a hand with no Treasure cards. If any Treasure cards were discarded this way, you get +$1. If any of those treasures were coppers, you also get +1 card, +1 action.
So as standard, you will get +1$/+1action/+1card + small attack, which is only usable once per turn. I think it should only cost $4. Compare the other +1+1+1-cards, vanilla +1+1+1 should cost $4, having it non-stackable I think (more than) mitigates for the attack.
Also, in multiplayer there is the question who discards first in order to perhaps preventing the bonus. If somebody already has discarded a Copper, there is no sense in discarding Silver, so maybe I wait until the other player have discarded if I think about sacrifing some of my power to this. But if everybody thinks so, you will wait forever...
It was my understanding that if turn order matters (like, when there aren't enough curses left for everybody to get one when a Witch is played, or something), you resolve matters starting with the player to your left. But I might have imagined that. About the card, I initially had it as +2 cards rather than 1... and then all of a sudden it was a Laboratory that attacked and gave +$1. Scary! Maybe it should be +$2.

Propagandist -- $5 (Attack--Duration)
+$2
While this is in play, keep the most expensive card you bought on this turn in front of you until the start of your next turn. Each other player must buy or gain at least 1 copy of the card you bought, if he plays any cards that enable him to do so during his next turn.
Not sure about this. Often I just don't play all of my treasure to come around this.
One scenario to use this would be, play Propagandist, buy Duchy. The next player, so long as they played cards that gave at least $5, would have to buy the Duchy, even if they could afford a Province (assuming they only had one buy.) There could be crazier scenarios I haven't considered, but even that would be fairly annoying.

Profiteer -- $4 (Duration)
+$1
While this is in play, after your buy phase has ended you may reveal any Treasure cards from your hand. Put them in front of you, face-up. At the start of your next turn, add them to your hand.
How long is this in play (-> rinkwork's guide). But it's a Haven-effect just for money, with lower bonus than Haven. Don't think it should cost $4. Ok, multi-haven, it's not just on card.
I was thinking of it as a Tactician for just money, which is why I priced it like that. Undercosted at $3?

Vassal -- $4 (Duration)
Choose two: +1 card; +1 action; +$1; +1 buy; +1 VP; +$2 on your next turn. (The choices must be different.)
Compared to Pawn it seems to expensive.
I could change this cost to $3 if people think it's too expensive.

16959
Variants and Fan Cards / Re: Fan Expansion: Strife
« on: December 12, 2011, 03:45:16 pm »
Highway + Plague.... crazy strong in the right situation.
I hadn't thought of that. Could change the wording "where cards cost $7 or less at the start of your turn."

Quote
Serf... I don't think you would ever buy this on a board that doesn't have +buy. Which means it effectively requires other things in the Kingdom, which is a general no-no.
True. I could put a clause at the end of the card saying "Setup: If no cards with +buys will appear in this Kingdom, add one at random."

Quote
Witch Hunt seems like a forced opening buy to me. The only other $4 curser is Sea Hag, and that gives no benefit for playing it. This lets you trash and give curses, and give copper and estates if curses run out.
I think I might drop the +$1 and/or add a clause that says the card your opponent gains is gained to his hand (making them easier to destroy/block).

Quote
Spoils of War - Duration cards already have specific rules that say that they stay in play until the end of the last turn that they do something. So the line about keeping it in play until the end of your next turn modifies the normal duration rules slightly, and isn't needed.
I'll fix that part. Thanks for the input!

16960
Dominion General Discussion / Re: Greatest Isotropic Moments of 2011
« on: December 12, 2011, 12:21:51 pm »
I call this the tie to end all ties: http://councilroom.com/game?game_id=game-20111007-174917-ee4f9c5c.html

#1 Robz888: 45 points (3 Provinces, 4 Duchies, 4 Harems, 4 Great Halls, and 3 Estates); 24 turns
         opening: Bazaar / nothing
         [40 cards] 4 Great Halls, 4 Harems, 3 Hoards, 2 Bazaars, 1 Envoy, 1 Moneylender, 2 Coppers, 1 Silver, 12 Golds, 3 Estates, 4 Duchies, 3 Provinces

#1 rakovsky: 45 points (3 Provinces, 4 Duchies, 4 Harems, 4 Great Halls, and 3 Estates); 24 turns
          opening: Bazaar / nothing
          [40 cards] 4 Great Halls, 4 Harems, 3 Hoards, 2 Bazaars, 1 Envoy, 1 Moneylender, 2 Coppers, 1 Silver, 12 Golds, 3 Estates, 4 Duchies, 3 Provinces

16961
Variants and Fan Cards / Fan Expansion: Strife
« on: December 12, 2011, 02:49:57 am »
Hello all. Here's my first attempt at crafting my own expansion. I call it Dominion: Strife. The theme is warfare, natural disasters, tyranny, etc. Stemming from that, quite a few of my cards are Attacks, though I don't expect them to be overpowered. Only two of my cards give your opponents curses, and neither does so reliably. I also tried to introduce Attacks that interfere with your opponents' buys (like Embargo). Going along with that, there are a couple new Reactions that handle Attacks well.

I would really appreciate feedback--please point out imbalances and things you don't like! I will certainly be editing these cards after I hear from other people.

Executioner -- $6 (Attack)
Each player gets +3 cards and puts a card from his hand on top of his deck. Then, each other player trashes a Victory card, or reveals a hand with no Victory cards.

Martyr -- $6 (Action)
+2 cards, +2 actions, +$3, +1 buy
Trash this after playing it.

Plunder -- $6 (Treasure)
+1 buy
Worth $2. While this in play, treasure cards cost $2 less, but not less than $0.

Barbarian Horde -- $5 (Attack)
+1 buy
Add a token to the Barbarian Horde mat. Each other player reveals the next 3 cards of his deck and trashes a Treasure card corresponding to the number of tokens on the mat, or reveals no such card and gains a curse:
1-2 tokens: Copper
3-5 tokens: Silver
6 or more tokens: Gold
You get +$ equal to the combined value of the trashed Treasure cards.

Beggar Prince -- $5 (Attack)
Each other player with 4 or more cards in hand discards a Treasure card or reveals a hand with no Treasure cards. If any Treasure cards were discarded this way, you get +$1. If any of those treasures were coppers, you also get +1 card, +1 action.

Plague -- $5 (Action)
+2 cards
Choose a supply pile where cards cost $7 or less. Trash up to 3 cards from it.

Propagandist -- $5 (Attack--Duration)
+$2
While this is in play, keep the most expensive card you bought on this turn in front of you until the start of your next turn. Each other player must buy or gain at least 1 copy of the card you bought, if he plays any cards that enable him to do so during his next turn.

Agitator -- $4 (Action)
When you buy this, all other players with 5 or more cards in hand discard a card.
When you play this, remove it from your deck and add it as the top card in any supply pile. The cards beneath it are not available until it is bought. If no player buys it by the start of your next turn, remove it from the pile and trash it.

Haunted Village -- $4 (Action)
+2 actions
Reveal the next 3 cards in your deck. Choose one and put it into your hand. Discard the others.

Profiteer -- $4 (Duration)
+$1
While this is in play, after your buy phase has ended you may reveal any Treasure cards from your hand. Put them in front of you, face-up. At the start of your next turn, add them to your hand.

Tyrant King -- $4 (Reaction)
+$3
You can't play any more cards this turn (including Treasures).
When another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by the Attack and must play this card during your next turn. You may not play any cards that could make it impossible for you to play this card.

Vassal -- $4 (Duration)
Choose two: +1 card; +1 action; +$1; +1 buy; +1 VP; +$2 on your next turn. (The choices must be different.)

Witch Hunt -- $4 (Attack)
+$1
Trash an Estate, a Curse, or a Copper. If you trash an Estate, each other player gains a Curse. If you trash a Curse, each other player gains an Estate. If you trash a Copper, each other player gains a Copper.

Banish -- $3 (Action)
+1 card, +1 action
You may move a card from your hand costing $4 or less to the island mat. If you do, each other player may trash a card of that type from his hand. If any player does, you get +$1.

False Prophet -- $3 (Action)
Name a card. The player to your left either reveals that card, or reveals a hand without that card. If that card is revealed, you gain its effects as if you had played a copy of it.
If the player to your left does not reveal that card, you gain a curse and get +1 card, +1 action.

Serf -- $3 (Action)
+1 action, +2 cards. Discard 1 card, or trash it.
When you play this, you have 1 fewer available buys.

Spoils of War -- $3 (Victory--Treasure--Duration)
Worth 1 VP
Worth $2 now, and $2 on your next turn.
When you play this, it stays in play until your next turn is over.
You may only buy this if you have an Attack card in play and no player revealed a Reaction card in response to it. (Setup: If this pile will appear in the game, and there are no Attacks or Reactions in the supply, add an Attack and a Reaction at random. Then remove one of the other piles at random.

Treaty -- $3 (Reaction--Duration)
+$2
When another player plays an Attack card, you may reveal this card. If you do, you are unaffected by that Attack.
If you revealed this card in response to an Attack, it stays in play until another Attack is played. The next time any player (including you) plays an Attack card, all players are unaffected by that Attack.

Inquisitor -- $2 (Attack)
Choose one: +1 card; or +1 action; or +$1; or +1 buy
Each other player reveals his hand, keeping it revealed until the end of your turn.

Sacred Relic -- $2 (Reaction)
Trash a card from your hand.
When another player plays an Attack card, you may reveal this from your hand. If you do, +1 VP.

16962
Sounds fun. I'll put together my "Best" lists when I have time.

16963
General Discussion / Re: PC/console gaming
« on: December 10, 2011, 06:03:21 pm »
I'm a huge Zelda fan. I just beat Skyward Sword yesterday. I really, really enjoyed it--much more than Twilight Princess (which I thought was just okay) and Wind Waker (which I liked quite a bit).

16964
Dominion Articles / Re: Updating the Top 5 lists
« on: December 07, 2011, 05:51:14 pm »
I count 16 $2 cards.

My ranking
Chapel - On most boards a must buy to get rid of your start cards fast
Courtyard - The best "deck-thinner" for its price. And if you draw a dead action card, just put it back. Great. Also mostly a must-buy.
Hamlet - one of the best villages available, and you can even have a +buy
Cellar - Maybe it shouldn't be so high, but I mostly buy 1-2, if there are no other "deck-thinner" available.
Crossroads - It's great to have at least one on boards with many good terminals to use +3 Actions, and it's great in the end to draw new cards for going green, so on most games it's useful.
Haven - It's great for equalizing draw luck.
Pawn - Similar to Hamlet, but benefit isn't that great. At least it can be a non-terminal copper.
Fool's Gold - Either it's so good, or so bad. So I leave it in the middle. You have really to know what you're doing if you buy this.
Lighthouse - Comparable to Pawn, but not that flexible. Of course great in 3+player games.
Moat - +2 cards is not that great, but on boards with a lot of attacks, especially in 3+games, it's one of the most important cards. You block 3 curses and draw your silver to get your Province. I can't understand all the haters. Yes, mostly there are better counters to Attacks, but not everybody plays only 2-player games.
Embargo - If you have the rare case that your opponent has a different strategy and you know it early on, then it's great. But mostly a one-shot silver if you don't have the luck to get to $3.
Native Village - This is also very board-dependant. The biggest problem is that you need a Spy or draw your whole deck and discard a card to know what you draw on your mat. On most boards this isn't possible. So you only get your +2 Actions.
Herbalist - I agree, that's not a great card. But it's useful like Scheme is useful. Just put your Potion or Gold back on the deck. It can guarantee a next turn Province buy.
Secret Chamber - I don't like it. It's a bad Vault and heavily depends on the Attacks in the supply. I think it's worse than Moat.
Pearl Diver - It doesn't hurt, but the benefit is minmal
Duchess - The uses are rare, e.g. a VP rush with Duchies and Dukes, all other times it's useless.

Edit: Forgot Embargo
Duchess, though, is a card you can obtain for free, and the situation where you obtain it for free (buying a Duchy) isn't an uncommon event. Granted, you don't start buying Duchies until the second half of the game. Just by a hair, I would say Secret Chamber is worse. If I were doing a full ranking of the $2s:

1:Chapel
2: Hamlet
3: Courtyard: These 3 cards are much, much better than the other $2s. They are useful in many situations, and they help plenty.
4: Lighthouse
5: Haven This is a tough choice, but a couple Havens really manage your deck properly at all stages of the game.
6: Pawn I like to think of this as a cheap source of buy that can be non-terminal or yield $1 as need be. Still, so much worse than Hamlet.
7: Crossroads
8: Native Village
9: Fool's Gold Along with the previous 3, Fool's Gold shines some of the time, and is awful some of the time. I find these $2's okay--not bad, not great.
10: Embargo
11: Cellar It mostly does what Crossroads does, just less well.
12: Herbalist
13: Moat
14: Pearl Diver Barely better than not having a Pearl Diver.
15: Duchess
16: Secret Chamber Eh, perhaps these last two should be switched. But I have a hard time ranking Duchess, which can be gained for free, as worse than Secret Chamber, which is a waste of a valuable buy, probably in the all-important early stages of the game.

16965
2011 / Re: Schedule and Results: 2011 DominionStrategy.com Championships
« on: December 06, 2011, 04:30:09 pm »
Gardens Division, Turambar beats Robz888 4-3.

Game 1: Turambar 59 Robz888 36
http://dominion.isotropic.org/gamelog/201112/06/game-20111206-113415-90a8cc41.html

Game 2: Turambar 45 Robz888 26
http://dominion.isotropic.org/gamelog/201112/06/game-20111206-114302-d429250a.html

Game 3: Turambar 30 Robz888 42
http://dominion.isotropic.org/gamelog/201112/06/game-20111206-115231-f8917d3f.html

Game 4: Turambar 34 Robz888 36
http://dominion.isotropic.org/gamelog/201112/06/game-20111206-115936-88c5ee4c.html

Game 5: Turambar 33 Robz888 30
http://dominion.isotropic.org/gamelog/201112/06/game-20111206-120440-5c90de22.html

Game 6: Turambar 33 Robz888 35
http://dominion.isotropic.org/gamelog/201112/06/game-20111206-120926-bde99de6.html

Game 7: Turambar 43 Robz888 29
http://dominion.isotropic.org/gamelog/201112/06/game-20111206-121651-a2d58776.html

Thx for the games, some really close ones!
In Game 7, I lose the Tournament race, and thus lose the tournament. Fitting!

Very bummed to be out, but it was a lot of fun! Congrats, Turambar, and a hearty thanks to the people who set this up.

16966
Dominion Articles / Re: Updating the Top 5 lists
« on: December 06, 2011, 04:15:44 pm »
I'm going to start posting updated 2011 versions of these each week, though it shouldn't take the place of the Monday articles.  The Worst $2 Cards will appear this Friday.

So this is your last chance to get in your input!  The list this time is going to have less of the "cards that are annoying to play against" and be a more serious attempt at ranking the cards.
In that case, here's how I'd rank the Worst $2 Cards:

Honorable Mention: Cellar
5: Herbalist
4: Moat
3: Pearl Diver
2: Duchess
1: Secret Chamber

For me, it's close between Secret Chamber and Duchess. Hinterland's other $2 cards, Fool's Gold and Crossroads, just miss the Honorable Mention slot.

16967
2011 / Re: Schedule and Results: 2011 DominionStrategy.com Championships
« on: December 02, 2011, 01:52:11 pm »
Robz888 defeats Wingnut 4-2-1 in Gardens 31-34 match. Sadly for me I must say.
Thanks to Wingnut for a terrific match. We had some of the most intense, nailbiting games I've ever played.

His recap of our series was top-notch. The game I really recommend checking out was our Game 4: http://councilroom.com/game?game_id=game-20111130-191727-25ddcaa8.html

I've never been a fan of Trader, but it seems like a good thing to pick up in a Sea Hag game. We each get 1, and start Hagging pretty constantly (Inns sped up the rate we both play it). Somehow, those two Traders manage to block each other's Sea Hags almost every time. We only hand out a combined 4 curses the whole game. And as it turned out, just one additional successful Sea Hagging would have decided the game, as it ended in a Draw.

16968
Dominion General Discussion / Re: Running out of steam
« on: November 29, 2011, 04:23:00 pm »
4. In a Province game, should I delay buying a Province if I have $8 in hand by turn 5? What if I have no source of +Buy?
Unless I received my early $8 hand through an incredible stroke of luck (Baron/Silver and Mining Village/Silver can do that on Turn 3, for example), I usually buy the Province. If you don't spend $8 when you have it, you aren't spending your money efficiently. It's fine to spend inefficiently sometimes--especially when you absolutely need your share of certain cards like Minion, Wharf, Hunting Party--but I try to avoid it, especially at the $8 level. If you got $8 before you started greening, your deck is probably good enough to generate a hand of $6 in the next turn or 2. Why not buy the Province now, and the Gold then?

16969
Game Reports / Re: Competing Chapel decks
« on: November 28, 2011, 02:31:22 pm »
Turn 10: I buy a Treasury this turn and the next. I think it was an attempt at Treasury denial that wasn't really necessary at this point. Should I have just bought Gold?

I would say you should have just bought Gold. Treasury is rarely an all-star, but if you want it, you need it early. By Turn 10 you are ready to go green, and going green means negating Treasury's main selling point (the fact that you can return it to the top of your deck so long as you don't buy Victory cards). When you're in the greening stage, Treasury has to draw a silver or silver equivalent just to equal a Gold.

That said, I don't think your opponent's Treasuries really shined, even though they were purchased early. Margrave/Chapel seems like a better opener for him. Even City/Chapel would have had merit, knowing that Sea Hag would almost certainly be utilized to drain the curses.

16970
2011 / Re: 2011 DominionStrategy.com Championships Registration
« on: November 21, 2011, 12:28:18 pm »
1) Robz888
2) EST (U.S.)

16971
Dominion Articles / Re: Combo: Apothecary, Wishing Well, Coppersmith
« on: November 18, 2011, 09:25:07 pm »
I was the loser in this game, and deservedly so. I've just become so accustomed to ignoring Coppersmith!

16972
Dominion General Discussion / Re: [spoiler] Full Hinterlands card list
« on: October 25, 2011, 03:58:06 am »
And then of course it dawned on me that the real strength of Develop was the ability to set up a combo and place it on top of the deck.
Here's a Develop combo I'm proud of: I developed an Ill-Gotten Gains into a Gold and a Remodel. They go on top of the deck, and next turn I Remodel my Gold into a Province.

In another game, I suffered mightily as my opponent purchased an IGG, then Developed the IGG into a Border Village and another Develop, and gained another IGG from the Border Village. He repeated this over and over until I had most of the curses and the game ended on piles (BV, Curses, IGGs).

I've also had some success Developing 4's that have overstayed their welcome into Duchies and Silvers late in the game.

Edit: Oops! My first post and I am already a liar. Thanks for pointing out that you couldn't get a Develop from an IGG. My opponent had so many Develops, though... must have been buying them.

FLAG-23160

Pages: 1 ... 677 678 [679]

Page created in 0.327 seconds with 18 queries.