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Messages - ednever

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576
Game Reports / Re: May 5th Tournament Final Game Comentary
« on: May 06, 2012, 02:51:13 pm »
Game 7: That Hamlet needs a Library
Key Cards: Library, Hamlet, Sea Hag, Oasis, Great Hall

http://councilroom.com/game?game_id=game-20120505-165155-7cd16879.html

Mirror match where qmech just played it better. Key was to use Oasis and Hamlets to cycle through your deck quickly and get to the Sea Hag. Then move to Libraries to keep the drawing cycle going (Hamlet: Discard for actions/buys. Oasis: Discard for $s. Library: Draw back up to 7. Repeat.)

qmech did it perfectly.

I moved into Libraries before having enough Hamlets (causing me to miss Hag plays and fall behind on the curse war), and then moved into Golds to 'catch up' which destroyed the whole magic of the engine.

qmech deservedly wins 35-23

Series now at 4-3 qmech. He only needs one more to win the series!


577
Game Reports / Re: May 5th Tournament Final Game Comentary
« on: May 06, 2012, 02:45:09 pm »
Game 6: No Contraband at the ball!
Key Cards: Contraband, Masquerade, Farmland

http://councilroom.com/game?game_id=game-20120505-163405-8518f33b.html

I really tight game where qmech outplayed me, but for two mistakes:
(1) He bought a Farmland when he only had a Province in hand (turn 13)
(2) He ended it by buying a Farmland, trashing a Farmland, gaining a Province, and losing by 1 point

The game was complicated due to the point tracker not being on (and neither of us realizing it until the game was in full swing). The game also came down to some pretty important choices on what to ban on Contraband (qmech makes the right choice a number of times at the end of the game stopping me from buying Farmlands even though there is only one Province left - I can almost always hit $6 but couldn't get to $8 to end the game)

But basically this was qmech's game if not for that one mistake on turn 13 (which I missed - and without the point tracker assumed he was 6 points higher than he actually was...)


Series tied again 3-3

578
Game Reports / Re: May 5th Tournament Final Game Comentary
« on: May 06, 2012, 02:38:52 pm »
Game 5: Jack hits the (silk) road
Key Cards: Jack of All Trade, Silk Road

http://councilroom.com/game?game_id=game-20120505-162010-97f8d499.html

I'm more of an engine player than a BM player. I have an instinctual dislike for Jack of All Trades. Where I like him is when I can play him with Fishing Villages or Hamlets or other disappearing cards - basically treat him like a Watchtower or Library instead of using him to his full potential.

Recently I've been trying to use him is different rush strategies. The idea being - if you can play him enough you end up with a lot of silver. That may not be enough to buy a ton of provinces, but it should be enough to green extra-early.

When I saw Silk Roads I thought I could do that here. Basically pick up a couple of Jacks, DON'T trash estates, and then start buying duchies and silk roads right away (and more estates). I still think there is a way to make this work, but it didn't happen this game. Qmech's more traditional strategy of trashing the initial Estates let him pick up Provinces, and then still go back for the Silk Roads (I should have gone into SR's before going so heavy into Duchies. I think) easily won him this game 54-45.


Series at end of game: qmech up 3-2


579
Game Reports / Re: May 5th Tournament Final Game Comentary
« on: May 06, 2012, 02:32:30 pm »
Game 4: Never ignore King's Court (even where there isn't good draw)
Key Cards: King's Court, Hunting Party, Border Village, Bank, Pawn, Fortune Teller

http://councilroom.com/game?game_id=game-20120505-161028-7a4ea410.html

I looked at this kingdom and thought: "King's Court would be great, but there is no really good draw. And HP+$2 action decks can get going really fast and consistently..."

The plan was to have a deck that consisted of:
7 Copper
1 Silver
1 Fortune Teller (+$2)
1 Gold
1 Platinum
Lots of Hunting Parties

That should let me consistently draw $11+ every turn and buy a Colony.

I thought the trick here was not to buy the Border Village (since you don't need the extra actions and it would stop the HP from drawing something you would rather have). When qmech went BV->HP I thought I had him. Not even close.

He started King's Courting Hunting Parties to draw a ton of cards (Play two cards, draw 6 more - including at least another Hunting Party and King's Court). He wasn't able to consistently play King's Court on a King's Court, but it didn't matter. He could draw his deck with tons of actions, use the Pawns for extra buys and then play the Banks for tons of $$s.

On his final turn he just needed to buy a Colony. Instead he bought the Colony and four Provinces. He earned himself 5 "Goals" (including playing a Bank worth +$13, and playing more than 40 actions in one turn).


Series tied again 2-2

580
Game Reports / Re: May 5th Tournament Final Game Comentary
« on: May 06, 2012, 02:24:01 pm »
Game 3: Ill-Gotten Farmland
Key Cards: Ill Gotten Gains, Farmland

http://councilroom.com/game?game_id=game-20120505-155023-6421c81d.html

One of the least interesting games. Basically a straight-up IGG rush with the added wrinkle of Farmland. I had first-player advantage so the game was mine to be lost (Anyone know what % of IGG-mirror rushes end with the 2nd player winning? I'll bet it's super low). I think if it's not a mirror the best choice is to ignore the Farmland. But in a mirror, you can use the Farmland for two things:
(1) If your hand can produce $8 while there are still IGG left (after using the extra coppers from IGG), then you can buy a Farmland and not play your silver. This lets you turn the silver into an IGG - effectively getting you an extra buy.
(2) With the handful of Farmlands you picked up you can convert them into provinces later in the game for +4 VP vs buying a duchy

Otherwise nothing exciting here.

Series: ednever up 2-1

581
Game Reports / Re: May 5th Tournament Final Game Comentary
« on: May 06, 2012, 02:18:21 pm »
Game 2: Throwing Tunnels out of the Warehouse and into the Colony
Key cards: Warehouse, Tunnel, Bridge (Colony Game)

http://councilroom.com/game?game_id=game-20120505-154143-8d72f284.html

I know how to play Warehouse-Tunnel. It's almost an algorithm:
(1) Open Warehouse/Tunnel
(2) Buy Warehouse
(3) Buy Tunnel
(4) Buy Warehouse
(5) Buy any Tunnels that are left
(6) Buy Provinces before the Gold pile runs out

(Obviously you need to take into account +buy and +card options on the table)

I thought this game would be a straight rush. But qmech only picks up a single Tunnel.

It turns out a hand of Warehouse-Tunnel-Bridge-Gold--Gold is not so good in a Colony game. I ended up with 15 gold (after choosing not to reveal a few times because I was worried the Gold pile would run out), but never managed to draw more than $8 the entire game. Meanwhile qmech used his Tunnel'd Gold to pick up Platinums and then won the game the old fashioned way - by buying Colonies.

(Game ended on Province piles, because it was the only way I could get VP...)


Series tied: 1-1

582
Game Reports / May 5th Tournament Final Game Comentary
« on: May 06, 2012, 02:11:57 pm »
qmech and I played in the final of Rabid's one-day tournament. The final was to be decided by the first player to win 5 games.

After two hours of playing we were tied 4-4 and I had to push the final game to the next day.
The following day... well you can see below.

Below are all the game logs with commentary. Qmech will follow-up with his own commentary on the games. I think we both learned a TON from playing each other as we both seem to have very different strengths. Most of the games were decided by strategy, and those that weren't were decided by some significantly different tactics.

On the the commentary:

Game 1: Sometimes even Goons need the Green
Key Cards: Goons, Nobles, Inn, Remake, Horse Traders, Duke, Fairgrounds
http://councilroom.com/game?game_id=game-20120505-152705-d159e2e4.html

Goons is my third-highest win rate given availability, so I was excited to see it here. The first thing I look for on a goons kingdom is whether there are +actions. In this case there were two options: Inn and Nobles. Both are not good options as they do not give you +cards. If the other player also goes Goons (and I assumed qmech would given how good a player he is) then you will be usually looking at 3 card hands. Without draw cards the best you can hope for is +2 actions, play goons, play goons. And your best buy scenario is $4 and 3 buys (but 6 VP if you use them all). If you use the buys then your drown your deck in copper. If you don't then you may run out of piles before you have enough VP to win.

But there were two more options on the board:
(1) Buy a lot of nobles and use them for actions AND draw. If you started with Goons, 2xNobles, you could end up with Goons + 3 cards. If that was Goons, Goons, Silver, Nobles - you could have $6 and 3 buys. Substantially better than $4 and 3 buys.
(2) Horse Traders. If you have a HT in hand when you get hit by Goons, you end up starting your turn with 4 cards - same scenario as #1, and it doesn't require a 2-card combo to get there

qmech saw the Horse Traders defense before I did, but I saw the importance of Nobles before he did (I think). Nobles also gives you that little bit of VP that reduces the need to pick up coppers and/or green and dilute your deck along the way. Which helps in setting up the mega turn (where the mega turn is when you manage somehow to play three Goons in the same turn, and use 4 buys to pick up 12 VP)

There are two other important cards:
(1) Remake: Which let us both dump our estates for silver, and get rid of some early coppers
(2) Inn: Both as a source of actions (given the lack of draw the same as a Noble played for actions most of the time), and as a way to manage your deck if you can pick it up right before re-shuffles (I've never payed so much attention to opponents reshuffles than in this game - unfortunately something you can't see from the logs)

For a full understanding, worth reading the entire log and watching the point totals. qmech pickes up the first goons and hits the first double-goons turn (he hits two more before my first one). He's also forced to buy a little more copper to stay on top (due to my purchases of Nobles). That additional copper (both forced and unforced) reduces his Goons ratio such that there are a few turns where he doesn't get to play one. On one of those turns I manage a Province.

Eventually the game comes down to both of us watching the piles and buying copper to stay far enough ahead (due to the danger of a mega-turn anytime you miss playing a Goons after the other guy had just bought an Inn). The game ends when I buy out three Estates to end on piles.


Series: 1-0 ednever

(Posting as I go along so I don't lose what I've written)

583
Tournaments and Events / Re: 1 Day Cup 5th May / Results
« on: May 06, 2012, 01:45:30 pm »
ednever 5
qmech 4
1 tie

What a series!

I'll post all the logs on a separate string along with commentary. Most intense set of games I've ever played.

Thanks again Rabid for organizing (I actually increased from level 31 to level 34 over the course of yesterday. That's definitely the biggest leap I've ever had in a day!)

Ed

584
Dominion Articles / Re: tactics: turning off the autopilot
« on: May 06, 2012, 12:23:04 pm »
How about:

Want a $5 card, have $6, so buy a border village and gain the $5 card (building a hunting party +x deck)

There may be other examples, but I've seen (and won) a few games where this was the only thing my opponent and I did differently in a mirror match.



Also: another reason not to autodiscard (#6) is opponent's tournaments

Ed

585
Tournaments and Events / Re: 1 Day Cup 5th May / Results
« on: May 05, 2012, 08:12:30 pm »
qmech and I are tied 4-4 in the final

We will finish the last match tomorrow at 10am PT

ooo the suspense....

Ed

586
Tournaments and Events / Re: 1 Day Cup 5th May / Results
« on: May 05, 2012, 05:47:45 pm »
No problem.

I can wait.

It just didn't look like you two were playing right now.

I need to hop by 5pm at the absolute latest (2h from now), so we'll give it a shot

Ed

587
Tournaments and Events / Re: 1 Day Cup 5th May / Results
« on: May 05, 2012, 05:40:10 pm »
Rabid/qmech:

What's happening? Looks like you two are up, but I don't see you in the games or in SC.

I have a bunch of stuff I need to do today. Should we just schedule for tomorrow or something?

Ed

588
Tournaments and Events / Re: 1 Day Cup 5th May / Results
« on: May 05, 2012, 02:24:37 pm »
ednever 4
qmech 1

589
Tournaments and Events / Re: 1 Day Cup 5th May / Results
« on: May 05, 2012, 01:22:03 pm »
Mazwa 0
ednever 3

590
Tournaments and Events / Re: 1 Day Cup 5th May / Results
« on: May 05, 2012, 11:51:07 am »
Fabian- 1 tie
ednever- 1 tie, 3 wins (last by default as is Fabian is pretty sick)

591
Tournaments and Events / Re: 1 Day Cup 5th May / Results
« on: May 05, 2012, 10:55:21 am »
nightdance 0
ednever 3

Ed

592
Tournaments and Events / Re: 1 Day Cup 5th May / Results
« on: May 05, 2012, 10:12:09 am »
ednever 3
rspeer 2

Ed

593
Tournaments and Events / Re: 1 Day Cup 5th May
« on: May 05, 2012, 08:45:12 am »
Hey Rabid-

I'm looking around Challonge, but I don't see the actual bracket. The best I can seem to get to is the sign-up page:
http://challonge.com/tournaments/signup/75mwqq857x

How do I find out who I'm playing in 14 minutes?

Ed

594
Game Reports / Re: Avoiding Familiar
« on: May 04, 2012, 09:16:11 pm »
On a simple board with just Familiar and Militia:

Opening with a single Militia and then going Potion to Familiar loses to straight Familiar 58.6% vs 38.7%

So not the right choice in isolation.

Throw in Trading Post though: Militia open, then a single Trading Post (otherwise Familiar) wins 59.2% vs 38.9% (Even better if the TP player  opens 5/2 - then it wins 75.7% vs 22.8% )

For HiveMind's question: If you just go Militia you get killed vs. Familiar. But if you do Trading Post + Militia you win 60-37, or 74-23 opening 5/2.


So:
It seems like when you have a great trasher like Trading Post and a discard like Militia - the combo is a better choice than Familiar. But if you throw a Familiar into the mix it doesn't seem to hurt (adding the familiar takes the win rate from 59% to 60%, or drops it 76% to 74% on a 5/2 - pretty marginal either way)

Note: Stand alone Trading Post vs. Familiar loses on 4/3 but wins on 5/2.


ed

595
Game Reports / Re: Most bizarre ending conditions
« on: May 04, 2012, 08:47:03 pm »
Another one.

Hamlets. OK.
Bridges. Fine. Makes the third pile likely a victory pile ended on a mega turn?

Nope.

Curses.

And

Develops.


First time I put Develop to good use in a long time!

http://dominion.isotropic.org/gamelog/201205/04/game-20120504-173834-2351252a.html

(Neat game in that my plan at the begining was nowhere close to how the game ended up playing out. Original plan was: Use Familiars to slow down the game. Then pick up Alchemists to draw deck. Use Universities to pick up Bridges and give actions. Mega turn the provinces. Develop was there to turn useless Familiars into Alchemists and Golems. And Spice Merchant to kill the coppers to make way for the Bridges). Instead we both drew Potion on turn 5, so curses were slow in coming. Hamlets ran out early. I managed to kill the curses as they came up with my develop. Both of us kept drawing $2P and having to get University instead of Familiar - which drew down the piles. And the game turned into me converting my Bridges/Spice Merchants/Potions into Duchies and Develops and rushing piles...)

Ed

596
Game Reports / Re: Most bizarre ending conditions
« on: May 03, 2012, 12:54:52 pm »
Maybe not super crazy, but here is a game where the three piles were: Jack, Tunnels and Upgrade.

(In a colony game with both players using Develop to get Grand Markets. Develops and Grand Markets were also running low, and all of the Jacks were in the trash)

http://dominion.isotropic.org/gamelog/201205/03/game-20120503-095121-757ec2a4.html

Ed

597
Dominion: Guilds Previews / Guilds
« on: May 02, 2012, 01:09:15 pm »
Jumping way over the gun...

I had a (very detailed) dream last night where I was playing Dominion - with the Guilds expansion that doesn't come out until next year. If my dream is true then I have a scoop for everyone.

Here is how the Guild expansion will work:

There is a new card called "guild" (cost $5, action). When you play Guild you get a new junior apprentice. There are a number of different types of apprentice, and a random set are chosen for each game where guild is in play.

Apprentice cards are very weak (ie +1 card +1 action, or +2$, or +1$ +1 buy, ect) - basically what you would think of as a $1 or $1.5 card.

Every time you play a junior apprentice it goes back to the suppy and you choose a senior apprentice to replace him (of the same type - ie +1 card +1 action turns into +1 card +2 actions, or +2$ turns into +$2 +1 buy, etc) and he new card goes in you discard.

When you play the junior apprentice it goes back to the supply and you gain in your discard a journeyman apprentice who is more powerful still.

Then a master apprentice then a full journeyman then a full master.


Since the cards go back to the supply and are only played once each you don't need very many of each type.

It adds a ton of variety to a game and allows for both very powerful cards ( the only way to get a master is to buy a guild, play the guild, play the ja, sa, ja, ma, and fj - 7 times through your deck!), and completely new strategies.

Sorry Donald for giving away the surprise. I learned from Cassandra you shouldn't keep future dreams secret.

Feel free to discuss.  ;)

(true story about the dream - detail was incredible. Only things that were unclear were if guild was a treasure or action, and how many steps to get to master...)

Ed

Ed

598
GokoDom / Re: State of IsoDom: UPDATE - up to four subs needed.
« on: April 28, 2012, 10:17:28 pm »
I'm fine to play someone else for a round (too bad, my match against t was my best set)

Ed

599
Dominion Articles / Re: Request: Philosopher's Stone
« on: April 28, 2012, 10:13:55 pm »
Good facilitators:
Other potion cards (since then it only costs $3 and is quickly worth a gold)
Herbalist (so you can play it twice)
Sifters (get to it faster)
"put buy on top of deck" (royal seal, watchtower)
Discard for... (vault, etc - to get your hand back into discard)

I've only used it really successfully once, so I would love to learn better techniques

Ed

600
Help! / Re: Got destroyed...
« on: April 26, 2012, 05:17:27 pm »
This is a very cool board.

I would go a little heavy on Watchtower to neutralize the YW and IGG. Then pick up some drawers - like Alchemist (And Cartographer, and Stables. Kill your coppers with Mint/Loan, and build up to ~$10 in value (placing them on top with Watchtower). Draw your deck every turn, ending on Goons to slow down your opponent. Buy two new drawers/turn. And relatively quickly move into Vineyards to supplement any colonies you buy.

ed

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