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Topics - Davio

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126
Game Reports / Alternative VP Battle
« on: February 28, 2012, 03:34:12 am »
A_S00 and I played this board today, cards in supply: Border Village, Colony, Duke, Forge, Herbalist, Island, Oasis, Pirate Ship, Platinum, Secret Chamber, Silk Road, and Warehouse

So, a lot of VP cards in the regular kingdom which makes this a very interesting board with one (okay, two) big question(s): What should you get and when? You basically want all of the Duchies, Dukes, Islands and Silk Roads, but you have to make some choices as to the order.
I started of with Silver/Island, A_S00 went Oasis/Island. I'm not great with Oasis so I just kept it simple with Silver. I followed up with another Island (could've been Silver) and some more Silvers. He bought another Oasis and some Silvers as well.

Now we're at an interesting point in the game. We've both got some coins, so we want to dip into the VP cards. But what? A_S00 dips first into Duchies after I bought my 3rd Island. Of course I have to follow him because of Duke and we split the Duchies 4/4. Now what? Dukes are 4 VP, Silk Roads are capable of getting to 5 if the game lasts long enough. So Duke is the safe choice while Silk Roads is the gamble. I go for Silk Roads and end up with 20 VP cards, making Silk Roads worth as much as Duke anyway.

My opponent only gets to 18 VP cards, so his Silk Roads are only 3 VP.

Still I wonder what swung this game in my direction. Was it the Silvers vs the Oases? I always think Oases are closer to Copper than Silver in terms of what they give you. Markets and such are closer to Silver in $ worth for me. If you for instance start with 4 Coppers and an Oasis and draw a Copper, you still get $5 (same as 5 Coppers), but $6 with Market.

Again, interesting little board (as WanderingWinder would say) so please give us your thoughts.

Full game: http://dominion.isotropic.org/gamelog/201202/28/game-20120228-000515-7ba5b663.html

127
Game Reports / A Contrast of Styles
« on: February 23, 2012, 01:48:00 pm »
Please post some of your games in which there is an apparent contrast of styles, but yet the game was either pretty close or very interesting (in your opinion of course).

I played this setup today, cards in supply: Bureaucrat, City, Embargo, Ghost Ship, Goons, Potion, Secret Chamber, Torturer, Transmute, Treasury, and Tribute

I just played Big Money with Ghost Ships and my opponent sought out Torturer and Goons. I Embargoed the Cities as soon as I could and this slowed my opponent down a bit as he couldn't play much of his terminals...yet. He bit the bullet and bought some Cities and Goons'd and Tortured me as much as he could while I sent the Flying Dutchman his way as much as I could. It was a very fun and tense interaction.

End result
Davio has 46 points (8 Provinces, a Duchy, 3 Estates, and 8 Curses) and took 31 turns.
SometimesIDoubtYourCommitmentToSparkleMotion has 33 points (20 ▼, 4 Duchies, 3 Estates, and 2 Curses) and took 31 turns.

I had to swallow a lot of Curses either through his Torturer or the double Embargoed Provinces, but I stuck with it and finally grabbed the last one on turn 31. I bought a Duchy, because I was looking if I could 3-pile something while I was ahead (Curses, Embargoes and Duchies/Estates for instance).

128
Dominion General Discussion / Cards you only need one copy of
« on: February 20, 2012, 10:59:44 am »
I wonder how big this list is, in fact, I wonder if it's bigger than 1.

There are a lot of strategies that revolve around a single copy of one good card, all the BMU+Drawer (Smithy+) strats often only really need one copy. Still there are times when you're going for a big chain, so you'll have multiple copies.

Chapel seems to be a good candidate, because... what the hell do you need two Chapels for? Pure overkill if you ask me. So this makes Chapel a multiplayer friendly card. Every player will have his or her chance to pick one up. There won't be much competition for it.
Would you ever need more than one Chapel? I doubt it.

Are there any more?

129
Game Reports / Is this a Silk Road board?
« on: February 20, 2012, 10:06:14 am »
cards in supply: Golem, Great Hall, Haggler, Haven, Library, Pirate Ship, Potion, Secret Chamber, Silk Road, Tactician, and Watchtower

I basically went for a Silk Roads strategy with 2 Hagglers.
Firstly I used the Hagglers for Great Halls + Havens, later for Silk Roads + Silver and Duchy + Silver. So I used the Hagglers to basically keep my buy power up while greening. Havens were helpful to line up the buys and not waste any $.

My opponent went for 2 Pirate Ships, a Tactician and the rest money. Due to my quick dilution, his Pirate Ships got stuck at $2.

Without spoiling the outcome, what do you guys think, is this a Silk Roads board? I always get kind of (over)excited when I see Silk Roads with other VP cards. In this game, the only +Buy is Tactician, but I thought I didn't need it. With Havens and Haggler, getting an average of ~$5 wasn't that hard.

The big problem with my strategy is that it basically isn't a rush. Getting those cards would take a lot of turns. So I wasn't exactly rushing, but not holding out either. In the actual game, I got one Province when the opportunity presented itself.

130
Puzzles and Challenges / Prize Race
« on: February 17, 2012, 06:13:41 pm »
You're strolling around your Dominion(r)(c)(tm) when you're noticing the peasants have organized a little Tournament in one of your Provinces. And look, they've pooled their money to buy some Prizes to give to the winners: An old crooked but Trusty Steed, a shiny fake Copper Diadem, a Bag of Gold-painted coins, a working girl called Princess and a travelling band called the Followers.

Aggrevated that they're not plowing the fields or paying taxes you've decided to teach them a lesson; you're going to dress as a common man, participate in their tourney and snag all the prizes. However, you have better things to do, like counting your Gold, so you'll want to make it quick. As quick as possible.

1) Easy mode: With divine intervention (perfect shuffle luck), what's the quickest way to snag all 5 Prizes?
2) Hard mode: With rotten shuffle luck, what's the quickest way to snag all 5 Prizes?

Assume a solitaire game for simplicity's sake.

131
Dominion General Discussion / One-Shots
« on: February 16, 2012, 08:53:08 am »
I find one-shots mighty interesting cards. There are different types in Dominion and I wonder if we will see more of them in future expansions. What is a one-shot? By my definition it's a card that trashes itself when played or gives an added bonus when it trashes itself. Of course nothing gets really trashed when you are Possessed, but that's another story. Let's talk about the one-shots a bit and at the end... speculate.

Feast - The first one-shot we've all come across. It's plain and simple. You buy a $4-card now and when you play it, you get a $5 one. It's for those $5's you absolutely can't live without or have to get asap. Of course it's really fun to King's Court a Feast so you can get three $5 cards (Duchies for instance).

Mining Village - Intrigue gave us Mining Village, an intriguing card for sure. A lot of players wonder when they have to trash it for $2. Even if you KC it, you can only trash it once for those $2, because of the condition on the card. I usually trash these only when I need to grab a key part of my engine or late in the game when I can convert them to VPs. MVs are also often used in the beginning as one-shots to a power $5 or $6 card, much like Moneylender or Baron let you do.

Embargo - One of the most difficult cards to use strategically. They're probably the most fun when your opponent has opened Potion. Embargo games are very weird generally. Ever played a game with 3 tokens on the Province pile? The Embargo does stack with KC so you can place 3 tokens on a pile. With Possession, you can even put an unlimited number of tokens on a pile, but you won't need more than 50 or so (6 player game).

Treasure Map - Half of a Treasure Map, actually. We all love to hate it. Our opponents always get it together on turn 5 without help and all the Warehouses in the world can't find our copies. Still, it's a funky card and the only card that you can trash for absolutely no bonus (other than activating a Conspirator or something). Any of you ever tried to play it to put it back with Scheme? It doesn't work. :)

Island - Stretching the definition: While Island doesn't trash itself, it does remove itself from your deck and this can be quite handy. It's sometimes good to Island away one Estate in the beginning. If all else fails, you can always Island away a Copper or even a Curse.

Fool's Gold - It stretches the definition a bit too, but I'd still like to include it. Alchemy, Prosperity and Cornucopia offer us no one-shots so we have to make do with what we've got. I'm horrible with FG, but it's one-shot bonus seems pretty clear to me. There's always a big downside to its reaction: Your opponent just bought a Province.

So with 7 boxes we've got 5 one-shots. If we were to see more of them in the future, what would they be like? What would you want them to be like? Do you have any good ideas for a one-shot? Let us know!

Edit: Modified TM, added Island

132
Help! / 2/5 as 2nd Player with IGG and Mountebank
« on: February 14, 2012, 10:48:24 am »
I saw that my opponent had 4/3.
It's important to note that I had 2/5 and not 5/2.

What's your opening?
1) - / Mountebank
2) - / IGG
3) Copper / Mountebank
4) Copper / IGG
5) Estate / Duchy  ;D

133
Dominion General Discussion / When not to discard with Baron?
« on: February 08, 2012, 04:42:27 pm »
When would you not discard the Estate for $4 with Baron and gain an Estate instead?

Remember: If you discard, you can still buy 2 Estates for the $4 (and Baron's +Buy) if you want to.

I'm not talking about playing the action, because there are lots of reasons to play a "useless" action, I'm strictly speaking about discarding vs. gaining the Estate. No unnecessary Possession shenanigans either.

Maybe something with Trade Route?

134
Variants and Fan Cards / Fan Card: Messenger
« on: February 07, 2012, 11:06:45 am »
Don't shoot him! Unless you live in Sparta, of course.



Messenger - $5
Name a card and choose one: Reveal cards from your deck until you reveal it; or look through your discard pile and reveal it.
If you reveal the named card: play it immediately.

So it's essentially a two-way Golem, but it only digs up one card instead of two. You can always find what you want with it (unless it's in your hand).

It's as good as the card it finds of course, but it offers some versatility. In the beginning, you may want to dig up your Cursers as much as possible, while later in the game even a terminal Silver can be crucial to get to $8.

I don't think it screws with attacks that much, because for $5, you could've just bought a 2nd attack card anyway. With engines, you're getting the cards you want to play in hand anyway, so it may help, but not overwhelmingly so.

I just wanted to add some versatility to the game, because I like cards like Steward and Pawn which offer choices.

Maybe the wording can use some fixing, but I don't know, I undestand it this way. Just look either in your deck or your discard pile for the card you want. You have to remember if you've already played it.


What do you guys think? I'm not an expert card designer, but if I have a silly idea, I'm not afraid to share it and get slaughtered by Rinkworks et al.  ;D

135
Puzzles and Challenges / The Most Thematic Turn
« on: February 01, 2012, 04:00:48 am »
This is not an exact puzzle. In fact, it's not even a puzzle.

I would like to present an exercise in storytelling. Compile what you think is the most thematic turn. It must be clear from your story which actions you played, which treasures, what you bought etc... All the things you do during a normal turn.

An example: Yesterday I boarded a small Merchant's Ship from a fairytale Fishing Village to seek out new adventure. They dropped me off at a small Wharf and I started to stroll into the unknown when suddenly I came upon a Crossroads. Would I go east or west? I decided to walk towards sundown. A rushing river seemed to block my path when I saw a tiny Bridge which I crossed. Finally I arrived at a Haven which I wanted to use to set up business. After drinking some beers with the Havenmaster at the Inn, he let me use it for free!

You shouldn't have to mention this, but the cards I played were (Merchant Ship, FV: durations from previous turn), Wharf, Crossroads, Bridge, Inn -> buy Haven. You could try to incorporate cards drawn into your story as well. Feel free!

Just let your creative juices flow!

136
Dominion General Discussion / Cornucopia coming out for our Dutch players
« on: January 30, 2012, 11:16:52 am »
From here on this message will be in Dutch.

Hmm, ik ben zo gewend om Engels te schrijven dat het lastig is om terug te schakelen.

Maar goed, er is dus goed nieuws: Cornucopia komt eindelijk ook in het Nederlands uit en gaat Overvloed heten.
999 Games heeft de Nederlandse uitgave opgenomen in haar voorjaarscollectie. Helaas moet er wel tot april worden gewacht voordat we onze sets compleet kunnen maken.

Toch is het goed nieuws, omdat het er eerder op leek dat 999 Games Cornucopia vanwege tegenvallende verkoopcijfers helemaal niet in het Nederlands uit zou brengen. In de wandelgangen gingen er geruchten dat ze de kleine uitbreidingen over zouden slaan en alleen nog de grote uitbreidingen uit zouden brengen. Hinterlands (Het Achterland) is bijvoorbeeld in december van vorig jaar wel uitgekomen.

Dus vanaf april kunnen we onze sets weer compleet maken, maar het is altijd afwachten welke van de nog komende uitbreidingen ook daadwerkelijk in het Nederlands vertaald zullen worden.

Ik heb zelf alles in het Nederlands omdat ik ook met mijn ouders speel en die zijn niet zo bedreven in Engels als ik.


Summary in English
After initially skipping the release, 999 Games will be publishing a Dutch version of Cornucopia in april of this year. What this means for future expansions is still uncertain.

137
Game Reports / 5/2: Open Explorer?
« on: January 30, 2012, 09:40:42 am »
So I started with 5/2 as first player in a Province game and the kingdom offered (key cards are made bold, partially interesting cards are underlined):

Bank, Cartographer, Conspirator, Explorer, Farming Village, Farmland, Nobles, Pirate Ship, Stash, and Talisman.

When inspecting a kingdom, you have to look at any sources of +Buys. This kingdom offers none.
Is there trashing? Only involuntary with Pirate Ship.

So then we look at engine possibilities. Something with Conspirator? Possibly, but without trashing it's not that great and slow to get working.
Pirate Ship? Could be pretty nice in this money game, but without trashing I have doubts about it. Pirate Ship is also not one of my greatest cards, I like defending to it a lot better than just playing it.

Having gone through the motions of analyzing this kingdom on the usual key points I come to the conclusion that something Big Money-esque is probably pretty good here. So I open... Explorer!?!?!

Explorer is a card that I've come to love in these sorts of kingdoms, it's like an instant Jack without the trashing and without the card draw. Hmm, that actually sounds not so great. I'm not picking it up because I have some plans with Provinces. If I can get an Explorer and a Province together, great, but what I really want are the Silvers. Explorer's kind of like a Silver-only Workshop that doesn't need to wait a reshuffle for you to play the gained Silver.

With the help of my 1 Cartographer, I played Explorer a total of 6 times. The funny thing about Explorer is that you can't say: "Well, you would've gotten a Province if instead it would have been a Silver" about it, because it basically IS a Silver!

My opponent, a lvl 40+, went with the (what I thought) convoluted Conspirator engine.

What's your option here?
- Explorer
- Cartographer
- Pirate Ship
- Conspirator engine

138
Help! / What to open here?
« on: January 29, 2012, 05:22:07 am »
Key cards for this Province game: Governor, Witch, Envoy Watchtower, Chapel, Wishing Well, Menagerie

What do you open on 4/3?

My plan was to grab a Witch, because I still think it has some merit besides Watchtower and Chapel being available.
With a Chapeled deck, I wanted to use a Governor and two to gain some Golds and with a dense deck, I could easily "Remodel" the Golds or simply buy Provinces with all the Golds. The "attack" of flooding my opponent with Silvers would also be nice.

I opened Silver/Chapel.
My opponent opened Watchtower/Chapel.

Getting both Watchtower ánd Chapel was a mistake imho, terminal collision and drawing Chapel off Watchtower is horrible.

But what I really wondered about is Silver/Silver with a Witch and simple big money or a Witch and some Governors.

Your choice?

139
Let's assume Young Witch is the only curser in the kingdom and there's little to no trashing (e.g. Trade Route).

I was wondering, which bane cards are most inflluential to your decisions to:

- Buy Young Witch
- Buy the Bane Card
- Buy both
- Buy neither

I played a game once where Scheme was the bane card and that was pretty funny. I opened Scheme out of fear my opponent would buy YW and I could just continue to put Scheme on top, never getting Cursed. In the end, it turned out my opponent didn't buy Scheme, so I still went with YW and beat him. Was a funny game though.

Lighthouse also makes for a funny Bane.

Are there any cards that you wouldn't otherwise pickup, but if they are a bane, you probably will?

140
Help! / Governor War, Why Did I Win?
« on: January 27, 2012, 03:46:52 am »
Just played this game against califax(40).
Key cards: Governor, Remodel, Salvager, Trade Route, University.

With both Governor and Remodel, we both chose the obvous route: Potion -> University -> Governors -> Gold -> Province (Remodel).
I opened with Trade Route, because I have a weakness for it. Somehow I'm always scared that I'll need it later and wished I'd picked it up sooner.
I doubt whether it was a valuable addition this game, but with Governors I didn't need much other money.

We split the Governors 4/6, but somehow I won.
I gained Golds with it 8 times over his 6 times.
He used it to draw three times, I only drew with it once.

So what made the difference in this game?

Was it that:
- He had too many Universities?
- He had too many Remodels?
- He had too little Golds?

Looking at our end decks, I would've thought we were at least equal, so I was surprised to win the Province split 6/2!

Looking back at the log however, it seems his draws weren't that great, but I wondered if it was due to one of the factors I mentioned earlier or just plain bad luck.

Any thoughts?

141
Puzzles and Challenges / Cascading Gain
« on: January 25, 2012, 03:19:16 am »
My (not so hard, I think) question is: How many cards can you subsequently gain when you buy or gain just one initial card on Isotropic?
If, for instance you buy a single Border Village, you gain one extra card.

My best answer: 77

142
Game Reports / Slow Embargo Death
« on: January 24, 2012, 01:31:27 pm »
I like to call this game: Slow Embargo Death

Embargo can cause all sorts of madness. I open 5/2 Market-Embargo. Maybe a plain Silver is better to start with, but I'm thinking about Embargoing Markets, since I already have one and the only other +Buy is Herbalist. My opponent gets a Treasury so I just Embargo that instead.

I get a quick Gold (turn 8 ) and of course, Embargo it (turn 9). Then I get a Province (turn 10) and my opponent Embargos that (turn 11). So I just Embargo Duchies (turn 12).

Slowly, but surely, good cards get Embargoed. I'm in the lead with my single Province so I don't mind.
I decide to wittle away at some cheap good piles: Farming Village and Embargo.

My opponent desperately buys 2 Silk Roads, but I double Embargo it and Embargo Estates as well, so my opponent is basically a zombie at this point, dead and alive at the same time.
I have enough to buy out the Farming Villages and Embargoes and grab a Victory Copper! (thanks for that, WW).

Embargo can cause such weird games...


On a strategy note, which route would you choose? My opponent's deck wasn't that bad (too many Herbalists, too little Silvers maybe), but could he have won? Should he have just bitten the bullet and buy through those Curses?

143
Dominion Articles / Everyday I'm Shuffling
« on: January 24, 2012, 06:02:14 am »
Reference: LMFAO - Party Rock Anthem

One of the great things about playing Dominion online instead of in real life is that you don't have to shuffle all the time. This doesn't mean that you don't have to pay attention to when your deck is shuffled by the computer. In fact, it's very important to know where your good cards are at any given time.

The first rule of shuffling is:
You want to shuffle when most of your good cards are in your discard pile. When those good cards are in your hand, play area or left in your draw pile, you don't want to shuffle.

This is very trivial, but I'll still talk about it with some examples.

Example 1
Assume your hand is Mountebank-Witch-Copper-Copper-Copper, there is one card left in your draw pile and you know it's a Platinum. What do you play? There are a bunch of Curses left and it's midgame.
The correct answer is Mountebank. If you play your Witch, you will draw the Platinum, but also trigger a reshuffle since you need to draw an extra card. The cards you play this turn will go to a fresh discard pile and you have to go through your entire deck before you see either of the Cursers again.

Example 2
Your hand is Navigator-Gold-Platinum-Copper-Estate with 4 cards left in your draw pile. Do you play the Navigator in order to get a Colony or will you go for the Platinum without playing Navigator? Playing Navigator will trigger a reshuffle and you have to be aware of this. Whether you actually play it for the Colony depends on the stage of the game. If it's early, getting another Platinum without causing it to miss the reshuffle can be huge. Later in the game, that Colony is too hard to pass on. With Navigator that Colony misses the reshuffle and this is a good thing. This leads me to the second rule of reshuffling.


The second rule of shuffling is:
Early in the game, you usually want to shuffle as much as possible. During the greening stage, you don't want to shuffle at all if possible.

The beginning of the game is comprised of building yourself up to be able to buy those juicy green cards like Province and Colony. This means your deck's power will increase during those first turns. The more you reshuffle, the more you're able to buy those good action and treasure cards. Later on, when your deck is clogged with greens, you don't want them mixed in with your valuable money and actions.

So Chancellor must be a very good card then? Well, if you're somehow guaranteed that you'll draw Chancellor in your first hand after every shuffle, then yes, Chancellor is a good card. But the later you see it, the less useful it is and it's also a terminal, so most of the time there are much better options around.


So the basics of shuffling are not all that interesting and they flow logically from the game state and where your good cards are. What I do find interesting is the amount of cards that can cause unwanted shuffles. I'll talk about a lot of them and tell you why you have to look out for them.


The Durations
Duration cards are in a league of their own. Any time you play a Duration in between shuffles, it will obviously miss the shuffle, since you have to let it out there. This is not necessarily a bad thing, you can overinvest in Wharves and not have them collide as much once they get going properly. Caravan is a less than great card, because its ability to miss reshuffles.


The Drawers: Cards with * don't fit exactly, but well enough
I'm not talking about pants.

Draw 5: Envoy*, Embassy - Because of their immense draw, they can very very easily trigger reshuffles. The good thing is that after you've played these cards, your discard pile will already have 10 cards, meaning you're close to seeing them again anyway. They can power through unwanted shuffles because of their huge draw.

Draw 4: Council Room, Minion, Tribute* - It's rare that you're not going to play such a huge drawing card such as Council Room because you're worried about the reshuffle: you'll want the cards and the +Buy anyway. Minion is a weird case since it draws 4, but you have to discard first. Be careful of your Minion chains though, because if you've played 4 this turn, you want to keep them ready. Tribute can draw up to 4, but you don't know that before you play it.

Draw 3: Smithy, Torturer, Nobles, Courtyard*, Warehouse, Rabble, Menagerie*, Margrave, Stables, Governor - Menagerie is a weird case, since it'll draw 1 more often than it does 3. You have to pay special attention to Warehouse however. This is because you're always discarding the bad cards. If you go past the reshuffle with Warehouse, all those bad cards will be shuffled in again and you have to go through several turns of misery before you see those Warehouses again.

Draw 2: Moat, Laboratory, Witch, Secret Chamber* (as Reaction), Masquerade, Shanty Town*, Steward, Wishing Well, Tribute, Ghost Ship, Wharf, Alchemist, Vault, Followers, Trusty Steed, Young Witch, Oracle, Spice Merchant, Inn, Hunting Party - Quite a list. Because of their limited draw, these cards offer other benefits. There are some nice attacks here and some good cantrips. If the bonus is limited, you really have to wonder if it's worth a reshuffle. Take for instance Shanty Town or using Trusty Steed as a Shanty Town. Inn is in its own league since it triggers reshuffles when bought. Hunting Party deserves a special mention. It's too easy to brainlessly play all of your Hunting Parties. But Hunting Parties discard your bad cards already in hand and you have to time your HPs so that you leave everything in your discard pile for your next hand.

I won't cover all the simple +1 Card cantrips.

Draw X: Scrying Pool, Library, Jack of all Trades, Watchtower, Crossroads, Apprentice - Scrying Pool is such a good card that you'll rarely not play it, never mind the reshuffle. Some of the others let you get back to 6, so you'll always know exactly how many you're drawing. Same with Crossroads and Apprentice.


While these drawing cards make it very clear that they will cause a reshuffle because they have to dig deep into your pile, there is another class of sneaky triggers:


The Revealers
Revealers make you look at or reveal the top X cards of your or your opponent's deck. When used on your opponent's deck, it can be especially nasty in causing an unwanted reshuffle for him.

Reveal 5: Navigator, Cartographer, Apothecary Navigator is quite a clear example. Its "reveal 5" can be a real setback. Cartographer "touches" the first 5 cards of your draw pile and that's a lot. You won't always see it coming because of its sneakiness, but when you're messing with the top 5 cards of your deck at a time AND discarding bad ones, that's when you'll get bad reshuffles. Don't overcartograph. Once the chaff has been cleared out of your deck, stop! Apothecary is sneaky as well, because it draws 1 card first and reveals the next 4 cards, making it a total of 5. Besides, it can't do anything once it's found a bad patch of VP cards, making your next turn less spectacular.

Reveal 4: Scout, Harvest - Scout is a bad card anyway, so you'll rarely use it. Harvest looks good and can be a solid Gold+ when used at the right times, be careful though.

Reveal 3: Lookout, Rabble - Lookout is a dubious card anyway, it speeds you up in the beginning, but you don't want to forcibly trash a Pgood card later... Rabble's attack can be pretty nasty, coupled with an unwanted reshuffle it can be very cruel indeed.

Reveal 2: Thief, Tribute, Pirate Ship, Oracle, Noble Brigand - All attacks here (except for Tribute) which can cause nasty reshuffles to other players, but that's probably not the reason you're playing them.

The "Reveal 1"s like Spy, Jack of all Trades and Duchess are not that interesting.

Reveal X: Farming Village, Adventurer, Golem, Saboteur,  Loan, Venture, Fortune Teller - These are hard to gauge, because you never know just how deep they will have to dig. Sometimes you just want them to dig up everything and put your entire deck in the discard pile like the Golem - Counting House combo. As far as Farming Village, Loan and Venture are concerned: the card they will find is usually not that far away. Farming Village - Tunnel is a horrible combo for this reason.


Parting Thoughts
There are a lot of cards that can mess with your reshuffles. Pay close attention to them. Always ask yourself if the benefit of the card is enough to trigger a possibly bad reshuffle. If you're playing a Lab chain and after 4 Labs you're already at $8 without +Buys, you want to get as close as possible to the reshuffle without triggering it.

Carefully manipulating these shuffles can mean the difference between a glorified win and a frustrating loss.


More Info
Take a look at some of WanderingWinder's videos: http://www.youtube.com/user/WanderingWinder?feature=watch, in some of them he opts (not) to play certain cards, because of the reshuffle.


144
Game Reports / Mining in a Colony Game: Don't Buy Silver?
« on: January 17, 2012, 08:57:26 am »
Consider these cards in supply: Adventurer, Bishop, Cache, Colony, Cutpurse, Forge, Herbalist, Lighthouse, Lookout, Mine, Platinum, and Remake

I was lucky enough to open 5/2. My opponent opened 4/3 and went with Remake/Silver.
I like Mine a great deal better in Colony games than I do in Province games and as is the same with any trasher: the sooner you buy them, the better. So I went ahead and took that Mine for $5 along with a Lighthouse for some extra initial cash.

Now the weirdness begins: I actually skipped a lot of Silver buys (coins <= $5) since I did not want extra Silvers. I just wanted to Mine as many Golds to Platinums as I could and for that I wanted my few treasures to clump together. I bought a Lookout to deal with Estates and leftover Coppers. I wonder if it was the right call to just skip Silver or if I would've been better off adding more than just the one Silver that I did buy.

I had thought about taking the Adventurer, but I already had Mine, a dense deck and an extra Mine for increased..... well... Mining!
Bishop also crossed my mind as a possible late buy, but it felt unnecessary to me, I just didn't want extra terminals with those two Mines already in there. I also doubt whether I needed the extra Mine since late game a Mine is no better than a Copper (if you Mine Copper or Silver one up) or Silver (if you Mine a Gold to a Platinum).

This would've been a nice one for the (Geronimoo's) simulator perhaps, but I can't configure it so it doesn't buy Silvers (or just 1), just Mine them out of Coppers. It will only Mine a treasure into something it would also buy. If I put for instance the fake rule "Buy Silver if #Silvers > 99" it never Mines into nor buys Silvers.

How would you have played this kingdom, opening 5/2 vs 4/3 Remake?

Here's the game log: http://dominion.isotropic.org/gamelog/201201/17/game-20120117-053441-a7de5510.html


145
Help! / Highway/Market/Stables buy Order
« on: January 14, 2012, 01:58:46 pm »
I just played a Colony game which had Bazaar, Market, Highway, Stables, Quarry and Chancellor/Oracle.

So Chancellor and Oracle were the only terminals. I opened Chancellor/Quarry since I knew I was always going to be able to play Chancellor and this way I could play those juicy cantrips earlier.

The real problem I face in these types of games of what to gain at what time?
I want Markets for the extra buys.
I want Highways to be able to get more out of those buys.
I need Stables to keep things going (no trashing).

I just went with what I feel I needed at any given time. I started with Market, because I already had Quarry. Soon after I gathered some Stables to be able to play the Market/Quarry more often. Then I took some Highways, extra Markets and more Stables.

My opponent resigned after I had 4 Colonies vs his 0.

What would you buy and when? I always muck about on feel on these types of kingdoms, but want to know if some of you have any rational ideas.

146
Puzzles and Challenges / Opening Grand Market
« on: January 13, 2012, 04:10:22 am »
How many ways are there to open Grand Market?
I know of one, but wonder if you can come up with others.

147
Dominion Articles / Crossing The Lvl 30 Barrier
« on: January 11, 2012, 05:10:33 pm »
Look how far you've come...

You know what the acronym BMU stands for and how to beat it with a solid engine. You've gotten a pretty good grasp on most of the cards, you read up on strategy on these forums and in a very short time, you've become the focal point of your gaming group when it comes to Dominion. Every time someone from your group manages to beat you, it's celebrated as a common victory for every player, except you of course.

Powered by your newfound self esteem you try your luck on Isotropic because that's where the best players are. And you're already the best player of your gaming group, so it's time to teach those Isotropic noobs a lesson. Surely, they haven't found out about your neat trick with NV and Bridge or when Thief is actually a good buy.

You start to play against fellow low ranked players and it's like taking candy from a baby, sometimes even with the same crying. Slowly, but surely, you work your way up the ladder. That Geronimoo guy (grats on getting first by the way), how tough can he really be? Take away his simulator and you can easily take him on, right? Your level increases quickly and look at that, you're already lvl 20! That sure was easy.

You notice that the best way to advance on the ladder is to play and win against higher ranked opponents, so that's exactly what you're going to do. MrLvl20, taking all comers! Auto-match proposes a match between Lekkit (lvl 34) and you, accept! A few minutes later, you stare at your screen demoralized. GAME OVER. WTF?!? Luckbox! Quickly, another match, Michael Harris, accept! Same result. You're not liking the pattern that's developing, but through your anger you're unable to distill what's really going on and why you are losing.

So why exactly are you losing? What separates a lvl 30+ player from a lvl 20 player? I don't want to write yet another boring strategy article telling you to pay attention to possible trashing options, +Buys, etc.. You know all that already. So what can you do to get past that?

The key difference that I find between myself (lvl ~35) and lvl 20-ish players is end game control. Let me present to you this game: Example #1: Border Village, Grand Market, Stables. It is apparent from the get go that we are both going to build a sort of engine with those nice action cards. He opens Trade Route, I think that's too slow in the beginning and take Silver instead. We both pick up a Quarry. Through the midgame I regret not buying Trade Route, since I could've used the +Buy. I don't give up, but instead, I start looking for the backdoor. With Stables already gone and Grand Markets and Border Villages low, a 3-pile finish is very likely. I have given him some Curses, so I'm already ahead. It's turn 11 and I start thinking. How many buys does he have? 6, that's enough to clear out the last piles if I buy GMs. What's his economy like? He has only 1 Quarry, I have 2. So he'll probably won't be able to buy up those piles. I buy the GMs I planned to buy and end it on the next turn with my 2 Quarries.
Planning and working your way towards an exit is what you need to do. If you plan and start earlier than your opponent, you will very likely have the advantage.

Another one: Example #2: Curses, Great Halls and Estates. In this one I start my endgame at turn 20 when I buy an Estate. Due to some Remodeling, Estates were already low. Curses had been flying everywhere, so our economies crumbled. Now, we both could have tried desperately to grab those Provinces, but then the game may have been going 10 turns longer. I discovered an exit, took the first step and my opponent was too late.


So what I'm trying to tell with these examples if that you have to pay very good attention to how the game will likely end and if you can do anything to bend the conditions in your favour. Try to get the advantage by catching your opponent off guard. If he's trying to do the same thing as you, he will likely fail, because you've already planned for it, he hasn't.

Games with just 1 Buy are much easier to manipulate, especially if you're the 2nd player. Also, don't be scared to try something different. A lot of times a player will automatically buy a Duchy if he's behind. For example the score is your opponent 28 VP vs your 24 VP and you're both heavily in the greening stage with the same type decks, you have $6. You could buy a Duchy here, getting to 27 VP, but how does that help you really? He will likely do the same and you will both wittle down the Duchies and after that the Estates until he wins. Sometimes you just have to take a chance. Buy a Gold and hope you can scramble the last Province together or at least one of them.


The best players are just good players with a little more experience so they know what it takes to actually win a game instead of mindlessly grabbing the highest VP card everytime. They know when to switch gears and go for a lame ending or when they have nothing to lose and gamble a bit. Play well, play a lot and you yourself will likely get better at spotting 3-pile endings 10 moves in advance or building that megaturn. Always pay attention to your buys, the piles and of course, your opponent.


Lvl 30+ players: Feel free to interject and comment on what you think separates you from the bunch.

148
Help! / Your Thoughts on this Kingdom
« on: January 10, 2012, 10:01:18 am »
cards in supply: Bureaucrat, City, Harem, Potion, Royal Seal, Scrying Pool, Secret Chamber, Treasury, Tribute, Upgrade, and Warehouse

So there are basically two options here: BMU+ and some action combo. I won't tell you guys what I did yet (just to let you know: I'm not biased either way), I want to find out which way you guys would go.

149
Game Reports / An Ambassador vs Masquerade Game
« on: January 06, 2012, 09:57:17 am »
I just played a game with the following cards (forgot to click the log link):

$5: Festival, Governor, Haggler
$4: Gardens, Silk Road
$3: Ambassador, Masquerade, (Smugglers)
$2P: Apothecary, Scrying Pool

My opponent opened Ambassador, sending a clear message. I thought for a while. What did I want to do? Somehow I came up with an elaborate Scrying Pool/Festival deck and to my own surprise, I opened Potion/Masquerade. My plan was to get a Festival as soon as possible and with the Potion buy Apothecaries in the beginning then transition to Scrying Pool. I thought Ambassador would be too slow in getting me there. Normally I just automatically go for Ambassador, but that's also true about Masquerade, so I had to make a choice here. I chose Masquerade.

It all worked out beautifully and I had 3 double-Province turns to end the game easily with a 6 to 2 Province split.

What would you do? Ambassador with the same Scrying Pool deck? Masquerade? Something with Gardens and Silk Roads? Tell me.

150
Puzzles and Challenges / 3 Provinces, X Cards
« on: January 06, 2012, 06:19:58 am »
Let X = 2 to 4.

Using X different cards played this turn (no Durations from last turn), find a way to gain 3 Provinces on your turn, played by yourself (no Possession).

There are no cards in your deck or your draw pile; your hand consists of just X cards with different names.

I know of one solution with 2 cards and multiple with 4 cards, can you think of one which uses 3 different cards?

The 2-card solution is obv KC-Masquerade, but you have to either trash or pass back the Provinces, so you didn't actually gain them (no reaction is possible to Masquerade as well). You should focus on the 4 cards. :)

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