For all of its other faults as a competitive game, this is something that Ascension gets very much right. There are a set amount of honor tokens (victory points) available at the start of the game. Once they are gone, the game end is triggered, where any players who are 1 turn behind get to round out the game. They are allowed to earn more tokens, pulling them from an infinite pool of extra points.
For all of its other faults as a competitive game, this is something that Ascension gets very much right. There are a set amount of honor tokens (victory points) available at the start of the game. Once they are gone, the game end is triggered, where any players who are 1 turn behind get to round out the game. They are allowed to earn more tokens, pulling them from an infinite pool of extra points.
Eminent Domain and a few other games do the same thing.
My level always shows 0. I'm not sure how many games I have to play for it to change at all. I know I'm not a total loser, I win a few games. Actually much like every competitive board game, I usually win with bizarre strategies.
My level always shows 0. I'm not sure how many games I have to play for it to change at all. I know I'm not a total loser, I win a few games. Actually much like every competitive board game, I usually win with bizarre strategies.
I'm game, though I can't guarantee that I'll do well. I'm not completely used to some of the expansion cards yet. I'll be waiting in the Secret Chamber area.
Got beat by Matt. It was a strange game, since neither of us really knew what most of the cards did. Made a big misplay with the Bank card, which cost me a Province.
Still, I really enjoy how the interface streamlines everything. It definitely allows for very quick games.
Apreche: Looking at a couple of your games, you're still mostly trying to play Big Money when it's not the best option anymore. Also, you underrate the power of trashing. Ghost Ship is a great attack if you can hit the opponent every turn. +1C + #A is USELESS without either +#C or +B/+$$. Thief is almost always terrible card in 2P games.
Creamsteak: You seem to often avoid the "good cards" like most $5 attacks, & some other gems. Plan your game out before starting, looking for synergies between 2-3 cards. The website above is really helpful with this. Cursers are usually a must buy, and you need more than the opponent has (but not too many to destroy your flow).
I'm not TRYING to play big money. What happens is I get a deck that doesn't move, and I can't get any of the more powerful cards before the other guy does. Or my deck gets clogged up with curses or victory cards, and I gotta get money.
I also do not underrate the power of trashing. Trashing is my #1strategy these days!
I also do not underrate attacking. Attacking is my #2 priority.
There is something more subtle I must be missing. Almost every game I think of what I want to do, and try to do it. Almost without fail my opponent does what I was planning to do. Even though I tried to do the same, or nearly the same, exact thing, it doesn't happen. They take turns that are 5 hours long, and I can't do jack squat.
This game You should have led Silver/Loan, to make Grand Market more accessible. Grand Market is stronger than Cities with one-pile drained. Then bought a turn 4 Ghost Ship, and aimed to GS every turn, (Scheme obviously helps, but make sure you have enough silver to ensure early GM) and slow the City countdown clock. Early on, buy heavily (but don't drain) GM. Turn 11 you should have bought either Gold or Ghost Ship, buying only occasional cities to smooth the engine (don't drain piles for the opponent). With plenty of Grand Markets and very little actual $$, you can drain a majority of Cities at the last minute, as long as you kept up the GS pressure.
This game You should have led Silver/Loan, to make Grand Market more accessible. Grand Market is stronger than Cities with one-pile drained. Then bought a turn 4 Ghost Ship, and aimed to GS every turn, (Scheme obviously helps, but make sure you have enough silver to ensure early GM) and slow the City countdown clock. Early on, buy heavily (but don't drain) GM. Turn 11 you should have bought either Gold or Ghost Ship, buying only occasional cities to smooth the engine (don't drain piles for the opponent). With plenty of Grand Markets and very little actual $$, you can drain a majority of Cities at the last minute, as long as you kept up the GS pressure.
You are right, but I didn't know what Loan does, or understand its power.
I'm getting back in the groove. Had a game today where I had a deck that was almost entirely grand markets. Bought two provinces every turn until game over.
I'm getting back in the groove. Had a game today where I had a deck that was almost entirely grand markets. Bought two provinces every turn until game over.
You played that exactly right, and he played that exactly wrong. University was key in that game, with all the powerful $5 actions, and Ambassador is rarely a bad investment. Didn't need the extra potion, which you seemed to realize later on and gifted to the opponent. Looking at it, Rabble - Ghost Ship is an EVIL combo, particularly from all those greens you gifted. EVIL.
That was the most fun game I've had in awhile. Spice merchant, workshop, highway, scrying pool. Used spice merchant and pool to keep the deck flowing and slightly slow down the other guy. Used highway and workshop to get most of the highways. Used pile of highways and workshop to get fuckin' provinces.
Comments
Still, I really enjoy how the interface streamlines everything. It definitely allows for very quick games.
It's also helpful to look at your councilroom.com profile to figure out your weaknesses.
Apreche: Looking at a couple of your games, you're still mostly trying to play Big Money when it's not the best option anymore. Also, you underrate the power of trashing. Ghost Ship is a great attack if you can hit the opponent every turn. +1C + #A is USELESS without either +#C or +B/+$$. Thief is almost always terrible card in 2P games.
Creamsteak: You seem to often avoid the "good cards" like most $5 attacks, & some other gems. Plan your game out before starting, looking for synergies between 2-3 cards. The website above is really helpful with this. Cursers are usually a must buy, and you need more than the opponent has (but not too many to destroy your flow).
I also do not underrate the power of trashing. Trashing is my #1strategy these days!
I also do not underrate attacking. Attacking is my #2 priority.
There is something more subtle I must be missing. Almost every game I think of what I want to do, and try to do it. Almost without fail my opponent does what I was planning to do. Even though I tried to do the same, or nearly the same, exact thing, it doesn't happen. They take turns that are 5 hours long, and I can't do jack squat.
http://dominion.isotropic.org/gamelog/201205/01/game-20120501-151932-371ae8a3.html
9:10 Hilmario: Disgusting luck, lost to a fucking retard. Disgrace
http://dominion.isotropic.org/gamelog/201205/15/game-20120515-184212-600ac8e3.html
That was the most fun game I've had in awhile. Spice merchant, workshop, highway, scrying pool. Used spice merchant and pool to keep the deck flowing and slightly slow down the other guy. Used highway and workshop to get most of the highways. Used pile of highways and workshop to get fuckin' provinces.