This is a place for me to talk about board and card games. Mostly I will discuss Magic: the Gathering. I hope you learn and enjoy.
Showing posts with label Silk Road. Show all posts
Showing posts with label Silk Road. Show all posts
Monday, 28 September 2015
Dominion: Plotting a Road to Victory
There isn't a ton going on here from a big picture strategic view. Some form of engine is going to clearly take the game down, with Horn of Plenty as a payload really shoring things up. There is definitely a question of which engine to go for (or perhaps you prefer the phrasing of how to build the engine), but the general principles will be the same.
As the game turns out, my opponent gets one Envoy and then sticks mostly to Hunting Parties with a few Stables, whereas I focus on getting lots of Envoys and supplementing them with Inn, fueling this strategy with a Workshop to up the number of Envoys. The question of when to go for Counterfeit and HoP amongst the 5s you want is a quite interesting one. My gut reaction, looking at things now, is that I would like to build the draw based on Stables, with a few HP sprinkled in. There are a few concerns with this plan, though - first of all, you are trashing treasures out from under yourself, which hurts Stables, and second, Stables, HP, Copper, Silver, Gold, Counterfeit, and Horn of Plenty only bring you up to a total of 7 unique cards. So things are a bit tricky - however, I don't think this is too much of a concern, and I believe that a Workshop to gobble up more silvers once the deck is getting closer to being under control can actually provide a solution to both problems.
Regardless of this, that's not the real reason I want to talk about this game. Instead, I want to jump to my eleventh turn . I dud out here, which is pretty unlikely, but not crazily so, and this plus my opponent's first-player advantage allows him to go up to six Horns of Plenty on his twelfth turn. We reach a first interesting positioning question here: should he have taken the seventh Horn? The main factor for is actually a denial plan - with only three, I can't fire off to end the game all that easily. The main call against are that getting another component makes his own deck far more reliable. In general, I am not a big fan of denial plans, but in this case, I think it was the right way to go. It was, however, a reasonably close call, and on an axis which can be difficult to see during the midst of the game - and I am not even certain which way is correct now - so this decision cannot be hugely faulted.
On my opponent's turn 13, he duds out. This helps me a lot. Still, on my own 13th turn, I am in a weird spot. Despite having picked up the 4th horn... 4 simply aren't enough. If I Counterfeit a Horn, I will have $7, can gain 5 Provinces, and... really not be able to quite put the game away. It's very tempting to go for this in a situation like this, because it looks really hard for my opponent to overtake and win in his next turn. He can't draw everything, and even if he could, he has 7 gains plus $10 and 2 buys, which is only enough to tie. On the other hand, if he just chooses to not go for it - as a good player should - then I am not doing much in the mean-time, and he would be able to pick up a bit more draw and another counterfeit or two and have his turn get quite a bit bigger. It's not entirely hopeless for me, but if he is merely patient, I'm going to need very good luck. So I build up my draw and bide my time. Almost certainly, this is a mistake from me, in the very least by not picking up another Counterfeit for more pile control. And probably I should actually have gone for it at this point, anyways, because I have some chances of stringing together enough to try to limp over the finish line, whereas this way, once again, with correct play I am probably lost.
Then we come to the pivotal turn, turn 14. My opponent draws his deck, sans a Horn of Plenty I am able to deny on the last Envoy play, and he goes for it. He cashes all of his Horns of Plenty in for provinces, buys another province, and an estate to top it off. It's actually a pretty clear mistake for him to not counterfeit Horn, though I had kept in mind that he couldn't double-gain Province that way, as the Horn was his 8th unique card. Still, the extra Duchy would have been pretty good for him. Of course, the big weakness of this plan is that his deck becomes substantially worse, particularly in his ability to control the game. And the biggest problem is that he just doesn't need to do this - since I didn't pick up any more economic components, my best possible next turn is going to be more or less the same as last turn, and that's probably not enough. In the mean-time, he can continue to grab more draw, along with another counterfeit or two, and an Inn, which will not only let him kick off his next turn reliably, but also lets him counterfeit HoP for 2 provinces. This would essentially guarantee him the ability to get 8 provinces his next turn, forcing me to go for it. And then he would have a relatively sure thing of mopping up afterwards.
Certainly, on my own 14th turn, I can't come back - it's just WAY too many points. But I do know that I don't have just tons of time - he has enough decent treasures that he will lock me out within the next few turns, at least. But there is no point in cashing the Horns in until the last possible moment, and so I continue to build, while gaining points where I need to - most notably, Silk Road off of Workshops.
On Turn 15, my opponent can even pick up Province number 7 as well as a duchy. But Silk Roads are not to be underestimated! I draw my deck, do some calculations... and win rather cleanly. Certainly it was good to be able to win then, as with a good draw, my opponent could have grabbed Counterfeit+Gold+either of his other treasures, and finished off the provinces, though as things fell, I could have had another turn.
The thing I want to highlight here is not panicking. I got behind by a HUGE amount, but I didn't turn in for points. So often, I see people do this - they get behind, they feel pressure, and the knee-jerk reaction is to catch up ASAP, feeling that the opponent is likely to close out the game if they don't. The problem is, you actually need to have a plan to win the game. If you massively close the gap, but you're still behind, then where did you get yourself? Generally, you want to wait more or less as long as you can to pull the trigger on your mega-turn. If your opponent is liable to go off, in a way that will lock you out, then you have to think about going for it. But if they're going to be able to win the long game after by being patient themselves... you pretty much need to hope for them to have a dud. And when behind, going for it in a way that won't bring you the lead does no good. Either way, you need to have a plan for being able to finish the game out, and think in terms of "What gives me the best chance to win by the time the game ends?" rather than "What gets me the best points gap?"
Wednesday, 6 May 2015
Practical Advice: Playing From Behind
Game Log
At this point, I feel very far behind. I hit $4, and I make what I feel is a pretty bold choice: (with hovel in hand) I buy a Silk Road. What?! Well, tactically, I'm not sure the time is right. But the idea, the strategic thought, is something I am very much on board with.
The concept here is that, though I am very far behind in any case, I'm especially down in the long game. So I make the decision to try to turn the game as short as possible, such that there is more randomness and luck (or less time for the overall quality of his deck to shine through). This should be really losing, but on the other hand, I think everything is really losing, this gives me better random chances, and most importantly, it gives my opponent the chance to make mistakes.
The first of these comes on turn 13, when he buys a Duchy. This is a classic trap in 2 ways: "I'm playing Rebuild, better get Duchies pretty soon" (which is often not true in non-mirrors, Colony games, and various odd scenarios), and "my opponent is playing to end the game quickly, better get points soon in case that happens" (you're often better served by not helping them end things). At that point in the game, he had 3 Rebuild, 1 Estate, 1 Province, and 1 Duchy. If he just focuses on getting those cards up to colony, he's going to have a near-insurmountable lead. He can then finish off by grabbing 1 more green card LATE. As is, the Duchy both slows him down, and it helps me get the piles empty to end the game sooner. This should have been a Rebuild. A similar situation occurs on turn 15, except at that point, he's also locking in one of his own Estates by emptying the LAST Duchy.
He follows this up by grabbing Silvers, in a game where he has very little chance of actually making $8 (though to be fair, actually buying Province would essentially seal the game). By his turn 19, through some luck as well as my mad greening and his missteps, he is actually down by one point, with $6 in hand. He makes a final mistake by buying the last Silk Road, which is only worth 1 point to him. I have one of my Rebuilds, Duchy->Province, and buy the final curse to win.
Let's dig a little as to why this Silk Road is a mistake. There is first of all the general principle of him wanting the game to go long, and this helping me close it out. But specifically here, if I have Rebuild, I can upgrade Duchy into Province or Province into Colony and just win; also, if I have Witch at all, I win immediately - and I am about even money to have at least one of these things happen for me (I also have some very small chance of being able to buy Province). Beyond that, I will probably buy an Estate. If I do that, my one point lead would let him win if: he Rebuilds a Duchy or Province (which requires him both drawing Rebuild and nabbing the correct hit off of its play) OR he has his only Witch AND (in either case) can buy Estate (or, of course, having enough money to buy Province - really unlikely considering he's just seen 3 Silvers). Note that he can't really buy an Estate that turn himself, since even if I were to whiff AGAIN the next turn, one more Estate from me would end the game. But even not buying that Estate, an extra one from me the following turn is worth 6 for me, really putting the squeeze on him (though he would indeed have some chance).
Alternatively, if he doesn't get the Silk Road (instead getting... I'll get to this in a second - for now, let's assume nothing, though that's obviously not strictly best), then what? Ok, well, I can win my next turn if I get Rebuild AND Witch. If I only get Rebuild, turning Estate into the last Silk Road and buying Curse would let me win by a point, but more likely I would upgrade an expensive green card, and then buy the best green card I could afford. If I get only Witch, I win if I can also hit $4. Failing this, I just buy the best green card I can, which gives him a turn to score some points (but he most likely NEEDS to do so right then). Alright, so what should he buy? Estate. It gives me no new wins, scores as many points as Silk Road, doesn't hurt his deck (as he'll never see it again), and there are some scenarios where I can't buy the last Curse, or he can GIVE me the last curse with Witch on his next turn, where it actually turns a loss into a win. Would it have changed the outcome of the game? As it turns out, almost certainly no (I would have been able to buy the last SR instead of curse on my turn 20, which gives him another turn, but he needs to Shanty Town into Witch into a good Rebuild, or ST into two good Rebuilds, which is very very unlikely). And in general, it's very unlikely to. But playing the slim percentages is something you have to do. More to the point, without the earlier too-soon-duchies, I probably would have simply had not enough time to get all the gains I need, he would have been able to get his Rebuilds going to the point where he has a few more points, and then I'd be locked out. These kinds of situations don't come up often, because I put myself into a position where I'm likely to lose, and quickly, which is something people don't like to do. But the volatility turns out to be my best chance, and as the player in the lead, you really need to be vigilant and know which way to turn, because if you aren't precise, you really can open up the door.
...with Shelters. Witch into Rebuild seems pretty clear here.
My opponent gets a 5/2, opens Witch/Estate.
I have 3/4 and get Silver/Feast. Tuns 3 and 4, my Feast becomes a Witch, and I get another feast and a Silver. Going into turn 6, my Feast and Witch are colliding in my hand, and the decks look like this:
At this point, I feel very far behind. I hit $4, and I make what I feel is a pretty bold choice: (with hovel in hand) I buy a Silk Road. What?! Well, tactically, I'm not sure the time is right. But the idea, the strategic thought, is something I am very much on board with.
The concept here is that, though I am very far behind in any case, I'm especially down in the long game. So I make the decision to try to turn the game as short as possible, such that there is more randomness and luck (or less time for the overall quality of his deck to shine through). This should be really losing, but on the other hand, I think everything is really losing, this gives me better random chances, and most importantly, it gives my opponent the chance to make mistakes.
The first of these comes on turn 13, when he buys a Duchy. This is a classic trap in 2 ways: "I'm playing Rebuild, better get Duchies pretty soon" (which is often not true in non-mirrors, Colony games, and various odd scenarios), and "my opponent is playing to end the game quickly, better get points soon in case that happens" (you're often better served by not helping them end things). At that point in the game, he had 3 Rebuild, 1 Estate, 1 Province, and 1 Duchy. If he just focuses on getting those cards up to colony, he's going to have a near-insurmountable lead. He can then finish off by grabbing 1 more green card LATE. As is, the Duchy both slows him down, and it helps me get the piles empty to end the game sooner. This should have been a Rebuild. A similar situation occurs on turn 15, except at that point, he's also locking in one of his own Estates by emptying the LAST Duchy.
He follows this up by grabbing Silvers, in a game where he has very little chance of actually making $8 (though to be fair, actually buying Province would essentially seal the game). By his turn 19, through some luck as well as my mad greening and his missteps, he is actually down by one point, with $6 in hand. He makes a final mistake by buying the last Silk Road, which is only worth 1 point to him. I have one of my Rebuilds, Duchy->Province, and buy the final curse to win.
Let's dig a little as to why this Silk Road is a mistake. There is first of all the general principle of him wanting the game to go long, and this helping me close it out. But specifically here, if I have Rebuild, I can upgrade Duchy into Province or Province into Colony and just win; also, if I have Witch at all, I win immediately - and I am about even money to have at least one of these things happen for me (I also have some very small chance of being able to buy Province). Beyond that, I will probably buy an Estate. If I do that, my one point lead would let him win if: he Rebuilds a Duchy or Province (which requires him both drawing Rebuild and nabbing the correct hit off of its play) OR he has his only Witch AND (in either case) can buy Estate (or, of course, having enough money to buy Province - really unlikely considering he's just seen 3 Silvers). Note that he can't really buy an Estate that turn himself, since even if I were to whiff AGAIN the next turn, one more Estate from me would end the game. But even not buying that Estate, an extra one from me the following turn is worth 6 for me, really putting the squeeze on him (though he would indeed have some chance).
Alternatively, if he doesn't get the Silk Road (instead getting... I'll get to this in a second - for now, let's assume nothing, though that's obviously not strictly best), then what? Ok, well, I can win my next turn if I get Rebuild AND Witch. If I only get Rebuild, turning Estate into the last Silk Road and buying Curse would let me win by a point, but more likely I would upgrade an expensive green card, and then buy the best green card I could afford. If I get only Witch, I win if I can also hit $4. Failing this, I just buy the best green card I can, which gives him a turn to score some points (but he most likely NEEDS to do so right then). Alright, so what should he buy? Estate. It gives me no new wins, scores as many points as Silk Road, doesn't hurt his deck (as he'll never see it again), and there are some scenarios where I can't buy the last Curse, or he can GIVE me the last curse with Witch on his next turn, where it actually turns a loss into a win. Would it have changed the outcome of the game? As it turns out, almost certainly no (I would have been able to buy the last SR instead of curse on my turn 20, which gives him another turn, but he needs to Shanty Town into Witch into a good Rebuild, or ST into two good Rebuilds, which is very very unlikely). And in general, it's very unlikely to. But playing the slim percentages is something you have to do. More to the point, without the earlier too-soon-duchies, I probably would have simply had not enough time to get all the gains I need, he would have been able to get his Rebuilds going to the point where he has a few more points, and then I'd be locked out. These kinds of situations don't come up often, because I put myself into a position where I'm likely to lose, and quickly, which is something people don't like to do. But the volatility turns out to be my best chance, and as the player in the lead, you really need to be vigilant and know which way to turn, because if you aren't precise, you really can open up the door.
Friday, 1 May 2015
Know Your Basics #1: Ironworks Rush
Game Log
Setup:
...with Shelters.
Despite the Shelters and the Colonies, this game has to be an Ironworks/Silk Road rush. The problem is, there just isn't anything else to do. You can play for Stables, but this is just too slow. And you can play for a mix of that with Herald, but lowering the Herald pile actually speeds the Rush up even more than you in that case (as the Rush player is pretty happy with Heralds, but really really happy with the easily-empty-able pile). Adding Doctor to your Stables engine doesn't help too much on average (though I guess you can give it a whirl on 5/2 exactly - I don't *think* it's enough even there). It helps a Herald engine a good bit more, as those cards work synergystically, but again, the Herald engine just has NO time, and you have to look to Navigator as your payload or give in and get Platinum anyway.
In the actual game, my opponent goes for Doctor/Ironworks into... some kind of Herald thing where he prefers Golds to Stables for a while. I flounder around a bit trying to keep my options open and figure out what he's doing, oscillating a bit between playing to be able to go a bit long (probably close to just being wrong) with some Duchies and just ramming home the piles. In any case, I am able to close it out on turn 14, and it wasn't as close as the 32-10 final score would make it look.
In cases like this, it's important to note that the Rush player is going to have both the point lead and all the control over how the game is being steered, and that is not something you want to go up against - you need a LOT of raw power to overcome it.
Anyway, it's important to know a few of these basic concepts, like a rush, not so much because they will always be right (it took the rest of the board being fairly weak here, given the Shelters and Colonies), but because you need to have some plan that doesn't just roll over to them.
Setup:
...with Shelters.
Despite the Shelters and the Colonies, this game has to be an Ironworks/Silk Road rush. The problem is, there just isn't anything else to do. You can play for Stables, but this is just too slow. And you can play for a mix of that with Herald, but lowering the Herald pile actually speeds the Rush up even more than you in that case (as the Rush player is pretty happy with Heralds, but really really happy with the easily-empty-able pile). Adding Doctor to your Stables engine doesn't help too much on average (though I guess you can give it a whirl on 5/2 exactly - I don't *think* it's enough even there). It helps a Herald engine a good bit more, as those cards work synergystically, but again, the Herald engine just has NO time, and you have to look to Navigator as your payload or give in and get Platinum anyway.
In the actual game, my opponent goes for Doctor/Ironworks into... some kind of Herald thing where he prefers Golds to Stables for a while. I flounder around a bit trying to keep my options open and figure out what he's doing, oscillating a bit between playing to be able to go a bit long (probably close to just being wrong) with some Duchies and just ramming home the piles. In any case, I am able to close it out on turn 14, and it wasn't as close as the 32-10 final score would make it look.
In cases like this, it's important to note that the Rush player is going to have both the point lead and all the control over how the game is being steered, and that is not something you want to go up against - you need a LOT of raw power to overcome it.
Anyway, it's important to know a few of these basic concepts, like a rush, not so much because they will always be right (it took the rest of the board being fairly weak here, given the Shelters and Colonies), but because you need to have some plan that doesn't just roll over to them.
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