Dominion Strategy Forum

Dominion => Dominion Articles => Topic started by: mischiefmaker on February 15, 2012, 05:37:47 pm

Title: Combo: Cartographer/Tunnel
Post by: mischiefmaker on February 15, 2012, 05:37:47 pm
I imagine most of those who frequent this forum already know about this combo, but the specifics are kind of interesting.

First, let's talk about these cards separately. As alluded to in another thread, Cartographer can be a bit of a trap card, as it's easy to fall in love with its sifting power only to realize that you haven't bought enough good cards to actually sift for. In addition, it's easy to trigger unwanted reshuffles, and since you've sifted through all your junk, your next few hands will be mostly that junk.

Tunnel can be another trap card. At first glance it either looks so powerful (2 VP for $3 AND you can get bunches of Gold?) or so weak (only one VP more than Estate, and how am I ever going to trigger the Gold-gaining effect?). Then you realize that there are tons of cards that cause discards and maybe you buy a Tunnel, only to find that either you can't trigger them as often as you'd hoped (Oracle, opponent's single Militia), so you buy more Tunnels, and now you have tons of Gold, but your hands are all Gold-Gold-Tunnel-Tunnel-Copper. Sad panda.

Putting these cards together helps them solve each other's weaknesses. Cartographer's 4-card discard reach and the ability to chain multiple Cartographers means you don't need very many deck-clogging Tunnels to reliably trigger the effect. The Gold-gaining effect solves the dilemma of having to spend your buy on Cartographers and still get good cards to sift for. Add it up and you have a combo that's reasonably competitive.

However, it's important to make note of two things. One, while this combo is reasonably good, it's inferior to both Smithy-BM and Envoy-BM. (It has a narrow margin of victory in the simulator, but that's because the default bots don't buy Tunnel. Add a buy rule to buy Tunnel at <= 3 Provinces and both Smithy-BM and Envoy-BM pull ahead.) Two, it's a huge dog to at least three other Tunnel strategies: Young Witch/Tunnel, which is a beast, Warehouse/Tunnel, which gets going fast, and Embassy/Tunnel; this is because while Cartographer reaches 4 cards into your deck, it can't discard anything in your hand, so having both in the same hand gives you the double whammy of having a dead card *and* not being able to find/discard it for Gold. It's pretty good when there's not much else going on on the board, but it's not always going to be the dominant strategy, and it's not that fast (it derives most of its power from the additional VP from Tunnels, which you can hit early without clogging the deck).

Also of interest is that this strategy plays well with other cards, unless they're terminal draw. Cartographer/Monument/Tunnel is nearly a 3:1 winner over Monument-BM, and Cartographer/Mountebank/Tunnel is a 60-40 favorite as well. Cartographer/Witch/Tunnel, on the other hand, is nearly dead even with just plain Witch.
Title: Re: Combo: Cartographer/Tunnel
Post by: timchen on February 15, 2012, 06:11:03 pm
The last paragraph is quite interesting!

I have to point out one misleading point (and potential error) though: if by "reach" you mean the card you can potentially discard from the deck then yes, it is only second to embassy; however; the gold gaining ability should be judged from the total number of cards one can possibily discard tunnel from. In this case, cartographer is 4, which is inferior to embassy's 9 (by more than a factor of 2), warehouse's 7, YW and Inn's 6, and even oasis and hamlet's 5. It is among one of the weakest enablers of tunnel. (oracle, spy and such are nombo.)

That being said, at the same or similar numbers the cards drawn from the deck are slightly stronger, as they have higher combo potential. i.e., 2 consecutive play of the cartographers can get to 8 cards which is the same as two inn's.
Title: Re: Combo: Cartographer/Tunnel
Post by: HiveMindEmulator on February 15, 2012, 06:15:57 pm
Cartographer's 4-card discard reach is second only to Embassy
Warehouse looks at 7 cards, young witch, inn, and vault 6, navigator, hamlet, and oasis 5. Anything that discards from your hand (secret chamber, cellar, horse traders, minion, tactician) can look at at least 4, more if you add in any non-terminal draw. So 4 is decent, but not spectacular reach.

EDIT: Ninja'd
Title: Re: Combo: Cartographer/Tunnel
Post by: mischiefmaker on February 15, 2012, 06:17:31 pm
You are exactly right, and this explains why Cartographer/Tunnel is inferior to Warehouse/Tunnel, among others. I'll edit the post to reflect that.
Title: Re: Combo: Cartographer/Tunnel
Post by: Robz888 on February 15, 2012, 07:00:33 pm
Good article.

I would add that the presence of other discarders improves this combo. I mean, that's sort of an obvious point, because Tunnel becomes more viable the more discarders are present. But since Cartographer is non-terminal, it works extra well.

For instance, Harvest and Navigator, which are decent but not great on their own with Tunnel (owing to the fact that they are both sort of weak-ish cards anyway), can meld really well with Cartographer/Tunnel.
Title: Re: Combo: Cartographer/Tunnel
Post by: mischiefmaker on February 15, 2012, 07:26:04 pm
Adding single Navigator is a big improvement - Cartographer/Navigator/Tunnel handily beats Smithy-BM and Envoy-BM.

Adding Harvest, on the other hand, loses to straight Cartographer/Tunnel. Not sure why this is.
Title: Re: Combo: Cartographer/Tunnel
Post by: Robz888 on February 15, 2012, 07:35:18 pm
Huh, that is funny. I guess Navigator can put Cartographer back, but Harvest can't? Still, Cartographer is a unique card for Harvest... hmmm...
Title: Re: Combo: Cartographer/Tunnel
Post by: HiveMindEmulator on February 15, 2012, 08:39:16 pm
Harvest costs $5. Navigator costs $4 and is a pretty decent opening.
Title: Re: Combo: Cartographer/Tunnel
Post by: LastFootnote on February 15, 2012, 08:46:28 pm
Adding single Navigator is a big improvement - Cartographer/Navigator/Tunnel handily beats Smithy-BM and Envoy-BM.

Adding Harvest, on the other hand, loses to straight Cartographer/Tunnel. Not sure why this is.

When is your simulation buying Tunnel? When is it buying Harvest and Cartographer, for that matter?
Title: Re: Combo: Cartographer/Tunnel
Post by: mischiefmaker on February 15, 2012, 08:56:32 pm
I tried it with:

- Cartographer first, then Harvest, then Tunnel (60-36 loser to Cartographer/Tunnel)
- Harvest first, then Cartographer, then Tunnel (63-33)
- Cartographer first, then Tunnel, then Harvest (62-34)

in each case following with Cartographers and Tunnels, avoiding Gold and Silver, using the template for straight Cartographer/Tunnel.

Code: [Select]
<player name="Cartographer/X/Tunnel"
 author="mischiefmaker"
 description="A template for testing how well other cards play with the Cartographer/Tunnel combo.">
 <type name="UserCreated"/>
 <type name="BigMoney"/>
 <type name="Bot"/>
 <type name="TwoPlayer"/>
 <type name="Combo"/>
 <type name="Province"/>
 <type name="Competitive"/>
   <buy name="Province"/>
   <buy name="Duchy">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="5.0"/>
      </condition>
   </buy>
   <buy name="Tunnel">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="3.0"/>
      </condition>
   </buy>
   <buy name="Estate">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="2.0"/>
      </condition>
   </buy>
   <buy name="Harvest">
      <condition>
         <left type="countCardsInDeck" attribute="Harvest"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Cartographer">
      <condition>
         <left type="countCardsInDeck" attribute="Cartographer"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Tunnel">
      <condition>
         <left type="countCardsInDeck" attribute="Cartographer"/>
         <operator type="greaterThan" />
         <right type="constant" attribute="0.0"/>
      </condition>
      <condition>
         <left type="countCardsInDeck" attribute="Tunnel"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Cartographer">
      <condition>
         <left type="countCardsInDeck" attribute="Cartographer"/>
         <operator type="smallerThan" />
         <right type="countAllCardsInDeck"/>
         <extra_operation type="divideBy" attribute="5.0" />
      </condition>
   </buy>
   <buy name="Tunnel">
      <condition>
         <left type="countCardsInDeck" attribute="Cartographer"/>
         <operator type="greaterThan" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Gold"/>
   <buy name="Silver"/>
</player>

Disclaimer: I have never been very good at tweaking the sim for optimality, so it's very likely someone can do better. Take results with a grain of salt.
Title: Re: Combo: Cartographer/Tunnel
Post by: eigensheep on February 15, 2012, 09:03:26 pm
Does the simulator play hands with harvest and cartographer correctly?
Title: Re: Combo: Cartographer/Tunnel
Post by: mischiefmaker on February 15, 2012, 09:22:00 pm
I checked a few sample games and I didn't see anything egregious. It might not be perfect at something like:

Hand: Cartographer, Harvest, Silver, Copper, Copper.
Cartographer draws Copper, reveals Copper, Copper, Estate, Silver.

I'm pretty sure in this case it will discard Copper, Copper, Estate, put back the Silver, and play Harvest, which might not trigger the $3 needed for a Province, while returning Copper, Estate, Silver is guaranteed to. On the other hand, this deck is fairly diverse, so the Harvest is likely to trigger for $3 most of the time anyway.

You can make a similar argument for the hand needing $4, but then an optimal player can't guarantee $4 either. He can improve the chance by guaranteeing $3, but my gut says that this deck is pretty diverse so the marginal improvement is probably not that big.
Title: Re: Combo: Cartographer/Tunnel
Post by: Robz888 on February 15, 2012, 09:57:03 pm
http://councilroom.com/game?game_id=game-20120214-130841-4dee4903.html

Here's a game I played with Cartographer/Harvest/Tunnel. I won, buying my 4th Province on turn 14, and beating my opponent, who didn't buy Harvest.

Now, I think I had great luck. I always drew my Harvests and Cartographers together, and I was able to set up a great Harvest hand with Cartographer. And of course, this is just one game... but I don't know how to simulate :(
Title: Re: Combo: Cartographer/Tunnel
Post by: Robz888 on February 15, 2012, 09:57:38 pm
So the game might mean nothing, it was just the reason I listed Harvest as a good addition to Cartographer/Tunnel.
Title: Re: Combo: Cartographer/Tunnel
Post by: Davio on February 16, 2012, 05:17:12 am
From my experience only YW, Warehouse and Embassy are powerhouses with Tunnel.

With all the cards below them, other strategies that may be available on the same board may become more dominant.
Cartographer + Tunnel is decent, but not overwhelming.


Timing is also an issue. It takes one turn to buy a (possibly dead) Tunnel, one turn to discard it and probably another to use the gained Gold. That's 3 turns. Opportunity cost is an issue with Tunnel. I've seen many a Tunnel strat lose with a gazillion Golds in their decks, just because it was already too late.
Title: Re: Combo: Cartographer/Tunnel
Post by: greatexpectations on February 16, 2012, 08:07:47 am
From my experience only YW, Warehouse and Embassy are powerhouses with Tunnel.

With all the cards below them, other strategies that may be available on the same board may become more dominant.
Cartographer + Tunnel is decent, but not overwhelming.

i am not sure how it simulates, but horse traders has seemed useful to me with tunnel, especially on an attacking board.
Title: Re: Combo: Cartographer/Tunnel
Post by: Kahryl on February 17, 2012, 02:34:45 pm
For some reason, the last 6 games that have had one of these cards, has had the other.  It's an almost unbeatable combo!  Only tricky part is getting to the first Cartographer.  Can't safely buy tunnels until you do.
Title: Re: Combo: Cartographer/Tunnel
Post by: WheresMyElephant on February 20, 2012, 11:06:41 pm
It seems to me like Harvest and Cartographer don't synergize so well. What's the use of sifting crap out with Cartographer if everything you leave on top of the deck is going to be discarded anyway? It seems like your Cartographers are really going to waste here.

Even on the occasions where you'd rather have a $4 Harvest now than a carefully sifted hand next turn, the Cartographers can't guarantee you'll hit $4. I'd imagine a single Cartographer probably increases the value of your Harvest by about $1 on average, making it approximately equal to a Market. (Multiple Cartographers probably won't add much to the Harvest, though of course they still stack nicely with each other).

Of course there will probably be many occasions when you'd rather have a Cartographer-sifted hand next turn, since your deck is mostly very strong cards (Gold, Cartographer) and very weak cards (Copper, Victory) with little in between. Plus, you're missing opportunities to discard Tunnels every time that you Harvest a Cartographer, and every time you blind-draw a Tunnel in your starting hand. Too bad, unless you want to leave the Harvest unplayed...
Title: Re: Combo: Cartographer/Tunnel
Post by: pauley_walnuts on February 28, 2012, 11:23:16 am
As part of a Gardens strategy, I like this combo a lot. With the presence of a +buy card, this is great. Cartographer enables Tunnels and sifts through the Gardens, while the discarded Tunnels add buying power and also cards for Gardens.

I managed to use this combo against an opponent who bought a Familiar, and I was able to use the 10 curses as an extra VP per Garden without them slowing down my deck because of the Cartographer.
Title: Re: Combo: Cartographer/Tunnel
Post by: mischiefmaker on February 28, 2012, 11:39:19 am
In general, Tunnel + some enabler seems good for Gardens strategies since you can gain multiple cards per turn, and the drawback of too many Tunnels is somewhat mitigated since you typically will need very small hands to buy Gardens or Tunnels. However, you have to be careful since fast Tunnel strategies involve sifters and continue to gain Gold into the late game -- fast Province strategies that are resistant to stalling are very strong against Gardens strategies.

Taking all 10 Curses is not generally advisable in a Gardens game, since it makes each Gardens worth 1 more, for a net total of -2. Better to dish out some of those curses back at your opponent and take only enough to get to the next multiple of 10.
Title: Re: Combo: Cartographer/Tunnel
Post by: Davio on February 28, 2012, 11:47:15 am
The things you have to worry about with Tunnel are twofold:
- The size of the pool in which you hope to find Tunnel
- Restrictions on where the Tunnel must exist (in hand or in your draw pile).

Embassy is so good because it creates a whopping pool of 9 cards! For the first turns through the midgame that's over half your deck!
Warehouse gives a pool of 7 cards and of course you can play multiple Warehouses in a row to actively search your Tunnel.
Young Witch uses a pool of 6 cards, but of course it's a terminal.
Even little old Hamlet gives a pool of 5 cards and you can play more of them as well.

So if we sort the cards by pool size and assume that each hand we start with the regular 5 cards we get:
CardPool
Embassy9
Warehouse7
Young Witch6
Vault6
Inn6
Hamlet5
Horse Traders (attacked)5
Oasis5
Navigator5
Harvest4
Tactician4
Cellar4
Secret Chamber4
Minion4
Horse Traders (unattacked)4
Cartographer4
Lookout3
Oracle2
Spy1
Scrying Pool1
Duchess1

There are of course a lot of cards with an unknown pool size, the Adventurer/Golem type cards. Don't get tempted by something like Farming Village though, because often you find an Action or Treasure faster than you might think: it only skips Curses and regular VP cards.
Title: Re: Combo: Cartographer/Tunnel
Post by: Eistee on February 28, 2012, 12:08:27 pm
You're missing "Minion (already used one)"

Great list!!  8)
Title: Re: Combo: Cartographer/Tunnel
Post by: mischiefmaker on February 28, 2012, 01:39:28 pm
Nice work on the table! I think an additional column might be interesting:

CardFirst playAdditional plays
Embassy90
Warehouse73
Young Witch60
Inn62
Vault60
Hamlet51
Oasis51
Horse Traders (attacked)50
Navigator50
Cartographer44
Minion43
Cellar43, 2, ...
Harvest40
Tactician40
Secret Chamber (unattacked) 40
Horse Traders (unattacked)40
Lookout32
Oracle20
Spy   11
Scrying Pool11
Duchess10
Jack of all Trades10

Obviously this is not the final word in how good each enabler is, since the cards actually, you know, DO something besides enable Tunnel, but it may be helpful in thinking about, for instance, why Cartographer/Tunnel is better than Vault/Tunnel, even though Vault has a bigger pool size AND is generally a better card.
Title: Re: Combo: Cartographer/Tunnel
Post by: eHalcyon on February 29, 2012, 12:14:28 am
Multiple Minions would have a bigger pool than just 4, since you can continue using Minion to draw new 4 card hands.  However, if you're playing a Minion strategy, you wouldn't want Gold anyway.

(Edit: just realized that mischiefmaker's additional column basically says this.)



Golem+Tunnel is amazing, especially if there is a strong action for it to find.  Not only can Golem reveal and discard multiple Tunnels, it also helps cycle your deck faster so you can get to those Golds sooner.
Title: Re: Combo: Cartographer/Tunnel
Post by: Davio on February 29, 2012, 04:31:37 am
Well, I intentionally kept it simple with my table to give everyone a quick look at how these cards compare. Of course all the cards do more than just discard other cards, but you can already see why some are better and some are worse.
Title: Re: Combo: Cartographer/Tunnel
Post by: jomini on February 29, 2012, 11:46:12 am
Nice work on the table! I think an additional column might be interesting:

CardFirst playAdditional plays
Embassy90
Warehouse76, 5, 4, ...
Young Witch60
Inn65, 4, 3, ...
Vault60
Hamlet55
Oasis54, 3, 2, ...
Horse Traders (attacked)50
Navigator50
Cartographer44
Minion43
Cellar43, 2, ...
Harvest40
Tactician40
Secret Chamber40
Horse Traders (unattacked)40
Lookout33
Oracle20
Spy   11
Scrying Pool11
Duchess10

Obviously this is not the final word in how good each enabler is, since the cards actually, you know, DO something besides enable Tunnel, but it may be helpful in thinking about, for instance, why Cartographer/Tunnel is better than Vault/Tunnel, even though Vault has a bigger pool size AND is generally a better card.

I think your second column is off. Yes you need +actions for some of these, but they aren't that hard to setup.

For instance, the second play of vault searches through 2 new cards (the +2 you've drawn) to find the the tunnel. Also, warehouse looks at 7 the first time because you have 4 cards in hand and 3 on top deck; from thence onwards warehouse searches 3 cards at a time (barring corner cases where you have so many tunnels that you can't discard them all on the first pass). Young witch, like vault, searches two new cards on each subsequent play. Oasis looks at at only 1 new card for each subsequent play. Inn, like oasis only searches 2 new cards on sequent plays. Lastly, Secret Chamber (attacked) allows you to search through 6 cards as you can pull off the top two cards of the deck and swap them out so your search space is larger (e.g. tunnel/secret chamber can be awesome if there as discard attack going around as you can get sequences like milita - reveal SC - search 6 cards & find a tunnel, put the tunnel into hand and the SC back onto deck - discard tunnel & something and have SC ready for the next hand).

I'd also argue that second play of tactician should have something like 9 as you can go double tactician and have monster gold gaining turns.

Jack should be included with a search space of 1.


Overall, I'd think you'd have two lists: cards that enable tunnel with a +action and cards that don't. They play very differently.
Title: Re: Combo: Cartographer/Tunnel
Post by: mischiefmaker on February 29, 2012, 12:07:22 pm
You're correct; the additional play column should only be the number of new cards in the search space. I modified the table to reflect this. The new table looks pretty good on a pure "how good is this combo at gaining Gold" level if you order it by the sum of the two columns -- it doesn't, of course, address how good the deck will be overall, but it seems useful as a tool to understand how good the enablers are relative to each other.
Title: Re: Combo: Cartographer/Tunnel
Post by: jomini on February 29, 2012, 01:13:21 pm
I still think you should have separate entry of 6 for secret chamber attacked (0 on the second play). Let's say the attack is a discard attack, then you get to look at 6 other cards and put any tunnels into hand to discard the tunnels. Clearly, in this case secret chamber can look at 6 cards to discard tunnels. Suppose though you just have a cursing attacking like witch. Still, you can reveal your secret chamber, and look at the six cards. You then have the choice of putting a tunnel & secret chamber (if found) into your hand or on deck. This then allows you to discard the tunnel with the secret chamber giving an attacked secret chamber, regardless of the nature of the attack a search space of six.

I still say that for a number of these cards you can easily go engine building. Embassy, for instance allows for insanely reliable engines to be built and throw in tunnels to get some massive payouts. Two plays of embassy looks at 14 cards ... i.e. the entire deck. With hamlet or worker's village I can see pretty good incentive to set that engine up.
Title: Re: Combo: Cartographer/Tunnel
Post by: mischiefmaker on February 29, 2012, 08:33:37 pm
I left Secret Chamber (attacked) off the list for simplicity's sake, because it's complicated. You are correct that an attacked hand has a search space of 6, but if you don't find a Tunnel, you have the option of putting the Secret Chamber and a non-Tunnel card back on the deck for the next hand, reaching another 3 cards (unattacked) or 5 cards (attacked) but at the cost of delaying the search a turn. I couldn't figure out a way to represent that in the table that I was happy with so I just left it off.

I agree that Embassy can build reliable engines, but I don't agree that an Embassy/WV/Tunnel deck is worth building. When are you going to buy those Worker's Villages? Are you intending to build up to double-Province buys? I have a hard time believing you're going to get there fast enough to beat straight Embassy/Tunnel, and that's not even considering that it's tactically much harder to build that engine than it is to play the simple combo.

Hamlet...maybe, since Hamlet also activates Tunnel, and is much cheaper to acquire. But I'm skeptical.
Title: Re: Combo: Cartographer/Tunnel
Post by: jomini on February 29, 2012, 11:34:55 pm
Well in that case you could just say a range of 6-11* or 6 ... 9* ... 11 for secret chamber(attacked). With a little note next to the star saying that for these entries we are noting the effect on a subsequent hand?

As far as engines go, well opening hamlet/embassy on a 5/2 is insanely effective for setting up tunnels. If I get another 5 or 6 coin hand, what else exactly is going to be better to spend it on than more embassies? If I get a 7 coin hand with a +buy shot from a hamlet, of course I'm going to go hamlet/embassy. Likewise 10s and 13's (quite possible with gold rolling in) are going to help engine build.

As far as worker's village goes, well for a start there are colony boards which gives you a lot more time to accumulate gold & the possibilities of double colony are out there (double embassy/WV can search the entire deck and has a decent shot of double tapping tunnels; getting to 22 coin takes a good bit of gold/plat, but you can gain the gold quick enough & mix in some plats for something  like a 9 card hand - sifted out of 12 - with a 2 plats, 3 golds, and 3 coppers works). Another shot would, be a silver/remodel opening where you buy an embassy, remodel an estate to a tunnel, buy a tunnel, and buy either a WV or a second embassy (and then remodel to a WV). This can then allow you to do something like WV -> embassy -> embassy -> buy a province & WV. In turn that can set up double province hands (via remodel) or even double province & duchy. Of course now that you have a +buy you can afford to end the game with an even split of the provinces & nab a tie breaker estate or remodel an engine card into a duchy to break a tie.

And another time engine building comes out is when you have a slow attacking game that doesn't flip tunnels. Prime candidate being cut purse, though things like ghost ship also can slow the game down without enabling tunnels too much),  where you can linger forever without hitting 5 (particularly in 3 or 4 player games where it is just brutal to build up to good hands). So I have my two tunnels, my cut purse, some silver and I come across yet another 4 coin hand, why exactly wouldn't I go for WV?

Really, it is not that hard to chain two copies of these together. All you need is throne room and a reason to make it useful. For instance embassy/TR gives you a huge search space, and is much better for your deck that most 4s once you have enough tunnels. Again, I just sort the list into two where ones that give +action are grouped and ones that don't are grouped in their own spot. On a board with no source of +action, I'm quite likely to embassy/warehouse over a third embassy. On a board with with some good +action like TR or hamlet, I'm almost always going to go for a light embassy engine and never buy down to the warehouse.
Title: Re: Combo: Cartographer/Tunnel
Post by: dondon151 on March 08, 2012, 02:21:03 pm
I don't personally think that a draw engine using only Embassy as the terminal drawer is a good idea. Note that Embassy only increases your net handsize by 1, and that each purchase of Embassy generally helps your opponent's deck as well.
Title: Re: Combo: Cartographer/Tunnel
Post by: O on March 08, 2012, 08:03:38 pm
I don't personally think that a draw engine using only Embassy as the terminal drawer is a good idea. Note that Embassy only increases your net handsize by 1, and that each purchase of Embassy generally helps your opponent's deck as well.

But 1) silver's usefulness is highly game dependent, and if he's mirroring you (or doing nearly any engine) its not that good at all.
and 2) Engines are often, though not always, more concerned with what cards get into your hand, not how many. In this respects embassy can be a very elite drawer. Village-embassy-bridge combos are probably more viable than village-smithy-bridge.
Title: Re: Combo: Cartographer/Tunnel
Post by: dondon151 on March 08, 2012, 09:01:48 pm
But 1) silver's usefulness is highly game dependent, and if he's mirroring you (or doing nearly any engine) its not that good at all.

In a game with Embassy, straight BM is a very strong option, and it likes Embassy's Silvers.

and 2) Engines are often, though not always, more concerned with what cards get into your hand, not how many. In this respects embassy can be a very elite drawer. Village-embassy-bridge combos are probably more viable than village-smithy-bridge.

Perhaps - but that combo uses Bridge, which is very good at picking up many engine components. But consider if you had a +buy without the cost reduction of Bridge - you'll end up not being able to generate enough coin per hand to buy more than 2 engine components at once.
Title: Re: Combo: Cartographer/Tunnel
Post by: Asklepios on March 21, 2012, 04:30:52 am
Obviously this is not the final word in how good each enabler is, since the cards actually, you know, DO something besides enable Tunnel, but it may be helpful in thinking about, for instance, why Cartographer/Tunnel is better than Vault/Tunnel, even though Vault has a bigger pool size AND is generally a better card.

Thats an interesting assertion. Has anyone successfully simulated this?

I see that Cartographer has its advantages (thins out the copper and the VP cards from the gold) but also its worth bearing in mind that Vault only needs to get one gold drawn or in hand to get a Province.

I wonder if a province game simulated properly will favour Vault/Tunnel, Vault/money or Cartographer/Tunnel.

Just running solitaire games, I seem to be having a lot more speed and success from Vault than from Cartographer, even with Tunnel on the board. To me, Cartographer has always worked best in the presence of linear solid cantrip actions (Conspirator, Grand Market, even Worker's Villages and Oases) and suffered when there is stuff getting in the way of its action chain (excessive money, or green cards, even if the point of Cartographer is to clear that stuff). Vault, otoh, synergises well with an excess of high value money and early greening... which is what Tunnel does. I think Cartographer/Tunnel can empty the gold pile a lot quicker than Vault/Tunnel, but Vault/Tunnel gets the Provinces faster.
Title: Re: Combo: Cartographer/Tunnel
Post by: mischiefmaker on March 21, 2012, 11:50:12 am
I spent some time playing around with the simulator before making that claim, because it certainly doesn't seem intuitive, for the reasons that you state. Best I've been able to do so far is a 49-47 split in favor of Cartographer/Tunnel, which I suppose makes it a bit hyperbolic to say that Cartographer/Tunnel is "better", but my intuitive sense from tweaking the bots is that it's also easier to play Cartographer/Tunnel well (a naive bot that just opens Silver/Silver, buys Cartographer, then buys Tunnel, then buys Province/Cartographer/Tunnel + some endgame VP, does almost as well as the tweaked bot).

I suspect what you are seeing is that in solitaire, you have no competition for the Provinces, so you can get them more quickly with Vault/Tunnel. But in real games, you'll find that Vault/Tunnel stalls more quickly, especially once you start getting some Duchies. Cartographer/Tunnel has less of a problem with this, because you can't really overstuff your deck with Cartographers, whereas you can have too many Vaults.

* my usual disclaimer applies: I'm not that great at optimizing the bots, so folks are welcome to try and do better.



Title: Re: Combo: Cartographer/Tunnel
Post by: Robz888 on March 21, 2012, 11:55:11 am
I would expect Vault/Tunnel to beat Cartographer/Tunnel and Vault/Money.

For Vault, Tunnel is no worse for your deck than any other card, because you can discard it for money. Cartographer is just discarding it. And you only have to draw a single Gold with your Vault to buy a Province, so you can probably overbuy Tunnels. Those points do matter.

One thing to watch out for, though, is that your Vault can help your opponent's Tunnels, since he gets a chance to discard off your play.

Cartographer continues to fall in my estimations. Maybe that's because people tend to over buy it--unless you're doing Tunnel, it probably shouldn't be your first $5 card, and you probably don't need 6 of them!
Title: Re: Combo: Cartographer/Tunnel
Post by: Robz888 on March 21, 2012, 11:57:42 am
I spent some time playing around with the simulator before making that claim, because it certainly doesn't seem intuitive, for the reasons that you state. Best I've been able to do so far is a 49-47 split in favor of Cartographer/Tunnel, which I suppose makes it a bit hyperbolic to say that Cartographer/Tunnel is "better", but my intuitive sense from tweaking the bots is that it's also easier to play Cartographer/Tunnel well (a naive bot that just opens Silver/Silver, buys Cartographer, then buys Tunnel, then buys Province/Cartographer/Tunnel + some endgame VP, does almost as well as the tweaked bot).

I suspect what you are seeing is that in solitaire, you have no competition for the Provinces, so you can get them more quickly with Vault/Tunnel. But in real games, you'll find that Vault/Tunnel stalls more quickly, especially once you start getting some Duchies. Cartographer/Tunnel has less of a problem with this, because you can't really overstuff your deck with Cartographers, whereas you can have too many Vaults.

* my usual disclaimer applies: I'm not that great at optimizing the bots, so folks are welcome to try and do better.

That result surprises me. I feel like Vault handles itself pretty well in the end game slump. How many Vaults does your simulator buy?
Title: Re: Combo: Cartographer/Tunnel
Post by: gorgonstar on March 21, 2012, 01:14:34 pm
I think the way to analyze vault/tunnel, is that you get to reveal a tunnel from 6 cards not including the vault.  You opponent gets to reveal a tunnel from his hand of 5 cards.  So that's only a net difference of 1 card.  So gaining gold is great using the vault when playing solitaire, but not so great if you opponent is also buying tunnels.
 
The cartographer/tunnel deck should have a higher density of gold.  However the vault/tunnel deck has an easier time buying provinces.  This might be what we are seeing in the sims.  Or the sims might have a bug in them.
Title: Re: Combo: Cartographer/Tunnel
Post by: Asklepios on March 21, 2012, 03:48:30 pm
Too many Vaults is a rare problem, I think, as you can always discard vaults to vaults, and the vault deck doesn't hit $5 that often anyway (and $6-$7= gold, naturally, even with Tunnel around)

As for play rules for Vault-Tunnel, I'd suggest:

Silver till Vault acquired.

Then:

First $3-4, buy one tunnel, if not on $3-4 follow rules as below:

Then:

$8 = province, unless PPR applies or lose game on buy.
$5 = Vault, unless behind on VP or <5 provinces remaining, in which case duchy, or if have at least two vaults and four golds in deck, in which case duchy.
$6 = Gold, unless four or more golds in deck, in which case duchy
$3/4 = Silver, until silver > tunnel +4, then alternate tunnel/silver
$2 = estate if estimate less than two shuffles before end of game, otherwise, pass.
$1 = scream and rant a little, and end turn.


For Cartographer/Tunnel I'd suggest silver till Cartographer, then:
spend $3-4 on Tunnels until TWO tunnels, after that by silvers unless the VP from the Tunnels will affect victory outcome
$8 = province, unless PPR applies or lose game on buy.
$6 = Gold, unless four or more golds in deck, in which case duchy
$5 = cartographer, unless time for duchies
$3/4 = Silver, until silver > tunnel +4, then alternate tunnel/silver
$2 = estate if estimate less than two shuffles before end of game, otherwise, pass.
$1 = scream and rant a little, and end turn.

My instincts suggest those would be the optimal approaches, but I could be wrong. Tunnel is complicated, of course, because of its VP value, and there'll be turn by turn assessments as to whether it helps or not.

As a rule of thumb, I'd say that only buy more than one or two Tunnels when the VP is worth something to you. I think people often get too interested in the gold generation effect and over-commit to Tunnels. Unless there's Silk Roads or I'm nudging along a favourable three pile ending, I rarely want more than two tunnels. In particular, I think Vault/Tunnel loses tempo if you see the tunnel as anything more than a route to setting up the Vault/Gold engine, and indeed too many golds will stop you drawing Vaults, and might leave you on annoying 6 or 7 dollar hands, rather than the optimal Vault + Gold + three cards. I reckon that if the simulator generates more than $8 on a province buy hand on more than half the buys its buying provinces, its probably being inefficient.
Title: Re: Combo: Cartographer/Tunnel
Post by: NinjaBus on April 06, 2012, 12:16:17 am
I think the way to analyze vault/tunnel, is that you get to reveal a tunnel from 6 cards not including the vault.  You opponent gets to reveal a tunnel from his hand of 5 cards.  So that's only a net difference of 1 card.  So gaining gold is great using the vault when playing solitaire, but not so great if you opponent is also buying tunnels.
 
The cartographer/tunnel deck should have a higher density of gold.  However the vault/tunnel deck has an easier time buying provinces.  This might be what we are seeing in the sims.  Or the sims might have a bug in them.

Yes, this is the issue. Be careful of the discard cards which also work for your opponent when playing tunnels. Vault, Minion, and Duchess (not really a tunnel enabler, eh) can all potentially activate opposing tunnels.

If we're just talking single player sims, I guess cartographer could win simply because you can play more than 1 per turn? Each is 4 cards searched, but you can easily get to 8 or 12, while vault is stuck at 6 every time.
Title: Re: Combo: Cartographer/Tunnel
Post by: Asklepios on April 10, 2012, 05:46:52 am
I guess you're right! I don't often think hard enough about Vault's drawbacks.
Title: Re: Combo: Cartographer/Tunnel
Post by: Quadell on April 10, 2012, 11:23:35 am
My instincts suggest those would be the optimal approaches, but I could be wrong. Tunnel is complicated, of course, because of its VP value, and there'll be turn by turn assessments as to whether it helps or not.

Just for fun, I simulated both those strategies on Dominiate, and both did quite well. Vault-Tunnel beat Cartographer-Tunnel 58% of the time, even with the latter taking full advantage of Vault's side effect of allowing one's opponent to discard.
Title: Re: Combo: Cartographer/Tunnel
Post by: Asklepios on April 13, 2012, 12:27:15 pm
My instincts suggest those would be the optimal approaches, but I could be wrong. Tunnel is complicated, of course, because of its VP value, and there'll be turn by turn assessments as to whether it helps or not.

Just for fun, I simulated both those strategies on Dominiate, and both did quite well. Vault-Tunnel beat Cartographer-Tunnel 58% of the time, even with the latter taking full advantage of Vault's side effect of allowing one's opponent to discard.

Oh! Does that mean Vault-Tunnel is actually better then?
Title: Re: Combo: Cartographer/Tunnel
Post by: Quadell on April 13, 2012, 02:12:56 pm
Oh! Does that mean Vault-Tunnel is actually better then?

Well, no. Strictly speaking, it just means that the Vault/Tunnel strategy you described beats the Cartographer/Tunnel strategy you described slightly more often in a head-to-head matchup, when neither strategy buys any other cards or reacts intelligently to the opponent's play. It was "just for fun", as I said. Still, it might indicate that Vault/Tunnel works better in general... I'd have to play a few dozen games to see how well it works in real games, and see if I'm missing any added flexibility or good counters to either strategy.