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General Discussion / Re: Email notifications?
« on: July 12, 2018, 07:03:02 pm »
Try setting up another e-mail address, if you don't have a spare already, and trying getting messages to that.

Rules Questions / Re: "no other rule is a Dominion rule"
« on: July 12, 2018, 07:00:41 pm »
As a general answer, I don't think the Dominion rulebook omits assumed rules that players generally don't know about. Players know what a card game is like and don't need to be told that they shouldn't write on the cards.

As a theoretical answer, any concise rulebook in plain English is going to be open to the bending of the rules without breaking the written rules. If a rulebook tells you that you can't write on the cards, maybe you can train your dog to write on the cards for you.

General Discussion / Re: 2018 FIFA World Cup
« on: July 11, 2018, 10:35:05 pm »
I have a friend who now works, after a takeover, for Belgian company and he was so glad that France beat Belgium so that they wouldn't have another chance to brag about things or have a chance to beat England in the final. Guess who England now play in the 3rd place play off?

I could look at an opening forever really, if it wasn't polite not to. I can think about the long term strategy and scoring, what the final deck looks like, then go back to the opening, and how the buys are sequenced after that, and what the mid game looks like, and whether 3 piles will be running out, and whether a lead in the game is important or worthelss, and if nothing is conclusive I could go back to square 1 and try again. I dunno but it's part of Dominion that I quite like. I don't play enough to make automatic choices and some of the most enjoyable decks go beyond the obvious and do something else cool instead.

What I don't like doing is thinking a long time about turn 1 then stopping to think again on turn 3 or 4. It's an admission that all your long thinking wasn't good enough to last a few turns.

Scheduling / Re: Season 28 - C1
« on: July 07, 2018, 09:05:01 am »
I'm free to play on UK afternoons and eveninings this Sunday and next weekend.
If any Americans think they can match my UK evenings then I can be free most nights except Tuesday.

Puzzles and Challenges / Re: Beat two bots on this Kingdom
« on: July 05, 2018, 11:52:55 pm »
Knowing that the bots play fortune teller +envoy., you can open conclave/silver, aim for tactician + temple next, then trash down and buy engine cards until you have 2 tacticians, ghost ship, 3 conclaves, 5 conspirators, some patricians, temple, some remaining copper. That should beat them comfortably and that's without emporia and without really thinking about the sequencing too much.

Dominion Articles / Re: Making the Most of Your Turns
« on: July 03, 2018, 09:56:37 am »
Be prepared to stop your turn earlyIf you just have a few good cards left in your draw deck and you don't need them this turn, stop drawing. They can start in hand for your next turn.

(As a general note, the introduction should mention that these concepts are for engine decks with card play options. Plenty of games don't have this much flexibility.)

There are plenty of edge case reasons such as buying your guardian to feed your exorcist, setting up bonfire+tomb points, but it is always there to get that +1 coin next turn.

There are all sorts of things, generally a collection of edge cases strategies, but why not?
  • Build the next hand onto the top of the deck every turn to establish consistency with a travelling fair style strategy
  • Sift the deck each turn to give consistentcy with a scouting party style strategy
  • Golden decks that generate vp each turn with no deck changes
  • Use improved cards with +action, +card, or +coin tokens that can be the centre of a strategy even without draw
  • Find methods to get more cards into play without draw, such as Prince
  • Beat your opponents down with attacks using an abbreviated engine with an ambassador style strategy

  • Buying Gold and Silver is inefficient payload; do so only if there's nothing better.
I wouldn't say that silver and gold are inefficient if you only look at payload. If you compare them to minion or conspirator, say, they are reliable and have better ratio of income to cost. All the other elements of Dominion can make the actions cards better as long as you can get those action cards played. Even so, there are some interactions such as counterfeit that will favour treasures as payload.

Dominion General Discussion / Re: Mountain Pass
« on: June 15, 2018, 09:40:36 am »
In a simple two player game, I don't think this such a big decision as long as you know a ballpark figure. It's a bit like thinking whether to buy another gold instead of a province apart from you need to look at both decks. The occassions where it gets more interesting are when
  • A player is trashing down to build an engine but hasn't much income yet. Taking a lot of debt might cut off deck development unless the engine can gain cards directly.
  • Certain kingdom cards are less effective when you are paying off debt. For example, if you can get hagglers into play each turn then you are losing gains each time you pay off debt instead of buying stuff. There's a big variety of cards like this such as peddler, buying stonemasons, black market, and plenty others.
  • The decks are not similar. This can be different strategies or it can be different stages in deck development. For example, if both players are planning to trash down and use windfall to add income, a player who gets ahead might have a chance to buy a province and force the mountain pass bid when they have the golds and the opponent doesn't.
As another example, if one player is a using an advanced treasure deck and the other is trying to make a bridge troll engine, the player using bridge trolls probably has little income. If they have to pay off big debts over a number of turns they are probably missing out on buying many cheap cards. Here the treasure player probably wants the engine player to take the debt and can aim to buy the province at the worst time for the engine player. However, if the engine player is building a bridge troll megaturn deck, which will sweep up on the final turn, the treasure player still needs to plan for getting 50% of the points before the megaturn and that might include mountain pass points.

Dominion Articles / Re: Settlers/Bustling Village
« on: June 13, 2018, 05:03:50 pm »
I find that a decision on how to compete with an opponent for these cards is quite difficult. Quite often, having a minority of settlers or minority of bustling villages doesn't seem fatal, especially if you've been buying other good cards instead.

I'm going to suggest. without any proof, that an efficient deck construction would have a similar number of coppers, settlers, and bustling villagers. Having more of one type of card will increase draws but not by so much. Does anyone have any views or stats on that?

Dominion Articles / Re: Ghost Town
« on: June 09, 2018, 10:42:38 am »
I've found a few other specific effects with ghost town:
  • If ghost town is the only village and they can provide an extra action only on alternate turns, this is a limit on the maximum potential of your deck.
  • if ghost town is your only village then you know how many actions you have at the start of the turn. It doesn't change with drawing. You can plan across turns with this knowledge.
  • Like other duration cards, ghost town decks can gather momentum as you get more ghost towns down each turn for draw and cards. Once you lose momentum, with no ghost towns in play, it could be a struggle to play the actions requred to get more ghost towns played and regain that momentum.
  • Your opponent's ghost towns give a measure of their future turns too.
  • Notionally, the cost of drawing a ghost town (which gives you +1 card next turn) is covered by the ghost town putting you a card ahead on it's first play. However once you start drawing your deck or have to discard/draw to fixed hand size then this calculation changes.

Dominion General Discussion / Re: Favorite/least favorite Landmarks?
« on: June 08, 2018, 11:32:07 am »
For me, Keep can be too successful at what it does, essentially prolonging games by adding turns of treasure buying that are not really moivng the game forward at all.

This could be a very tricky multiplayer kingdom. There's probably no single best multiplayer strategy.

Dominion General Discussion / Re: Trashing the Engineer
« on: June 01, 2018, 10:00:53 am »
I'm surprised that nobody has mentioned that the engineer has an intrinsic cost of a terminal action each time you play it. If you are buying other terminals, even other engineers, this becomes a big indicator of when you should trash it.

Dominion General Discussion / Re: Question- which one tilts you?
« on: May 28, 2018, 06:42:21 pm »
Quite often, a good draw is just an average looking draw where you get an even distribution of notable cards. After opening chapel/silver you generally want chapel + XXXX in one hand and silver +XXXX in the other. That's as likely as any other notable outcome. Players also plan their purchases and card play for likely draws so when those draws come up they should fit the plan. In other words, if you are willing to let the most common draws frustrate you then you're going to be frustrated far too often.

Help! / Re: Base game kingdom with no trashing
« on: May 23, 2018, 04:39:23 pm »
That kingdom is pretty weak so bureaucrat could come into play. A deck with a bureaucrat, labs, poacher, is pretty simple and probably competitive. Bureaucrat + council room does better than council room + money in the simulator.

Help! / Re: Base game kingdom with no trashing
« on: May 22, 2018, 05:34:46 pm »
In this sort of deck, there aren't many hands where your cellars are failing since you play out all your labs and markets then dump copper and estates with the cellar, every time. I don't think it needs more than 3 or 4 cellars but you probably get a feel for it as you are playing the deck. You need to be a bit clever with cellars so that you don't create a bad discard pile, then draw from it and leave a bad hand in the draw pile for next turn, but that's a problem cellars can solve as well. Artisans can always gain cellars if you desparately need them.

Help! / Re: Base game kingdom with no trashing
« on: May 22, 2018, 08:06:45 am »
Just looking at the kingdom, there is laboratory, market, artisan, cellar, merchant, throne room, council room, gardens, festival and library. What's bad about an engine here is unreliability. The coppers and estates slow you down. What's good about an engine here is fast gaining of many engine cards each turn using artisans, possibly throned, plus plenty of money and buys too. All those gained cards can help the engine. The draw is good too with laboratory and cellar. Cellar is really good when you have big hands to play with.

Against a money player, the only limit on how big you can build this engine is emptying three piles. Apart from that, you can build the engine up as large as you can with merchants, labs, markets, thrones and then play 4 throned artisans to empty the gardens on the last turn and buy up whatever vp and coppers you can to score a win. The garden scoring suits the engine player perfectly.

Is this fast enough to beat someone just playing council room + money, I'd expect so. In multiplayer you get two problems though. There will be less engine cards for each engine deck if more players use the engine. Council room + money gets faster when more than one person does it in multiplayer. So in multiplayer the money option looks somewhat safer.

Dominion General Discussion / Re: Card alchemy revelation....
« on: May 19, 2018, 09:14:10 am »

= +:  + -

Dominion General Discussion / Re: Playing to lose?
« on: May 11, 2018, 11:28:01 am »
It's entirely up to your group as to how they play when they are losing. There isn't a right answer. You just need to speak to them and sort it out as friends. Remember that they might not care and you might be the odd one out by making an issue of it.

Dominion General Discussion / Re: Would you trash an estate worth 2VP?
« on: April 17, 2018, 09:14:07 am »
Just a though experiment...

If your starting estates were worth 2VP would still chapel them? What if they were worth 2.5VP? or 3VP? Obviously it would depend on the board, but in an average game at what point would you not trash them?

I believe that trashing is essentially the same decision as 'not buying'. In a big money game the simulations show that you shouldn't buy a duchy if you are going to draw it more than once. You shouldn't buy an estate if you have more than a 50/50 chance of drawing it. You could set up similar simulations for tunnel quite easily but it will fall into a similar range.

Those stats ignore end game competition, of course.

Dominion General Discussion / Re: Losing streaks
« on: April 12, 2018, 05:01:51 pm »
I'd say there are streaks when it gives you a lot of numbers close to 0, and streaks when it gives you a lot of numbers close to 479001600. And not just random streaks, but statistically significant and/or predictable streaks.

At least that's how it feels to me sometimes. There's obviously no way this is how it works. If ShiT knew the difference between good and bad shuffles then I'm sure it would have a better computer opponent than it does. And even then, it still depends on the kingdom, player order, your opponent's shuffle, game theory stuff, etc. At the end of the day I don't doubt it's all just psychology at play. But I'm still curious what ShiT's RNG is.

Here's a quote from my old maths text book from University.

" ... even the simplest coin flipping models can yield to surprising, even shocking results. They are of practical importance because they show that, contrary to the generally accepted view, the laws governing a prolonged series of individual observations will show patterns and averages far removed from those derived for the whole population. In other words, popular psychology tests would lead one to say that in a population of 'normal coins' most coins are 'malajusted'."

In other words, if you look at a series of randomly generated Dominion games the shuffling will quite probably look abnormal in some way. It's not the exception. It's what you should expect.

Dominion General Discussion / Re: Losing streaks
« on: April 12, 2018, 08:50:07 am »
I think there are a multitude of psychological traps you can fall into when you're on a losing streak, whether it's blaming bad luck for bad play, giving up bad positions too early, shortening your thinking, letting anger replace analysis, losing observation and awareness, miscalculating risks, playing a game as if it's the same as a previous kingdom, and so on. Losing streaks really only show that you are human (or Lord Rattington).

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