Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - faust

Filter to certain boards:

Pages: [1] 2 3 ... 44
1
Just had this come up with Banquet. 8 Provinces in 9 turns... that was pretty nice.

2
General Discussion / Re: Random Stuff Part III
« on: August 22, 2017, 02:59:52 am »
Donald X. saw it coming...

3
Variants and Fan Cards / Re: Dominion: Nocturne^^
« on: August 10, 2017, 03:35:17 am »
Another problem about the pay mechanic is you could theoretically implement it with negative-value treasure cards too. I feel like night cards specifically need a reason to be played after the buy phase.

4
What were the other four?
Some mix of Graverobber/Raze.

5

6
Dominion General Discussion / Re: Dominion: Nocturne announced!
« on: August 08, 2017, 01:42:43 am »
The theme of Dominion is a veneer only slightly thicker than graphene.  Trying to say that these cards don't fit thematically is a bit silly.

Right. I mean, the range of eras represented by the cards is quite large. What cards best represent the two extreme ends of this range? Which is the most "primitive" card and which is the most "advanced?"

Dominate shows Vercingetorix laying his weapons down in front of Caesar, which happened 52 B.C. Be my guest to find the other extreme.

My first thought was Navigator, which features a sextant. I think that puts it somewhere in the late 17th or early 18th century.
If we're going by card art, I suggest Groundskeeper.

7
Dominion General Discussion / Re: Golden Sombrero question
« on: August 02, 2017, 03:55:59 pm »
I'd say no, since this is much more likely, but I guess it does suck about the same amount.

Actually I think it has the same chance of happening.

Probability of opening 5/2: 1/6
Probability of $5 buy missing shuffle: 1/11

Probability of both cards missing the shuffle on 3/4 opening: 1/66
It's invalid calculation if you apply the opening chance to the 5/2 situation, but not to the 3/4 opening.

8
General Discussion / Re: Game of Thrones (show) [spoiler warning]
« on: August 02, 2017, 10:55:03 am »
Only if the Braavosi actually know what's going on. A lot of people in our society support banks that do incredibly unethical things, and we actually do have the information in theory.
sure they could do it secretly, but then they would hardly admit to it unprompted. I mean there are certainly explanations for the Iron Bank to do that, but we have seen nothing indicating them and to me it feels as though the writers just don't care all that much about what the background of these people is.

9
General Discussion / Re: Game of Thrones (show) [spoiler warning]
« on: August 02, 2017, 09:29:33 am »
Really, you think that's a problem? The largest bank in the world abandoning their principles to make money?
I think the Braavosi have enough comtempt for slavery that they would try to sabotage the Iron Bank for this, so the bank wzould be forced to relocate their headquarters. That they haven't seems to indicate that the people of Braavos are generally okay with their practices.

10
General Discussion / Re: Game of Thrones (show) [spoiler warning]
« on: August 02, 2017, 06:08:57 am »
I was mildly irritated that the Iron Bank, located in the free city of Braavos which was founded by runaway slaves, apparently had a lot of money invested in slave trade.

11
What about Cheat Dominion? You can cheat, and if you get caught you have to put it back and gain 2 curses and 2 ruins. Me and my IRL friends have never gone back to regular Dominion...
I don't always cheat, but when I do, I have a Watchtower in hand.

12
General Discussion / Re: Game of Thrones (show) [spoiler warning]
« on: August 02, 2017, 04:19:11 am »
I wonder if there will be any teaching of "green seeing powers." Didn't Arya have dreams about being a wolf that seemed very real? Did Sansa have them as well? Or were those severed once separated from their wolves? That could be a way to potentially explore their characters and relationships much better.
The show never explored this, and Sansa's wolf died too early for her to form a strong connection. Also there is a difference between green seeing (i.e. seeing things that happen at different times or different places) and warging (i.e. controlling an animal that you have a special bond with).

13
General Discussion / Re: Game of Thrones (show) [spoiler warning]
« on: August 02, 2017, 04:16:53 am »
Like I already said (and no-one disagreed yet) isn't this a 14 episode adaption of one book, rather than a 7 episode one? Don't they have 4 hours more than normally, rather than 3 less?
Well one thing is the books got longer over time. Books 6 and 7 will probably be even longer still. So there's more content to put into this. Second, they still used book 4 material during season 6 (the Iron Islands are the main example). It is only with this season that we get completely new material, so it's really more like 1.5 books. And of course finally, the show right now only has a vague similarity to what is going to happen in the books; too many story arcs have been cut or completely changed to expect anything else. A few examples:

- book!Sansa never gets married to Ramsay and consequently is on much better terms with Littlefinger, who sets her up to rule the Vale and the North.
- I'm pretty sure that everything happening at Oldtown is completely made up by the showrunners, the books aim this in a very different direction, and it involves a Sand Snake, Euron and Arya's mentor.
- speaking of Euron, his agenda seems very different in the show.
- Lady Stoneheart, Dorne and Aegon are story arcs either completely missing or not resembling anything from the show.

14
General Discussion / Re: Game of Thrones (show) [spoiler warning]
« on: August 02, 2017, 04:05:33 am »
What do you think about this episode's way to make the stakes more even? Better?

Well it made somewhat more sense. Except for teleporting Euron's fleet that somehow went to around Dorne to attack Yara's fleet, then back north to King's Landing to present the captives (why is Yara still alive?), and still arrived in time on the opposite side of the continent to destroy the Unsullied fleet.

What is confusing to me is that we have all these people counseling Dany that have been established to be really clever (Tyrion, Varys, even Grey Worm should know stuff about military command), and they get outmaneuvered by Cersei who doesn't have any known tactical geniuses on her side.

Lastly, uh what are the Dothraki doing? Isn't that a force of like one hundred thousand mounted warriors? Why don't you send them to Highgarden immediately once you learned that the fleet supposed to be protecting them has been destroyed?

And I think it's implausible that Dany did not aim for some weak spots first. The Vale is reigned by a weak boy whose chief advisor and a decent part of his army are stuck at Winterfell. And the Eyrie is probably not that impenetrable once you fly up there on a dragon. The Riverlands are in turmoil with no leadership whatsoever. Scare them off a bit and the minor lords will swear fealty, you could even reward one of them by giving the Riverlands to them.

15
General Discussion / Re: Game of Thrones (show) [spoiler warning]
« on: July 29, 2017, 03:41:56 am »
Do they know Euron has teamed up with Cersei? If not it is less obvious.
The idea I think is that they don't, but it doesn't take a genius to figure out that the guy you stole your ships from might not be on your friendly side. And he's still self-proclaimed king of the Iron Islands, so if Dany wants to unite the seven kingdoms, she'd have to deal with him eventually anyway.

16
General Discussion / Re: Game of Thrones (show) [spoiler warning]
« on: July 28, 2017, 12:21:58 pm »
How is Danaerys not able to correctly translate Valyrian into the common tongue?  >:(

I didn't buy the battle at the end at all. The showwriters are somehow trying to convince us the Dany and her allies would spend an entire strategic meeting without ever mentioning Euron? And then he just sneaks up on them somehow with his inferior ships and trashes the fleet? I mean it's just such an obvious "crap, we need to swing the power balance more in Cersei's favor somehow" move, and I knew that this was bound to happen, but I hoped they'd find a way that's more elegant than this.

I'm also a bit worried about Arya. In part because I fear they take her back too far in direction of season 1 Arya, which I don't want to happen, and in part because now she's going to Winterfell and we all know what usually happens when Arya tries to meet up with members of her family.

I also wondered how the Unsullied even get to Casterly Rock... isn't the fastest way sailing around Dorne, in which case they should have been part of Theon & Yara's fleet at the time of the attack? Or are they taking the land route?

17
Variants and Fan Cards / Re: Dominion: Realms
« on: July 26, 2017, 03:00:44 am »
Thank you for all the insight. Particularly you Faust.

I have updated almost every card.
You should probably provide some sort of change log if oyu want further input since I'm not going to go through all cards again looking for updates.

Museum Collection: This card is actually quite interesting since you can choose which cards to set aside. It is amazing for islanding away victory cards. If you have a suggestion of how it could be a more stand alone card; however, I am all ears.
Maybe I just don't understand how it works? The way it reads to me is: Someone plays an attack. I reveal Museum Collection. I set aside two cards from my realms hand, and the Museum Collection I revealed. I put all set aside cards into my realms hand. The only card that ever changes hands is Museum Collection.

Portal: I think this would be good for islanding 4 victory cards away.
I suppose that works.

Negotiate: I left the wording on this as is. Think of its phrasing in comparison to Vassal's: "Discard the top card of your deck. If it is an action card you may play it."
This works the same way, you may play any number of treasures from your reserve hand to buy a copy of it. In other words: you may use the treasures in your reserve hand to buy a copy of the card you just bought. It does not cost you an existing buy to do this, nor does it give you an additional buy if you don't.
It really doesn't work because it leaves so many things unclear. I think at the core is a fundamental misunderstanding of how buys work. You don't "use" treasures to buy things. You play a treasure, you resolve its on-play effect. Usually, but not necessarily, you will end up with more money. That money you can then use to buy things. But the money doesn't care where it came from, and there is no distinction between "money received from playing a card from your realms hand" and "money received from playing a card in a different manner". Your idea comes with all kinds of unclarities, let me just name a few examples:

- can I use leftover money I have to buy the second copy?
- if I play a Venture from my reserve hand, does the Treasure it plays add to the money I can use to buy the second copy?
- can I use coin tokens to buy my second copy?
- if my first buy is a Villa, what happens then?
- can I use Horn of Plenty from my realms hand? It doesn't actually help me buy anything. What about if I also have a Bank in my realms hand? Then playing HoP first does help me get more momey.
- can I play more treasures than I need from my realms hand? If not, what if I cannot hit the exact amount? What happens with the leftover money?
- if I play a Counterfeit from my realms hand, can I use it on cards in my realms hand? Does the money generated from that add to the total I have available?

This is an incomplete list that hopefully illustrates why your phrasing is insufficient.

Costume party: This is interesting if by itself because playing it reduces the number of cards in other people's reserve hands while increasing the number in yours. This implies that other people would start discarding silver the 3rd time this is played without playing a copy themselves.
Yes but it puts a random card from my deck into my reserve hand, and generally I want to average card of my deck to be better than Silver. Also it removes cards that I may have spent my buys on. And the benefit I get for all that risk is minimal.

18
General Discussion / Re: Maths thread.
« on: July 25, 2017, 11:09:50 am »
I agree with Haddock.

19
General Discussion / Re: Maths thread.
« on: July 25, 2017, 10:32:27 am »
Extra confusion is caused by the fact that if your vector space is literally F^n, then the n-tuple notation for an element of F^n (using the standard coordinate basis) coincides with the literal object that it is representing; some n-tuple of elements of F.
Extra extra confusion when you use a non-standard basis for F^n and start representing n-tuples with different n-tuples.

(a thing that usually only happens in exercises for linear algebra)

20
Variants and Fan Cards / Re: Dominion: Realms
« on: July 25, 2017, 10:23:27 am »
20.
Supply Line
4
Action-Treasure
+1 Action. Exchange your hand for your reserve hand.
-
Worth 1$ per time you exchanged your hand for your reserve hand this turn.
I don't get it. It's super weak? The exchange will not necessarily be a benefit, and playing like 5 of these nets you $6 at best.
If I follow correctly, each supply line previously played would add + $1 for every further play, so that chaining them would get total 1, 3, 6, 10, etc. It could hold too much potential, but there is the catch of needing to have Supply Lines in both hands. So it really does need other Realms cards to work to get them lined up properly.
Hum, I assumed you only get the coin if you play it as a treasure. It definitely needs reformulating too.

21
Rules Questions / Re: Thrown Room
« on: July 25, 2017, 08:25:39 am »
Clearly the thread is about this card:

Quote
Thrown Room
Reaction, $4

Directly after you resolved an action card, you may throw this card in your play area. Play all action cards that you hit again.

22
Variants and Fan Cards / Re: Dominion: Realms
« on: July 25, 2017, 05:51:09 am »
I'll do short comments on al cards.

I like the concept of a reserve hand. It is not entirely new as a concept - Native Village kind of did that - but having multiple cards interact with the same set aside cards is interesting. I agree you should probably pick a different name.

1.
Army
5
Action- Attack
+2$. Each other player discards down to three cards in both their hand and reserve hand.*
This is probably fine. One complaint is that in absence of other reserve hand interactions, it's just an expensive Militia (and I guess if you're starting with 4 cards in your reserve hand, it even gives a free Silver on the first play). That's a bit boring; you could probably go for a effect that is a bit stronger on a $5 (may you have the player gain junk to their reserve hand?). Conceptually, it may be a bit problematic have a card that discourages using the reserve hand cards, because that is the main focus of the expansion.

2.
Blacksmith
6
Action
+5 cards. Discard 1 card per action you have.
Could be a bit nasty on BM. Generally, you should be able to play this with 1 action left, so most of the time it's +5 cards, discard 1, which compares a bit too well to Hunting Grounds I think. I like the idea, but it may be hard to balance.

3.
Carrier Pigeon
2
Action-Reaction
+2 cards. Discard a card from your reserve hand.
When another player plays an attack, you may first reveal this to exchange your hand for your reserve hand
This is just really bad without attacks. You start with mostly junk in your reserve hand, so you don't want to discard it all. With attacks... I'm just not sure how good it is? You could save a good hand if you'd have to discard, but then your good cards are hidden away and you depend on the other player to give them back to you. Overall, I think this is pretty weak, but there could be boards where you want it.

4.
Dining Hall
5
Action
Dining Hall: +3 cards +1 action. Put 2 cards from  your hand into your reserve. Discard 2 cards from the reserve.
It's a fancier Forum; draw 3, discard two, but you can store the junk away a bit longer. Seems fairly balanced, but not too exciting.

5.
Divine Light
4
Action
+1 Card. +1 Action. Set this on your Tavern Mat. At the start of your turn you may call this to discard your hand, your reserve hand or both. If you discard a hand, +5 cards to that hand.
It should probably be "if you discarded at least 1 card that way, do X". This is also a fancier version of Guide. I think I would like it better if the on-play effect was more different from Guide. Discarding your reserve hand only does something the first time, so this ability is kind of a 1-shot unless there are other cards that put things to your reserve hand. But as a 1-shot, it's pretty good and unique, so I think it works out.

6.
Foreign Market
5
Action
+ 1 Card. +1 Action. +1 Coin. Discard any number of cards. +1 Buy per card Discarded.
The card seems okay. Mostly not too interesting probably. However you can easily empty the Curse pile with this/Watchtower, so there's at least one fun interaction.

7.
Fork in the Road
2
Action
+1 Action. When you would draw a card this turn you may draw it to your reserve hand. +1 Card.
I suggest adding a "While this is in play" clause instead of putting it directly there. You need to clarify if you have to decide where to draw it before or after you see the card. I assume before (the other option is way too strong). That makes the card just a super-weak Native Village that cannot get back its cards. Sometimes, you can control that you have a green card on top of your deck, but I don't see many other uses for this.

8.
Godly Thunderbolt
2
Action
You may trash this and your hand if you did  +5 cards +1 Action
This is amazingly strong and probably better than Chapel, but also swingier - if you open this/some terminal, colliding them is super bad, not colliding them is super awesome. I don't like it.

9.
Lost purse
3
Treasure
0$. While this is in play you may play treasures from your reserve hand.
I don't think this works without other reserve hand cards. May add a "when you discard this from play, gain a Silver to your reserve hand" or something?

10.
Mosque
2
Action
Trash up to 5 cards from your reserve hand
This is completely useless without other reserve hand interactions. Even with them, I don't think there are many cards (at least so far) that would make this a decent buy.

11.
Museum Collection
6
Reaction-Victory
Worth 1 VP per 3 cards in your reserve hand at the end of the game. Reaction when you would exchange your hand for your reserve hand, or when another player plays an attack, you may reveal this to set this and up to 2 cards in your reserve hand aside. After the exchange has been made return those cards to your reserve hand.
"When you would exchange your hand for your reserve hand" seems super narrow. There are only 1-2 cards that do that so far I think. Without that, even if you manage to buy and set aside 8 of these through attacks, you'll only have 12 cards in your reserve hand, so these are worth 4 VP. That doesn't seem very exciting. It needs to be stronger without other reserve hand interactions.

12.
Network
4
Action
+2 cards to your reserve hand. Put 2 cards from your reserve hand into your hand.
Comparable to Gear, but I think weaker. It's good in the opening to grab the 2 Silvers, but after that? It's just a +2 cards that lets you store away 2 junk cards. I see no reason why this shouldn't cost $3.

13.
The Path Less Traveled
3
Action
+1 Action. You may exchange 1 card in your hand for 1 card in your reserve hand card for your reserve hand. You may play an action card from your reserve hand.
I don't really get this. it's +2 actions, and then +1 card from your reserve hand usually? Without other reserve hand interaction, you will quickly deplete your reserve hand and then this is no use at all. It's too weak even for $2.

14.
Portal
4
Action
+1 Action. Exchange any number of cards in your hand for an equal number in your reserve hand. Then you may exchange your hand for your reserve hand.
This is the same; I don't see it doing much without other reserve hand interactions.

15.
Repurpose
5
Action
Trash a card from your reserve hand gain a card costing up to 2 more than it to your reserve hand.
I guess you could use this to make your Reserve hand all Provinces, but that seems not that amazing. The first 2 plays are essentially +6 VP though if you upgrade the Silvers into Duchies. So it cannot really cost less because it can provide a large amount of VP, but at the same time it's kind of weak after the first two plays. Not sure what to think of that.

16.
Royal Census
4
Action
Reveal an action card from your hand. Set down any number of copies of that action card from your hand or reserve hand. Play that action card once per number of times you set that action card down. 
It should probably be "set aside", and you need to clarify what happens with the set aside cards afterwards. It seems rather weak unless you can get to large handsizes, and if I understand your intention correctly, even then all it does is provide a number of +actions equal to the number of equal action cards in your hand. Seems weak.

17.
Signature
5
Treasure
1$. While this is in play when you buy a card you may gain it to the reserve hand.
This is on on-buy Island. I think this was discussed elsewhere? Setting aside your VP buys is just too strong.

18.
Smelter
5
Action
Exchange your hand for your reserve hand. +4 cards to your reserve hand.
So this works as a kind of Tactician. It seem pretty good, and after the first play the worst case is "discard your hand, +4 cards". Not too amazing compared to Minion, but it's more flexible, so I think it could be good.

19.
Storm
3
Action-Attack- Duration
Take 2 cards from your reserve hand.  From now until the start of your next turn no one may exchange cards between hand for their reserve hand.
This is again useless unless there are other resreve hand interaction, and even then it's kind of a self-counter.

20.
Supply Line
4
Action-Treasure
+1 Action. Exchange your hand for your reserve hand.
-
Worth 1$ per time you exchanged your hand for your reserve hand this turn.
I don't get it. It's super weak? The exchange will not necessarily be a benefit, and playing like 5 of these nets you $6 at best.

21.
Teleport
5
Action
+1 Card. +1 Action. Set aside up to 5 cards from your reserve hand. +1 card to your reserve hand per card you set aside. Then put the set aside cards onto your deck in any order. You may exchange your hand for your reserve hand.
I have a hard time grasping what this does. I mean every step is clear, but it's hard to assess how good the overall effect is. It basically allows me to nonterminally exchange hand hand for 4 new cards, either ones that are already there, or I can replace the ones I don't want at the expense of the junk going on top of my deck. I think I would need playtesting to figure out how good this is.

22.
Wine cellar
2
Action   
+1 Action. Discard your hand. Draw five Cards. You may exchange your hand for your reserve hand.
Even without the exchanging, that seems pretty good for $2. It doesn't quite have the self-synergy of Minion, but it's a super solid draw-to-X card. I would make a case to have this cost $3. Then it's probably quite interesting (but I don't think you'd really use the reserve hand exchange a lot).

23.
Negotiate
5
Action
+2$ You may exchange your hand for your reserve hand. When you buy a non-victory card you may play treasure from your reserve hand to buy a copy of it. At the start of cleanup return the treasures played from the reserve hand to your reserve hand.
I am not really sure what "to buy a copy of it" means. Do you get a +buy that you can only use on that card, or do you just gain a copy? Is "it" the non-victory of the treasure you played? This needs better wording as I don't understand what it does.

24.
Photographer
2
Action-Duration
+1 Action. Exchange your hand for your reserve hand. At the start of your next turn you may exchange your hand for your reserve hand.
It seems not too amazing, but it's probably possible to utilize it.





25.
Imbalance
5
Action-Reaction-Attack
As action: +Action Exchange your hand for your reserve hand
As reaction-Attack: Whenever this card passes from your hand to your reserve hand each other player gains a curse.
If you discard this from play during your cleanup phase you may put it into your reserve hand.
I'm not sure if this should be an Attack type; after all, the actual cursing does not happen as part of the on-play effect. It seems pretty weak; you need at least two of them before you can start cursing, and it doesn't do anything else for you really (the exchanging is not really a positive effect).

26.
Cavalry
4
Action-Attack
For each player (including yourself) select either their hand or their reserve hand. That player discards that hand and draws 3 cards to that hand.
This is a brutal attack and should cost at least $5. Seriously, it's better than the Legionary attack, and that one requires you to line up a Gold first. I would make the case that this card should not exist at all.

27.
Costume Party
3
Action
+2 Cards to your reserve hand.
Each player passes a card from his or her hand to the discard of the player to the left at once. Then each player passes a card from his or her reserve hand to the player to the left's hand at once.
I think this provides roughly as much benefit to all other players as it does to you. Without other reserve hand cards, you may very well end up removing good cards from your deck, so it will even hurt you more. I wouldn't ever buy it unless there is a specific combo.

28.
Hunter's Hideout
5
Action
+1 Card
+1 Action
+ $1
When you trash this gain it from the trash.
-
When you gain this put it in your reserve hand.
This literally does nothing and disappears without other reserve hand cards.

29.
Madman's Shanty
5
Action
Reveal your hand. If there is no
action cards: +2 cards, +2 action
treasure cards: +3 cards, +1 action
victory cards:  + $1
That seems hard to use effectively. The "no action" effect is just a Shanty Town (and it doesn't provide the +2 actions unconditionally, so it's even weaker). The treasure effect is good and it has a place in treasureless decks. But that is the only use and it's pretty narrow.

Timer/ The Jack in the Box
This pile begins with 10 timers and 1 The Jack in the Box
Cards may be bought in any order.

Timer
5*
Action
+1 Card
+1 Action
You may put a Timer from your hand into your reserve hand.
-
If this card is in your reserve hand at the start of your turn you may put it into your hand.
-
If The Jack in the Box is in play, this costs $3 and you may gain this to your reserve hand.

The Jack in the Box
When you gain this set the Jack in the box and a Curse in front of you. When The Jack in the Box is in front of you at the start of your turn you may discard a Timer or a Curse, add a Curse to The Jack in the Box, and pass it to the left. If you do not, gain the Curses in The Jack in the Box and return it to the supply.
-
If you buy this you may not buy a Timer this turn.
There have been numerous hot potato ideas. I think this one forces a bit of a degenerate game until everyone is sufficiently protected. It also introduces politics with multiple players.

23
General Discussion / Re: Maths thread.
« on: July 24, 2017, 11:46:23 am »
The class I took was very careful to be precise about this matter. Let V,W be finite-dimensional vector spaces and f: V --> W a linear map between them. Then f is completely determined by how it transforms some basis for V. Say B = (v_1,v_2,...,v_n) is a basis for V, and C = (w_1,w_2,...,w_m) is a basis for W. Then let M be the m-by-n matrix where the i-th column is f(v_i) written with respect to the basis C in W. Then we can say that f(v) = Mv for all vectors v in V - when v is written in the basis B and f(v) is written in the basis C. In particular, we would frequently write f = B[M]C to emphasize that the matrix transforms from the basis B to the basis C.

We did that, too (even with the same notation). I think that's consistent with saying functions operate on "real" elements of your vectors space, matrices operate on coordinate vectors, and because coordinate vectors depend on the basis, your matrices always depend on basis. Except then it makes no sense to say f(x) = Ax without specifying a basis, which we also did just one assignment later.
The problem, I think, is this: You can define the multiplication of a Matrix and a vector not talking about bases and coordinates at at; it is just an action of the multiplicative group of Matrices on the vector space R^n (in case of n x n-matrices - I'm only considering these here for simplicity). This definition is perfectly valid. Then you take some vector space, e.g. polynomials of limited degree, and how kind of want to do the same thing here.

Well, what you do is first you fix an isomorphism from the polynomials to R^n. This is what the basis does: It tells you which elements are sent to (1,0,0), (0,1,0), (0,0,1), respectively. This uniquely defines the isomorphism as you probably have shown at some point during the course. Let's say you have a map f between polynomial of limited degree, and an isomorphism g (represented by a basis). You get a diagram like this:

         f
P -----------> P
|                   ^
| g                 | g^{-1}
v          h       |
R^n ---------> R^n

The map h is uniquely defined as g o f o g^{-1}, and there is a matrix A such that h(x)=Ax for all x. Thus we can say that there is a connection between the map f and the matrix A via the isomorphism g, and since it's all isomorphic, mathematicians often get sloppy and use the two interchangably.

24
Variants and Fan Cards / Re: Dominion: Nation States
« on: July 21, 2017, 11:11:58 am »
You should make sure that the cards still do something meaningful even if they're the only cards that interact with the reserve hand. I am not sure that is always the case.

25
General Discussion / Re: Game of Thrones (show) [spoiler warning]
« on: July 21, 2017, 03:45:40 am »
I'm always watching with my group on Thursdays, so be prepared for me chiming in late on a regular basis...

I'm curious how other people felt about the opening. I thought it was interesting that they used the break to allow the possibility that the scene was showing us what happend prior to walda frey's death and actually thought that was what they were doing untill (s)he told the daughter not to drink the wine. We're other people caught off guard or did you think it had to be arya since she just killed him?
I wanted to point out that it's actually his wife.

-- I'm not sure I buy Dragonstone being completely abandoned. Stannis would have left like a couple people to guard it. I could see those people surrender to Daeny upon her arrival, since they have no one to fight for... but completely abandoned? Nah.
Yeah; there was even talk of leaving Stannis' daughter behind, so apparently the plan was to have some people still be there. But on the other hand, I think I buy that they all fled when they heard that the scary dragon queen and her band of barbaric horsemen was coming for them.

-- Where is Melisandre? I thought maybe she had gone back to Dragonstone, but apparently not.
We still have a meetup of her/Arya scheduled, right? I think Melisandre said something to that effect when they last met.

-- I love Arya, and her revenge is cool, but it's a little morally uncomplicated for my tastes. (I prefer the Lady Stoneheart revenge arc from the books, which is cool but makes you start thinking hey, is this kind of just as bad as the thing they are avenging?)
Yep, I wonder where they are going with her. Having one payoff like that is nice, but it shouldn't just keep going. On the other hand I really don't want her to go back to just being a regular Stark daughter and abandoning her vengeance.

Sam: Dragon glass kills White Walkers.
Stannis: Oh, we have that on Dragonstone.
Sam: Jon, I need to go figure out stuff about dragon glass.
Jon: Okay, is there anything you want to tell me first...
Sam: BYE.
Later
Sam: Eureka, I discovered there's dragon glass on Dragonstone! I must tell Jon.
Yeah, that's bad. I think the problem is that the Oldtown journey was already set up back in season 5 and now there are no more books and the showrunners didn't quite know what to do there. In the books, Oldtown is definitely shaping up to be a bigger deal, but they couldn't put that into the show.

Does anyone else feel like the conflict in the south is looking rather disappointing right now? I mean on one side we have Daenerys, 3 awesome dragons, a whole bunch of likable characters plus the Queen of Thorns allied with Dorne, on the other side there are mostly villains with no troops and no food, plus Jaime who isn't really committed to the whole thing. There needs to be a major change to shake that up, and that's either Dany becoming more morally muddled or a big power shift (my money's on Euron luring away a dragon).

The interesting thing is how Dany reacts to the White Walker threat. I hope she goes "sure I'll save Westeros... as soon as all of it has sworn fealty to its rightful queen!"

Pages: [1] 2 3 ... 44

Page created in 0.102 seconds with 18 queries.