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 - Dingan

Filter to certain boards:

Pages: [1] 2 3 ... 44
1
Game Reports / Re: Shortest games around
« on: February 15, 2019, 07:48:13 pm »
Looking at this (random) Kingdom, I thought it was one of those crazy games that could win it in like 4 turns. Anyone know how? I won it in 9, but I bet it could have gone a lot faster. Honestly I didn't know the fastest route to victory; it was one of those Kingdoms that made my head hurt and I just sort of mash cards together and see what happens.

Random thoughts:
- Can buy Villas, or gain them from trash, then play a Scholar to essentially have a perpetual engine
- Can gain anything from the trash for that matter, including Processions you had recently Processed (into, say, Scholars), or Rogues you had recently Processed to gain stuff you had Processed earlier
- Can play Treasures multiple times per turn, by playing them, then gaining a Mandarin, then a Villa, then playing a Scholar -> repeat
- There's enough thinning, actions, buys, coins, etc. to hook it all together



game #23575146

2
Dominion General Discussion / Re: Dominion current Popularity?
« on: February 09, 2019, 02:24:09 am »
My new thread frequency has exponentially decreased since game logs and game kingdoms are no longer available/pretty.

3
And yes, we still need to try 'ultimate dominion ultimate'; i.e. with all expansions. Of course there is some consideration as to whether you put in Platinum and Colonies or not,

Are you sure about that? I can certainly imagine a "best possible deck" as not involving any Platina or Colonies (or Golds or Provinces).

4
Dominion General Discussion / Re: Mistakes We're still making in 2019
« on: January 30, 2019, 09:05:49 pm »
Losing

5
Dominion General Discussion / Re: number of setup combinations
« on: January 26, 2019, 03:57:03 pm »
sorry not sure what common terms that could be put into for us non-mathy people, is that
46,126,353,000,000,000,000,000 sextillion? or Just over 46 Thousand Trillion?

It boggles my mind that 46,126,353,000,000,000,000,000 sextillion is easier for some people to understand than 4.6126353x10^22

6
Dominion General Discussion / Re: How Many Games do you play?
« on: January 23, 2019, 02:58:17 am »
I bet people who randomize don't replay many kingdoms.

7
Dominion Online at Shuffle iT / Slow-Playing Detection?
« on: January 22, 2019, 02:55:14 am »
Just thinking out loud here .. couldn't you have some sort of slow-playing (intentionally taking a long time on each of your decisions to annoy your opponent and/or encourage them to resign) detection? Thoughts:

- You could measure how long, on average, a player takes to make a decision. If it becomes over some threshold after x turns (x is greater than 2, as in most games I would think the first few turns of the game are relatively long), their opponent can force-resign them.
- If decisions are intrinsically long for a player (it's a high-profile league game, players are playing with unfamiliar cards, etc.), that player can explain in the chat that they are simply having difficulty coming to decisions and need time. It is up to their opponent to respect this explanation.
- Players get n seconds per decision before a force-resign, and m seconds per turn before a force resign. m would be not all that larger than n, i.e. a player cannot just take n seconds a bunch of times per turn (for many turns).
- Players can have a small amount of "slow-play" tokens. I get, say, 1 of these tokens for every 10 games I play. I can spend a token to basically say my opponent is playing slow and I want to divide their time-to-force-resign by 10, or whatever.
- If I recall correctly, one of the biggest selling points of ShIT over Making Fun was its blacklist feature. And part of that feature was the ability to retroactively remove a often-blacklisted ("often" being over some threshold) player from all ranking algorithms, thereby removing slow-played losses from a player's ranking-contributing games. But as far as I know, this "removal" decision is not public. How do I know a horrible slow-player has been flagged enough? And can I mark them as horrible, i.e. different than a player that I blacklisted just due to, say, differences in undo preferences? This extra marking could contribute to the Stef-investigates-said-player more than the normal blacklist flag.

Now that I write this all out and think about it, it's actually seems like a pretty interesting problem to solve. It makes sense that it's not solved yet. How do other online games address it? Is there anything else we can do to improve the online experience?

8
Capitalism + Harvest
Harvest is a great card with Capitalism. It is usually a Gold, but only costs $3. In games with Knights, Castles or Travellers, it often gives you amazing $4. Merchant Ship is similar by the way. It works actually like a Silver and two delayed Peddlers.

Usually Harvest costs $5......

If no one buys something, does it cost anything? If a tree falls in a forest and no one is around to hear it, does it make a sound?

9
Rules Questions / Re: Replace + Experiment (lose track rule)
« on: December 30, 2018, 04:31:52 am »
To elaborate, the first Experiment's on-gain stuff happens before that first Experiment is gained, i.e. before the Replace's on-gain instructions apply. So it's covered up before Replace says what to do with it, hence Replace loses track of it ... I think.

10
Rules Questions / Patron and "Reveal"
« on: December 26, 2018, 02:00:51 am »
Since the word "reveals" is not the word "reveal", does Patron activate on things like Cutpurse, Pillage, etc.?

11
Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: December 23, 2018, 03:48:51 am »
T5 Magic Lamp activation



Key cards: Remake, Chapel, Pouch, Expedition, Villagers (Lackeys)

12
Pirate Ship / Capitalism
Play a Pirate Ship, trash an opponent's Pirate Ship. Feels kind of like Knights, where the played Knight doesn't get trashed.

13
Dominion General Discussion / Re: Interview with Donald X.
« on: December 14, 2018, 01:27:45 am »
Why did Swindler survive the Intrigue re-design? It is hard for new players to understand (in my experience), takes a long time to resolve in many-player games, and (my main complaint) is very luck-swingy.

14
Dominion General Discussion / Renaissance First Impnressions
« on: December 01, 2018, 02:50:55 am »
I'm still trying to figure out Cathedral.


Recruiter seems VERY strong. It's basically the inverse of a Witch.

Boarder Guard seems very weak and confusing.

Inventor seems much weaker than Bridge.

Patron seems very weak.

I like playing Actions during Buy phase.

Projects seem strong in general -- most projects make a deck strictly better than a deck without said Project.

15
Rules Questions / Re: Is '$3, $4, $5 or $6' the same as '$3 to $6'?
« on: November 25, 2018, 01:41:05 am »
Instead of a 'everything costs half as much', you could make a 'everything costs twice as much' to not need to introduce a new mechanic. Or like 'everything costs twice as much and all coins and things produce twice as much', something like that, then you could make something affect odd numbers. A little wordy, but would be able to use existing mechanics (though would introduce the elusive price-increase).

16
Dominion General Discussion / Re: Forced Wins Training Sessions
« on: November 21, 2018, 11:10:37 pm »
I may have thought it was more interesting than it actually was, as I didn't see the Estate pileout and it was my first time playing with Fleet

17
Dominion General Discussion / Re: Forced Wins Training Sessions
« on: November 21, 2018, 09:35:19 pm »


EDIT: Ah, just realized there's a pretty simple win here. But I did it the complicated way.

18
Game Reports / Re: Dear My Opponent: I am Sorry
« on: November 21, 2018, 06:37:25 pm »
Wasn't sure where else to put this .. Sorry you think you got unlucky?



*opponent escalates frustrations into foul language and illogical accusations, possibly aided by my Legionary-Gold connections*

19
Dominion General Discussion / Re: Why Peasant Will Be On My Ban List
« on: November 17, 2018, 02:58:53 am »
They can't all be the most reasonably-swingness cards ever, or the most reasonably-priced cards ever.

20
Ferry / Chariot Race
Say your opponent has a lot of Smithys and few Workers Villages, while you have a lot of Workers Villages and few Smithys -- Ferry the Smithy pile so that your Chariot Races get activated while theirs do not. Ferry'ing the Chariot Race pile itself could even be neat if, say, you have few CRs and your opponent has a lot, and you have a lot of Villages, your CRs will activate on your Village when against a CR. I haven't done the math on if this is actually beneficial, but it's certainly neat.

21
Dominion General Discussion / Re: Coffers Poll Question
« on: November 04, 2018, 02:21:38 am »
The recent article about Coffers ...
Maybe I'm blind but where is this?

22
Advisor + Castles
Your opponent making your Advisors draw green cards can help if you buy Grand Castle or already have Opulent Castle.

It can also skip Opulent Castle.
Not if you already have it (assuming "have" means it's in your hand). Edge case: you Inherited it. EDIT: nevermind, can't Inherit green cards.

23
Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: November 02, 2018, 05:51:21 pm »
C plays an Envoy.
C reveals a Copper and 4 Estates.

Should have had a Scout.

Should have had Inheritance.

But that would be even worse, if CC didn't have any more actions.

24
Dominion General Discussion / Re: Theme and mechanics themes
« on: October 19, 2018, 02:48:13 pm »
Cards with foolish names do foolish stuff (e.g. Fool)
That still doesn't explain Transmute

25
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Storyteller
« on: October 09, 2018, 05:30:38 pm »
Antisynergies
- Traditional engines.
- It's generally poor with virtual money.
- Cards that dislike treasures, like City Quarter and Poor House

Do you mean to say these are anti-synergies when there is Copper thinning and other good draw? Cus without those 2 things, that's kind of when ST shines.

- Not sure what exactly constitutes a "traditional" engine, but if they include Coppers / no Copper-thinning, why wouldn't they like ST?

- ST synergizes with virtual money when you need the draw, and anti-synergizes when you don't need the draw. For example Swamp Hag in play + a ST in your starting hand effectively sacrifices 3 coins for a large, reliable starting hand (ideally snowballing into much more than 3 more coins).

- Again, with no Copper-thinning, things like City Quarter may very will synergize with a couple ST's. And obviously without Copper thinning you'd have to be in edge case territory to have Poor House be good.

Pages: [1] 2 3 ... 44

Page created in 0.14 seconds with 19 queries.