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Messages - ephesos

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1
Puzzles and Challenges / Re: Hireling's Guild
« on: August 29, 2022, 02:10:52 am »
Add in Mandarin and I'm pretty sure you can go infinite in a single turn. Make your Smithy variant Storyteller so you can replay it with Scepter and draw your whole deck with the money from Treasurer. Use Treasurer to gain Mandarin from the trash, topdecking all your Scepters, Treasurers, Tiaras, Counterfeits, etc. Then Scepter your Storyteller to draw it all back, play everything again except Counterfeit, Mandarin, and a Scepter, Counterfeit the Mandarin to trash it, and repeat.

2
Puzzles and Challenges / Re: Kingdom of Inventors
« on: June 04, 2022, 07:07:49 pm »
The current turn 1 Empty the Supply that I'm aware of uses 2 events (Advance + Travelling Fair), so you can't do exactly the same thing. That said, we also get one free cost reduction with Allies in the game now, and new cards to work with, so maybe there's still a way.

You definitely need Villa or Cavalry so you can have multiple buy phases, probably both of them. And a way to get them back from the trash e.g. Lurker. Fortress also still probably good with Advance, though that locks out Travelling Fair. Sycophant or Guildmaster seem like the easiest Favor generators to feed Kingdom of Inventors. Maybe you can find a way to replace Travelling Fair with Galleria somehow?

So the usual turn 1 would be starting Necropolis, Cursed Gold, Pouch, Copper x2, and then you buy Fortress, Travelling Fair, Advance Necropolis into a Cursed Village getting War to trash the Fortress to put it into your hand, then Advance the Fortress into a Villa and go from there. So without Travelling Fair, you're really pinched for buys on turn 1.

I think you can probably do a turn 2 with that start though, without the final Advance because of buys. Start with Fortress + Cursed Village + Pouch + Cursed Gold + Copper, play out Pouch + Cursed Gold + Copper and you have $5 and 2 buys, plus a coin token. Buy the Galleria, Advance a Cavalry, play Cursed Village to draw 3 cards, then Advance 3 Cavalries to draw the Galleria and play it. And from there you can Advance Villa for net +1 Buy +$1 +1 Action, use the extra buys to Advance Gallerias, draw them with Cavalry, and play them for even more buys. Grab a Guildmaster for Favors and start reducing everything. Scepter + Lurker to gain Cavalries and Mandarins from the trash (topdecking your Scepters to play them again), and you can go infinite from there.

3
If an average card in your deck produces less than $1, then Supplies is worse than Silver. This is most common at the start of the game, when your average is $0.7 per card. But you can also have something like an Ill-Gotten Gains rush, or your opponent got some kind of insane Cursing/junking and you just get blown out. Most games, you hope to eventually raise that average value above $1 though.

So Supplies is a slower start than Silver. It makes you cycle faster, which balances it out, and it's way better in the mid to late game. But if you need to hit $5 on your first shuffle, Silver gives better odds. Doing 10,000 simulations, the odds of hitting $5 on your first shuffle are around 91% for opening double Silver vs. 82% for opening Silver + Supplies and 60% for opening double Supplies. And if you wanted to hit a $6 for Goons, that's 42% with double Silver vs. 26% with Silver + Supplies and 7% with double Supplies. You also have some games where you open an action card that doesn't produce $ like Ambassador, which gives odds of hitting $5 around 50% with Silver + X and 20% for Supplies + X.

4
Rules Questions / Re: Exact timing of skipping several turns (Lich)
« on: April 08, 2022, 02:35:23 am »
One way to resolve the timing issue is to think of the turn order as something that exists before those turns are taken, like a deck of cards of alternating colors. So "skip a turn" just means "remove your next turn from the turn order", and you can do that at the moment you play a Lich. And if you play another Lich, you just remove another turn (and since the turn you previously removed is gone, you can't remove that turn a second time).

5
Rules Questions / Re: Elder + Mouse (Amulet)
« on: March 29, 2022, 01:55:42 am »
I think the "it" in Elder is like the "that" in Way of the Chameleon's "Follow this card's instructions. Each time that would give you +Cards this turn, you get +$ instead, and vice versa." So "it" refers to "following the instructions of the card you just played with Elder".

The rest of the rulings seem consistent with how Way of the Chameleon works. When you replay a card you played with Way of the Chameleon, it doesn't apply to the second play. And when you play another card with a card you played using Way of the Chameleon, it doesn't apply when you're following the other card's instructions (unless you choose to use Way of the Chameleon on it separately).

6
Do you have to spend all the Favors at the start of your turn, or can you spend Favors that you might have gained from using the Ally?

e.g. can activate Market Towns with your last Favor, play an Underling, gain a Favor, and then use Market Towns to play another Underling?

Also, if you don't have any Favors at the start of your turn, but gain them from other start of turn effects (Prince/Captain/etc.), can you then activate Cave Dwellers/Desert Guides? Or do you miss out on the trigger because you had no Favors to use it with when it triggered?

7
Puzzles and Challenges / Re: The Challenge #1 Most Coins in a Turn
« on: March 07, 2022, 07:08:05 pm »
Let's say you play the first Procession ("Procession 1"). Each time Procession 1 is played, it plays Procession 2 twice, so that's 2 plays of Procession 2, 4 plays of Procession 3, etc. for 2^(N-1) plays of Procession and thus 2^N plays of Priest. With Inheritance on Procession, we can increase N by the number of Estates in the game. Supposing a 4 player game where every Estate was passed to you by Ambassador/Masquerade/etc., you can get 24 more Processions. Band of Misfits gets you 10 more, though you have to keep 1 Procession in the Supply. So that's 43 Processions total.

That's a great idea to get lots of Priests into play. But it assumes that you can re-play each Procession immediately after it has been trashed, which is not possible since Priest is not played and thus Lich is not triggered inbetween two Procession plays.
 
But I think you can salvage the idea by playing only N/2 Processions and keeping the others in your hand, for 2^(N/2) Priest plays. Then you can use those Processions from your hand to continue the chain, while some of the next Priest plays gives you back the Processions from the trash for later use.

On the positive side, since this process trashes 1+2+4+...+2^(N/2-1)=2^(N/2) - 1  cards and retrieves at most 2^(N/2) cards from the trash, you can easily keep one Procession in the trash and add Necromancer to increase N by 9 to 52, to get 2^(N/2)=2^26. (Letting Lich always gain turned-over Processions when possible, so that Necromancer doesn't run out of Processions it can use.) So with Overlord and King's Court you'd get 60*2^26 Priest plays.

Yeah, that might be an issue. I think you can optimize it a little by only keeping Processions around when they're needed. Essentially, you can swap a Procession play for a Priest play at any time, so if you're out of Processions at step k of the tree, you can get 2 Processions back by sacrificing 2^(N-k) - 2 Priest plays. So it's somewhere in between 2^(N/2) and 2^N.

e.g. for N=6:
play P1
  play P2
    play P3
      play P4
        play P5
          play Priest twice, then trash it
        play P5 again
          play Priest twice, gaining the trashed Priest
        trash P5
      play P4 again
        play P6
          play Priest twice, gaining P5
        play P6 again
          play Priest twice, gaining Priest
        trash P6
      trash P4
    play P3 again
      play P5
        play Priest twice, gaining P4 and P6
      play P5 again
        play P4
          play Priest twice
        play P4 again
          play Priest twice
        trash P4
      trash P5
    trash P3
  play P2 again
    play P6
      play Priest twice, gaining P4 and P5
    play P6 again
      play P4
        play P5
          play Priest twice, gaining P3
          play Priest twice
      play P4 again
        play P3
          play Priest twice, gaining P5
          play P5
            play Priest twice
          play P5 again
            play Priest twice
          trash P5
        trash P3
      trash P4
    trash P6
  trash P2

Not sure if that's completely optimal, but it's somewhere between 2^(N/2) and 2^N. Possibly a linear factor times 2^(N/2)?

The trashing calculation is a little off since the last N cards are trashed after all gains have been made, but you can just start with N Coppers in the trash if you need to. That said, I think with Necromancer you might be able to cheat the 1 Procession in the trash requirement by starting your chain with Necromancers, then gaining back the trashed Procession at the end. Since you end a Procession chain before you have to replay Necromancer, you'll always have a freshly trashed set of Processions available to use. Though it might get tricky when you factor in having to shuffle in a Procession somewhere because all your Necromancers are still in the trash.


8
Puzzles and Challenges / Re: The Challenge #1 Most Coins in a Turn
« on: March 04, 2022, 07:14:53 pm »
Lich is a fancy new card, so I kind of want to try using it. Normally, I'd Priest chain with King's Court to trash N Fortresses and gain O(N^2) money. With Lich, you can trash it to gain cheaper cards back from the trash, so you can instead Procession the Priests. The limiting factor is then instead how many Procession plays you can do; because the first Procession you play cannot be played with Procession, you eventually end up with all the Processions in play, and all the Priests shortly afterwards, so you can't go infinite.

Let's say you play the first Procession ("Procession 1"). Each time Procession 1 is played, it plays Procession 2 twice, so that's 2 plays of Procession 2, 4 plays of Procession 3, etc. for 2^(N-1) plays of Procession and thus 2^N plays of Priest. With Inheritance on Procession, we can increase N by the number of Estates in the game. Supposing a 4 player game where every Estate was passed to you by Ambassador/Masquerade/etc., you can get 24 more Processions. Band of Misfits gets you 10 more, though you have to keep 1 Procession in the Supply. So that's 43 Processions total.

I think Captain can go infinite with this setup, so I won't risk it. I think you can stack up Duration plays of Procession to play more and more Captains each turn. Necromancer might work for 10 more Processions, but I can't figure out how to keep a Procession in the trash since Lich is mandatory, so I'll skip it.

Overlord can't be gained back by Lich, but you can use it to start the chain. Each Overlord can play Procession 1 twice, and you can play Overlord 30 times with King's Court, so that's 60 * 2^43 Priest plays.

To handle card draw issues, you can use Band of Nomads (along with some infinite buildup of Favors from previous turns using Student) and put a +1 Card token on Priest. You only need to draw back Lich and the card you fetch from the trash (if any), so that should be enough draw by itself.

N Priest plays gives O(N^2) money, so overall that's 3600 * 2^86 coins. Add in a Fortune to double it again for 2600*2^87, which, since I like seeing big numbers spelled out, is 402,330,512,767,748,589,342,215,372,800 coins.

I think you can optimize a bit further probably, there's still more room for extra cards. I'm only using Procession, Band of Misfits, King's Court, Overlord, Priest, Lich, Ambassador/Masquerade, and Fortune. I only need one copy each of the last 3, so those can be from a Black Market (depending on your feelings about split plies like Wizards and Gladiator/Fortune). So I only use 6 Kingdom cards. For events, there's Inheritance, and since Teacher can't be in the Black Market deck, we need to include Pathfinding or add another Kingdom pile. But that's still only 1-2 sideways cards.


As to whether this is doable on Dominion Online or not, it relies on having around 60 * 2^43 Favors from Student. If you click really quickly, you might be able to play like 10 Students a second, at which point it will take you about 1.67 million years to finish collecting the required Favors. So I probably won't be playing it out anytime soon.

9
Dominion General Discussion / Re: Allies Preview 3: Choose One
« on: March 02, 2022, 09:18:41 am »
Interesting. How does Elder interact with Count? Do I get exactly one additional choice or one choice for the (besides of edge cases) bad effect and one choice for the good effect?

And what about Band of Misfits? Its German translation (Vogelfreie) contains „Wähle eine Aktionskarte aus dem Vorrat“ (“Choose one Action card from the supply”) and would be literally affected by Elder.
There are 2 separate "choose one" parts on Count, they are not related, so I guess you need to choose 2 different positives and 2 different negatives.

Elder says "you may choose an extra (different) option", so you could choose 2 positives and still choose only 1 negative. Or 1 positive and 2 negatives, if that's your kind of thing.

10
Rules Questions / Re: Coffers Rules Change
« on: February 15, 2022, 06:46:44 pm »
Does triggering Pageant multiple times mean you can pay $1 for 1 Coffers multiple times per turn? Or can you only pay once, but each time Pageant triggers you get the option to do it if you haven't yet? The Renaissance rulebook says Pageant only works once per turn, but of course with a new wording that could be completely void now (though presumably, you'd still only be able to do it once per Buy phase that ended).

11
Simulation / Re: Non transitive challenges - 2nd Edition
« on: February 11, 2022, 07:36:18 pm »
FYI Patron has been erratad so Pursue / Patron no longer works.

RIP, that's 2/2 on my combos I guess. Maybe something else that's infinite with Capitalism Mandarin, gaining Mandarin to put lots of Action-Treasures back on deck. Bit hard to do it without buying anything, but you can use Kiln + Way of the Horse to gain a Mandarin while putting another back to replace it, and Storyteller for draw. The main question is how much can Attacks really disrupt the deck, since Mandarin topdecks everything and thus ignores junk. But the setup takes a while, so attacks might disrupt that.

12
Puzzles and Challenges / Re: Design the most disappointing Kingdom
« on: February 09, 2022, 11:34:24 pm »
P: Vineyard
2: Guardian, Coin of the Realm
2+P: University
3: Night Watchman
5: Band of Misfits, Scepter
6: Captain
8: Prince
8D: Overlord

Events: Summon, Capitalism

All the cards that care about an Action card costing up to $4 or $5, and no actions that fit the bill except Band of Misfits, which of course needs an Action card costing $4 or less to do anything. Vineyard and University are there to tempt you into getting Band of Misfits when you really shouldn't. Scepter can replay one of your useless Actions. Guardian has no attacks to block, and Night Watchman is just a Night card I generally find disappointing.

13
Rules Questions / Re: Coffers Rules Change
« on: February 07, 2022, 12:54:32 pm »
Another follow-up question: what happens if you Prince a Prince with cost reduction? Do you just get to keep on Princing cards every turn? And does the card you just set aside with your Princed Prince get played in the same "start of turn" phase that you set it aside in?

You can't because new Prince has both Duration type and "non-Duration" clause.

Hmmmm, maybe you could Prince a Band of Misfits to play a Prince. Though that would require Prince to cost less than Band of Misfits which doesn't seem possible currently. Either that, or use Inheritance plus cost reduction to give your Estates the ability to play a set-aside Prince, since your Estates wouldn't have the Duration tag.

14
Rules Questions / Re: Coffers Rules Change
« on: February 07, 2022, 12:12:57 pm »
Another follow-up question: what happens if you Prince a Prince with cost reduction? Do you just get to keep on Princing cards every turn? And does the card you just set aside with your Princed Prince get played in the same "start of turn" phase that you set it aside in?

15
Rules Questions / Re: Coffers Rules Change
« on: February 07, 2022, 12:07:28 pm »
Confused by this post, what does the Duration change have to do with the question?

But to your edit, yes, Throne Room and King's Court should now work with Prince, which they didn't before.

I edited it again to try and make it clearer

16
Rules Questions / Re: Coffers Rules Change
« on: February 07, 2022, 12:03:15 pm »
So if Prince doesn't have the Command type, and it no longer has the "Set this aside. If you do, ..." condition, can you use an Overlord and cost reduction to play a Prince from the Supply, leaving it there and setting aside a card from your hand on top of the supply pile?

I guess because it has the Duration tag now, Overlord would stay out and you would set the card aside on that.

Maybe it would also work with Throne Room or King's Court to set aside multiple cards?

17
Rules Questions / Re: Coffers Rules Change
« on: February 07, 2022, 11:55:24 am »
So if Prince doesn't have the Command type, and it no longer has the "Set this aside. If you do, ..." condition, can you use an Overlord and cost reduction to play a Prince from the Supply, leaving it there and setting aside a card from your hand on top of the supply pile?

18
Rules Questions / Re: Gatekeeper exiled Experiment
« on: January 28, 2022, 06:19:57 pm »
I'd take a look at this wiki page: http://wiki.dominionstrategy.com/index.php/Triggered_effects

In short, when you gain a card, you look at the list of triggers, choose an order to process them in, and then follow that order. So, at the time you gain E1, the triggers are "Exile mat: you may discard E0" and "Experiment: gain E2". Importantly, you do not add any more triggers to this list after it's determined.

Let's say you choose to resolve them in the order "you may discard E0", then "gain E2". Against better judgement, you choose to discard E0 from the Exile mat. Then, you gain E2. Once you gain E2, it triggers Gatekeeper (and nothing else, since E0 and E1 aren't on your Exile mat). So you exile E2. You already made the list of triggers for gaining E1, and at the time, E2 wasn't on your Exile mat. So you do not discard E2.

Now, why can't you add triggers after the list of triggers has been determined? Well, it would have some weird consequences. For instance, let's say you gained a regular Village with Gatekeeper in play. Gatekeeper triggers, putting it on the Exile mat. If you could keep adding triggers, you could then say "Look, a Village is on my Exile mat, and I'm gaining a Village, so let me just discard this exiled Village here." And so that's why you can't do that.

19
Simulation / Re: Non transitive challenges - 2nd Edition
« on: January 20, 2022, 02:21:07 am »
Oh geez, it has been over 7 years since that post. Good times.

I'm tempted to follow the same line as before: strategy A is robust to attacks, but slow to end the game, strategy B is all about disruptive attacks, and strategy C is a slow combo that's weak to attacks, but wins if uncontested. Maybe something like Pursue Patron Travelling Fair, with a slow trasher like Counterfeit that can't get rid of Curses. Once you build up some Coffers, you can start to multiply them by revealing Patrons with Pursue. Add in Mission to double the growth rate so that it has a better chance of beating A, and maybe City Gate for a little more consistency (topdecking a Patron from your hand).

20
Rules Questions / Re: Effects of the new playing card rule
« on: September 18, 2021, 01:00:22 pm »
Prince also doesn't need the clause that tells you to stop playing the card if it's no longer set aside, though it's still probably a good clarification to include.

21
Rules Questions / Re: Considering Trader errata
« on: September 01, 2020, 05:34:55 pm »

That definition also doesn't mention Exchanging. When you get a new card off an Exchange, it doesn't count as being bought or gained, so technically under this definition it shouldn't be yours, should it?

Right; I suppose that's because it wasn't (still isn't?) possible to have an Exchange involving an Estate, and that rules quote was only concerned with when an Estate is considered yours or not.

Now that Inheritance is different; I think Market Square might be the only thing that cares if a card is "yours" or not.

I think you can also Exile an Estate (e.g. Way of the Worm), and that wouldn't count as gaining or trashing either.

22
Rules Questions / Re: Considering Trader errata
« on: September 01, 2020, 03:32:35 pm »
Any fixes to Possession that trigger on-gain would end up extra bad with things like Watchtower, because it would allow you to buy Curses and have them stay in your opponent's deck. Of course Possession is already bad in that same way with Masquerade or Ambassador, but that's a bit harder to pull off; and is limited to 1 bad interaction per copy of the card; while a single Watchtower could mean getting a bunch of Curses.

"All cards gained during the turn are gained to your discard pile" or something like that might work. It would change some things, and it's maybe a little unclear on Nomad Camp etc. but there are already rulings for this.

It should be "Any cards you gain on that turn are gained to their discard pile".

I'm not so sure that would work. Although I can't find it in any rulebook, the idea is that Nomad Camp, Den of Sin, Ghost Town, Guardian and Night Watchman have a different default gaining location than all other cards (which have the discard pile). Then Armory, Artificer, Artisan, Transmogrify etc. can change that. So those cards override the default gaining location. For instance, Artisan gains Nomad Camp to your hand.

If the idea is that Possession sets a different default gaining location for other cards (not itself), first of all that's a new thing and a little weird. (A "default location" should be the default for a given card; it's weird that it can be changed.) Second, we would then have competing default locations (gain Nomad Camp while possessed), which there's no rule for.

It makes a bit more sense to say that Possession is like Armory - it overrides the default location. It would override Nomad Camp. But we then have the problem of competing overrides. Gain a card with Armory while possessed, does it go on your deck or in your opponent's discard pile?

Even then, it's not immediately obvious that just because a card you gained was gained to another player's discard pile, that the card is now theirs and not yours. Without extra rule clarifications, it sounds like you simply have a card in someone else's pile.

Do the rules define when a card becomes "yours" or "theirs"? I always figured it was location-based: a card in your hand is yours, a card in your deck is yours, a card in your opponent's discard is your opponent's, cards you set aside or put in play are yours, cards in the Supply and trash are no one's, etc.

Otherwise, you'd have similar weirdness with Masquerade, where a card that's "yours" is now in your opponent's hand because you passed it to them, but it never became "theirs" since they never gained it.

They did with in Adventures due to Inheritance:

Quote
An Estate is yours if either it started
in your deck, or you gained it or bought it, or you were passed it
with Masquerade (from Intrigue). An Estate stops being yours if
you trash it, return it to the Supply, pass it with Masquerade, or
are stopped from gaining it due to Possession (from Alchemy) or
Trader (from Hinterlands)

The rulebook misses a couple of edge cases; if you trash Fortress or trash a card while Possessed, the card stops being yours temporarily but becomes yours again when it is returned to you.

That seems to be pretty much the same, just that ownership is transferred whenever a card moves from a location you would own it in to a location where you wouldn't. The only difference is if you forget to mention a possible way to change locations in the definition of ownership, like how you said with Fortress and Possession.

That definition also doesn't mention Exchanging. When you get a new card off an Exchange, it doesn't count as being bought or gained, so technically under this definition it shouldn't be yours, should it?

23
Rules Questions / Re: Considering Trader errata
« on: August 31, 2020, 09:35:53 pm »
Any fixes to Possession that trigger on-gain would end up extra bad with things like Watchtower, because it would allow you to buy Curses and have them stay in your opponent's deck. Of course Possession is already bad in that same way with Masquerade or Ambassador, but that's a bit harder to pull off; and is limited to 1 bad interaction per copy of the card; while a single Watchtower could mean getting a bunch of Curses.

"All cards gained during the turn are gained to your discard pile" or something like that might work. It would change some things, and it's maybe a little unclear on Nomad Camp etc. but there are already rulings for this.

It should be "Any cards you gain on that turn are gained to their discard pile".

I'm not so sure that would work. Although I can't find it in any rulebook, the idea is that Nomad Camp, Den of Sin, Ghost Town, Guardian and Night Watchman have a different default gaining location than all other cards (which have the discard pile). Then Armory, Artificer, Artisan, Transmogrify etc. can change that. So those cards override the default gaining location. For instance, Artisan gains Nomad Camp to your hand.

If the idea is that Possession sets a different default gaining location for other cards (not itself), first of all that's a new thing and a little weird. (A "default location" should be the default for a given card; it's weird that it can be changed.) Second, we would then have competing default locations (gain Nomad Camp while possessed), which there's no rule for.

It makes a bit more sense to say that Possession is like Armory - it overrides the default location. It would override Nomad Camp. But we then have the problem of competing overrides. Gain a card with Armory while possessed, does it go on your deck or in your opponent's discard pile?

Even then, it's not immediately obvious that just because a card you gained was gained to another player's discard pile, that the card is now theirs and not yours. Without extra rule clarifications, it sounds like you simply have a card in someone else's pile.

Do the rules define when a card becomes "yours" or "theirs"? I always figured it was location-based: a card in your hand is yours, a card in your deck is yours, a card in your opponent's discard is your opponent's, cards you set aside or put in play are yours, cards in the Supply and trash are no one's, etc.

Otherwise, you'd have similar weirdness with Masquerade, where a card that's "yours" is now in your opponent's hand because you passed it to them, but it never became "theirs" since they never gained it.

24
Dominion General Discussion / Re: Dominion: Menagerie
« on: January 07, 2020, 05:27:27 am »
So we have +$ as a token, +Action as a token, and now, +Card as a token (I assume that's how Horses will work). Now we just need +Buy as a token to complete the vanilla set.


25
Puzzles and Challenges / Re: Asymptotic analysis of kingdoms puzzle
« on: April 20, 2019, 08:51:36 pm »
Cards costing <= 3:

2^2^T. Analysis is a bit loose here, since the coefficients don't matter. Here, X is used whenever something is proportional to X, ignoring any coefficient.

First, get X Victory cards and draw them with log(X) Crossroads and log(X) Villages

To gain non-Victory cards, we can use Changeling and Tunnel. With X Tunnels, we can gain X Gold by playing 1 Storeroom. Having X Storerooms means we can gain X^2 Gold, which turns into X^2 Changelings.
We then need to draw the Changelings we gain, which can be done with X Crossroads/Villages while having X victory cards in hand.
Thus, at the end of the turn we gain X^2 of all action cards used. The only thing left is to gain X^2 Tunnels. This can be done on the next turn using e.g. X^2 Workshops and X^2 Villages.

So, we start each turn with X Tunnels and X^2 Crossroads, Villages, Workshops, and Storerooms.
Using log(X) Crossroads and Villages, we draw X Tunnels.
Using X Crossroads and Villages, we draw all the cards.
Using X^2 Workshops and Villages, we gain X^2 Tunnels.
Using X Crossroads, we draw X^2 Tunnels.
Using X^2 Storerooms, Crossroads, and Villages, we gain and draw X^4 Changelings.
We then gain X^4 Crossroads, Villages, Workshops, and Storerooms in the Night phase.

Each turn, we square the number of cards we have. So the points scale as X^2^T, which is 2^(k*2^T) for some coefficient k.

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