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Messages - RiemannZetaJones

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1
A problem might arise if Goko decide that they want to ban the use of an extension that allows custom avatars on top of the officially-sanctioned ones, based on this.

2
I think there's a bug in the rules for 'Buy', the card should be gained at the end only if it has the same name as the card that was chosen. This matters for Ruins interacting with Talisman.

3
Rules Questions / Re: Throne Room and Tactician
« on: February 24, 2013, 04:10:14 pm »
RZJ, that ruling was revised again later to agree with what the others in this thread are saying.

Edit: http://forum.dominionstrategy.com/index.php?topic=210.msg14030#msg14030

Thanks. Looking at the Seaside rulebook, I am surprised there was ever any question about this. The original interpretation was convoluted.

4
Rules Questions / Re: Throne Room and Tactician
« on: February 24, 2013, 02:56:56 pm »
The only cards left out are the cards that have direct interaction with the durations. In this case, the second TR was being played twice, and you chose a duration both times. Even though you had to have another TR to actually TR your TR, the first had no direct interaction with the duration cards. Same for KC.

No, both TR stay out: http://boardgamegeek.com/article/4119598#4119598

5
Rules Questions / Throne Room and Tactician
« on: February 24, 2013, 02:25:05 am »
The interaction of Throne Room and duration cards is, for the most part, well-known:
http://forum.dominionstrategy.com/index.php?topic=1585.msg25425#msg25425

also well-known is that a Tactician played discarding cards does not have an effect next turn, and consequently does not stay in play after clean-up.

If I play TR-TR-Caravan-Tactician, the Tactician is played twice by the TR, but only discards cards once. What remains in play after clean-up?

6
But your point 1. is just wrong, or I should say, not well defined. What do you mean by "provided the reshuffle is not triggered"?

For any given specific draw that leaves more than one card on your deck, the expected value may rise or fall depends on that specific draw.

If you average over all draws that do not trigger a reshuffle by drawing the next card, for a deck containing more than one $3 cards, this basically means average over all draws and yes, the expected value of the next card does not change.

However, in the specific case with exactly one $3 or more card in your deck, for all the draw that do not trigger a reshuffle by drawing the next card, the expected value of the next card is worsened. This has nothing to do with reshuffle.

I think my point 1 is stupid, it can only refer to the case of 2 $3 cards or more.

In general, blueblimp's argument shows that a card in the style of Venture/Loan/Saboteur will necessarily not change the expected values of the next n cards precisely when it is guaranteed that drawing those n cards will not trigger the reshuffle. So although you're right that you can explain the change in expected value without referring to the reshuffle, the changing of the expected values and the possible triggering of the reshuffle must be bound up with one another.

7
Revealing cards until you reveal a card which meets certain criteria "usually" has the consequence of leaving you, on average, with a lower proportion of cards in your deck which meet that criteria.

So, on average, loan leaves you with a deck with proportionally less treasures, and saboteur leaves you with a deck with proportionally less cards costing 3$+. The effect, however, is pretty ignorable, on average.

This can be demonstrated (painfully), but if you want to visualize it, imagine the extreme case of two players that open saboteur/nothing, and assume that P1 plays saboteur turn 1, before P2 has a chance to draw his five cards because of some obscure rule that doesn't exist. So P2 is left with 0/n cards costing 3$+ in his deck (n being the number of cards not cycled, and averages 5), which is lower than the normal 1/11.
Actually,  if you do this calculation, what you find is that this extreme case (with only 1 saboteurable card in the deck) is a singular one. For any other number of saboteurable cards in the deck the remaining deck quality does not change.

EDIT: to clarify, this has nothing to do with reshuffle. If you know you have exactly 1 saboteurable card in your remaining deck, then you know you will not trigger a reshuffle by the saboteur. As long as that card is not the last card in your deck, your average quality of the remaining deck will be 0. If that card is the last card, the remaining deck quality is undefined; but any sensible definition will not define that to be higher than the original average, so in this case the average quality of the next card is indeed lower.

It is quite curious why this case is just different from the cases for all other number of saboteurable cards in your deck though.

I think it is a mistake even to think about the value of an empty draw deck.

Suppose the draw deck contains at least one card worth $3 or more, and Saboteur is played.
1. Saboteur does not worsen the expected value of the next card drawn provided the reshuffle is not triggered by drawing that card.
2. Saboteur may worsen the expected value of the next card drawn if the reshuffle is triggered by drawing that card (this depends on the contents of the discard pile)
3. Saboteur hastens the reshuffle.

In the case of exactly one card in the draw deck costing $3 or more and none in the discard, points 2. and 3. conspire to make the expected value of the next card worse.

8
Here's the discussion for venture, everything there should carry over.
http://forum.dominionstrategy.com/index.php?topic=1914.0
I want to self promote my experiment on page 4.

I would say no, there's no effect.

The discussion about Venture asked about the next hand, which amounts to considering expected values before a reshuffle. So if it is known that being a victim of Saboteur will not empty your draw deck, then being a victim of Saboteur will not change the average value of your next card. It will however reduce the cumulative value of your entire deck (draw+hand+discard) and will bring the reshuffle closer.

edit: pacovf's example deals with a case where the draw deck could be exhausted by Saboteur, in which case the faster-reshuffle and worse-deck features of Saboteur are what bite, not some sort of mythical 'filter out cards' effect of Saboteur/Loan/Venture etc.

9
The text on Peddler is insufficient. The text in the rules reads "During Buy phases, this costs $2 less per action you have in play. This cost applies to all Peddler cards, including ones in hands and decks" (emphasis mine).

The text of the rules, read literally, is probably wrong since each player has a different number of actions in play and so the Peddler cards in the game should have multiple costs. I believe the sensible thing to do is to read the 'you' in the first sentence of the rules as referring to the player whose buy phase it currently is, per dondon151's original dismissal of the question.

10
I still think it's rather clear that the cost would be reduced.

From the rulebook on Possession:

"Possession - You are not taking a turn with the deck of the player to your left; that player is taking a turn, with you making the
decisions and gaining the cards. This is a crucial difference to keep in mind when considering card interactions – the “you” in all
cards still refers to the player being Possessed, not the player doing the Possessing
."

So the "you" on Peddler refers to the actions already played during the Possessed hand, IMO.

Ah, this does indeed clarify it. It's not so much a question of how Possession works anyway, but the Possession FAQ does make it pretty clear that the word "you" in Dominion always refers to the player who is currently taking a turn.
Edited:

This interpretation of 'you' seems inconsistent.

The text on the Border Village reads 'When you gain this, gain a card costing less than this'. According to the interpretation 'you' should refer to the possessed player, who does not gain the BV, the BV wouldn't trigger and no second card would be gained. But this is not what happens when a BV is gained by a player on an opponents turn (eg through governor-trashing).

I think the 'you' on the BV has to refer to the player gaining the card.

11
I also don't like Rebuild, because I seem to lose when I don't buy it and to lose when I do.

I have a similar, but milder, problem with Remodel.

12
Goko Dominion Online / Re: F.DS room on (public) Goko - Outpost?
« on: January 23, 2013, 12:54:08 am »
Okay, whenever I am on, I will go to the Outpost room, but I won't hang in there too long... I am not a fan of playing bots.

EDIT: But, why not meet in the Secret Chamber instead? That seems to have more of an iso connotation than Outpost.

Secret Chamber is the name of the room on isotropic for playing prearranged games in. I thought about this for a while, and decided I liked Outpost better, it being an outpost of f.ds.

13
Goko Dominion Online / F.DS room on (public) Goko - Outpost?
« on: January 23, 2013, 12:42:01 am »
I've been playing on goko recently, mostly because I wanted to learn the DA cards. As has been complained about in the "Match Making" thread and probably elsewhere, the matchmaking system on goko is terrible (there is no matchmaking system, and moreover the majority of multiplayer players are generally split between two rooms: Council Room and Counting House).

Most of the players on goko are new to Dominion, and not hard to beat.

From now on, I encourage other people who read f.ds and want to play multiplayer on public goko to meet in the Outpost room. If this thread gets at least 5 positive replies, I'll do so myself. I'll sit there playing against bots if I have to.

14
Help! / Re: Is Venture seriously that good?
« on: January 22, 2013, 01:16:51 pm »
In the early game he still usually manages to hit $5 with 3 cards, so Militia doesn't hurt much there either.

How can he reasonably expect to "usually manage to hit $5 with 3 cards" (which he needs to do to get Venture in the first place), when he only ever buys the one Silver?

A single Militia is of course another $2, and Ventures, except in edge cases, will give at least $2. Ventures are good in games where it's possible to clear out other treasure, and to gain a lot of them (so Mint helps), and they do well against most attacks, especially discard attacks.

15
Dominion General Discussion / Re: Greatest Dominion moments 2013
« on: January 14, 2013, 02:34:25 pm »
http://dominionlogs.goko.com//20130114/log.5079f9070cf28ed55d9d778f.1358191905321.txt

In which I used Band of Misfits as Rats to perform the trick where you gain 20 Rats in one turn, and had enough to buy 3 Provinces.

16
Right, this was addressed above. Except, I still don't think that this is THE proper way, just A proper way. I don't think the guy who made the rules really cares that much about something so trivial, and I *know* that he has consistently said that if all players agree to something (that isn't breaking any laws), go for it.
I know that guy and confirm. The top/bottom thing in the rulebooks was just a way to trivially provide a good answer such that if you combined them together you weren't ruling out games with both Platinum/Colony and Shelters.

Onigame I believe is going to go with, pick a card at random from your collection, if it's from Prosperity use Platinum/Colony, then pick a card at random from your collection, if it's from Dark Ages use Shelters. I am not sure if that will become the default on Goko or will only function with his uh thing. The idea here is to preserve the percentage of the time you see them while not requiring a Prosperity or Dark Ages card to be in the game in order to have them.

Is he going to sample with replacement? This is important.

17
Goko Dominion Online / Re: An offer to Donald X.
« on: December 13, 2012, 01:07:56 am »
I remember when Goko was much buggier and harder to use than it is today. I am sure it will continue to improve.

The AI is really impressive to me, although I don't know how difficult designing such a thing would be it seems pretty fantastic that it can play like a tolerably strong player on any kingdom.

I also think that the fringing effects on cards, blue for play, orange for discard, red for trash iirc, are a step up from what isotropic had. I remember when I first started playing on iso I used to click on cards to try to discard them, but of course that was never implemented in iso, probably because people might get confused and click to discard when they really meant to click to play. The fringing on Goko really helps avoid that problem.

18
Dominion General Discussion / Re: Reason enough to skip Mountebank?
« on: December 02, 2012, 04:23:02 am »
On the topic of which curser in particular, Mountebank is the only curser I ever buy against Masquerade.

19
Dominion General Discussion / Re: Pet tricks you haven't tried yet
« on: November 29, 2012, 08:16:59 pm »
Golem, Mining Village, Possession.

The aim here is to have a deck with many Golems, a few Possessions, and no other actions (play the MV as a source of funds, Embargo may also work)

Use Golem to double-Possess almost every turn.

(Edit: MV is better than Treasure because you can retrieve it with the Golem)

20
Dominion General Discussion / Re: Greatest Isotropic Moments of 2012
« on: November 28, 2012, 04:12:54 am »
A game of King's Court, Ambassador and Alchemist:

http://dominion.isotropic.org/gamelog/201211/28/game-20121128-010621-9d3bc470.html

I played against ZiNOS, we both had roughly the same idea, get Alchemists, King's Courts and hit our opponent hard with Ambassadors. I wound up on top of the early Ambassador war, and was able to get some severe King's Court--King's Court-- Ambassador--Ambassador turns off against him, hitting him with Estates and Potions.

The reason I mention the game here is that I was very nearly too successful, we'd bought out the Alchemists, and when I dumped 11 Potions and all but one of the Estates in his deck, he actually had a large lead (with a huge and terrible deck) and we were 3 cards short of 3-piling.

Has it happened with KC-Ambassador that someone has dumped so much garbage in the opponent's deck that they actually lose on piles before they can buy Colonies/Provinces to make up the deficit from Estates?

21
Everything including all promos, except the Base Card set.

22
Dominion Isotropic / Re: Taking Copper with Haggler - Possible Bug?
« on: November 16, 2012, 02:48:49 pm »
There is no option, gaining a Copper is mandatory under the circumstances. Check the log to make sure you weren't automatically given the Copper.

Here is a solo game I just played with Haggler, running out the Curses and then buying a Chapel with Haggler. As you can see, I do gain a Copper, but there is no choice involved.

http://dominion.isotropic.org/gamelog/201211/16/game-20121116-114651-80183664.html

23
Rules Questions / Re: Possession + Fortress
« on: October 15, 2012, 02:03:28 pm »
Yes because Possession's trigger overrules the trashing entirely, just like Trader overrules whatever gain would have happened when it is revealed. The reason this can conflict with Fortress is that Fortress can also overrule a trashing.

This isn't quite true. The trashing still happens (unlike Trader, which does cancel the gain), which is important because e.g. trashing a Cultist on a Possession turn still gets you +cards. But the trashed card is removed from the trash and set aside immediately, before Forager's +$ can trigger off it.

So trashing happens, the card is moved to the trash, and then the card is moved out of the trash again?

24
Rules Questions / Re: Possession + Fortress
« on: October 15, 2012, 12:20:09 pm »
So. I am possessing you. I make you Remodel a Fortress. You put Fortress into the trash. Now I decide whether to put it into your hand or set it aside. Whichever I pick, the other one fails as it can't find the Fortress where it expects it (in the trash).

This implies that the when someone tries to trash a Fortress, the Fortress visits the trash before being returned to hand. It also implies that a card that is trashed on a Possession turn visits the trash before being set aside.

This doesn't seem consistent with other rules (e.g. anything that modifies where a card is gained) that generally say that the card whose destination is changed does not visit the location it would otherwise have gone before going to its new destination. I would instead have expected the last line

"Whichever I pick, the other one fails as it can't find the Fortress where it expects it (in play)."

But it's possible trashing is different.

25
Dominion General Discussion / Re: Ok you probability people...
« on: September 16, 2012, 03:53:44 pm »
All three are functionally the same.  Randomly taking out a card doesn't affect the probability.

Consider a kingdom in which there is one Dark Ages card and nine Prosperity. Using method 1 it is not possible to get Shelters without Colonies. Using method 2 it is.

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