It seems bizarre that the annotated games on the site are such a pain to read and write. Why haven't we developed a standard notation system for dominion games? The isotropic logs are nice and (somewhat) comprehensive, but they're cumbersome. Most games don't last longer than 22 turns - we shouldn't have to scroll to review a game.
Here's my proposal. I've put maybe 40 minutes of thought into this, so I'll try to keep it short.
-Most of the information available in a dominion game is unnecessary. +buys are only important in some games. Cursers and trashing are only important in some games. The most important thing about a dominion notation system will be extensability.
-It almost never matters if you draw 5 coppers or if you draw 3 coppers, a silver, and an estate. It also almost never matters if you end the turn with extra + actions or extra + buys. For treasures, VPs, terminal silvers and villages, the only things that matter are what you buy, what you could have bought, and what's left in your deck.
-It almost never matters what order your action cards are played in. A lab chain is a lab chain. While the decisions made during the turn may be important to prolonging the engine's run that turn, they generally will not affect the next turn outside of what actions are played and what actions are discarded, which tells us what's left in the deck. If the order is important
Rough notation format:
<turn#>. $<coins>(-$<costReduction>), +[<cardsGained>(<top>)], -[<cardsTrashed>], @+[<cardsGivenToOpponent>], @-[<cardsTrashedByOpponent>], <#played><*onShuffle><KC played>(mode, reaction(mode)) #<#discarded><KC discarded> <*onShuffle>
Details:
-A * goes at the end of turn if we shuffle drawing our 5 cards for the next turn, and a * prefixes an action if it causes a shuffle in turn.
-When multiple gains/trashes are made, the most expensive should listed first.
-CSGP, EDPCol are copper, silver... and Estate, Dutchy... adb$ are +action, draw, buy, and coin.
Here's a standard doublejack:
http://councilroom.com/game?game_id=game-20120507-234742-e0c1d27c.htmlVineyard; PearlD; Look(Lookout); Vil; Potion, Joat; HoP, Gov, Lab, Tres(Treasury); GM
cassandre ; GenericKen
1. $4 +Joat ; $4 +Joat
2. $3 +Look * ; $3 +S *
3. $3 +S ; $4 +[Joat, S], -E, 1Joat
4. $4 +[S,S], -C, 1*Look, 1Joat ; $5 +Lab *
5. $3 +S, -C, 1Look ; $6 +G, 1Lab
6. $7 +[G,S], 1*Joat ; $1 +S, 1Joat, #1Joat *
7. $6 +GM ; $8 +[P,S], 1Joat
8. $7 +G, -C, 1Look, 1GM ; $5 +Lab, 1Joat *
9. $8 +[P,S], -E, 1Joat * ; $7 +G
10. $10 +[P,S], 1Joat ; $9 +[P,S], 2Lab, 1Joat *
11. $5 +T, -S, 1Look * ; $8 +[P,S], 1Joat
12. $7 +[D,E], 1GM ; $7 +D
13. $6 +[G,S], 1Joat ; $5 +[D,S], 1Joat *
14. $9 +P * ; $11 +P, 2Lab
15. $9 +P
Points: 29 ; 30
Here it is again w/ some unnecessary info stripped out ($ amounts when not overspent, 1s on single actions). I'm not sure if this makes it easier or harder to read:
cassandre ; GenericKen
1. +Joat ; +Joat
2. +Look * ; +S *
3. +S ; +[Joat, S], -E, Joat
4. $4 +[S,S], -C, *Look, 1Joat ; +Lab *
5. +S, -C, Look ; +G, 1Lab
6. $7 +[G,S], *Joat ; $1 +S, Joat, #Joat *
7. +GM ; +[P,S], Joat
8. $7 +G, -C, Look, 1GM ; +Lab, Joat *
9. +[P,S], -E, Joat * ; $7 +G
10. $10 +[P,S], Joat ; $9 +[P,S], 2Lab, Joat *
11. +Tres, -S, Look * ; +[P,S], Joat
12. $7 +[D,E], GM ; $7 +D
13. +[G,S], Joat ; +[D,S], Joat *
14. $9 +P * ; $11 +P, 2Lab
15. $9 +P
Points: 29 ; 30
And again with no played actions (shuffles should tell you the rate of draw):
cassandre ; GenericKen
1. +Joat ; +Joat
2. +Look * ; +S *
3. +S ; +[Joat, S], -E
4. $4 +[S,S], -C, *Look ; +Lab *
5. +S, -C ; +G
6. $7 +[G,S] *Look ; $1 +S, #Joat *
7. +GM ; +[P,S]
8. $7 +G, -C ; +Lab *
9. +[P,S], -E * ; $7 +G
10. $10 +[P,S] ; $9 +[P,S], *
11. +Tres, -S * ; +[P,S]
12. $7 +[D,E] ; $7 +D
13. +[G,S] ; +[D,S] *
14. $9 +P * ; $11 +P
15. $9 +P
Points: 29 ; 30
Another random one:
http://councilroom.com/game?game_id=game-20120406-224153-8d57b904.htmlHaven, Pawn; Tunl(Tunnel); Envoy; Inn, Mine, Trib(Tribute), RS (Royal Seal); GM; Forge
gorney ; GenericKen
1. +Pawn ; +S
2. +Inn(shuf 2) * ; +Envoy *
3. +Envoy, Pawn(a,d), Inn * ; +RS, #S *
4. $4 +Tunn ; +Envoy
5. $4 +Tunn, #C * ; $7 +G, #RS *
6. $4 +Tunn, Inn ; +RS, #RS
7. +Haven, #P, #C ; $9 +GM(top), #RS
8. $4 +S * ; $9 +P, RS, #G, #Envoy
9. +S, Inn, Haven, #C ; +RS(top) *
10. +Inn(shuf 3), Pawn(a,$) * ; $9 +GM(top), #RS
11. $6 +Inn(shuf 1), 2Inn, Haven, #S ; $7 +G *
12. +[Tunn, 2G], *Inn, Pawn(d,$) ; $9 +P, #GM
13. +P, Haven, #Inn ; $7 +G(top)
14. +[Inn(shuf 4), G], Inn ; +[P, Trib(top)], #G
15. +[P, 4G], Inn, *Envoy, 2Inn, Pawn(d,$), #G ; $9 +P, Trib(2d,$2(G))
16. $7 +D * ; $9 +P, #Envoy, #RS
17. $6 +[D, 2G], Inn ; $6 +D
18. $7 +D ; +Tunn
19. $6 +D ; +[P,E], Trib(C,Haven)
Points: 35 ; 45
Unfortunately, Isotropic doesn't log what Inn discarded, so it's hard to know whether gorney was discarding coppers or green cards, and hard to know how much value was left in his deck.
This is just a rough idea. It would be nice to strike a balance between fidelity, ease of reading, and ease of writing (it's still a pain to transcribe, but if the rules are formal enough, we could write a parser).
Please contribute with any suggestions or amendments to my notation format.