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Messages - nasmith99

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1
Game Reports / Re: A game from dominion.games with some questions
« on: June 07, 2020, 05:42:12 am »
As Awalclus says, 'winning the Merchant split' is not something you should be prioritizing at all.

I agree with your open of Groom/Silver, but I think you made a big mistake by gaining Merchant rather than Cavalry on turn 3. If you had gained a Cavalry there, you would guarantee hitting 5 either on turn 3 or 4 (which is very important here, because Sentry).

2
Border Guard has to be in this conversation. It's second only to Magpie IMO.

3
Not that tricky to see but Castles + Fairgrounds is neat
Also Black market + Fairgrounds. It depends on the size of the black market deck, but it's still a lot more then without Black Market

Would go so far as to say Fairgrounds is never wrong on a BM board.

Fairgrounds is basically always better than Province on BM boards, but that doesn't mean it's always the best way to score. Goons and Groundskeeper come to mind.

4
Puzzles and Challenges / Re: Asymptotic analysis of kingdoms puzzle
« on: March 28, 2019, 11:22:53 pm »
What are the challenge's rules concerning possession? Can we assume a cooperative opponent?

5
Puzzles and Challenges / Re: Unbounded scoring in a single action
« on: March 10, 2019, 06:32:46 pm »
Does buying a temple or gaining an estate with wild hunt satisfy the requirements?

Yes, this was in fact close to what I had in mind. My intended solution was to play Wild Hunt every turn, then buy a Wild Hunt moving a point to the Defiled Shrine and return a Wild Hunt to supply with Lighthouse+Ambassador. In fact Wild Hunt alone suffices, since you can just increase the points on the pile indefinitely. Similarly with Temple. So this puzzle was in fact much easier than I originally thought.

6
Puzzles and Challenges / Re: Unbounded scoring in a single action
« on: March 10, 2019, 06:18:20 pm »
You can at least do the Overlord Lurker infinite loop to gain a card an unbounded number of times and then buy Triumph.

This works. I'm surprised I hadn't thought of this immediately.

Does reacting with a reaction card count as one action?

Yes.

7
Puzzles and Challenges / Unbounded scoring in a single action
« on: March 10, 2019, 05:40:48 pm »
Demonstrate a method that can score an unbounded number of points with a single action. More precisely, your method should be able to increase a players score by an amount greater than any given N in a single action (an action is something like buying a card, playing an action, etc.).

I have one solution to this challenge; I am curious whether there are others.

8
Dominion General Discussion / Re: Ridiculous high scores vs. the bot
« on: March 10, 2019, 12:59:28 am »
This (http://forum.dominionstrategy.com/index.php?topic=19416.0) thread comes to mind. I showed a game where I racked up 418,960 points, though with optimization, I'm sure the method I used could generate point totals well into the millions.

9
Sinister Plot seems out of place; I see Cathedral, Star Chart, Sewers, and Academy as a tier above the rest, probably in that order.

I think City Gate is probably the worst; as soon as you start putting cantrips in your deck it is irrelevant and likely only gives any significant benefit to money decks (not that you necessarily skip City Gate otherwise). Unlike Guildhall, this benefit is small enough that City Gate's presence on the board makes you want to play money when you otherwise wouldn't.

I also think Innovation is a bit underrated. Like Capitalism, it is highly board-dependent, but it has been very strong on most of the boards I've seen it on. It's possible I've just drawn an unrepresentative sample of kingdoms, but Innovation has a ton of tricks and I expect it to rise in the future.

10
Dominion General Discussion / Re: A Question About First-Player Advantage
« on: February 25, 2019, 04:51:32 pm »
I think the answer depends more on the way people play than on any objective features of the game. If everyone played the way I do, the answer would be never. (I assume you are excluding resignations)

If both players get the same number of turns, then Player 2 must have initiated the end of the game. The way I play, I never cause the game to end if it would end in me losing. (If I think I am hopelessly behind, I just resign.) Some people do this as a kind of resignation, so I think that any data-based answer to your question is ultimately a measure of people's playing habits rather than a measure of FPA.

11
Dominion Articles / Re: Canal
« on: February 20, 2019, 10:45:12 pm »
I don't understand how it makes Remodel variants better. The only time cost reduction and Remodel effects care about each other is at the $0 price point. Yes, you can turn coppers into other stuff, but that doesn't seem to come up very often, especially not with a restricted cost reducer like Canal. I recommend just cutting this.

I said slightly better. Most of the time, it makes no difference at all, but I think the ability to trash 0's into 3's is at least worth mentioning.

This just hasn't been the case in my experience, and the reason is something you reference early in the article-- cost reduction effects love to stack so they can make expensive cards like province cheap or free. Don't get me wrong, the point you make about the opportunity cost is valid, but the effect of Canal is often good enough with the other cost reducers (especially because you don't have to draw it) that you take it anyway.

I see what you're saying. I think that when I wrote that I had in mind strong boards where you are drawing deck before you would ever hit 7. If we're talking about, say a board with Bridge Troll and a village but no draw or trashing, I could see Canal being very useful as the not having to draw it aspect becomes important.

12
Dominion Articles / Re: Canal
« on: February 20, 2019, 09:06:56 pm »
Canal also anti-synergizes with trash-for-benefit cards since its cost reduction cannot be turned off.
This isn't always the case. Being able to Remodel Coppers into $3-cost stuff seems quite attractive, for example.

But so far I've only played with Canal once, so it's hard to get a feel for what proportion of the time it helps rather than hinders TfB.

Good point. I was thinking of things like Apprentice, Bishop, Recruiter etc. when I mentioned TfB. Remodel variants are mostly unaffected, though as you say, being able to remodel 0-cost cards into 3-costs is nice. I will edit to clarify this.

13
Dominion Articles / Canal
« on: February 20, 2019, 05:46:32 pm »

Canal is a straightforward project which gives you a cost-reduction ability for the rest of the game. Cost-reduction is generally a very powerful ability, though its power often comes from the ability to stack multiple copies of your cost-reducer, making cards that are normally expensive (like Province) cheap or even free. Canal does not offer this, though it still finds use in the right environment. I will explain the three situations in which I believe Canal to be the strongest, then talk about when it might be better to skip Canal.

Cost-Restricted effects

With Canal, you can Summon a Wharf, Artisan an Artisan, draw your 5-costs with Seer and so on. I believe these interactions to be the most powerful uses of Canal, so I recommend that you check for them whenever you see Canal on the board.

Multiple-Buy Engines

If you are buying 3 cards every turn, Canal gives you as much payload as a Gold without adding a stop card to your deck. Put this way, Canal is a strong payload booster for any deck which buys multiple cards in a turn. It often is, though I would caution against thinking you 'have to' buy Canal in this type of game. The opportunity cost of Canal is often a Province, so you need to assess the game state before buying Canal. If it's still early enough that you want to add more payload to your deck, Canal can be a good way to do so, but if the game is close to over, it's ok to skip Canal and go for green instead.

Big Money and Slogs

If you are playing a deck that goes through shuffles slowly, then the fact that Canal gives you a benefit every turn makes it compare favorably to a card like Gold which only gives you a benefit once per shuffle. I would probably even buy Canal over the first Province in such a deck. Note that here the important characteristic of the deck is that we are taking many turns to go through a shuffle, so Gear Money benefits less from Canal than does Treasure Trove Money or a Mountebank slog (though Canal is probably still worth it in Gear Money).

When to skip Canal

The type of deck which benefits the least from Canal is the single-gain engine. If you have no relevant cost-restrictions, are only buying 1 card per turn, and are consistently drawing your deck Canal is just an overpriced Peddler.

Canal also anti-synergizes with trash-for-benefit cards since its cost reduction cannot be turned off. If Canal and the TfB card are both very strong on the board, it may be correct to go for both of them, but most of the time it is probably better to choose one or the other.

Edit: as crj points out, Canal actually makes remodel variants slightly better. The above should only be taken to apply to cards like Apprentice or Recruiter.

Canal is also weak on boards with other cost reducers. The problem with Canal on such boards is that, because of the other cost-reducers, you can often buy several important components for the $7 you spend on Canal. For this reason, it is usually better to build a deck which can play more copies of the other cost reducer than to buy Canal. This isn't to say that Canal is unplayable on such boards: if you happen to end up with $7 and only 1 buy, you often will buy Canal. That said, cost reduction tends to both increase the opportunity cost of Canal and compete with Canal's niche.

Edit: some of the comments take objection to the above paragraph. I think what I said mainly holds true for strong engine boards with other cost-reduction, but in other cases Canal can be more useful than I let on.

Hitting 7

Canal is expensive, so there is a question of whether it is important enough to build your deck differently in order to hit 7 earlier than you otherwise would. The short answer is that it rarely is. In an Engine, you really only want Canal once you are already drawing your deck, at which point hitting 7 shouldn't be too much of a hassle. In Money/Slog decks, Canal is important, but you're already building your deck to hit high price points quickly, so nothing really changes there. The only case where you would go out of your way to spike 7 is where there is a game-defining interaction with Canal, such as being able to summon powerful 5-costs.

This was my first article, so feedback (whether about content or presentation) would be appreciated.

14
Good to see Outpost rise; it was laughably underrated before.

Old Witch is underrated.

I also think Rebuild's steep drop seems like an overcorrection. Sure, Rebuild isn't unstoppable and strong decks will beat it, but the card is strong enough on its own that it simply dominates a decent percentage of the boards it appears on. I guess its partially a question of how much you weight "how often is this card good" vs "how good is this card when it is good?" in your definition of a 'good' card.

15
Game Reports / Re: Shortest games around
« on: February 09, 2019, 04:16:01 am »
#22356474

Another 7 turn game I played in a League match. Donate+Apprentice+Market Square is simply bonkers, plus there are a few other cards in the kingdom (most notably lurker+cultist) that add to the already busted strategy. Kinda shocked I won as P2, but my luck was a lot better than my opponent's.

16
Herald + Charm

Play Charm as the gain. Buy Herald, gain a useful 4 (in the game it was a Lost Arts'd Smithy), then use Herald's overpay to topdeck it.

17
Solo Challenges / Re: Maximum possible scores
« on: January 14, 2019, 08:09:14 pm »
I think the maximum number of times you can play Priest in a turn is 60 (possible with King's Court, Royal Carriage, Scepter, and Counterfeit).
I think you're forgetting Inheritance.
Yeah, plus you can also do stuff like Capitalism+Mandarin+Rogue. I'll edit to fix that.

18
Solo Challenges / Re: Maximum possible scores
« on: January 13, 2019, 06:21:03 pm »
This isn't optimized yet, but I figured out a way to blow my previous attempt for the max score out of the water.

The basic idea is to play Priest as many times as possible (on Fortress), then use Watchtower and Travelling Fair to buy and trash everything left in the supply, generating oodles of coin with Priest, then converting the coins into points with Conquest.

I think the maximum number of times you can play Priest in a turn is 60 (possible with King's Court, Royal Carriage, Scepter, and Counterfeit). (Edit: more than 60 is possible, see the below posts) Once you do this with Watchtower in hand, you're pretty much off to the races. Apprentice is also a convenient source of draw to line everything up.

With much patience, I actually executed this (Game ID: 22362091). (Or rather, I executed everything except buying the 4022 Conquests at the end). The point total I obtained was 163,899. This could certainly be improved with perfect shuffle luck (i.e. drawing Priests early so you can play them before the Apprentices), but I think the most important thing is getting all 60 Priest plays, which I did. In retrospect, Goons wasn't really doing much here, since the points it gives you are dwarfed by all the points you're getting from Conquest. If I was going to do it over again, I would probably substitute Forge for Goons, and then buy 9 Fortresses instead of just 1. 

Edit: I switched out Goons for Forge and Delve for Sewers (Sewers is huge, basically doubling your payload). Here's (Game ID: 22365938) the more optimized build, scoring 418,960 VP. Adding Bonfire instead of Triumph would push the total even higher.


19
Solo Challenges / Re: Maximum possible scores
« on: January 12, 2019, 10:03:27 pm »
Lowest:
I'm reasonably confident the answer is 43.

The only card-shaped objects that can force you to lose points are wolf den, wall, and bandit fort. On a board will all three of these and shelters, you can score 43 points by buying 3 silvers, then buying all the provinces and duchies. You score 72 from the victory cards, lose 29-15=14 from wall, lose 9 from wolf den, and lose 6 from bandit fort, putting you at 43 VP. It's not difficult to make a board with a bunch of useless kingdom cards that can't improve this strategy. While they could make you lose more points to wolf den, none of the heirlooms appear to make this situation worse since they all offer an improvement allowing you to score more than 43 points.

You can trash Hovel here, so the score should be 3 higher.
Good catch. 4 higher in fact, because of wall.

20
Solo Challenges / Maximum possible scores
« on: January 12, 2019, 02:52:40 pm »
Define the maximum possible score of a given kingdom to be the highest score it is possible to obtain on that kingdom in a single player game. Some kingdoms don't have a highest such number, and nothing exotic has to happen for this to be the case (the inclusion of monument will do, for instance.)

Among kingdoms with a finite maximum possible score, what is the highest maximum possible score? As an easier challenge, what is the lowest maximum possible score? (Note there is no restriction on the number of turns required to obtain the maximum possible, or on shuffle luck. All that is required is that the score is possible.)

My progress:

Highest:
The best I've done so far is 6940.

The kingdom is as follows: Goons, Groundskeeper, Scrying Pool, Gardens, Feodum, Silk Road, Fairgrounds, Cultist (any looter will do), Rats, Young Witch, Tunnel as the bane.

Exploration, Travelling Fair, Triumph, and Tower.

Colony/Plat yes, shelters no.

The outline of what I'm doing here:

Exploration gives you unlimited coins and actions, Tfair gives you unlimited buys. Scrying pool gives you draw and puts potion in the kingdom. Goons, groundskeeper, and triumph are your main sources of points. Here's the play-by-play:

-Buy exploration and pass on as many turns as needed to have enough villagers and coffers to do all the future steps.
-Buy 5 goons one by one, only buying the next once you draw all the goons you've already bought.
-Buy potion with 5 goons in hand.
-Buy Scrying Pool with 4 goons in hand.
-Buy the remaining 5 goons one by one, only buying when you draw all the previous goons. (Scrying pool makes it possible to draw all of them.)
-Buy 8 more Scrying Pools one by one, only buying with all 10 goons in play.
-Buy 10 Groundkeepers with all 10 Goons in play.
-Once you have a turn where you draw all the goons, all the groundskeepers, and your potion, buy the entire supply minus the estates. Then buy 8 Triumphs.

By my calculations, this gives 6940 points, though it is possible I made an arithmetic mistake somewhere. The amount of points possible on this board is in fact bounded since each individual point source can only give a bounded number of points (e.x. each triumph can't give you more points than there are cards in the supply, and you can only buy 8 of them).


Lowest:
I'm reasonably confident the answer is 43.

The only card-shaped objects that can force you to lose points are wolf den, wall, and bandit fort. On a board will all three of these and shelters, you can score 43 points by buying 3 silvers, then buying all the provinces and duchies. You score 72 from the victory cards, lose 29-15=14 from wall, lose 9 from wolf den, and lose 6 from bandit fort, putting you at 43 VP. It's not difficult to make a board with a bunch of useless kingdom cards that can't improve this strategy. While they could make you lose more points to wolf den, none of the heirlooms appear to make this situation worse since they all offer an improvement allowing you to score more than 43 points.

21
Rules Questions / Replace + Experiment (lose track rule)
« on: December 29, 2018, 11:22:45 pm »
Online, I replaced an estate into a pair of experiments and neither got topdecked. I was expecting the one that replace gained to get topdecked, while the other would be in the discard pile. Why doesn't the first experiment get topdecked even though it was gained directly by replace?

22
Dominion FAQ / What counts as an attack?
« on: December 29, 2018, 08:49:50 pm »
The obvious answer is "the cards with attack written on them". My question is whether there is a concrete algorithm Donald uses to determine which cards get counted as attacks.

23
Rules Questions / Capitalism and Keep
« on: December 16, 2018, 08:04:16 pm »
If one or both players buy capitalism, do the actions capitalism makes into treasures count for keep? The obvious answer is yes since they are treasures, but it isn't obvious to me what happens if only one player buys capitalism. Might it depend on which players turn it is when the game ends?

24
Counting House/Travelling Fair was the first thing that came to mind when I read the challenge, so I tried to optimize it. Adding Banquet and Bank makes it fairly easy to drain the coppers by turn 5 as long as you open 5/2 even without the baker token or any additional events like borrow. I won't post the full solution here but here is an example of what I did: Game ID 20850529.

About the challenge generally, I only think that non-infinite solutions are interesting, since there are well known ways to do this turn 1 if infinite loops are allowed.

25
Game Reports / Re: Shortest games around
« on: October 09, 2018, 09:11:12 pm »
I played a crazy game which ended on piles by turn 7. (Game ID: 18570551) There were a ton of lurker shenanigans, Donate, and Governor to get some points at the end.

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