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Messages - Wizard_Amul

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1
Rules Questions / Re: Develop + Wayfarer
« on: July 29, 2020, 11:12:05 am »

Hmm .... that is an interesting idea, but I can certainly see how it would be hard to find good wording.  Perhaps "Name two cards in the Supply.  If their costs total $5, gain both"?

I think this might work, as long as there is no reaction that works off of naming cards or something that would interrupt this after the first sentence. I can imagine some weird hypothetical reaction like "After another player names a card (after being directed to by a card's instructions), increase all costs by 1."

2
Dominion General Discussion / Re: The Story of a Failure
« on: July 25, 2020, 02:30:19 pm »
Since op chose to delete the message, it seemed right to delete my response, too.

Yeah, I just did the same thing.

3
I guess it somewhat undermines the idea, but I think high debt cost projects would do the trick, which is something really expensive that you can buy over time.

Taking inspiration from TTA you could make wonders cost a specific number of coins per step. For example, one Wonder could cost 6/6/6, which would be 3 buys of 6 coins, and then you could have a "when you pay for this, X" effect as compensation. A good effect for this would be gain a card up to $4 or something

Right, I thought of Debt for the cost instead, but it's actually pretty different--you get the effect right away and are forced to pay it off in the next turns, whereas with paying over time gets you flexible pays and the effect later.

Something similar to the 6/6/6 stage costs could be okay, but I kind of prefer being able to pay variable costs for the Wonder. Both methods have their own characteristics. I was thinking about also comparing the cost to Pilgrimage, which is 4/4 but with the condition that you have to pay over multiple turns.

4
I like the idea. I don't think you need to compensate players who haven't finished building the Wonder yet--getting the Wonder at the end should be enough payoff. I think you're right that they would basically be very good projects, something like Citadel level. If I could buy Citadel over multiple turns, it would be fine if it cost more than 8, although I'm not sure of a good cost--maybe around 12 is what I'm thinking off the top of my head.

The practical part of actually making the physical card work would be a bit difficult, since there's a tracking issue with how you track how much each person had paid towards the Wonder. I think you could use the normal coin tokens if you have 6 copies of each Wonder (just hand a copy to someone once they start paying towards it).

5
Variants and Fan Cards / Re: Computer generated cards
« on: June 14, 2020, 12:06:40 pm »
Haha, Silly Wizard is pretty silly since that will rarely happen. I'm surprised how most of the cards have pretty reasonable effects. I wonder why it gave Pink Floyd an "Exploration" type?

6
Variants and Fan Cards / Re: Computer generated cards
« on: June 14, 2020, 12:58:12 am »
When I used to play Hearthstone, I liked seeing the funny computer generated cards on the Hearthstone subreddit. Swashbuckling and Labyrinth here are both great examples. I do like the new mechanic on Chariot Race. Too bad basically all the card names you have are existing card names, since sometimes the new names can be pretty funny, too.


7
I had a game where Necro was actually useful. We had Pillage (before the errata - you could attack without trashing it), and every single turn you'd be playing without the best card in your hand. I lost :(

Even before the errata, trashing Pillage was not optional. The errata only makes the attack and the Spoils gain dependent on the trashing, but in any version you have to trash Pillage when play it.

Yeah, but using something like Necromancer would actually get you the benefits of the old Pillage--since the attack and Spoils weren't dependent on the trashing, you could get the attack and Spoils by using Necromancer on a Pillage in the trash.

8
Dominion General Discussion / Re: Interview with Donald X.
« on: May 24, 2020, 01:12:00 pm »
Is it possible to have someday a cost reducer for events or itís just too strong?

Assuming it stacks like any other cost reduction, it would be broken with a few of the events that you can buy repeatedly--Gamble, Delve, and Travelling Fair could be very strong if their cost gets reduced to 0.

9
Dominion General Discussion / Re: DeepMind for Dominion
« on: May 24, 2020, 01:06:03 pm »
We're one more step closer to possibly using Deep Mind for Dominion; the DeepMind team has been working on incorporating a time horizon into the AI, allowing it to put more weight towards a longer term payoff.

DeepMind blog about Agent 57 AI: https://deepmind.com/blog/article/Agent57-Outperforming-the-human-Atari-benchmark
Video by someone else discussing the Agent 57 AI:

From the blog:
"We introduced the notion of a meta-controller that adapts the exploration-exploitation trade-off, as well as a time horizon that can be adjusted for games requiring longer temporal credit assignment."

"Time horizon: Some tasks will require long time horizons (e.g. Skiing, Solaris), where valuing rewards that will be earned in the far future might be important for eventually learning a good exploitative policy, or even to learn a good policy at all. At the same time, other tasks may be slow and unstable to learn if future rewards are overly weighted. This trade-off is commonly controlled by the discount factor in reinforcement learning, where a higher discount factor enables learning from longer time horizons."

10
Rules Questions / Re: Coffers Question
« on: May 13, 2020, 11:33:51 am »
From the instructions: " In a player's Buy Phase, before buying any cards, that player may spend any number of Coin tokens." For your first question, you cannot spend a coffer after buying a silk merchant in your Buy Phase. It's helpful to think of the buy phase as really two phases: 1) Play treasures and spend coffers; 2) Buy cards. Once you leave the first buy phase section, you usually can't return (except for something like Villa or Cavalry).

For your second question, yes; you can spend any coffers you get in your action phase in the same turn's buy phase. There's nothing restricting that.

11
Goal 1: Practice playing against ranked people online helps greatly with this. Boons, Hexes, States, Zombies, and Artifacts sound confusing at first but all should become clear very quickly as you start playing with them. If you want to watch some strategy content that goes through most of the expansions, I would strongly recommend Adam Horton's Making Luck series on YouTube:

Reserve cards - You can still throne them, even though they do go to the mat on the first play. The lose-track/stop-moving rule here doesn't prevent the play effect from happening twice, just any further moving after the first move.

Travellers - Champion, Disciple, and Teacher are some of the strongest cards even though they take a while getting to. Sometimes the progression is too slow, but often it isn't. You often can play in such a way as to make the progression faster (e.g., more cycling, more thinning, faster trashing).

Debt - "Donate is game-warpingly strong and Capital is weak" is about right. You almost always want to Donate in the first few turns, and most Donate games end before turn 10. Baseline strategy of Donate + Money: https://dominionstrategy.com/2018/11/15/donate-money/. Capital -

Nocturne - It is overwhelming because of all the piles of extra cards. It makes sense once you play with it more.

Villagers - Lackeys, Silk Merchant, Academy, Recruiter, and Sculptor are all quite good.

Butcher - .  I am still not great with it, but I think what makes it so good is think of like a much more flexible Remodel that can gain/use coffers flexibly. There are a lot of strategy components to the card.

Gainers - I don't if I would say "shifted" in favor, as they were always pretty good. They can help you build to an action-dense pretty quick, and the later expansions have added good gainers--some of the later ones that come to mind off the top of my head are Butcher, Vampire, and Groom.

Content creators - There are quite a lot out there. in addition to Adam Horton's channel mentioned previously, some other channels I follow on YouTube that upload videos pretty frequently: aku chi, Burning Skull, Dominion Cards, Hexecutable, Lemonspawn's Dominion Videos, Mic Qsenoch, RTT, and WanderingWinder.

Goal 2
"Extra Menagerie" is a recent nice addition that allows for games that tilt the random kingdom in favor of cards from the new Menagerie expansion. I think the queue will match you up with other people that have also selected this option.

Ranked/unranked play - "Rated games" option has to be set to "Rated" if you want ranked games and has to be set to "Unrated" if you want unranked games. There's also a "Rated or Unrated" option if you want to match with anyone in either queue.

Random tables - Leave "Extra Menagerie" on "No", and the tables will be as random as possible.

Goal 3
There is a seasonal league in Dominion Online; I believe this is the relevant post for that: http://forum.dominionstrategy.com/index.php?topic=17461.0. Some people (rarely) host Dominion tournaments in person. Adam Horton does some tournaments usually in Ohio.

Goal 4
Guilds - The combination box set is the more common one, but you can probably find some people selling Guilds standalone on Ebay or Amazon.
Dominion 2nd edition update pack - If you can't find the update pack, I think buying the base Dominion 2nd edition or Dominion 2nd edition + Intrigue 2nd edition box set may be the only ways.
Storage - http://adamhorton.com/flog/dominion-storage/, https://www.reddit.com/r/dominion/comments/b3e4y4/my_free_storage_solution_for_all_expansions/, look online for other suggestions
Promos - They are all officially available only on the BGG store; Donald does it that way in order to support the store.

12
Random bot game which ended with me having more provinces in my deck than non-province cards at the end.

(A game with Counterfeit, Apprentice, and Border village where over the last 2 turns I cannibalized all my engine components and buying power to get to the last few provinces.)

I've had this happen once in a real game with 3 total players. The other players weren't great, but it was still interesting. I don't remember the entire kingdom, but it at least had Forge, Magpie, Remodel, Raze, Settlers, and Worker's Village. I mainly got a bunch of Magpies and used Forge to turn them into provinces. My final deck was Remodel, Settlers, Duchy, and 4 Provinces (I think I remodeled Forge into Province on my last turn).

13
I checked online to see how it works; it opens up successive 3 card choices and then goes back to the choices from previously played Black Markets afterward.

E.g., you are in your Buy Phase now and have bought Capitalism already. You play your first Black Market, which gives you +2 coins and shows you cards A, B, and C. You play another Black Market from hand as a treasure. You get +2 coins and now see D, E, and F. You can play additional treasures and make a choice about buying D, E, or F. Once you make a choice (whether you choose to buy a card or not), you then see A, B, and C again and can choose to buy one card from that selection.

14
Variants and Fan Cards / Re: New landscape : Laws
« on: April 13, 2020, 02:18:05 pm »
Hello,
Sorry for my bad english. :)

Laws are landscapes that change a rule of the game for new strategys (and strange funny games).
You can play one Law maximum per game and not more than two total Laws, Ways, Events, Landmarks, and Projects.

Quote
Law 1 : Set up: Remove the Provinces from the game. Add an extra kingdom card pile with Victory type.

Law 2 : Set up: Remove the Golds from the game. Add an extra kingdom card pile with Treasure type.

Law 3 : The cards cost one more (Coopers and Curses cost one).

Law 4 : When you trash a card: receive a card with the same cost.

Law 5 : The game finish when two piles are empty (except the Curse and Ruin piles).

Law 6 : Set up : Remove four cards from each kingdom pile (one in two if is a split pile). The game ends with five empty piles instead of three.

Law 7 : For your first two turn: reveal your hand and buy the most expensive Action card for your opponent.

Law 8 : Set up : Each player add an Embargo token to a supply pile.(for the rest of the game, when player buys a card from that pile, they gain a Curse.).

Law 9 : Set up : Each player start the game with a copy of each kingdom card instead the normal starting cards.

Law 10 : You can play eight cards maximum per turn.

What do you think?  :)
If you're interested, do you have any name ideas for the laws?

Law 1 - Provincial Exchange
Law 2 - Alchemical Conversion
Law 3 - Inflation
Law 4 - Redesign
Law 5 - Hasten
Law 6 - Redistribution
Law 7 - Bequeath
Law 8 - Sanction
Law 9 - Population
Law 10 - Shackled



15
Rules Questions / Re: Cost of Animal Fair revisited
« on: April 12, 2020, 01:55:35 pm »

But what about a theoretical forced Black Market that you Herald'ed into playing? Is the rule really that you could just choose to buy something you couldn't afford in order to not have to buy anything? It seems weird. This has actually been discussed before. What if there was a card that used buys like Storyteller uses coins and Diadem uses Actions? You can't choose to just spend coins "failing" to pay or spend Actions "failing" to play Action cards. So it seems unlikely that it should be different with buys.

In any case, Donald answered that Animal Fair is an exception to the rules, meaning that it isn't the case that the rules are different than they literally say in the rulebook. So much for that.

These are actually good points. You are allowed to not spend your actions or coins, but you can't choose to actually "spend" them on nothing, so I think you're right about the buys being the same.

I don't fully remember the discussion about Animal Fair, but I think what you figured out was Donald contradicted himself in the forum and the rulebook, right? He said in the forums that Animal Fair is an exception to the rules, but it says something different in the rulebook? I guess Donald changed his mind at some point and misspoke in one of those places.

16
Dominion General Discussion / Re: Best Use of Online Code
« on: April 09, 2020, 01:26:03 am »
FYI, you can also use the code as a discount on the Silver or Gold subscriptions, if you want to get either of the subscriptions (you already own 1 expansion after you use the code, so the subscription price takes that into account).

I'd probably go with Adventures, Empires, or Nocturne if I had to pick just one set - those are some of the sets with the most variety of types of cards and card-shaped objects.

17
Dominion General Discussion / Re: Interview with Donald X.
« on: April 08, 2020, 03:56:08 pm »
Did you ever consider doing some snowy-mana stuff like in magic? I wonder if this could work out, having cards that can do more if you can reveal another snow covered-card or whatever type. That could be other kingdom-cards of that type or even the first couple victory cards from the supply marked as those or simply copies of itself.
To some degree Potion is in this category.

In Magic you pick what cards to play with from a huge selection. In Dominion your selection is small (each game). So caring about a category is tricky, unless that category is always present. You either put a bunch of non-supply stuff on the table, or it ends up being, there's only one snow card this game.

All right! I just wondered about possible snow cards, like;

Snoworkshop

Gain a card costing up to 4$.
reveal a snow from your hand; +1 Action

4$ Action - Snow

this is somehow specific, but an example that would work by itself..

Never the less, had you ever some thoughts about modifying the base card supplies? Not talking about tokens but cards!

I don't know if you've played with the promo Sauna/Avanto or the Empires expansion, but all of the split piles synergize in some way with other cards from the same pile: http://wiki.dominionstrategy.com/index.php/Split_pile

18
Dominion General Discussion / Re: Best expansion if you only buy one
« on: March 29, 2020, 05:55:31 pm »
If you're going for more complicated, I think Nocturne, Adventures, Empires, and Menagerie are all good choices, mainly because of how many new concepts each one adds. Dark Ages is a complicated expansion to play well even though it doesn't add new mechanics, so I think it's worth considering, too. If I had to pick just one, I'd personally go with Empires.

19
Rules Questions / Re: Simple Rules Questions
« on: March 29, 2020, 02:06:27 pm »
Hi there,

am i right, that in tournaments, a Kingdom can even consist the old cards like thief, secret chamber...

I never played on Such tournaments, so who decides, what cards are being used? Judges etc?

For online tournaments, no 1st edition removed cards like thief, secret chamber, etc. are ever used because they are not even in the online client.

For online and in-person tournaments, whoever is organizing the tournament decides what cards to use and what cards to not use. For instance, Adam Horton has set up many in-person tournaments in the past and has a banlist of cards he doesn't use (presumably because of fairness, swinginess, and set-up difficulty): http://adamhorton.com/flog/dominion-running-an-irl-tournament/ (see the "II. Format" section). Sometimes there is a focus on certain sets; a tournament now would likely focus on the new Menagerie expansion, for example.

20
Dominion General Discussion / Re: "You may" on Events
« on: March 25, 2020, 12:48:19 pm »
One totally edge case reason Stef came up with is that you may want to buy a Messenger (corrected), but not distribute cards. Choosing a "you may" Event first allows you to do that (so Courier isn't your first buy). But I think the real reason is what hhelibebcnofnena wrote, maybe you misread Enhance and wanted to Enchance a Province into a Province and your opponent doesn't let you take back the buy, then you can just say that you don't want to Enhance anything.

I guess if we're looking for even edgier cases, it could be that you're planning to somehow play Storyteller and don't want to draw that much. Either you're planning to go back to your Action phase (Villa or Cavalry), or you're going to play it in you Buy phase after you started buying (through Innovation, Gamble or Way of the Mouse).

Are you allowed to buy "once per turn" and "once per game" events more than once? Is the "once per turn" a limit on how many times you can buy it, or how many times the effect can happen? Can you buy it for no effect the second time?

I just tested both; at least in Dominion Online, "once per turn" and "once per game" are both limits on how many times you can buy them.

21
A 0 card deck could be seen as a number theory question; I would say a 0 card black market deck is like an empty set, and since the empty set is technically a subset of every set, you can't do a 0 card black market deck (i.e., the empty set is in the Supply of the current game, because the empty set is in the Supply of every game).

Funny, I thought of it mathematically as well and came up with the opposite answer.  The rules don't say that the Black Market deck is a subset of the non-Supply cards, but that all cards in the Black Market deck are not in the supply.  Because the statement "∀ x ∈ ∅, P x" is true for all propositions P, I think a 0-card black market deck is fine.

I hadn't heard of this last statement before, so thanks. You're also right that the way the card is worded makes it the opposite answer. After thinking about it conceptually also, it seems like a 0 card deck should be valid; if you have a pile of cards in the supply, and then you have a pile of cards not in the supply that you are picking from, picking nothing from the "cards not in the supply" pile is a valid choice (i.e., the empty set is a subset of the "cards not in the supply" pile because the empty set is a subset of every set).

22
I'm inclined to agree with this definition. I'm currently working out the formulas with pen and paper. The question now is: what to do about the Black Market deck? On the one hand, there's what should technically be done, which is just one of everything (with the exceptions of only one card from each split pile, one knight, and one castle). On the other, there's how most people play it: with a deck of only 25-30 cards. Thoughts?

Actually, that's not what should technically be done. Here is text from the official FAQ on the card:

"To use the Black Market Kingdom card, you must create a Black Market deck before starting the game. The Black Market deck is made up of Kingdom cards that are not in the Supply of the current game. The players should agree before the game which cards will be used to create the Black Market deck (for example, you could agree to use one of every Kingdom card you own that is not a part of the Supply). It is recommended that the Black Market deck contain at least 15 Kingdom cards, with no duplicates."

The 15 Kingdom cards is a recommended minimum only. I would say the Black Market deck technically has to have between 3 cards minimum (you need to be able to reveal 3 cards for a choice) and one of everything (with the exceptions of only one card from each split pile, one knight, and one castle). Thus, I would think you need to account for all the possibilities of all Black Market deck sizes and Black Market deck compositions.

I think a Black Market deck with only 1 or 2 cards is definitely within the rules. There's no issue with needing to reveal 3 when there are less than 3, that can happen normally after lots of cards have been bought from the Black Market. You do as much as you can. Whether or not Black Market with 0 cards is legal is a different question. I think the answer is yes, but an argument can be made that if it contains 0 cards, it doesn't meet the criteria of being "made up of Kingdom cards that are not in the Supply of the current game".

Sure, that is true, actually. I revise my statement to say that a 1 card black market deck is within the rules. A 0 card deck could be seen as a number theory question; I would say a 0 card black market deck is like an empty set, and since the empty set is technically a subset of every set, you can't do a 0 card black market deck (i.e., the empty set is in the Supply of the current game, because the empty set is in the Supply of every game).

23
I'm inclined to agree with this definition. I'm currently working out the formulas with pen and paper. The question now is: what to do about the Black Market deck? On the one hand, there's what should technically be done, which is just one of everything (with the exceptions of only one card from each split pile, one knight, and one castle). On the other, there's how most people play it: with a deck of only 25-30 cards. Thoughts?

Actually, that's not what should technically be done. Here is text from the official FAQ on the card:

"To use the Black Market Kingdom card, you must create a Black Market deck before starting the game. The Black Market deck is made up of Kingdom cards that are not in the Supply of the current game. The players should agree before the game which cards will be used to create the Black Market deck (for example, you could agree to use one of every Kingdom card you own that is not a part of the Supply). It is recommended that the Black Market deck contain at least 15 Kingdom cards, with no duplicates."

The 15 Kingdom cards is a recommended minimum only. I would say the Black Market deck technically has to have between 3 cards minimum (you need to be able to reveal 3 cards for a choice) and one of everything (with the exceptions of only one card from each split pile, one knight, and one castle). Thus, I would think you need to account for all the possibilities of all Black Market deck sizes and Black Market deck compositions.

24
I think a ruling that Chameleon'd Militia gives a choice between +2 cards, or +1 card and lose your token sounds fine. I don't think it's immediately intuitive to a casual player, but it follows logically if give some thought. And it doesn't sound like it would break anything else.

Of course, the same would apply to playing Moat while you have your -1 card token right? Or you could have both your - and -1 card token, and get rid of them both with a play of Militia or Moat.
Without reading every post in this thread very closely, I agree that this makes sense to me and does follow logically. At least, it seems consistent with the way that resolving multiple things at the same time works. You have two "when would" triggers (the -1 coin token and the Way of the Chameleon), and you get to pick the order in which they resolve. After playing militia with the -1 coin token, you can resolve the -1 coin token first and then change the +1 coin you would now get into +1 card. You can choose to resolve the Way of the Chameleon first and get +2 cards; since there is no more getting coins in the "when would" phase now, you have to keep the -1 coin token. Getting rid of both -1 coin and -1 card tokens makes sense the same way, but now you have 3 triggers; after playing militia, you resolve the "when would" -1 coin token first to get +1 coin only, next resolve the Way of the Chameleon to get +1 card, and lastly resolve the "when would" -1 card token to lose the card token and not draw anything.

25
Variants and Fan Cards / Re: Return to VP for Curses
« on: March 22, 2020, 12:57:17 am »
I know the idea of a card straight-up giving you VP for curses is awful, but I've always liked the concept.  I was thinking recently, could it be salvaged by making it an action card?  An idea I had was

[Insert Name Here] - Action/Victory
+1 Card
+1 Action
+1 Buy
-----
Worth 1 VP per Curse you have.

This card won't use up space in your deck, and gives you the extra buys you might want to pick up curses.  It can still be useful in Kingdoms without any other source of +Buy.  Is there something stupid about this idea, and is it salvageable at all if it is stupid?

If you want something that doesn't take up space in your deck, how about a landmark that gives you +2 VP for each curse in your deck?

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