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1
Solo Challenges / Bot Challenge: First Game Megaturn
« on: July 07, 2013, 10:23:31 am »
So, when I can't find a game on goko, I play the First Game Kingdom vs. Lord Bottington, with a goal of buying as many provinces in one turn as possible.
So, here is the challenge:
In a match vs. Lord Bottington, with the kingdom Milita, Remodel, Workshop, Market, Mine, Village, Smithy, Cellar, Woodcutter, Moat; buy as many provinces in a single turn as you can.

My current record is 6, and I would expect 6 to be the highest that one can reliably achieve, although 7 is probably possible with good luck.

2
Game Reports / Funky Game with Apothecary, Vineyards, Coppersmith
« on: June 28, 2013, 02:25:07 pm »
http://dom.retrobox.eu/?/20130628/log.50a44d70e4b09c3f1c235128.1372442069597.txt




How would you play this kingdom?

My thoughts:

Apothecary-Coppersmith looks nice, only need 4 coppers and a coppersmith for province.

So I open Potion-Sage because sage will jump over my Apothecary-clogging estates.
Turn 4 I buy Nomad Camp because hey, +Buy is useful. I sort of regret this because I didn't realize there were no villages at the time.
I pick up a few schemes with my apothecaries to help me through greening.
Turn 7 (as well as other turns) I probably should have bought copper.
8-10 are all provinces.

My opponent jog picked up a lookout for his estates I guess, and surprises me with a vineyards purchase.

I grab cartographer turn 11 to help me sift through the provinces which sage annoying can't skip.
I get to 5 provinces turn 15, but then I start stalling out.
I pick up more cartographers, schemes, sages, etc as well as a few vineyards.
The split ends up 6-2.

I limp my way to 7 provinces (he buys one) to end the game before he catches up, but the game was closer than I thought it would be after my flying start.

I don't think vineyards is good this game though, because you gain two cards per turn, maximum. If I had known he was going for vineyards I probably would have waited before greening and grabbed more cartographers and apothecaries.


3
Rules Questions / Knights in the Black Market
« on: June 08, 2013, 11:31:34 am »
So, normally I like to use the randomizer deck for the black market, but when knights popped out I ran into a question—What happens if you buy Knights from the BM?

Thoughts:
1. Put all 10 Knights in the BM individually. I don't like this idea because then there are a lot of knights.
2. Player chooses which Knight they want.
3. Player gets a random knight, but they can see it before deciding whether or not to buy it.

I'm leaning toward 3, but I wanted to know what the rest of you do for Knights in the Black Market (Mercenaries?).

4
Puzzles and Challenges / An incomplete list of cards
« on: April 26, 2013, 08:24:24 pm »
It's what's missing for the 10,000,000,000th time, but with a snazzy new title! And I think that this puzzle might be new to AJD! But no guarantees on that, AJD.

Bureaucrat
Throne Room
Explorer
Transmute
Counting House
Mint
King's Court
Hovel
Marauder
Band of Misfits

I left three cards off; it should be a pretty easy puzzle.



5
Other Games / Waving Hands/Warlocks/Spellbinder
« on: April 23, 2013, 09:39:41 pm »
I previously attempted to start a forum game of this paper and pencil game, but was unsuccessful, likely due to my less than thrilling post about it. I will do better this time!

I am attempting to rally players for a game at http://games.ravenblack.net/
You can play for free and don't even have to give your email; if you pay the site owner $8 you get registered status, feel self-satisfied, and are allowed to play in more than 3 games at the same time.

So, Waving Hands involves writing down sequences of gestures that you are performing with your hands.
The game is simultaneous; each round, all players write their gestures down and they are all revealed and resolved simultaneously.
Different sequences cast different spells, e.g. DPP is amnesia, causes the target to repeat their previous two gestures.
If you were trying to cast WPFD cause heavy wounds (deals 3 damage) and were hit by amnesia on your F, you would instead do WPFF, which is useless. However, if your other hand did WWS counterspell (target is affected by no other spells this turn), you could proceed with cause heavy wounds normally.
Some spells are longer and more powerful, like PWPFSSSD finger of death (instant-kill, isn't blocked by counterspell).
Others are short, but require gestures from both hands, like C(w Magic Mirror (all spells targeting the target except for magic mirror target the caster instead). (lowercase means that the gesture must be performed by both hands. C, or Clap, is always two-handed, except for zen buddhists.
You might notice that the spells don't really resolve simultaneously, because that would make counterspell useless. The order of resolution is at  http://games.ravenblack.net/rules/1/quickref.html, along with the full spell list.

The great fun in this game comes from two things:
1. Weaving your spells together even through opponents' disruptions:
PSDFFDD can cast shield (P), missile (SD), charm person (PSDF), and lightning bolt (DFFDD) with only 7 gestures.

2. Anticipating your opponent:
In a recent game I was really pushed against the wall, basically dead next turn unless I cast Cure Heavy Wounds on myself, but my opponent had a counterspell (WPP this time) ready. Fortunately, I had charm person on them, so I could choose for them to do nothing instead of the last P for counterspell, allowing me to successfully cast cause heavy wounds. However, I knew that they would be trying to gesture P for counterspell. Gesturing P with both hands (two proffered palms) makes you surrender, so I instead used my charm person to make their other hand do a P gesture, thus winning the game.

Other stuff and things to remember:

1. You can also stab people (>) but you only have one knife.
2. Don't do P with both hands accidentally—you'll surrender.
3. When summoning monsters (which you can order to attack stuff), cast the spell on yourself, or one of your monsters. Otherwise, you will not be able to control the monster.
4. I like to play with a self-enforced rule off no more than 5 F's in a row, because FFF (paralyze) kind of makes the game boring. (It's a bit broken since you can spam it forever)
5. This game is really fun.
6. Resist Heat and Resist Cold generally aren't worth it in duels.
7. Clapping and stabbing are generally not so good, as they interrupt your sequence.

So, if you're interested in a game, get an account at http://games.ravenblack.net/, and post your interest in this thread!
DSF
If you are confused (as you likely are), you can read the official rules at http://games.ravenblack.net/rules/0/index.html,
and if you would like to know a little more about what a game is like, I will soon post one of my recent games with commentary.

6
General Discussion / Memory Sport
« on: April 02, 2013, 03:15:23 pm »
Anybody ever tried this? It's where you try to memorize the order of a deck of cards as fast as possible, or the most digits in 5 minutes, or the most cards in an hour, or a variety of other things.
I just read the book Moonwalking with Einstein (great book), and decided to give it a shot. I started yesterday, and amazingly I can already memorize the order of 28 cards (Aces to 7's) in around five minutes.
Last week I didn't think that I could ever do that.

I'm using the PAO method, because that was the one described in the most detail in the book.
It works as follows: Each card has a Person, an Action, and an Object associated with it. So, when you flip over three cards, say 3H-7D-5D, you visualize the person of the first card performing the action of the second card onto the object of the third card.
For me, this looks like myself shooting lasers out of my eyes onto a cow. That's hard to forget.
The other thing is that you imagine yourself walking through a building, like your house, and seeing these images. For example, I'd see myself shooting lasers at a cow on my driveway, and then at the front door there would be my band director throwing a saxophone or something.

Anyway, it works pretty well. I think I'll try to get a whole deck down to 4-5 minutes and then maybe turn to digits.

7
General Discussion / Geometry Problem
« on: February 13, 2013, 08:37:10 pm »
The medians AD, BE, and CF of triangle ABC intersect at the centroid G. The line through G that is parallel to BC intersects AB and AC at M and N, respectively. If the area of triangle ABC is 144, then find the area of triangle ENG.

So, I received this problem on Art of Problem Solving's Alcumus program, and I don't really have a clue as to how to solve it. I drew the picture, and I don't really see why there aren't multiple solutions. I struggle with any problems with words such as median, centroid, altitude, incenter, etc.

So, any ideas here?

8
Dominion General Discussion / Popular Buys Based Card Rankings
« on: February 05, 2013, 07:22:14 pm »
I was bored, so I threw together a quick ranking of cards using Councilroom stats, multiplying %+ by Win Rate With. It is sort of accurate, but even with the multiplying by %+ a few must-buy power cards are surprisingly low, like ambassador and masquerade. Also, cards that are easily acquired on spare buys, etc. display an inflated ranking. (pawn, cellar)
And then there are anomalies that I can not explain, like crossroads.

$2:
Crossroads: 78.7     
Hamlet: 78.5
Chapel: 78.477
Pawn: 66.052
Fool's Gold: 65.464
Cellar: 59.849
Haven: 58.707
Native Village: 56.43
Pearl Diver: 53.472
Estate: 45.45
Moat: 45.308
Embargo: 43.747
Herbalist: 38.311
Duchess: 35.154
Secret Chamber: 32.472

$3:
Fishing Village: 92            The highest rated card, probably due to the fact that it's bought like every game, even when worse than silver.
Silver: 86.142
Great Hall: 76.734            ...What?! I guess people buy it a lot.
Shanty Town: 73.108
Village: 71.295
Steward: 71.181
Tunnel: 70.364
Ambassador: 70.04          Apparently, it's only bought/gained 68% of the time.
Menagerie: 68.083
Swindler: 67.6
Black Market: 66.27        High, but thinking on it, BM does deserve to be higher than it gets on the Qvist rankings.
Scheme: 66.1
Masquerade: 63.315        Too low!
Warehouse: 61.098
Trade Route: 57.722
Oasis: 55.958
Smugglers: 51.597
Lookout: 44.523
Loan: 42.723
Watchtower: 37.81
Develop: 36.34
Woodcutter: 32.844
Wishing Well: 31.164
Fortune Teller: 26.315
Oracle: 25.123
Workshop: 24.795
Chancellor: 10.179

$4
Tournament: 89.507
Caravan: 89.4
Worker's Village: 84.051
Island: 82.7
Farming Village: 81.081
Bishop: 79.3
Mining Village: 75.042
Bridge: 74.593
Monument: 71.4
Spice Merchant: 71
Throne Room: 70.368
Walled Village: 67.008
Remake: 66.627
Militia: 66.429
Sea Hag: 66.352
Moneylender: 66.15
Salvager: 64.1
Conspirator: 61.5
Quarry: 57.76
Baron: 57.095
Young Witch: 57.547
Remodel: 55.48
Jack of all Trades: 54.978
Horse Traders: 54.816
Smithy: 52.92
Gardens: 52.7
Ironworks: 51.585
Silk Road: 50.7
Envoy: 48.015
Potion: 46.342
Trader: 45.477
Pirate Ship: 43.392
Feast: 42.018
Treasure Map: 38.857
Talisman: 35.844
Scout: 27.857
Cutpurse: 27.8
Noble Brigand: 27.632
Bureaucrat: 19.152
Coppersmith: 17.577
Navigator: 16.376
Thief: 16.344

More to come! If anyone has ideas on how to improve the rating system thingy, please tell me.
The major issues I notice are: Trashing is too low and villages are too high. VP cards are also rather high. Some inaccuracies may be due to newer players, but improvement is still certainly possible.

Villages being high might be okay; as a community we don't rank them highly since they're so abundant, but lots of boards change significantly if all of the villages are removed.

I'll post 4 and part of 5 tomorrow evening probably.

9
Goko Dominion Online / Goko Log Improvement Topic
« on: February 04, 2013, 09:05:34 pm »
Obviously inspired by that other topic. I figured I might be the one to post it, since practically all of my posts about goko are me complaining about the logs.

Here's an example game for reference: http://dominionlogs.goko.com//20130204/log.508ed23f0cf20691e0b38262.1360029096687.txt

Things that I don't like:

Unnecessary Information: For example, I don't really care about whether or not I shuffle my deck at the beginning of the game. More annoyingly, I usually assume that when I buy a card, I gain it. I don't need to be told both.

The worst problem for me: No formatting whatsoever. Look at my turn 4:
---------- heron: turn 4 ----------
heron - plays Chapel
heron - trashes Estate, Copper, Copper, Copper
heron - draws Copper, Copper
heron - shuffles deck
heron - draws Estate, Silver, Chapel

I think it looks much better like this:

---------- heron: turn 4 ----------
heron plays a Chapel
...heron trashes an Estate and 3 Coppers
............................................
heron draws 2 Coppers
heron shuffles
heron draws an Estate, a Silver, and a Chapel

Other examples are like
heron plays a Witch
...drawing a whatever and a whatever
...Lady Elena gains a Curse
heron plays 2 Silvers and a Copper
heron buys a Festival
...........................................
heron draws 5 whatevers

Every event begins with heron - or Lady Elena -. This is fine, but get rid of the dash and then you have a nice sentence!

It would be nice if the game over information was at the top and included supply cards remaining and ending conditions as well.



Post other ideas in this thread as well, or just ridicule my ideas as horrendous.

10
General Discussion / AMC's?
« on: February 04, 2013, 07:58:19 pm »
Anyone taken these before (American Mathematics Competitions)?

Last year I took the 8 and 10, got a 132 on the 10. Then I took the AIME and got a 5, not good enough for USAJMO.

This year I'm taking the 12 (tomorrow!), I'd take the 10 and try to get perfect but my school doesn't offer it and my neighbor (who used to administrate the AMC 10 for 20 or so students) moved away and I don't know who to contact to take it this year.

So anyway, has anybody else done these? Any advice?

11
Game Reports / Hilarious Comeback
« on: January 31, 2013, 07:16:35 pm »
After checking out WanderingWinder's nice ambassador article, I remembered a pretty funny game I played a while back. It was pretty significant to me, since I remembered it after 10 months of not looking at it.

Anyway, what happens is, I spend the whole game trying to get possession, while my opponent goes for some ambassadors and a torturer. Things are looking grim as I'm down 17 points with one province in the supply on turn 14.
However, I play my possession (the one time I play it the whole game) and the hand I possess is: Province, Ambassador, Spice Merchant, Estate, Silver. I draw another province with spice merchant, and bam! 18 point swing.
I find it hysterical that my opponents obviously superior deck is beaten due to the most absurdly lucky hand I could have gotten.

http://councilroom.com/game?game_id=game-20120324-111351-2514f88d.html

Also: Excuse the not all that great play; it looks like I was around level 15 at the time of this game.

12
Game Reports / 11 Fool's Golds?
« on: January 26, 2013, 10:18:36 pm »
Could someone please explain what happened here?
Council room says that this game had 11 FGs. :o
I took a screenshot, but I don't know how to attach it. If you go to my recently played games and search for 11 Fool's Golds you can find it if you really want.

http://councilroom.com/game?game_id=game-20130102-150913-b37f063d.html

Did thief have something to do with it?

13
Dominion General Discussion / Combo? Governor/Native Village
« on: December 17, 2012, 05:26:54 pm »
Well, this might have been mentioned before, so feel free to lead me to that topic.
Anyway, I was wondering if this could work as a combo. It's obviously slower than native/village bridge, and needs +buy support, but I think it can work in some situations.
Here are some solo games:
http://dominion.isotropic.org/gamelog/201212/17/game-20121217-140719-aa84de9c.html
6 provinces on turn 17
http://dominion.isotropic.org/gamelog/201212/17/game-20121217-141736-22a5255c.html
6 provinces on turn 16, 2 more on turn 17
Keep in mind two things:
1. This combo could be triggered earlier, preferably right after the opponent buys their third/fourth province.
2. I am definitely not playing optimally in my example games.

So, what do you think? Is it a combo, or is it a nombo?
If it's a combo, perhaps native village should be added to the works with list on the governor article.

14
Puzzles and Challenges / Ruined Palace
« on: December 15, 2012, 10:24:36 am »
How few King's Court's and Throne Rooms do you need to buy all of the colonies in one turn if all of the other cards in your deck are ruins?
Rules: You are allowed to use more than 10 KC's, ruined libraries, etc. You are not limited by the number of cards there actually are in the game.
Solutions are scored by how many KC's are used, with TR's as a tiebreaker. I will probably post a solution* later today.

*It's not a very good solution.

15
Variants and Fan Cards / Traveling Merchant (Formerly Carpenter)
« on: December 14, 2012, 10:31:38 pm »
Traveling Merchant: $4 Action-Duration
+1 Buy, +1 Coin
At the start of your next turn:
+1 Card
All cards (including cards in players’ hands) cost $1 less this turn, but not less than $0.

What do you think? I've always wanted a card with a delayed bridge effect.

16
Game Reports / Envoy-BM beats Chapel-Fool's Gold
« on: December 04, 2012, 03:36:31 pm »
http://dominion.isotropic.org/gamelog/201212/04/game-20121204-122807-b943afd5.html

I'd like to know how often this happens.
I think that stash may have helped a tiny bit, but I'm pretty sure I would still win if my stashes were silvers.

17
Puzzles and Challenges / What's missing yet again?
« on: November 17, 2012, 11:21:08 pm »
There is one card missing, and one honorable mention:

Black Market
Crossroads
Cultist
Duchess
Embargo
Fool's Gold
Golem
Madman
Native Village
Pirate Ship
Rats
Trade Route
Treasure Map

18
Game Reports / Why Tournament should be hated...maybe
« on: June 13, 2012, 09:18:04 pm »
I go for an IGG rush, my opponent goes for tournaments.

I win the first prize.

The reason that this is a maybe is that, well, maybe it's not so much that tournament is swingy but that I was absurdly lucky.

http://councilroom.com/game?game_id=game-20120612-141301-8ddb6670.html

19
Puzzles and Challenges / Heron's Puzzles: 1
« on: June 09, 2012, 07:33:35 pm »
Alright, I realize that this isn't the first puzzle I've posted here. But this is the first one with a number attached.

Anyway, I'm planning to post a series of progressively more difficult puzzles across similar themes, about one per week.
Because the puzzles will get rather difficult eventually, I will post one hint per day.

I'm going to start off with a simple what's missing:

Contraband
Workshop
Mountebank
Festival
Tournament
Gold
King's Court
Swindler
Embargo
Saboteur
Lookout
Torturer
Caravan
Trade Route
Outpost

Hint 1: Honorable mention goes to Envoy, Stash, and Province
Hint 2: This is based on card text, not mechanics.
Hint 3: It might be a good idea to look at all of the cards from, say, Prosperity, by themselves.

20
Introductions / Well since I feel like posting stuff....
« on: June 07, 2012, 10:30:50 pm »
Hi everybody!

I'm a math-lover, an origami-lover, a juggling-lover, and, believe or not, a dominion-lover.
You've probably seen me post a few things; I've been lurking around since March-ish.
I'm fourteen years old, for those who find such things important.

If anyone knows what a closed-unsink is he/she is AWESOME!
Especially if they complain about how annoying it is to execute.

...

Other awesome things include the explicit formula for the Fibonacci sequence, Goldbach's Conjecture, and Mill's Mess.

21
Puzzles and Challenges / Yet another reorganization puzzle...
« on: June 04, 2012, 10:34:50 pm »
Alright here it is:

[I know of no  card that fits the desired constraints]
Estate
Ambassador
Fool's Gold
Transmute
Great Hall
Bag of Gold
Silk Road
Lighthouse
Pawn

Sorry that one of the cards is missing, if anyone can think of something to put there, tell me.

Some notes:
A puzzle similar to this has been done before.
The text on the card is what matters, although it doesn't matter what the card actually DOES, if you catch my drift.

Hints will be provided if this is too hard.

22
Well, the flavor paragraph says it all: A varied deck is a successful deck in base dominion.

No wait; that's cornucopia.

In base dominion, often the best strategies involve just one or two cards:
Smithy.
Festival/Library.
Witch.

Well, this time it's going to be the other way around.
Challenge: End the game on piles after buying a copy of each card in the supply.
You may empty the province pile, but at the end of the game three piles must be empty.
At the end of the game, a copy of each card from the supply must be in your deck.
The winner will be determined by the following scoring method:
Score=Points-5(Turns)
Only cards from base dominion can be used.
Deadline: June 14th. Will be extended if there are too few entries.

Bonus awesomeness will be awarded if you trash a few woodcutters because they were cutting down your trees

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