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1
Forum Games / Mafia Championship Season 8 Invite
« on: April 23, 2021, 08:23:24 am »
This is the invite for the Mafia Championship forwarded from Lissa:





INVITATION TO THE MAFIA CHAMPIONSHIP (SEASON 8)

Ahoy there! :)

I’m very excited to invite your community to participate in Season 8 of the Mafia Championship.

The Mafia Championship is an annual forum-based tournament series that pits representatives from various online Mafia (aka Werewolf) communities against one another as they compete to determine the Internet’s greatest forum Mafia player. Each participating community democratically elects one person to represent them and be their “Champion”.

The tournament first started back in 2013. Since then, 320+ different communities and 50+ different nationalities have been represented.

It’s a super fun event that has created many new friendships and close bonds between communities. I hope that you would be interested in taking part :)

1. DO YOU ACCEPT THE INVITATION?

If your community wishes to participate, please confirm your participation to Lissa as soon as you can to ensure yourselves a spot. Currently, the plan is to accommodate 150 communities this season. If there is further interest, additional communities may sign up as substitutes; generally there are some replacements needed both before and during games.

If your community agrees to participate, the deadline for selecting your representative is May 7th, but the sooner the better.

The games will take place on Mafia Universe. If it’s okay, I can link directly to the general discussion thread regarding this topic on Mafia Universe.

Important notes
  • You may decide yourselves how you want to elect your representative, but we highly recommend some sort of democratic process (public nominations followed by a poll usually works out well).
  • In addition to electing a representative, you should also name an alternate who will be asked to step in if the first choice needs to back out.
  • Your representative should be prepared for having to read upwards of 500-600 posts per 24 hours during the early stages of the game. Additionally, there’s a requirement that each player must make at least 10 posts per Game Day. Only active players should apply/participate. I repeat: Your chosen player needs to be able to promise a good amount of activity on a daily basis.
2. SEASON 8 FORMAT

The tournament structure
  • 150 communities will participate, each sending one representative.
  • QUALIFIERS: 10 Qualifier Games will be played, consisting of 15 players each. I.e. every representative plays in one Qualifier Game. The players themselves vote post-game to determine who is deserving of advancement. 1st and 2nd place will advance to the Semifinal Games.
  • SEMIFINALS: A Jury consisting of finalists from Season 7 will select 25 additional players to advance to the three Semifinal Games. From each game, five players will advance to the Finale Game based on a post-game player vote, just like in the qualifying phase.
  • THE FINALE: The Finale Game is played. Once it has completed, the players vote to determine who shall receive the title of Season 8 Champion and a winner’s certificate signed by Dmitry Davidoff, the creator of mafia.
This year’s setup: Gold Rush 15er
The setup features 15 roles consisting  of the following:

2x Mafia Goons
1x Mafia Roleblocker

1x Town Motion Detector
1x 1-Shot Town Vigilante (n2+)
1x Town Doctor
9x Vanilla Townie


Flips are alignment only.

Relevant mechanics info
- Day start.
- Majority elimination is enabled Day 2+, but majority is not required at any point for the elimination.
- Tied votes will result in a player being eliminated at random from among the tied players.
- No outside communication. I.e. you may not contact the other players outside of the thread (unless you are Mafia and wish to speak with your teammates).
- Phase Lengths and Deadlines will be up to the players themselves (I’ll organize your representative into a game with deadlines that suit their preferences).
- Thread is locked during Night Phases.
- Votes are automatically locked in at LYLO.
- Mafia factional kills are assigned. They can be tracked, watched, roleblocked, etc. (In this setup, that means they display as an action to the Motion Detector action.)
- Mafia share a factional Night Kill, which is a single standard shot for their faction. The mafia faction kill is mandatory.
- Mafia may communicate at any time.
- Each individual player may make a maximum of 150 posts per day phase (this restriction is lifted 2 hours before day end).
- The game will have a host to oversee everything and make sure everyone’s following the code of conduct, but otherwise the game is completely automated (automatic votecounts, thread locks and reveals alignments automatically, the bot receives and processes actions, etc.).

3. SEASON 8 TIMELINE

There will be 10 Qualifier Games, and your representative plays in just one of these. They will have start dates ranging from early May to the end of June. So in other words, as long as your representative can play sometime during that period, they should be good and I’ll make sure they get scheduled into a game that suits their schedule well. I.e. if your rep is busy until June, that isn’t a problem.

The Semifinal Games will be played in July/August, and the Finale Game sometime in August/September (whenever we can work out something that suits everyone).

If you want to get in contact with me ASAP, you can find me on Discord (Lissa#8083).

Kind regards,
Lissa





(I messaged cayvie to forward the message instead, but it seems like she's no longer active.)

2
WDC #111: Chasing Enlightenment

For this contest, design a card that cares about a token with a negative effect. Here is an example:



To be more precise:

- Your submission can use this token or any other token. In principle, you can also use existing tokens like Debt or Coffers (but see rules below).
- It has to be a token you can have more than one copy of. It can't be "start with one, do this thing once to get rid of it".
- The card needs to care about the token (edit: or not), and having it must be negative. Swashbuckler wouldn't qualify because there, having Coffers leads to a good thing.
- The effect can be binary or quantiative. E.g., "If you have any tokens, discard 3 cards" or "discard a card per token" are both fine.
- Having players start with a fixed number of tokens is one way to do it, but not required. Any way of obtaining the tokens is fine. There doesn't even need to be a way to get rid of them.
- Submissions can be single cards, WELP, multiple cards like travelers or cards with not-in-the-supply components, or even heirlooms for existing cards or Prizes. Go nuts.

If you want to use pain tokens, here is the symbol with URL https://i.ibb.co/k1Q390C/pain-small.png. You can insert them into the card generator by pasting the URL into the Custom Icon feature and writing § in the card text. If you use a different token, it doesn't have to have a symbol; you can just say "XYZ token".

If you edit a submission, edit the original post.

3
Weekly Design Contest / Weekly Design Contest #104: Raise the Ceiling
« on: February 06, 2021, 04:00:06 pm »
Weekly Design Contest #104: Raise the Ceiling

Design a card-shaped thing that has a high skill ceiling, i.e., that is unusually difficult to play optimally.

Since this is not a measurable criterion, I will ultimately decide whether an entry counts, but I intend to be lenient and allow cards even if it's a stretch. If you're not sure how to go about this, here are some examples of categories that would count. (Not trying to be exhaustive.)

  • Cards that reward deck-tracking. This includes Wishing Well, Mystic, Encampment, Catacombs, Herald, Vassal, Doctor, Messenger, Gamble, ...
  • Cards that give you an unusual amount of control over your deck. Cards in this category include Donate, Chapel, Archive, Tactician, and Watchtower.
  • Cards where it's unusually hard to know if you should buy them. This includes Castles and Flag Bearer.
  • Cards that are volatile and can easily ruin your deck if played incorrectly. This includes things like Develop, Procession, Stonemason, or Archive.
  • Cards that transform your deck in unpredictable ways and force you to adapt. Includes Jester and Swindler.
  • Cards that bring the game into a unique state that you rarely get to play (and that isn't trivial). Maybe playing a madman mega turn isn't really harder than regular dominion, but since you get to do it so rarely, it's difficult in practice, and so Hermit and Native Village are in this category. Also Peasant because of Teacher.
  • Cards that give you a lot of choices. Governor and black market are in this category.

Note that I like simple cards, so your best shot to win may be a card that looks innocent on first glance but is secretly tricky, like Archive or Watchtower.

If your submission doesn't qualify, I'll tell you as soon as you post it, or maybe I'll ask you to explain why you think it qualifies. If I don't say anything, you're good to go.

If you edit a submission, edit the original post.

4
Variants and Fan Cards / On Elegance
« on: January 16, 2021, 06:43:38 am »
There's this 'elegance' thing some people including me talk a lot about. But no-one ever explains exactly what this concept means, so here's an attempt.

I think it's something like, "explain what the card does informally. If shorter the description is, the more elegant the card."

For example, here are some elegant official cards:
  • Mastermind: a delayed King's Court.
  • Destrier: A lab that gets cheaper if you gain things.
  • Cavalry: A card that salvages your turn if you need more cards.
  • Smugglers: a powerful gainer that's restricted by what your opponent gained.
  • Black Market: a card that can gain cards from outside the game.
  • Golem: A card that searches and plays Action cards from your deck.
This isn't the same as amount of text (though it's certainly correlated). Golem is the classical example: as-is, it's wordy, but if 'dig' where a keyword, it could just say 'Dig for two action cards, play them in either order'. Similarly, Cavalry has a lot of text but the idea is simple. I've cheated a bit by not mentioning the upper half, but I think that's fair; I think of Cavalry as just being all about the bottom half. The top half is just some vanilla effect that happens to fit with the flavor. If it were +2$ instead (and the flavor supported that), I don't think I would bat an eye. It may make it less fun, but you probably wouldn't see it from looking at it.

This is why the attack on Scrying Pool is bad. Without it, it would be "a card that draws until it hits a non-Action card". Not bad. But now it's "a card that draws until it hits a non-action card and also Spy-attacks everyone". Why does it spy attack everyone? It's different from Cavalry because Cavalry needs some upper-half; Scrying pool didn't need the attack. It certainly doesn't need it for power level. (The self-spying is arguable, I think it shouldn't have that, either, but it's nowhere near as bad because it fits with the concept.) I think another example (one where I'm not just echoing what Donald said) is Goons. There's the concept, which is a card that gains points for gaining cards, and then it also attacks. It doesn't need to attack. The attack does nothing for the concept, and the card would be plenty strong if it didn't. This is different from something like Rabble, because Rabble very much is 'A smithy that discards good cards for your opponents'. The attack is part of the point.

If a card does have a short description, a related property is excitement. Basically, that's just 'how exciting is the description?' Again, I think all of cards above score well there. I also think that many people (but not all) evaluate fan cards primarily on elegance + excitement.

However, neither elegance nor excitement imply being fun to play. They're at best necessary; they're definitely not sufficient. I think smuggerls is wonderfully simple and sounds exciting, but I happen to hate the way it actually plays. Similarly for Goatherd, Masquerade, and Possession. Turns out I don't like things that punish you for doing good things with your deck. I wouldn't have known that without playing.

I honestly suspect that there are dozens of fan-made cards in the WDC alone that are every bit as good as official cards. (The format is just really good to find good ideas, as long as you look at the max rather than the mean.) I think if they had been released officially without having appeared here first, no-one would have batted an eye. However, I also suspect that there are many that look every bit as good but that most people would find completely unfun, and it's just very hard to know this from looking at them. For example, one of my favorite designs ever from the WDC is Touch of Midas by grep:


I find card is oh so elegant, and quite exciting. But if you told me that I would dislike playing with it, I would only be marginally surprised, because who knows. I think the same is true for lots of contest winners. I suspect that there is a mixture of fun and super unfun cards that won contests and in many cases, no-one can tell them apart. Here is where official cards should have an edge; there's a filter here that does something essentially invisible. It doesn't work perfectly, but there are very few official cards that everyone finds unfun. Some of the removed ones come closest; Tribute has a nice-sounding concept (give random vanilla boni based on opponent's deck) but it just doesn't work out, mostly because you get +4 Actions so often, and because it's too weak.

A corollary of this theory is that many official cards probably wouldn't win the WDC. Suppose Menagerie hadn't yet been released and someone submitted Destrier. Do you think it would win? My guess is no. It might get an honorable mention. But I think it would have a higher chance of being the 'best' card, as in, the card people would choose if everyone played a hundred games with every submitted card.

5
Dominion Articles / Spice Merchant
« on: October 14, 2020, 06:18:52 am »
Far away in the infinite-dimensional quantum space, there is an Everett branch that looks much like our own, except that Spice Merchant and Pixie have never been printed. In this world, Queta and Alice are having a conversation about Dominion cards.

Q: Hey! Wait a minute! Come over here! Thanks. I have this awesome idea for a Dominion card I want to discuss with you.

A: Hi. Sure. Shoot.

Q: Okay, so get this: it's a lab that can trash Treasures. What'cha think?

A: (thinking) ... hm. Well, trashing without hand-size reduction is extremely powerful. So it's strictly better than a Lab, which means it would obviously have to cost at least 6$-

Q: Ah, but there's a twist! You have to trash Treasures, and it stops working if you can't.

A: You trash before or after drawing?

Q: Before. Does that make it weaker?

A: Marginally. Okay, in that case, it would probably be fine at 5$. Your card starts off very strong but gets weaker over time. However, early turns are more important than late turns, and you start out having seven Coppers, so it'll take a while. Probably a fairly strong 5$ ... (thinking) ... I guess the thing that worries me is, since it does get weaker, you'll always buy it as soon as possible if you do buy it, and because it consumes Coppers, you'll never buy two. So overall, it seems to only add a single decision to the game. That may not be-

Q: Actually, do you think it would be okay at 4$?

A: A Lab that trashes being okay at 4$? No.

Q: Suppose for some reason that it really wants to cost 4$. Can you steelman a case for it?

A: (thinking) ... well, I guess I'd say, it's important not to commit the fallacy of treating powerlevel as a terminal value in Dominion. The questions, "what is the cost such that the card is most similar in power to other cards at this cost", and "what is the cost that makes the game maximally fun if this card is added with that cost" are correlated, but they're not inherently tied together. There are cases where they come apart, and if they do, it's important to remember that the first question doesn't matter at all. The clearest example of this is Chapel. The answer to the first question is probably 5$, but the answer to the second is probably either 2$ or 3$... I'm not sure. Anyway, the reason this is fine for Chapel and not Laboratory is because Chapel does a thing with diminishing returns, which means it doesn't prescribe a strategy itself but just transforms the game into something else. In that way, Chapel is arguably a good card for the game, and the fact that it's bonkers relative to its cost just means that powerlevel isn't a useful abstraction in this case.

A: Your card also has diminishing returns, so it can't ruin the game, regardless of how much it costs. At 4$, it would essentially be like having a Heirloom that trashes a Copper every time it's played, except that it's a card that only does that, rather than a card that does something and has that effect on top of it. If that's what you want... but why not just do that Heirloom instead?

Q: Suppose it were added to the game at 4$. Would there be any effect other than removing one choice in the opening and making your Coppers gradually disappear?

A: Well, sometimes Coppers are good, like if there's a Garden rush or whatever, and then you don't buy it. Those cases are rare. Other than that... (thinking) ... a 5/2 opening comes to mind, but I think you'll probably just have to buy it anyway.

Q: Hold on, you said earlier that it was just 'fairly strong' at 5$, so doesn't that mean many other 5$s are stronger?

A: If it costs 4$, then whether you have 5/2 or not, you would buy it in the opening. Your card is stronger the fewer non-Coppers there are in your deck, and trashing is generally stronger early, so your card has become mower powerful since I said that. I don't think there are many 5$s that can compete -- remember that almost every card that can trash without reducing your handsize is among the strongest cards in the game. You wouldn't buy it for 5$ if there is Recruiter on the board, but otherwise...

Q: And after the opening?

A: (thinking) ... well, it's kind of an absurd idea, but if it really cost 4$, you would probably buy two sometimes. It sounds silly, but trashing without hand-size reduction is just so very powerful, so even if you can only play them for a few turns, if there's Butcher on the board or something...

Q: Would it be worth buying Coppers once you're out?

A: (thinking) ... not usually. But sometimes, yes. And, I guess, every once in a blue moon, you could do something really neat with Banquet or Beggar or whatever.

Q: I think you could try harder to steelman the cost. What if there's a pure big money board? Trashing Coppers isn't important for Big Money, right?

A: Pure big money boards are like boards where it's correct to open Chariot Race. Frequently sighted, rarely encountered.

Q: Okay, but BM+X. That still happens sometimes, even after Menagerie.

A: Sometimes... well, if X is Butcher, I still want your Copper-trashing lab for 4$.

Q: What if X isn't trash-for-benefit?

A: (thinking) ... it's close. I'm not sure. May still depend on X.

Q: Cool, that sounds like sufficient reason to make it cost 4$.

A: Seriously no.

Q: Thanks for your feedback, I'll make it cost 4$.

Q: Actually, there's another part to this card. Instead of being a Lab, it can also be a Woodcutter for some reason. Isn't that cool? Do you think now it makes more sense at 4$ because people will sometimes choose a Woodcutter instead of the Lab, and that'll make it weaker?

Q: Hey, come back! Don't go! I still have another card to ask you about.

Q: So get this: it's a card that's sometimes like a Village but usually either like a Lab or like a double-Lab. And the coolest part: It also costs 4$. Isn't that super cool?

Q: Noo, don't go! :'( Please, come baaaaack

6
Variants and Fan Cards / GPT-3 Generated Cards
« on: July 21, 2020, 02:35:05 pm »
(GPT-3 is OpenAI's gigantic 175 billion parameter language model. It's a neural network that predicts the next word in a sequence of previous words.)

I once posted a bunch of GPT-2 generated cards in the Really Bad Card Ideas thread. But those were (a) generated with GPT-2 (which is much smaller than GPT-3) and (b) I only had access through a small prompt that barely had enough space to show it two current cards. The proper way would have been to train it on a large corpus of cards, but I couldn't do that.

Now, on the other hand, I'm using AI Dungeon. I can show it much more cards, and the results are far more impressive than they used to be. I structrured the entire thing as a conversation between an "Interviewer" and "Donald X." The Interviewer asks questions about Dominion, Donald X answers, he shows some of the existing cards, and then some new cards.

This way, I can also request particular types of cards. I'll use this thread to catalog the good ones.


Victory Cards

Yards – Victory – 6$
Worth 2VP for every 10 cards in your deck (round down).

Stronghold – Victory – 10$
Worth 3VP for every 10 cards in your deck (round down).

County – Victory – 6$
Worth 2VP for every 3 Silvers in your deck (round down).

Highlands – Victory – 5$
Worth 1VP for every 5 Treasure cards in your deck (round down).


Attack Cards

Inquisition – Action – Attack – 5$
Each other player reveals their hand and trashes a revealed Action card costing up to 4$. You gain the trashed cards.

Begging – Action – Attack – 2$
Gain 1VP for each Treasure card in your hand. Each other player reveals their hand and trashes a revealed Treasure card costing up to 4$. You gain the trashed cards.

Mutiny – Action – Attack – 4$
Each other player reveals their hand and trashes a revealed Attack card costing up to 5$. You gain the trashed cards.


Villages

Swamp Village – Action – 3$
+1 Card
+2 Actions
+1 Buy
Trash this to gain a card costing up to 4$.

Sea Village – Action – 3$
+1 Card
+2 Actions
You may reveal a Treasure card from your hand. If you do, gain a Silver.

Papermaker's Village – Action – 2$
+1 Buy
+2 Actions
You may reveal a card with Papermaker in its name from your hand. If you do, gain a Silver.

Smelting Village – Action – 2$
+1 Buy
+2 Actions
Trash a card from your hand. If you do, gain a Coin token.

Silk Dyer's Village – Action – 3$
+1 Buy
+2 Actions
Discard any number of cards. +1 Card per card discarded.

Mobilized Village – Action – 5$
+2 Actions
If you have two or more Villages in play, +4 Actions.


Others

Equipment Stash – Action – 2$
+2 Actions
Look through your discard pile and put a card from it into your hand. If you do, put Equipment Stash on top of your deck.

Bag Lady – Action – 3$
Trash this or a Treasure card from your hand. Gain a card costing up to 2$ more than the trashed card.

Miscellaneous

Royal Escort – Action – Reaction – 5$
When you would lose the game, you may reveal this from your hand to ignore that loss.

Marauder – Action – Attack – 2$
Trash this card and another card from your hand. Gain a card costing up to 2 Coins less than the trashed card.

(Lol'd because this is probably a better card than ErrinF's card that trashed itself and another card and had potion in its cost.)

Tornado – Action – Reaction – 6$
Trash this and all the cards in your hand and gain a Gold, 2 Provinces and a Curse.

Feast – Action – 4$
You may eat a food this turn. Draw until you have 5 cards in hand. You may eat another food.

Royal Blacksmith – Action – 5$
Trash this card. Gain a card costing up to $4.

King's Court – Action – 10$
Gain a Prize card.

Wood Village – Action – 3$
+1 Card
Gain another Village.

Lumbermill – Action – 4$
+1 Card
+2 Actions
You may trash this to gain a Wood token.

Salted Pork Village – Action – 2$
+1 Buy
You may discard any number of cards. Gain a Food token for each card you just discarded.

(What's with the food tokens  :o maybe an import from MTG.)

Bakery Village – Action – 4$
+1 Buy
+2 Actions
You may reveal a Bread or Pie token from your hand. If you do, gain a Baking Token.



Outtakes

Quote
After a few minutes of swooning and praising Donald, you snap out of it just in time to hear him (and the rest of the crowd) yell "SOYLENT GREEN IS PEOPLE!" Whatever that means

7
Forum Games / Mafia Championship Season 7
« on: April 06, 2020, 11:49:13 am »
(Invitation forwarded by Lissa from MafiaUniverse)



INVITATION TO THE MAFIA CHAMPIONSHIP (SEASON 7)

Ahoy there! :)

I’m very excited to invite your community to participate in Season 7 of the Mafia Championship.

The Mafia Championship is an annual forum-based tournament series that pits representatives from various online Mafia (aka Werewolf) communities against one another as they compete to determine the Internet’s greatest forum Mafia player. Each participating community democratically elects one person to represent them and be their “Champion”.

The tournament first started back in 2013. Since then, 320+ different communities and 50+ different nationalities have been represented.

It’s a super fun event that has created many new friendships and close bonds between communities. I hope that you would be interested in taking part :)

1. DO YOU ACCEPT THE INVITATION?

If your community wishes to participate, please confirm your participation to Lissa as soon as you can to ensure yourselves a spot. Currently, the plan is to accommodate 150 communities this season. If there is further interest, additional communities may sign up as substitutes; generally there are some replacements needed both before and during games.

If your community agrees to participate, the deadline for selecting your representative is April 27, but the sooner the better.

The games will take place on Mafia Universe. If it’s okay, I can link directly to the general discussion thread regarding this topic on Mafia Universe.

Important notes
  • You may decide yourselves how you want to elect your representative, but we highly recommend some sort of democratic process (public nominations followed by a poll usually works out well).
  • In addition to electing a representative, you should also name an alternate who will be asked to step in if the first choice needs to back out.
  • Your representative should be prepared for having to read upwards of 500-600 posts per 24 hours during the early stages of the game. Additionally, there’s a requirement that each player must make at least 10 posts per Game Day. Only active players should apply/participate. I repeat: Your chosen player needs to be able to promise a good amount of activity on a daily basis.
2. SEASON 7 FORMAT

The tournament structure
  • 150 communities will participate, each sending one representative.
  • QUALIFIERS: 10 Qualifier Games will be played, consisting of 15 players each. I.e. every representative plays in one Qualifier Game. The players themselves vote post-game to determine who is deserving of advancement. 1st and 2nd place will advance to the Semifinal Games.
  • SEMIFINALS: A Jury consisting of finalists from Season 6 will select 25 additional players to advance to the three Semifinal Games. From each game, five players will advance to the Finale Game based on a post-game player vote, just like in the qualifying phase.
  • THE FINALE: The Finale Game is played. Once it has completed, the players vote to determine who shall receive the title of Season 7 Champion and a winner’s certificate signed by Dmitry Davidoff, the creator of mafia.
This year’s setup: JOAT^2
The setup is called JOAT^2 and features 15 players.

The setup consists of the following:

3x Mafia Goon
2x Town Jack Of All Trades (9x Doctor, 9x Motion Detector, 9x Tracker)
10x Vanilla Townie


Note that the Jacks Of All Trades must use all three actions before repeating an action, i.e. they are rotating. This does not mean they must use the actions in the same order every time.

Relevant mechanics info
- Day start.
- Majority lynch is enabled Day 2+, but majority is not required at any point in order to lynch.
- Tied votes will result in a player being lynched at random from among the tied players.
- No outside communication. I.e. you may not contact the other players outside of the thread (unless you are Mafia and wish to speak with your teammates).
- Phase Lengths and Deadlines will be up to the players themselves (I’ll organize your representative into a game with deadlines that suit their preferences).
- Thread is locked during Night Phases.
- Votes are automatically locked in at LYLO.
- Mafia factional kills are assigned. They can be tracked, watched, roleblocked, etc. (In this setup, that means they display as an action to the Tracker and the Motion Detector actions.)
- Mafia share a factional Night Kill, which is a single standard shot for their faction. The mafia faction kill is mandatory.
- Mafia may communicate at any time.
- Each individual player may make a maximum of 150 posts per day phase (this restriction is lifted 2 hours before day end).
- The game will have a host to oversee everything and make sure everyone’s following the code of conduct, but otherwise the game is completely automated (automatic votecounts, thread locks and reveals roles automatically, the bot receives and processes actions, etc.).

3. SEASON 7 TIMELINE

There will be 10 Qualifier Games, and your representative plays in just one of these. They will have start dates ranging from late April to mid-June. So in other words, as long as your representative can play sometime during that period, they should be good and I’ll make sure they get scheduled into a game that suits their schedule well. I.e. if your rep is busy until June, that isn’t a problem.

The Semifinal Games will be played in July, and the Finale Game sometime in August/September (whenever we can work out something that suits everyone).

If you want to get in contact with me ASAP, you can find me on Discord (Lissa#8083).

Kind regards,
Lissa

9
      
      
Welcome! Scroll down to the second post for Setup and Flavor information.      
      
Mod: silverspawn      
      
Tags: SpaceAnemone
      
Players      
  • DatSwan – VT (died day 3)
  • Awaclus – VT (died night 4)
  • jotheonah – Jailkeeper (died night 3)
  • Glooble –VT (lost duel day 2)
  • Joseph2302 – VT (endgamed)
  • 2.71828..... – Mafia (survived)
  • 0Ix replaced by Uncleeurope Day 1 – VT (died night 4)
  • Debatepro– VT (endgamed)
  • MiX – VT (died night 1)
  • EFHW – Mafia (survived)
  • A Drowned Kernel – VT (died day 5)
  • Robz888 – VT (endgamed)
  • pubby – VT (died day 1)
  • mcmcsalot – Mafia (survived)
            
Day 1 start – Day 1 duel – Day 2 start – Day 2 duel – Day 3 start – Day 4 start – Day 5 start
      
The Rules:       
      
The Rules of Mafia apply. In addition:      
  • Game days will last 2 + 1 + 6 RL days (read the setup post for details). Game nights will last 1 RL-day.
  • Each player will have a personal QT.
  • You are not allowed to quote from personal QTs.
  • You are not allowed to ask about the phrasing of PMs from the mod. This includes but is not limited to night action results.
  • You are not allowed to break any of these rules
  • If three days and three nights in a row pass without anyone dying, the game ends and town wins.
  • Mod posts will be bold and gray. Your posts shouldn't be gray and only be bolded occasionally if at all.
  • FLAVOR WILL BE WRITTEN IN UPPER CASE AND IN COURIER NEW. OR MAYBE IT WON'T. BUT IT MIGHT. IN ANY CASE, YOUR TEXT SHOULD NEVER BE WRITTEN IN COURIER NEW AND ONLY BE UPPER CASE WHEN YOU'RE TRYING TO SHOUT.
  • VOTE COUNT GENERATION IN THIS GAME WILL BE AUTOMATED. EACH PLAYER HAS A LIST OF ELIGIBLE ALIASES. YOU MAY SEE THIS LIST BY TYPING LIST: PLAYERNAME.
      

10
Dominion Online at Shuffle iT / Innovation / Skulk interaction
« on: March 16, 2019, 03:30:03 pm »
I just played a game with Innovation and Skulk. When you buy Skulk while having Innovation, it lets you choose the order of effects (gain gold and set aside -> play skulk). This happened several times; the times where I chose to play Skulk first, everything went fine. But the one time I chose to get the gold first, Skulk didn't play. It said Innovation lost track of Skulk.

But why? I understand that if I resolve the gold thing first, then the first card I gain that turn is Gold not Skulk. But Gold is not an action card, so Skulk is still the first action card I gained this turn. Why does gaining a gold cause Innovation to lose track of Slulk? Or is it a bug?

Don't have the ID, unfortunately, and can't reproduce it (I don't own cards).

12


Welcome! This game uses a simple invented open setup, and is easy as an entry point into the game. See the next post for details. If you don't know the general rules of mafia, go here (click).

Mod: silverspawn

Tags: SpaceAnemone, Joseph2302

Coaches: mcmcsalot, faust, iguanaiguana, gkrieg

Players
  • LaLight – Mafia Goon (survived) – WINS
  • WestCoastDidds – VT (lynched day 5)
  • hypercube – Doctor (killed night 1)
  • chairs – VT (endgamed)
  • DatSwan – VT (killed night 3)
  • Xxraptorslayer96 Replacement: gkrieg – Doctor (killed night 2)
  • Hydrad – Mafia Rolecop (lynched day 2) – WINS
  • Awaclus – VT (lynched day 3)
  • Uncleeurope – VT (killed night 4)
  • infangthief – VT (lynched day 1)

Game start – Night 1 – Night 2 – Night 3 – Night 4 – Game End

The Rules:

The Golden Rule:
This is a game. Everyone who signs up to play must be considerate of each other, never get personal, and focus on having fun. Once the game starts, having signed up is a commitment: inactivity is just as inconsiderate as rude comments.

The Standard Rules:
1. No communication between players outside of the game thread or shared QTs at any time. This includes passing references, jokes, or cases in other games or threads, whether in context or not.
2. If the game thread is locked, do not post. If you are unsure if something is locked, ask the mod by PM.
3. Direct or verbatim quoting of mod-provided information is strictly forbidden. Paraphrasing is okay.
4. All night actions must be submitted within 23 hours of day ending.
5. Players must post once every 24 hours.
6. Do not edit or delete posts, ever. If you need to clarify or correct something, post again.
7. Invisible text, font size less than 10, and spoiler tags are not allowed.
8. Cryptography is not allowed.
9. The time between a lynch being reached and a flip being provided is called twilight. All players may continue posting during this time, including the lynched player.
10. Dead players may not post in thread or QT, except their Role QT. A lynched player is not "dead" until a flip has been provided.
11. Personal multimedia, such as video or audio recordings, are not allowed in the game thread.


The Voting Rules:
1. Votes should be in this format: vote: playername. If the colon is missing or 'vote' is misspelled, your vote will not count. If you are using a nickname, the decision of whether it counts is left up to me, but common nicknames are usually accepted. Any nickname which has counted at one point in the game is guaranteed to always count, so if you are unsure, simply use one that has worked in the past (or the real one). I also guarantee that I will never differentiate between upper- and lower case. Any experimentation with intentional misspellings or wrong syntax is permitted as strategic play and I do not consider it against the spirit of the game, however you run the risk that your vote doesn't count, obviously. I may or may not be automating vote counts.
2. Unvotes should be in this format: unvote or unvote: playername
3. Unvotes are not required if changing your vote from one player to another.
4. You may vote: no lynch
5. Lynches occur when a simple majority (rounded up) of living players is reached. Once reached, a lynch cannot be undone.
6. If a majority lynch is not reached by the Day's deadline, no lynch occurs.

The Rest:
1. Bold, purple text is reserved for the mod. Players may not use it.
2. If you have an issue or problem with the game, please use your personal QT or PM the mod. Do not post complaints in the game thread.
3. Mods make mistakes - please point them out gently. If they can be corrected, they will. If irreversible, they will stand as final to be commiserated over after the game.
4. Once the game has started, the best way to ask questions is in your personal QT. Sending a PM to the mod works, too. General rule questions may also be posted in the thread, but only do this if you are sure that this doesn't reveal information to other players. Pre-game, you may ask anything in the thread.
5. One prod will be issued after 48 hours without posting in the game thread. Players are subject to replacement or modkill after one prod.
6. All rule violations will be dealt with according to their severity, as determined by the mod.
7. Each player will receive their own QT, regardless of role. Don't quote from it. Paraphrasing is acceptable.
8. If the game goes on for 3 days and 3 nights without a lynch or nightkill, town wins.
9. You are not allowed to talk about the exact phrasing of mod messages. For example, you are not allowed to ask how exactly the opening message in someone else's QT was phrased, and neither are you allowed to state how yours was phrased. Violations of this rule will be dealt with an immediate mod kill. Of course, you are allowed to discuss the content of mod messages.


Deadlines:
First game-day lasts 6 RL-days, second lasts 8 RL-days, all subsequent ones last 10 RL-days. Nights last 1 RL-day.

13
General Discussion / Buying a new Monitor
« on: December 09, 2017, 07:11:36 am »
I find that there are too many times where I have to minimize a window to then look at something in another window, only to memorize that before returning to the first window, so I concluded that I ought to have more screen available to put stuff on. My first idea was a second monitor, but that doesn't seem to be possible with my current setup.

So then the alternative was to just buy one really big one.

My current screen size is around 14,8*12 inches. Stuff I see on Amazon hovers around 27*15 which would already be over twice as much space. I almost just put a bunch of filters on the search results in amazon and bought the first one that seemed reasonable, but then I thought it might be smarter to ask around first.

Is there anything I should pay attention to? Considering this or this right now just based on size, cost, and review average. Note that I don't want it to look super amazing, I primarily want to have a bigger virtual desk. But I also would like it to actually work. Do I have to worry about my graphics card not being able to hande it, or anything like that?

14
Mafia Game Threads / Mafia Championship Season 4
« on: April 09, 2017, 01:52:19 pm »
As our last year's participant, I've been instructed to inform the f.ds community that the

Mafia Championship Season 4

is upon us!

For an official comprehensive totally awesome invitation see this google doc. Here is a summary:

- The invitation needs to be accepted until April 16. Our nominee needs to be chosen by April 23.
- The setup is 13 VTs + 3 Goons. Full Vanilla!
- You are required to make at least 10 posts a day, but you are going to make more, trust me. These guys are hardcore. It is not comfortable f.ds mafia. The big upshot is that you get to know everyone really fast.

I suggest we do participants again and then a voting if necessary and send the best f.ds player! I for one already look forward to the enormous amounts of pressure and nerve-wrecking arguments that I will not have to endure this time. Obviously, whoever signs up is expected by everyone to make it to the finals and be the MVP there. No pressure.

15
Mafia Game Threads / Newbie Mafia 8: Time Loops (Game Over!)
« on: September 08, 2016, 06:50:03 am »
Welcome to Newbie Mafia 8: Time Loops!

This is a semi-open setup designed to be a staring point into mafia. It has a lot of potential roles (which are common on this site), but no special rules or interactions, and the randomizing process is simple. If you want to play, make a post saying /in (in this thread). Make sure to skim over the rules (link) and sign our civility pledge (link) first. But if you are completely new to the game, read this (link) first, it is a better explanation of what this is all about. Any additional information which you need should be included in the second post that explains the setup. If you have any questions, ask away.

Player List:
  • LaLight – Vanilla Townie (Died Night 3)
  • McGarnacle – Motion Detector (Died Night 2)
  • pingpongsam – Mafia Goon (Lynched Day 2)
  • SpaceAnemone – Roleblocker (Wins!)
  • Roadrunner7671 – Vanilla Townie (Lynched Day 1)
  • ashersky – Vanilla Townie (Lynched Day 3)
  • Zigaton – Vanilla Cop (Died Night 1)
  • J Reggie – Vanilla Townie (Endgamed)
  • pacovf – Vanilla Townie (Lynched Day 4)

Tagged: Haddock, gkrieg13, mail-mi, Joseph2303, Calamitas

Navigation:
Day 1 start
Day 2 start
Day 3 start
Day 4 start
Game End

Further Rules:
  • Game days will last 7 days. Nights will last 1 day.
  • You may vote: nolynch. If a majority of these votes is reached, a no-lynch will occur.
  • Night Actions may be submitted and changed up until an hour before the next day starts.
  • Extreme inactivity or any violation of rules will be dealt with based on my judgment.
  • Mod posts will be blue. Similar formatting should be avoided by players.
  • After a succession of No-Lynch -> No-Kill -> No-Lynch, mafia may not no-kill
  • Players may not quote anything from the game elsewhere while the game is still ongoing. "The game" means this thread, all related PMs, and the Mafia QT.

16
Mafia Game Threads / M83: Duel Mafia (Game Over, Town Wins!)
« on: June 03, 2016, 08:54:49 am »


This is an invented open setup featuring alignment changes. It is described in Post 2.
Mod: silverspawn

Player List:
  • gkrieg13 – Survived
  • Joseph2302 – Lost Duel Day 4
  • Haddock – Survived
  • e – Survived
  • Egork – Survived
  • J Reggie - Lynched Day 3
  • faust – Lost Duel Day 2
  • teamlyle – Lynched Day 1
  • Seprix – Won Duel Day 4
  • iguanaiguana – Died Night 3
  • chairs – Died Night 1
  • Jimmmmm – Survived
  • ashersky – Won Duel Day 2

Tagged: scott_pilgrim, liopoil, EFHW, SpaceAnemone, Roadrunner, skip wooznum

Navigation:
Day 1 start
Day 2 start
Day 3 start
Day 4 start


The Rules of Mafia apply, in addition to the set of rules listed below. The only change to my last game are in the first two rules.
  • Game days will last 10/9/8/7/7... real days. Nights will last 1 real day.
  • The Mafia NK is compulsory. A town-player will be randomized if no choice was submitted.
  • There are personal QT's for all town players, quoting is prohibited. Exact ruling can be found here.
  • You may vote: nolynch. If a majority of these votes is reached, a no-lynch will occur.
  • Night Actions may be submitted and changed up until an hour before the next day starts.
  • Extreme inactivity or any violation of rules will be dealt with based on my judgment.
  • Mod posts will look like this. Similar formatting should be avoided by players.
  • Players may not quote anything from the game elsewhere while the game is still ongoing. "The game" here includes this thread plus all related QTs.

17
Non-Mafia Game Threads / Codenames VI
« on: March 04, 2016, 12:57:34 pm »


Alright! New Match! Everything is randomized except that I made myself spymaster, since I already saw the full grid.

Red Team:
eHalcyon (spymaster)
gkrieg13


Blue Team:
silverspawn (spymaster)
Eevee



Grid:
ICE CREAMROCKGLOVECOMICHIMALAYAS
KNIGHTIVORYMERCURYTRIANGLEPRIVATE
DRAGONGREECESHOTCHESTLINE
ENGLANDCHECKMINTALPSELECTRIC
AMERICAEYEHORSECARDSCALE

Blue goes first.

18
Mafia Game Threads / RMM31: Untitled Mafia (Game Over, Mafia Wins!)
« on: January 30, 2016, 06:26:14 pm »
Welcome to RMM31: Untitled Mafia!

See the second post for Setup and Flavor Information.

Player List:
  • Awaclus (Friendly Neighbor) (Died Night 3)
  • gkrieg13 (Mafia Aligned) (Survived) - Wins!
  • Hydrad (Tracker) (Died Night 5)
  • Roadrunner7671 (Cop) (Died Day 1)
  • pingpongsam (Modified Jack of all Trades) (Died Day 3)
  • 2.71828..... (Cop) (Died Day 6)
  • Witherweaver (Neighborizer) (Endgamed)
  • Ichimaru Gin (Mafia-Aligned) (Died Day 5) - Wins!
  • chairs (Doctor) (Died Night 4)
  • Haddock (Cop) (Died Night 2)
  • Limetime (Mafia-Aligned) (Died Day 2) - Wins!
  • Axxle (Lover, Gambler) (Died Day 1)
Tagged: ashersky, faust, scott_pilgrim

Navigation:
Day 1 start
Day 2 start
Day 3 start
Day 4 start
Day 5 start
Day 6 start
Game Over


The Rules of Mafia apply for this game. Additionally, there are some new rules for QTs:

- All players will receive a personal QT.
- Communication via QTs is preferred to PMs for all purposes.
- Personal QTs will not be shared by the mod at the end of the game, but players may share theirs if they wish.
- Other QTs, if existent, will be shared.
- It is not allowed to quote from QTs, nor is it allowed to use a substitute in order to quote from (this does not include writing posts somewhere else with the intention of posting them later). Paraphrasing is acceptable. Since this rule is exploitable, I hope that no-one tries to do so.


Plus another few rules. Changes to my last game are bolded.
  • Game days will last 10/9/8/7/7... real days. Nights will last 2 real days.
  • You may vote: nolynch. If a majority of these votes is reached, a no-lynch will occur.
  • If mafia forfeits their kill at night, and a no-lynch happens as described above, mafia is obligated to attempt a kill in the following night. This does not apply if a no-lynch happens for a different reason.
  • Night Actions may be submitted up until an hour before the next day starts.
  • Extreme inactivity or any violation of rules will be dealt with based on my judgment.
  • It is forbidden to ask other players questions about syntax of information they received from the mod. This includes the wording of results from any night actions.
  • Mod posts will be blue and bolded. Similar colors should be avoided by players.
  • Players may not quote anything from the game elsewhere while the game is still ongoing. "The game" here includes this thread plus all related QTs.
  • There is no template for Role PMs.

19

This game uses asher9++ - see the second post for a detailed description.

Player List:
  • chairs - Vanilla Townie (lynched Day 4)
  • UmbrageOfSnow - Vanilla Townie (endgamed)
  • Witherweaver - Vanilla Townie (lynched Day 2)
  • gkrieg13 - Godfather - WINS
  • yuma - Vanilla Townie (endgamed]
  • Awaclus - One-Shot Strongman - WINS
  • ashersky - Roleblocker - WINS
  • faust - Universal Backup (died Night 1)
  • Hydrad - Doctor (died Night 2)
  • TwistedArcher - Roleblocker (died Night 3)
  • Jimmmmm - Vanilla Townie (endgamed)
  • pingpongsam - Vanilla Townie (lynched Day 1)
Tagged: scott_pilgrim, Axxle, pacovf, mail-mi

Navigation:
Day 1 start
Day 2 start
Day 3 start
Day 4 start
Game End


The Rules of Mafia apply for this game, along with a bunch of largely recycled changes:
  • Game days will last 10/9/8/7/7... real days. Nights will last 1 or 2 real days.
  • Votes need to follow the syntax of vote: playername or vote: {nickname} wherein {nickname} is any common abbreviation for the player. If a vote does not follow this syntax (that includes votes with spelling errors), it will not be counted.
  • You may vote: nolynch. If a majority of these votes is reached, a no-lynch will occur.
  • All Town Players will have personal QT's. All submissions or conformations are preferably done via QT.
  • Night Actions may be submitted up until an hour before the next day starts.
  • All Players with a usable Night Action are required to check in during every night. This means either using their power or making it clear that they are purposefully not using them.
  • If the game stalls and neither side is willing to lynch or nightkill a player, mafia will be forced to act.
  • If a player becomes inactive, other players may request prods on him. In extreme cases, further actions may be taken based on the mod's discretion.
  • Alignment will be referenced as Writing-Aligned or Emmure-Aligned, because why not!
  • It is forbidden to publicly ask for syntax specific questions about PM's from the mod. For example, if someone claims cop, you may not ask how the pm giving him his result is worded.
  • The town wincon is "You win when all mafia players have been eliminated."
  • The mafia wincon is "You win when all town players are eliminated and at least one player of your faction is still alive, or nothing can prevent that from happening."
  • Mod posts will use this hopefully pleasant shade of blue, and will always be bolded. Similar formatting should be avoided by players.
  • Players may not quote anything from the game outside of this thread while the game is running.
  • Each player is required to respond to his initial PM stating his role (not his flavor). That means e.g. 'VT', 'Cop', or 'Mafia Goon'.

The flavor of this game will be based on My Little Pony: Friendship is Magic, aswell as on writing in the broadest sense, and a little bit of music... I'm not sure what I'll do with this concept, so it may go places.

20
Mafia Game Threads / M64: Pony-Mafia Mafia (Game Over, Town wins!)
« on: June 15, 2015, 12:54:44 pm »


Setup information in the second post.

Player list:
  • Awaclus - Mafia Roleblocker (Twilight Sparkle playing as Gilda) - Lynched Day 1
  • Teproc - Mafia Strongman (Liara playing as Chrysalis) - Lynched Day 6
  • Hydrad - Universal Backup -> Innocent Child (Rarity playing as Twilight Sparkle) - Died Night 4
  • Joseph - Innocent Child (Colgate playing as Lyra) - Died Night 1
  • Witherweaver replaced by hockeysemlan - Vanilla Townie (Cold Autumn playing as Scootaloo) - Died Night 3
  • skip wooznum - Town Roleblocker (Fluttershy playing as Pinkie Pie) - Died Night 5
  • A Drowned Kernel - Town Doctor (Pinkie Pie playing as Rainbow Dash) - Lynched Day 3
  • Seprix - Mafia Godfather (Applebloom playing as Discord) - Lynched Day 2
  • --- SURVIVED: mail-mi - Vanilla Townie (Scootaloo playing as Applebloom)
  • UmbrageOfSnow - Vanilla Townie (Rainbow Dash playing as Liara) - Died Night 2
  • --- SURVIVED: chairs - Vanilla Townie (Sweetie Belle playing as Sweetie Belle)
  • pacovf - Vanilla Townie (Lyra playing as Cold Autumn) - Lynched Day 4
Tagged: Ichimaru Gin, scott_pilgrim, faust

Navigation:
Day 1 start - Day 1 end
Day 2 start - Day 2 end
Day 3 start - Day 3 end
Day 4 start - Day 4 end
Day 5 start - Day 5 end
Day 6 start - Day 6 end

The Rules of Mafia apply for this game, just like they always do. In addition...
  • Game days will last 10/9/8/7/7... real days. Nights will last 2 real days.
  • You may vote: nolynch. If a majority of these votes is reached, a no-lynch will occur.
  • All Town Players will have personal QT's.
  • Night Actions may be submitted up until an hour before the next day starts.
  • All players who are still alive are required to check in during the night.
  • If the game stalls and neither side is willing to lynch or nightkill a player, mafia will be forced to act.
  • If a player becomes inactive, other players may request prods on him. In extreme cases, further actions may be taken based on the mod's discretion.
  • Alignment will be referenced as Town-Aligned or Mafia-Aligned.
  • Flavor will be based on the TV Show My little Pony: Friendship is Magic aswell as on the forum game mafiascum. You can also play it here. Be sure to check out the Forum Games!
  • Flavornames and posts will not be relevant for anything that happens in the game.
  • It is forbidden to publicly ask for syntax specific questions about PM's from the mod. For example, if someone claims cop, you may not ask how the pm giving him his result is worded.
  • The town wincon is "You win when all mafia players have been eliminated."
  • Mod posts will be purple! Similar colors should be avoided by players.
  • Players may not quote anything from the game outside of this thread while the game is running.

21
So, I have this idea for a setup which I want to mod next. Basically, it works like this: every player has a certain amount of stuff (could be coins, magic, whatever, the point is that it's a universal currency, let's call it X) which is used to perform (Night-)Actions in the game (conventional roles do not exist). For instance, A pays 23 X to doctor B.

here is where it gets bastard: the players don't know how many X they have at any point in the game, and there is no limit to what they can buy with it - meaning they can ask for absolutely anything, from basic night actions to alignment changes to enforce posting restrictions on other players - all is possible, as long as they have enough X. If players try to do something which costs more X than they have, they get punished in some way. asking for their number of X is possible (naturally, since everything is possible), but it costs X

here is why I don't want it to be bastard: I think it would be a lot more fun if players tried to win, and spend actual thought in what kind of action would be most effective in every situation, instead of just doing it in a stream of consciousness style.

I'm not sure how the policy on RMM games is though; can I host something which is a) completely crazy and b) inevitably depends on decisions from the mod as an RMM? Or can I do it as a bastard but tell everyone to try to win? or is it more fun to just make it bastard and let everyone do whatever he wants? ... or is it maybe not fun period? would you be interested in playing it in some form?

22
Welcome to Mafia 61: It's a Beautiful World

Setup and Flavor information in the second post.

Mod: silverspawn

Player list:
  • Ichimaru Gin (died night 3) - support-enabled Babysitter (Rarity)
  • Hydrad (survived) - Loved Goon (Corrupted Cheerilee) - WINS
  • Awaclus (lynched day 3) - one-shot Sensor (Trixie)
  • 2.71828..... (died night 2) -  Weak Visitor (Fluttershy)
  • Seprix (died night 3) - VT (Colgate)
  • chairs (survived) - Mafia Neighborizer (Chrysalis) - WINS
  • Joseph2302 (lynched day 2) - VT (Apple Bloom)
  • EFHW (lynched day 1) -  VT (Rainbow Dash)
  • Ghacob (endgamed) - VT (Colgate)
  • faust (survived) - Discord - WINS
  • A Drowned Kernel (died night 2) - VT (Cadence)
  • Pit [replaced by Witherweaver] (endgamed) - hammer-enabled Roleblocker with penalty (Luna)
  • ashersky (survived) - Mafia Goon (Corrputed Celestia) - WINS
Tagged: Teproc, scott_pilgrim


The Rules of Mafia apply with the following additions:
  • Days will last 10/9/8/7/7... real days. Nights will last 2 real days.
  • You may vote: nolynch. If a majority of these votes is reached, a no-lynch will occur.
  • All Town Players will have personal QT's.
  • Mod posts will use a color pattern similar to this one. Formatting from players should be kept reasonably different.
  • If the game stalls and neither side is willing to lynch or nightkill a player, mafia will be forced to act.
  • Should any player become unreasonably inactive, actions may be taken based on the mod's discretion.
  • Players may not quote anything from the game outside of this thread while the game is running.

23
Mafia Game Threads / M57: Blarnia Mafia (Game Over, Mafia Wins!)
« on: January 18, 2015, 07:52:33 am »
Welcome to M57: Blarnia Mafia!

This is an invented, closed, but fairly simple 9 Player setup.

Mod: silverspawn

Player list:
  • Awaclus - Mafia Goon (Survived) - WINS
  • A Drowned Kernel - Vanilla Townie (Killed Night 2)
  • Teproc - Town Protector (Killed Night 3)
  • Hydrad - Mafia Gladiator (Lynched Day 3) - WINS
  • CalignoBot - Innocent Child (Endgamed)
  • Jimmmmm - Vanilla Townie (Lynched Day 4)
  • Archetype - Vanilla Townie (Lynched Day 1)
  • Pit - Vanilla Townie (Lynched Day 2)
  • 2.71828..... - Vanilla Townie (Killed Night 1)

Tagged: faust, Joseph, Ichimaru Gin, ashersky

Day 1 start
Day 2 start
Day 3 start
Day 4 start
Game end

The RULES OF MAFIA will be followed with the following additions/changes:
  • Day deadlines will be 10 days. Night deadlines will be 2 days.
  • Night Actions should be submitted during the first 24 hours of Night.
  • You may vote: nolynch. If a majority of these votes is reached, a no-lynch will occur.
  • Mafia is obligated to perform the factional kill every night.
  • Alignment will be referenced as Town-Aligned or Mafia-Aligned.
  • Flavor of lynches may reference the vote count, but flavor names are randomly assigned and not indicative of alignment. Flavor of night kills is not indicative of anything, even if it might seem that way.
  • All town players have personal QT's, but using them is completely optional. I just like QT's.
  • Bold, blue text is reserved to the mod. Any other format may be used during the game.
  • Posts from the game may not be quoted anywhere outside the game.

Note about the setup: There will not be many roles, but there may be unusual ones. It is "simple" mostly in regards to the amount of Roles.

24
Tournaments and Events / My Escape
« on: January 07, 2015, 06:32:35 pm »
A little bit less than a month ago, I discovered Prismata, and started playing that a lot. Since then, I've rapidly lost interest in dominion, and by now I honestly don't want to play it anymore. The problem is that I'm hyper competitive, and take tournaments very seriously. That was fine while I was in good shape, but now playing league matches is a nuisance, and playing in the world cup is truly horrible, because other people depend on me and I know that I'm doing much worse than I would have a month ago.

So, I'm out of the league. I'd probably demote anyway, and no-one benefits if I grind through the games against the rest of my group. As for the world cup... I don't know. Staying means probably losing almost every upcoming match, bad results for the german group, and a lot of frustration on my part; leaving means, well, leaving as a team leader, which sucks. I think it'd be best for everyone if RTT takes my position and assemble joins the main team. I could stay, but I would perform poorly, no matter how much I try.

Either way, I'm very sorry for this. I didn't see any of it coming.

25
Dominion Articles / Island
« on: January 06, 2015, 12:19:01 pm »

Island is the combination of two largely unrelated effects in one package: it provides two VP and it thins your deck by one card. The problem with this specific combination is that both effects excel on very different types of boards. A static VP boost is better the weaker the board is, while thinning is mostly valuable in engines, which tend to be strong boards. Because of this, you will almost never see a board where both effects are equally valuable, and likewise, both individual effects are usually too weak to warrant a buy on their own.

So, how do you decide if Island is worth it? If you just want VP and Island is the best option in your current turn, go for it. If you have a nice engine in a slim deck that's afraid of green cards, you can consider it to exile your Provinces, but make sure that the late thinning is really necessary. Mostly you want it for specific combinations. And if the board has none of that, just ignore it.

If you do want Island, when exactly should you pick it up? In a lot of situations this decision is trivial, but if it's not, there is no general answer. It basically works like other trashers, so you'll just have to rely on intuition. Opening Island is only advisable on really weak boards.

This is really all I have to say about the card in general, so the rest of the article will be a list of enablers.

1. Workshop and Variants
While the presence of a workshop type card doesn't really make each copy of Island any more useful, it decreases the cost to gain them significantly. Ironworks is the best as it is a cantrip when gaining Island, and can be considered even on weak boards, just for the VP. Armory and a plain Workshop usually want to be integrated into an engine, preferably playing the gained Island on the same turn.

2. Hoard
Hoard is really straight forward. Buying Duchies or Estates to trigger early Hoards is often a mistake, but buying Island is pretty good. Ask yourself whether you'd take an Island for free; if yes you should buy it over gold itself, if not you might still want to buy it for 4$ or 5$.

3. Copper Trashers
If you can just trash your Coppers but not your Estates or Shelters, using Island to clean the remaining junk out of your deck can be good, if the additional thinning is worth it. Loan and Counterfeit aren't as good for this as Spice Merchant, and Moneylender is most likely a trap.

4. Menagerie
Here we have a case where the fact that Island exiles cards rather than trashing them is the deciding factor. If you use Menagerie as your primary draw, you often run into problems once you pick up your second province, especially if there is no way to discard them mid turn. Island allows you to put that province aside, effectively removing the problem while leaving the points intact. Do this only if other cards allow you to trash down first.

5. Wishing Well/Apothecary
If no better trashing is present and Copper isn't that bad of a card, you can consider using Island to get rid of your Estates or Shelters, and later your Provinces. You'll need a decent payload for this to be worth it.

6. Hovel
Like Great Hall, you can buy Island to trash a Hovel if you draw it with 4$. Unlike Great Hall, however, an Island/Silver opening does not guarantee 5$ on the second shuffle, so think twice about this.

7. Procession
Island can be interesting for Procession, partly because it is a good target (you'll exile two cards, gain a card costing 5$, and leave the 2 VP intact), and partly because its dual type aspect can make it a possible payload. Do this with caution.

Conclusion
Island is a weak card. The most important thing is not to buy it without a good reason, and the most common misplay is to do just that. Still, it has its uses, the key is just knowing when to get it. There is no easy answer about what to do if you draw it without good targets; sometimes it's better to hold it off, but more often you probably just want to use it on a Copper.



Example Games:

Hovel and Spice Merchant: I buy just one Island to get rid of my only two dead cards (Hovel and OE)

Menagerie: Stef brilliantly plays a Menagerie Engine with Contraband, buying Duchies and Islands as VP.

Spice Merchant and Ironworks: Stef is utilizing Ironworks in a Hunting Party engine to exile all of his green cards.

Procession: I play a crazy procession/fortress engine where I use Island as a payload.

Apothecary, Wishing Well, and Armory: Stef plays a beautiful Apothecary engine, using Armory -> Island to set aside his points.

Wishing Well: A case of less support but a high payload, a Wishing Well/Monument engine, also played by Stef.

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