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Topics - J Reggie

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1
Dominion Articles / What's stopping AI from mastering Dominion?
« on: March 01, 2018, 06:06:27 pm »
After AlphaGo’s defeat of Lee Sedol in 2016, it has been considered inevitable that computers, specifically artificial neural networks, can beat the top humans at any board game given enough preparation. Now, obviously that preparation is the key; since stef doesn't have an in with the Google DeepMind team that I'm aware of, it'll be be a long time until we get a neural network that can beat Mic Qsenoch in a league match. But even if a supercomputer was thrown at the problem, there are a number of other challenges it would need to overcome. I'll outline a few that I can think of, but please add more.

Lack of training data
AlphaGo analyzed hundreds of thousands of professional games online before it reached a professional level. We have nowhere near that amount of data, not even taking into account the rating of the players. For one, there's really no such thing as a “professional dominion player”; there are a handful of highly-rated players who regularly place well in tournaments, plus stef himself (who doesn't participate in tournaments or rated games anymore). A neural network trained on data from all rated games would probably develop reasonably strong money-based strategies and beat lower-ranked players, but would lose to anyone who who frequented these forums. Furthermore, there's no good bot to play hundreds of thousands of games against in order to get a basis for good play. An AI that trains against Lord Rattington is going to end up marginally harder to beat than Lord Rattington, which isn't saying much.

2. Sheer number of starting game states
In games like chess, checkers, and go, there are a total of 2 possible starting game states for any given player: either you go first or you go second. In Dominion, that number is at least in the realm of quadrillions. An algorithm would need to analyze each game on the fly; it can't have a bank of games it's played with that same kingdom to fall back on. Even if a neural network could get to the point of basic kingdom analysis, small things like what the Bane is or what Obelisk is on can completely change a game. This type of intricacy is pretty common, but specific instances of it are rare enough that a neural network may not have a point of reference to determine whether, say, opening Young Witch is worth it in a given kingdom. It will also be bad at recognizing 2-card combos on its own. Something like Donate/Market Square May be obvious to a human, but how would a computer ever come up with that?

3. Randomness
Computers that play board games will often form a tree of possible moves when deciding what move to make next. The only variable they have to take into account is their opponent, and they can form a tree of moves for their opponent as easily as they can form one for themselves. However, it wouldn't be time-efficient for a computer to calculate each possible arrangement of its cards after a shuffle every time it plays or buys a card; it would need to develop some more abstract way of determining its choices. That's a level that AI as of yet tends to struggle with. This hypothetical dominion bot wouldn't be able to calculate its exact percentage chance of winning with each decision, so what would it go off of?

4. Number of small choices
For a while, Lord Rattington had a bug where if you played Vault until it had 0 cards in hand, it would freeze. This is an example of a bot not understanding a simple decision of whether or not to discard. Even after the bug was fixed, the bot continued to discard until it had 0 cards in hand. An AI would have to learn how to respond to every little prompt, and the difference between each one. It can't just choose not to discard to Militia, but it has to eventually choose not to discard to Vault. This is made harder by the fact that it's not necessarily train against an opponent who plays 5 Vaults per turn. It's going to have to somehow learn what the best response is to each little prompt, and it's going to have to do so quickly, as it may not get many other chances to go over that situation. This isn't how neural networks work; they need lots of reinforcement in order to be able to make good decisions.

5. Unique cards
An AI, if it got to this point, would likely be able to determine that Village and Worker's Village are pretty similar, and might group cards into categories much like humans do. But it could have more trouble with unique cards like Lurker or Villa that seem similar to other cards but play very differently. It could misjudge a card’s function based on a small number of games. I don't have a good idea of how this would play out; it's possible the AI could be better at this than I'd expect.

And that brings me to…

What advantages does an AI have?

All is not hopeless! I think there are a few things computers have going for them when it comes to Dominion, assuming they get over these many hurdles:
Deck tracking - a computer should have a perfect memory of its deck and discard pile at all times
Balancing deck contents - it would probably find a good balance for building an engine in the early game
Forced wins - the counting and math blunders that plague high-level humans wouldn't be an issue for a computer

So what do you think? Is it possible to create an AI that consistently beats the best humans? Is a neural network the best way to go? Will we even play Dominion anymore when the AIs take over the Earth? This is just the beginning.

2
Dominion: Nocturne Previews / Nocturne Teasers Speculation
« on: October 20, 2017, 10:20:24 am »
Let's see if we can guess what the cards do by their names.

It's pretty obvious that Ghost Town and Cursed Village are villages of some kind. Fool and Shepherd are candidates for Traveller-like things, and maybe Vampire turns into a bat.

Speculate away!

3
Game Reports / Counting House saves the day!
« on: February 06, 2017, 12:09:23 am »
And Travelling Fair wasn't even on the board. 

Code: [Select]
c starts with 7 Coppers and 3 Estates.
c shuffles their deck.
c draws 4 Coppers and an Estate.
J starts with 7 Coppers and 3 Estates.
J shuffles their deck.
J draws 4 Coppers and an Estate.

Turn 1 - cryo
c plays 4 Coppers.
c buys and gains a Baron.
c draws 3 Coppers and 2 Estates.

Turn 1 - J Reggie
J plays 4 Coppers.
J buys and gains a Baron.
J draws 3 Coppers and 2 Estates.

Turn 2 - cryo
c plays 3 Coppers.
c buys and gains a Silver.
c moves 1 VP from the Silver pile to Aqueduct.
c shuffles their deck.
c draws 2 Coppers, a Silver, an Estate and a Baron.

Turn 2 - J Reggie
J plays 3 Coppers.
J buys and gains a Silver.
J moves 1 VP from the Silver pile to Aqueduct.
J shuffles their deck.
J draws 4 Coppers and an Estate.

Turn 3 - cryo
c plays a Baron.
c discards an Estate.
c plays a Silver and 2 Coppers.
c buys and gains an Artisan.
c draws 4 Coppers and an Estate.

Turn 3 - J Reggie
J plays 4 Coppers.
J buys and gains a Fortress.
J draws 2 Coppers, 2 Estates and a Baron.

Turn 4 - cryo
c plays 4 Coppers.
c buys and gains a Fortress.
c shuffles their deck.
c draws 2 Coppers, 2 Estates and a Fortress.

Turn 4 - J Reggie
J plays a Baron.
J discards an Estate.
J plays 2 Coppers.
J buys and gains an Artisan.
J shuffles their deck.
J draws 3 Coppers, a Silver and an Estate.

Turn 5 - cryo
c plays a Fortress.
c draws a Silver.
c plays a Silver and 2 Coppers.
c buys and gains a Merchant.
c draws 3 Coppers, an Estate and an Artisan.

Turn 5 - J Reggie
J plays a Silver and 3 Coppers.
J buys and gains a Haggler.
J draws a Copper, an Estate, an Artisan, a Baron and a Fortress.

Turn 6 - cryo
c plays an Artisan.
c gains a Haggler.
c topdecks a Haggler.
c plays 3 Coppers.
c buys and gains a Silver.
c moves 1 VP from the Silver pile to Aqueduct.
c shuffles their deck.
c draws 3 Coppers, a Baron and a Haggler.

Turn 6 - J Reggie
J plays a Fortress.
J draws a Copper.
J plays an Artisan.
J gains an Artificer.
J topdecks a Copper.
J plays an Artificer.
J draws a Copper.
J plays a Baron.
J discards an Estate.
J plays 2 Coppers.
J buys and gains a Watchtower and a Fortress.
J shuffles their deck.
J draws 2 Coppers, 2 Estates and a Fortress.

Turn 7 - cryo
c plays a Haggler.
c plays 3 Coppers.
c buys an Artificer.
c gains a Fortress.
c gains an Artificer.
c draws a Copper, a Silver, an Estate, an Artisan and a Fortress.

Turn 7 - J Reggie
J plays a Fortress.
J draws a Baron.
J plays a Baron.
J discards an Estate.
J plays 2 Coppers.
J buys and gains an Artisan.
J draws 2 Coppers, a Haggler, a Fortress and an Artificer.

Turn 8 - cryo
c plays a Fortress.
c draws a Merchant.
c plays a Merchant.
c draws a Copper.
c plays an Artisan.
c gains a Baron.
c topdecks an Estate.
c plays a Baron.
c gains an Estate.
c takes 3 VP from Aqueduct.
c plays a Silver and 2 Coppers.
c buys and gains an Artificer.
c draws 2 Coppers, a Silver and 2 Estates.

Turn 8 - J Reggie
J plays a Fortress.
J draws a Copper.
J plays an Artificer.
J draws an Artisan.
J plays an Artisan.
J gains an Artificer.
J topdecks a Copper.
J plays an Artificer.
J draws a Copper.
J plays a Haggler.
J plays 3 Coppers.
J buys an Artisan.
J gains a Fortress.
J gains an Artisan.
J draws 2 Coppers, a Silver, an Estate and a Watchtower.

Turn 9 - cryo
c plays a Silver and 2 Coppers.
c buys and gains a Fortress.
c shuffles their deck.
c draws a Copper, a Silver, an Estate and 2 Fortresses.

Turn 9 - J Reggie
J plays a Watchtower.
J shuffles their deck.
J draws an Estate and an Artisan.
J plays a Silver and 2 Coppers.
J buys and gains a Watchtower.
J draws 3 Coppers, a Fortress and an Artificer.

Turn 10 - cryo
c plays a Fortress.
c draws a Haggler.
c plays a Fortress.
c draws a Copper.
c plays a Haggler.
c plays a Silver and 2 Coppers.
c buys an Artisan.
c gains an Artificer.
c gains an Artisan.
c draws 2 Estates, a Baron, a Fortress and an Artificer.

Turn 10 - J Reggie
J plays a Fortress.
J draws a Fortress.
J plays a Fortress.
J draws a Copper.
J plays an Artificer.
J draws a Baron.
J discards 2 Coppers and a Baron.
J gains a Watchtower.
J plays 2 Coppers.
J buys and gains a Watchtower.
J draws an Estate, an Artisan, a Watchtower, a Haggler and an Artificer.

Turn 11 - cryo
c plays a Fortress.
c draws an Artificer.
c plays an Artificer.
c draws a Copper.
c plays an Artificer.
c draws an Estate.
c discards a Copper and 2 Estates.
c gains a Watchtower.
c plays a Baron.
c discards an Estate.
c buys and gains an Artificer.
c draws 2 Coppers, an Artisan, a Merchant and a Watchtower.

Turn 11 - J Reggie
J plays an Artificer.
J draws an Artisan.
J plays a Watchtower.
J draws a Copper and a Fortress.
J plays a Copper.
J shuffles their deck.
J draws a Copper, an Estate, an Artisan, a Watchtower and a Haggler.

Turn 12 - cryo
c plays a Merchant.
c draws a Baron.
c plays an Artisan.
c gains a Fortress.
c reacts with a Watchtower.
c topdecks a Fortress.
c topdecks a Watchtower.
c draws 2 Coppers, a Silver, a Watchtower and a Fortress.

Turn 12 - J Reggie
J plays an Artisan.
J gains a Fortress.
J topdecks a Fortress.
J draws an Estate, an Artisan, a Watchtower, a Fortress and an Artificer.

Turn 13 - cryo
c plays a Fortress.
c shuffles their deck.
c draws a Copper.
c plays a Watchtower.
c draws a Silver and a Fortress.
c plays a Fortress.
c draws an Estate.
c plays 2 Silvers and 3 Coppers.
c buys and gains an Artisan.
c draws 2 Coppers, an Estate and 2 Artisans.

Turn 13 - J Reggie
J plays a Fortress.
J draws a Copper.
J plays an Artificer.
J draws a Baron.
J discards a Copper, an Estate and a Baron.
J gains a Watchtower.
J plays a Watchtower.
J draws a Copper, an Estate, a Watchtower, a Fortress and an Artificer.
J plays a Fortress.
J draws a Watchtower.
J plays an Artisan.
J gains a Fortress.
J topdecks an Estate.
J plays a Fortress.
J draws an Estate.
J plays an Artificer.
J draws a Copper.
J plays a Watchtower.
J draws a Copper and a Watchtower.
J plays a Watchtower.
J draws a Copper.
J plays 4 Coppers.
J buys and gains a Fortress.
J reacts with a Watchtower.
J topdecks a Fortress.
J draws a Copper, a Silver, an Artisan and 2 Fortresses.

Turn 14 - cryo
c plays an Artisan.
c gains an Artificer.
c topdecks an Artificer.
c draws an Estate, a Haggler, a Fortress and 2 Artificers.

Turn 14 - J Reggie
J plays a Fortress.
J draws a Fortress.
J plays a Fortress.
J shuffles their deck.
J draws a Copper.
J plays a Fortress.
J draws a Fortress.
J plays a Fortress.
J draws an Artisan.
J plays an Artisan.
J gains a Watchtower.
J topdecks a Copper.
J plays an Artisan.
J gains a Merchant.
J topdecks a Copper.
J plays a Watchtower.
J draws 2 Coppers and 2 Watchtowers.
J plays a Merchant.
J draws an Artificer.
J plays an Artificer.
J draws a Haggler.
J discards 2 Coppers and a Watchtower.
J gains a Merchant.
J plays a Watchtower.
J draws an Artisan, a Merchant and 2 Fortresses.
J plays a Fortress.
J draws a Copper.
J plays a Fortress.
J draws an Estate.
J plays a Merchant.
J draws a Copper.
J plays an Artisan.
J gains an Artificer.
J topdecks an Estate.
J plays an Artificer.
J draws an Estate.
J plays a Haggler.
J plays a Silver and 2 Coppers.
J buys a Province.
J gains an Artisan.
J gains a Province.
J draws 2 Estates, 2 Watchtowers and an Artificer.

Turn 15 - cryo
c plays a Fortress.
c draws an Artificer.
c plays an Artificer.
c draws a Copper.
c plays an Artificer.
c draws a Merchant.
c plays a Merchant.
c draws a Baron.
c plays an Artificer.
c draws an Artificer.
c plays an Artificer.
c draws an Estate.
c plays a Baron.
c discards an Estate.
c plays a Haggler.
c plays a Copper.
c buys a Province.
c gains a Gold.
c moves 1 VP from the Gold pile to Aqueduct.
c gains a Province.
c takes 1 VP from Aqueduct.
c buys a Watchtower.
c gains a Copper.
c gains a Watchtower.
c shuffles their deck.
c draws a Copper, an Estate, a Baron, a Fortress and an Artificer.

Turn 15 - J Reggie
J plays an Artificer.
J draws a Copper.
J discards 2 Estates and a Watchtower.
J gains a Silver.
J moves 1 VP from the Silver pile to Aqueduct.
J reacts with a Watchtower.
J topdecks a card.
J plays a Watchtower.
J draws 2 Coppers, a Silver, a Baron and a Watchtower.
J plays a Silver and 3 Coppers.
J buys and gains a Duchy.
J takes 1 VP from Aqueduct.
J shuffles their deck.
J draws a Silver, a Province, an Artisan, a Fortress and an Artificer.

Turn 16 - cryo
c plays a Fortress.
c draws a Copper.
c plays an Artificer.
c draws a Silver.
c plays a Baron.
c discards an Estate.
c plays a Silver and 2 Coppers.
c buys and gains a Province.
c draws a Copper, an Estate, a Watchtower and 2 Artificers.

Turn 16 - J Reggie
J plays a Fortress.
J draws a Watchtower.
J plays an Artificer.
J draws a Fortress.
J discards a Province.
J plays a Fortress.
J draws an Estate.
J plays a Watchtower.
J draws 3 Coppers.
J plays an Artisan.
J gains a Baron.
J topdecks a Copper.
J plays a Baron.
J discards an Estate.
J plays a Silver and 2 Coppers.
J buys and gains a Province.
J draws a Copper, an Artisan, a Watchtower, a Haggler and a Fortress.

Turn 17 - cryo
c plays an Artificer.
c draws an Artisan.
c plays an Artificer.
c draws a Merchant.
c plays a Merchant.
c draws an Artificer.
c plays an Artificer.
c draws a Province.
c plays an Artisan.
c gains a Baron.
c reacts with a Watchtower.
c topdecks a Baron.
c topdecks a Watchtower.
c plays a Copper.
c buys and gains a Merchant.
c draws a Silver, an Artisan, 2 Barons and a Watchtower.

Turn 17 - J Reggie
J plays a Fortress.
J draws a Silver.
J plays a Watchtower.
J draws a Watchtower and a Fortress.
J plays a Fortress.
J draws a Copper.
J plays a Watchtower.
J draws an Estate.
J plays a Haggler.
J plays a Silver and 2 Coppers.
J buys a Duchy.
J gains a Silver.
J moves 1 VP from the Silver pile to Aqueduct.
J gains a Duchy.
J takes 1 VP from Aqueduct.
J draws a Copper, an Artisan, a Merchant, a Baron and a Fortress.

Turn 18 - cryo
c plays an Artisan.
c gains a Silver.
c moves 1 VP from the Silver pile to Aqueduct.
c reacts with a Watchtower.
c topdecks a Silver.
c topdecks a Baron.
c plays a Silver.
c buys and gains an Estate.
c takes 1 VP from Aqueduct.
c reacts with a Watchtower.
c topdecks a card.
c draws a Copper, a Silver, an Estate, a Baron and an Artificer.

Turn 18 - J Reggie
J plays a Fortress.
J draws a Merchant.
J plays a Merchant.
J draws a Duchy.
J plays a Merchant.
J draws a Fortress.
J plays a Fortress.
J draws an Artificer.
J plays an Artificer.
J draws a Watchtower.
J discards a Copper and a Duchy.
J plays a Watchtower.
J draws a Copper, an Artisan, a Watchtower and an Artificer.
J plays an Artificer.
J draws a Copper.
J discards 2 Coppers, 2 Artisans and a Baron.
J gains an Artificer.
J plays a Watchtower.
J draws an Estate, a Watchtower and an Artificer.
J shuffles their deck.
J draws 2 Coppers and a Province.
J plays an Artificer.
J draws a Haggler.
J discards an Estate, a Province and a Watchtower.
J gains a Silver.
J moves 1 VP from the Silver pile to Aqueduct.
J plays a Haggler.
J plays 2 Coppers.
J buys a Duchy.
J gains a Silver.
J moves 1 VP from the Silver pile to Aqueduct.
J gains a Duchy.
J takes 2 VP from Aqueduct.
J draws 2 Silvers, a Duchy, an Artisan and a Watchtower.

Turn 19 - cryo
c plays an Artificer.
c draws a Copper.
c plays a Baron.
c discards an Estate.
c plays a Silver and 2 Coppers.
c buys and gains a Province.
c draws a Copper, 2 Estates, a Watchtower and a Fortress.

Turn 19 - J Reggie
J plays an Artisan.
J gains a Duchy.
J topdecks a Watchtower.
J plays 2 Silvers.
J buys and gains an Estate.
J draws 2 Coppers, an Estate, an Artisan and a Watchtower.

Turn 20 - cryo
c plays a Fortress.
c draws a Copper.
c plays a Watchtower.
c draws a Copper and a Fortress.
c plays a Fortress.
c draws a Haggler.
c plays a Haggler.
c plays 3 Coppers.
c buys a Duchy.
c gains a Silver.
c gains a Duchy.
c shuffles their deck.
c draws a Gold, an Artisan, a Baron, a Watchtower and a Fortress.

Turn 20 - J Reggie
J plays an Artisan.
J gains a Duchy.
J topdecks a Watchtower.
J plays 2 Coppers.
J buys and gains an Estate.
J draws a Silver, a Baron and 3 Watchtowers.

Turn 21 - cryo
c plays a Fortress.
c draws a Fortress.
c plays a Fortress.
c draws an Artificer.
c plays an Artisan.
c gains a Duchy.
c reacts with a Watchtower.
c topdecks a Duchy.
c topdecks a Gold.
c plays an Artificer.
c draws a Gold.
c plays a Watchtower.
c draws 2 Coppers, a Duchy and a Haggler.
c plays a Baron.
c gains an Estate.
c plays a Gold and 2 Coppers.
c buys and gains a Duchy.
c draws a Copper, 2 Estates, a Province and a Fortress.

Turn 21 - J Reggie
J plays a Watchtower.
J draws a Copper and a Silver.
J plays 2 Silvers and a Copper.
J buys and gains a Haggler.
J reacts with a Watchtower.
J topdecks a Haggler.
Watchtower loses track of Haggler (it moved).
Watchtower loses track of Haggler (it moved).
J draws a Copper, a Province, a Haggler and 2 Fortresses.

Turn 22 - cryo
c plays a Fortress.
c draws a Province.
c draws a Province, a Baron and 3 Artificers.

Turn 22 - J Reggie
J plays a Fortress.
J draws a Copper.
J plays a Fortress.
J draws an Artisan.
J plays an Artisan.
J gains a Counting House.
J topdecks a Province.
J plays a Counting House.
J looks at nothing.
J puts 5 Coppers into their hand.
J plays a Haggler.
J plays 7 Coppers.
J buys a Province.
J gains a Gold.
J moves 1 VP from the Gold pile to Aqueduct.
J gains a Province.
J takes 1 VP from Aqueduct.
J draws a Duchy, a Province, an Artisan, a Fortress and an Artificer.

Turn 23 - cryo
c plays an Artificer.
c draws an Artificer.
c plays an Artificer.
c draws an Estate.
c plays an Artificer.
c draws a Silver.
c plays an Artificer.
c draws an Estate.
c plays a Baron.
c discards an Estate.
c plays a Silver.
c buys and gains an Estate and a Province.
c draws 2 Coppers, an Artisan, a Merchant and a Watchtower.

Turn 23 - J Reggie
J plays a Fortress.
J draws a Baron.
J plays an Artificer.
J draws an Estate.
J discards a Duchy and a Province.
J gains an Estate.
J plays an Artisan.
J gains a Counting House.
J topdecks a Baron.
J plays a Counting House.
J looks at nothing.
J puts 7 Coppers into their hand.
J plays 7 Coppers.
J buys and gains a Province.
J shuffles their deck.
J draws an Estate, a Province, a Baron, a Watchtower and a Fortress.

Does anyone know a way to make these logs look nicer or show the kingdom?

4
Dominion Online at Shuffle iT / f.ds on ShuffleIT
« on: January 03, 2017, 02:23:41 pm »
Even though the lobby is one of the things that still needs work, I wanted to make this thread for people to post when they want to play someone from the forum.  It's sometimes confusing looking through the open tables, because you don't know if someone is looking for a specific person.  As a solution to that just post here and say you've created a table and you want however many players.  Then people can join the table or spectate as they please. 

5
Dominion General Discussion / The psychological aspect of Dominion
« on: October 19, 2016, 12:58:56 pm »
This is something that I think people try to overlook. We want dominion to be all about math and what the best possible strategy is, but that's unfortunately not always true, especially for newer players. Think about the recent discussion about relic vs minion. Minion seems like the stronger attack, when actually relic is usually better. But the fact that you may have discarded a good hand isn't inconsequential. Seeing your good cards skipped is demoralizing, even if the cycling helps you.

Another example is Torturer. I've seen many a new player pinned by this card because they just don't want to give themselves a curse, it doesn't feel right. There's always that feeling of "it's my fault I have these curses, I could have done something different".

Also, when playing an engine against big money, it can be hard to let your opponent pick up 4 provinces without even buying one. It takes willpower to get past that point of "how will I ever catch up?"

What are people's thoughts?

6
Forum Games / f.DS Mafia trivia game
« on: October 11, 2016, 11:10:57 am »
I don't think a thread like this exists yet. The point of this game is to say a thing that happened in a specific mafia game, and the first person to guess which game that was from wins the round. They then get to start a new round, or they can pass and someone else can start a round.

Obviously there's nothing stopping you from searching through the games, but it's more fun if you don't. Maybe if you get the answer without searching for it, you can say so. The criteria for questions aren't really strict, just something that would point to a specific game. Also, I don't know if this should go in mafia game threads or non-mafia game threads, so let me know what you think.

I'll start with a fairly easy one:
Gkrieg and Ashersky claim masons as scum. Go!

7
Dominion General Discussion / How to sleeve
« on: September 12, 2016, 06:26:45 pm »
I finally got sleeves for my dominion collection. My question is which way should I put them on? Should the opening be at the top or the bottom? One thing to note is I store my cards vertically. Any suggestions?

8
General Discussion / Tour de France
« on: July 02, 2016, 08:56:50 am »
Does anyone here watch the Tour? I'm really excited that it's starting today. It's the only cycling event that I really watch, but it's been a staple of summer for me for a while now. I've enjoyed watching interviews with Peter Sagan, since he's so quirky. Who are your guys favorite riders/teams?

9
Simulation / Bug Reports for Geronimoo's simulator
« on: June 13, 2016, 12:43:22 pm »
I found some things that I believe to be bugs in this program.  The first one I noticed is that Haunted Woods' attack doesn't seem to be blocked by Champion or similar cards.  Also, the bots don't seem to be able to play treasures in subsequent buy phases after buying Villa.  I guess if anyone else notices anything or wants to test any of these bugs they can post here.

Edit: The last part of Donate (where you discard and draw a new hand) doesn't happen, so it leaves the bot with all the cards it didn't trash in hand for the start of the next turn.

10
Rules Questions / Can I reveal Trader when I gain it?
« on: May 17, 2016, 03:20:04 pm »
I was recently playing a game online with Trader and Transmogrify, and Transmogrifying something into a Trader allowed me to reveal that Trader to gain a Silver instead. Is this legal?

11
Game Reports / Miser is way underrated.
« on: May 03, 2016, 11:31:09 am »




Unprettified Log

Here I show the power of playing Misers well.  I get two Misers, a single Wharf, and a bunch of COTRs.  By turn 13, I have a really thin deck with two massive payload cards, allowing me to double Province every turn.  The things to look for with Miser are cheap villages and +buy, maybe some draw, and not much else.  You just have to make sure you're committed to the Misers, and don't break down and play them for $3 when you could put a copper on your mat. 

12
Rules Questions / When is Bridge Troll in play?
« on: May 02, 2016, 10:33:03 pm »
In Adventures online, you have to click to trigger Bridge Troll's cost-reduction at the beginning of your turn. My impression was that the effect that was triggered at the beginning of your turn was just getting the +buy, and the cost reduction would be in place from the very beginning of your turn, even before you choose to resolve duration effects (since it is in play and it's your turn). Did MF get this wrong (shocking!) or can you actually trigger other start-of-turn things before the cost-reduction takes effect? This matters if you have, say, a Princed Bishop.

13
Game Reports / I beat Stef?
« on: April 07, 2016, 03:59:45 pm »


Code: [Select]
Duchess, Lighthouse, Stonemason, Hermit, Island, Quarry, Sea Hag, Council Room, Junk Dealer, Royal Seal

http://www.gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160407/log.0.1460055292549.txt

I'm sure someone's made this joke before.  I felt like I got this deck going way faster than I thought was possible, since BM games are usually pretty slow with Colonies.  What do you guys think about Island here?  Would Sea Hag have been an option?  Honestly, I mainly posted this to make the joke but there were a lot of decisions in this game that I could have made differently. 

14
Tournaments and Events / 3P online tournament (on hold)
« on: March 06, 2016, 03:55:24 pm »
  Player      PointsMatches played
1.faust    321
2.Lekkit    181
3.traces Around    101
4.Limetime    00
4.Dingan    00
4.Chris is me    00
4.jsh357    00
4.gkrieg13    00
4.Micha1980    00



Schedule:

Round 1: 27 March 2016 - 9 April 2016
Limetime – Dingan - Chris is me
Lekkit - faust - traces Around
jsh357 - gkrieg13 - Micha1980

Round 2: 10 April 2016 - 23 April 2016
Limetime - faust - gkrieg13
Lekkit - Micha1980 - Chris is me
jsh357 - Dingan - traces Around

Round 3: 24 April 2016 - 7 May 2016
Limetime - traces Around - Micha1980
Lekkit - gkrieg13 - Dingan
jsh357 – faust - Chris is me

Round 4: 8 May 2016 - 21 May 2016
Limetime – Lekkit - jsh357
Dingan - Micha1980 - faust
Chris is me - traces Around - gkrieg13




Rules:

There are four rounds, each of which lasts 2 weeks.  This is to give people a chance to schedule a time together, which could be tricky.  If this is not long enough, PM me and we can make something work.  You may play your matches sooner if all players agree to it, but I will be reminding people when their round is scheduled to start.  You may also split your matches up over multiple days if that is more convenient. 

Each match consists of 6 games, with each player going first twice.  This will require you to do the Making Fun dance, which is fortunately easier than previous iterations. 

After the match, one player will post the results in this thread, stating which match it was and the results of each game, preferably with game logs to alleviate confusion.  If game logs are not included, please use the following format:
Game 1:
1st – [Player 1]; 2nd – [Player 2]; 3rd – [Player 3]
Game 2:
1st – [Player 3]; 2nd – [Player 1]; 3rd – [Player 2]
Etc.

Scoring will be as such, for each game:
8 points for 1st place
4 points of 1st place tie
2 points for 2nd place
1 point for 2nd place tie
0 points for 3rd place

If they choose to do so, the three players with the most points at the end of the season may play a playoff match to determine the winner.  Otherwise, the player with the most points at the end of the season wins. 

Please do not resign or quit.  Any game not played through to the end will be counted as incomplete and will have to be replayed.  If you believe that the outcome of the game (all three places) was inevitable, and all players agree, you may include it in your results. 

If anyone has a problem with the rules, please PM me.  If enough people disagree with a certain part of the rules, I will be happy to change it.  If a player wishes to drop out, they will be replaced. 




Original post (for posterity):

With all of the talk around new online tournaments, I've been interested in getting a 3-player online tournament going.  If there's interest for this, I'd be willing to organize one, or if someone else wants to that would be cool.  The biggest issue would probably be scheduling, and therefore my idea is to have the matches be less frequent, maybe one every 2 weeks.  Depending on how many people are interested, this could go on for a few months, which is totally fine.  I also know that many people really have an aversion to 3-player games, so that's another advantage of the matches being less frequent, so players don't get sick of the format. 

Ideas for rules include:
3-game matches, with each player going first once
Each player is guaranteed to play each other player at least once, with possible repeats as necessary
Scoring can be weighted in such a fashion as 5 points for a win, 2 points for 2nd place, 3 points each for a tie
A playoff match between the top 3 players after the regular schedule is complete
No resignations or quits; any game not played through to the end is invalid (this is much more important in 3P)
Any other suggestions that people might have

If I'm running this tournament, I'd be fine with not playing, although I'd love to see some streams.  Let me know what you think of this idea and if you'd be interested in participating or helping out in any way.  This also doesn't have to start right away, maybe after Limetime's current tournament is done. 

15
Game Reports / I did a thing
« on: March 04, 2016, 07:33:17 pm »


Code: [Select]
Great Hall, Herald, Noble Brigand, Rats, Apprentice, Inn, Journeyman, Junk Dealer, Merchant Guild, Outpost
http://www.gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160304/log.0.1457133910981.txt

Well, it's nothing new or anything, but that last turn was pretty fun and was something I hadn't done before.  I played a lot of games with this person where we both went for totally different strategies that were pretty equal, which was a lot of fun. 

16
Variants and Fan Cards / J Reggie's expansion
« on: February 22, 2016, 10:02:59 am »
The cards as they stand so far:

Quote
Alleyway
Action
Look at the top two cards of your deck.  Discard any number of them.  Put the rest in your hand.  +1 action per card discarded.

Quote
Chambermaid
Support
When you play this, trash a card from your hand. When you discard this from play, trash the host card.

Quote
Convoy
Support
Every time you play a copy of the host card (including that card), you first get +1 card.

Quote
Imposture
Action
Set this aside with a card from your hand. For the rest of the game, on your turns, cards from this pile are that card.

Quote
Inscription
Support
Add 1 to all numbers on the host card.

Quote
Luthier
Action
+3 cards
You may play an action card from you hand of which you do not have a copy in play as if it were a Luthier.

When you gain this, reveal your hand.  Put one of each differently-named action card you revealed on top of your deck in any order.

Quote
Manifest
Action
Reveal your hand. For each differently-named card you revealed, if it is an:
Action card, +1 action
Victory card, +1 card
Treasure card, +1 buy
Support card, +

Quote
Mold
Support
Gain a copy of the host card.


Quote
Night Market
Action - Attack - Duration
Each other player discards a Duration card from play and cancels its effects for future turns.
At the start of your next turn:
+1 card
+1 action
+1 buy
+

Quote
Township
Action
+2 actions
Draw or discard cards until you have 5 cards in your hand. + per card you discarded.

Quote
Viaduct
Action
+1 action
Choose one: Cards cost less this turn (but not less than ); gain a card costing up to ; trash a card from your hand costing .

Quote
Ward
Action - Reaction
+1 card
+1 action
Next time you play an action which would draw a card this turn, for each card you would draw, instead look at the top card of your deck and either trash it or discard it.

When one of your cards is trashed, you may discard this from your hand for +2 cards.






I didn't really want to create fan cards, because frankly, I think that Dominion is really Donald X's creation and I like it that way.  But I can never suppress my creative side (that's why I'm a composer), so it was bound to happen eventually.  So these are just some ideas for cards that I came up with.  They're supposed to be part of an expansion that deals with changing other cards, and I will add more cards as time goes on.   Because of its theme, this expansion has somewhat of a variety subtheme, which I'm okay with.  I haven't playtested any of these yet and don't know if I will; I just wanted to share them with you guys to get your input on them.  Please do tell me what's wrong with these cards, even if they never actually see the light of day. 

These first four are some of the simpler ones:

Quote
Alleyway
Action
Look at the top two cards of your deck.  Discard any number of them.  Put the rest in your hand.  +1 action per card discarded.

I actually really like this card for its simplicity.  It's a Moat, a cantrip, or a Necro, and it always cycles.  Is it well-priced at ?


Quote
Luthier
Action
+3 cards
You may play an action card from you hand of which you do not have a copy in play as if it were a Luthier.

When you gain this, reveal your hand.  Put one of each differently-named action card you revealed on top of your deck in any order.

This one might be OP.  I play a village, then play Luthier, then play Chapel for +3 cards, then play Sea Hag for +3 cards, and I still have an action left.  What do you guys think?


Quote
Night Market
Action - Attack - Duration
Each other player discards a Duration card from play and cancels its effects for future turns.
At the start of your next turn:
+1 card
+1 action
+1 buy
+

This is an idea I had a while ago, of attacking other players' Durations directly.  Of course it has to be a Duration itself.  The main thing I'm worried about is the potential snowball effect.


Quote
Viaduct
Action
+1 action
Choose one: Cards cost less this turn (but not less than ); gain a card costing up to ; trash a card from your hand costing .

I really don't know how balanced this one is; I feel like it would need a lot of playtesting to get to a good state.  I just like the idea of an optional cost-reducer that can do things with the reduced costs. 


So there they are.  I have a bunch more ideas for cards which aren't fully worked out yet, some of which are much wackier, so I'll probably end up posting those at some point.  Let me know what you think.  I'm open to criticism and I'm not Goon Garden. 

17
Feedback / F.DS is awesome!
« on: February 17, 2016, 11:58:44 am »
So I'm relatively new here, but I really like this forum and all of the people I've met through it so far. All the recent drama and negative energy has been rather sad to see, and I think there are so many great things about this place that we take for granted. I wanted to start this topic as a place for people to say all the wonderful things that they love about F.DS and hopefully move past recent events. (Let's not talk about those recent events though, just the good stuff.)

Personally, some of my favorite things are waking up in the morning and reading a new strategy discussion over breakfast, and the fact that Donald X himself posts here and participates in the witty banter on the site. I also really like that this is a hub for people to announce live streams, so I can watch people I didn't even know existed play Dominion and talk about it. What are everyone else's favorite things about F.DS?

(Also, I'm not really sure where to put this topic. I thought this might be a good place since it's discussion about the forum. Mods, feel free to move it if there's a better place.)


18
Game Reports / Travelling Fair and Candlestick Maker as Gardens enablers
« on: February 03, 2016, 11:07:18 pm »



Code: [Select]
Candlestick Maker, University, Oasis, Smugglers, Envoy, Gardens, Cache, Count, Embassy, Inn, Travelling Fair, Raid
So I have a group of people whom I play with IRL weekly, using all expansions except Empires, because it isn't out yet.  This is one of the more intriguing games that I've come across (despite not having any cards from Intrigue in it).

Looking at the board, there seems to be a potential for an engine here, but it just doesn't seem worth it versus the Gardens rush.  I actually opened with Travelling Fair, buying a copper and putting a Candlestick Maker on top of my deck, enabling me to get two more Candlestick Makers next turn.  Normally, I wouldn't see Candlestick Maker as a Gardens enabler particularly, but with Travelling Fair it seems to work pretty well.  I got Cache a few times before just going straight for the coppers.  It took my opponents a little while to catch on (this was a 4P game), but the Gardens and Candlestick Makers were gone in no time.  The third pile ended up being Copper, making this the second time that's happened to me (the first was a Mountebank game). 

I have no idea if I played this board well at all, but I did win, so there's that.  I'm a big fan of rushes like this that involve a synergy between three or more cards (or events); they provide a nice break from the usual engines and 2-card combos.  How do you guys think Travelling Fair works with Gardens?  Would this normally be too slow?  Is Cache good here?

19
Introductions / Hi all!
« on: January 22, 2016, 03:53:20 pm »
After losing to Adam Horton twice on his stream, I decided it was time for me to stop lurking on the forums and make a name for myself other than the guy who isn't as good as Adam.  I was introduced to Dominion almost two years ago, and last year bought all of the expansions IRL.  I still haven't bought any online, but that might change soon.  I'm in my last semester of college, studying music composition, but I still make time for weekly Dominion nights.  My favorite cards are Coin of the Realm, Haunted Woods, and Bishop.  I hope I can add something useful to the forum discussions even though I don't have as much experience as some people here.  I'm also considering streaming at some point, for the experience. 

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