Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - nasmith99

Filter to certain boards:

Pages: [1]
1
Puzzles and Challenges / Unbounded scoring in a single action
« on: March 10, 2019, 05:40:48 pm »
Demonstrate a method that can score an unbounded number of points with a single action. More precisely, your method should be able to increase a players score by an amount greater than any given N in a single action (an action is something like buying a card, playing an action, etc.).

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

2
Dominion Articles / Canal
« on: February 20, 2019, 05:46:32 pm »

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

Cost-Restricted effects

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

Multiple-Buy Engines

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

Big Money and Slogs

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

When to skip Canal

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

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

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

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

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

Hitting 7

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

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

3
Solo Challenges / Maximum possible scores
« on: January 12, 2019, 02:52:40 pm »
Define the maximum possible score of a given kingdom to be the highest score it is possible to obtain on that kingdom in a single player game. Some kingdoms don't have a highest such number, and nothing exotic has to happen for this to be the case (the inclusion of monument will do, for instance.)

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

My progress:

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

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

Exploration, Travelling Fair, Triumph, and Tower.

Colony/Plat yes, shelters no.

The outline of what I'm doing here:

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

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

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


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

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

4
Rules Questions / Replace + Experiment (lose track rule)
« on: December 29, 2018, 11:22:45 pm »
Online, I replaced an estate into a pair of experiments and neither got topdecked. I was expecting the one that replace gained to get topdecked, while the other would be in the discard pile. Why doesn't the first experiment get topdecked even though it was gained directly by replace?

5
Dominion FAQ / What counts as an attack?
« on: December 29, 2018, 08:49:50 pm »
The obvious answer is "the cards with attack written on them". My question is whether there is a concrete algorithm Donald uses to determine which cards get counted as attacks.

6
Rules Questions / Capitalism and Keep
« on: December 16, 2018, 08:04:16 pm »
If one or both players buy capitalism, do the actions capitalism makes into treasures count for keep? The obvious answer is yes since they are treasures, but it isn't obvious to me what happens if only one player buys capitalism. Might it depend on which players turn it is when the game ends?

Pages: [1]

Page created in 0.04 seconds with 17 queries.