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1
The first card the bots should learn is hovel. Landmarks are rocket science.

2
Unfortunately, we may reach a dull conclusion from this analysis.

You want lots of these good cards in your deck.
As you have lots of them in your deck, you should put a token in them.
Therefore you should put lots of these cards in your deck.

The one observation I will make is that cards that can win games without many other cards in support ( cultist, governor, market) fit a strategy of buying lots of one card.

3
Dominion General Discussion / Re: Improving play at 3+ players
« on: December 26, 2019, 08:47:22 am »
Defenses can be better than attacks.
Collectively, your opponents may be able to make a wide variety of strategies work. Be prepared to go with them or against them.
It's sometimes good to have a Plan B as your opponents can collectively make your plan A fail.

4
Other Games / Re: Kids games
« on: September 28, 2019, 04:53:16 pm »
Hey, where's my fish.

5
Dominion General Discussion / Re: how the heck do you use tfb cards well
« on: September 05, 2019, 10:34:32 am »
Copper and curses are a big enemy of 'trash a card and a gain a benefit from its cost'. Sometimes a strategy is so powerful that it is worth snipping the copper out one by one, but usually you need to trash the copper another way or be able to draw through a lot of copper.

In the mid to end game, trash for benefit also usually relies on extra buys or extra gains. Trash for benefit likes high cost cards as fuel, so if you spend a few turns trashing one fuel card to buy one vp card you might run out of fuel cards. It's easier to sustain a deck if you can gain more fuel cards.

6
If you some changes to the end game conditions you may get better simulations. I don't think the simulator bots buy a card that loses the game, if I remember correctly, so in this sim when the garden bots have emptied two piles they wait until a winning condition to end the game. Meanwhile, the province player is just buying provinces but the 12 provinces are probably not running out so the province bot is never ending the game. The province bot will not buy a last garden or last workshop unless it is coded to so.

7
Hello,

We play casually with 3 to 4 people (only have the basegame) and the last times Workshop+Garden was in the kingdom
it was either only one person going for it and winning or multiple people going for it and placing last and second to last.
Is this a prisoner's dilemma where the options are either someone taking a very likely loss by contesting gardens or allowing the gardens player to win?
I'd appreciate advice on this an I am sorry if there are obvious resources on this I overlooked (most only dealt with 2 player games).

There are some prisoner dilemma type kingdoms out there. It can happen with attacks vs defence, slow vs fast, 3 pile jeopardy, splitting of key cards, and plenty of other reasons. In general though, there's some other variation which is competitive. In a kingdom with two players going for gardens, the one who builds up for some duchies as well can often win even if they lose the gardens split. If you put that theory into your kingdom, I'm guessing the scoring and game length could start to vary a bit more.

If you want to look at the bigger picture, Dominion can create many varied player interactions due to the nature of a 10 card random kingdom. It would be surprising if the prisoner's dilemma could never occur. If you want massive kingdom variety then some kingdoms will player better or worse than others.

8
Dominion General Discussion / Re: New Player-Strategy Question
« on: April 25, 2019, 01:19:27 pm »
The kindom is full of strong cards and there are plenty of ways it could be played. Once you get past core strategy, oppositional play, and control of the 3 pile ending, there are still lots of tricks from the card abilities as well. What you really want here is draw and control of your deck, and you get this by trashing down and then building up with drawing cards. Once you can draw well you can trash out stuff and gain stuff quite readily.

I think the key here is how upgrade and forager work with minion or with wharf. Minion has advantages as you don't need so many villages and it has an attack component, however both forager and upgrade are harder to work with in 4 card hands. You can only have a limited choice of what to trash. With a wharf you can get a big hand at start of turn, draw more stuff, and decide what to trash and what to keep. Compare that to lurker and minion that really will work well together in any size of hand.

9
Dominion General Discussion / Re: Competitiveness
« on: April 08, 2019, 10:06:28 am »
Quote
t's a very interesting topic to me. Why do we strive to get good at this obscure, useless skill? What does it teach us about ourselves, and how does it translate to real life?
If you invest time into anything it becomes important to you. If you spend 4 hours baking a fancy cake it becomes more important that people enjoy that cake. Also, if you see yourself as a dancer, say, you'd rather see yourself as a good dancer than a bad dancer and the same goes for Dominion or anything else.

I have to admit that results in these dominion matches really do swing my mood for the next day. I know it's a bad sign but I don't seem able to do much about it. On the other hand, I generally don't mind losing in face to face games as long as I've played well. Coming joint first is the best result as I'm happy and so is someone else.

10
Dominion Articles / Re: When Should I Start Greening?
« on: March 31, 2019, 09:12:00 am »
Quote
The reasoning's simple: buying VP cards slows down your deck. Part of the problem is adding a junk card.

How this junk card affects your deck is a big factor in when you gain green cards. If your opponent is playing with margraves then you can probably discard a lot of junk each turn and greening isn't painful. If your deck only has a lot peddlar type cards (+coin,+1card,+1action) for payload then adding a green card or two might bring it all to a halt.

The ability to close out a game can be an issue on when to go green. There are times when a strong lead isn't enough if you can't control the ending, usually by taking the last one or two provinces in your turn. In these situations you do need to build a bit more to ensure you can finish what you've started. If neither player will be able to control a finish then consider making a deck that will sustain in a longer game with more green cards in the deck.

11
Help! / Re: Prosperity-Empires game
« on: March 05, 2019, 06:17:58 pm »
In this sort of game you might find that watchtower + platinum + colonies is ok. If the other players are playing with 3 card hands with goons they can't do that much without hitting a magic king's court turn. Piles might run out in 4 player before an engine truly takes off.

12
General Discussion / Re: TV shows
« on: March 04, 2019, 08:07:29 pm »
Umbrella Academy - Quirky with retero styles and some good characters. Not the best, but I liked it.
Kingdom - Korean zombie period drama. I liked this but I have to admit it ran out of steam by the end of the series.
Nightfliers -  I almost gave up on this as it isn't good but there was some new bloody sci-fi nastiness in each episode to keep it interesting.

13
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Mine
« on: March 04, 2019, 09:09:32 am »
In terms of raw income in a basic deck, you are looking to play the mine and its associated treasures 4 times to have generated more income than a silver (bought instead of a mine). This is too slow for a basic deck. The mine is useful if you want to add income to a deck without adding many extra cards or using any more buys. The mine can also have a more subtle purpose, such as changing 0 cost cards into 3 cost cards.

14
Why we need a ruins ranking.

15
Dominion Articles / Re: Hermit
« on: February 26, 2019, 09:01:54 am »
I see a lot of players using a madman on turn 5 or 6 without preparing the deck to maximise the big hand with 2 actions. Adding a buy or a card gainer can get extra value from a hand full of copper.

I also see plenty of games where hermits are used as a trasher/gainer from start to finish. Hermits have two strings to their bow and both are important.

16
Dominion Articles / Re: Glossary Update
« on: February 26, 2019, 07:45:37 am »
Sifting is distinct from cycling. Sifting is a selection where you keep one set of cards, usually good cards, and discard/return another set of cards. Cartographer sifts. Patrol sifts. Ironmonger sifts.

For certain cards, sifting implies the arrangement of cards on top of the draw deck and that isn't described by any other term.

17
Dominion General Discussion / Re: A Question About First-Player Advantage
« on: February 25, 2019, 06:50:27 pm »
Even if you had this data I don't you can separate out miscalculations, gambles, random effects (boons, swindles, hexes), effective resignations, misclicks, multiplayer intentions, and so on.

18
Dominion Articles / Re: SaunaVanto --Draft--
« on: February 20, 2019, 04:22:39 am »
An old complaint about articles was the lack of multiplayer advice. In the case of sauna, it would be that you typically cannot control the split. You may not be able to get enough to make a strong deck. Opponents can empty the pile without you help.

19
It strikes me that Militia kills variance more than Cutpurse does?

Cutpurse takes $1 away from almost any early hand; Militia takes nothing from bad hands but $2 from good ones.

Doesn't that mean Militia's going to hurt more when people are trying to make their first $5 purchase?


Militia is stronger as it cuts down your options whether you want to buy, recycle, trash, or do anything else you need cards to do.

20
Let's Discuss ... / Re: Let's Discuss Renaissance Cards: Lackeys
« on: February 06, 2019, 06:33:45 pm »
Lackeys seem to play like a Ponzi scheme.

21
General Discussion / Re: TV shows
« on: January 26, 2019, 08:19:51 pm »
For me, Punisher 2 was ok but it wasn't great. Worth watching for a few good characters who work really well together and try to forget those that don't (Russo and the doctor).

22
Dominion General Discussion / Re: What does it mean?
« on: January 20, 2019, 12:19:55 pm »
One cycle is pretty much equivalent to one play through a deck, shuffle to shuffle. Cycling faster is using less turns to do that cycle. If there's a key card in your deck then a cycle could be between plays of that key card, but for me a scavenger discarding a deck is cycling, a scavenger putting a key card onto the draw deck is some other sort of control.

23
Dominion General Discussion / Re: Why is Possession hated so much?
« on: December 10, 2018, 01:12:42 pm »
Possession was good in the way it changed the effects and value of kingdom cards to create unique games.
Possession was bad as the unique games it created could be degenerate, for lack of a better word, and less enjoyable than games without Possesion.
Possession was also bad for rule adjudications but that could have been managed.

24
Rules Questions / Re: Inheritance and Border Guard
« on: November 12, 2018, 06:04:51 pm »
I think it would be easier to think of each effect separately. Inheritance does not change the horn so the horn does what it says it does. This would avoid complicated issues down the line such as the (reterospective) sequence in which you would apply inheritance, horn/lantern, and maybe another future effect.

25
Dominion General Discussion / Re: What's the Weirdest Engine You've Seen?
« on: November 11, 2018, 11:35:03 pm »
Very little can beat the joy of a golem-scout-great hall engine to provide actions in an ambassador game.

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