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Messages - faust

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1
Best use of Fool's Gold reaction:

Opponent buys final Province for a 7 VP lead. I trash 2 Fool's Golds for Golds and win off Keep VP.

2
Mafia Game Threads / Re: RMM51: Imperial Radch Mafia (Night 1)
« on: January 19, 2019, 06:01:37 pm »
ashersky has been lynched. She did not die. Day 1 ends now. Night 1 starts and lasts at least until Today at 06:00:00 pm. Night actions are due within 48 hours.

Thread locked!

3
Mafia Game Threads / Re: RMM51: Imperial Radch Mafia (Day 1)
« on: January 19, 2019, 05:56:16 pm »
Day 1 Final Vote Count

Robz888 (1): Haddock
hypercube (1): Robz888
DatSwan (1): Awaclus
ashersky (5): DatSwan, WestCoastDidds, Glooble, LaLight, jotheonah
jotheonah (2): mail-mi, 2.71828.....
2.71828..... (1): hypercube

Not Voting (2): ashersky, SpaceAnemone

With 13 alive, it took 7 to lynch.

4
Mafia Game Threads / Re: RMM51: Imperial Radch Mafia (Day 1)
« on: January 19, 2019, 01:43:05 pm »
faust, can you confirm that vote count 1.4 was correct?

I missed that vote.

5
Mafia Game Threads / Re: RMM51: Imperial Radch Mafia (Day 1)
« on: January 19, 2019, 09:56:23 am »
A quick move was all it took, and the ship carrying the Lord of the Radch's emissary went up in flames.

mcmcsalot has been killed! She was Mercy of Kalr, the Radch-aligned Fixed Modified Multi-Motion Dectector!

Haddock replaces Galzria! D1 deadline is extended by 24 hours.


Vote Count 1.5


Robz888 (1): Haddock
hypercube (1): Robz888
DatSwan (1): Awaclus
ashersky (2): DatSwan, jotheonah
jotheonah (2): LaLight, 2.71828.....
Haddock (2): mail-mi, WestCoastDidds

Not Voting (4): ashersky, SpaceAnemone, hypercube, Glooble

With 13 alive, it takes 7 to lynch. Day 1 ends on Today at 04:00:00 am.

6
Mafia Game Threads / Re: RMM51: Imperial Radch Mafia (Day 1)
« on: January 19, 2019, 07:41:58 am »
Vote Count 1.4

Robz888 (1): Galzria
hypercube (2): Robz888, mcmcsalot
DatSwan (1): Awaclus
mcmcsalot (3): SpaceAnemone, hypercube, Glooble
ashersky (2): DatSwan, jotheonah
jotheonah (2): LaLight, 2.71828.....
Galzria (2): mail-mi, WestCoastDidds

Not Voting (1): ashersky

With 14 alive, it takes 8 to lynch. Day 1 ends on January 20, 2019, 04:00:00 am. This is in just over 20 hours.

request prods on mcmc, Galz

Forgot to note this, but these have been sent some time ago.

7
General Discussion / Re: Maths thread.
« on: January 19, 2019, 02:56:27 am »
Barely related, but I feel like matrix multiplication isn't "multiplication".  It's more like composition.
On the other hand, multiplication is also composition if we identify any element f of our field F with the map "⋅ f : F -> F ".

8
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 18, 2019, 10:57:36 am »
Yeah, although there might be some need for a ruling to go along with it; I think the most reasonable interpretation is that "Setup" instructions would affect the version of the starting deck that the rulebook says you are using. Things like Shelters and Heirlooms aren't setup instructions; they're updates to the game rules that re-define what your starting deck looks like. Blight says to change your starting deck; which means the starting deck as it is defined by the rules. Thus, in a game with Shepherd and Blight, you never have Pasture; and in a game with Shelters and Blight, you never have Overgrown Estate.
I don't think it is clear in any way that this is the case. Consider the Heirloom rules:

Quote
If any Kingdom cards being used have a yellow banner indicating an Heirloom, players start the game with that Heirloom replacing what would normally be a Copper.

Compare to the rulebook explanation of "Setup:" on Baker:

Quote
In games using this card, each player starts the game with a Coin token.

Both use the same phrasing, thus I think both things should happen at the same time.

9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 18, 2019, 06:35:32 am »

I think this leads to strange setup behaviour: If I have multiple "replace" instructions happening at the same time, then per usual rules I may choose any order to resolve them. So in a Blight + Shepherd + Shelters game, players may end up with decks consisting of either:

- 4 Duchies, 6 Coppers
- 3 Duchies, 6 Coppers, Pasture
- 2 Duchies, 6 Coppers, Necro, Hovel
- 1 Duchy, 6 Coppers, Necro, Hovel, Pasture

I think the intention is that Blight setup happens after all other setup instructions?

10
General Discussion / Re: Maths thread.
« on: January 17, 2019, 11:28:01 am »
What do you all think of this problem?  The result is so unexpected when you first hear it.  I managed to solve it myself, but I still think that the result is fascinating.

Ha, I was just coming here to post this video.

This blew my mind. Like, Pi is an unending irrational number. There's no reason in the world that the first some number digits of Pi, without the entire thing, should ever mean anything.
It's kind of surprising, but I can see the reason. The number of collisions is an integer, so to calculate we probably need to do some sort of rounding, and since one object is 10^d times the mass of the other, it's 10^d * pi rounded down, which turns out to be the first d digits. The fact that the first digits turn out to be important here is simply because they are the digits to base 10 and we have a factor of 10^d involved.

(This is guesswork without actually going through the calculations.)

11
Mafia Game Threads / Re: f.ds Mafia Hub
« on: January 17, 2019, 10:58:34 am »
Just got inspired to make a Team Fortress 2 themed RMM. I'm hacking out a Capture The Flag mechanic. This will be very invented but staying just north of bastard although balance can't be guaranteed at least in the first iteration.

General idea is each faction has a scout who attempts a CTF each night with a dice roll on the success. Successful CTF points can be used to purchase certain upgrades. The biggest issue I am having is allowing town to cooperate on the allocation of CTF points without revealing themselves to each other and thereby deducing scum.

I think the game works without the CTF mechanic although that's the actual fun bit that keeps people alive when the otherwise kind of OP roles would lead to a really short game.

I'm super amped about the role ideas but am unsure if I should open the setup or keep closed. I'm strongly leaning towards closed right now.
At some point I considered an RMM that with strong CTF elements. Players would move around a map and the scum would try to steal the flag from town (and vice versa). I abandoned this because I figured it would require a too high level of activity (you'd want to put in move every 24 hours or so).

12
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 17, 2019, 05:44:27 am »

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 17, 2019, 05:34:17 am »


Here's my entry for this week.  A Duchy gainer, with some engine components built in, High Council gives you a choice of gaining a Duchy, a Village effect, a +Cards effect if you reveal a Duchy, or a Baron-like effect if you discard a Duchy.  The best options require you to line it up with a Duchy, but you aren't too sad if you don't either.  The effects all self-synergize too: Village lets you play more High Councils, cards helps you draw more High Councils, Baron helps you buy more High Councils, and Duchy helps you activate the other effects.
This seems too strong and boring (it's basically a 1-card engine). I would scratch the Village option.

14
Dominion Articles / Re: Cathedral
« on: January 17, 2019, 02:39:30 am »
for turn 2 you will never be forced to trash copper over estate. If you have 5 coppers in hand on turn 2 you couldn't buy cathedral because of only 2 coppers
Edge cases incoming!

15
- members of the mafia faction have some nonzero amount of information on who their partners are (not necessarily everyone individually, but as a whole)

I think this is really a big one. I would feel like a game with an Odd-night Serial Killer and an Even-night Serial Killer but otherwise the normal mechanics wouldn't really be mafia.

We have had that though.

It's kind of fine as a one-time surprise in a closed setup, because you still play that as if it were regular mafia. (Although I think it wasn't really a successful experiment) It would be very different with an open setup.

16
Mafia Game Threads / Re: RMM51: Imperial Radch Mafia (Day 1)
« on: January 17, 2019, 12:59:47 am »
Vote Count 1.3

Robz888 (1): Galzria
hypercube (4): 2.71828....., Glooble, Robz888, mail-mi
Awaclus (1): DatSwan
DatSwan (1): Awaclus
Glooble (2): hypercube, LaLight
mcmcsalot (2): WestCoastDidds, SpaceAnemone

Not Voting (3): mcmcsalot, ashersky, jotheonah

With 14 alive, it takes 8 to lynch. Day 1 ends on January 20, 2019, 04:00:00 am.

17
Dominion General Discussion / Re: Shitty Rules Questions
« on: January 16, 2019, 11:28:42 am »
No, but you have broken the rules of the game, as it is not allowed to walk off before the game ends (as evidenced by the "starve to death" rule).

A resignation ends the game, at which point Inheritance no longer applies. But inheritance may still apply, so you may keep ownership of the Estate if the deceased's testament says as much.

If your opponent dies midgame, the game has not ended, and the Estate is yours, but also you are required to keep sitting at the table until you starve to death.

18
Trying to set a framework here for what I would require from a mafia game.

- there need to be at least 2 factions with opposing victory conditions (town and mafia)
- members of the mafia faction have some nonzero amount of information on who their partners are (not necessarily everyone individually, but as a whole)
- there are Day phases during which players can post in a game thread, and during this there is a decision involving a significant amount of players to remove a player from the game (though this need not always be successful)
- there are Night phases during which some players may perform actions.

19
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 16, 2019, 08:46:59 am »


No idea about whether it does the trick but the point of the on-gain Haunted Woods like self-attack is to make this worse when it could potentially shine, in Alt-VP games with e.g. Duke or Silk Road.
This is pretty much just a worse Annex?
Annex gains one Duchy where Archduke can gain several Duchies. I agree that it is weak though but with cantrip green gainers it seems better to err on the safe side.
You're right, for some reason I assumed that the Duchy would be on-gain. My mistake. No, as it is, it could be decent, especially with TfB

20
How about this: Scum has a nightkill, but no QT.
We ran a version of this some time where scum was split into two 2-player QTs and each kinda controlled half a NK. I don't remember what game that was though. Mafia without any QT at all is pretty much just an emulation of RL mafia.

21
We definitely have run setups as RMM that violated 1 (RMM42, RMM37, possibly some of the Dune games IIRC) and 2 (RMM21) each. I would say all of them were still mafia.

RMM21 didn't break 2 as far as I can tell, the town win con is "kill all mafia" even though the Mafia win con is just to kill the IC. The Kubo blitz games had white flags that modified the town win con though.

Well it did fit this:

More info on Q2: Thereís a group of VIP townies of which at least one has to live for town to win.

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 16, 2019, 08:33:54 am »


No idea about whether it does the trick but the point of the on-gain Haunted Woods like self-attack is to make this worse when it could potentially shine, in Alt-VP games with e.g. Duke or Silk Road.
This is pretty much just a worse Annex?

23
Games without nights are something that I would say are on the verge of not-mafia.

24
We definitely have run setups as RMM that violated 1 (RMM42, RMM37, possibly some of the Dune games IIRC) and 2 (RMM21) each. I would say all of them were still mafia.

25
Dominion General Discussion / Re: Thunderdominion Card List Results
« on: January 16, 2019, 02:02:40 am »
You know, if Catacombs is the main draw, you straight up lose if you aren't allowed to buy Catacombs. Procession is similar if the synergies are there. Like, that's why they're good cards. Sometimes you have to go for them. Catacombs as the main draw isn't that rare of a situation. Procession, okay, that's probably rarer than Rebuild or Catacombs.

Rebuild is lower than it should be but I would put it right at about the middle of Dark Ages IMO. General improvements in engine play and Empires in particular have really not been kind to Rebuild.
I agree that it should not be much higher, but it is too low. I think Catacombs has that factor where it's similar to a bunch of cards and it doesn't stand out as being centralising because it could have been another card (even if that card isn't in the kingdom). Since Rebuild is more unique, those games are more memorable, and that may very well push Rebuild above ranking-wise to where it should be in my head.

It's why we might say "it was a Rebuild game", but I never heard anyone say "it was a Catacombs game".

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