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.

Messages - hoff

Filter to certain boards:

Pages: [1]
1
Some playtesting feedback for Carl Chudyk:

My friend and I have both played hundreds of games on Isotropic, and we both think these free city achievements for splaying and flags are pretty awful.

The cities that instantly jump you three achievements are the most egregious -- I'm looking at you, Dublin!

But the achievements are also just lame, even when you just snag one of them. As others have said, they don't require any set up (like Monument or World or Destiny). They are totally luck-based: you have to draw a city with an arrow (and I've missed out on a splay achievement several times because that color was already splayed in that direction).

I much preferred the first-to-10 castles/crowns/etc. achievements. Those indirectly interacted with the city cards in a few ways:
1) Cities are the most icon-dense cards.
2) Cities allow you to tuck cards from your hand, increasing your icon counts.
3) Cities that splay can increase your icon count.

Also, the first-to-10 achievements encouraged you to do something you wouldn't otherwise do. For example, if my opponent has 2 lightbulbs and I have 7, normally it would be a waste of time to try to get to 10 lightbulbs. But with the first-to-10 achievement, I might take an action or two to do it!

If they keep the splay and flag special achievements (Fame, Repute, Legend, Victory, and Glory), then I would suggest nerfing them to require an action to claim. That way you would have to spend 3 actions to get 3 achievements with Dublin, and they'd still be worth claiming, because, hey, achievements! To reduce the memory issues and to remove the random punishment for drawing a city with an arrow that happens to match the splay you already have in its color, I would simplify the arrow conditions:

Fame: You may claim this achievement if you have a top city with an up arrow icon.
Repute: You may claim this achievement if you have a top city with a right arrow icon.
Legend: You may claim this achievement if you have a top city with a left arrow icon.
Victory: You may claim this achievement if you have a visible black flag.
Glory: You may claim this achievement if you have a white flag that counts as an achievement.

2
Innovation General Discussion / Re: Is Metalworking a trap card?
« on: July 20, 2013, 04:37:38 am »
No, the edge case is like, you just returned Agriculture to Pottery when there were previously two 1s left. You draw and score one, then you draw another. Now you know the top 1 is Agriculture. You can safely share Metalworking!

3
Innovation General Discussion / isotropic down
« on: June 16, 2013, 12:13:21 am »
Starting about six hours ago, I haven't been able to sign in with Google (502 bad gateway). If I skip signin, I'm greeted with a blank screen (no game creation options, just a chat box, and nothing appears when I chat). It's not just me, is it?

4
This is especially worth considering with Echoes. If you only have 25 points because of the bonus on Thermometer, it's really easy for that to evaporate from any number of dogma actions (demands or shares), so you might want to claim the 5 this turn and the 4 next turn.

On the other hand, in two recent games, I got clever and scored a higher achievement first, which then allowed my opponent to claim one. For example, in 2p echoes (7 achievements required), I have 35 points and a 7 top card and I already have achievements 1-3. My my opponent has a 5 in hand, a 5 foreshadowed, and 16 points. I'll often do something like claim 4 and 7, "just in case he does something to my 7 or score pile." Then my opponent pulls off some play I didn't expect like forecasting Steam Engine and claiming the 5, greatly prolonging the game.

5
Innovation Articles / Re: Article draft: Chopsticks
« on: March 25, 2013, 01:09:02 pm »
It's worth noting, for players who are new to the Echoes of the Past expansion, that the point requirement to claim a standard achievement increases linearly based on how many standard achievements of that number you have. That is, claiming your first 1 achievement requires 5 points, your second 1 requires 10 points, your third requires 15 points, etc. So in a 2-player Echoes game where 7 achievements are required, you are golden as long as you have, say, 25 points and you got at least two achievements out of 2/3/4/5.

However, you still only need a top card of 1 or greater -- that requirement doesn't go up. Which means another great thing about this strategy is, if you actually do have enough achievements already and there enough 1s left in the 1 pile for you to win on, you don't care about the other cards on your board at all! All you need is a 1 top card, e.g., Chopsticks itself. So any attack that affects your highest top card can't even slow you down.

Depending on the game state and if your opponent is able to share "Draw a 1," it is likely that you will run out of 1s before you're able to add four or five new 1 achievements, but you're going to put a ton of pressure on your opponent to keep you from winning later.

Remember that the 1 drawn by Chopsticks second Dogma effect depends on whether or not the player drawing has at least one base set card in hand but no expansion card in hand. If you are trying to win via Chopsticks, it behooves you to set up your hand so that you're drawing from the Echoes pile.

I believe the card added to the available achievements must always come from the base set 1 pile, and if that pile is empty, no card is transfers to the available achievements. That Dogma effect doesn't say "draw a card." Yet I didn't see this clarified in the FAQ of the new Echoes setup errata.

6
Innovation Articles / Re: Best / Worst card of each age
« on: March 21, 2013, 10:30:33 pm »
So, councilroom-type statistics could answer questions like,
  • Given that a player draws Gunpowder, what % of the time do they meld it?
  • What % of the time does a player who melds Gundpowder win the game?
  • Given that hoff draws Gunpowder, what % of the time does hoff meld it?
  • What % of the time does hoff win the game after melding Gunpowder?
  • What % of the time does hoff win the game after an opponent melds Gunpowder?

But there will never be a way to discuss "openings" in Innovation in the same way as Dominion. In Dominion, there are no big surprises -- there is the board, there is your strategy, and there are small tactical decisions and adjustments along the way. In Innovation, you cannot plan to draw any particular card, so there are extreme limits to strategic planning, and the game is much more tactical. You could maybe discuss certain archtypes, like "score pile rush," "castle beatdown," "lightbulb teching." But it will never be anything as concrete as a Dominion strategy like "Open Silver/Silver, buy one Witch, then Hunting Parties, waiting to get Gold until the curses are nearly gone."

7
Goko Dominion Online / Re: Google + Walled Village
« on: March 20, 2013, 08:41:35 pm »
Actually, if I recall correctly, the way Goko works, the player who creates the game is the only one who has to own the cards selected. So, for instance, I can play with Prosperity cards even if I don't buy the Prosperity expansion, as long as I join a game created by someone who did buy the Prosperity expansion and the creator selected some Prosperity cards (manually or randomly).

Presumably Walled Village will work the same way. (Maybe Donald X can confirm.)

So, fans of Walled Village who don't use Google+ to sign in to Goko -- rejoice! All is not lost!

(Disclaimer: I'm a random Google employee who happens to play Dominion, but I have nothing to do with this matter.)
But by this logic, if I want to play with Walled Village and don't sign in with Google+, then I might as well not buy any cards at all, since I'm stuck joining other people's games.

(To pre-emptively answer why I care about Walled Village: having it available increases the probability of having a village in the kingdom when playing uniformly random kingdoms.)

You're completely entitled to your opinions and preferences, but I have to admit that I don't see the logic in your stance on Walled Village. Here's my two cents:

1. Donald X, in his infinite wisdom and benevolence, has given us seven Dominion sets and an eighth on the way, and he thought those sets were optimal and balanced as they were, without the promo cards. I, for one, give Donald credit for having included the correct ratio of action splitters.

2. If you personally prefer to have one or more Villages available in most of your games, you can always create games with a Village in them, or reject games that don't have a Village in them.

3. Walled Village is pretty much worse than all the other villages in the real game. So having it is not much better than having none at all.

8
Goko Dominion Online / Re: Google + Walled Village
« on: March 20, 2013, 04:36:09 pm »
I just want to make sure though, let's say I already signed up for Goko but didn't do it through G+, there is SOME way of me still being able to get Walled Village, right? It would be dumb for everyone for there not to be, because there's nothing advertising it when you sign up, saying hey, if you want this card do this. Advertising doesn't work through arbitrarily rewarding people who already use your product, so I'm assuming there's something else?
I think you should be more careful in your assumptions -- I don't think there'd be such an uproar if there was.

Actually, if I recall correctly, the way Goko works, the player who creates the game is the only one who has to own the cards selected. So, for instance, I can play with Prosperity cards even if I don't buy the Prosperity expansion, as long as I join a game created by someone who did buy the Prosperity expansion and the creator selected some Prosperity cards (manually or randomly).

Presumably Walled Village will work the same way. (Maybe Donald X can confirm.)

So, fans of Walled Village who don't use Google+ to sign in to Goko -- rejoice! All is not lost!

(Disclaimer: I'm a random Google employee who happens to play Dominion, but I have nothing to do with this matter.)

9
Innovation Articles / Re: Best / Worst card of each age
« on: March 20, 2013, 06:48:03 am »
Here are my votes, noting my differences with theory in bold. Disclaimer: in 2p my strategy has been emphasize tech and icon dominance over scoring and achievements so I can win in whatever way I please in era 8-10. I'm not sure if this is really as good a strategy as I think it is; theory suggested otherwise in another thread. But as such I think the early cards that focus on the score pile are the least powerful—while my opponent is claiming achievements 1, 2, and 3, I'm splaying all my piles right and drawing Factories and Clocks.

Age 1
Best: Mysticism. However, in my starting hand, I would rather have Domestication, Sailing, The Wheel, in that order. Domestication gets the edge because it gives you control over what you meld. But once I'm getting my third or fourth age 1 card, Mysticism is the best. Honorable mention to Agriculture, which becomes by far the most powerful 1 in later ages and can score a lot of points quickly.
Worst: Oars.

Age 2
Best: Mathematics. As long as you're careful not to fall too far behind in key icons and get obliterated, you can get way ahead with this guy. Return a 2, draw and meld a 3. Draw a 3. Return a 3, draw and meld a 4. Draw a 4. You'll be building factories while your opponent is still banging rocks together.
Worst: Currency. Scoring 2 or 4 points at the cost of 1 or 2 cards is not going to get you far. c.f. Agriculture.
Second worst: Canal Building: almost always useless when you're in age 2 but occasionally, if it's still showing in a later age, it randomly does something amazing for you (in either direction).
Third worst: Mapmaking: they may not have a 1 in their score pile, and even if they do, taking their 1 and then scoring a 1, for a net change of just three points, just doesn't seem worth a valuable action.

Age 3
Best: Machinery. So overpowered. It profoundly limits your opponent's second action: they simply can't end their turn with a high card, or several small cards, in their hand, or you will turn the crank on them.
Worst: Feudalism. Medicine. As with Canal Building, this is too early for this effect. Trading a 1 or 2 in your score pile for a 3 or 4 in theirs is rarely worth an action, and you can usually only do it once or twice. Feudalism at least sets up a splay or two to cement your castle lead, and a good portion of the time it will also nab a free card out of their hand.

Age 4
Best: Gunpowder can sometimes blow the game wide open, so I can agree with that pick. Second place is Printing Press Experimentation—draw and meld a 5 is random, but it's going to be very good for you no matter what happens. Next I rank Reformation, which sometimes gives you a tremendous lead on icons. I put Printing Press 4th—it's just a little hard to set up. You really need a purple 4+ to make it worthwhile, or else this is a really bad Experimentation. And you have to have a card in your score pile that you're willing to part with. You might need those cards, or you may not have bothered to score a single card by this point. Anatomy can be even more devastating than Gunpowder—in a good number of the games I draw Anatomy, I am able to obliterate my opponent's board and score pile—but it isn't quite consistent enough—my opponent's score pile doesn't always line up with their top cards, or sometimes they Metalworking'd themselves plenty of chump blockers.
Worst: Colonialism's tuck dogma is too small to be worth an action, but its icons (Factory, Factory, Lightbulb) can be a quite valuable upgrade to your red pile once Castles have been eclipsed. So I actually think Perspective is the worst 4. You need four Lightbulbs in play and must spend three cards in your hand just to score two of them—ain't nobody got time for that! Agriculture would give you more points for less work. And the purple yellow that you'd cover with Perspective was probably more useful than the red card that you'd cover with Colonialism.

Age 5
Best: Chemistry can rapidly promote your score pile to all 6s, and it splays your blue cards right, and which often reveals valuable Lightbulbs. But Coal splays your red cards right, which often reveals valuable Factories, and tucks a 5, and has an optional ability to score two cards (also possibly exposing a 3rd-from-the-top card, possibly even one tucked by Coal). So I give Coal the edge over Chemistry. But it's very close. For a player who already has some points and achievements, either card's scoring potential can quickly put the game away.
Not the best:
Astronomy's ability seems powerful but it's hit-or-miss and sometimes randomly covers a card you wanted. Measurement probably has the highest potential for a single execution—splaying your giant pile right and drawing you a 7 or higher—but that situation presents itself less than half the time.
Worst: Statistics, probably definitely. Splaying a color right is often great, but making them draw a card from their score pile might even help them. Societies is rarely useful—they usually don't have a non-purple top card with a lightbulb that's better than your top card of that color—and giving them a replacement draw of a 5 is quite a cost, but sometimes it can ruin them by giving you their best card (possibly the only 6 on the board).

Age 6
Best: Industrialization. If you have a Factory lead and a score lead (or a way to grab the score lead), you can just tuck the entire 6-10 decks under your piles and snowball your way to victory. Being able to splay two different colors right really puts this card over the top. Even if you don't start with the Factory lead, if board conditions are right, it may only take the first activation for you to regain it. Even if you don't ride Industrialization through the 10s, you will have a lot of icons to work with. And if you're going for achievements, this will get you Monument. Second best is Vaccination, which can wreck a score pile, sometimes in just one or two activations, but the meld effects are random and might do more harm than good. Atomic Theory is solid but feels downright fair compared to Industrialization.
Worst: Encyclopedia. The highest cards in your score pile often won't be useful, and even if they are, it's usually not worth going backwards in score just to meld them. Metric System is the second worst. All it does is splay a pile right, which makes it much worse than other 6's that splay right and do something else. On the plus side, splaying any color right is versatile: it may let you get a key icon at a key moment and it can easily get you to the Wonder achievement.

Age 7
Best: Lighting. Sometimes Bicycle will get you from 0 points to 30 or more in one fell swoop, but even in the best situations for Bicycle, Lightning will usually score you 14-21 while developing your icons, which seems like the stronger play to me most of the time. And in some cases, when your hand and your score pile are both a motley assortment of random cards, Bicycle may do very little.
Worst: Refrigeration. They return half rounded down, so they can always keep the one important card in their hand. And scoring one card from your hand at a time is too slow for Age 7 (c.f. Lightning and Bicycle). Railroad is awfully limited in use—you don't want to trade your hand for three 6's in age 7, but sometimes the 6 or even 7 pile is empty, and drawing some 7s and 8s is pretty good, and sometimes you do have a splay-right that's worth turning to a splay-up.

Age 8
Best: Mobility. I agree with popsofctown—it is exceedingly rare that removing your opponent's two highest (non-red) top cards does not mess with their plans, and you also are nabbing those ~13 points per activation! Often you will want to activate this effect multiple times, either to win on points or achievements, remove an opponent's top card with a threatening ability, or just to stay ahead on icons.
I put Skyscrapers at second. It can often be a wrecking ball, absolutely devastating your opponent's board and advancing yours. Unless the one card you score them hands them the game, it will be hard for them to win after a successful Skyscrapers activation.
Next I put Mass Media—you can often decimate your opponent's score pile with just one activation, meanwhile splaying purple up.
Not the best:
Quantum Theory jumps you to 10, which is nice, but it requires two cards in hand and doesn't have any immediate impact on your icons or your opponent, which means it is sometimes too slow.
Rocketry: there will be times where it is one of the few cards that will stop your opponent from claiming the last achievement they need, and three clocks are nice, but there will be times that this card doesn't affect the board and so doesn't keep your opponent from winning some other way. And if this is your only source of clocks, it only removes one card per activation, which may even be too slow to counter your opponent's scoring engine.
Empiricism: hit-or-miss. It's occasionally a victory condition, and if you get lucky it can hugely develop your board in both top card age and splay.
Worst: Socialism. Antibiotics is even worse. The only thing this 8 does is turn up to three other cards in your hand (possibly 8's) into more, different, better 8's. c.f. Quantum Theory, which converts two cards in your hand to a 10 in your hand and a 10 in your score pile, almost always a better position for you.

Age 9
Best: Satellites barely gets the edge over Computers. Sure, the 8 won't be as powerful as the 10, but choosing from three 8's gives you a much higher chance of doing something that actually helps you. The 8's are plenty strong—see above. Meanwhile activating a random 10 might just lose you the game.
Worst: Fission is pretty lose-lose—they will get to meld a card before you after the apocalypse. And Services is only a so-so score-pile-attacker, and actually un-develops your board. But actually, I have never seen anyone even try to use Collaboration: drawing and melding a single card is not a very powerful effect for a 9—c.f. Sailing!—even when you get to choose from two 9's, and adding a free 9 to your opponent's board is quite a cost for this privilege. (You can dream of covering their best card with some "bad" 9 while nabbing a "good" 9 for yourself, but this is extremely unlikely.)

Age 10
It seems like you have to evaluate the 10s separately, based on whether you are meld-and-executing them involuntarily or not. :-) I went ahead and ranked them from best to worst:

Best:
1. Software: Want to run the 10 pile ASAP? Look no further! This card does it all—it improves your score and your board, and then does something crazy. Sure, it might make you randomly lose, but it makes it much more likely that you're going to win.
2. The Internet: Software without the auto-executing, making it slower but safer. Splaying green up may not benefit you before the game ends, but it might let you claim a special achievement or let you win by icons in some way.

Good:
3. Bioengineering: I find this is an easy way to win if I have icon/splay superiority. And scoring one of their top cards is a pretty strong effect even if you don't win the game.
4. Globalization: The first two parts of this card are almost identical to Bioengineering, but obviously the victory condition is reversed and tangential. Another reasonably quick way to win.
5. Robotics: A much worse Software. Instead of scoring a free 10 and developing your board, you score your top green card. Still, you may get lucky with the draw-and-execute-without-sharing.
6. Self Service: A nice victory condition that can never backfire (unlike other 10s that can let any player win the game, this one can only let the dogma-executor win). The fact that you don't have to share the dogma that you choose to execute can be a powerful loophole if you are behind on icons.
7. Stem Cells: It doesn't say "win the game," and it does require that you still have a considerable hand (so if you got here via Satellites, you may be out of luck), but this single card can turn around a game fast, getting you points to claim the last achievements or just win when the 10s run out. However, most of the time, you'd rather just score a fresh 10 and develop your board, or attack your opponent's board and score a card, like the first four 10's in my list do.

Bad:
8. Databases: This is a big effect, but in most late-game scoring situations, it's just not big enough, especially since they get to pick which half of their score pile gets returned. Consider that, while you're doing Databases, your opponent is likely 1) scoring a 10 or multiple cards per action, or even worse, 2) winning the game on the dogma of some 9 or 10.
9. A.I. All it does is score you 10 points, which may or may not help you win the game, and then there's a small chance that it actually loses you the game instead. c.f. Software and The Internet, which also score you a ten and actually improve your board (and don't lose you the game). And if you're trying to win with A.I. deliberately, because you're more than 10 points behind, well it probably won't work because Software or Robotics will probably be stuck in a score pile or hand or in the deck.
10. Miniaturization: This can never affect the board or score piles in any way. It requires a second 10 in your hand, and all it does is draw you more 10s. As with Socialism in age 8, wouldn't you rather have just drawn one of those other, better 10s in the first place?

Edit: Perspective is yellow, not purple. Thanks eyhung.
Edit: Fleshed a few entries out a bit.

10
Dominion General Discussion / Re: Greatest Isotropic Moments of 2011
« on: December 26, 2011, 02:07:59 am »
Posting this one for my friend obviated. The "Salt The Earth" Award, or, for fans of "Oklahoma!", the "The Farmer and the Swindler Should Be Friends" Award:

   --- Howieg's turn 16 ---
   Howieg plays a Bazaar.
   ... drawing 1 card and getting +2 actions and +$1.
   Howieg plays a Swindler.
   ... getting +$2.
   ... obviated turns up a Province and trashes it.
   ... replacing obviated's Province with a Province.
   Howieg plays a Swindler.
   ... getting +$2.
   ... obviated turns up a Silver and trashes it.
   ... replacing obviated's Silver with a Swindler.
   Howieg plays a Silver.
   Howieg buys a Farmland.
   ... trashing a Farmland.
   ... gaining nothing.


All Provinces are gone.
obviated wins!

http://councilroom.com/game?game_id=game-20111217-200853-5a7d8615.html

11
2011 / Re: Schedule and Results: 2011 DominionStrategy.com Championships
« on: December 11, 2011, 08:09:05 pm »
hoff defeats GendoIkari in a tough match, 4-2. (Round 2, Thief division I think)

13
2011 / Re: 2011 DominionStrategy.com Championships Registration
« on: November 22, 2011, 06:01:11 am »
hoff (not Hoff, that impostor!)
GMT -8/US Pacific.

First
GMT -6

Your post was not even close to first. ;)

madeoutofpeople. Pacific.

I'm here to, um, get schooled by my betters

It's single-elimination; anything can happen!

14
Dominion Isotropic / Re: playing all cash bug - Grand Market + Quarry
« on: September 08, 2011, 03:15:37 pm »
+1. It's even worse now that it "?!"s Copper appropriately the rest of the time now.

I have another Quarry-related "?!" request, but it's pretty minor: twice, I've had a turn with, say, a Quarry, 3 Copper, and 2 buys, and I decide to buy a Mint to clear out that treasure and a Warehouse with the leftover $1. I click the Mint and then-- wait, what, why isn't Warehouse bold any more? Why does it say $3? Oh. Oh no. My Quarry is long gone.

My request would be to ?! buying the Mint with a Quarry in play if trashing the Quarry would cause another action on the board to be unbuyable.

15
Game Reports / Re: Goons/KC/Masq-Hand Deletion/Infinite Pin
« on: August 30, 2011, 02:48:11 pm »
So... are you gaming the rankings by cherry-picking boards? or have you found some legitimate flaw in how TrueSkill is calculated?

You can see my restrictions from the councilroom game logs... not nearly as offensive as what Paralyzed is doing, which really just seems unfair.  My goal was to in general make the game more skill based by removing high variance cards.  The 2nd thing that I did was try to exploit the relatively large skill jump that occurs between "ooh shiny action cards" and "maybe I should buy more silver".  The dumb strategy of Single <card> + Big Money will win an alarming % of time against even expert level players.  It might only be 30%, but thats enough to hold you back from climbing over rank 40.

Nice experiment. "The board most likely to induce mistakes by your opponent" is an interesting exercise.

Look at the record for this player: http://councilroom.com/player?player=moneybot

Ha, that experiment is my friend! He even made a twitter account for it: http://twitter.com/#!/d_moneybot

I begged him to change the name to something less obvious than "moneybot," so that an opponent who believes him can't take advantage of his strategy from turn 1, but it hasn't really slowed moneybot down. :-)

16
Logging Village
$2 - Action
+3 Actions

Pages: [1]

Page created in 0.095 seconds with 20 queries.