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Messages - mad4math

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1
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 01, 2020, 12:39:01 am »
Turtle
$2 Night - Duration

Set aside any number of action cards from your hand. At the start of your next turn, play them in any order.
-----
This is gained to your hand (instead of your discard pile).


It can both save you from terminal collisions, and act as a village by setting aside cards with +Action.

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: March 29, 2020, 02:03:09 am »
Quote
Way of the Recession

Follow this card's instructions, then exchange it for a card costing less than it.

It definitely has ways to create infinte combos, since it gets your cards out of play, but they are pretty hard to pull off so I think it is fine.

The exchanging (versus trash and gain) should make it harder to use this on the last turn to empty piles which is needed since it allows you to "gain" many cards in one turn.

3
Yesterday I trashed a Fortune with Pooka. I bought it back as well that turn.

4
Puzzles and Challenges / Re: Easy Puzzles
« on: March 25, 2020, 04:16:06 am »
The score is currently tied. Your opponent buys the last province. They take no other actions, and then they lose the game. How?

Hard mode: no Black Cat, Embargo, or Swamp Hag

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 19, 2020, 10:15:29 pm »
Quote
$8 Project
When you buy this, set aside an action card from your hand. Whenever you play a copy of that card from your hand, play it again.

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: December 12, 2019, 03:49:55 pm »
Quote
Bicycle
$5 Action
Reveal cards from your deck until you reveal a Bicycle. Put 3 of the revealed non-Bicycle cards into your hand, and discard the rest.
I think it might be too strong without the "non-Bicycle" clause, although I would like to remove it if possible. Essentially, it is a smithy+ that gets worse the more you have.

7
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: December 09, 2019, 02:50:33 pm »
I think the topdecking helps, since you want a village at the start of your turn to go off.

I actually think it is weak. Compare to festival, which is like a always-village bivuoac but with an additional +buy, and isn't too strong of a $5. The topdecking is a small benefit, but not worth the fact that these are only half-villages and lose the +buy.

CHALLENGE #54 - THE SWEETEST SOUND SUBMISSION

Essentially an Action Silver that can stack and play off of each other to give a village effect. Playing a Bivouac with a Bivouac doesn't use an Action so you end up with an extra one. This also can top deck itself so lining them up will eventually happen (no luck factor there).

Sounds a bit strong, but the forced topdecking might hurt more than it helps. Having 2 Bivouacs will essentially mean you start each turn with +$4 and +2 Actions, but at the cost of drawing 2 less cards. I can't tell if this is balanced. Thoughts are always appreciated!


Bivouac - Action - $5
+1 Action
+$2
You may play a Bivouac from your hand. At the start of Clean-up this turn, if you have 3 or more Bivouacs in play, discard them all. Otherwise, put them all onto your deck.

8
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 06, 2019, 03:03:06 pm »
Thanks for the feedback on Cavern, it seems like it would have to cost $7 compared to hunting grounds but it doesn't seem like a good $7 cost. Here's a revised version that has somewhat the same idea (and requires revealing instead of looking at):



Question: Should it reveal 4 or 3? I feel like it compares favorably to Envoy/Advisor even with revealing only 3.

I think it is pretty weak at 3. If you haven't trashed your coppers yet, it's roughly +3 cards, discard a copper which is worse than smithy. Even if you have trashed down to a lean engine, it probably discards a $3 cost, being about as good as +2 cards, +$1, still worse than smithy.

At reveal 4 it seems good. +4 cards discard a copper seems like a fine $5, and +3 cards +$1 is a fairly strong $5.

9
Salt the Earth + Tomb. I bought 2 Razes, trashed my 3 estates and the two razes, and bought 6 Salt the Earths.

My opponent bought 2 provinces and trashed 2 non-estate cards with razes.

I ended a game with a deck of 7 Coppers (and nothing else).

The game was a tie 17-17, ending on turn 8.

How did this happen? I'm guessing it involved some combination of Donate + Tomb, but I have no idea why you would be left with 7 coppers...maybe Banquet or something.

10
I ended a game with a deck of 7 Coppers (and nothing else).

The game was a tie 17-17, ending on turn 8.

11
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: October 02, 2019, 03:40:58 pm »
In the world described, you don't have a choice. The only Action card in the supply costing less than BoM is Estate, so you have to play BoM as Estate.

12
Variants and Fan Cards / Re: Another Duration-Reaction-Attack
« on: October 02, 2019, 03:29:49 pm »
You can just get rid of the "each player may reveal a pig from their hand." Even in the exchanging wording, I'm pretty sure you can just exchange a pig for a pig.

13
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: October 02, 2019, 02:53:45 pm »
This is different than revealing a moat infinitely. With the moat example, at each point you make the decision "do i want to reveal moat?", and as soon as you stop, the game continues. The game never really locks because you could just choose no at any point to continue.

With this case, once you play your BoM, the game, not the player, generates an infinite sequence of events playing BoM. Neither player can choose to stop it. If you did this in dominion online, if it is implemented correctly, the game should immediately crash for reaching a truly infinite loop.

MtG explicitly distinguishes these cases in the rules. In the first case, if either player can make a decision to break the loop, they must do so. In the second case, MtG declares the game a draw.

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 02, 2019, 01:45:17 pm »
Con Man
Action - Attack - Reaction $4
+$1
+1 Buy
Each other player gains a Copper.
-----
When any player gains a card, you may reveal this from your hand to return a copy of that card from your hand to the supply.

I know about revealing multiple times to one trigger. It is intentional that you can in fact reveal this any number of times to return any number of copies to the supply.

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 04, 2019, 10:56:51 pm »
No name
Night $4
Reveal your hand. +1 Coffers per Treasure card revealed. +1 Villager per Action card revealed.

16
Procession

It is very board dependent because it needs cost chains. The cost chains also cause you to use some otherwise bad actions as part of the engine because they are at the right cost for procession. Its very powerful in most engines, but makes the engine play differently as the engine consumes itself.

17
Recruiter + Treasurer

Have a gold in hand. Play recruiter, trashing gold. Play treasurer, gaining gold back to hand. Nets you +4 villagers, +$3.

Also really good replacing gold with spices.

18
Lurker + Silk Merchant

Your lurkers can now be used as +1 Action +1 Villager +1 Coffers until the silk merchants run out.

19
Variants and Fan Cards / Re: Really bad card ideas
« on: October 23, 2018, 03:12:57 pm »
Coffersmith
Action
$4

Coffers produce an extra $1 this turn.

20
Puzzles and Challenges / Re: Easy Puzzles
« on: July 16, 2018, 11:17:39 pm »
Call a royal carriage on a card that is in your opponent's play area.

21
Puzzles and Challenges / Re: Easy Puzzles
« on: November 22, 2017, 12:28:34 am »
Buy a ratcatcher and call it on the same turn.

22
Dominion Articles / Re: Dominion 101: What is an engine?
« on: November 21, 2017, 04:21:15 pm »
Yes that was supposed to be $\Theta(1/\sqrt{k})$. C_n is just the catalan numbers.

23
Dominion Articles / Re: Dominion 101: What is an engine?
« on: November 16, 2017, 06:36:51 pm »
So the math about a deck of exactly $n$ labs and $n$ coppers is wrong.  After playing around with this for awhile, it is $\Theta(\sqrt{n})$. Your argument that it is infinite in an infinite deck only implies that it is greater than $O(1)$, but not that it is necessarily $\Theta(n)$.

Here's a rough proof:
We can think of the ordering of the deck as a dyck path from $(0,0)$ to $(n,n)$, where going up represents drawing a lab, and going right represents drawing a copper. Falling below the diagonal is equivalent to terminating. Since there are ${2n \choose n}$ ways to shuffle the deck, and $C_n={2n \choose n}/(n+1)$ such paths that stay above the diagonal, so the propability of drawing the whole deck is $1/(n+1)$.

Now consider the probability of drawing any particular number of cards $2k$. First, there must have been exactly $k$ labs and $k$ coppers before that point, and they must be in an order that lets you draw all of them. The probability of there being exactly $k$ of each is $\Theta(1/k)$. This is because as long as $k$ is a little less than $n$, the draws are mostly independent, and thus look like a binomial distribution, which has standard deviation $\Theta(k)$. From the argument before about the whole deck, the probability that this intital segment is in the right order to draw all of it is $\Theta(1/k)$, which means the probability of drawing exactly $2k$ cards is $\Theta(1/k^{3/2)})$.

To find the EV, we thus sum up $\Theta(k/(k^{3/2}))$ for $k$ from 1 to $n$, to get $\Theta(\sqrt(n))$

I have also found explicit values up to $n=5000$ and they are definitely growing with $\sqrt{n}$

24
Dominion General Discussion / Re: The bad luck thread
« on: August 14, 2017, 01:21:37 am »
Turn 3 - madd4math
m plays a Swindler.
T trashes an Estate.
T gains an Estate.

Turn 4 - madd4math
m plays a Swindler.
T trashes an Estate.
T gains an Estate.

Turn 5 - madd4math
m plays a Procession.
m plays a Swindler.
T trashes an Estate.
T gains an Estate.
m plays a Swindler again.
T shuffles their deck.
T trashes an Estate.
T gains an Estate.
m trashes a Swindler.
m gains a Worker's Village.

My first 4 swindles all hit Estates.  The estates ran out turn 9 from all the swindlers hitting estates.
My swindles until turn 9: estate, estate, estate, estate, gold, copper, estate, curse, gold, copper, estate

My opponent's swindles until turn 9: copper, estate, estate

Amusingly, my opponent's turn 14 swindler hits the 9th estate of the game, giving me a lighthouse since all the estates ran out.

25
Dominion Articles / Re: Combo: Donate-market square.
« on: August 09, 2017, 05:51:37 pm »
It's much better than that
I think haggler-market square-tomb-donate is really powerful on that board.

179 vp after turn 10, ignoring feodum. (game 5854674)
157 vp after turn 9, using feodum. This one might not count as it fails to empty piles and end the game. game 5855183
158 vp after turn 9, empties piles during the donate, so the opponent would get one more turn. game 5855583




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