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Messages - humcalc216

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1
I had a Mystic in hand, and my opponent gave me Greed.  Next time I had my Mystic in hand, I received Bad Omens.

2
Puzzles and Challenges / Re: How many gains can you get with n cards?
« on: April 24, 2018, 10:56:36 am »
Random question on the "trash begins empty" edit: Does that mean we cannot use Necromancer or would Necromancer just not spawn any Zombies?

Yes. Zombies begin in the Trash if Necromancer is in the Supply.  (Too many edge cases to keep track of!)

3
Puzzles and Challenges / Re: How many gains can you get with n cards?
« on: April 23, 2018, 07:19:29 pm »
The maximum is unbounded because you can keep gaining the same cards from the trash and then trashing them over and over again. I'm pretty sure we can do that with n=2 using this and Diadem (Tournament can replace Pooka or Tracker, as those are only used for their Heirlooms which we don't need because of Diadem).

You're right; of course I forgot something :/.  I had meant to only count a gain the first time a physical card is gained in a turn, and I've edited the original post to reflect this.

But, without that change, I guess f(2) is at least 276 plus however many Wisps and non-Diadem Prizes you can gain on this board (probably all of them).  Though, f(n) has to be greater than or equal to f(n-1) for some n>2, since you can have Kingdoms with more available cards than this one.

4
Puzzles and Challenges / How many gains can you get with n cards?
« on: April 23, 2018, 01:24:30 pm »
First, the less mathematical/less precise/TLDR version: How many cards can you gain in a turn, starting with an n-card deck all in your hand?

Mathematical Definition/Precise Rules:
Define a function f(n) as follows:
  • Set up a legal two-player Dominion kingdom.
  • Don't give out any starting cards (so there are 60 coppers in the Supply).
  • Select n cards from the supply and/or available non-supply cards for that kingdom, and put those n cards into your hand (and you have no other cards in your deck).
  • Your opponent has no cards whatsoever, and the trash begins empty* (EDIT).
  • Play a turn.  f(n) is the maximum number of cards you can gain in that turn.
  • To avoid infinite loops, a "gain" only counts the first time you gain a particular, physical card in the turn, and it doesn't count at all if you started with that physical card in your hand. (EDIT)
*aside from possible Zombies

Extra restrictions/clarifications:
  • The turn you take is effectively the first turn of the game.  So, you have no Durations in play, cards on mats, tokens on piles, etc.  And your opponent did nothing on their last turn (matters for Smugglers, Treasure Hunter).
  • To avoid extra shenanigans, if Black Market is in the Kingdom, the Black Market deck is automatically one copy of each card removed from a First Edition.  These cards cannot be used otherwise.  (In my opinion, this should become a standard restriction when Black Market's mechanic is wanted, but its shenanigans are not desired.)
  • Shelters can only be used if there's at least one Dark Ages card in the Kingdom.  If Shelters are used, you may only have up to one of each Shelter among the n cards, unless the Kingdom would allow something else to happen (e.g. Masquerade or Lurker+Trasher).
  • Heirlooms are treated similarly to Shelters (as are Ghost/Wish if their respective Heirlooms are the only ways to gain them).
  • Platinum/Colony can only be present if at least one Prosperity card is in the Kingdom.
  • At most two Events/Landmarks.

The questions:
  • What are f(n) for some small values?
  • For which n is f(n) maximized, and what is the maximum?  (Eventually, f(n)=0, so this has to exist.  Presumably, it will be an n for which you can empty the supply and possibly non-supply, and the board has sufficiently many cards.)

Some examples:
  • n=0.  Alms for Death Cart gains 3 cards.  So, f(0) is at least 3.
  • n=1.  Start with an Engineer.  Engineer for Death Cart, trash it for Death Cart, Alms for Death Cart gains 9 cards.  So, f(1) is at least 9.

5
Variants and Fan Cards / Re: Dominion: Trade
« on: April 19, 2018, 10:42:49 pm »
Balance and power-level wise I think this is clearly a little too good at $3. I think this compares favourably to Moneylender and Sacrifice even ignoring the when in-play part of the card. I'd like to see this at $4 at least, although I think it needs a built in way to get nice things into the trash/mat.

I think Canal (with Trash interaction) might be fine at $4.  In the absence of other trashing, there are at least Estates in the trash to fish out in the endgame.  The weirdest thing this would let you do is recur Haunted Mirror and Magic Lamp.

6
Hoard + Aqueduct

Not especially strong, but, as long as there are VP tokens left on the Gold pile, buying a Victory card is worth an extra point for every Hoard you have in play.

7
Skulk + Gardens

Skulk is 2 cards for the price of one, gives Buys, and helps you hit $4.

8
Puzzles and Challenges / Re: Easy Puzzles
« on: March 29, 2018, 10:55:58 am »
Play tracker in action phase, (get a boons that doesn't gain you anything), don't buy anything, use exorcist in night phase on an expensive card for ghost, topdeck ghost, play devils workshop for cemetery, trash overgrown estate, draw ghost, play ghost. Right? If there's a way to do it with no on-trash abilities then I have no clue. Unless it's something goofy with possession or masquerade or 22 player noble brigand/messenger/lost city shenanigans

Technically that doesn't work because you can't gain Cemetery if it's a board without Haunted Mirror, but obviously you can achieve the same effect very easily just by using any Night that trashes, such as another Exorcist.

EDIT: for extra hard mode, you can gain Blessed Village with Vampire and get the +1 card boon to draw the Ghost, or you can get the +2 cards, discard 2 cards boon to draw the Ghost. Does that count as two different possible solutions?
I suppose that's correct.

My two solutions work without Boons though.

+1 Card Token on Werewolf would do it.
True! But that doesn't cover hard mode.

Right.  Forgot about that.

9
Puzzles and Challenges / Re: Easy Puzzles
« on: March 28, 2018, 08:52:19 am »
Play tracker in action phase, (get a boons that doesn't gain you anything), don't buy anything, use exorcist in night phase on an expensive card for ghost, topdeck ghost, play devils workshop for cemetery, trash overgrown estate, draw ghost, play ghost. Right? If there's a way to do it with no on-trash abilities then I have no clue. Unless it's something goofy with possession or masquerade or 22 player noble brigand/messenger/lost city shenanigans

Technically that doesn't work because you can't gain Cemetery if it's a board without Haunted Mirror, but obviously you can achieve the same effect very easily just by using any Night that trashes, such as another Exorcist.

EDIT: for extra hard mode, you can gain Blessed Village with Vampire and get the +1 card boon to draw the Ghost, or you can get the +2 cards, discard 2 cards boon to draw the Ghost. Does that count as two different possible solutions?
I suppose that's correct.

My two solutions work without Boons though.

+1 Card Token on Werewolf would do it.

10
Puzzles and Challenges / Re: Easy Puzzles
« on: March 26, 2018, 12:35:31 pm »
Play tracker in action phase, (get a boons that doesn't gain you anything), don't buy anything, use exorcist in night phase on an expensive card for ghost, topdeck ghost, play devils workshop for cemetery, trash overgrown estate, draw ghost, play ghost. Right? If there's a way to do it with no on-trash abilities then I have no clue. Unless it's something goofy with possession or masquerade or 22 player noble brigand/messenger/lost city shenanigans

Using the Devil's Workshop to gain a Blessed Village, receiving Sea's Gift or Wind's Gift would work.

11
If there's baker prince moat and pooka, and you get the 7/2, you get a prince and a moat, and then if you get both if them on turn three, then you get a starting hand size of 7 every turn.
I had a game the other day with Prince, Baker, and Pooka.  I opened 7/2.  I chose not to open Prince because Ironworks/Tunnel/Mill/Donate was more important.  But I thought long and hard, knowing the opportunity might never come up again.

12
Dominion General Discussion / Re: Fix the worst cards
« on: March 09, 2018, 01:38:39 pm »
Iíve been working on a lot of these for a personal project, so hereís where I think they all could go.

Duchess: No player interaction, just the +$2.
Beggar: Fine as-is. Itís a narrow card, it can stay narrow, it has uses where itís amazing.
Masterpiece: Iíve considered making it a $2 cost.
Fortune Teller: The effect is kind of slow, just use the -1 Card token (I also do this for Bureaucrat)
Fool: Fine.
Pirate Ship: Shit dude, I donít know if this is fixable. Iíd consider it always both attacking and paying?
Bureaucrat: -1 Card token instead of weird Victory card thing, top decking the Silver is optional.
Navigator: Fine as is, itís just narrow.
Noble Brigand: Make it trash treasure that isnít Copper, rather than only Silver or Gold.
Harvest: LF had a fix I canít really remember, but really like a lot of bad cards just give it +Buy.
Cache: Give it +Buy and itís perfectly fine.
Mine: Itís a decent card at $4 cost, and thereís no reason to prevent Mine openings.
Mandarin: Itís always gonna be narrow. Maybe just get rid of the top-deck thing on the top.
Royal Seal: $4 cost as is.
Harem: $5 cost, rename it ďManorĒ, remove the generally objectifting art. I think this is LFís idea.
Transmute: Iíve tried a lot for Transmute. +1 Buy, and replace ďgain a TransmuteĒ with ďgain an ActionĒ makes it really fun. Iíve tried cost-restricting the Action but I honestly think itís more fun to not do that.
Philosopherís Stone: $1 per 3 Action cards you have in play. Easier to count, actually sort of does something with Alchemy, and rewarding for certain kinds of decks.

FYI, when I put the list together, most of the cards that people are saying are "narrow, but fine" also seemed that way to me, but I wanted to have a consistent threshold (10%). As a result, I also left off a few cards that I'd love to see fixes for, such as Contraband.

Anyway, I like this Mine fix, and your P-Stone idea is really compelling, but I don't know if the function is quite right. Maybe worth 1 coin base plus $1 for every 3? For what it costs, I feel like it should be easier to get it to Silver.
Contraband is one of those cards that I always think about trying to include in my deck when it's on the board (because I think it's a great concept and I can't resist), and I often try it.  I don't always actually end up using it, but when I do, I often find it's better than I was expecting it to be.

13
Rules Questions / Re: Pathological Donate Questions
« on: March 08, 2018, 08:06:16 pm »
As usual, I strongly recommend not reporting any such bugs.

Too late, I read here as well  ;)

Added:
In addition, finding problems is often team work. In this case, after verifying the original claim, I tested how the 'Keep this unitl Clean-Up' boons behaved when gained on opponent's turn. Guess what, they also don't return to the boon deck at the end of that turn, but incorrectly at the end of your (the gainer's) turn. So the problem is less obscure than previously known.

If humcalc216 hadn't posted, I would never have checked that scenario. I'm pretty sure that I checked boons working when gained on opponent's turn during testing, but I didn't check the time when the 3 'keep out' boons returned. I guess this problem will have executed a few times online, but never realized by a player, because it is such a small deviation. I mean, who's keeping an eye out on the boon deck split, except maybe checking when a reshuffle is imminent.
I'm glad my debugging skills came in handy!

14
Dominion General Discussion / Re: Fix the worst cards
« on: March 08, 2018, 12:47:56 pm »
A lot of these cards would become more interesting with +1 Buy.  Some (such as Bureaucrat) would have that feel very out of place.  Some (such as Transmute) still feel out of place, though it would make powerful engines on boards lacking other buys think hard about getting one.  Others (such as Mandarin) would get much stronger.  And of course, this would make a couple of them "strictly better" than Woodcutter (quotation marks indicate I'm ignoring edge cases and don't want this thread to turn into that other thread).

15
Rules Questions / Re: Pathological Donate Questions
« on: March 07, 2018, 07:20:48 pm »
During a Donate phase, I trash a Catacombs, gaining a Blessed Village.  I choose to receive the Boon now (after seeing it).
  • It's Wind's Gift, and I discard and react a Faithful Hound.  Do I ever get the Hound back?  (I suspect the answer is no.  This also applies to other methods of discarding Hound during Donate.)
  • It's Forest's Gift, Field's Gift, or River's Gift.  Does it ever get returned?  And, in the case of River's Gift, do I ever get the effect?  (I suspect the Boon gets returned at the next Cleanup phase, and I never get the River's Gift effect.)
You get Faithful Hound back the next time it's the end of a turn.

You return the Boons the next time it's Clean-up (not necessarily yours). You never get the card for The River's Gift.
Just did some testing online.  Game #12365106 shows that the online implementation is correct for Faithful Found.  The Boons get returned at the wrong time, though.  And, in solo mode, I did get a card for River's Gift (after the turn following Donate), but this did not happen against Lord Rattington.
As usual, I strongly recommend not reporting any such bugs.
And I was not planning to.  I only reported the test results here because your official response came in after I had already started testing it.

16
Rules Questions / Re: Pathological Donate Questions
« on: March 07, 2018, 05:11:37 pm »
During a Donate phase, I trash a Catacombs, gaining a Blessed Village.  I choose to receive the Boon now (after seeing it).
  • It's Wind's Gift, and I discard and react a Faithful Hound.  Do I ever get the Hound back?  (I suspect the answer is no.  This also applies to other methods of discarding Hound during Donate.)
  • It's Forest's Gift, Field's Gift, or River's Gift.  Does it ever get returned?  And, in the case of River's Gift, do I ever get the effect?  (I suspect the Boon gets returned at the next Cleanup phase, and I never get the River's Gift effect.)
You get Faithful Hound back the next time it's the end of a turn.

You return the Boons the next time it's Clean-up (not necessarily yours). You never get the card for The River's Gift.
Just did some testing online.  Game #12365106 shows that the online implementation is correct for Faithful Found.  The Boons get returned at the wrong time, though.  And, in solo mode, I did get a card for River's Gift (after the turn following Donate), but this did not happen against Lord Rattington.

17
My opponent yesterday:

y buys an Estate
    y trashes 2 Hovels

18
Rules Questions / Pathological Donate Questions
« on: March 07, 2018, 08:47:42 am »
During a Donate phase, I trash a Catacombs, gaining a Blessed Village.  I choose to receive the Boon now (after seeing it).
  • It's Wind's Gift, and I discard and react a Faithful Hound.  Do I ever get the Hound back?  (I suspect the answer is no.  This also applies to other methods of discarding Hound during Donate.)
  • It's Forest's Gift, Field's Gift, or River's Gift.  Does it ever get returned?  And, in the case of River's Gift, do I ever get the effect?  (I suspect the Boon gets returned at the next Cleanup phase, and I never get the River's Gift effect.)

19
Rules Questions / Re: Watchtower + Gain to hand
« on: March 06, 2018, 01:18:58 pm »
I suspected it was probably correct.  My main concern is whether the "when gain" period is still in effect once the Watchtower is in my hand.  Now that I'm writing this thought down, it feels obvious that it is.  I guess it's kind of like the Cultist/Market Square interaction.

20
Rules Questions / Watchtower + Gain to hand
« on: March 05, 2018, 10:20:44 pm »
In an online game, I played Artisan, gaining a Watchtower.   I then had the option of reacting to the gained Watchtower, with the gained Watchtower.  Is this behavior correct?

21
Contraband + Triumph

Contraband gives you money and buys.  Sure, they can block cards, but they can't block Triumph!

22
Dominion Articles / Re: Witch, revised for 2018
« on: February 18, 2018, 12:29:44 pm »
I now propose: nobody ever lost Dominion by playing King's Court on a Mountebank.
Edge case: There are 1-3 Curses left and two empty piles and you're too far behind to catch up this turn.

Another edge case: Your opponent is playing Trader/Feodum and has Trader in hand.

23
Dominion Articles / Re: Leprechaun
« on: February 16, 2018, 10:49:03 am »
So far, I've tended to basically always get a Leprechaun eventually if I have an engine that can reliably get Wishes from it.  I've only gotten Leprechaun with the intention of getting Hexed once: in an Apprentice game.

24
Puzzles and Challenges / Re: Easy Puzzles
« on: February 11, 2018, 09:33:19 pm »
An opponent has Haunted Woods in play, and it's affecting me.  I buy a card.  Then, I trash a card with Bat.  What happened?

(I can think of multiple solutions.)

I bought a Villa, topdecking a Watchtower, played the Villa, Enchantressed, played the Watchtower, and played a Bat.

I hadn't thought of that one.  Clever!  In addition to that and Doctor overpay, here are a few other solutions:

1. There's one Boon left.  It's Sea's Gift.  Stonemason for Blessed Villages.  Receive Sea's Gift Twice (because you shuffled the Boons and got it again).  Play Bat, trash the other card you drew.
2. There's cost reduction.  Messenger for Lost Cities.  If it's a 2P game, your opponent calls a Duplicate to gain another Lost City.  Play Bat, trash another card you drew.
3. You've played Storyteller.  You play a Crown for Storyteller and use it to play Black Market twice.
  You buy a cheap card from the Black Market, then Storyteller draws you cards.  Play Bat, trash another card you drew.

25
Scrying Pool and Crown

Crown is an action, so Scrying Pool can draw it.  And, with +buy, you can opportunistically Crown your Potion to win the Pool split.

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