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Messages - qmech

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1801
Variants and Fan Cards / Re: Fan card that needs a price and name
« on: May 21, 2012, 02:00:07 pm »
Call it "Swing", make it cost 8, and never ever use it.

I don't see that there are any luck issues here.  You get one play of a card chosen from the same set of 10 that's available to everybody.

This probably has to be quite expensive to prevent them being rushed whenever Mountebank or KC are in the side deck.  $5 would be a good starting point.

1802
Dominion Articles / Re: The Fourth Ending Condition
« on: May 20, 2012, 12:21:43 pm »
Yes, you're right.  Mea culpa.

1803
Dominion Articles / Re: The Fourth Ending Condition
« on: May 20, 2012, 11:44:47 am »
A good observation to make.  I hadn't thought of the 43 point mark explicitly before seeing you mention it elsewhere.

You need to be slightly more careful with the negative VP cards: adjusting the target to 38 to account for Sea Hag doesn't quite work; if all the Curses are still in the supply, you need 53 points to guarantee that your opponent can't beat your score.  Since the Curses will normally go quickly, it's better to just track where they end up, then adjust the target accordingly.

Edit: Davio is right with 48.

1804
Dominion Articles / Re: Combo: Golem/Tunnel
« on: May 20, 2012, 11:32:41 am »
You will play the Golem every turn except when the Scheme is in your initial hand after the shuffle, and when the Golem finds the Scheme, you have another card draw and thus have five cards to get your 8 coins.

If the Scheme is in your hand, then you can just play it before the Golem.  You lose a card from hand when you play the Golem, but you can't stall this way.  I suspect Golem/Tunnel is too slow anyway though.

1805
Dominion General Discussion / Re: The first Dominion quiz
« on: May 20, 2012, 11:13:32 am »
I completely agree with your choice of answers.   ;)

Tactician/Lab was the one that I spent longest on.  I think I'd prefer a Tactician over a Lab at that point in a real game.

1806
Feedback / Re: Mafia
« on: May 19, 2012, 06:31:32 am »
Im not really too sure why 3/4 threads showing up in the unread posts list is such a terrible inconvience really

I think the particular issue was that this feed, or those based on it, got flooded with individual Mafia posts, rather than easily-avoided threads.

e: typo

1807
This is something that was thrown up by another thread, and falls into the general class of supply manipulation mentioned above: put cards on the wrong supply piles.  Possibilities: Coppers/Curses on piles that you have to plough through before buying the cards beneath; hiding the same at random points within piles; having piles that change as you move down them (getting stronger, and synergising with the higher-up cards to encourage early purchases?  getting cheaper/more expensive?).

Effects that can be purchased in the Buy phase without taking cards: extra cards, actions etc. for your next turn, tokens for those that can be traded in in the future, single use defence against attacks...

1808
Variants and Fan Cards / Re: Various ideas from a newcomer
« on: May 19, 2012, 04:53:36 am »
Unconditional discard is too strong.  In a KC game with any reasonable draw someone will eventually KC multiple Rogues, which locks all other players out of the game.  Rogue's reaction doesn't really do enough to counter this.

1809
Variants and Fan Cards / Re: Magician
« on: May 19, 2012, 04:44:58 am »
Putting cards onto wrong supply piles could be interesting.  Anyone want to knock up an Embargo variant that covers piles with junk cards?

1810
It's a bad thing that the first copy of this is strictly better than Gold :/

If you expect to be forced to take more later, you could take the view that the first Loot is worse than a Gold since it will reduce the value of your future deck compared to the situation where you only have Loots that you were forced to have.

There are potential political issues with this card, but not more serious than those for Tournament, so it's probably fine.

Affecting your opponents' gains is a good area of design space to explore.

1811
Variants and Fan Cards / Re: Card Idea: Convocation
« on: May 18, 2012, 04:01:28 pm »
Early on it's likely to be +2 cards, chosen from 4; later it will likely be +3.  With the sifting I think it is too strong at $5.  It sounds interesting at $6: a super-Cartographer.

1812
Dominion Isotropic / Re: How many games to get to top rank
« on: May 18, 2012, 04:11:22 am »
Looks like I had a bad day   :'(

So -So i'm currently ranked 14 or so... that means 6 consecutive wins against OWB and I get #1?  OWB, what are you doing this weekend?

That might not quite work: if you have lower variance than the new account then TrueSkill will put part of your amazing streak down to luck, so you won't get the same reward.

1813
Puzzles and Challenges / Re: Theoretical Maximum Points in Deck
« on: May 18, 2012, 03:57:02 am »
That's an impressive analysis.  Have you considered that Young Witch in the Black Market will still get you the Bane pile?

1814
You'd need trashing for the uniquely named Estates I think.  Steward seems best because you could use it for +2$ after it trashes Estates.  A Village of some sort could then let you use both the Steward and the Counting House.

I knew this old woman who swallowed a fly.

1815
Code: [Select]
def CheckPointsPerTurn(g, low, high=None):
    ret = []
    scores = []
    players = g.all_player_names()
    for state in g.game_state_iterator():
        score = []
        for p in players:
            score.append(state.player_score(p))
        scores.append(score)

    for (i,p) in enumerate(players):
        for turn_no in range(i, len(scores)-1):
            gain = scores[turn_no+1][i] - scores[turn_no][i]
            if gain >= low and (high is None or gain < high):
                ret.append(achievement(p,
                        "Scored %d or more points in one turn" % low, gain))
    return ret

def CheckMatchSlam(g):
    """Obtained 20 or more points in one turn"""
    return CheckPointsPerTurn(g, 20, 30)

I think they achieve the goal.

1816
Why is Counting House priced at $5?  Would it play better at $4?

Counting House/Copper is not a power opening at the moment, so a cut in price wouldn't obviously affect the early game.

1817
Other Games / Re: What other games are as good as Dominion?
« on: May 16, 2012, 03:22:17 pm »
Quote from: f.DS
questioneer
Swindler

1818
I'd claim that the absolutely key thing is the finer control over which styles get applied, but my heart's not really in it.  Good catch.

I still recommend it as a handy tool.

1819
Help! / Re: What is the secret to playing Jack of all Trades?
« on: May 15, 2012, 03:32:41 am »
The Walled Villages, Moats and Ghost Ship were all errors.  If you'd loaded up on Jacks then you'd have fared much better.

1820
Dominion General Discussion / Re: Hoard in Colony-Curse Games
« on: May 15, 2012, 03:28:37 am »
For Hoard, I only slightly modify the strategy for Province games.  Rough buy order:

Colony
Province (with Hoard)
Platinum
Province
Duchy (with at least 2 Hoards)
Hoard

You don't expect to get all the Colonies, but that's OK.  The Hoard helps a lot when you've been heavily cursed.

1821
Aww, I liked the B&W, it was very Arty!

If you really really want to.

It's a nice tool to have around anyway if you ever do any sort of web design.

1822
Variants and Fan Cards / Re: Just some fan cards
« on: May 13, 2012, 01:37:54 pm »
I'll just comment on a few of these.

Ninja: buys are worth less than $2, so this is a little strong.  Think about what it does to any of the cantrip +Buy cards.

Forgotten Village: I disagree with Tables here: I think this is stronger than the normal village, and would frequently open with it just for the cantrip trashing.  The discarding also interacts nicely with things like Library and Menagerie.

Diplomat: It's comparable to +1 Action, +1 Buy, cost reduction, which I think would be stronger than Bridge or Highway as you could mass them without fear of collision and have a self-contained gaining engine.  Something like Smithy/Diplomat would be very strong.

Vandal: The way you've worded it the attack doesn't stack, so you don't need to worry about them being played in multiples.  A very good BM enabler.  Is $3 too cheap for a discard attack?

1823
Have you seen the notation sometimes used on the main blog?  That presents a similar amount of information, but the tabular spacing and unabbreviated names makes it much easier to read.

One factor working against developing a good notation is that whilst Dominion is a fun game to play, it isn't so fascinating going over games played by others.  It's less useful than for a game like Chess, as for Dominion the set-up changes all the time and knowing exactly how someone played a particular Kingdom once isn't going to do all that much to help you in the future.

On the occasions when you do want to go over a game, the log does a reasonable job.  Apart from adding the missing information (what was discarded? what was passed with Masquerade?), for me the biggest improvement over a log would be a log "player", that allows you to step through the game turn by turn and action by action, displaying the information you get during a game plus extra details of the game state such as deck/discard pile contents for each player (along the lines of that currently provided for the logs on Council Room).

1824
Variants and Fan Cards / Re: Card Idea: Irrigated Land
« on: May 12, 2012, 03:49:36 pm »
It's better in deck, but if you aren't trashing you pay a high price for the 1VP.

EDIT: if the penalty is mandatory.  The card is certainly overpowered as written.

1825
A quick summary of the Trueskill paper: for each player, have a probability distribution over skill levels representing our knowledge about that player's skill.  Whenever we witness the outcome of a game between two players we're tracking, perform a Bayesian update to give new, more accurate, distributions for those players.  This all turns out to be too hard, so we approximate by a normal distribution after each update.

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