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The title is still a bit unclear to me. Why excactly 42 and not like #1 Leaderboard :-) Otherwise I should not read your expected good article  :P

Council Room Feedback / Seperate Win Rates for Colony/Province games
« on: July 26, 2011, 03:32:21 pm »
Is this feasible? I think it would shine much light on certain cards.

Dominion General Discussion / Re: is bureaucrat underestimate?
« on: July 26, 2011, 03:31:22 pm »
Bureaucrat is a good (though usually not great) card for decks that don't depend on big action chains. I've made it the only action card in my deck on several occasions.

People underrate the card simply because it can be difficult to recognize boards where it's strong. I'm guilty of underbuying it, myself.


I would say that Bureaucrat is probably the absolute hardest card in the game to gauge. The presence or absence of a specific card on the board is enough to change it from a winner to a loser.

I would also say that Bureaucrat is almost always a net negative in a Colony game.

Dominion General Discussion / Opening Quiz...
« on: July 26, 2011, 03:26:07 pm »
One thing I plan to do soon is to set up an Opening Quiz where players can look at a board and choose openings and compare their answers to other (typically less experiences)( players. However, I need a few (8-10) more experienced players to set a seed (e.g. "correct answers") for the quiz. Please pm if interested. I hope to have it up by the end of the week.

Dominion Isotropic / Re: Feature Requests
« on: July 26, 2011, 03:22:01 pm »
If you want isotropic to sometimes announce the score at a random time when it may or may not matter, well, use the point tracker. This is silly.

Point for guided.

I'm just throwing out ideas, some are crap, but some are genius.
You found a crappy one.  :D

Ok, I've been away from awhile doing other things, but it will be ready tonight. Along with 10.

Thanks for being patient (and discussing a nonposted article for 3 pages).

Dominion Isotropic / Re: Feature Requests
« on: July 21, 2011, 06:43:35 pm »
#2 is not a trivial problem. In addition to VP chips, consider cards like Saboteur and Masquerade. Trashers in general can violate assumptions about who has "definitely won" - consider Lookout.

Of course. But in a game with absolutely no trashers and no VP points, I would be worthwhile.

Dominion Isotropic / Re: Feature Requests
« on: July 21, 2011, 06:42:50 pm »
Can you describe #1 in other words what you mean by Pass and Play?

Sry, no native speaker :-)

My turn, I go to the computer, take my turn. My turn ends, I get up, you sit down, you take your turn. You turn ends, you get up. Repeat.

With an iPad, it would be more like:
My turn, I take the iPad, take my turn. My turn ends, I pass the iPad to you , you take your turn. You turn ends, you pass it to me. Repeat.

Dominion General Discussion / Never Ending Game?
« on: July 21, 2011, 06:40:59 pm »
Earlier today, I was thinking that it is theoretically possible for no player to be able to end the game.

If all the players buy up all of the Coppers and Curses, and all of the Coppers are trashed, it is possible for no player to be able to end the game at all- even if they wanted to.

The question is: Is there a board where this is at all plausible? Even if given that all players want to play optimally?

Dominion FAQ / Re: Dominion Lingo Dictionary
« on: July 21, 2011, 03:56:35 pm »
Regarding shuffles:

shuffle (2) the turns (or gameplay) taken between shuffles.
dead buy to refer to a card just bought that misses a shuffle as a result of being drawn in the last hand of a shuffle.

Dominion General Discussion / Re: Stash
« on: July 21, 2011, 03:51:28 pm »
In a Colony Game, Silvers (ergo, Stashes) are actually a detriment toward buying Colonies. Hence, in a Colony game, you might consider placing them at the bottom of your deck to make them "dead" in order to increase your chances of drawing more powerful cards.

Dominion Isotropic / Feature Requests
« on: July 21, 2011, 03:47:50 pm »
1) Pass And Play

A friend mentioned this to me, so at the least, he would be interested in it. He is very interested in games where he can whip out his iPad and start a game. Currently, such an option is not available.

2) Option To Be Notified When a Player has more than Half of the Available Points (if possible)

It would simply be nice for the computer to remind all the players when one player has definitely won the game. A small portion of games seem to drag on and on, and the opponent does not realize his chance of winning is definitely 0. I play a lot of Dominion, but I would prefer to play more :-)

Simulation / Re: Dominion Simulator available for download!
« on: July 19, 2011, 09:46:55 pm »
Don't know, but I can tell you how it works under Linux. As there is a UNIX under the Mac/OS, it should work also.

1) Check if you have Java (open terminal, type: java and see if it knows the command), if not get Java from somewhere, would be an idea. Install it. (Don't know how this works on a Mac)
2) Download the Simulator
3) Open terminal and move into the directory where the Simulator was downloaded to
4) type: java -jar DominionSimulator.jar

I receive the following error message:

Code: [Select]
Exception in thread "main" java.lang.UnsupportedClassVersionError: Bad version number in .class file
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(
at Method)
at java.lang.ClassLoader.loadClass(
at java.lang.ClassLoader.loadClass(
at java.lang.ClassLoader.loadClassInternal(
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(
at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(

You can click the "pop out" type square below the curses. This will open a new window that will show all the cards and their descriptions which available (in any way) for that game.

This is a silly, and slightly off topic question:

What if players had to Bid (say in points) for which opening/position they got?

Rules Questions / Re: Masquerade and Watchtower
« on: July 14, 2011, 01:17:26 pm »
Intrigue rulebook:
“Pass” – If a player passes a card to another player, that card is placed face down on the table between the players.  The receiving player then puts the card in his hand. A passed card is not revealed to the other players.  A passed card is not considered to be trashed or discarded by the player passing it and it is not considered to be gained by the player receiving it.

I guess it is in the rules, but I must say it seems slightly unintuitive especially since Masquerade is the only card that passes. Hence it is the only card that can let you gain a card (in the literal sense) without actually letting you "gain" it.

I must also ask- why was that phrase put into the rules if there was no reason to make that distinction at that time?

... Up to fifty-two Unlimited bidding rounds is an enormously huge deal...

Just being nit-picky. It is still a big deal.

Off topic again.

Why do bidding conventions has to be disclosed in Bridge? What would be so bad about letting people bid however they want without disclosing it?

This is the part of Bridge that scares me the most- there are rules and upon rules regarding what types of bidding are and are not allowed- which for the most part seem arbitrary. Just as an observer, (although this probably has been mentioned above) it appears that many of these rules are created by players who did not want to adapt to a new creative strategy, and instead, just got rid of it altogether. And many of the rules (this is coming from a mathematician mind you) are not well-defined.

I am someone that would love coming up with new, twisted, weird conventions but having to keep them within arbitrary rules seems limiting- especially since the legality of the use of such a convention could subsequently be penalized at the whim of a director.

Rules Questions / Re: Masquerade and Watchtower
« on: July 13, 2011, 10:49:09 pm »
On the other hand when you buy a card, Watchtower triggers, but that is not a "gain" either.

Rules Questions / Masquerade and Watchtower
« on: July 13, 2011, 09:27:24 pm »
In a game the other day, I thought I was slick by playing both Watchtower and Masquerade. However, when I was passed a card, the Watchtower option never came up. Is this correct?

Back to Dominion:

A silly question- is playing random game boards in random positions something players are interested in on a competitive level? Specifically, in the long run, the number of bad shuffles and openings will be even for all players, so the fact that some players may get luckier in some circumstances than others is acceptable, and in part expected. Are people okay with that?

I ask because the whole premise of duplicate Dominion was purposed on the basis that luck should be reduced in part in order to separate the top players from one another.

In any case, as it stands, I really like the simplistic idea guided as suggested:

1. All tables play the same board for each game.
2. The initial deck order is randomized for each seat, but duplicated per-seat between tables.
3. Players are awarded points based on placement in each game, based on the placing record for that seat and that board across all tables.
4. ... The shuffle order immediately after the opening (and only this one shuffle) for each seat is duplicated between tables.

I guess the simplistic question is: Does this appear more fair than normal random games? (I think so)

While here, let me elaborate other potential consequences (or implementations) of Duplicate Dominion:

Since all players are playing the same board in the same positions, players will be able to be more intimate upon the discussing that particular board. Players are more likely to engage the community on a topic (in this case a particular board) if they have experience with it.  More engagement, means more Dominion.

Since there are many games with the same board, it is easier to gather data about the effect specific card combinations. Right now, the best data we have is on individual cards and opening pairs. However, in this data, the context is removed. Being able to show players the circumstances when a more powerful card is actually less powerful than an alternative would be an excellent tool for getting intermediate players more excited about Dominion strategy.

Players can propose boards, and in some thematic way, that could be a contest in and of itself. (Say, for example, challenge players to design boards that will have the lowest winning scores). For a small proportion of players, the most enjoyable aspect of the game is coming up with interesting and/or twisted boards. However, that aspect is nearly absent (or not reinforced) online.

Continuing from the previous point, the Boards may not be typical and that is when the most interesting things occur. To a large degree one of my biggest concerns is that many of the Dominion games played online use random boards. To many, that might seem perfect- random means anything can happen, anything goes. However, oxymoronically, randomness is also very predictable. On a random Dominion board "with high probability" you will have a Kingdom cards with cost $5, and one with cost $3. And also, "with high probability" a money strategy is reasonable. And further, in a 2-player game, "with high probability" Thief, Workshop, and Counting House are bad buys, and Montebank and Witch are excellent buys, and so on and so forth. It would be interesting to challenge players with boards where the roles above are reversed: Thief, Workshop, and Counting House are good buys and/or the Montebank and Witch are poor buys.

Dominion Isotropic / Re: Decline of civility on isotropic?
« on: July 13, 2011, 07:27:57 pm »
Recent Comments:


In response to winning (he won)) a Possession/Masquerade/King's Court game

At first, I thought it was a typo, then my curious and brave soul ventured to Urban Dictionary. Not a typo.

fuuuuuck should have just bought a province instead of minioning you :(

This one is a little understandable, but still unnecessary.

This is density of vulgar comments is news to me!

Dominion General Discussion / Re: How to play these cards?
« on: July 11, 2011, 03:03:28 pm »

-Shanty town

I am actually a much bigger fan of the Shanty Town than most. It has actually gotten marginally better with Cornucopia.

The biggest use for Shanty town is on a Shanty Town/Silver or Shanty Town/Potion opening. This guarantees my Silver or Potion will not be a dead buy.

Dominion General Discussion / Re: or reveals a hand with no...
« on: July 11, 2011, 03:00:42 pm »
You might want to know if the opponent has a Curse or not for Montebank
Also, you might want to know if the opponent has a hand worth Militia'ing/Ghost Ship'ing
In a rare circumstance, you might want to know what the opponent is capable of buying next turn.

In any case, I would probably never buy a card with the intent that it let me look at my opponents' hands.

In addition to the above, what happens if I open Moneylender/Silver and so does the other guy. Then we both draw Moneylender with 4 coppers turn 3. We both trash a copper and buy a Gold. So far, we're exactly equal, right? Well no, I trashed the copper that was assigned the number "1" during randomisation and the other guy trashed copper "4". We've both done exactly the same thing, yet suddenly our decks will no longer shuffle in the same way.

Just to clarify again, your shuffles are not the same as your opponent's. Rather, your shuffles are the same as all the other players in other games in the same position. So it is not necessarily the case that "we both draw Moneylender with 4 coppers turn 3."

In any case, you still make an excellent point- that the same cards could be assigned different positions, and which one is trashed would affect the randomness to a large degree. This is something that would have to be taken care of in the details. But it is not far-fetched to say that if a card is trashed, the one with the lowest position is the one that is trashed.

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