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Dominion League / Re: Season 10 - Results
« on: September 20, 2015, 06:20:37 pm »
C2
singletee 4 - 2 ephesos
singletee 4 - 2 ephesos
Engineers' Village 4$ Action
+1 Card
+2 Actions
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While this is in play: at the end of your Action phase, if you have at least one copy of every Action card in the Kingdom in play, you win the game.
This fixes the tracking issue.
You have essentially unlimited buys, because you get another buy whenever you spend one.
Mint 2.0 is good because it isn't a magical device that creates duplicates material resources. It creates a currency spike that mires your deck in a state of inflation afterward.
Not that it's a balanced card at all. You probably just want to play it once with two Highways and only one player gets to play one at all. But it's thematically closer to the real thing.
You don't even need Highways. Just buy out the Copper pile and the Curse pile and you have $53 already, and that is enough to empty the Estates and buy 6 Provinces.
The point is that you don't have to prioritize either when you can do both.
Doctor trashes 3 cards at once (which is the maximum). If you overpay for it, it's in a different price range. Chapel's low price also makes it super good.Chapel is the best card at getting bad cards out of your deck as quickly as possible (pretty lame, but very true).Doctor disagrees.
Well, you said as quick as possible. Doctor can trash Turn1, Chapel at most at turn 2 with a few events. So Doctor is quicker
You can configure Notepad++ to do carriage returns / tabs the way you prefer. You can set it so the Tab button types a certain number of spaces for example. It's a very flexible program; I use it for all my script writing (mostly short little programs)
Hey, jsh: want to use the new images of the cards that I meticulously scanned and uploaded to the wiki?I like mine better.
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That wording seems fine.
Swamp seems like a 3$ card to me though.
I agree with this. Adventures adds 30 kingdom cards which is a lot. I don't think we need a lot of games to be Colony games but maybe 1 out of every 10.
Well, there's 236 Kingdom Cards including Adventures, right, and 25 of those are Prosperity, which gives a 10.6% chance... so pretty much what you're suggesting here.
I'd quite like the odds to be a little higher though. Maybe somewhere around 20%-25%, or about 1 in 5 to 1 in 4 games. Same with Shelters, really, although their odds are naturally already a touch higher (35 in 236 is about a 14.8% chance or about 1 in 6.7).
Maybe what could be done is that you 'roll' for Colony/Platinum twice, if you have sufficiently many cards owned. I'm not going to work the overall odds this would give of getting a Colony game, but to give an idea, that would mean a 19% chance with one Prosperity card, a 36% chance with two, a 51% chance with three and a 64% chance with four. I might actually work out the overall odds tomorrow morning (if nobody else decides to do it anyway for fun), basically it's just a case of working out the odds of having X Prosperity cards in a game, then multiply by the above numbers (and work out the rest for 5-10 Prosperity cards). Pretty straight forward.
Actually, it is roughly a 10% chance a card from Prosperity shows up. I can't think right now got back from a 10 hour shift. But, if there is a 10% chance any given board has a Prosperity card, there is only a 10% chance that board will have Colonies, assuming just one card from Prosperity.
Obviously the most interesting strategic discussion about Summon is when you should or should not summon a Feast.
it's certainly not option B. The two options in my mind for step 4 are:
A. Host chooses a completely random door that isn't the contestant's current door or the car door.I'd say this is 99/103 and TrojH concurs.
B. Host chooses a door that isn't the contestant's current door or the car door but he doesn't choose equally between the available doors, rather he chooses with a modified rate that will maximize his chances of winning. I'd say this is 50.5%
And in your option B, I'd say the odds are 99/101, not 99/100, but that's neither here nor there.
I've been wondering something myself, maybe the guys around here can help me out with it.
Is everyone familiar with the Monty Hall problem? To review: You're on a game show. Let's make a deal. You must choose one of three curtains and you win what is behind that curtain. One curtain is hiding a brand new converible, the other two are hiding toasters. You pick curtain number one. Monty, the host, says "wow, great choice! But I'll tell you what, I'll show you what's behind curtain number two." He opens up curtain number two and it's a toaster. He then asks you if you want to switch to curtain number three or stay at curtain number one. What do you do? (Monty always opens up a curtain regardless of whether or not you picked the correct one originally. He never opens the one you picked, and he never opens the one with the car.) The answer is you switch of course, because it's twice as likely that it's in curtain number three.
My question: There are 100 curtains, one with a car, 99 with toasters. You choose curtain number 1, he shows you that curtains 4-100 all are hiding toasters. So you now obviously should switch to curtain two or three. Let's say you switch to curtain two. Now he shows you that curtain three is also hiding a toaster and gives you the option to switch again. Do you go back to curtain one or stay at curtain two?
My understanding, btw, is you should switch back to curtain one for 50.5% chance of winning