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801
Dominion League / Re: Season 10 - Results
« on: September 20, 2015, 06:20:37 pm »
C2

singletee 4 - 2 ephesos

802
Dominion League / Re: Season 10 - Results
« on: September 20, 2015, 11:34:46 am »
C2

7MiKL7 3 - 3 singletee

803
Variants and Fan Cards / Re: Alternate win conditions
« on: September 17, 2015, 02:47:07 pm »
Engineers' Village 4$ Action
+1 Card
+2 Actions
--------
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.

But it doesn't work with Feast, Island, Embargo, etc.

804
Puzzles and Challenges / Re: Easy Puzzles
« on: September 17, 2015, 02:15:29 pm »
It's no good when you flip an opponent's Estate with your Swindler, but it's even worse when you hit a Shelter and give them a free trash. But you might want to open double Swindler, and Necropolis helps with that.

Necropolis:
Any time you want to open two terminals.

Hovel:
Dual-type VP, especially Great Hall and Tunnel

Overgrown Estate:
There's not much synergy with OE that isn't better with Estate. Trash For No Benefit?

805
Variants and Fan Cards / Re: Really bad card ideas
« on: September 17, 2015, 10:51:19 am »
You have essentially unlimited buys, because you get another buy whenever you spend one.

Oh, right, I forgot you'll get the bonus when buying the stuff you actually want too.

806
Variants and Fan Cards / Re: Really bad card ideas
« on: September 17, 2015, 10:40:55 am »
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.

But you still only have one buy. Now, play two Mint2.0s, then you have something.

807
Dominion General Discussion / Re: Champion
« on: September 16, 2015, 12:17:06 am »
Instead of thinking about having a Champion, instead imagine a Kingdom in which none of the actions are terminal. Is Lab or Forager or Peddler worse in this Kingdom? No, not really. But villages are really bad; you have to really want that +Buy or that sifting to get a Worker's Village or Wandering Minstrel, for example. And you'd basically never get a vanilla Village. That's what's happening with Champion.

808
Dominion Articles / Re: key cards in Dominion: a report card.
« on: September 10, 2015, 03:06:59 pm »
The point is that you don't have to prioritize either when you can do both.

And plenty of times you'll draw Steward or Amulet with exactly one card you want to trash. In this case you don't get to trash at all with Steward.

809
Dominion General Discussion / Re: Dominion One-Liners
« on: September 09, 2015, 09:30:42 pm »
Chapel is the best card at getting bad cards out of your deck as quickly as possible (pretty lame, but very true).
Doctor disagrees.
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.

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 :)

Doctor can only trash 2 cards turn 1 (without help). Mint can trash 5.

810
General Discussion / Re: Python editor
« on: September 08, 2015, 02:39:15 pm »
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)

Specifically, go to Settings → Preferences... → Tab Settings, and check Replace by space.

I like Notepad2 on Windows for small programs and quick edits.

811
Dominion General Discussion / Re: JSH's True Art Rankings
« on: September 06, 2015, 01:27:46 pm »
Hey, jsh: want to use the new images of the cards that I meticulously scanned and uploaded to the wiki?

(image)
I like mine better.
(image)

Really? That filter destroys most of the detail on the card and gives it a washed-out look. The copyright line is nearly unreadable and the center person appears to be sporting an ice pick for an arm. Not to mention the creepy flesh-colored eyes.

812
Dominion General Discussion / Re: What cards are still unique?
« on: September 02, 2015, 02:11:17 pm »
Conspirator is the only card that cares about how many actions you've played.
Diadem is the only card that cares about how many actions you have remaining.
Knights are the only Kingdom cards that are in single copies, and the only pile that does not all cost the same.
Caravan Guard is the only card that can be played when it's not your turn. (Ninja'd!)

813
Solo Challenges / Re: Puzzles(Easy) Q1-5.
« on: August 28, 2015, 10:13:46 am »
Q1 Hard Simpler: Turn 1, CCCCC. Buy Doctor, overpaying 3 with Baker coin token, trashing 3 estates.
Q2: Turn 1, CCCCC. Buy Mint, trashing 5 coppers. Turn 2, CCEEE. Buy Bonfire with Baker coin token, trashing 2 coppers.

814
Variants and Fan Cards / Re: Card Names in Search of a Card
« on: August 26, 2015, 03:19:35 pm »
That wording seems fine.

Swamp seems like a 3$ card to me though.

$2 should be better. On a 5/2 opening you are going to be very sad if $3 Swamps are the thing to go for (slog, quick 3-pile). And by the time you get +Buy other than Nomad Camp, you can't get them anymore.

815
2015 / Re: Signups
« on: August 20, 2015, 11:12:21 am »
/in

816
Dominion General Discussion / Re: Interview with Donald X.
« on: August 18, 2015, 01:22:05 pm »
Save (the event) costs .
Save (the card) costs $0.1125.

817
Variants and Fan Cards / Re: Really bad card ideas
« on: August 14, 2015, 03:33:10 pm »
Lost Rats
Event
Cost: $6

Move your Swarm token to an Action Supply pile (when you play a card from that pile, you first gain a copy of it and trash a card from your hand).

818
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.

The chance is substantially more than that. Just the first card has a ~10% chance to be Prosperity, then if it isn't, the second has a slightly better chance, and so on (with minor adjustment for Young Witch).

Handily, we don't need to worry about that, since the rule (decide whether Plats/Cols are used with probability based on the proportion of Prosperity cards in the kingdom) and (if the first Kingdom card picked is Prosperity, use Plats/Cols) are equivalent (assuming no Young Witch).

819
I'm not sure why we're posting in the 2013 thread, but anyway, a reminder not to autopilot with Stash:

singletee: turn 7
singletee   plays Lookout
singletee   places Stashes at locations: 2,1
singletee   shuffles deck
singletee   trashes Stash
singletee   discards Stash
singletee   places Gold on top of deck

820
Dominion General Discussion / Re: JSH's True Art Rankings
« on: August 12, 2015, 07:14:42 pm »
A smithy is a place. The person who works there is called a smith.

821
Dominion General Discussion / Re: Promo Event card in Germany
« on: August 09, 2015, 03:07:02 am »
Obviously the most interesting strategic discussion about Summon is when you should or should not summon a Feast.

The Bike-Shed Effect in action.

822
General Discussion / Re: Maths thread.
« on: August 07, 2015, 04:00:40 pm »
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.

Actually, you're right, it can't be B, because there's no guarantee that a door can be opened at all, since the door with the car might be the only remaining not-chosen door.

823
General Discussion / Re: Maths thread.
« on: August 07, 2015, 03:10:54 pm »
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

The problem with your formulation is that it does not unambiguously determine the algorithm the host is using. Neither does the formulation of the original problem, but it is implicitly understood to be the following by virtue of the fact that it is how the real-life game show worked:

1. Contestant chooses a door.
2. Host chooses a door at random that the contestant has not chosen and that contains a goat. Host reveals this door.
3. Contestant is given a choice to switch or stay.

Now, for your new question, the algorithm could be either of the following:
A.
1. Contestant chooses a door.
2. Host chooses 97 random doors that the contestant has not chosen and that contains toasters. Host reveals them.
3. Contestant chooses to switch.
4. Host chooses a random door that contestant has not currently chosen and that contains a toaster. Host reveals it.
5. Contestant chooses to switch or stay once more.
In this case, you should switch back to door number 1, with a 50.5% chance of winning.

B.
1. Contestant chooses a door.
2. Host chooses 97 random doors that the contestant has not chosen and that contains toasters. Host reveals them.
3. Contestant chooses to switch.
4. Host chooses a random door that contestant has never chosen this game and that contains a toaster. Host reveals it.
5. Contestant chooses to switch or stay once more.
In this case, you should stay with door number 2, with a 99% chance of winning.

824
Dominion General Discussion / Re: Promo Event card in Germany
« on: August 06, 2015, 03:53:43 pm »
I was thinking about what might be the most useless cards to Summon. Ruins are obvious, but other than that, probably Feast?

Edge cases in which you would actually want to Summon Feast:

You want an Ill-Gotten Gains, but you know your opponent has Trader or Watchtower in hand.
You want an Embassy, but you want to wait to get it until your opponent reshuffles (or you know they have Watchtower in hand).
You want to get an Inn and use its on-gain ability at the start of next turn.
You want to prevent your opponent from Smuggling your nice new Mountebank.

825
Rules Questions / Re: Kings Court
« on: August 02, 2015, 10:30:00 pm »
You trash a different card each time.

When you play King's Court, Throne Room, or Procession, you choose a card in your hand and play it 2 or 3 times. Each time you play it you follow the instructions from top to bottom. So you get coin and VP, trash a card from your hand, and get VP based on its cost. Then you do it again. The card you chose to trash last time is now in the trash, so you can't choose it again.

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