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Messages - pacovf

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201
Even funnier, I think according to Council Room Curse/Curse was not the worst opening.


That literally does not make any sense. Maybe if I knew the kingdom it might make more sense.

Probably an artifact of low statistics.

202
Dominion General Discussion / Re: A quick Temple tip
« on: April 18, 2018, 10:47:11 pm »
I am glad we could settle that.

203
Dominion General Discussion / Re: A quick Temple tip
« on: April 18, 2018, 06:25:30 pm »
On the second term, there's the original -1, another -1 because of the cos, and another -1 because the derivative of phi^(-n) is -ln(phi) * phi^(-n). That's three minuses total. So you are right! I don't know how I miscounted.

204
Dominion General Discussion / Re: A quick Temple tip
« on: April 18, 2018, 05:59:00 pm »
I get ln(phi)/sqrt(5)*(phi+1/phi) with the expression you gave. The expression I knew is not differentiable...

205
Dominion General Discussion / Re: A quick Temple tip
« on: April 18, 2018, 02:26:43 pm »
Coins_produced(Cost_treasure) = Fibonacci(Cost_treasure/3+1)

Return_Copper = d(Coins_produced)/d(Cost_treasure) (Cost_treasure = 0) = Fibonacci’(1)/3

Now you only need to find a continuous expression for the Fibonacci series to figure out the return on investment of copper. Should be easy enough.

EDIT: messed out my math

EDIT: forgot the f(0)/x term, so my math makes no sense. Meh.



206
Dominion General Discussion / Re: Would you trash an estate worth 2VP?
« on: April 17, 2018, 11:11:09 am »
Just a though experiment...

If your starting estates were worth 2VP would still chapel them? What if they were worth 2.5VP? or 3VP? Obviously it would depend on the board, but in an average game at what point would you not trash them?

I believe that trashing is essentially the same decision as 'not buying'. In a big money game the simulations show that you shouldn't buy a duchy if you are going to draw it more than once. You shouldn't buy an estate if you have more than a 50/50 chance of drawing it. You could set up similar simulations for tunnel quite easily but it will fall into a similar range.

Those stats ignore end game competition, of course.

It’s not the same as not buying, in the sense that, say a province or a duchy are usually competing against some power card during your buy phase. When trashing, they are competing against nothing. It doesn’t seem as clear cut to me.

207
Dominion General Discussion / Re: Holy Week Kingdom
« on: April 12, 2018, 04:20:30 pm »
Crown is... uh, there's an xmas song that goes "[...] new king born today", but this is for Easter. Do I remember correctly that there's a wreath of thorns involved in his execution?

Jesus was crucified for calling himself the King of the Jews/Judaeans. He's also the King of kings, etc. But considering where that card is, I assume it's a reference specifically to the crown of thorns, yes.

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Sacred Grove?

The mount of olives / Gethsemane, I assume. It's right after the Last Supper, and where he was betrayed.

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Moneylender is Judas, yeah?

I think it's the cleansing of the Temple.

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Procession? They're chronological, so it's not the condemned carrying their crosses to the place of execution...

Palm Sunday.

208
Dominion Articles / Re: Duration Draw and Stop Card Capacity
« on: April 09, 2018, 10:24:39 am »
SCC is one less than your starting hand, so as to guarantee that you draw your deck, not that you draw all your stop cards. Is that the confusion?

209
Dominion Articles / Re: Duration Draw and Stop Card Capacity
« on: April 09, 2018, 09:43:50 am »
@faust: To play a duration card every turn, you need two of them in your deck.

Haunted woods gives you a SCC of 7, but the other Haunted Woods is a stop card, so effectively you only have a SCC of 6.

Wharf gives you a SCC of 6, and since the other Wharf is not a stop card, it doesn’t change this.

@oyvind: he assumes infinite actions, and then a stop card is any card that doesn’t draw.

210
Variants and Fan Cards / Re: Offering, the Heirloom that time forgot
« on: April 04, 2018, 11:47:12 pm »

211
Other Games / Re: Terraforming Mars
« on: April 04, 2018, 04:25:06 pm »
Drafting the first 10 cards adds 5 mins if you’ve played before, not 30, and IMHO it’s necessary to make some corporations playable at all. Maybe add 10 mins if you’ve got someone with serious AP playing, but I wouldn’t blame that on the game...

It’s true that drafting adds probably half an hour to the total length of the game, but honestly I wouldn’t play without that anymore that I would play Agricola without it. TM is a long-ish game, and that’s a very valid complaint, but it’s not a game for everyone, and that’s fine. I personally find the decision/time ratio acceptable, and draft makes it less luck-dependant, which is good in a game this long.

212
Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Conclave
« on: April 04, 2018, 03:08:26 am »
- Are there any cards you can compare it to? Maybe some Throne Room variants?
How about Festival? Costs $1 more, gives +Buy, getting two actions is unconditional.

This has now got me thinking about edge cases: Conclave plays a card at once, before it's finished resolving. Is there some useful hack you can do with that? The best I can think of is using Conclave to play a Royal Carriage then immediately calling the Royal Carriage on the Conclave.

Someone back during the previews mentioned Prince. If you Prince a Conclave, you get to, for example, play and call in the same turn those Reserve cards that can only be called at the beginning of your turn (Ratcatcher, Transmogrify, Teacher, etc).

213
Other Games / Re: Terraforming Mars
« on: April 03, 2018, 08:01:28 pm »
Well, this only works if the long game time corresponds to a high number of random events, which isn't really the case for Terraforming Mars.
Let's do the maths: you get 10 cards in setup, 4 cards per generation which leads under the assumption of an average game length of 13 generations to an average amount of 58 cards you can invest into. If that is too small a number for you, the drafting variant increases that average number to 118.

As you often do not get the cards that match the starting cooperation you chose some players feel as if the game is more luck-dependent than it actually is.

I don't think the total number of cards you see is nearly as relevant as when you see them.
The law of large numbers disagrees with you. Dominion is partly so skill-dependent because you draw a larger amount of cards than in other deckbuilders and a far larger amount that in any tableaubuilder.

TM snowballs hard, so when you get the good cards is definitely a big factor. Though I think the draft solves that, because you see a lot of cards before the first turn.

214
Other Games / Re: Terraforming Mars
« on: April 03, 2018, 11:23:06 am »
It’s an official variant that appears in the rulebook, but I don’t think it’s the official “recommended” way to play, the way adding corporations and the advanced cards is.

215
Wait, was it a prank?  It was a very subtle one, if it was.

216
Non-Mafia Game Threads / Re: The Necro Wars
« on: April 01, 2018, 09:02:16 pm »
I want another story.

217
I think gaining to the top of your deck is too harsh a penalty for a lab variant. +3 cards, gain a ruin is playable, either as a late game buy, or in combination with reliable trashing. Might even cost 5$. Gaining to the top of the deck would put it in the 2-4$ range for sure.

218
Let's say you have the following card:

+2 Cards
+1 Action

Gain a Curse onto your deck.

How much do you think that should cost?  My initial thought is , but that might be too expensive.  Is gaining the Curse onto your deck too much of a penalty?  Does this seem like a card you would ever buy?

Might be playable at 2$ if you gain the curse to your hand. As is, it might not be bought even at 0$...

219
Other Games / Re: Terraforming Mars
« on: March 31, 2018, 06:36:24 pm »
I guess if the paying-for-cards really, really bothers you, you could just houserule it that:

-you draw all the cards at the beginning of your turn for free
-you can sell patents (=discard cards) for 3$, instead of just 1$
-reduce the starting terraforming rating by 12$ (to compensate for the extra money per turn from not having to pay for cards)
-reduce the starting money of advanced corporation by 18$ (10 cards x3 = 30, minus the 12 from the decrease in terraforming rating)
-increase the card milestone by 3 cards, decrease the terraforming milestone by 12 points.

that way the balance doesn't get too screwed up (aside from the buff to card-draw, and making discarding cards to pass your turn easier) but you don't need to spend extra time at the beginning of the turn deciding which cards to keep.

I think that's the minimum number of extra changes you would have to do to allow for "free" card draw; just increasing the price of cards by 3$ messes up too much, IMHO.


Energy seems pretty damn useless - it was essentially another source of heat, delayed by a turn, and that's it.

You should think of energy as a "tag" you can always buy. The heat from unused energy is a consolation price. You should only ever buy energy if you have a card that requires energy.

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It also really didn't feel like the player who played best won - our winner was the person who kept having to be reminded the whole game to add to production, not resource pool.

I assume all players were new? Playing draft, an experienced player should easily beat a newbie.

220
Dominion Articles / Re: Castles
« on: March 30, 2018, 02:49:10 pm »
This article only discusses the Castle pile as if 8 cards are it in. While it’s fine to write an article only discussing Castles in the context of two player games, you should be more explicit about this in the introduction. I couldn’t even tell you which Castles there are two copies of in 3 plus player games!

There’s also up to 53 extra points in the Castle pile in 3-4 player games, while only 24 extra points in the province pile. I doubt you will be able to piledrive Castles in those games, but still.

221
Dominion General Discussion / Re: Holy Week Kingdom
« on: March 28, 2018, 10:29:12 am »
Baker?

Baker + Wine Merchant: Bread + Wine (Last Supper)

222
Other Games / Re: Terraforming Mars
« on: March 26, 2018, 10:49:28 pm »
I like the game but still really dislike the "take that" cards. I particularly dislike how harsh some of them are, and the fact that sometimes there's only one realistic target, so it just feels random and unfair. For example, "steal one titanium production", your upside is too big to pass, so you will likely screw over whoever has titanium, even if they are last place, and they might have just paid quite a bit for that production. You can also get screwed over with plant production before you realize how many cards attack that and value it accordingly. Honestly I would just remove those cards from the game. Making them hose everyone would not solve the problem, since the narrow cards will still only affect one person.

As for the rest, I find that card drafting smoothes out most of the luck of the draw. The main skill is recognizing which cards are a good deal and which ones aren't, how long it will take before the requirements to a good card will be met, when to invest in money making cards and when to invest in points, etc. Making an engine is kinda difficult because there's a lot of variety in the cards, and you don't see that many if you don't build card draw.

I think paying for the cards you keep at the beginning of the turn is not an unnecessary mechanic (do you want to keep that sweet late game card that goes perfectly with your tableau? you have to pay 4$ right now), but I can see how it could turn people off because of the extra time, especially if you draft beforehand. Though just drawing the cards and paying extra 4$ on build time would change the balance quite a bit from what it's now.

The only complaint I have that nobody has mentioned already is that the corporations vary wildly in power, because some of them are always useful, and others rely on lucky draws to offer any kind of advantage.

223
Dominion Articles / Re: How to be good at Dominion
« on: March 26, 2018, 04:27:41 pm »
Unless you like arguing just for the sake of arguing, I don’t think there’s much to add to what has already been said.

Just my two cents before anyone gets worked up.

224
Other Games / Re: Terraforming Mars
« on: March 26, 2018, 12:36:48 pm »
The main draw of the game is the theme, which is really strong. The terraforming ratings (O2, water, temperature) are also a cool way to balance cards because of the interaction with other players.

It definitely has problems, luck of the draw being the big one (especially some corporations), though that one is mitigated by using the draft variant and having more players. I think it works better with more than two players, though the attack cards can make it feel *very* unfair then if you get picked on early (you snowball *hard* in TF), IMHO the game would be better without them. I also wish the board was a bit more important, aside from snatching good city spots from other players.

225
Dominion General Discussion / Re: Playing the new Guilds & Cornucopia!
« on: March 24, 2018, 04:48:02 pm »
I am confused... why would you have a problem with Witch and Curse, but not with Haunted Castle and an Enchantress turning people into pigs? I could understand having a problem with all of them, but only with some...?

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