Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Awaclus

Filter to certain boards:

Pages: 1 [2] 3 4
26
Dominion Articles / Obstacles: Beyond the Five Deck Types
« on: September 14, 2017, 06:57:31 am »
Obstacles: Beyond the Five Deck Types

In this article, I attempt to lay down a very basic framework for generalizing Dominion strategy even further than it has previously been, which I think is necessary due to the increasing number of different types of strategies. Traditionally, unusual strategies have been called "combo" decks, but I think the term has outlived its usefulness and that we need a framework that actually helps us understand why those decks work instead of describing superficial attributes about them.

Part 1 – Obstacles

It would be convenient if you could do whatever and it would always be a functional strategy. However, this is not the case. In Dominion, there are many things that limit your ability to do whatever you want. They include:
  • Your starting deck consists of crappy cards
  • The main source of VP comes from putting crappy cards into your deck
  • You only get 5 cards and 1 buy every turn
  • You can only play one Action card every turn
  • When you buy a card, it takes a while before you even get to use it at all
  • You don’t always draw cards in the order you would like
  • In order to win, you need to be able to end the game by emptying the Provinces, Colonies or any three piles while you’re ahead

At this point, you might be thinking that all of what I just said is completely obvious, in which case you would be absolutely correct. However, you cannot dismiss the importance of these factors simply because they are obvious — on the contrary, they are obvious because of how important they are. When you are designing a strategy, you need to have a solution to each of these problems, otherwise it’s not going to work. Let’s refer to these seven points as the obstacles, because I’m going to be referring to them a lot.

For now, let’s just focus on some strategies that are already established.

Big money (also known as good stuff)

This is a fairly common strategy, because it’s available in every kingdom. It’s also extremely simple to play. Here’s how big money overcomes the obstacles:

  • You add many high-quality cards to your deck to bring the average card quality up from what it originally was (you might also trash some of the starting cards but that’s not necessary)
  • As you’re greening, you can keep adding more high-quality cards to your deck to compensate for the green cards, so that the average quality remains high enough. Also, green cards will take a while to show up because your deck is fairly big and you’re not cycling through it very fast.
  • You keep the average card quality high enough that 5 cards are enough to make the most use out of that one buy
  • The high-quality cards you add to your deck are mostly Treasures or non-terminal Actions. You can add as many terminal Actions as the rest of your deck can support without having a big risk of terminal collision or cards that are drawn dead.
  • On the other hand, when big money buys a green card, it also takes a while for that to show up. The effect is more pronounced during the greening stage due to having a larger deck, so big money actually benefits from this obstacle to an extent.
  • All the high-quality cards you buy are good on their own, have very little or no negative synergies with other cards in your deck and/or synergize with almost all the other cards in your deck, so the order in which they’re drawn doesn’t matter much — all of your hands are good anyway.
  • Your strategy is able to maintain a steady rate of gaining VP through Provinces or Colonies after a relatively short build-up, which ultimately leads to the Provinces or Colonies being depleted.

Look at how efficient that is. Buying a lot of Treasure cards is, in and of itself, a solution to five of these completely unrelated problems. The solution to greening includes slow cycling, and the solution to slow cycling includes greening. All of this just happens to result in a convenient way to get ahead and end while you’re ahead. That is why big money is a strategy that works, and may sometimes be competitive against other types of decks.

Hermit/Market Square

Hermit/Market Square is a rare strategy, because it requires Hermit and Market Square to be in the kingdom. Here are its solutions to the obstacles:

  • Your crappy starting cards are good enough for buying Hermit and Market Square, and that is all they will ever need to do
  • You do all or most of your greening in one turn so those green cards won’t be ruining your hands for the vast majority of the game. Furthermore, after pulling off the combo, your deck will be full of Golds so you’re still in a decent position to buy more green much like a big money strategy would.
  • The combo gives you your entire deck plus a bunch of Golds to your hand and a ton of buys when you pull it off.
  • One action per turn is enough to set the combo up, and the combo gives you enough actions to pull itself off.
  • Slow cycling is fine, because you don’t need the newly bought cards until the moment at which you pull off the combo, which is also the moment at which you’re able to cycle through your entire deck.
  • You have so many copies of all the relevant cards that you’re very likely to draw them in an order that you will like
  • With all of those Golds and buys, it’s very easy to gain a VP lead and end the game on the spot. If not, there’s still the big money style Plan B.

In terms of efficiency, this rivals big money (in terms of strength, it tends to surpass big money, but that’s beside the point for now) because the quite detailed way in which the combo needs to be pulled off simultaneously solves each obstacle.

As you can imagine, many other strategies that have been traditionally considered to be combo strategies have a different set of solutions. Therefore, it does not make sense to classify them as the same strategy; instead, Hermit/Market Square should be seen as an entire deck type of its own.

Two sentences about Attacks

Attacks and other interactive cards, when present, might create additional obstacles for that particular kingdom that you will need to address in addition to these seven, or they might modify the existing ones. Some solutions to the seven main obstacles will already deal with certain Attacks very easily, while others might completely fall apart.

A “Deck type” or “strategy” is an elegant answer to all of the obstacles

All the different decks with the same answers are the same type of deck. In other words, the number of Action cards you’re playing, the number of Treasure cards you’re playing, the length of the game in turns, whether or not the strategy is only enabled by a rare combination of cards being available, and all these other superficial things that some like to use for the purposes of categorization are completely useless from a strategy perspective.

Figuring out the answers that rushes, slogs and engines have, respectively, is left as an exercise to the reader because this article is long enough as it is.

Part 2 – Beyond the five types

Wandering Winder defined four types of strategy. Then he lumped the rest of them together and called them “combo” strategies, the fifth type. However, as I already mentioned in the previous part, combo decks don’t really have all that much in common with each other, which is why they shouldn't be seen as a single type of strategy. Whereas you can hurt big money decks with hand size attacks, there is no universal way to play against all combo decks.

Still, there are some useful ways to categorize those kinds of decks as well. The one fairly well established category is golden deck. These days, there are many different ways to build a golden deck, and it is a useful category because all golden decks have the same solutions to the obstacles.

Another useful category is a term I’m coining right now: the stockpile. The stockpile is a type of deck that accumulates large quantities of Reserve cards, cards on the Native Village mat, coin tokens, and/or other such resources and then it suddenly uses all of them for a megaturn. Examples of stockpiles include Native Village/Bridge, Royal Carriage/Bridge, and Duplicate/Bridge.

As the number of possible kingdoms in Dominion is limited by how many cards there are, technically there can’t be an infinite number of different deck types. The point is that even if there was, this framework should be all-encompassing. The other point is that the number can be very large, and it’s very likely much larger than we currently imagine it to be — in other words, there are deck types waiting to be discovered.

Going for unconventional strategies

If you’re thinking of going for a strategy that isn’t big money, rush, slog, engine, or another established strategy, it is a good idea to figure out how your strategy would address the obstacles. While it is also possible to stumble upon a legitimate strategy through pure trial-and-error (which is largely how many of them have been discovered), it is much easier if you can rule out some of the more ineffective ideas simply by taking a moment to consider them through.

For instance, a popular thing to build is an engine/big money hybrid, but that's one of the more ineffective ideas. Consider obstacle #6 ("You don’t always draw cards in the order you would like") in a kingdom with Village and Smithy. Like with most card synergies, Village/Smithy synergize only when drawn in the right order. The problem with playing a hybrid between big money and engine here is this: big money's solution is to avoid too many Villages/Smithies, so cards are good in any order, while engine's solution is to get lots of Villages/Smithies so they can be paired easily, especially since pairing them draws you more cards. If you play a hybrid, you'll end up having enough Villages and Smithies that the cards are no longer good in any order, but not enough that they can be paired easily, resulting in terminal collisions, Villages drawn dead, and Villages drawn without a Smithy in your hand.

However, the stockpile is a type of strategy that does actually mix quite well with many other deck types; for instance, a big money/stockpile hybrid is just as strong as pure big money. This is due to the fact that cards like Butcher and Transmogrify are reasonably strong cards on their own, so that matches up with five of the big money solutions, and the way in which they change greening gives you the best of both worlds — you can delay the negative effect of greening by having gaining power set aside for a while, and you can also keep adding good cards while you’re greening, because these things aren’t mutually exclusive.

There are also the very rare types of strategies only enabled by a specific card interaction that we don’t talk about because we still haven’t discovered them. For obvious reasons, I can’t give you an example. I also can’t really tell you how to be able to discover more of them. But what I can tell you is that the obstacles apply universally in all games of Dominion ever, so you’re going to need the elegant solution.

The parting words

With all that being said, this idea is relatively new, so it might also be incomplete. You can sort of see its evolution if you look at my posts from the past year or so; within that time, I have moved from firmly sticking with WW’s deck types (including “combo”) to claiming that hoarding coin tokens should be classified as its own strategy even though it sucks, to claiming that Native Village/Bridge is also the same strategy as the coin token hoarding strategy and that it should no longer be classified as a combo deck, to claiming that golden decks are another legitimate deck type, and now we have this.

I might be failing to see some obstacles that are actually there. I have already considered some rules of the game that kind of hinder you a little, such as not being able to look through your discard pile or not being able to see your opponent’s hand, but you can’t really fix those with deckbuilding so I don’t see a reason to treat them as obstacles.

Ultimately, I think that as the number and the complexity of card-shaped things keeps going up, we are going to see more and more of completely new types of strategies, and simply calling them all “combo” is not going to make us prepared for them. There certainly needs to be some kind of a framework that allows us to understand what made a strategy work even when it doesn’t fit our preconceived notions of how strategies should be categorized. This has been an early attempt at it.

27
Hearthstone / Uninteresting Hearthstone moments
« on: August 17, 2017, 08:24:50 am »
I just had two Lich Kings in play and a Drakkari Enchanter in hand (on Arena). It wasn't the correct play to play the Drakkari Enchanter, since I had to use that mana for Peacekeeping an opponent's Core Hound.

28
Game Reports / I opened Pirate Ship and won
« on: July 20, 2017, 06:21:04 am »
Turn 4 - Awaclus
A buys an Advance.
A trashes a Pirate Ship.
A gains a Council Room.
A shuffles their deck.

29
Dominion General Discussion / Golden Sombrero question
« on: July 09, 2017, 05:41:51 am »
Does it count as a golden sombrero if your opening $5 misses the shuffle and you didn't buy another card in the opening?

30
Man, trash for benefit. It's such a crappy term. It's even worse than "village". Here are all the problems with it:

1) It means different things to different people. Apprentice is clearly TfB according to everyone, but some might say that Forager is TfB because the benefit is dependent on trashing something and some would say that it's not because it doesn't depend on the cost of the trashed card.

2) It's not an overwhelmingly useful term, partially because of its ambiguity too, but mostly because regardless of its meaning, it doesn't ever encompass all of the things that have everything relevant in common with the things that it does encompass. If the point is to care about cost, the part about trashing isn't really relevant and stuff like Chariot Race should be included in the same category. If the point is that you're trashing something while you also maintain tempo, then cards like Masquerade and Loan should be included in the group. If the point is that you need to keep replacing the cards you trash in order to keep benefiting, then stuff like Pillage should be included. All three of these categories have reasons why they are useful for strategy discussion, but it might be the huge overlap with "TfB" that's preventing these categories from entering the picture.

31
7 Provinces and a 3-pile ending on turn 12. Interestingly enough, this also has Travelling Fair and Fool's Gold in it.

Kingdom:





Game #: 2240582

Code: [Select]
A starts with 7 Coppers and 3 Estates.
A shuffles their deck.
A draws 4 Coppers and an Estate.
t starts with 7 Coppers and 3 Estates.
t shuffles their deck.
t draws 3 Coppers and 2 Estates.

Turn 1 - Awaclus
A plays 4 Coppers.
A buys and gains a Bridge.
A draws 3 Coppers and 2 Estates.

Turn 1 - tcal87
t plays 3 Coppers.
t buys and gains a Chapel.
t draws 4 Coppers and an Estate.

Turn 2 - Awaclus
A plays 2 Coppers.
A buys and gains a Chapel.
A shuffles their deck.
A draws 3 Coppers, a Chapel and a Bridge.

Turn 2 - tcal87
t plays 4 Coppers.
t buys and gains a Bridge.
t shuffles their deck.
t draws 3 Coppers and 2 Estates.

Turn 3 - Awaclus
A plays a Chapel.
A trashes 3 Coppers.
A draws 2 Coppers and 3 Estates.

Turn 3 - tcal87
t plays 3 Coppers.
t buys and gains a Silver.
t draws 2 Coppers, an Estate, a Chapel and a Bridge.

Turn 4 - Awaclus
A plays 2 Coppers.
A buys and gains a Fool's Gold.
A shuffles their deck.
A draws 3 Coppers, a Chapel and a Fool's Gold.

Turn 4 - tcal87
t plays a Chapel.
t trashes 2 Coppers and an Estate.
t shuffles their deck.
t draws 4 Coppers and a Chapel.

Turn 5 - Awaclus
A plays a Chapel.
A trashes 3 Coppers.
A draws a Copper, 3 Estates and a Bridge.

Turn 5 - tcal87
t plays a Chapel.
t trashes 4 Coppers.
t draws a Copper, a Silver, 2 Estates and a Bridge.

Turn 6 - Awaclus
A plays a Bridge.
A plays a Copper.
A buys and gains 2 Fool's Golds.
A shuffles their deck.
A draws a Copper, 2 Estates, a Chapel and a Fool's Gold.

Turn 6 - tcal87
t plays a Bridge.
t plays a Copper and a Silver.
t buys and gains a Treasury.
t shuffles their deck.
t draws a Copper, 2 Estates, a Chapel and a Treasury.

Turn 7 - Awaclus
A plays a Chapel.
A trashes a Copper and 2 Estates.
A shuffles their deck.
A draws an Estate, a Bridge and 3 Fool's Golds.

Turn 7 - tcal87
t plays a Treasury.
t draws a Silver.
t plays a Chapel.
t trashes 2 Estates.
t plays a Copper and a Silver.
t buys and gains a Fool's Gold.
t topdecks a Treasury.
t shuffles their deck.
t draws a Copper, a Chapel, a Bridge, a Treasury and a Fool's Gold.

Turn 8 - Awaclus
A plays a Bridge.
A plays 3 Fool's Golds.
A buys 2 Travelling Fairs and a Fool's Gold.
A gains a Fool's Gold.
A reacts with a Travelling Fair.
A topdecks a Fool's Gold.
A buys and gains a Fool's Gold.
A reacts with a Travelling Fair.
A topdecks a Fool's Gold.
A buys and gains a Fool's Gold.
A reacts with a Travelling Fair.
A topdecks a Fool's Gold.
A buys and gains a Fool's Gold.
A reacts with a Travelling Fair.
A topdecks a Fool's Gold.
A draws a Chapel and 4 Fool's Golds.

Turn 8 - tcal87
t plays a Treasury.
t draws a Silver.
t plays a Bridge.
t plays a Fool's Gold, a Copper and a Silver.
t buys and gains 2 Fool's Golds.
t topdecks a Treasury.
t shuffles their deck.
t draws a Copper, a Silver, a Chapel, a Treasury and a Fool's Gold.

Turn 9 - Awaclus
A plays 4 Fool's Golds.
A buys a Travelling Fair and a Summon.
A gains a Bridge.
A sets a Bridge aside.
A buys a Summon.
A gains a Bridge.
A sets a Bridge aside.
A shuffles their deck.
A draws a Chapel and 4 Fool's Golds.

Turn 9 - tcal87
t plays a Treasury.
t draws a Fool's Gold.
t plays a Chapel.
t trashes a Copper.
t plays 2 Fool's Golds and a Silver.
t buys a Travelling Fair and a Bridge.
t gains a Bridge.
t reacts with a Travelling Fair.
t topdecks a Bridge.
t topdecks a Treasury.
t shuffles their deck.
t draws a Chapel, 2 Bridges, a Treasury and a Fool's Gold.

Turn 10 - Awaclus
A starts their turn.
A summons a Bridge.
A plays a Bridge.
A summons a Bridge.
A plays a Bridge.
A plays 4 Fool's Golds.
A buys a Summon.
A gains a Hunting Grounds.
A sets a Hunting Grounds aside.
A buys a Summon.
A gains a Market.
A sets a Market aside.
A buys a Summon.
A gains a Market.
A sets a Market aside.
A draws an Estate, a Bridge and 3 Fool's Golds.

Turn 10 - tcal87
t plays a Treasury.
t draws a Fool's Gold.
t plays a Bridge.
t plays 2 Fool's Golds.
t buys a Summon.
t gains a Market.
t sets a Market aside.
t topdecks a Treasury.
t shuffles their deck.
t draws a Silver, a Bridge, a Treasury and 2 Fool's Golds.

Turn 11 - Awaclus
A starts their turn.
A summons a Hunting Grounds.
A plays a Hunting Grounds.
A shuffles their deck.
A draws a Chapel, a Bridge and 2 Fool's Golds.
A summons a Market.
A plays a Market.
A draws a Fool's Gold.
A summons a Market.
A plays a Market.
A draws a Bridge.
A plays a Bridge.
A plays a Bridge.
A plays a Chapel.
A trashes an Estate.
A plays 6 Fool's Golds.
A buys a Summon.
A gains a Hunting Grounds.
A sets a Hunting Grounds aside.
A buys a Summon.
A gains a Market.
A sets a Market aside.
A buys a Summon.
A gains a Market.
A sets a Market aside.
A buys a Summon.
A gains a Market.
A sets a Market aside.
A buys a Summon.
A gains a Bridge.
A sets a Bridge aside.
A shuffles their deck.
A draws a Chapel, a Market, 2 Bridges and a Fool's Gold.

Turn 11 - tcal87
t starts their turn.
t summons a Market.
t plays a Market.
t draws a Chapel.
t plays a Treasury.
t draws a Bridge.
t plays a Bridge.
t plays a Bridge.
t plays 2 Fool's Golds and a Silver.
t buys a Summon.
t gains a Market.
t sets a Market aside.
t buys and gains 3 Bridges.
t topdecks a Treasury.
t shuffles their deck.
t draws a Market, 2 Bridges, a Treasury and a Fool's Gold.

Turn 12 - Awaclus
A starts their turn.
A summons a Hunting Grounds.
A plays a Hunting Grounds.
A draws 3 Fool's Golds and a Hunting Grounds.
A summons a Market.
A plays a Market.
A draws a Fool's Gold.
A summons a Bridge.
A plays a Bridge.
A summons a Market.
A plays a Market.
A draws a Market.
A summons a Market.
A plays a Market.
A draws a Fool's Gold.
A plays a Market.
A draws a Bridge.
A plays a Market.
A draws a Fool's Gold.
A plays a Bridge.
A plays a Bridge.
A plays a Bridge.
A plays 7 Fool's Golds.
A buys and gains 5 Provinces, 3 Markets and a Bridge.
A buys a Travelling Fair and a Province.
A gains a Province.
A buys and gains a Province.
A shuffles their deck.
A draws a Province, 3 Markets and a Bridge.

32
Other Games / Senran Kagura
« on: March 20, 2017, 07:06:13 pm »
I've recently started playing Senran Kagura Shinovi Versus, which is my first game in this series. It's a ton of fun. I'm using a mouse and a keyboard, which is clearly not ideal for this game, but it kind of works, it's just a little more challenging this way.

And because there wasn't a thread for Senran Kagura, I thought I'd make one. Has anyone else gotten into it?

33
Dominion General Discussion / Rules mess ups you haven't seen?
« on: March 09, 2017, 12:05:06 pm »
What are some of the best rules mess ups you have never seen?

Here are a couple of my favorites:

 - thinking that you can trash Silver with Moneylender
 - trying to count the cards in your hand when playing Philosopher's Stone

34
Game Reports / Overcoming a lost 6-2 Colony split with Wild Hunt
« on: March 01, 2017, 01:54:14 pm »
There was apparently some confusion regarding the strength of Wild Hunt in the Qvist's ranking threads, so I'll just leave this here.





Colonies

Game #1609770

Code: [Select]
k starts with 7 Coppers and 3 Estates.
k shuffles their deck.
k draws 4 Coppers and an Estate.
A starts with 7 Coppers and 3 Estates.
A shuffles their deck.
A draws 3 Coppers and 2 Estates.

Turn 1 - kingdedede777
k plays 4 Coppers.
k buys and gains a Militia.
k draws 3 Coppers and 2 Estates.

Turn 1 - Awaclus
A plays 3 Coppers.
A buys and gains a Lighthouse.
A draws 4 Coppers and an Estate.

Turn 2 - kingdedede777
k plays 3 Coppers.
k buys and gains a Lighthouse.
k shuffles their deck.
k draws 2 Coppers, an Estate, a Militia and a Lighthouse.

Turn 2 - Awaclus
A plays 3 Coppers.
A buys and gains a Shanty Town.
A shuffles their deck.
A draws 3 Coppers and 2 Estates.

Turn 3 - kingdedede777
k plays a Lighthouse.
k plays a Militia.
A discards 2 Estates.
k plays 2 Coppers.
k buys and gains an Apprentice.
k draws 4 Coppers and an Estate.

Turn 3 - Awaclus
A plays 2 Coppers.
A buys and gains a Lighthouse.
A draws 3 Coppers, an Estate and a Lighthouse.

Turn 4 - kingdedede777
k starts their turn.
k gets +1 Coin (Lighthouse).
k plays 4 Coppers.
k buys a Mint.
k trashes 4 Coppers.
k gains a Mint.
k shuffles their deck.
k draws 3 Coppers and 2 Estates.

Turn 4 - Awaclus
A plays a Lighthouse.
A plays 3 Coppers.
A buys and gains a Shanty Town.
A shuffles their deck.
A draws 4 Coppers and a Shanty Town.

Turn 5 - kingdedede777
k plays 3 Coppers.
k buys and gains a Silver.
k draws an Estate, a Militia, a Lighthouse, an Apprentice and a Mint.

Turn 5 - Awaclus
A starts their turn.
A gets +1 Coin (Lighthouse).
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A draws an Estate and a Shanty Town.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A draws a Copper and an Estate.
A plays 5 Coppers.
A buys a Mint.
A trashes 5 Coppers.
A gains a Mint.
A shuffles their deck.
A draws 2 Coppers, an Estate, a Shanty Town and a Lighthouse.

Turn 6 - kingdedede777
k plays an Apprentice.
k trashes a Mint.
k shuffles their deck.
k draws 3 Coppers, a Silver and an Estate.
k plays a Lighthouse.
k plays a Militia.
A discards a Copper and an Estate.
k plays 3 Coppers and a Silver.
k buys and gains a Gold.
k shuffles their deck.
k draws a Silver, a Gold, 2 Estates and a Militia.

Turn 6 - Awaclus
A plays a Lighthouse.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A draws a Lighthouse and a Mint.
A plays a Lighthouse.
A plays a Copper.
A buys and gains an Enchantress.
A shuffles their deck.
A draws 2 Coppers, 2 Estates and a Shanty Town.

Turn 7 - kingdedede777
k starts their turn.
k gets +1 Coin (Lighthouse).
k plays a Militia.
k plays a Gold and a Silver.
k buys and gains a Gold.
k draws 3 Coppers, an Estate and an Apprentice.

Turn 7 - Awaclus
A starts their turn.
A gets +1 Coin (Lighthouse).
A gets +1 Coin (Lighthouse).
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A draws a Shanty Town and a Mint.
A plays a Mint.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A draws an Estate and an Enchantress.
A plays an Enchantress.
A plays 2 Coppers.
A buys and gains a Silver.
A shuffles their deck.
A draws a Copper, a Silver, an Estate, a Shanty Town and a Mint.

Turn 8 - kingdedede777
k plays an Apprentice.
k shuffles their deck.
k draws a Gold.
k plays a Gold and 3 Coppers.
k buys and gains a Lighthouse.
k draws a Gold, 2 Estates, a Militia and a Lighthouse.

Turn 8 - Awaclus
A starts their turn.
A draws a Copper and an Estate (Enchantress).
A plays a Mint.
A reveals a Silver.
A gains a Silver.
A plays 2 Coppers and a Silver.
A buys and gains a Shanty Town.
A shuffles their deck.
A draws an Estate, 2 Shanty Towns and 2 Lighthouses.

Turn 9 - kingdedede777
k plays a Lighthouse.
k plays a Militia.
A discards an Estate and a Shanty Town.
k plays a Gold.
k buys and gains a Shanty Town.
k shuffles their deck.
k draws a Copper, a Silver, a Militia, a Shanty Town and a Lighthouse.

Turn 9 - Awaclus
A plays a Lighthouse.
A plays a Lighthouse.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A draws a Copper and an Enchantress.
A plays an Enchantress.
A plays a Copper.
A buys and gains an Enchantress.
A draws 2 Silvers, 2 Estates and a Mint.

Turn 10 - kingdedede777
k starts their turn.
k gets +1 Coin (Lighthouse).
k plays a Lighthouse.
k plays a Militia.
k plays a Copper and a Silver.
k buys and gains a Gold.
k draws a Copper, a Gold, 2 Estates and an Apprentice.

Turn 10 - Awaclus
A starts their turn.
A gets +1 Coin (Lighthouse).
A gets +1 Coin (Lighthouse).
A draws a Copper and a Shanty Town (Enchantress).
A plays 2 Silvers and a Copper.
A buys and gains an Apprentice.
A shuffles their deck.
A draws a Silver, 2 Shanty Towns, a Lighthouse and an Apprentice.

Turn 11 - kingdedede777
k starts their turn.
k gets +1 Coin (Lighthouse).
k plays an Apprentice.
k trashes an Estate.
k draws a Gold and an Estate.
k plays 2 Golds and a Copper.
k buys and gains a Gold.
k shuffles their deck.
k draws 2 Coppers, a Gold, an Estate and a Lighthouse.

Turn 11 - Awaclus
A plays an Apprentice.
A trashes a Silver.
A draws a Copper, a Silver and a Mint.
A plays a Lighthouse.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Mint.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A draws a Copper and an Enchantress.
A plays an Enchantress.
A plays 2 Coppers and a Silver.
A buys and gains a Wild Hunt.
A draws 3 Estates, a Lighthouse and an Enchantress.

Turn 12 - kingdedede777
k plays a Lighthouse.
k draws a Gold.
k plays 2 Golds and 2 Coppers.
k buys and gains an Apprentice.
k draws a Copper, a Silver, a Gold, a Militia and an Apprentice.

Turn 12 - Awaclus
A starts their turn.
A gets +1 Coin (Lighthouse).
A shuffles their deck.
A draws 2 Shanty Towns (Enchantress).
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Lighthouse.
A plays an Enchantress.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A draws 2 Coppers.
A plays 2 Coppers.
A buys and gains a Duplicate.
A draws a Silver, a Shanty Town, an Apprentice, a Mint and a Wild Hunt.

Turn 13 - kingdedede777
k plays a Militia.
k draws a Lighthouse.
k plays a Lighthouse.
k plays an Apprentice.
k trashes a Silver.
k draws a Gold, an Estate and a Shanty Town.
k plays a Shanty Town.
k reveals 2 Shanty Towns, an Apprentice, a Colony and a Gold.
k shuffles their deck.
k draws a Gold and an Estate.
k plays 3 Golds and a Copper.
k buys and gains a Platinum.
k draws 2 Coppers, a Gold, a Lighthouse and an Apprentice.

Turn 13 - Awaclus
A starts their turn.
A gets +1 Coin (Lighthouse).
A shuffles their deck.
A draws an Estate and an Enchantress (Enchantress).
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws a Shanty Town, a Lighthouse and a Duplicate.
A plays an Apprentice.
A trashes an Estate.
A draws a Copper and a Shanty Town.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Lighthouse.
A plays a Duplicate.
A puts a Duplicate on their Tavern mat.
A plays an Enchantress.
A plays a Silver and a Copper.
A buys a Pilgrimage.
A flips Journey token face down.
A shuffles their deck.
A draws a Copper, a Silver, 2 Estates and a Shanty Town.

Turn 14 - kingdedede777
k starts their turn.
k gets +1 Coin (Lighthouse).
k plays a Lighthouse.
k plays an Apprentice.
k trashes a Gold.
k shuffles their deck.
k draws 2 Golds, an Estate, a Militia, a Shanty Town and a Platinum.
k plays a Militia.
k plays 2 Golds, 2 Coppers and a Platinum.
k buys and gains a Colony.
k shuffles their deck.
k draws a Copper, a Gold, an Estate and 2 Apprentices.

Turn 14 - Awaclus
A starts their turn.
A gets +1 Coin (Lighthouse).
A draws a Copper and an Enchantress (Enchantress).
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays an Enchantress.
A plays a Silver and 2 Coppers.
A buys and gains a Wild Hunt.
A calls a Duplicate.
A gains a Wild Hunt.
A draws a Shanty Town, a Lighthouse, an Apprentice, a Mint and a Wild Hunt.

Turn 15 - kingdedede777
k starts their turn.
k gets +1 Coin (Lighthouse).
k plays an Apprentice.
k trashes an Estate.
k draws a Copper and a Shanty Town.
k plays an Apprentice.
k trashes a Gold.
k draws a Copper, a Gold, an Estate, a Militia, a Lighthouse and a Platinum.
k plays a Lighthouse.
k plays a Militia.
A discards a Lighthouse and a Mint.
k plays a Gold, 3 Coppers and a Platinum.
k buys and gains a Platinum.
k shuffles their deck.
k draws 2 Coppers, a Gold, an Estate and a Colony.

Turn 15 - Awaclus
A starts their turn.
A shuffles their deck.
A draws 2 Shanty Towns (Enchantress).
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws 2 Coppers and a Duplicate.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays an Apprentice.
A trashes a Copper.
A plays a Duplicate.
A puts a Duplicate on their Tavern mat.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A draws a Mint and a Wild Hunt.
A plays a Wild Hunt.
A draws an Estate, an Enchantress and a Wild Hunt.
A plays an Enchantress.
A shuffles their deck.
A draws a Silver, an Estate, 2 Lighthouses and a Mint.

Turn 16 - kingdedede777
k starts their turn.
k gets +1 Coin (Lighthouse).
k plays a Gold and 2 Coppers.
k buys and gains a Wild Hunt.
k draws a Copper, a Shanty Town, 2 Apprentices and a Platinum.

Turn 16 - Awaclus
A starts their turn.
A draws an Apprentice and a Wild Hunt (Enchantress).
A plays an Apprentice.
A trashes an Estate.
A draws an Estate and a Wild Hunt.
A plays a Lighthouse.
A plays a Lighthouse.
A plays a Wild Hunt.
A draws a Shanty Town, an Enchantress and a Wild Hunt.
A plays a Silver.
A buys and gains a Shanty Town.
A calls a Duplicate.
A gains a Shanty Town.
A shuffles their deck.
A draws a Copper, 3 Shanty Towns and a Wild Hunt.

Turn 17 - kingdedede777
k plays an Apprentice.
k trashes a Copper.
k plays a Platinum.
k buys and gains a Shanty Town.
k shuffles their deck.
k draws a Gold, a Militia, 2 Lighthouses and a Platinum.

Turn 17 - Awaclus
A starts their turn.
A gets +1 Coin (Lighthouse).
A gets +1 Coin (Lighthouse).
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws a Silver, a Shanty Town and a Mint.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Mint.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A draws a Shanty Town and a Wild Hunt.
A plays a Wild Hunt.
A draws an Estate, an Apprentice and a Wild Hunt.
A plays an Apprentice.
A trashes an Estate.
A draws 2 Enchantresses.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays an Enchantress.
A plays an Enchantress.
A plays a Wild Hunt.
A gains an Estate.
A takes 6 VP from the Wild Hunt pile.
A plays a Copper and a Silver.
A buys a Pilgrimage.
A flips Journey token face up.
A gains a Shanty Town, an Enchantress and a Wild Hunt.
A shuffles their deck.
A draws an Estate, 2 Shanty Towns, a Mint and a Duplicate.

Turn 18 - kingdedede777
k plays a Lighthouse.
k draws a Shanty Town.
k plays a Lighthouse.
k plays a Militia.
A discards a Mint and a Duplicate.
k plays a Gold and a Platinum.
k buys and gains a Colony.
k draws 2 Coppers, a Gold, a Shanty Town and a Platinum.

Turn 18 - Awaclus
A starts their turn.
A draws a Silver, a Shanty Town, an Enchantress and a Wild Hunt (Enchantress).
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws a Shanty Town, a Lighthouse and a Wild Hunt.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws a Shanty Town, an Apprentice and a Wild Hunt.
A plays an Apprentice.
A trashes an Estate.
A draws a Shanty Town and a Lighthouse.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A shuffles their deck.
A draws a Copper, a Mint and a Wild Hunt.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays an Enchantress.
A plays a Lighthouse.
A plays a Lighthouse.
A plays a Wild Hunt.
A gains an Estate.
A takes 3 VP from the Wild Hunt pile.
A plays a Silver and a Copper.
A buys and gains a Shanty Town.
A shuffles their deck.
A draws an Estate, 2 Shanty Towns, a Duplicate and a Wild Hunt.

Turn 19 - kingdedede777
k starts their turn.
k gets +1 Coin (Lighthouse).
k plays a Gold, 2 Coppers and a Platinum.
k buys and gains a Colony.
k draws an Estate, 2 Apprentices, a Colony and a Wild Hunt.

Turn 19 - Awaclus
A starts their turn.
A gets +1 Coin (Lighthouse).
A gets +1 Coin (Lighthouse).
A draws a Shanty Town and a Mint (Enchantress).
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws a Silver, a Shanty Town and an Enchantress.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays an Enchantress.
A plays a Duplicate.
A puts a Duplicate on their Tavern mat.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Silver.
A buys a Pilgrimage.
A flips Journey token face down.
A draws 2 Shanty Towns, an Apprentice, an Enchantress and a Wild Hunt.

Turn 20 - kingdedede777
k plays an Apprentice.
k shuffles their deck.
k draws a Copper.
k plays an Apprentice.
k trashes an Estate.
k draws a Copper and a Lighthouse.
k plays a Lighthouse.
k plays a Wild Hunt.
k gains an Estate.
k takes 1 VP from the Wild Hunt pile.
k plays 2 Coppers.
k buys and gains a Shanty Town.
k draws 2 Golds, a Shanty Town, a Lighthouse and a Colony.

Turn 20 - Awaclus
A starts their turn.
A draws a Copper and a Shanty Town (Enchantress).
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A shuffles their deck.
A draws a Shanty Town and 2 Wild Hunts.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws a Mint, an Enchantress and a Wild Hunt.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws a Silver and 2 Shanty Towns.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws a Shanty Town and 2 Lighthouses.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Lighthouse.
A plays a Lighthouse.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays an Enchantress.
A plays a Mint.
A reveals a Silver.
A gains a Silver.
A plays an Apprentice.
A trashes a Silver.
A shuffles their deck.
A draws a Silver and an Estate.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays an Enchantress.
A plays a Copper and a Silver.
A buys a Pilgrimage.
A flips Journey token face up.
A gains a Wild Hunt.
A calls a Duplicate.
A gains a Wild Hunt.
A gains a Silver and an Enchantress.
A shuffles their deck.
A draws a Silver, a Shanty Town, a Duplicate, an Enchantress and a Wild Hunt.

Turn 21 - kingdedede777
k starts their turn.
k gets +1 Coin (Lighthouse).
k plays a Lighthouse.
k plays a Shanty Town.
k reveals 2 Shanty Towns, an Apprentice, a Colony and a Gold.
k draws a Shanty Town and a Platinum.
k plays a Shanty Town.
k reveals 2 Shanty Towns, an Apprentice, a Colony and a Gold.
k draws a Militia and a Colony.
k plays a Militia.
k plays 2 Golds and a Platinum.
k buys and gains a Colony.
k shuffles their deck.
k draws a Gold, a Lighthouse, a Colony and 2 Platina.

Turn 21 - Awaclus
A starts their turn.
A gets +1 Coin (Lighthouse).
A gets +1 Coin (Lighthouse).
A draws 3 Shanty Towns and a Mint (Enchantress).
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws a Copper, an Enchantress and a Wild Hunt.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws a Silver, a Shanty Town and a Wild Hunt.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws an Estate and 2 Wild Hunts.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws 2 Shanty Towns and a Wild Hunt.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws an Apprentice.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A gains an Estate.
A takes 9 VP from the Wild Hunt pile.
A plays an Apprentice.
A trashes an Estate.
A shuffles their deck.
A draws an Estate.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays an Enchantress.
A plays an Enchantress.
A plays 2 Silvers and a Copper.
A buys and gains a Gold.
A shuffles their deck.
A draws 2 Silvers, a Gold and 2 Shanty Towns.

Turn 22 - kingdedede777
k starts their turn.
k gets +1 Coin (Lighthouse).
k plays a Lighthouse.
k plays a Gold and 2 Platina.
k buys and gains a Colony.
k draws an Estate, a Shanty Town, an Apprentice, a Colony and a Wild Hunt.

Turn 22 - Awaclus
A starts their turn.
A draws a Shanty Town, a Lighthouse, a Mint and a Wild Hunt (Enchantress).
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws a Shanty Town, a Lighthouse and a Wild Hunt.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws a Shanty Town, an Apprentice and a Duplicate.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays an Apprentice.
A trashes a Silver.
A draws a Copper and 2 Wild Hunts.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws an Estate, an Enchantress and a Wild Hunt.
A plays a Wild Hunt.
A draws a Shanty Town, an Enchantress and a Wild Hunt.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws a Shanty Town.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A gains an Estate.
A takes 5 VP from the Wild Hunt pile.
A plays a Lighthouse.
A plays a Lighthouse.
A plays an Enchantress.
A plays an Enchantress.
A plays a Gold, a Silver and a Copper.
A buys and gains a Province.
A shuffles their deck.
A draws an Estate, an Apprentice, an Enchantress and 2 Wild Hunts.

Turn 23 - kingdedede777
k starts their turn.
k gets +1 Coin (Lighthouse).
k plays an Apprentice.
k trashes an Estate.
k draws a Gold and a Colony.
k plays a Shanty Town.
k reveals 2 Shanty Towns, an Apprentice, a Colony and a Gold.
k plays a Wild Hunt.
k draws a Copper, a Militia and an Apprentice.
k plays an Apprentice.
k trashes a Militia.
k draws a Copper, 2 Shanty Towns and a Colony.
k plays a Shanty Town.
k reveals 2 Shanty Towns, an Apprentice, a Colony and a Gold.
k plays a Shanty Town.
k reveals 2 Shanty Towns, an Apprentice, a Colony and a Gold.
k shuffles their deck.
k draws a Lighthouse and a Colony.
k plays a Lighthouse.
k plays a Gold and 2 Coppers.
k buys and gains an Apprentice.
k shuffles their deck.
k draws a Gold, a Colony, 2 Platina and a Wild Hunt.

Turn 23 - Awaclus
A starts their turn.
A gets +1 Coin (Lighthouse).
A gets +1 Coin (Lighthouse).
A draws 2 Shanty Towns and 2 Wild Hunts (Enchantress).
A plays an Apprentice.
A trashes an Estate.
A draws a Silver and a Shanty Town.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws a Copper, a Gold and an Enchantress.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws a Shanty Town and 2 Wild Hunts.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws an Estate, a Shanty Town and a Mint.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws 2 Shanty Towns and a Duplicate.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Mint.
A reveals a Gold.
A gains a Gold.
A plays a Wild Hunt.
A shuffles their deck.
A draws a Gold and a Province.
A plays an Enchantress.
A plays a Wild Hunt.
A gains an Estate.
A takes 6 VP from the Wild Hunt pile.
A plays 2 Golds, a Silver and a Copper.
A buys and gains a Colony.
A shuffles their deck.
A draws a Shanty Town, an Enchantress and 3 Wild Hunts.

Turn 24 - kingdedede777
k starts their turn.
k gets +1 Coin (Lighthouse).
k plays a Gold and 2 Platina.
k buys and gains a Colony.
k draws a Gold, 2 Shanty Towns, an Apprentice and a Colony.

Turn 24 - Awaclus
A starts their turn.
A draws an Estate and a Shanty Town (Enchantress).
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws a Shanty Town, a Lighthouse and an Enchantress.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws a Silver, a Shanty Town and a Wild Hunt.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws a Shanty Town, an Apprentice and a Mint.
A plays an Apprentice.
A trashes a Mint.
A draws an Estate, a Province, a Lighthouse, a Colony and a Wild Hunt.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws a Copper, a Shanty Town and an Enchantress.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Wild Hunt.
A draws 2 Golds and a Wild Hunt.
A plays a Shanty Town.
A reveals 2 Shanty Towns, a Province, a Colony and a Duplicate.
A plays a Lighthouse.
A plays a Lighthouse.
A plays a Wild Hunt.
A gains an Estate.
A takes 5 VP from the Wild Hunt pile.
A plays 2 Golds, a Silver and a Copper.
A buys and gains a Colony.
A shuffles their deck.
A draws a Province, 2 Shanty Towns, a Colony and a Duplicate.

Ultimately, I had a 63-61 lead thanks to 34 VP tokens gained from Wild Hunts. In all fairness, my opponent played suboptimally, but I might have played suboptimally as well and I definitely had some crappy shuffles (I feel like I was maybe 2 turns behind what I expected).

35
Kingdom:




Game id: 1429334

Code: [Select]
L starts with 7 Coppers and 3 Estates.
L shuffles their deck.
L draws 4 Coppers and an Estate.
A starts with 7 Coppers and 3 Estates.
A shuffles their deck.
A draws 4 Coppers and an Estate.

Turn 1 - Lemira
L plays 4 Coppers.
L buys and gains an Advisor.
L draws 3 Coppers and 2 Estates.

Turn 1 - Awaclus
A plays 4 Coppers.
A buys a Travelling Fair and a Fool's Gold.
A gains a Fool's Gold.
A reacts with a Travelling Fair.
A topdecks a Fool's Gold.
A draws 2 Coppers, 2 Estates and a Fool's Gold.

Turn 2 - Lemira
L plays 3 Coppers.
L buys and gains a Fool's Gold.
L shuffles their deck.
L draws 2 Coppers, 2 Estates and an Advisor.

Turn 2 - Awaclus
A plays a Copper and a Fool's Gold.
A buys and gains a Fool's Gold.
A shuffles their deck.
A draws 3 Coppers, an Estate and a Fool's Gold.

Turn 3 - Lemira
L plays an Advisor.
L reveals 2 Coppers and a Fool's Gold.
L discards a Fool's Gold.
L puts 2 Coppers into their hand.
L plays 4 Coppers.
L buys and gains an Advisor.
L shuffles their deck.
L draws 4 Coppers and an Estate.

Turn 3 - Awaclus
A plays 3 Coppers and a Fool's Gold.
A buys a Travelling Fair and a Fool's Gold.
A gains a Fool's Gold.
A reacts with a Travelling Fair.
A topdecks a Fool's Gold.
A draws 2 Coppers, an Estate and 2 Fool's Golds.

Turn 4 - Lemira
L plays 4 Coppers.
L buys and gains an Advisor.
L draws 2 Coppers, an Estate and 2 Advisors.

Turn 4 - Awaclus
A plays 2 Coppers and 2 Fool's Golds.
A buys a Travelling Fair and a Fool's Gold.
A gains a Fool's Gold.
A reacts with a Travelling Fair.
A topdecks a Fool's Gold.
A buys and gains a Fool's Gold.
A reacts with a Travelling Fair.
A topdecks a Fool's Gold.
A draws 2 Coppers, an Estate and 2 Fool's Golds.

Turn 5 - Lemira
L plays an Advisor.
L reveals a Copper, an Estate and a Fool's Gold.
L discards a Fool's Gold.
L puts a Copper and an Estate into their hand.
L plays an Advisor.
L shuffles their deck.
L reveals a Copper, an Estate and an Advisor.
L discards an Advisor.
L puts a Copper and an Estate into their hand.
L plays 4 Coppers.
L buys and gains an Advisor.
L shuffles their deck.
L draws 3 Coppers, an Estate and a Fool's Gold.

Turn 5 - Awaclus
A plays 2 Coppers and 2 Fool's Golds.
A buys a Travelling Fair and a Fool's Gold.
A gains a Fool's Gold.
A reacts with a Travelling Fair.
A topdecks a Fool's Gold.
A buys and gains a Gladiator.
A reacts with a Travelling Fair.
A topdecks a Gladiator.
A shuffles their deck.
A draws a Copper, 3 Fool's Golds and a Gladiator.

Turn 6 - Lemira
L plays 3 Coppers and a Fool's Gold.
L buys and gains an Advisor.
L draws 3 Coppers and 2 Advisors.

Turn 6 - Awaclus
A plays a Gladiator.
A reveals a Fool's Gold.
A trashes a Gladiator.
A plays a Copper and 3 Fool's Golds.
A buys 2 Travelling Fairs and a Fool's Gold.
A gains a Fool's Gold.
A reacts with a Travelling Fair.
A topdecks a Fool's Gold.
A buys and gains a Fool's Gold.
A reacts with a Travelling Fair.
A topdecks a Fool's Gold.
A buys and gains a Fool's Gold.
A reacts with a Travelling Fair.
A topdecks a Fool's Gold.
A draws 2 Coppers and 3 Fool's Golds.

Turn 7 - Lemira
L plays an Advisor.
L reveals 2 Estates and an Advisor.
L discards an Advisor.
L puts 2 Estates into their hand.
L plays an Advisor.
L shuffles their deck.
L reveals a Copper, an Estate and an Advisor.
L discards an Advisor.
L puts a Copper and an Estate into their hand.
L plays 4 Coppers.
L buys and gains an Advisor.
L draws 2 Coppers, a Fool's Gold and 2 Advisors.

Turn 7 - Awaclus
A plays 2 Coppers and 3 Fool's Golds.
A buys a Travelling Fair and a Royal Blacksmith.
A takes 8 debt.
A gains a Royal Blacksmith.
A reacts with a Travelling Fair.
A topdecks a Royal Blacksmith.
A repays 8 debt.
A buys a Royal Blacksmith.
A takes 8 debt.
A gains a Royal Blacksmith.
A repays 1 debt (7 remaining).
A draws a Copper, an Estate, 2 Fool's Golds and a Royal Blacksmith.

Turn 8 - Lemira
L plays an Advisor.
L shuffles their deck.
L reveals 3 Coppers.
L discards a Copper.
L puts 2 Coppers into their hand.
L plays an Advisor.
L reveals a Copper and 2 Advisors.
L discards an Advisor.
L puts a Copper and an Advisor into their hand.
L plays an Advisor.
L reveals an Estate and 2 Advisors.
L discards an Advisor.
L puts an Estate and an Advisor into their hand.
L plays an Advisor.
L reveals a Copper and 2 Estates.
L discards a Copper.
L puts 2 Estates into their hand.
L plays 5 Coppers and a Fool's Gold.
L buys and gains a Sir Michael.
L shuffles their deck.
L draws 4 Coppers and an Advisor.

Turn 8 - Awaclus
A plays a Royal Blacksmith.
A draws 2 Coppers, 2 Estates and a Fool's Gold.
A reveals a Merchant, 2 Coppers, a Scheme and a Fool's Gold.
A discards 3 Coppers.
A plays 3 Fool's Golds.
A repays 7 debt.
A shuffles their deck.
A draws 2 Coppers, an Estate, a Fool's Gold and a Royal Blacksmith.

Turn 9 - Lemira
L plays an Advisor.
L reveals an Estate, a Sir Michael and an Advisor.
L discards an Advisor.
L puts an Estate and a Sir Michael into their hand.
L plays a Sir Michael.
A discards a Copper and an Estate.
A reveals a Copper and a Fool's Gold.
A discards a Copper and a Fool's Gold.
L plays 4 Coppers.
L buys and gains an Advisor.
L draws 2 Coppers and 3 Advisors.

Turn 9 - Awaclus
A plays a Royal Blacksmith.
A draws 2 Coppers and 3 Fool's Golds.
A reveals a Merchant, 2 Coppers, a Scheme and a Fool's Gold.
A discards 3 Coppers.
A plays 4 Fool's Golds.
A buys a Travelling Fair and a Summon.
A gains an Advisor.
A sets an Advisor aside.
A buys a Summon.
A gains a Gladiator.
A sets a Gladiator aside.
A draws a Copper, 2 Estates, a Fool's Gold and a Royal Blacksmith.

Turn 10 - Lemira
L plays an Advisor.
L reveals a Copper, a Fool's Gold and an Advisor.
L discards an Advisor.
L puts a Copper and a Fool's Gold into their hand.
L plays an Advisor.
L shuffles their deck.
L reveals a Copper and 2 Estates.
L discards a Copper.
L puts 2 Estates into their hand.
L plays an Advisor.
L reveals 2 Coppers and an Advisor.
L discards an Advisor.
L puts 2 Coppers into their hand.
L plays 5 Coppers and a Fool's Gold.
L buys and gains a Sir Bailey.
L draws a Copper, an Estate, a Sir Michael and 2 Advisors.

Turn 10 - Awaclus
A starts their turn.
A summons an Advisor.
A plays an Advisor.
A reveals 2 Fool's Golds and a Gladiator.
A discards a Fool's Gold.
A puts a Fool's Gold and a Gladiator into their hand.
A summons a Gladiator.
A plays a Gladiator.
A reveals a Royal Blacksmith.
A trashes a Gladiator.
A plays a Gladiator.
A reveals a Royal Blacksmith.
A trashes a Gladiator.
A plays a Royal Blacksmith.
A shuffles their deck.
A draws 2 Coppers, an Estate and 2 Fool's Golds.
A reveals a Merchant, 2 Coppers, a Scheme and a Fool's Gold.
A discards 3 Coppers.
A plays 4 Fool's Golds.
A buys a Travelling Fair and a Fortune.
A takes 8 debt.
A gains a Fortune.
A reacts with a Travelling Fair.
A topdecks a Fortune.
A gains 2 Golds.
A repays 8 debt.
A draws 2 Coppers, 2 Fool's Golds and a Fortune.

Turn 11 - Lemira
L plays an Advisor.
L shuffles their deck.
L reveals a Copper and 2 Advisors.
L discards an Advisor.
L puts a Copper and an Advisor into their hand.
L plays an Advisor.
L reveals 2 Coppers and an Estate.
L discards a Copper.
L puts a Copper and an Estate into their hand.
L plays an Advisor.
L reveals a Copper and 2 Advisors.
L discards an Advisor.
L puts a Copper and an Advisor into their hand.
L plays an Advisor.
L reveals a Copper, a Fool's Gold and an Advisor.
L discards an Advisor.
L puts a Copper and a Fool's Gold into their hand.
L plays a Sir Michael.
A discards 2 Coppers.
A reveals a Copper and a Royal Blacksmith.
A discards a Copper and a Royal Blacksmith.
L plays 5 Coppers and a Fool's Gold.
L buys and gains a Dame Anna.
L shuffles their deck.
L draws 2 Coppers, an Estate, a Sir Bailey and an Advisor.

Turn 11 - Awaclus
A plays a Fortune and 2 Fool's Golds.
A buys a Summon.
A gains a Scheme.
A sets a Scheme aside.
A buys a Summon.
A gains a Scheme.
A sets a Scheme aside.
A shuffles their deck.
A draws a Copper, 3 Fool's Golds and a Royal Blacksmith.

Turn 12 - Lemira
L plays an Advisor.
L reveals a Copper and 2 Advisors.
L discards an Advisor.
L puts a Copper and an Advisor into their hand.
L plays an Advisor.
L reveals an Estate and 2 Advisors.
L discards an Advisor.
L puts an Estate and an Advisor into their hand.
L plays an Advisor.
L reveals a Copper, an Estate and a Dame Anna.
L discards a Dame Anna.
L puts a Copper and an Estate into their hand.
L plays a Sir Bailey.
L draws a Copper.
A reveals a Fool's Gold and an Advisor.
A trashes an Advisor.
A discards a Fool's Gold.
L plays 5 Coppers.
L buys and gains a Wild Hunt.
L draws a Copper, a Fool's Gold, a Sir Michael and 2 Advisors.

Turn 12 - Awaclus
A starts their turn.
A summons a Scheme.
A plays a Scheme.
A draws an Estate.
A summons a Scheme.
A plays a Scheme.
A draws a Fool's Gold.
A plays a Royal Blacksmith.
A draws 2 Coppers, a Gold, a Gladiator and a Fortune.
A reveals a Merchant, 2 Coppers, a Scheme and a Fool's Gold.
A discards 3 Coppers.
A plays a Gladiator.
A reveals a Fortune.
A plays a Gold, a Fortune and 4 Fool's Golds.
A buys 3 Travelling Fairs and a Royal Blacksmith.
A takes 8 debt.
A gains a Royal Blacksmith.
A reacts with a Travelling Fair.
A topdecks a Royal Blacksmith.
A repays 8 debt.
A buys a Summon.
A gains a Scheme.
A sets a Scheme aside.
A buys a Summon.
A gains a Scheme.
A sets a Scheme aside.
A buys a Summon.
A gains a Scheme.
A sets a Scheme aside.
A buys a Summon.
A gains a Scheme.
A sets a Scheme aside.
A topdecks a Royal Blacksmith.
A draws a Copper, an Estate, a Fool's Gold and 2 Royal Blacksmiths.

Turn 13 - Lemira
L plays an Advisor.
L shuffles their deck.
L reveals a Copper and 2 Advisors.
L discards an Advisor.
L puts a Copper and an Advisor into their hand.
L plays an Advisor.
L reveals an Estate and 2 Advisors.
L discards an Advisor.
L puts an Estate and an Advisor into their hand.
L plays an Advisor.
L reveals 2 Coppers and an Advisor.
L discards an Advisor.
L puts 2 Coppers into their hand.
L plays an Advisor.
L reveals a Copper, an Estate and a Dame Anna.
L discards a Dame Anna.
L puts a Copper and an Estate into their hand.
L plays a Sir Michael.
A discards a Copper and an Estate.
A reveals a Gold and a Fool's Gold.
A trashes a Gold.
A discards a Fool's Gold.
L plays 5 Coppers and a Fool's Gold.
L buys and gains a Gold.
L draws 2 Coppers, an Estate, a Sir Bailey and a Wild Hunt.

Turn 13 - Awaclus
A starts their turn.
A summons a Scheme.
A plays a Scheme.
A draws a Fool's Gold.
A summons a Scheme.
A plays a Scheme.
A draws a Copper.
A summons a Scheme.
A plays a Scheme.
A draws a Copper.
A summons a Scheme.
A plays a Scheme.
A draws a Royal Blacksmith.
A plays a Royal Blacksmith.
A shuffles their deck.
A draws a Copper, an Estate, 2 Fool's Golds and a Gladiator.
A reveals a Merchant, 2 Coppers, a Scheme and a Fool's Gold.
A discards 3 Coppers.
A plays a Royal Blacksmith.
A draws a Copper, an Estate, 2 Fool's Golds and a Scheme.
A reveals a Merchant, 2 Coppers, a Scheme and a Fool's Gold.
A discards a Copper.
A plays a Royal Blacksmith.
A draws 3 Coppers, a Gold and a Gladiator.
A reveals a Merchant, 2 Coppers, a Scheme and a Fool's Gold.
A discards 3 Coppers.
A plays a Scheme.
A draws a Fool's Gold.
A plays a Gladiator.
A reveals a Gladiator.
A plays a Gladiator.
A reveals a Gold.
A plays a Gold and 7 Fool's Golds.
A buys 4 Travelling Fairs and a Summon.
A gains a Merchant.
A sets a Merchant aside.
A buys a Summon.
A gains a Merchant.
A sets a Merchant aside.
A buys a Summon.
A gains a Merchant.
A sets a Merchant aside.
A buys a Summon.
A gains a Merchant.
A sets a Merchant aside.
A buys a Summon.
A gains a Merchant.
A sets a Merchant aside.
A topdecks 2 Schemes and 3 Royal Blacksmiths.
A draws 2 Schemes and 3 Royal Blacksmiths.

Turn 14 - Lemira
L plays a Sir Bailey.
L shuffles their deck.
L draws a Gold.
A reveals a Fool's Gold and a Fortune.
A discards a Fool's Gold and a Fortune.
L plays a Wild Hunt.
L draws a Copper, a Dame Anna and an Advisor.
L plays 3 Coppers and a Gold.
L buys and gains a Gold.
L draws a Copper, an Estate, a Fool's Gold, a Sir Michael and an Advisor.

Turn 14 - Awaclus
A starts their turn.
A summons a Merchant.
A plays a Merchant.
A draws an Estate.
A summons a Merchant.
A plays a Merchant.
A draws a Scheme.
A summons a Merchant.
A plays a Merchant.
A draws a Fool's Gold.
A summons a Merchant.
A plays a Merchant.
A shuffles their deck.
A draws a Fool's Gold.
A summons a Merchant.
A plays a Merchant.
A draws a Scheme.
A plays a Scheme.
A draws a Gladiator.
A plays a Royal Blacksmith.
A draws 2 Coppers, an Estate, a Fool's Gold and a Scheme.
A reveals a Merchant, 2 Coppers, a Scheme and a Fool's Gold.
A discards 2 Coppers.
A plays a Royal Blacksmith.
A draws 3 Coppers, a Gold and an Estate.
A reveals a Merchant, 2 Coppers, a Scheme and a Fool's Gold.
A discards 3 Coppers.
A plays a Royal Blacksmith.
A draws a Copper, 3 Fool's Golds and a Fortune.
A reveals a Merchant, 2 Coppers, a Scheme and a Fool's Gold.
A discards a Copper.
A plays a Scheme.
A draws a Fool's Gold.
A plays a Scheme.
A draws a Fool's Gold.
A plays a Scheme.
A draws a Scheme.
A plays a Scheme.
A draws a Gladiator.
A plays a Scheme.
A draws a Copper.
A plays a Gladiator.
A reveals a Fortune.
A plays a Gladiator.
A reveals a Fortune.
A plays a Copper, a Gold, a Fortune and 8 Fool's Golds.
A buys 8 Travelling Fairs and a Scheme.
A gains a Scheme.
A buys and gains a Province, 3 Schemes and 2 Advisors.
A shuffles their deck.
A draws 2 Coppers, a Merchant, a Fool's Gold and a Scheme.

36
Other Games / Honshu
« on: January 04, 2017, 12:29:27 pm »
I got Honshu for Christmas and my first impressions are that it's crazy complex for how simple the rules are, i.e. an excellent game. Has anyone else played it?

37
Puzzles and Challenges / From nothing to infinity
« on: December 18, 2016, 04:01:10 pm »
This is not terribly difficult, but I thought it might be fun.


At the start of your buy phase, you have not played any cards this turn, you don't have any cards in your hand, you don't have any $ and you only have 1 action and 1 buy.

1. Generate an arbitrarily large number of +$ this turn.
2. Generate an arbitrarily large number of +buys this turn.
3. Generate an arbitrarily large number of +actions this turn.
4. Generate an arbitrarily large number of +cards this turn.

Rules: There are two players and you get to control the actions of both players. You get to decide the kingdom using the suggested rules (i.e. 0-2 Events/Landmarks), but the described scenario must be possible in your kingdom somehow. You get to decide the contents of the Black Market deck using the Isotropic/MF rules if you choose to use it in your solution. You get to decide the exact game state, including the order of every player's draw pile and the Black Market deck, at the start of the puzzle, but you don't get to decide any shuffle luck you might have during the puzzle. All correct answers are correct, but you get bonus points for figuring out the solution I had in mind.

38
Goko Dominion Online / Reconnecting
« on: July 09, 2016, 01:54:36 pm »
Apparently, you can now actually reconnect to MF if you've disconnected.

39
Other Games / Village
« on: May 27, 2016, 03:34:24 am »
I've never played this game, but it looks pretty interesting and it's on sale for 20€ on lautapelit.fi. Should I get it?

(inb4 Village only costs $3)

40
Goko Dominion Online / There is a bug with Prince on Making Fun
« on: May 04, 2016, 08:08:19 am »
Quote from: Awaclus (from forum.makingfun)
In this game, I Princed a Scavenger. Instead of staying set aside like it should have, the Scavenger kept appearing in the hands that I drew at the end of my turn, but it still got played at the beginning of my turn as though it had been set aside. As a result, my hand size was essentially 1 lower than it should have been for the rest of the game, since Scavenger was in my hand instead of another card that I should have drawn.

http://gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160504/log.0.1462362973668.txt

I don't know if it's something that happens only with Prince and Scavenger, something that happens only with your second Princed card, or something that might or might not happen at random with just Prince.

41
I'll start by setting a kind of a low standard for these. There's stuff out there that's much more worthy of an MDMA article than my Scout advice, but it's the thing that made me think of this whole idea, so I'm going to do this one. I think this is still worthy of an MDMA though, because I just explained the exact same idea to someone who had been previously unaware of it so it is probably not common knowledge, and I'm fairly certain that this advice is very correct based on both my own experiences playing Dominion at a high level and the fact that some other high level players also supported it in the original thread.

The original thread was Scout Archives.

No deck ever has greened so hard that Scout would have been better than nothing in it just because of that reason. Really, you need to be able to utilize the fact that it's a non-terminal Action card, the ability to remove green cards from the top of your deck and the ability to reorder your deck before you actually want to pick up a Scout on a spare gain, and then you still need that spare gain too. It can happen in Scrying Pool games for instance, but it's unusual even when both Scout and Scrying Pool are on the kingdom. The other way Scout can be better than nothing is that you desperately need any non-terminal Actions you can possibly get in your deck no matter what they do (I guess it can happen with Golem in extremely rare situations) or that you just want to increase your Vineyard/Gardens/Fairgrounds points and you don't care about junking your deck, but those situations are exactly as common as Ruined Village being better than nothing so that's not super amazing.

The Green-Grab Function
This is the trademark element of Scout. It can siphon off as many as four victory cards, which are often useless other than their point values, paving the way for your key draw cards to get at the good stuff. In most decks, this effect doesn't make much of a difference, since, for example, a well-constructed engine draws past the green without much effort, or a slog deck doesn't mind having low-income turns anyway. By the time most decks are clogging themselves with green cards, it's too late for Scout to matter. But there are a few times when green-grabbing can get you places you want. Most obviously, with a deck heavy in functional alt-VP, a Scout can get up to that sweet, sweet double-Lab effect. Silk road works too. With a spare buy or two in an Apothecary deck, it can helpfully avoid that nasty pile of victory cards left when you pull all the coppers out from in between them. And then there's the counter to things like Rabble or Bureaucrat, where it can sift right past the attack and get your deck running again.

The Deck Inspection Function
Although it doesn't give the benefits of something like Cartographer, Scout does give you advance knowledge of up to four cards. This gives it great synergy with cards like Wishing Well and Mystic, and also their cousins like Vagrant and Magpie which depend on a certain type of card being there. Even if there's no card that directly benefits from deck inspection, an extra Scout could give you an insight into whether it's worth it to play that big terminal draw card with your last action or not.

The Non-Terminality
Hey, it doesn't waste an action to play it! In this respect, it's vastly superior to other "useless" cards such as Chancellor or Duchess. (I actually made a kingdom with the two lowest-rated cards from each coin price category - Scout was the only non-terminal on the board.) This can lead to some interesting considerations on boards when it's the only non-terminal. Prince it, and you have a permanent village. Have Golem hit it, similar story. And unlike Ruined Village, there's something it does besides give you another action. Speaking as someone who's directly benefited from a Princed Scout, it feels good when you can get that extra action in play and know what's coming next.

The Opportunity Cost
All of this ignores the downside of Scout - it takes four coins and a buy just to stick one in your deck, and even then there's no guarantee you'll draw it at the right time. Sure, outside of a big money deck (with dead-draw tendency) it might pass the silver test, but it rarely passes the other-cards-on-the-board-at-similar-prices test. I'd much rather spend a $4 hand on a Village, or a Vagrant, or a Conspirator, or a Sage, or... the list goes on. There are very few times when a Scout would be essential to someone's deck, no matter how helpful it might be otherwise. This is why it's a card that is often reserved for spare $4 buys, which don't often happen. The strategies that really take advantage of the three functions I mentioned earlier are the exceptions, and even then the nature of a game might not allow time to get enough Scouts to make a difference.
Edit: How the heck could I forget gainers? In games with Ironworks or Workshop or something, Scouts get a lot closer to free, so the opportunity cost can get low enough for you to get the small (sometimes not so small) help that Scout gives without having to pass up something more essential. I agree that if the only important pile of $2-4 actions runs out in an engine game with Ironworks and no victory chips, some Scouts should DEFINITELY leave the pile.

It doesn't pass the Silver test. It doesn't even pass the nothing test. It doesn't get better than nothing until you can take significant advantage of all of the three categories you mentioned above. In other words, before you even consider buying or gaining a Scout over nothing, you should expect your draw pile to contain at least 25% Victory cards when you play Scout, you should have a card that cares about the order of the top of your deck and it should be essential that said card works correctly as much as possible, and you should have a card that benefits from $4 non-terminal Actions named Scout being in your deck. If one of these three is not true, you don't want to gain Scout over nothing, and even if all three are true, you probably don't want to gain Scout over the other alternatives unless there are no other alternatives.

My gf and I both made a deck to make Scout work. I guess on both of these you might be incentivized to buy a scout, no?

No.

Mine was, obviously, created with 'let's put everything that works with scout in one deck'.

That's not how it works, though. It doesn't matter how many different cards there are that synergize with Scout's deck ordering ability or the Victory card drawing ability, what matters is that in the dominant strategy that you're already going for regardless of Scout, there must be a reason to expect the top cards of your deck to have a significant amount of Victory cards, there must be a way to significantly benefit from the deck ordering, there must be a way to benefit from the fact that Scout is a non-terminal Action, and there must be a way to gain Scout for no opportunity cost at all.

I also don't think you are right in saying that all of these need to be present, if some of these are *strongly* present. Given the amount of green cards (and the other card that synergizes with green: crossroads), I'd say that compensates for the lesser importance of 3. (Although that's still possible, if you buy wishingwell/mystic.)

Like I said, it doesn't matter how many different green cards there are in the kingdom. If you just suddenly had all of them in your deck, you would want Scout, but you're not going to buy enough of them for Scout to be better than nothing.

In fact, I recently played a game where all of those four were true, and Scout was just good enough to be better than nothing. My opponent got it too early and it sucked for him. http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160113/log.0.1452694196857.txt

Scrying Pool benefited from the deck ordering very significantly, Scrying Pool + Vault benefited from an extra Action card being in my deck, the combined lack of Estate trashing and +buy and the presence of Nobles meant that I would need to have a lot of green cards in my deck at some point before the end of the game, and I could gain Scouts with the Border Villages that I wanted to buy anyway just for being $6 Villages after I felt like I had enough (i.e. 3) Young Witches.

42
I got an idea, so imma try it out. I want to make this a Thing, so I'm creating this thread first in order to establish what it's about, to have a place to discuss this format as a whole, and to have a thread where I can maintain a list of all of these articles if this becomes a Thing.

What is MDMA about?
There are threads on f.ds. Many of them contain useful, well-articulated and novel insights by some of the really good players who frequent the forum, and that is super great. The problem is that many of those discussions have had a tendency to get ignored because those threads were not exclusively dedicated to those specific pieces of strategy advice from high-level players. Instead, the main focus was on something completely different and something that was said in the thread prompted a good player to respond by giving out some excellent advice, everyone else participating in that discussion kept on focusing on the original topic or other tangents, and people who were not there to follow the discussion actively at the time would have no way of telling, based on the title of the thread, that there is something really valuable in there, buried beneath all that other stuff. MDMA is here to change that. MDMA dedicates threads exclusively to those specific pieces of strategy advice from high-level players.

Or, to put it more lamely, we're just going to quote stuff said by other people and get all the upvotes for doing so.

What does an MDMA article contain?
  • A brief introduction where the OP explains why they felt like making an MDMA article covering that particular discussion
  • If necessary, the original context of the discussion is explained as briefly as possible
  • A bunch of quotes

Who can make an MDMA article?
Anyone! However, before you do, make sure that you yourself understand the strategy principles behind what is being said in the posts you quote, and that it qualifies for reasonable standards of "useful" and "novel insights". Preferably, what you're quoting should be something that you can agree with based on your own experiences with the game, not something that you learned by reading those posts that day. However, you can use your own judgment to make exceptions to this, especially when the strategy advice in question is being backed up by actual game log examples, simulation data, or other comparable reasons to believe that it is correct.

Who can be quoted for an MDMA article?
Again, anyone, as long as the advice itself qualifies. You are allowed to quote more than one person, and you are allowed to quote yourself (indeed, quoting yourself makes it very much more likely that you can agree with yourself based on your own experiences!). Avoid quoting opinions that caused a widespread backlash among high-level players in their original threads — not necessarily because those opinions are always wrong (although that is also true to a great extent), but if you do post an article with controversial advice, the only thing you're going to achieve is causing that exact same controversy again and we don't really want that to happen.

What might count as "useful and novel"?
Useful advice means advice that can actually be applied to practical in-game situations on a reasonably frequent basis. It should also help you win the game more often than not when it is applied. No edge cases, no card interactions requiring more than two different kingdom cards or events, and consider carefully whether or not a card interaction requiring exactly two different specific kingdom cards or events is really a big enough deal to make an article about. When the advice is about general rules, edge cases do not necessarily need to be taken into account in the posts you are quoting. While these are being posted in the Articles forum, they do not have to be as comprehensive as is the current standard for regular articles because obviously that standard does not apply to the kind of ordinary forum posts being quoted here, but there should be enough information going on to warrant making an article as opposed to paraphrasing the idea into something that can be posted, for example, here or here. The amount of information can come from the quoted person just making really informative posts in the first place, or from there being a lot of discussion between them and others in the thread.

Novel advice is something that you feel like is not being considered by a lot of people at the time of you making the article. There isn't really a way to know for sure how much something is an established fact that everyone already knows and how much it's something that's being largely ignored by everyone, so don't hesitate to post something you think is really cool just because you're not 100% sure that it's "novel". If you know for sure that at least one person does not seem to be aware of the advice you're about to post, that's a great reason to post it.

Why MDMA instead of just a regular article?
It is way faster to make an MDMA. This, I believe, significantly lowers the threshold for people to actually create articles with useful high-level advice, which is great.

43
Other Games / Let's create an f.ds themed Cards Against Humanity deck!
« on: April 10, 2016, 07:10:29 am »
Deck code: ZVEJZ

So, the idea is to create a custom f.ds themed Cards Against Humanity deck. When we have a bunch of cards, we can make the deck on Cardcast and actually play with it on Pretend You're Xyzzy (which is free) if we can have enough people interested in playing at the same time, or it can be run as a forum game if not. Even if you don't intend on playing CAH with other f.dsers, you can just come up with cool card ideas just for fun.

You can submit any number of cards and they can be white cards or black cards. The formatting of the cards should follow the instructions from Cardcast:

Placeholders
An underscore (_) indicates where a white card fits into a black card. Use up to three.
  • Good: I always say _ makes a great gift.
  • Good: _ is the best thing about _.
  • Good: What makes a great gift? _
  • Bad: What makes a great gift?

Capitalization
Black cards: Write as sentences using proper punctuation and capitalization.
  • Good: The latest Californian fad is _.
  • Bad: the latest Californian fad is _.
  • Bad: The latest californian fad is _

White cards: Only capitalize proper nouns and generally exclude punctuation.
  • Good: yoga classes with Batman
  • Bad: yoga classes with Batman.
  • Bad: Yoga classes with Batman

Phrasing
Black card and white card phrasing must match. Ideally, black cards should prompt noun-like white cards.
  • Bad: last night we jump up and down.
  • OK: last night we decided to jump up and down.
  • Good: last night was full of jumping up and down.

(end quote)

Furthermore, generally the following should be kept in mind:
  • The majority of black cards should only have one blank space for a white card, but there should also be some with two or three blank spaces.
  • Designing cards by taking an established sentence and breaking it up into a black card and a white card is certainly acceptable, but there should be a good number of other kinds of cards as well.
  • Not all cards have to be specifically f.ds related. This applies especially to black cards.
  • The cards should have at least the potential to be funny in the right circumstances. It's fine to have cards that are inherently funny on their own, and it's also fine to have cards that are only funny in rare situations, or only found funny by some people.

For the time being, all card submissions will be counted because we need a lot of them.

44
Simulation / Challenge: buy Adventurer
« on: April 02, 2016, 12:43:53 pm »
Now I'm curious. Is there any strategy at all where Adventurer is just legit OP with a simulator?

Easy mode: design buy rules A and buy rules B in such a way that they are otherwise identical, but buy rules B have an added buy rule for Adventurer and buy rules B have a statistically significant advantage over buy rules A. The example game log must show that bot B is actually buying Adventurer.

Hard mode: The same, but now, add for bot A the exact same buy rule that bot B has for Adventurer, but replace Adventurer with Wharf, and that buy rule must be the only buy rule for Wharf (i.e. bot B isn't allowed to buy Wharves at all). The example game log must show that both bots are actually buying Wharf and Adventurer, respectively.


EDIT: I don't know if either of these are possible, by the way.

45
Non-Mafia Game Threads / The Necro Game
« on: March 08, 2016, 03:29:29 pm »
Actually we can just do this so we don't need to have a debate.

Rules:
 - You may post in this thread.
 - If you do and it results in you having the longest necro in the thread, you win the round and a new round begins.

Strategy advice:
 - Posting when it does not cause you to have the longest necro in the thread usually makes it harder for you to win that round (there can be edge cases, however), which is why it is not generally advised.

46
Feedback / Goko username
« on: February 12, 2016, 10:58:04 am »
I think that could be changed to MF username or something.

47
Mafia Game Threads / The "QT issue"
« on: February 02, 2016, 06:47:39 pm »
For those of you who might not have been following the game and its speccy, this is an issue that arose in Mafia 74: X-Shots 2: Apocalypse Now!. Basically, the issue in that game was that all players had individual QTs and they were freely allowed to quote those QTs in the main thread.

The problem with this is that a townie who likes to use a QT for the purpose of "thinking out loud" can just post the entirety of his QT's contents to the main thread and instantly have a believable town narrative. Meanwhile, scum is essentially required to maintain a fake QT per each possible fake claim they might want to do at some point in the game in order to play optimally. That is a ton of effort that they have to put in, most of which will end up being completely irrelevant because you'll only ever post one of those QTs, and I believe that doing it will just feel like an annoyance, not like the kind of rewarding work that playing Mafia usually involves.

The issue is not limited to QTs, though. Most (presumably all, but I haven't actually checked it) Mafia games so far have not forbidden creating a Word document to keep track of your thoughts during the game or copypasting its contents into the main thread, it just wasn't a thing that people did.

My proposed solution is to extend the "Direct or verbatim quoting of mod-provided information is strictly forbidden. Paraphrasing is okay." rule or its equivalent to include quoting of anything outside the main thread. I think that the "Personal multimedia, such as video or audio recordings, are not allowed in the game thread." rule already technically prohibits creating your own QT (or other similar "private" web page) and then just linking that in the main thread. As far as I can tell, this solution doesn't prevent you from doing anything non-QT issue related that you might actually want to do in a Mafia game. The "problem" with this solution is that you can still keep a Word document and paste everything from it because nobody can tell the difference, but that's not really a problem since you still have to claim that you have paraphrased your text, and as long as the other players are under the impression that you actually paraphrased it, you won't gain an unfair advantage over someone who just fabricates the entire thing on the spot.

Thoughts?

48
Hearthstone / Weird rules
« on: October 15, 2015, 03:32:12 pm »
Apparently, when you use your hero power to kill your opponent's Deathlord and it summons an Inspire minion, you get the Inspire bonus.

49
Goko Dominion Online / Kef Sensei
« on: October 13, 2015, 09:34:31 pm »
I just noticed Kef Sensei's logo in the DO client. What is Kef Sensei and what do they have to do with Making Fun's Dominion Online?

50
Variants and Fan Cards / A random throne variant idea
« on: July 08, 2015, 11:18:38 am »
I just had this idea. It's a Throne Room which temporarily junks you with a terminal silver that costs $4. I don't know if this is balanced or not.

Card A
$4 Action
You may gain a Card B from the Card B pile. If you do, you may choose an Action card in your hand and play it twice.

Card B
$4* Action
+$2
When you play or trash this, return it to the Card B pile.
(This is not in the supply.)

The Card B pile has an unlimited supply because I'm not actually going to print this card.

Pages: 1 [2] 3 4

Page created in 0.072 seconds with 16 queries.