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Messages - crj

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26
Variants and Fan Cards / Re: Really bad card ideas
« on: July 03, 2021, 06:28:13 pm »
Just One
Project

After you turn, each player reveals a card from their hand. Trash any duplicates.

27
Dominion General Discussion / Re: Interview with Donald X.
« on: June 26, 2021, 11:53:05 am »
As far as I'm aware, Donald X is mortal, so he can't do this forever
On current statistics, only 93% of people die. He might get lucky...

28
Dominion General Discussion / Re: Interview with Donald X.
« on: June 25, 2021, 09:27:14 am »
He stopped doing expansions after Dark Ages. Adventures, Empires, Nocturne, Renaissance and Menagerie are anomalies. (-8

29
Rules Questions / Discarding multiple cards - a definitive ruling?
« on: June 21, 2021, 07:52:34 am »
I'm 99% sure this has been answered somewhere already, but I can't find it in the rules, in the wiki, or indeed via Google. So apologies...

What, precisely happens when you discard more than one card? There are two rulings I can see which pertain, both in the base rules:
  • "If you discard multiple cards at once, you do not need to reveal them all, just the one you put on top."
  • Cellar: "discard them all at once"
I guess my first question is: does that "discard them all at once" apply by default to any effect that discards multiple cards, even though I can only see it stated explicitly for Cellar?

The second question is: does that mean all the cards have been discarded before any of the effects are applied? For example:
  • You've drawn your deck (deck and discard pile are empty)
  • You play Cellar
  • You choose to discard Tunnel, Curse, Curse
  • You react to the gained Gold by playing Sheepdog
Is it possible to gain the Gold and play Sheepdog while only Tunnel,Gold are in your discard pile, before you've put the Curses there, or is it unavoidable that the Curses will also have landed in your discard pile?

30
I've only just noticed: is that the crow from Curse and Ill-Gotten Gains sitting on the post in the Gamble artwork? (-8

31
Variants and Fan Cards / Re: Really bad card ideas
« on: June 17, 2021, 09:09:33 am »
URL? Google's not finding me anything obvious, but I'm bored and could do with a laugh.

32
Plot twist: ...and then your opponent had more Fool's Gold than you? (-8

33
Variants and Fan Cards / Re: Really bad card ideas
« on: June 12, 2021, 11:10:54 am »
Why the Silver? Monument, Copper, Copper, Copper, Chapel thindeck will do the trick.

34
Variants and Fan Cards / Re: Really bad card ideas
« on: June 10, 2021, 10:32:04 pm »
Forge five Curses into a Province; living the dream!

35
Dominion General Discussion / Re: Interview with Donald X.
« on: June 10, 2021, 10:30:21 pm »
While it wouldn't be at all surprising to see new landscapes, if there's a new kind of landscape, we're rapidly running out of colours...

36
Dominion General Discussion / Re: Interview with Donald X.
« on: June 05, 2021, 11:56:45 am »
Apologies if you've already said this somewhere and I've not noticed, but...

I'm assuming knowledge that Ways were on their... way played a big part in the timing of the 2019 2019 Errata and Rules Tweaks?

37
Variants and Fan Cards / Re: Really bad card ideas
« on: June 03, 2021, 04:22:35 pm »
Misadventure
Project
Cost: $10

During your turns, every supply pile is an Action supply pile.

38
Dominion General Discussion / Re: Interview with Donald X.
« on: June 03, 2021, 11:23:21 am »
It seems pretty clear why Salt The Earth allows you to trash any Victory card: for starters, it's in the same set as Castles. Also, you might want to trash Colonies instead. And saying Province wouldn't be any simpler.

39
Dominion General Discussion / Re: DeepMind for Dominion
« on: May 24, 2021, 08:28:29 am »
Go is more complex that Dominion.  Starcraft too (as AI can still only just crack the top 99.8 of players) But Go is (was) known as the most complex game in the world with the most possible changes in strategies and permutations.  However, due to its RIDICULOUSLY intricate set of rules Magic The gathering has recently passed Go as the most complex game in the world. 
I think you -- and perhaps also the article -- are conflating several concepts, here.

The Magic result shows that the game is uncomputable. That is, it proves that there are circumstances in which you can show a computer two potential states of a Magic game and it will be not just unlikely, not just very hard, but impossible for the computer to say whether or not state B can be reached from state A.

This was achieved by embedding a Turing machine in a game of Magic, because that's the thought-experiment machine Alan Turing constructed to prove the Halting Problem cannot be solved in all cases.

Go and Chess are not uncomputable in this rigorous sense. There are fewer than 20,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000 possible positions in Go, so a computer can work through them all one by one. Maybe not before the end of the universe, but that's beside the point.

That's a cute, possibly even important, theoretical result. But it says nothing about how any real-world game of Magic would ever play out.


The complexity of a game's rules are a separate consideration. Here, it's pretty clear in an intuitive, human, sense that Go is simpler than Chess, is simpler than Dominion, is simpler than Magic. The rules of Go fit in a couple of paragraphs, whereas the Magic rulebook is 250 pages. Edward Lasker once said "While the Baroque rules of Chess could only have been created by humans, the rules of Go are so elegant, organic, and rigorously logical that if intelligent life forms exist elsewhere in the universe, they almost certainly play Go."


A third question is how competitive computers are against human players. We know that computers now reliably beat humans at Go and Chess. We also know that machine learning can figure out how to beat humans at Go and Chess. We know computers aren't beating humans at Dominion yet; I don't personally know how good computers are at playing Magic right now. On the other hand, I'm not sure having computers beat humans at Dominion has received anything like as much research attention or computer power as the iconic problems of beating a human at Go or Chess. My intuitive sense, as a player mainly of Dominion and Chess but not Magic or Go, is that Dominion is a lighter, easier, less mind-bendingly cerebral game.

40
Dominion General Discussion / Re: DeepMind for Dominion
« on: May 24, 2021, 08:01:47 am »
Alex Churchill, huh, I do play Dominion with him. (-8

41
I've not seen Horse+Changeling mentioned yet. It feels like the Changeling pile would empty pretty quickly...

42
Rules Questions / Re: Taking Artifacts from Border Guard
« on: April 24, 2021, 10:01:42 am »
Good find; nice analogy. I'm convinced, thanks.

43
Rules Questions / Taking Artifacts from Border Guard
« on: April 23, 2021, 01:08:39 pm »
You have played Border Guard. All the cards you revealed were Actions.

It's clear that if you have neither Lantern nor Horn, you must take one of them (your choice).
If you have both, nothing happens.

But what if you have only one of those two Artifacts? Are you required to take the other, or are you permitted to choose to "take" the one you already have?

My guess, on general principles, is that you can choose e.g. to take the Horn when you already have the Horn but not the Lantern. It would be good to get confirmation, though.

44
Variants and Fan Cards / Re: Really bad card ideas
« on: April 10, 2021, 01:26:26 pm »
Have we already riffed on this?

Snowy Blacksmith
Action
+6 Cards
Ignore any further +Cards you get this turn.

Christmas Market
Action
+1 Card, +1 Action, +3 Buy, +$1
Ignore any further +Buy you get this turn.

Icehouse
Action
Discard your hand. +$2 per card discarded.
Ignore any further +$ you get this turn.

Igloo Builder
Project (so once per game)
When you buy this, you may overpay for it. If you do, gain 4 Action cards each costing the amount you overpaid.

45
Variants and Fan Cards / Re: Really bad card ideas
« on: March 28, 2021, 10:34:19 am »
Situation
Event - $2
+1 Buy. Return to the start of your Buy phase.

Very... situational. (-8

46
I've seen the Copper pile empty in Mountebank games...

47
Maybe something with Castles; the Castles pile is not an action supply pile, but Small Castle is a $5 action card.
I've just figured out another way to gain a $5 Action without any Action supply piles:
Necropolis in starting deck; Way of the Mouse with Black Market set aside.

48
Variants and Fan Cards / Re: Really bad card ideas
« on: March 06, 2021, 06:34:35 pm »
Motley Crew
Project - $8
You may use Way of the Misfit

Way of the Misfit
You may only use this if you have bought Motley Crew.
Play a non-Command Action card from the Supply that costs less than this, leaving it there.

49
Variants and Fan Cards / Re: Really bad card ideas
« on: February 25, 2021, 11:49:49 am »
For Way of the Ostrich, I feel "+1 Action and gain a Village to your hand" would be funnier. (-8

50
Variants and Fan Cards / Re: Really bad card ideas
« on: February 23, 2021, 01:49:07 pm »
Penzance feels like it should interact with at least Port, Smugglers and Swashbuckler as well as Pirate Ship. (-8

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