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Messages - faust

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51
Variants and Fan Cards / Re: Have fun with this.
« on: March 30, 2018, 06:18:06 am »
Play Rummage Sale, reveal Fortress, Imp, Colony.

52
Dominion Articles / Re: Castles
« on: March 30, 2018, 05:58:35 am »
Full buy rules for my Castle Sniper bot. Feel free to try and beat it:

Code: [Select]
Buy Castles if cards in smallest supply pile < 3
Buy Province if total $ in deck > 18
Buy Castles if cards in smallest supply pile < 7 and > 3
Buy Castles if count in supply (Provinces) < 5
Buy Duchy if count in supply (Provinces) < 5
Buy Estate if count in suppy (Provinces) < 3
Buy Gold
Buy Duchy if count in supply (Provinces) < 7
Buy Silver

53
Dominion Articles / Re: Castles
« on: March 30, 2018, 05:48:52 am »
I'm pretty sure in a BM game, mostly-Castles-and-some-Provinces beats Provinces-first-and-Castle-sniping-late. This should be reasonably simulatable because it's Big Money, I'd be curious to see the numbers.
Well I have done some simulation, though it's not optimized.

The Castle-countering strategy was fairly simple. It would always compete for Grand and King's Castle, and competes for Opulent, Haunted and Small Castle if it cannot afford a Province.

For the Castles-centric strategy, I have tried to implement a strategy that goes for Castles earlier than Provinces (BMU goes for Provinces with $19+ in deck). I fiddled around with the number of $ needed to start buying Castles, but I got the best results leaving it at $19+ as well, and then it still loses to Castle-sniping 33-64.

Another way to do Castles is to dive straight in. Surpringly, a strategy that always prefers Castles over Silver (i.e. that would open Small/Crumbling on 3/4) performs better! But it still loses to the Castle Sniper 41-56.

Feel free to come up with better bots!

54
Dominion Articles / Re: How to be good at Dominion
« on: March 30, 2018, 02:02:48 am »
This is a surefire f.ds cycle starter. A short "article" that has no business being in this section. All true statements though. I would have much rather seen this in a longer article.

Why would I make a longer article when I can say the same thing in a way that saves the reader a lot more time?
In the end it's the reader's decision. Some reader might think they don't want to spend a lot of time reading when the main point can be delivered in a shorter form. That is why an article should contain a summary of its most important statements at the beginning. Other readers might want to go into detail. That is why you then expand and explain why these statements are correct. That's just how an article works from a journalistic point of view.

55
Puzzles and Challenges / Re: Easy Puzzles
« on: March 30, 2018, 01:48:13 am »
Why is there a puzzle with a "hard mode" and an "extra hard mode", 12 comments of discussion, and spoiler-blocked responses, in the "easy puzzles" thread?
I'm not sure what you want this thread to be. I don't find puzzles where the answer gets posted within 5 minutes to be very exciting.

56
Puzzles and Challenges / Re: Easy Puzzles
« on: March 29, 2018, 11:14:15 am »
After thinking some more, one of my solutions for extra hard doesn't work. But the other is still fine, and was actually the reason I came up with this puzzle in the first place.

57
Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Tragic Hero
« on: March 29, 2018, 11:12:29 am »
And the drawback is actually a boon when you have an engine and want to add Gold as payload. Then getting a Tragic Hero to trash it and use the Gold in the next turn can easily be better than outright buying the Gold, and is also cheaper.

58
Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Tragic Hero
« on: March 29, 2018, 11:10:18 am »
You can quite easily circumvent the drawback by playing it late if you have an engine with few treasures. You're going to play your deck and then hopefully there will be less than 8 cards left that you cannot play. The fact that you can play it both early (for the draw) and late (mainly for the buy, but also you can probably utilize the overdraw) makes it quite decent.

59
Dominion Articles / Re: Duration Draw and Stop Card Capacity
« on: March 29, 2018, 07:50:13 am »
This is a good topic to explore!

I think it would be nice to add a section on how duration draw compares to regular draw, because as defined in the article, regular (terminal) draw is always superior to duration draw in terms of SCC (that is because you defined it not looking at actions). So some clarification would be helpful I imagine.

Another minor nitpick is the list of "potentially important stop cards". Why is University there? I get the basic cards references because well they are in every game, and Bridge is a good example of an explosive card, but Uni is neither particularly strong nor basic. Maybe the idea is to illustrate that even +actions can be stop cards? Then maybe it is better to explicitly state so, as otherwise newer players might be led to believe that Uni is on par with Bridge in terms of strength.

Yeah it seems I need to clarify the difference between terminal draw and duration draw. Non-duration terminal draw does not influence SCC because, if you drew your deck last turm, then there is a chance you start your turn with 5 stop cards and have a complete dud before you find any of that draw, or that you see 5 stop cards before you find any handsize increasing draw. For example, you have 4 stop cards and a Market, and then the Market finds a 5th stop card before it finds a Lab. Yes in practice this is unlikely in most cases with a deck stuffed with draw, but it is still technically possible. With duration draw, the number of stop cards that would have to be in your starting hand to have a complete dud is higher.

That makes sense, but it doesn't seem to fit this bit:

And then there's Wharf, which isn't even a stop card the turn you play it and thus having the same net effect on SCC as Haunted Woods. By this measure, Wharf is busted strong.
If I understand correctly, the terminal draw part of Wharf should not matter for SCC and thus it would not have the same net effect as Haunted Woods.

60
Dominion Articles / Re: Duration Draw and Stop Card Capacity
« on: March 29, 2018, 03:52:58 am »
This is a good topic to explore!

I think it would be nice to add a section on how duration draw compares to regular draw, because as defined in the article, regular (terminal) draw is always superior to duration draw in terms of SCC (that is because you defined it not looking at actions). So some clarification would be helpful I imagine.

Another minor nitpick is the list of "potentially important stop cards". Why is University there? I get the basic cards references because well they are in every game, and Bridge is a good example of an explosive card, but Uni is neither particularly strong nor basic. Maybe the idea is to illustrate that even +actions can be stop cards? Then maybe it is better to explicitly state so, as otherwise newer players might be led to believe that Uni is on par with Bridge in terms of strength.

61
Sage / Will-o-Wisp
Play all your Sages -> Draw all >=3's -> Discard all <3's -> Play all your Wisps -> Draw all <3's
Only problem is when you're starting out with only Sages!

62
Puzzles and Challenges / Re: Easy Puzzles
« on: March 28, 2018, 02:25:41 pm »
Play tracker in action phase, (get a boons that doesn't gain you anything), don't buy anything, use exorcist in night phase on an expensive card for ghost, topdeck ghost, play devils workshop for cemetery, trash overgrown estate, draw ghost, play ghost. Right? If there's a way to do it with no on-trash abilities then I have no clue. Unless it's something goofy with possession or masquerade or 22 player noble brigand/messenger/lost city shenanigans

Technically that doesn't work because you can't gain Cemetery if it's a board without Haunted Mirror, but obviously you can achieve the same effect very easily just by using any Night that trashes, such as another Exorcist.

EDIT: for extra hard mode, you can gain Blessed Village with Vampire and get the +1 card boon to draw the Ghost, or you can get the +2 cards, discard 2 cards boon to draw the Ghost. Does that count as two different possible solutions?
I suppose that's correct.

My two solutions work without Boons though.

+1 Card Token on Werewolf would do it.
True! But that doesn't cover hard mode.

63
Dominion Articles / Re: Castles
« on: March 28, 2018, 11:05:04 am »
Some more detailed criticism.

Despite having lots of different effects, Castles aren't that complicated. Just think of them as another pile of Provinces, where you should start buying them about 1 shuffle or 1-3 turns before you'd normally buy Provinces.
This is good as an opening - so stylistically - in that it already states your main thesis. I don't think it is correct as there are plenty of boards where Provinces are good and Castles are not, most notably any BM game.

If you do the math, buying 8 Castles gives you 45 VP, plus whatever VP you gained from buying Grand Castle. 8 Provinces gives 48 VP. This comparison actually doesn't matter
This is just odd. If you make a statement and then say it doesn't matter, then the statement shouldn't be in the article to begin with.

Having more VP in the kingdom leads to all the follow-on effects you'd expect - games tend to go longer because people have a source of VP besides just Provinces, which encourages building your deck more. Many of the Castles help with this - all the Castles between $4 and $7 give you more than just VP.
So this is an important point since it implies that Castles are good for engines, as engines generally profit from more building time. But this should also be spelled out and not be hidden away like this; it's the most important insight into Castles.

Small Castle is important because the player can use it to quickly snipe the King's Castle.
I used to think that, but nowadays I feels like it mostly doesn't matter much. Having a Small Castle in hand just in time for sniping King's isn't all that likely, and until then your opponent has to keep a dead card around (assuming they're not going for Castles).

Opulent is important because it can produce a lot of money when players start greening.
A bit of an understatement, but true. I mean when you get Opulent Castle, there is a good chance you already started greening. Getting that Castle allows you to cut down on your other economy in order to keep a stable deck for longer. Certain decks you don't need to build up too much at all, just make sure you can hit $7 and then gun for Opulent, and use green cards for ecomony for the rest of the game.

This makes buying either Crumbling Castle or Haunted Castle a bit of a risk
While true, it should be mentioned that Haunted also makes it significantly less likely that your opponent will hit $7 on their next turn.

As for Humble Castle - I don't have the greatest feel for when to buy it, but I don't think it's worth going out of your way to do so. It's worth anywhere from 3 VP to 5 VP, and although that's above-average rate for $3, buying it early on is a huge opportunity cost. Special mention should be paid to Humble Castle and Keep. If both are on the board, Humble Castle is worth at least 6 VP. Even in this scenario, I think you're better off not opening Humble Castle. Opening buys are very, very important, and on most boards I'd gladly give my opponent 6 VP if they were forced to open Copper.
Humble Castle is a tricky one. I think if you mention Keep, you absolutely should mention Hovel, as trashing Hovel for Humble Castle is a decent move in the opening. It seems strange that you give a definite time in the start for when to buy Castles and then say you don't have a good feel for when to get Humble. Clearly the answer should be 1 shuffle before you would buy Provinces?

64
Dominion General Discussion / Re: note to self
« on: March 28, 2018, 07:54:54 am »
when it's a shelters game and you draw two with hovel and you're like should I get an estate, first check if there is Baths

And regardless of whether it's there, don't get the Estate.

Unless you are able to Inherit something fun like Iw, Shepard, or Sir Martin. (Bonus points if you Inherit on T1/2 via Cursed gold). Or if you have a tight Upgrade deck. Or if you plan to Margrave -> Masq -> B-Crat -> Masq.

But yes, outside of edge cases, it is exceedingly rare to make that be more VP than a Duchy buy from the estate move.  Pretty much all the cases where you want to burn the Hov with an estate buy, you just want to buy estates regardless.
There's the case where you want to trash the Estate later anyway, but trashing Hovel first gives an extra Tomb point!

65
Puzzles and Challenges / Re: Easy Puzzles
« on: March 28, 2018, 06:52:42 am »
Play tracker in action phase, (get a boons that doesn't gain you anything), don't buy anything, use exorcist in night phase on an expensive card for ghost, topdeck ghost, play devils workshop for cemetery, trash overgrown estate, draw ghost, play ghost. Right? If there's a way to do it with no on-trash abilities then I have no clue. Unless it's something goofy with possession or masquerade or 22 player noble brigand/messenger/lost city shenanigans

Technically that doesn't work because you can't gain Cemetery if it's a board without Haunted Mirror, but obviously you can achieve the same effect very easily just by using any Night that trashes, such as another Exorcist.

EDIT: for extra hard mode, you can gain Blessed Village with Vampire and get the +1 card boon to draw the Ghost, or you can get the +2 cards, discard 2 cards boon to draw the Ghost. Does that count as two different possible solutions?
I suppose that's correct.

My two solutions work without Boons though.

66
Dominion Articles / Re: Castles
« on: March 28, 2018, 05:57:46 am »
I feel like most of this article is wrong. Castles are absolutely a strategical decision, especially Opulent Castle. Castles in general are better in engines than in BM, a point that is missing entirely.

Considering tht the article claims Castles are mainly tactical, it provides suprisingly little infomation on the tactics of playing Castles. When is it worth it to go for e.g. Haunted Castle just for the attack and the Gold?

67
Variants and Fan Cards / Re: You may turn your journey token over...
« on: March 26, 2018, 12:07:58 pm »
You may turn your journey token over (it starts face up).

If it's face down, X

When you gain this, if your journey token is face down, return it to the supply.

68
Clearly the best way to solve this wording issue is to call them "strictly better Alchemy" etc.

69
Puzzles and Challenges / Re: Easy Puzzles
« on: March 26, 2018, 11:14:29 am »
On a board with no Haunted Mirror, I gain a Ghost from the Ghost pile and play it on the same turn. How?

Exorcist for Ghost.  Devil's workshop for Villa.
Villa only returns to Action phase if it is your buy phase. When you play Exorcist, it is your Night phase.

70
Puzzles and Challenges / Re: Easy Puzzles
« on: March 26, 2018, 11:10:13 am »
On a board with no Haunted Mirror, I gain a Ghost from the Ghost pile and play it on the same turn. How?

Hard mode:             No tokens, opponents have Lighthouses out       
Extra hard mode:                 All of the above, but also non on-trash effects             

EDIT: Hard mode fixed. It is solvable now.
EDIT2: New extra hard mode. I can think of 2 possible solutions for extra hard.

71
Help! / Re: I will try to post a game here every day.
« on: March 26, 2018, 11:00:27 am »
The main important thing on this board is to pull off the Bridge megaturn. Your deck should be built to accomodate that. Knights are likely too slow to compete, as a Bridge engine can grab a lot of components to compensate for the ones trashed by Knights.

I think it is best to delay the potions for quicker trashing. Open Lookout/Salvager, getting Potion and Bridge next. Maybe you want to add a Silver for economy here depending on your draws. Then build towards the megaturn: 3 Crowns and 4 Bridges are enough to pull it off, if your opponent does the Knights deck you might get some more. You don't really need Bazaars, Crowns are better. Ghost Town is pretty bad here since Scrying Pool can't pick it up, but if you have the components for the megaturn, you can spam Ghost Towns to ensure that you can fire.

For the other questions:
- which Knight is on top generally matters a lot, because if you get the bad Knight, you might give your opponent a good oe to buy. Thus, only get the bad Knight if either you can gain another Knight on the same turn or you know that your opponent won't be able to gain a Knight on their turn.
- you want to find Knight targets. You want to play your Knight as soon as you have hit a good Knight target and then continue to put bad stuff on top, unless you have another Knight, in which case you hunt for the next target.
- see above.
- see above. Spiking $5 doesn't matter unless there's Dame Anna on top... then consider it.

72
Dominion Articles / Re: How to be good at Dominion
« on: March 25, 2018, 12:26:38 pm »
While the text in the OP might be good advice for some people, it is certainly not an article.

73
Help! / Re: I will try to post a game here every day.
« on: March 24, 2018, 03:12:24 pm »
I think it might be time to bring this guy back!  What's the current best way to post a log?

Check out tailred's Woodcutter. It's still a bit buggy, but much better than posting game numbers.

74
Dominion General Discussion / Re: Engine with no extra cards per turn?
« on: March 24, 2018, 03:09:01 pm »
If there's no additional gains, there should generally be other payload, and strong attacks usually fit this bill. Knights would be a good example (they're technically disallowed, though you can't rely on their buys/gains).

75
Dominion General Discussion / Re: Extending the game
« on: March 14, 2018, 05:08:59 am »
This should be in the Variants subforum.

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