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Messages - pubby

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726
Rules Questions / Re: Band of Misfits as Feast then Island
« on: June 01, 2015, 10:52:35 pm »
Pretty sure you get to set aside another card, but Island stays in the trash.

Imagine if instead of playing Feast, you played this hypothetical card:

HypoCard - Action
+2 Cards
Place this card on top of your deck. If you do, shuffle your deck.

As far as I know, this could be a legal card. Now, the LoseTrack rule would apply to it just as it would apply to Feast or Madman; if you play Procession on HypoCard you get +4 cards, but it stays in your deck rather than being trashed.

Now, imagine if you had Throned a BoM, first choosing HypoCard and then choosing Island. Surely it would be wrong for the HypoCard to be pulled out of your deck and set aside on your mat, just as it would be wrong for Island to be pulled out of the trash after a Feast.

(edit: Probably don't even need a hypothetical card for things to get confusing. King BoM, choose Feast, then Graverobber to gain your BoM from trash, then Watchtower to topdeck, then Island, etc)

727
Guilds is implemented.

Try creating a Kingdom with "Baker" or "Doctor" to check if you have it.

728
Dominion FAQ / Re: Goko Story Captions & Card Sets
« on: June 01, 2015, 01:30:51 pm »
PUBBY, YOU ARE MY HERO. I have to get some sleep but I'll try that script as soon as I get back to this. By the way, do I enter that on the main Adventures page or on the map for each individual set?
On the main Adventures page.

If you try copy pasting the output, you might get a bunch of 'VM302:XX' junk included. I'm not sure how to copy/paste without including this, but I do know how to automatically remove it with my text editor. If it gives you trouble, send me the output and I can fix it. (Or, if you have sed installed, run sed -i 's/^\w*\ *//')

Quote
While I had the chance, and since I was satisfying my weird affinity for typing out dialogue, I figured I might as well do this.
Thumbs up.

729
Game Reports / Re: Crazy Board
« on: June 01, 2015, 01:12:58 pm »
Its clear goons board. Points from bishop are completely irrelevant
I don't think Goons is obvious. Kinging Bishops gives tons of points, and you don't really need the buys. I mean sure, Goons is good, but I would rather buy KC at that price point because it gives more control.

730
Dominion FAQ / Re: Goko Story Captions & Card Sets
« on: June 01, 2015, 02:15:54 am »
Nah, it's more about how I need ALL the information and I have to copy it from several different places (story text from the script, opponent names and kingdom cards from game log search, epilogue text from Goko, format from Wiki). And then I have to "summarize" all the plotlines. It is getting easier though because now I have a set formula.

I just finished Intrigue, by the way.

A script can do part of this.  Not sure what the bottleneck in your workflow is, but perhaps this will help:

Code: [Select]
function fixName(s){
    var ret = '';
    for(var i = 0; i < s.length; ++i) {
        if(i > 0 && s[i] == s[i].toUpperCase()) {
            ret += ' ';
        }
        ret += s[i];
    }
    return ret.replace(/(?:^|\s)\S/g, function(a) { return a.toUpperCase(); });
};

for(var ri in title_screen.campaignClient.campaignData)
{
    var region = title_screen.campaignClient.campaignData[ri];
    console.log('==================');
    console.log(ri);
    console.log('==================');
    var gameNum = 1;
    for(var gi in region)
    {
        var game = region[gi];

        var oppStr = '';
        if(game.opponentPlayers) {
            for(var opp in game.opponentPlayers) {
                if(oppStr !== '') {
                    oppStr += ', ';
                }
                oppStr += game.opponentPlayers[opp].playerName;
            }
        }

        var kingStr = '';
        if(game.kingdomCards) {
            for(var i = 0; i < game.kingdomCards.length; ++i) {
                if(i !== 0) {
                    kingStr += ', ';
                }
                kingStr += fixName(game.kingdomCards[i]);
            }
        }
       
        if(game.story) {
            console.log('=== Game ' + (gameNum++) + ' vs. ' + oppStr + ' ===');
            console.log(game.story);
            console.log('');
            console.log('Kingdom Cards: ' + kingStr);
            console.log('');
}
    }
}

Gives output like:

Code: [Select]
=== Game 1 vs. Serf Frederick ===
Isn't science wonderful? How your world is changing! In your underground lab, an #alchemist is working on a way to #transmute lead into gold. With your kingdom of Vaccara's huge stockpiles of lead, you should be the richest ruler in the world soon.

Kingdom Cards: Transmute, Alchemist, Adventurer, Cellar, Woodcutter, Bureaucrat, Mine, Market, Spy, Moneylender

=== Game 2 vs. Serf Celestria ===
While you're waiting for your gold, your long-term advisor Ulmar seeks an audience. He suggests that your kingdom would be enhanced by the establishment of a #university. He adds that the addition of a #vineyard would allow wine to be served at university functions. You agree, and Ulmar sets to work.

Kingdom Cards: Vineyard, University, Cellar, Festival, Library, Workshop, Moat, Thief, Smithy, Laboratory

=== Game 3 vs. Maiden Muriel ===
Ulmar's university is a smashing success! Every class is filled to capacity. The university #apothecary has promised a youth potion; sure, why not? Let's hope that the students don't end up creating a #golem instead. Science might be wonderful, but it's still tricky.

Kingdom Cards: Apothecary, Golem, Market, Woodcutter, Adventurer, Laboratory, Militia, Throne Room, Village, Smithy

=== Game 4 vs. Squire Solomon ===
As usual, something is afoot in the kingdom of Vaccara. A student, one of the brightest, has been murdered. You visit the university and seek some answers.

Kingdom Cards: Transmute, Alchemist, Vineyard, University, Apothecary, Golem, Market, Witch, Smithy, Cellar

=== Game 5 vs. Serf Osred ===
How could the crime of murder make its way into your new, wonderful university? This was supposed to be a place of higher learning and higher thinking. You're so stressed that you visit the university's #herbalist for a potion of calming.

Kingdom Cards: Herbalist, Vineyard, Alchemist, Cellar, Gardens, Market, Militia, Mine, Remodel, Throne Room

=== Game 6 vs. Maiden Ewe ===
The murdered young man was the #apprentice of the famous alchemist and university professor Cadby. There are rumors that perhaps Cadby was the intended victim, and the student was merely in the wrong place at the wrong time.

Kingdom Cards: Apprentice, University, Golem, Moneylender, Remodel, Witch, Moat, Laboratory, Feast, Chancellor

=== Game 7 vs. Squire Solomon ===
Cadby tells you that the science departments at the university have been infiltrated by a group of wizards who seek to harness the sciences for their own nefarious purposes. They appear in masks and robes, and rumors say one of them can even conjure a #familiar when evil deeds are required.

Kingdom Cards: Familiar, Apothecary, Transmute, Market, Remodel, Throne Room, Chancellor, Spy, Mine, Laboratory

=== Game 8 vs. Lady Aylild, Serf Celestria ===
You cross the campus quad and notice a masked, robed man. You can't make out what he's saying, but he sounds angry. More masked men join him; most of their faces are hidden, but you can see that their eyes burn a fiery red.

Kingdom Cards: Herbalist, Vineyard, Alchemist, Apprentice, University, Golem, Familiar, Apothecary, Transmute, Council Room

=== Game 9 vs. Maiden Diamanda ===
You continue to Ulmar's office and report the odd occurrence. Ulmar says that all will eventually be known, and the murder will be solved. A student suggests using a #scrying #pool to learn the truth, but Ulman inexplicably says that enough science is enough for now.

Kingdom Cards: Scrying Pool, Apprentice, Alchemist, Transmute, Moneylender, Village, Woodcutter, Market, Cellar, Thief

=== Game 10 vs. Squire Hadrian ===
You don't have a good feeling about what's going on at your wonderful university. You go back to the quad and chat with some students. One of them takes you aside and says the problems are related to the creation of a #philosopher's #stone, and Cadby is its maker.

Kingdom Cards: Philosophers Stone, Herbalist, Familiar, University, Witch, Cellar, Market, Militia, Council Room, Bureaucrat

=== Game 11 vs. Lady Arabella ===
Your royal alchemists hadn't yet succeeded in creating this lead-to-gold transmuter; had Cadby already created one? You ask the student where to find the philosopher's stone, but he suddenly turns, jerks wildly, and walks away. This is extremely odd behavior to have in front of the monarch, you surmise.

Kingdom Cards: Possession, Vineyard, Golem, Apothecary, Remodel, Cellar, Village, Laboratory, Market, Workshop

=== Game 12 vs. Gentleman Alvar, Squire Winter ===
You follow the student to a group of men in robes. These look like the same wizardy-type guys you saw before, in the quad. You try to back away slowly, but they turn and come after you. This isn't looking good.

Kingdom Cards: Vineyard, Apothecary, Scrying Pool, Alchemist, Familiar, Philosophers Stone, Golem, Possession, Herbalist, Apprentice

=== Game 13 vs. Squire Xabier ===
Sometimes it's better to run away than to fight. You duck into the first unlocked classroom you find, and hope the door gives you some protection from the horde. Unfortunately, what comes smashing through the door isn't the men...it's a huge golem.

Kingdom Cards: Vineyard, Apothecary, Scrying Pool, Alchemist, Familiar, Philosophers Stone, Golem, Possession, Herbalist, Apprentice

=== Game 14 vs. Lady Ayleth ===
You jump out the classroom's window (good thing it's on the first floor). Golems evidently aren't good with negotiating windows; it merely smashes through the wall and emerges outside. You run as fast as you can. The powerful but slow golem is soon lost somewhere behind you.

Kingdom Cards: Herbalist, Transmute, Apothecary, Alchemist, Golem, Cellar, Chancellor, Festival, Militia, Smithy

=== Game 15 vs. Gentleman Althalos ===
You might have lost the golem, but the wizard men catch up. One stops suddenly and begins an incantation in a strange language. There is a flash of light, and something ghastly appears:  it looks like a bat on fire. He's conjured a familiar!

Kingdom Cards: Apprentice, Scrying Pool, Familiar, Possession, University, Cellar, Council Room, Gardens, Laboratory, Throne Room

=== Game 16 vs. Gentleman Ivan, Maiden Lindara, Squire Xabier ===
The familiar-bat follows you and knocks you to the ground. The wizard mob comes running, but before they can reach you, you shout with all your strength. Surely someone will hear and aid their monarch!

Kingdom Cards: Apothecary, Scrying Pool, Alchemist, Familiar, Golem, Apprentice, Market, Laboratory, Spy, Cellar

=== Game 17 vs. Lady Kateryn ===
You punch the familiar-bat in the nose (always a good move in a fight), and it flies away. Your yell attracts the attention of some students, and they come to your aid. The wizards cut a chunk of your hair, then flee. You try to explain what has happened...the golem...the wizards...the familiar-bat...but you begin to feel light-headed, and things go dark...

Kingdom Cards: Herbalist, Scrying Pool, Golem, Familiar, Vineyard, Apprentice, Chapel, Workshop, Village, Market

=== Game 18 vs. Lady Ida ===
You awaken in Ulmar's office; a few drugs from the apothecary have cleared your head. Ulmar admits that indeed a philosopher's stone had been created at the university. Since one side effect of using a philosopher's stone is insanity to the practitioner, Ulmar confiscated it and locked it away.

Kingdom Cards: Apothecary, Scrying Pool, Philosophers Stone, University, Apprentice, Transmute, Thief, Remodel, Festival, Throne Room

=== Game 19 vs. Gentleman Viktor ===
That night, in your bedchamber back at the castle, you awaken before dawn and realize your body is jerking like that odd student at the university. As if being controlled by some outside force, your body jerks itself out of bed and out the door.

Kingdom Cards: Alchemist, Possession, Philosophers Stone, Familiar, Transmute, University, Gardens, Militia, Market, Council Room

=== Game 20 vs. Cadby, Maiden Diamanda, Lady Arabella ===
Puppet-like, you stumble outside and down to the vineyard. The wizards are waiting--they must've used the lock of your hair in a possession spell. This time, their masks are off--and you see that their leader is the alchemist Cadby. Cadby laughingly admits to killing his apprentice; no non-wizards could know of the philosopher's stone's existence. Now Cadby says that it's time to murder you, too!

Kingdom Cards: Possession, Familiar, Vineyard, Scrying Pool, Transmute, Golem, Thief, Militia, Throne Room, Workshop

It would still need some manual fixes (such as removing the # syntax), but hopefully it will be of use.

731
Variants and Fan Cards / Re: Would this card be okay?
« on: May 30, 2015, 02:02:21 pm »
It's not fair without:

Each other player with 5 or more cards in hand discards an Action card, or reveals a hand with no Action cards.

732
Dominion General Discussion / Re: Scout is bad, not horrible?
« on: May 30, 2015, 01:38:34 pm »
I believe I have listed those cases, and with the amount of cards listed, there has to be at least a 10% chance that you'll buy Scout on any given board. Feel free to correct me if I'm wrong, but Scout and it's 'listed cards' are there, 8 other cards may not be enough to beat Scout.
Lots of people on this forum, including myself, have tried designing kingdoms where Scout is good. The fact is, Scout doesn't work with only 1 combo; you need multiple. And even with multiple combos, it's not that good. At it's best, its draw is about as good as Advisor.

733
Dominion FAQ / Re: Goko Story Captions & Card Sets
« on: May 29, 2015, 05:49:09 pm »
Waaagh! I promised to do this and I STILL haven't done it, and Goko is going down soon! I'll get it finished within the next couple of days, I swear.
This is appreciated, but have you (or anyone else) tried the script? I can walk you through if you can't get it working.

I'd just hate to see someone spend 6 hours doing something that takes a script less than a second.

734
Dominion League / Re: Season 8 - Results
« on: May 27, 2015, 09:03:07 pm »
C1: pubby - nate_w: 4 - 2

735
Dominion General Discussion / Re: Making poor buying decisions
« on: May 27, 2015, 06:01:30 pm »
There's always discussions on this site about individual cards. A whole bunch of talk about combos, synergies, and very specific information that gets presented as fact. But the thing is, the top players aren't good because they memorized a billion combo lists. They're good because they know how to approach and analyze the game effectively, knowledge that hasn't been covered enough.

I glad this thread exists, I'm glad the last engine article WW wrote exists, and I hope more discussion on how to analyze the game takes place. Although please, enough with the shitposting.

736
Dominion General Discussion / Re: Fool's Gold, ACTIVATE!
« on: May 27, 2015, 01:44:31 pm »
I played the board a few times and the FG+Council Room seemed very close to the Peddler strategy. Both were viable. I think I'd go for FG though because it was capable of double-province turns. For sure I'd go FG on a 5/2 opening.

737
Dominion League / Re: Season 8 - Results
« on: May 26, 2015, 11:46:45 pm »
C1: pubby - Hyphen_ated: 5 - 1

738
Game Reports / Re: Pirate Ship Mirror
« on: May 25, 2015, 07:54:54 pm »
Why would big money get ironworks?
Open ironworks. Gain TMap turn 3/4. Gain silvers/warehouses from then on. Seems ok.
Well, it seems much much worse than just opening TMap/Warehouse to me.
Silver/TMap has surprisingly good odds to get 2 TMaps and a Warehouse in your deck before second shuffle. Sometimes you can't get the warehouse, but the 2 maps is practically guaranteed with that opening.

739
Game Reports / Re: Pirate Ship Mirror
« on: May 25, 2015, 07:21:19 pm »
Why would big money get ironworks?
Open ironworks. Gain TMap turn 3/4. Gain silvers/warehouses from then on. Seems ok.

Man, I could play a fast game here with all the Plazas, IW, and Stonemasons. Seems like a quick 3-pile
I don't see how that could be quick at all, especially if your opponent doesn't mirror.

740
Dominion General Discussion / Re: Adam is bad at kingdom design
« on: May 19, 2015, 05:36:12 pm »
But this IRL tournament, there are an interesting set of constraints for these kingdoms
What are the constraints?

Here's a nice kingdom:
Code: [Select]
embargo, crossroads, native village, apothecary, guide, monument, silk road, count, tactician, treasure trove

save, mission

741
General Discussion / Re: Song of the day
« on: May 19, 2015, 09:07:06 am »

742
General Discussion / Re: On the Job: f.ds edition
« on: May 14, 2015, 06:48:58 am »
Check out the valgrind tool. It will likely give you more information than gdb for errors such as yours.

743
Variants and Fan Cards / Re: A Saboteur variation
« on: May 13, 2015, 07:16:13 am »
I always thought a card like this could work:

Traitor - $5
Each other player names Treasure or Victory, then reveals cards from the top of his deck until revealing one costing $3 or more that isn't of the named type. He trashes that card and discards the rest.

744
Game Reports / Re: Like How Did I win this!!!!! :)
« on: May 13, 2015, 04:03:18 am »
One huge thing is the opening... having a 5/2 is quite horrible here.
With stonemason it's not so bad. Overpay 3 and get steward+warehouse.

I admittedly try to make double Tactician work more often than I should, but is Scrying Pool really better than double Tactician here?
They're not mutually exclusive.

745
Here's a modification to JW's list:

Quote
$2: Chapel, Lighthouse (2)
$3: Dungeon, Menagerie, Oasis, Tunnel, Watchtower, Workshop (6)
$4: Conspirator, Gardens, Militia, Port, Remodel, Smithy, Throne Room, Worker’s Village (8)
$5: Cartographer, Council Room, Festival, Junk Dealer, Laboratory, Tactician, Treasure Trove, Witch (8)
$6: Altar, Hireling (2)

I removed Fool's Gold, Fortune Teller, and Giant because they have too much text. Tunnel replaces Treasure Map because Tunnel is more strategic. Watchtower was added because it's the best card. A few other changes were made to round things out.

746
Quote
you're playing a rush against a slog, so you just want to end the game as soon as possible.
I have a different perspective on Turbo rebuild. It doesn't win because it can end the game quickly with 18 points, but rather because it denies a huge amount of points from your opponent while doing so.

I'm sure milling Provinces could win against Gardens here, but it just seems reckless and much more shuffle-dependent than playing it safe and going for the denial strategy.

747
The Duchy split doesn't matter much because he's not mirroring you and so you want to buy an additional Rebuild or two instead of Duchies. The Gardens player won't have much of a chance if you start contesting Gardens. Rebuild your starting estates into Gardens and buy additional Gardens on later $4 hands. Skip Mountebank altogether.

748
Quote
I don't see how Silver is useful in a FG game
It's useful in terminal draw big money. Gold even more so. Turns 5 and 6 you had the chance to buy golds but instead bought crappy $4 cards. That's a huge mistake in my eyes, and it likely cost you the game.

749
Game Reports / Re: adventurer and scout both good?
« on: May 09, 2015, 12:23:53 am »
Adventurer big money scores much better than what you did: 72 points in 19 turns. I think this is a good board for Adventurer. The only question is how much Thief/Possession hurts this.

750
Dominion General Discussion / Re: The Worst Kingdom Ever
« on: May 08, 2015, 04:30:11 am »
I would do something like Chancellor-BM with maybe 1-2 Harvests at exactly $5. Maybe even Secret Chamber at exactly $2. You could try to slog around with it. Maybe.

It would really be a boring board.
Harvest seems like the best card here. I would buy 2 and then consider buying a duchy+duchess or a scout to increase my Harvest chances.

Counting house looks bad relative to Harvest and Chancellor.

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