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Topics - rrenaud

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51
Dominion is awesome.  I am way too left brained to actually design a board game.  But it seems there might be some space for a fun and competitive deck builder that beats Dominion on these fronts.  None of the Dominion inspired deck builders retain its core elegance, they tend to take the deck building aspect and then give a tack on a secondary goal that drives their design.

1.  Luck.  Yeah, lots of players here dislike the randomness.  Isotropic has even built in house rules to avoid some of it (same split, veto on kingdom cards), there are popular house rules elsewhere to mitigate first player advantage.  Treasure Maps, 5/2 splits, 3+P costs all contribute to the luck factor.  Of course, this consideration is probably overstated on f.ds compared to the general gaming population, it tends to be stronger players who dislike luck the most.

2.  Lack of interaction.  Rarely I'll have to think about what you'll do in order to make the right decision for what I'll do.  Sometimes there is the end game "should I grab the second to last province" dance, sometimes there is some militia/masquerade or bishop/mountebank shenanigans, sometimes I have to decide to commit to cities, try to rush provinces, or try to catch you in a city supply trap.  But mostly I can play my hands and respond to your attacks without really deeply thinking about what you'll do.  Sure, there are a plethora of infrequent interactions in Dominion.  I want them to happen more often.  I want it to sting more when I make the wrong choice, and I want it to be immediately obvious that I did.

3.  Too much mirror play, especially with good players.  I am pretty sure that for many sets, the optimal strategy for player 1 and the optimal strategy for player 2 are going to be basically identical.  I'd even be willing to make the game luckier in order to have it less symmetric and bland.

52
Dominion General Discussion / Stables vs Lab
« on: December 20, 2011, 03:04:30 pm »
I recently played a game with both of these.  There was a Salvager, but no other trashing.  I mostly picked Stables over Labs, figuring that (hopefully) with estates gone, coppers are less good than the average card in my deck.

What factors influence your choices for Stables vs Lab?  Do you have a general preference between the cards?  Surely I'd take Hunting Party over either of them most of the time, but Stables vs Lab is a lot more subtle.  Obviously something like Moneylender that trashes coppers makes Stables less useful, and heavy trashing in general might lean away from Stables.  But things like Salvager or JoaT push the decision the other way, where you trash estates but not coppers (much) and hence coppers are still plentiful and also weak.

53
Game Reports / A throne room, baron and two estates makes eights
« on: November 02, 2011, 12:33:12 pm »
I used crossroads to bootstrap a throne room/baron combo for 6 consecutive provinces.  The barons were immune to the Noble Brigand, and the estates fueled the crossroads.  It was probably over around turn 7 when my opponent started to copy me.

http://councilroom.com/game?game_id=game-20111101-072552-066f6e40.html

54
Council Room Feedback / More space for goals on player pages
« on: October 31, 2011, 12:20:32 pm »
Do people think it looks good?  Is it too much?

55
Dominion Articles / Combo: Scheme + Conspirator
« on: October 25, 2011, 02:15:04 pm »
Scheme seems like the perfect card to activate conspirators.  It will always be there when you need it, if you want it to be.

Activated conspirators are almost grand markets.

Has anyone tried this combo?  I like that the card names actually imply some synergy, unlike say, festival/library.

56
Council Room Feedback / New probability of winning graphs for 2p games
« on: September 24, 2011, 03:15:02 am »
Are they so bad that they should just be removed? 

57
Feedback / MOVED: Did this guy win by the third turn?
« on: September 16, 2011, 02:01:51 pm »
This topic has been moved to General Dominion Discussion.

http://forum.dominionstrategy.com/index.php?topic=667.0

I agree that dominion strategy feedback is ambiguous, but it's intended to be for sort of meta discussion about the forum or front page blog.

58
Imagine we have a system capable of converting game logs into good dominion bots.

Now we can measure the improvement of the community over time by comparing how well bots trained from different time periods plays against each other.  It's probably easy to screw this up, you need to be careful to feed in the same amount of data, and to not use cards that both bots had trained on relatively equally.

59
Feedback / Cursing on the dominion strategy forum
« on: September 07, 2011, 02:59:26 pm »
I have had private complaints objecting to cursing on these forums.

In general, cursing doesn't bother me.  I am generally happy with people expressing themselves however they want to.  I personally don't want to censor people's posts.

But I am also willing to live with consensus of blocking/modifying cursing posts if that is what the community wants.  I guess there are a few options between

1. Block all cursing.
2. Encourage people who object to the cursing to ask posters to modify their own posts.
3. Explicitly condone it.

I think 2 is a nice compromise.

What do people think?

60
Council Room Feedback / New images for new goals?
« on: September 01, 2011, 01:20:04 pm »
David Lu implemented a bunch of new goals, making your player pages look a bit more interesting.  But now we lack images for some of the new goals.

Anyone want to either make some art, or do some image hunting?

61
Dominion General Discussion / Ambassador, not so amazing in > 2p?
« on: August 08, 2011, 11:46:31 am »
Given both theory and my losses at WBC were partially due to over-reliance on ambassador, I think it might be good to get players feedback on the strength of Ambassador in >2p games.

There are at least two reasons why I believe ambassador is worse in 4p than 2p.  When 4 player games end on provinces (assuming all players are competent), you'll tend to have fewer turns than in 2p, since there are only 3 provinces per player rather than 4.  Since ambassador sacrifices a slow early/mid game for a really strong (and weak opponents) late game, shorter games work against ambassador.  There is much less late game to capitlize on the ambassador.

Second, games can end on piles much more easily in 4p, and ambassador can actually drain piles in 4p unlike 2 player games.  If you constantly give away an estate in 2p, the pile takes forever to drain.  But when you give them away in 4p, the 12 estates can deplete very quickly.  The estates meant to gunk up opponents decks just make them win in short games.

62
I haven't done all that much testing on this, but I think it's better idea to use early Remakes to trash coppers rather than turn estates into 3 cost cards.  After your deck is small and mostly money-less, you can turn the estates into silvers and draw them quickly to bootstrap yourself out of the $3 to $4 average money phase quickly, almost chapel style.

I guess this shouldn't be surprising, it follows the conventional Dominion wisdom that you should trash aggressively early in the game.

63
I hope you like it.

I found it interesting to see the graphs in goons games.  I think players make the error of going for points far too early in explosive goons games.  I've haven't lost a city/goons game on isotropic yet, and most of the vp graphs tell the same story.  My opponents tend to get an early lead by crapping up their decks with coppers or victory cards, but then I catchup with a megaturn that ends the game.

http://councilroom.com/search_result?p1_name=rrenaud&p2_name=&kingdom=city%2Cgoons
http://councilroom.com/game?game_id=game-20101113-132847-b2499308.html

64
Other Games / Are any Dominion inspired games worth playing?
« on: July 04, 2011, 01:27:11 pm »
I figure this is a lot better place to post this than BGG.  Presumably all the posters here love Dominion, and many have played thousands of games.

Are there any Dominion inspired games that are good enough to be worth playing 100 games?

I bought Thunderstone after reading some positive things on BGG, but that was a complete waste of time and money.

Puzzle strike seemed a bit better, but it just didn't really have the feel of "oh wow, my deck is coming together" compared to "this is completely random and now I lose."

65
Feedback / Should dominionstrategy.com be linked on wikipedia?
« on: June 28, 2011, 01:03:12 am »
Which is a better Dominion strategy site,

http://www.play-board-games.com/dominion-strategy-tips/

or

http://dominionstrategy.com

The former keeps on being the reverted to the cannonical link for dominion strategy on wikipedia, and it's a shame IMO.

66
Puzzles and Challenges / Places with Dominion card names
« on: June 27, 2011, 05:35:45 pm »
Here is a challenge: find a local business that has at least 3 dominion cards in its title.

I've seen one with two words, the lovely village bazaar in NYC. http://maps.google.com/maps/place?um=1&ie=UTF-8&q=village+bazaar+nyc&fb=1&gl=us&hq=village+bazaar&hnear=0x89c24fa5d33f083b:0xc80b8f06e177fe62,New+York,+NY&cid=3391694604985307097

Alternatively, find a two card combo on a real business that is better than village bazaar ;P.

67
rspeer has a dominion bot.  I have been playing with doing winningness prediction.  Geronimo has a dominion simulator.  I have a bunch of so far not all that interesting game result pages.

Why not give users an easy way to see who is going to win the game and also answer the question of which system really understands Dominion the best?

For rspeer's system and my own system, we just need to feed the game state to our predictors and see what they think.  For Gerinomoo's system (and other simulators), we need to be able give it a mid-game game state, and simulate the outcome many times (perhaps expose strategy choices as url params), and then use probability of winning as the predictor.

Other contestants are welcome to join as well.

To get this working really requires us agreeing on an encoding of the mid game states.  I guess it also requires some work for Gerinomoo to support starting games from the middle and exposing a non GUI interface.

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