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.

Messages - trivialknot

Filter to certain boards:

Pages: 1 2 [3] 4 5 ... 27
Although we whine about cards being nearly strictly better or strictly worse, that's mostly an aesthetics issue.  After all, in most games you only have one or the other available, and you'll still buy the "strictly worse" card because you don't have the opportunity to buy the better one.  The greater question is whether the cards play similarly or not.

If you don't trash a copper, Ducat is like Candlestick Maker, except in a few (relatively common) edge cases.  But wouldn't you usually want to trash a copper?  In this case, Ducat functions similar to Market Square, but it turns a coin into a coin token.  So, not really all that similar to Candlestick Maker.

... Now I'm thinking about Hermit/Ducat combos.

+cards +buy is usually a strong effect. Wharf, Margrave, Council Room, Tragic Hero, Ranger--even the weaker ones of the bunch are pretty okay.  You're probably sad if Silk Merchant is your only draw, or worse, if it's your only village.  But if you need +buy, Silk Merchant is there for you.

And that's not even talking about the on-gain effect, which seems particularly good in the opener.  Usually I don't like to get terminal-draw/terminal in the opener because collision rates are so high.

My first impression is that Villain joins Tragic Hero in the party of cards that look weak next to another overpowered card (Tragic Hero:Margrave::Villain:Butcher).  But really I think Butcher would be alright if it didn't have the trashing part, so I think Villain is alright.

I really like these cards.  Acting Troupe seems like it might suffice as a village in at least some engines--how many times do you play each village anyways?  Hey wait, we have statistics for this, and the average is between 3 and 4.  So Acting Troupe is right at that edge.  But also, it gives me dreams of playing a counter strategy that simply waits out my opponent until they run out of villager steam.

Sculptor... I once had a fan card that would gain cards to hand, but would be non-terminal only if it gained a treasure.  It was terrible, but I loved it.  Sculptor lives out that dream, while also being non-terrible.  Sculptor looks pretty good next to Explorer, but then what doesn't.  It does not look as good next to Cobbler.

Recruiter looks bonkers, like a Sentry that trashes from hand instead of from deck.  Curious that the +2 cards is before the trashing, since an obvious nerf would be to swap those two instructions.  It makes me wonder if it's not quite as strong as it first looks.

I'm not sure I appreciate the two-sided mat thing.  In practice, we just never use most of the mats.  Sometimes when the play-space gets crowded, we take out tavern mats, and use them for everything--reserve cards, duration cards, set-aside cards, all the tokens.  Using the same tokens to represent two things requires us to use particular mats, and also requires us to keep the mat organized.

Of course, I'm sure this doesn't matter in many games, if a kingdom only contains coffers or only contains villagers.  And there might be some games where we'd just use debt or VP tokens to distinguish coffers from villagers.

Variants and Fan Cards / Re: Anticipating Renaissance
« on: September 24, 2018, 01:55:45 am »
What if you had a village that stopped working after a while, and then you had to rely on saved action tokens?

$3 Action
+1 Card, +1 Action.  If no supply piles are empty, +1 action token.

Dominion: Renaissance Previews / Re: Teaser
« on: September 21, 2018, 10:47:59 pm »
Cubes to track project progress makes sense.  There are probably 2 cubes per player because projects follow the same selection rules as landmarks/events, and there can be at most two projects in play at a time.

If there were an artifact that simply said, everyone must trash a card at the beginning of each turn, would that work?  Hmmm... no that would be devastating with Militia.

35 tokens seems like kind of a small number if some of those are coin tokens and some are action tokens.  I was thinking there could be a card that simply says +2 or +3 action tokens, but it seems like the action tokens would run out really quickly.

Dominion General Discussion / Re: Dominion Log Statistics
« on: September 20, 2018, 07:41:59 pm »
Another question: can you extract statistics on Mountain Pass bids?

Dominion General Discussion / Re: Dominion Log Statistics
« on: September 18, 2018, 11:36:39 am »
What is very interesting to me is that a lot of trashers have negative gain advantage. Amulet is at -11%, Raze even at -18%, and Chapel and Steward both at -4% (numbers where only 1 player gains it). That seems to indicate that trashing is overvalued in the current metagame.
I'm not sure that's true of trashers in general.  Sentry is at +13%, Plan is +3%, Cemetery is +1%.  There isn't an easy way to look at them all together though, so I'm not sure.

Raze in particular is interesting, because it's -18% if you correct for skill, and -1% if you don't correct for skill.  That suggests to me that Raze really is overrated by higher-ranked players.

Dominion General Discussion / Re: Dominion Log Statistics
« on: September 18, 2018, 11:20:59 am »

The likelihood that each castle will be gained are, in order:
73%, 60%, 51%, 47%, 43%, 38%, 33%, 26%.

Lower-ranked players are more likely to gain each Castle, so I think the most common situation is a lower-ranked player going for the Castles pile, and the higher-ranked player tactically swiping a few.  Which ones are the best swiping targets?

Gain % for higher-ranked player / gain % for lower-ranked player:
35/38, 25/35, 22/29, 23/23, 19/23, 16/22, 16/17, 15/11

So the favorite swiping targets appear to be Humble, Haunted, Grand, and King's.

Dominion Articles / Re: Chariot Race
« on: September 18, 2018, 10:48:24 am »
Since I was just looking at markus' statistics, I went ahead and checked out Chariot Race.  Among highly ranked players, if they gain at least one Chariot Race, the average number gained is 4.  So if you need a rule of thumb, I would place it higher than 3.

When Empires came out, we thought that Chariot Race was one of the weakest cards in the set.  But when we learned how to play it better, it became fairly powerful.  It's more important to trash your starting deck than it is to add more expensive cards, or to find cute combos.  And even if you don't get Chariot Races yourself, you still need to think about defending from your opponent's chariot races.

Dominion General Discussion / Re: Dominion Log Statistics
« on: September 17, 2018, 09:51:58 pm »
That's really neat!

I haven't looked through the spreadsheet yet, and I was just browsing the images.  A few random observations...
-People who gained Dame Anna apparently didn't have a significantly improved chance of winning.
-Going by win rates for only one player receiving, the best boons are Earth, Field, Sea, and Wind (57%), and the worst ones are Moon, Mountain, and Sky (54%).  But the confidence intervals are all 1.4% so they're all pretty close.
-The worst hexes to receive are Greed (43%), War (44%), and Misery (44%), and the least bad ones are Envy (48%), Delusion (47%), Bad Omens (47%), and haunting (47%).  Confidence intervals are 1.5%.  (Edit: as pointed out by markus, these are error bars not confidence intervals)
-Trusty Steed is the most popular prize (gained 77% of the time), closely followed by Followers (71%). Princess is 57%, Diadem is 32%, and Bag of Gold is 31%.
-Save is bought 5-6 times per game on average.  That's more than Alms (4-5 times), so I think it might card with the highest buy/gain/receive rate.

Hey, is it possible to sort the cards by skill multiplier?

Dominion General Discussion / Re: When seating order matters - Chariot Race
« on: September 17, 2018, 03:04:27 pm »
Seating order is always an issue in Puerto Rico.  A weaker player provides a major advantage to the player to their left.  In our play group, our way of dealing with this is to just accept it, since it's just a casual game.  We also offer friendly strategy advice to newbies.

In Dominion, I could see this being more frustrating, if one player is getting lots of VP with Chariot Race, and that option is totally unavailable to you, and you know you lost, but the game is still going.  It's good to have a play group that will occasionally agree to end the game prematurely, if one player is winning and it's not fun for the other players.

Dominion Articles / Re: Storyteller
« on: August 28, 2018, 02:10:49 pm »
Solid article, BTW.  I agree with everything, although I think there should be less emphasis on specific synergies with kingdom treasures.

One mistake that I used to see streamers make, was getting into the mindset that Storytellers are for sifting coppers, therefore they should only play coppers with it.  For example, say you have a hand of Storyteller, 3 coppers, and a silver.  Rather than playing 3 coppers, you should play 2 coppers and a silver, because that's like sifting four coppers, despite only having three in hand.  That's my two cents.

Dominion Articles / Re: Storyteller
« on: August 28, 2018, 02:02:31 pm »
All too often, I've seen someone play Storyteller, play some Treasures, draw lots of cards, play another Storyteller, play more Treasures, draw the rest of their deck, then mournfully reveal they've only got $4 left to spend having sunk something like $10 into drawing.

This just sounds like a bad deck.  I think the only time I've had this experience is in a game with Mountebank and no trashing.
And Storytellers were still worth it to play Mountebank more often.
Wasn't there a legendary Dominion League championship match that involved Storyteller+Possession?  Storyteller could consistently draw Possession at the cost of any other payoff, which is exactly the kind of deck you want to build to defend against Possession.  I think the kingdom also had Mining Village as the only splitter, LOL.

Let's Discuss ... / Re: Lets discuss hinterlands cards:tunnel
« on: August 23, 2018, 05:30:18 pm »
Next question: what card is the best enabler? Personally, I think it is Dungeon, but what do you guys think?
I think Embassy/Tunnel is one of the best synergies, enabling a strong strategy just by themselves.

Dominion Articles / Re: Groundskeeper-- Draft
« on: August 23, 2018, 04:33:07 pm »
If I think back to when Groundskeeper was new, the three main questions I had were:

1. How strong is it?  Is it a centralizing force, a niche card, or something in between?
2. Suppose I'm playing a good stuff deck, and I'm lucky enough to draw most of my groundskeepers (say, 3 or 4).  Do I take the opportunity to green, even if it's a bit early?
3. Sometimes we played Groundskeeper slogs, in which we start with provinces, but switched to duchies and then to estates, eventually ending the game on piles.  Is this good or were we just playing wrong?

Saying Groundskeeper is a cantrip worth N VP is not the right way to think about it, because having groundskeepers in play can affect your decision to gain victory cards.  For instance, maybe a single Groundskeeper gives you 6 VP, which sounds amazing at first, but maybe most of that VP was from Estates that you wouldn't have gained otherwise, and which are really hurting your deck.  Groundskeeper also enables you to gain and trash victory cards, a strategy that you didn't even mention.

Variants and Fan Cards / Re: Interesting Card Design Challenges
« on: August 15, 2018, 10:15:20 pm »
I am bad at card names, but

Vulture - $3 Reaction
When another player gains a card, you may reveal and discard this from your hand to gain a cheaper non-victory card, or to draw a card.

Pawnbroker looks pretty cool, but if you're able to stack it, it could get nasty fast.  Imagine playing it 3 times per turn, opponents aren't going to want to trash down to 2 cards.

Challenges: Create a treasure/action card that isn't Crown.  Create a pure debt-cost card.

Zombie Mason pairs with Zombie Spy, so sometimes you have control.  It can be a clutch way to mill a province to end the game.

I also think it's great to have a difficult-to-control trasher among the zombies.  Sometimes you accidentally trash a good action, and then everybody's like, welp!  Better get Necromancers this game!  Necromancer is great design, and Nocturne is an excellent set.  What was this thread about again?

Variants and Fan Cards / Re: Dominion: Ice Age
« on: August 12, 2018, 05:05:59 pm »
Some thoughts on the more recent cards...

Reclaim - This looks fairly strong to me, if you can trash from discard.  Compared to Remodel, Reclaim keeps one extra card in hand.  In the late game, that extra card is often Gold.  So you can imagine playing Reclaim, playing Gold to buy something, and then calling Reclaim next turn to trash the same Gold for Province.  Of course, often your discard is empty at the beginning of your turn, especially in engines, in which case Reclaim is a gimped Remodel.  So it's better than Remodel in good stuff strategies, but still works in engines.  I like it.

Bastion / Isle - I think the Duke comparison is apt, but Bastion is less interactive than Duke because $2 and $4 are fairly low price points that don't require you to build a good deck.  And because they're terminal stop cards, it's actively difficult to build an interesting deck that synergizes with them.  As for Isle, the higher price point is more interactive, but I think it's just too weak.  I don't like the setup rule because Isle+4 coppers is really sad.

Although Violet CLM's night card idea seems overly complicated to me, in a way I think it makes a lot of sense.  Hitting a high price point with an estate in hand is a more interesting hoop to make players jump through.

Outcast - This just seems very low impact, to the point of being uninteresting.  It's like caravan guard--a bland card IMO--but blander.  Or like Encampment but without the gold/plunder reveal option.

Supply Post - I think this is really neat.  It's a bit like Embargo in how it impacts asymmetric strategies, but it uses a carrot instead of a stick.  I really like Embargo and am constantly disappointed by the fact that Embargo simply isn't that good, but I think Supply Post is a lot better because coin tokens are pretty much always decent.

I wouldn't worry at all about the trade route interaction.  It doesn't actually seem to be imbalanced or lead to any contradiction, it's just a weird interaction kind of like the Defiled Shrine / gathering pile interactions. 

Summoner - I would compare this first to Cobbler, which is also basically a cantrip gainer.  Cobbler is faster though, and you don't have to decide what you want before you get it.  From Summoner, I'd expect some hilarious antics as I choose cards that it later turns out I didn't really want.

But now I'm thinking, does this card actually work?  The main usage seems to be winning important splits from piles you don't actually need right away--say, Advisor or Herald.  Or gaining Silk Roads, which looks pretty degenerate.  And once you gain all the things you wanted, you might gain estates and hope the game ends before the ice runs out.

Pioneer - It's sounds fine.  In general I would choose copper in hand over +$1, if only because that removes copper from the shuffle.  It's also better with discard for benefit--say, Warehouse.  But the benefit compared to peddler seems marginal most of the time.

Dominion General Discussion / Re: Question- What is an Engine
« on: July 27, 2018, 07:19:31 pm »
You know, for all the difficulty in defining the term "engine", I think the term "golden deck" is even more contentious.

The problem with a "golden deck" is that it was originally defined by pointing to a particular deck: Bishop, Silver, Silver, Gold, Province.  And that might have made sense in the days of Prosperity, but I think by this point it's not very common, and not very good either.  I'm not sure I've ever made a deck like that.  So the question is, do we expand the "golden deck" label to a larger set of decks?  Or do we just think of it as a narrow category, like the Hermit/Market Square deck, or the classic Hunting Party deck?

Some people seem to define "golden deck" as one of those decks that does the exact same thing every turn.  So, like, if I have the bishop thing, and I opt to buy Gold instead of Province one turn in order to manipulate the Province supply, it's not a golden deck anymore?  What if I added a few Chariot Races?  Honestly this definition is just weird to me.  In my play group, we use "golden deck" to describe decks that score points without adding dead cards, but maybe that's weird too.

I don't know why the term "golden deck" has such a hold on us at all.  Maybe if people had just called it the bishop deck, we would have forgotten about the very concept by now.

Dominion General Discussion / Re: Question- What is an Engine
« on: July 26, 2018, 07:14:21 pm »
Is the engine the thing you're building? Or is the engine the process of building it?
I think of an "engine" as a deck you build, and an "engine strategy" is a strategy that aims to build an engine at some point during the game.

Hm...  If an engine is a deck that draws itself, does that mean every strategy that aims to Donate down to 5 cards is an engine strategy?

Dominion General Discussion / Re: Question- What is an Engine
« on: July 26, 2018, 10:56:43 am »
I don't see why we can't just say an engine is where you draw/sift through your whole deck every turn (at least until you start greening.)

I don't like the "whole" in that sentence. If you can consistently draw 3/4 of your deck; and consistently generate enough coin and buy to keep going, I wouldn't think to call that not an engine just because you have a few more stop cards than you have draw.

I think the difference between drawing 3/4s and drawing the whole deck is significant.  If you're drawing your deck (and let's say you have at least 1 overdraw), then when you add a stop card, you get the whole value of that stop card.  If you're drawing less than your whole deck, then when you add a stop card, then it only increases your deck value if it's better than your average stop card.

A concrete example of this is a double tactician deck with ~13 stop cards.  I don't consider that to be an engine.  It can still be a good deck though.

Dominion General Discussion / Re: Question- What is an Engine
« on: July 25, 2018, 11:40:00 pm »
The concept of engine is easy to explain! "Hey, that strategy where you buy one smithy and money? Well it's not as good as this deck--see how efficient it is? It's sort of an....engine, you could call it".
That's what the philosophers call an "ostensive" definition.  You define the concept by pointing to examples of it.  The limitation of an ostensive definition, is that it doesn't explain what in particular makes a deck an engine or not an engine.  So we might each hear the same ostensive definition, but develop different theories of what makes an engine, and then ultimately disagree on the classification of decks that neither of us thought to point to when we started out.

The thing that we're trying to pin down is an "intensional" definition.  The intensional definition describes necessary and sufficient conditions to call a deck an engine.  There's also the "extensional" definition, which would literally be a list of every deck that would be called an engine.

There's also prototype theory, which argues that the way we understand concepts isn't really through definitions, but through prototypes.  That is, we adopt a few central examples of "engines", and we deem a deck to be an engine if we think it bears enough resemblance to one of the central examples.

...I really like Wittgenstein, okay?

It's fun to invent intensional definitions but I totally agree that they aren't necessary, nor are they accurate descriptions of how we understand concepts.

Dominion General Discussion / Re: Question- What is an Engine
« on: July 25, 2018, 10:52:33 pm »
An engine is a deck where you are able to both (a) potentially gain more than one set of points a turn and (b) seeks to increase consistency (or at least not decrease consistency) in the deck before greening. In this way, an engine seeks to expand further than a set boundary of one Province/Colony/Dominate a turn.
What if I have a deck with only one gain per turn, but I try to draw deck every turn just so I can play Ghost Ship every turn?  Does that fulfill (a) or not?

I don't understand why Workshop/Gardens doesn't fulfill (b).  You say that gaining gardens decreases consistency, but by the time you're gaining gardens, that would be after greening, no?

Pages: 1 2 [3] 4 5 ... 27

Page created in 0.151 seconds with 19 queries.