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Messages - trivialknot

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601
I tried an event similar to Ambush/Hired Help, and I actually liked it a lot and felt it was balanced at $2.  Of course, that was before Villa, and I like it somewhat less now that it's similar to Villa.  I would still be happy to see one of these win.

602
Let's Discuss ... / Re: Let's Discuss Dark Ages: Cultist
« on: September 14, 2016, 10:47:53 pm »
I tend to think that every card is perfect because Donald X is perfect and designs perfect games--at least at first.  Cultist lost some of its luster when I realized how often it produces one-sided games.  There's hardly ever a 5-5 ruins split, it's usually 3-7.  Afterwards, the losing player, left in ruins, reflects on how useless terminal draw is for their deck.

I wonder if the correct strategy is to go for Cultists, but give up as soon as you think you're going to lose the ruins split.  If your opponent has 3 cultists and you have none, don't bother with them.  Buy stuff that's actually good in a deck full of ruins.  Or maybe resign.

603
Let's Discuss ... / Re: Let's Discuss Landmarks: Palace
« on: September 14, 2016, 05:15:54 pm »
Ok, so you are thinking of a situation where the opponent went big money and picked up most of the provinces before your kc/highway engine kicked off.  Now, the difficulty is imagining kc/highway board where bm is so competitive that Palace is the only thing giving you the edge?

604
Let's Discuss ... / Re: Let's Discuss Landmarks: Palace
« on: September 14, 2016, 11:48:42 am »
6 Bridges is a free province worth of points

Or 6 Bridges is, you know, 3 actual Provinces.

You don't say? And here I thought it was 3 Provinces and 3 Duchies which is even more points.

You will note that I did not say it was two free provinces worth of points, though that is an option, precisely because I assumed you would want all the provinces you can afford.

The point is, that because you are looking at your VP being spread over mutliple cards, the premium for cost reduction is larger. Likewise, once you hit some critical mass of cost reduction, you become +buy limited and on a lot of cost-reduction boards that means you really can score more VP with treasures than with Provinces. E.g. 5 Hwy is around the critical point for making golds +buy limited rather than $ limited; thus a setup of Hwy/Kc/+buy is pretty easy to get to more VP in a turn from treasure than are in the province pile. Getting to the critical point for provinces is around 7 Hwy and that is far more difficult if the pile is remotely contested.

And that is what will make the rare Palace game totally warped - when the marginal value of +buy starts to beat out the marginal value of $. That is when you can Palace for the big stuff.
This seems backwards.  If you're buy-limited, copper/silver/gold is expensive because that's 3 buys!  It's also 3 stop cards, which is a big deal if you're building a thin engine that can play 5 highways consistently.  Finally, it doesn't do a thing to end the game, which is extremely important in a megaturn mirror game.  Are you saying this actually happened in a game you played, and that it was the best move?

605
Let's Discuss ... / Re: Let's Discuss Landmarks: Palace
« on: September 12, 2016, 05:50:33 pm »
In my opinion/experience, Palace is one of the weaker landmarks.  I will pick up Palace points opportunistically, buying the limiting Treasure card instead of a Duchy, but it's not worth it to take any major detours for it.

Reasons: Copper/silver/gold costs much more than a Duchy, while also taking up more space in your deck.  The advantage of copper/silver/gold over Duchy is that the payoff helps build your deck.  But in a basic-money-dense deck, your goal is usually one Province per turn.  And if you're getting only one province per turn, you'd rather end the game early than muck around with Palace.

606
Variants and Fan Cards / Re: Duration cards with wholly delayed effects
« on: September 08, 2016, 02:39:34 pm »
What if we simply had a delayed cantrip?

Delayed Cantrip - $2 Action/Duration
At the beginning of your next turn, +1 Card, +1 Action.

Obviously this is extremely weak.  But is it so weak that you would prefer not to have it at all?  Or are there situations where you'd want it if you can get it for free?  Maybe it could be combined with some other weak effects:

Delayed Scoutess - $2 Action/Duration
At the beginning of your next turn, +1 Card, +1 Action.
Then reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.

In games using this, when you gain a Duchy, you may gain a Delayed Scoutess.

607
Dominion General Discussion / Re: Archive as your primary draw
« on: September 08, 2016, 01:24:11 am »
I think everyone was underestimating Archive in the previews.  Archive draws half your deck in a hurry.  Of course, it won't draw the other half of your deck, because it gets sequestered under Archive.

But that isn't all that different from many engine strategies.  Often, you only draw half your deck, because you trashed the other half.  With Archive you don't need to do that.

608
Variants and Fan Cards / Re: Taking Debt as part of an Action
« on: September 07, 2016, 08:26:58 pm »
Pawnshop (Action) $4
Trash a card from your hand. If you have no Debt, gain a card costing up to $4 more than it. For each $1 that it costs more take 1 Debt.
Pawnshop lets you trash copper and gain nothing--but only if you have debt.  Was that intentional?  Seems interesting, although weaker than Salvager.

I really like the idea of a strong engine piece that gives you debt.  In a standard engine, you try to draw your deck and then you stuff it with payoff, but now you need payoff just to keep your engine afloat.  In a way, Storyteller already fills this role, but there's obviously more design-space remaining.

609
Let's Discuss ... / Re: Let's Discuss Landmarks: Keep
« on: September 06, 2016, 01:26:05 am »
Faust is right.  It's possible to buy 7 potions and have no VP to show for it.  But this is only possible if your opponent filled their deck with at least 8 potions, which sounds pretty bad for them!  In a 2P game, this is mathematically equivalent to each player getting 5 VP per potion.

My experience with Keep is that it often results in weird money slogs.  Sometimes you have the choice between buying a dead card worth 6 VP, or buying a gold worth 5 VP.  Gold seems like the better option, but it doesn't bring the game any closer to ending.

610
Let's Discuss ... / Re: Let's Discuss Landmarks: Labyrinth
« on: September 04, 2016, 06:20:20 pm »
unfortunately does not combo with opponents' mountebanks
But it does combo with opponents' Swamp Hags!

I played a game with Labyrinth & Donate where the only way to gain multiple cards in a turn was Mint.  Mint was a key card that game!  This had me imagining kingdoms where Transmute is mandatory.

611
I'm not really convinced that Mountain Dwellers "only works in Big Money decks".  3 whole treasures is not enough to constitute a big money deck.  If anything, a draw engine would help you draw enough treasure to get Mountain dwellers to work consistently.  It's also worth pointing out that the value of a peddler is proportional to the fraction of your deck you draw every turn.  Seems like the optimal use of Mountain dwellers is a draw engine with ~4 treasures in it.

In any case, Tinker is also a fine entry.  While judging cards, I thought the on-buy ability was too strong, but now I'm not so sure.  You don't want to buy too many of these, because they only trash copper.  Congrats to King Leon!

612
Variants and Fan Cards / Re: Dominion: Civilization (Beta)
« on: September 01, 2016, 03:42:13 pm »
The trouble with tracking discarding is that the power varies wildly depending on other cards.  Equestrian Village + Embassy seems runaway powerful.  Or EVil + Minion.  What if instead of tracking discards, it tracks handsize?

ie.
+1 Card
+2 Actions
Discard a card.
If you have less than 5 cards in your hand, +$1 for each card fewer than 5.

613
Dominion General Discussion / Re: Dominion Tier List: 2016
« on: August 31, 2016, 11:26:59 pm »
I like that I'm not required to have an MF account to vote.  And although I prefer the complete ordering from a math perspective, the 0-10 score seems simpler from a rater's perspective.

614
Let's Discuss ... / Re: Let's Discuss Landmarks: Battlefield
« on: August 30, 2016, 07:03:03 pm »
The question, "How early do you go for those Battlefield VP?" is analogous to the question, "How much do you bid on Mountain Pass?"  If you bid too low, I can win by bidding just a bit higher than you (that is, I green a few turns earlier than you, receiving 4-8 more VP).  If you bid too high, I let you fill your deck with junk, and then win.  If we bid about the same, we split the VP.

I don't know how far this bidding analogy really works. By the same reasoning I might argue that when to buy the first Province in a normal game is also a form of bidding, and soon we arrive at a point where bidding doesn't really mean anything anymore, since every single decision is some kind of bid.
Alas, the point about provinces will have to wait for the Let's Discuss Basic Cards threads.

615
Let's Discuss ... / Re: Let's Discuss Landmarks: Battlefield
« on: August 30, 2016, 06:13:56 pm »
I've previously said that Mountain Pass isn't the only landmark that sets up an auction, that Aqueduct sets one up too.  Continuing along those lines, Battlefield is also an auction, although it's more subtle.

The question, "How early do you go for those Battlefield VP?" is analogous to the question, "How much do you bid on Mountain Pass?"  If you bid too low, I can win by bidding just a bit higher than you (that is, I green a few turns earlier than you, receiving 4-8 more VP).  If you bid too high, I let you fill your deck with junk, and then win.  If we bid about the same, we split the VP.

This also applies to most other 6VP-per-player landmarks.

616
Variants and Fan Cards / Re: Attacks that attack yourself
« on: August 26, 2016, 06:35:14 pm »
For some reason I missed all the new replies to this thread until now.

I like NoMoreFun's cards.  It's neat how you can turn around the attack of canonical cards and they still seem plausible.  Masochist and Honest Person stand out as particularly cool.

Sacred Urn: I'm not sure this card is any good without Copper trashing. You sacrifice a lot of buying power in the early game to only potentially hurt your opponents. Unless I'm missing something, this card isn't any better than Silver, and thus overpriced at $4. Yes, opening with two of them for your opponents would suck for the other players but it would suck for you as well because you're not getting anywhere. I don't think this card would be fun.
Not sure if this is something you missed, but one neat thing about Sacred Urn is that you don't top-deck a card unless you have at least 4 cards in hand, not including the Urn.  If you can manage to reduce your handsize by just one, it's almost as good as Relic.  But I think I agree that double-Urn is a bad opener.

617
Let's Discuss ... / Re: Let's Discuss Landmarks: Basilica
« on: August 26, 2016, 02:11:22 pm »
Basilica makes debt cards much sweeter.  Buy an Overlord, get 2 VP, pay off debt.  It feels too easy.

I don't think "once per turn" would affect Basilica much.  Usually the VP is already gone by the time you can get 4 VP in a turn.

618
Let's Discuss ... / Re: Let's Discuss Landmarks: Aqueduct
« on: August 22, 2016, 08:39:12 pm »
Yesss, Aqueduct!  After playing a bunch of Empires, Aqueduct has become my favorite landmark, next to Defiled Shrine.

If you only read the card rules, you might think that Mountain Pass is the only landmark that sets up an auction.  Not true.  Aqueduct sets up an auction too.  Anyone wanna gain an estate for 2 VP?  No?  Let's raise it to 3 VP.  Then 4 VP, and so on.

This is basically a "dutch auction", where it starts with a high asking price, and the price is gradually lowered until someone bites.  And then once it's over, another auction starts.  But each auction has a different value, because gaining green early in the game is awful, and gaining green later on is less awful.  To play well with aqueduct, you have to have a good idea of how much green hurts you and your opponent at various points in the game.

Of course, you can also do a few cute things with gaining treasure and green on the same turn.  One time I went for Treasure Maps and bought an estate on the turn they collided.

619
So the one I submitted was Colosseum.  It's not a flashy card and I didn't expect it to do well.  Although contrary to reactions, testing suggests that it makes games go slower, not faster.

My favorite was Sorceror's Sack, although I ended up not voting for it because mail-mi made a good point about potential abuse.  I think it could be fixed by limiting it to cards costing up to $6, and possibly discarding the revealed card.

This discussion has persuaded me that Wetlands might be too powerful.  It's junk, sure, but at most you have one junk card in your hand per turn. There are lots of tweaks to try though.  Wetlands could cost $5 and gain you another card costing $4 (or $5?)

620
Dominion General Discussion / Re: How good is Alchemy?
« on: August 18, 2016, 12:04:33 pm »
My boyfriend and I usually ban Alchemy, and always ban Possession.  The problem is that the theme is chaining actions, but chaining actions is slow to resolve.  Apothecary, Alchemist, Golem, Scrying Pool, they're all slow.  Philosopher's Stone is slow too because you have to count your deck.  Back when we played with Alchemy, I found it particularly frustrating because I was newer to Dominion than my boyfriend and one-sided slow games are the worst.

Lately I've been watching Twitch streams, and they've given me a new appreciation for Alchemy, and I wouldn't mind playing a few more games with them IRL.  However, I've observed that Possession leads to more resignations than basically any other card.  It seems that Possession is too slow even online.

621
Let's Discuss ... / Re: empires: gladiator, fortune
« on: August 17, 2016, 11:41:03 am »
From the secret history outtakes:

Quote
- I tried several cards that cost a lot but let you go into Debt, that tried to look impressive and in the end were too impressive. First up, a new extra-turn card. I also had double your $ in Fortune, and I felt like, double your $, with +1 Buy, was like an extra turn but way way faster to resolve.

Fortune is like the fixed version of Possession.
A) It's way faster to resolve
B) You can only get an "extra" turn once per turn
C) The price is more appropriately large
D) All players get access to it at about the same time, because you can usually produce $8 by the time Gladiators run out.
E) As a treasure, you won't draw it dead
F) There are fewer rules questions
G) It doesn't do funky stuff, like incenting you to make your own deck terrible.

Fortune is so good.  For a while I thought Gladiator was really good simply because it gets me to Fortune.  Then I realized that everyone else gets to Fortune too.

622
I just added a 1st player advantage to my model.  Now the best fit says that luck determines about negative 12% of games .  Not sure why you're all doubting the mathematical model, it is obviously 100% accurate and has no problems whatsoever. :P

Now show me a data set consisting entirely of games between Stef and Lord Bottington and I will show you how little luck is involved there.

623
I feel like you have some misconceptions that are very obvious from my end. Like, conflating the competitive value of a game with how easy it is to pair up people in 50/50 matches. Or, that there is some fixed amount of skill + luck, and since the skill "cancels out", if you have lots of luck you have lots of "game" left over.

If I'm honest, I actually don't understand your conclusion at all.
Yeah, it's hard to understand.  Fundamentally, the problem is that "How much luck is there in Dominion?" is an ill-posed question.  Philosophers disagree on whether this kind of question makes sense at all.

So as a data analyst, I ask a similar but distinct question: What percent of the total variance comes from luck, and what percent comes from the players?  And that's why skill + luck adds up to 100%.  When both players have equally matched skill, the skill difference doesn't account for anything and then it's just 100% luck.

624
Never mind, I just figured out the problem with my math.

An individual game of Dominion is 88% chance.  That means that the more skilled player loses 44% of their games (ignoring ties).  In a 6-game match, the more skilled player wins 47% of the time, and ties 30% of the time.

Caveats: this is only true of the A division of the Dominion league in the first 10 seasons.  When players are more evenly matched (ie the Dominion League is doing its job well), the more chance is involved.  Also, my model doesn't account for the 1st player advantage, and it shows.  In the tournament, tied matches occur about 35% of the time, whereas my model predicted 30%.
I think what you've got here is a statement about the A league and not a statement about Dominion.

Two equally matched players of Foo split the games 50-50. Some people point at that and say "Foo is all luck." But in fact Foo could be chess or whatever. Once you subtract skill, luck is what's left.

By looking at just matches between A division players, you are subtracting lots of skill. (Yes I suggested looking at that data.)
Yeah pretty much.  I think it goes to show that in a competitive game, you actually want lots of luck.  Because what you want is people who are equally matched, and when people are equally matched, luck is what you have.

625
Never mind, I just figured out the problem with my math.

An individual game of Dominion is 88% chance.  That means that the more skilled player loses 44% of their games (ignoring ties).  In a 6-game match, the more skilled player wins 47% of the time, and ties 30% of the time.

Caveats: this is only true of the A division of the Dominion league in the first 10 seasons.  When players are more evenly matched (ie the Dominion League is doing its job well), the more chance is involved.  Also, my model doesn't account for the 1st player advantage, and it shows.  In the tournament, tied matches occur about 35% of the time, whereas my model predicted 30%.

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