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Messages - Schneau

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1351
Solo Challenges / Re: My first solo challenge: The Forges
« on: April 27, 2012, 06:36:40 am »
Do you have to keep the Provinces you gain? i.e., can I forge one into another?
No. You must have all the Provinces in your hand by the end of the game.
I believe you mean in your deck?

1352
Variants and Fan Cards / Re: Auction Mechanic
« on: April 26, 2012, 04:52:14 pm »
I've considered a similar mechanic, but without prizes. It would go something like:

Auctioneer, $5
Name a card in the supply costing less than $8, which players will auction for. Every player reveals a card from their hand simultaneously. The player(s) who reveal the card with the highest cost trash that card and gain a copy of the named card from the supply. If the player who played the auctioneer did not win the auction, they may gain any of the trashed cards.

Of course, some of the wording isn't perfect there, and there might be other problems. But, I like the auction idea!

1353
Simulation / Re: Simulator API
« on: April 26, 2012, 04:45:01 pm »
Neither is all that great when it comes to tricky cards like Menagerie and Possession.  For that reason, and for EC in general, it will be much easier to pick a well-defined problem.  Something along the lines of optimizing Big Money + X, what sequence to buy victory cards vs money, etc.
This is the kind of thing I was planning on starting with.

And thanks for your other comments. I'm thinking of using Geronimoo's simulator both because it's fast and I'm much more familiar with Java than Javascript or Coffeescript.

1354
Variants and Fan Cards / Re: Bribing for Prizes
« on: April 24, 2012, 06:41:38 am »
I really like all of the prizes. I'm not as big of a fan of Bribe giving you a curse when you get a prize. Is that penalty really necessary? Sure, it works well with Necromancer, but I don't see the other cards being powerful enough to warrant trashing either a Gold or two Silvers AND gaining a curse. You are reducing your buying power by $4 this turn by trashing the treasures, that seems like a big enough penalty, especially since Bribe costs $5 to begin with.

1355
Variants and Fan Cards / Re: Fan card idea: Vintner
« on: April 23, 2012, 09:22:29 pm »
Vintner in it's original description is almost definitely better than Woodcutter or Workshop in a Gardens game. But as far as I'm concerned, that's not a problem, but a bonus.

1356
Simulation / Re: Simulator API
« on: April 23, 2012, 08:28:15 pm »
Sweet, thanks for the help all around. I'll have to contact the guy who wrote the AI in DG's link, it sounds like he does research similar to mine.

1357
Simulation / Simulator API
« on: April 23, 2012, 01:31:24 pm »
I do research in evolutionary computation, and am interested in evolving Dominion bots. I was wondering if either of the simulators have an API that I could use. In particular, I would want to be able to send the simulator two bots and the number of games to play, and get back basic statistics such as winning percentages, average number of turns, etc.

1358
Solo Challenges / Re: 2 - Gifts for the Natives
« on: April 21, 2012, 01:01:28 pm »
Yeah, I also tried Inn and Warehouse, but no dice. You need to be able to discard exactly 1 card and get at least 1 action. The only cards I am aware of that do this are Hamlet and Oasis.

1359
Solo Challenges / Re: 2 - Gifts for the Natives
« on: April 21, 2012, 08:12:08 am »
I hadn't thought of using Hamlet until after I submitted, but I do think it has the extra advantage over Oasis of being able to discard twice.

1360
Solo Challenges / Re: Geronimoo's challenges - Priest gone wild
« on: April 17, 2012, 01:05:51 pm »
I just played a game with a 6 turn solution.

Until I noticed one rule that disqualified my starting setup.  :'(

Quote from: Geronimoo
7 Coppers and 3 Estates in the trash
Yeah, this is an important rule. I also had the idea to go for a level 2 City game, but that doesn't work.

1361
Dominion Articles / Re: Noble Brigand
« on: April 08, 2012, 09:29:01 am »
There is a niche use of the card as a opener. When you are second player with $4 in hand in your first turn and when the first player have bought a silver, you will have 2/7 chance of getting that silver and trigger a reshuffle with the initial crappy cards at the same time. It is fun to use and see it works, but when it doesn't, you are facing quite an up-hill battle. The situation improves significantly with more players though, and it helps negate the advantage of the third or the fourth player quite a bit. They still have to have $4 in their first hand though.
If the first player buys a silver on his first turn and the second player buys a Noble Brigand, it triggers a reshuffle with a Silver and 5 Copper / Estate, right? So doesn't that mean there is a 2/6 chance of hitting the Silver, not 2/7?

1362
Puzzles and Challenges / Re: Most Buying Power on Turn 4
« on: March 07, 2012, 08:45:04 am »
The best I could do (I didn't think of Bank or Fool's Gold) is $11:

T1: buy Salvager
T2: buy Chancellor
T3: (draw Chancellor, 4 Copper) play Chancellor (discard draw pile), 4 Copper, buy Peddler
T4: (draw Salvager, Peddler, 3 Copper) play Salvager (trash Peddler), 3 copper = $11

You can do a similar thing by buying a Border Village and gain a Festival on turn 3, and salvaging the Border Village and playing Festival and Chancellor on turn 4.

1363
Puzzles and Challenges / Re: Most Buying Power on Turn 4
« on: March 05, 2012, 10:40:48 am »
To be clear, define buying power as the most you would be able to spend on a single card during the buy phase of Turn 4.

(As an example, playing Lighthouse, Bridge, 3 Coppers would give you 6 buying power - $1 from Lighthouse, $2 from Bridge, and $1 from each copper.)

Strictly speaking, in that example you're only able to spend $5. How about defining it as "the listed cost of the most expensive single card you're able to buy"?
Thanks for the suggestion, I like this better so I edited it.

I'm finding there are also a lot of solutions at $9, so let's go for $10+. I didn't see the Envoy + Bank solution coming, that's likely the max we'll see, but other $10+ solutions could also be interesting.

1364
Puzzles and Challenges / Re: Most Buying Power on Turn 4
« on: March 05, 2012, 09:19:06 am »
i believe just opening envoy/silver can do this.

T1 - CCCCE - envoy (En)
T2 - CCCEE - silver (S)
T3 - EnCCCC, draw CCCEE discard C - gold (G)
T4 - EnSGCE, draw CCCCC discard C - $10
I think you can rearrange things so that you draw 3 Estates with T3 Envoy draw:
T3 - EnSCCC, draw CCEEE discard C - gold (G)
T4 - EnSGCC, draw CCCCC discard C - $11


I have other ideas for $11, but want to see your suggestions first.

1365
Puzzles and Challenges / Re: Most Buying Power on Turn 4
« on: March 05, 2012, 08:42:54 am »
By the way, $8 is pretty easy and has lots of methods. I'm interested in any solutions that give $9 buying power or more.

1366
Puzzles and Challenges / Most Buying Power on Turn 4
« on: March 05, 2012, 08:23:44 am »
In a solitaire game with perfect shuffle, what is the most buying power you can have on Turn 4?

To be clear, define buying power as the listed cost of the most expensive single card you're able to buy during the buy phase of Turn 4.

(As an example, playing Lighthouse, Bridge, 3 Coppers would give you 6 buying power - $1 from Lighthouse, $2 from Bridge, and $1 from each copper.)

(EDIT: Changed definition as suggested by AJD)

1367
2011 / Re: 2011 DominionStrategy.com Championships Registration
« on: November 21, 2011, 08:35:06 am »
1) Schneau
2) GMT -5

1368
Interesting idea! But, it seems like it would be difficult to program bots to play well, let alone emulate strategies used by players. But, if someone were able to do such a thing, I would be interested in seeing the results!

1369
Dominion Isotropic / Re: Feature Requests
« on: September 16, 2011, 07:08:01 am »
Doug, would you consider adding "prefer" and "prefer not" options to the automatch dropdowns? I think it's clear what should happen for any combination of options, except when at least one person says "prefer" and at least one other says "prefer not" and nobody says "require" or "prohibit" - in which case that could be handled like the current don't-care behaviors.

Lately I've been playing an alt experimenting with other game modes I don't normally play, and I'd particularly like a "prefer" option for the point tracker. i.e. I'd like to play with it, but I will play with somebody who has "prohibited" it if that's who's available.

Seconded. I've been thinking for a while that a "prefer" and "prefer not" system would be nice, since I would also be in the boat of usually preferring point tracker, but would also like games without it.

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