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 - Shvegait

Filter to certain boards:

Pages: 1 [2]
26
Thanks! Makes sense now. I thought I saw a "You Win" screen but I probably just wasn't paying attention. I think I got confused when I tried re-loading the game (haven't done it before), and the game immediately ended. It's because Lord Rattington doesn't realize he should buy a Copper. It's very hard to see what happened on the last turn of the game once it ends.

27
Bug report: Win shows up as Loss?

Game #7462423

Score was 45-43, Dominion Online said I won, Scavenger shows a loss.

The last card that was gained was a Gardens for the losing player, who ended up with 29 cards in their deck according to the end-game screen.

Does Scavenger pull the Win/Loss info directly from Dominion Online? If so, I'll report the bug on the Shuffle.it forums, but thought I would check to see if it was a Scavenger bug first.


28
Dominion General Discussion / Re: Need Help Developing a Ranking System
« on: September 24, 2017, 11:28:48 am »
I was just objecting to Awaclus' comparison, which made it sound like TR and ST are part of some sort of "elite" group of dominion cards. They are below average - otherwise we wouldn't be making this discussion.

They aren't below average, people just compare them to other splitters and other trashers and that's why they seem weaker than they really are.

There's still value in comparing trashers with each other, because there are many boards with 2 or more trashers. For newer players, there is value in knowing which options are stronger than others. If Forager and Trade Route are both available, it doesn't make sense to call Trade Route a power card. Since Trade Route loses on most of these comparisons, it's called below average.

There's also a point where if your engine has to be made up of the weakest pieces of each class, say... Trade Route as the only trasher, Nobles as the only village... even if the payload is pretty good, a Big Money type strategy might just be faster. So there is still some value in considering how good an engine piece is, even if it's the only one available and mandatory if the engine is the way to go. But note that this is a bit of circular reasoning, because determining that engine is the way to go depends in part on the engine pieces available.

29
Rules Questions / Re: New Stash + Inn
« on: September 14, 2017, 07:36:18 pm »
Inn, Annex and Donate work in exactly the same way. In all cases there is no "remaining deck". Sure there could be a discard pile, but that is beside the point.

Doesn't this solve the apparent rules problem? If there is no "remaining deck" in these cases, then the "look through your remaining deck" instruction does nothing. All you're left with is to place Stash anywhere in the shuffled cards.

Or is the problem that shuffling when your deck runs out of cards is a multi-step process, so immediately after shuffling, the shuffled cards are not in your deck; but when you shuffle due to Inn's instruction, it's a one-step process where the cards are in your deck immediately after shuffling? But is your deck considered your "remaining deck" in that situation?

30
On the other side of the spectrum, consider Forge. Forge can be a stronger trasher in the mid-game as opposed to the early game (suppose there's Tactician or something like that)
If I could afford Forge before the first shuffle, I'd buy Forge before the first shuffle. I think the only reason we don't see how great it is as an early trasher is that we never have it to try out.

This is a fair point, and I agree with you. But I wasn't trying to make an argument about Forge, just about what conclusions you might draw after playing with a card a bit that may or may not generalize. Sometimes, a late Forge can get you thin quickly and that could be the way to go on a particular board, but it would be incorrect to draw the conclusion that later trashing is a good idea in general. Maybe it was a bad example because the conditions are not usually right for Forge, but it was the first thing that came to mind.

The comment in the article was that Sentry demonstrates that early trashing is important more than most other trashers do. I don't think this is true, since most trashers demonstrate this clearly enough. It would be more difficult to find a decent trasher that doesn't demonstrate that. You just often don't see the disparity when both players can always open with the trasher. New players might not do that, but they could eventually learn that an early Steward is good, or an early Remake is good, or an early Chapel is good when their opponents open with them, quickly get lean, efficient decks, and win. Of course, Sentry can be a fast trasher, so it makes this same point. Everyone gets to see this disparity in action on Sentry, because you can't always open with it, and there's a power level difference based on when you get it. But the power level difference of Sentry based on when you get it is not really generalizable to trashing in general, so "early trashing is good" and "early Sentry is good" get muddled a bit, that's all.

31
On the other side of the spectrum, consider Forge. Forge can be a stronger trasher in the mid-game as opposed to the early game (suppose there's Tactician or something like that), but you wouldn't say that it "demonstrates how critical it is to start trashing in the mid-game". It just happens to be when Forge is strongest at trashing (in that case). On the other hand, the particular mechanics of Sentry make it more effective at trashing in the early game, but not just because early trashing is good.

But the fact that early trashing is good in general, combined with Sentry's early peak trashing ability, makes you want Sentry as soon as possible. And there's an obvious power-level disparity between how Sentry works when you get it early vs. later. I mean, you already normally want trashers as soon as possible, but it's perhaps even more important with Sentry when it's the only trasher, and the $5 cost makes this a point worth making. I believe this is somewhat separate from the fact that early trashing is good. And I think because of this, it's not really clear that Sentry itself demonstrates that early trashing is better than mid-game trashing in general. I believe that lesson is much more clear with Chapel, which is also in Base. A more natural progression might be first understanding Chapel and why trashing at all is good, then understanding why especially early game trashing is good when Chapel is available, then building on that to understand Sentry.

I get that Chapel is old and already has plenty written about it, and Sentry is new. It's great to have an article about Sentry especially for new players. Perhaps some more comparison between Sentry and Chapel would be worthwhile, considering they will often appear together in Base-only kingdoms, or at least one of them will be in the kingdom fairly often.

32
Dominion General Discussion / Re: Banning 5 Cards
« on: August 30, 2017, 11:18:49 pm »
Can you expound on how banning the intersection of a list of disliked cards would allow you to hugely game the system? It means that if both players have banned a card, it won't appear. Otherwise, it still could. So if one player bans Swindler, Cultist, Rebuild and Possession, and you only ban Possession, then Possession will not appear in this game. The other cards still could. If one player bans no cards, all the cards could appear. I don't see how this is gameable, but the ban list in this case also probably doesn't do anything most of the time...

This would be more like those Rebuild "gentleman's agreements" where both players decided in chat they would skip Rebuild. Except, now it gets auto-replaced with a different card if these preferences are expressed in the system before the games start.

The logic of how a ban system could be used to game the rating system is that certain cards tend to systematically favor the more skilled player. Exactly which cards these are, and how much they matter is up for debate, and probably changes at different levels of the game. But under any ban system, a player who wants to maximize their rating will be encouraged to ban cards that they are worse with, or, if they usually play lower rated opponents, that make it easier for the less skilled player to win. I find that concern rather overblown when 5 or fewer cards can be unilaterally banned, and any other cards would need to be banned by all players to be excluded. Fun should be a much higher priority than the accuracy of the ranking system because the purpose of the ranking system is to increase fun, and game to game fun doesn't depend on having the most accurate ranking system.

If I have decided that, say, I am terrible with all of Alchemy, then I am encouraged, even in a system where only cards banned by all players are excluded, to ban Alchemy, even if I enjoy playing with it, in the hopes that I can do better against opponents who simply banned Alchemy because they dislike it, rather than because they are unskilled with it. Or if beyond Cultist and Rebuild, 8 more cards make it easier for the less skilled player to win, I should put all 10 cards on my ban list in the hopes that my opponents will ban them because they dislike them, even though my lower rated opponents would benefit from having them show up in games against me.

For example, this same logic would imply that "gentleman’s’ agreements" to not gain Rebuild could also be used to game the ranking system, if higher ranked (and solely concerned about their ranking) players propose banning Rebuild to increase their chances of winning, even though they find it fun, and lower ranked players go along with it because they don’t find Rebuild fun, even though it would increase their chances of winning. More power to the system enforcing the gentleman’s agreement, I say!

I get how you could game the system with union bans, it's only the intersection bans I was questioning. If the only downside is that lower ranked players may ban swingy cards to their own detriment, it doesn't seem like that big of a downside. I was mostly questioning the assertion that in an intersection ban system that you would be compelled to ban these cards to be competitive. The ban doesn't do anything against players that ban 0 cards, so then there must be some game theory reason why the banning meta-game would gravitate to all the top players banning all (max #) of the swingiest cards. I wonder if that is really true, because at some point having the swingy cards in the game is better for you, but perhaps not if you are more often facing lower ranked players (but who also decide to ban the swingy cards).

33
Dominion General Discussion / Re: Banning 5 Cards
« on: August 30, 2017, 11:02:21 pm »
Sorry, I don't understand the bolded in your quote.

He is implying that under your system, he could avoid ever playing games with Possession by blacklisting any player he played against when Possession appeared. He is also implying that Possession is so un-fun that he would be personally obligated to do so, and his pool of available players would therefore be reduced.

Ah, I see. But this does imply that having a reduced player pool is still preferable to him compared to playing sometimes with Possession, still an improvement compared to the current situation. Otherwise, he would decide not blacklisting those players would give him greater utility than blacklisting them.

34
Dominion General Discussion / Re: Banning 5 Cards
« on: August 30, 2017, 07:26:30 pm »
What I'd actually like to see is a system where you get to rate each card in terms of how much you enjoy playing with it, and then the average of your and your opponent's ratings determines how likely each card is to show up. Obviously that would take more work to set up.

This is how I think the ban list should work, but without a rating, just a Yes/No. You "ban" some cards, and your opponent "bans" some cards. If both of you have a certain card "banned", you won't play with it. It's not a real ban, but if you and your opponent mutually agree that you would like nothing more than to never see Rebuild, it won't show up, and you'll both have more fun.

But if someone wants to play with a rotation of all the cards, including the most hated ones, they would still get to do that, even at high rankings where maybe a lot of players have Rebuild or Possession or whatever "banned".

The problems with a ban system where one player banning the cards means they absolutely won't show up ever, in auto-matched games, are:
1) Some players may want to play with a selection of all the cards, and don't really have this as a choice if banning cards is popular
2) You could, potentially, game the overall rating system slightly by banning your personal lowest win % cards

Maybe the effects of both of these are very minor. But requiring both players to have "banned" the card to prevent it from showing up would solve these problems. On the flip side, the banning might not do much at all in this case, if hardly anyone uses the feature...

As a compromise, what might work is what Jimmmmm suggested, but only with ratings of 100% and 0% (could still just be implemented as a 5 card ban list). If one player "bans" the card, the chance of it appearing is halved relative to the normal probability of it appearing. If both players ban it, it will never show up. Might be a reasonable compromise, since still any card *could* show up (vs. players who may prefer to see that card), and you would still see your least favorite cards less often.

I flat out disagree.  If the feature is to be implemented, I will ban Possession because I hate the card and find it unfun.  That means I never want to see it again.  With your suggestion, I would then have to restrict myself to playing others who also ban it, which restricts my pool of available players and lengthens wait times.

If we are going to go that route, then why have a ban list?

Sorry, I don't understand the bolded in your quote. How would you restrict yourself to playing others who also ban it in auto-matched rated games? You would just see Possession sometimes. Strictly less often than you do now, though. My suggestion didn't have anything to do with lengthening wait times or allowing you to pick opponents based on your card preferences. (Maybe I worded something poorly?) Cards on your ban list you would see half as often as you do now; assuming your opponent doesn't have it on theirs. Cards on both players' ban lists would never appear.

I guess the overall philosophical question is what should rated games be about. If you have a unilateral ban list, for any particular game, it doesn't matter what cards were banned, because they're just not in the kingdom, and it's just like the randomizer didn't pick them. It only really matters at a more macro level, after tens or hundreds of games. If you really wanted to climb the ladder, you'd probably ban the swingiest cards earlier in your climb, then perhaps switch to the cards you're not as good with at the top (or keep banning the swingy cards). Would the effect be large enough to matter and is this a concern to current top ranked players?

Another possibility is just making the most hated card(s) banned by default for all players for rated games. If so many players hate Possession, then it can join Stash as a banned card at least for rated games. That gets around the system gaming issue. I'm not really advocating for this, but it's a way to do it.

Banning the intersection of a list of disliked cards that is allowed to be any length shouldn't offend anyone,
It lets you hugely game the system, and for sure some people would not like it and rightfully so. I personally would not like it. I don't want to have to ban all the fun swingy cards to be competitive with other people who do so.

You have not changed my opinion. I don't like your idea and still like mine.

Can you expound on how banning the intersection of a list of disliked cards would allow you to hugely game the system? It means that if both players have banned a card, it won't appear. Otherwise, it still could. So if one player bans Swindler, Cultist, Rebuild and Possession, and you only ban Possession, then Possession will not appear in this game. The other cards still could. If one player bans no cards, all the cards could appear. I don't see how this is gameable, but the ban list in this case also probably doesn't do anything most of the time...

This would be more like those Rebuild "gentleman's agreements" where both players decided in chat they would skip Rebuild. Except, now it gets auto-replaced with a different card if these preferences are expressed in the system before the games start.



ETA: We actually already have this "intersection ban" system, in a sense. These are the subscription levels. If you're not subscribed to cards, they are soft banned. If both players are not subscribed to a card, it will never appear. I mean, you can't game it really, just pointing out that this is not really a radical departure from how rated games work currently. (i.e. not all rated games pull from ALL cards as it is.)

35
Dominion General Discussion / Re: Banning 5 Cards
« on: August 29, 2017, 10:36:39 pm »
What I'd actually like to see is a system where you get to rate each card in terms of how much you enjoy playing with it, and then the average of your and your opponent's ratings determines how likely each card is to show up. Obviously that would take more work to set up.

This is how I think the ban list should work, but without a rating, just a Yes/No. You "ban" some cards, and your opponent "bans" some cards. If both of you have a certain card "banned", you won't play with it. It's not a real ban, but if you and your opponent mutually agree that you would like nothing more than to never see Rebuild, it won't show up, and you'll both have more fun.

But if someone wants to play with a rotation of all the cards, including the most hated ones, they would still get to do that, even at high rankings where maybe a lot of players have Rebuild or Possession or whatever "banned".

The problems with a ban system where one player banning the cards means they absolutely won't show up ever, in auto-matched games, are:
1) Some players may want to play with a selection of all the cards, and don't really have this as a choice if banning cards is popular
2) You could, potentially, game the overall rating system slightly by banning your personal lowest win % cards

Maybe the effects of both of these are very minor. But requiring both players to have "banned" the card to prevent it from showing up would solve these problems. On the flip side, the banning might not do much at all in this case, if hardly anyone uses the feature...

As a compromise, what might work is what Jimmmmm suggested, but only with ratings of 100% and 0% (could still just be implemented as a 5 card ban list). If one player "bans" the card, the chance of it appearing is halved relative to the normal probability of it appearing. If both players ban it, it will never show up. Might be a reasonable compromise, since still any card *could* show up (vs. players who may prefer to see that card), and you would still see your least favorite cards less often.

36
Do I have to scan the printed Japanese cards? I don't have any.

Not if you don't have them. 

I hate to make an Awaclus joke, but you're saying that if he does have them, then he has to scan them?

I've taken notational logic courses three separate times and I still don't remember the fancy name for this

Contrapositive, I think?

*Edit* Nope, it's the inverse, which is a logical fallacy. Just because a statement is true doesn't make the inverse true.

According to Wikipedia, this is known as "denying the antecedent".

37
Let's Discuss ... / Re: let's discuss guilds cards: butcher
« on: April 18, 2017, 06:50:11 pm »
It amazes me how many people fail to realize you can trash without spending the coins that turn. Too many people use it like a Remodel/Farmland (which it is fine for that but is usually better for collecting coins for later).

If you trash a card, you must gain a card, though. Trashing a Copper and gaining a Copper doesn't usually make sense, since that's a -$1. Better not to trash a card at all then, and I agree that is something people fail to realize you can do.

38
but there's this cool thing where Sauna/Avanto/Sauna is equivalent to four fucking Laboratories and a Village

It's 2 Labs and a Village, not 4.

39
Variants and Fan Cards / Re: Dominion: Revolution and other ideas
« on: March 16, 2017, 08:42:38 pm »
Appreciate the suggestions, but I think I like the 'do this twice' format the best. It already exists on Remake. And I think it should go first, so that running through the effects in order one doesn't think they can use an extra action to then choose two more times. So like this:
Quote
Colliery - +1 card. You may use an extra action to do the following twice, or two extra actions for three times: +2 coins, discard a card. 4 cost.
Does this make complete sense? Do they need the 'extra' there?

A problem with this wording is that it's not clear what happens if you choose not to use an extra action. I know you intend it to mean that you do the part that follows a single time, but it's not clear from the wording. The way it reads, you don't actually get any benefit from playing the card at all unless you spend additional actions. Something like "Otherwise, do it once" is needed, which could be in parentheses.

I like Asper's suggestion of "If you have unused Actions, you may ... -1 Action". It doesn't require any additional rules and it's not too wordy. The only problem is that it doesn't work nicely with every possible clause you have after it, but if you have something like discard a card, it's pretty clean.

How about this?
Quote
Colliery - +1 Card, +1 Action. Do this three times: If you have any unused Actions, you may discard a card, for -1 Action, +$2.

40
Variants and Fan Cards / Re: Dominion: Revolution and other ideas
« on: March 14, 2017, 09:09:17 am »
How does this read:
"Choose one: +3 cards; or +1 buy +$2. You may use a second action on this to replay it."

I think this might be OK, but I would drop the word "second" because it's confusing (or re-word depending on what you want the card to do). Consider the case where you do use a second action to replay it. Then you are faced with the same choice: "You may use a second action on this to replay it". But what does that mean now? Are you not allowed to, because it would be a "third" action? Or are you allowed to? For that particular play of the action card, it's only your "second" action. That's the reason I think something like "You may pay an Action to replay this" would be more clear.

Also keep in mind that as written, this lets you pick +3 Cards each time, if you want. Note that the first play is a Smithy, but each subsequent play is a Hunting Grounds (because you don't have to play another card from your hand for the effect). So this might be too strong, when there are cheap villages.

41
Variants and Fan Cards / Re: Dominion: Revolution and other ideas
« on: March 13, 2017, 08:34:35 pm »
It's not at all clear what "you may use 2 actions on this" means. To me, it reads "you may play this card and have it consume 2 actions instead of 1", with no additional effect.

Do you actually mean "You may use an additional Action to play this card a second time"?

These cards give you an extra optional effect, if you pay Actions. Think of how Butcher lets you pay Coin tokens, and then that gives you an extra benefit. Here, you pay Actions for the extra benefit.

Take Potteries for example (using the version from the first post). When you play it, it's just like Hunting Grounds. Then, you can pay another Action (if you have one) for +1 Buy, +$2.

I find the wording on these cards a bit confusing, especially considering the explanation on how Action tokens work. The card texts themselves should be enough to explain how the card works. The alternating back and forth between 1st action part and 2nd action part seems too complicated. The concept of "using two actions" is certainly ambiguous and should be reworded.

I think the concept could work somehow like this, for example:

Quote
Potteries - $6 Action - +3 Cards, You may pay an Action. If you did, +1 Buy, +$2.

This wording would be consistent with Storyteller, but still might be a little ambiguous on its own because Action is an overloaded word in Dominion (see Diadem). Actually, if you want to be consistent with Diadem, you may want to say "You may pay an unused Action", but I'm not sure that's necessary.

As for Action tokens, you could make them work just like Coin tokens from Guilds. Instead, you would have, during your Action phase, you may spend an Action token, for +1 Action. I think that is what you intended, though I'm not sure. I would think, though, to prevent some rules problems or confusion, you would want to limit when Action tokens can be spent to after completely resolving an Action, or whenever you "may pay an Action".

Unfortunately, by Executive changing Action tokens into Royal Carriage effects, the only reasonable time to be able to spend Action tokens is after completely resolving an Action, which doesn't work nicely with the "may pay an Action"/"use two Actions on this" cards. Honestly, though, Executive is overpowered and probably needs to change anyway. A single Executive and a single Bridge can end the game in just a few turns, as soon as you can get 7 or 8 Action tokens and collide Executive and Bridge.

Some interesting card effects here. Haven't even looked beyond the Action theme yet.

42
If one of the good combo cards is in the kingdom, Capital is going to be important. Now, assuming those cards aren't in the kingdom...

Capital is really good in Tournament games and Colony games. It could be essential on Dominate boards if you'd have trouble hitting $14 otherwise. Also it's crazy with overpay, for a big Masterpiece or possibly Doctor. Basically, whenever spikiness in your money distribution is what you want, Capital is good. If you're paying off at least 3 of the debt every time you play Capital, it's not doing much for you (with a few exceptions, like Storyteller maybe). In that case it's more like a Contraband with a different kind of penalty (-$3 in the future and/or now). You really want to go all in on the debt to get the most out of it. The price points of the key cards on the board will determine whether Capital is great or mediocre.

Also, any time the debt is not much of a drawback, Capital is helped. If on your next turn, you hit $7 and have 2 debt, and were going to buy a $5 anyway, the debt didn't hurt you. Whether you can count on that situation happening is another question. Or if next turn you're going to trash and pass with $2, you can just pay off debt. Works great with Mission, if you have at least some other reason for doing a Mission, since those coins were going to go to waste otherwise. In any case, the strength of Capital is roughly the same as the strength of the concept of "Debt" in the particular kingdom. I think it's underrated somewhat, because Debt is pretty strong.

43
Rules Questions / Re: Quest
« on: January 25, 2017, 11:34:49 pm »
This comes up also with Opulent Castle, which says to discard any number of Victory cards. Here it might matter sometimes, like if you don't want your opponents to know you're discarding Small Castle this turn, so they don't know your chances of being able to play it next turn.

44
Market is a +Buy peddler. That's not that strong, is it?

It's pretty strong. +Buy is useful in a lot of cases, and it's important in almost every engine. When you're building an engine, you'd often get a Market over a lot of other +Buy cards, since it doesn't take up any space in your deck and gives some virtual money to boot. If Peddler is a strong $4 card, I'd say Market is a pretty strong $5 card - not top-tier, but somewhere in the middle of the (rather strong) $5 pack.

So I actually had Market on exactly the rank it got on this list, but there's one thing I don't understand. What makes Market better on average than Seaway? If there is a cantrip that costs $4 or less that you want, which happens often, wouldn't you rather buy a Seaway? In the cases where you want a lot of +Buy, you can get it cheaper this way, since you only have to buy Seaway once, then you can buy (or gain) the cheaper card at its usual price. Of course you may then not get the +$1, but you get whatever the card provides, maybe something you need more, like +Actions or draw. Even if there's not a good target cantrip, if there's any $4 card you want to play every turn (and don't have all the copies of it you want yet), buying Seaway is basically a $1 Market Square that doesn't even cost a Buy (but competes with other $5s). Maybe I way overrated it, I had it around rank 40, but is it really that bad? And its combo with Highway is too good! (That says more about Highway, true, but still.)

45
Though, trashing your Duchy with Ritual gives you an extra point at the cost of a buy, so there is that.

Not just a buy, but $4 and a buy. So it's like a more expensive Great Hall in that case. Same situation occurs when trashing a Province. If you can trash the Curse, then the net effect of Ritual + trashing the Curse is roughly similar to buying an Island and setting aside the Duchy/Province (+2 VP and thin your deck 1 card, in 2 steps). However, Island is better in terms of VP for setting aside Estates, as Ritual+trasher only gives +1 VP.

Trashing a Gold basically costs you $7 and a buy for 5 VP (plus the Gold is trashed). You need some reason to avoid buying Province for this to be worth it, unless you hit exactly $7 this way and don't care about losing the Gold. An engine with Gold gaining could use this to extend the VP supply, if there is no other better source of alt-VP. This is probably the most common good case for Ritual, but it's still not that strong.

If you have useless actions late in the game, Ritualing one of them (such as Moneylender) could be better and cheaper than buying a Duchy.

I rated it quite low, and as the worst Event in Empires, but maybe it does better when you're playing all random. Empires has so much alt-VP available that something on the power level of Great Hall or Island is just not meaningful most of the time. On average though, I still think this will be about as impactful as Great Hall and Island, except without gainers working on it and with the added requirement of having a card you want to trash in your hand. Mostly I'm surprised that it's been rated higher than Island, which is fairly similar but easier to gain and use.

46
Puzzles and Challenges / Re: From nothing to infinity
« on: December 18, 2016, 09:25:00 pm »
Here's my take, totally convoluted, but I think it technically works:

Events: Alms, Bonfire
Kingdom: Villa, Torturer, King's Court, Lurker, Peasant, Watchtower, Lighthouse, Ambassador, Tribute (10th card can be anything)

Opponent has +1 Action token on Torturer (from Teacher) and plays 3 Torturers and a Lighthouse. You discard your entire hand, which was 5 Lurkers.

After drawing 5 cards, your opponent has exactly 2 cards in his deck: A Copper and an Estate.
(Their hand is 3 Torturers, Lighthouse, Ambassador. Teacher is on their Tavern mat.)

You have your +1 Card token on Villa, your +1 Coin token on Lurker, and +1 Buy token on King's Court. Teacher is on the Tavern mat.

The trash contains these cards: King's Court x5, Tribute x2, Watchtower, Ambassador, Villa, Lurker x5
Your deck contains these cards in this order (starting with the top): Watchtower, Villa, King's Court x5, Tribute x2, Watchtower, Ambassador, Villa, Lurker x5 (the Lurkers start in your discard pile).

There are 2 empty supply piles (King's Court and Lurker) so the game hasn't ended. There are 7 Villas in the Supply.

Start of 1st Buy phase:
Alms for Villa.

Return to Action phase:
Play Villa (Draw Watchtower)
You now have 3 Actions, 1 Coin, 1 Buy.

loop:
Watchtower (Draw Villa, King's Court x5; -1 action)

King's Court (-1 action, +1 buy)
-King's Court (+3 buys)
--King's Court (+3 buys)
---King's Court (+3 buys)
----King's Court (+3 buys)
-----Villa (draw Tribute x2, Watchtower; +6 actions, +3 coins, +3 buys)
-----Tribute (draw Ambassador, Villa, Lurker x4; +6 coins) [because opponent reveals Estate and Copper every time]
-----Tribute (draw Lurker; +6 coins)
----Lurker (gain Lurker x3; reveal Watchtower to topdeck; +4 actions, +3 coins)
----Lurker (gain Lurker x2, Villa; topdeck; +3 actions, +3 coins)
---Lurker (gain Ambassador, Watchtower, Tribute; topdeck; +3 actions, +3 coins)
---Lurker (gain Tribute, King's Court x2; topdeck; +3 actions, +3 coins)
--Lurker (gain King's Court x3; topdeck; +3 actions, +3 coins)
--Ambassador (return Villa to Supply, opponent doesn't gain it because of Lighthouse)

hand at this point: Watchtower

buy Bonfire (-3 coins; -1 buy), trash King's Court, trash King's Court
buy Bonfire (-3 coins; -1 buy), trash King's Court, trash King's Court
buy Bonfire (-3 coins; -1 buy), trash King's Court, trash Villa
buy Bonfire (-3 coins; -1 buy), trash Tribute, trash Tribute
buy Bonfire (-3 coins; -1 buy), trash Lurker, trash Lurker
buy Bonfire (-3 coins; -1 buy), trash Lurker, trash Lurker
buy Bonfire (-3 coins; -1 buy), trash Lurker, trash Watchtower
buy Bonfire (-3 coins; -1 buy), trash Ambassador
buy Villa (+1 action; -4 coins; -1 buy), topdeck it with Watchtower for no real reason but to keep the loop the same every time

ending hand: Watchtower
ending deck: Villa, King's Court x5, Tribute x2, Watchtower, Ambassador, Villa, Lurker x5  [i.e. same as deck at the start of the loop]
ending trash: King's Court x5, Tribute x2, Watchtower, Ambassador, Villa, Lurker x5  [i.e. same as trash at the start of the loop]

Each time you get +23 actions, +16 buys, +30 coins
But you have to spend 2 actions, 9 buys and 28 coins.

end net result of the loop: +21 actions, +7 buys, +2 coins

repeat loop

47
2016 DominionStrategy Championships / Re: Round 2 Matchups & Results
« on: October 10, 2016, 09:45:56 pm »
Not that it really matters, but I believe it was 4-1, no?

48
2016 DominionStrategy Championships / Re: Round 1 Matchups & Results
« on: October 05, 2016, 08:47:42 pm »
Shvegait 4-1 Graeme808

49
2016 DominionStrategy Championships / Re: Signups 2016 f.ds Championship
« on: September 29, 2016, 10:03:49 pm »
/in

Pages: 1 [2]

Page created in 0.057 seconds with 18 queries.