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Messages - Neirai the Forgiven

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51
Variants and Fan Cards / [Release] Dominion: Antiquities!
« on: November 15, 2018, 02:46:32 pm »

Presenting the final version of Dominion: Antiquities -- a 27-Kingdom, 284 card fan expansion!!

Antiquities is the culmination of two years of testing and design, and features art from /u/janboruta!

Here's a google drive containing: 1) the Rulebook, 2) a simple Randomizer that I built, and 3) large image files for each of the cards.


You can also view the cards in their Imgur Library.

Quick note on the Randomizer:

There's three sets of three versions of the Randomizer.

1. A set of executables; These don't require Python, but you need to run them in a command prompt or Powershell. They spit out a list of cards to play in a Kingdom.
2. A set of .py scripts. If you have Python, you can run these in a command prompt. You can also modify them to add your own cards, remove expansions you don't have, add Promos, or change the logic altogether. The source is yours, do what you want!
3. A set of .txt files. Don't feel comfortable downloading .exe or .py files from some random guy on the internet? I get it. People tell me that .txt files are a lot safer to look at.

Each Randomizer set comes in three flavors:

1. AntiquitiesNoRen: Haven't got Renaissance yet? Me neither :( This will choose from all sets (no Promos) and Antiquities.
2. AntiquitiesWithRen: You're luckier than me and have Renaissance! This will choose from all published sets (no Promos) and Antiquities.
3. AntiquitiesConManMethod: This is the same as AntiquitiesWithRen but uses a version of f.ds user ConMan's method to randomize the inclusion of Colonies, Platinums, Shelters, and Boulder Traps.

The Randomizers are pretty basic. You have the source, so feel free to edit them to add features! I'll probably start a thread here dedicated to explaining how it works if anyone is interested.

Coming soon -- Antiquities on Tabletop Simulator!

What's next for Antiquities? I've printed a set of physical cards and should have them next week. Once I have them, or the TTS version is ready, I'll do a livestream or two showing them off.

52
I thought about some options a while ago. I would like to see more options for having Colonies and Shelters in games, and I kind of like my third option the best - after drawing your kingdom, flip one card from the kingdom and one from the unused randomisers and if either is from Prosperity then you add Colonies; then do the same to check for Shelters.

TL;DR: Neirai, who admits to not being able to do probability maths, challenges Method 1 on the basis of the number of total possible Kingdom cards, runs the numbers, and finds that he's more or less wrong although he is hoping for a method that gives approximately 2x higher chances of inclusion.

So there's a problem with this method... and I'm going to try to math it out for you.
Disclaimer: Probability math is one of the few maths I can't seem to get my head around. I'm using online calculators to try do the probabilities but while I'm confident enough to say that my errors aren't going to be so huge that you throw out my argument altogether but.. there's going to be some math errors. Probably take everything I say at +or- 10%.

Okay, so right now in the game there's 25 Prosperity Kingdom cards and 314 Kingdom card options (including Prosperity and Renaissance and just in case I'm confusing, this does not include any fan cards at all)
This gives a chance of drawing a single Prosperity randomizer from a stack of all of them of 7.92%
The chances of getting at least 1 Prosperity card in a 10-card Kingdom is slightly less than 37.7%. I say slightly less because you're actually lowering the chance of a subsequent card by 0.03% every time you add a Prosperity card to the Kingdom (removing it from the pool) and increasing it by approximately the same amount because you're also now dealing with a pool that's one card smaller, and you increase it by about 0.03% whenever you put a non-Prosperity card into the pool because those randomizers are gone and this is why this makes my head hurt.

If you use the standard Dominion rule for colonies, you have basically a 10% chance per Prosperity card, so lets say that the chance of doing it with the base set is 3.77% -- 10% of the slightly incorrect number that I said was the chances of getting a set with at least one Prosperity card in it. Which is disgustingly small btw.

Using your method 1, if I'm understanding it correctly, you would be adding an additional step of looking at one of the remaining 304 kingdoms to check if it was a Prosperity card. If you find one, you have a 100% chance of adding Colonies. Let's say for the sake of argument that there's 1 Prosperity card in our kingdom, and 24 left in the randomizers. This gives us an 7.89% chance of getting another Prosperity card. Mashing the two events together in an online calculator, I get... 11.4% chance of either happening.

Now, actually, I started this by saying there's a problem with this. There isn't really: It gives you an 11.4% chance of either happening in the scenario laid out before. If you had 2 Kingdom cards from Prosperity you get a 14.4% chance. If you pulled 0 Kingdom cards you get and 8.22% chance of getting Colonies anyhow.

I tend to write as I think, and not go back, so I said "there's a problem" but there really isn't. If I implement this, I might do a second pull from both pools to inflate the numbers (you get a 15.2% with 0 kingdoms, etc, I'll have to try it out (running out of time aaaaaaaaa)).

It's definitely a nicer method if you're using physical cards, though.

53
I like this idea, but not as much as I like things to be simple.  When this question came up for my group shortly after Empires was released, we decided to go with the simplest of solutions.  We asked ourselves how often we wanted to see those cards and set a flat percentage chance accordingly.  The number we settled on was 20% for both C/P and Shelters (determined separately, or course) and it's worked out nicely for us.

I'm responding to pretty much every post, but quoted this one because it makes a lot of sense.

If I wasn't writing a python script to crunch this all, I'd have done precisely this. In retrospect as well, from a programming perspective I could/should have just put in a 33% chance and left it like that.

This does of course bring up debates about what cards are Prosperity-like and which ones are Dark Ages-like (and which ones are Antiquities-like) and I made calls and made a set of lists. The script will be open source and you can change it as you like.

The benefit of how I did it is that when you have Colonies you're also going to see cards that boost economies. With Shelters, you'll see trash for benefits and live-with-junk cards. With Boulder Traps, you get non-thinning trashers and discard for benefit and discard pile manipulation.

54
Clickbait title, putting one of my own cards in it, displays my ego...

Anyhow,

I've been working on a randomizer script for Dominion to support my Antiquities set (which officially launches tomorrow!!)

During this I noticed that I was running into a problem with Colonies + Platinums, and Shelters, which is: if you use the stock rules of Prosperity, the chances of the card ever showing up in the game become smaller and smaller the more sets you're rolling with. This is because the formula for including these cards goes something like (Number of Prosperity cards in your Kingdom / 10).

Back when you only owned Dominion, Intrigue, and Prosperity, well, Prosperity was one third of the set and so the inclusion was rather common. Nowadays, if you're like me and you own all of the sets (save Renaissance, Christmas don't be late) and you've created your own 27-card set, the chances are.... I'm not doing the math but the chances of getting Colonies and Platinums according to the written rules are actually significantly less than that of getting any one card in the set.

So, here's what I did.

1) I created an expanded list of "Prosperity-like" cards, which was a list of all Prosperity cards and all other cards that adhered to what Donald X said was the "themes" of Prosperity. Things like alt Treasures (but only ones that provided ways to get richer -- alt attacks for instance were out), VP tokens, non-attack interactions that were beneficial for all players, and cards that interacted with Treasures in a positive way. I did the same thing with Dark Ages, and with Antiquities.

2) That still wasn't good enough so I'm looking at three random Kingdom cards to determine if they are matches; i.e., if any of the three are "Prosperity-like" cards, then Colony and Platinum are in.

Seems to work quite well! I thought you might like to know the thoughts.

55
Variants and Fan Cards / Re: Obligatory Communism Project
« on: November 08, 2018, 10:09:52 am »
You're right about the Cows!

Now I'm curious as to whether VioletCLM's renderer supports heirloom text on sideways card-shaped objects.

It


does.



Of course, I'm not sure that "claimed" is actual Project lingo. "Built"?

56
Variants and Fan Cards / Re: Obligatory Communism Project
« on: November 07, 2018, 03:10:49 pm »
Now that you're making me read it again, I realize that it's totally broken as written because it targets all cards, including Treasures... most Treasures don't have "+ $" parts. So this would make all treasures be worth an additional +$1.

57
Variants and Fan Cards / Re: Obligatory Communism Project
« on: November 07, 2018, 02:55:27 pm »
I realize this is partly a joke

No, you're confused. It's entirely a joke.

:)

Although you probably could play with it, depending on the kingdom... It would pretty much only be used for its ability to make the Village Idiot "Strategy" actually pretty good; buy Labs and Villages and win the game. Obviously if you were going to play with Communism you would buy all of the Villages and ignore the Wine Merchants; that sounds clever like I spent time on the card but I literally spent more time googling Putin images than I did planning the card.

The cost is $5 because Capitalism is $5.

58
Variants and Fan Cards / Obligatory Communism Project
« on: November 07, 2018, 12:49:56 pm »


I'll just leave this here.

59
Variants and Fan Cards / Re: (Art Reveals within!) Dominion: Antiquities
« on: November 06, 2018, 11:50:27 am »
Renaissance is here, and with it, Capitalism!

Capitalism doesn't have a HUGE effect on Antiquities, except .... Dig.

Every action with a +$ component is now an Action and a non-Copper Treasure, which is worth 3VP to Dig.

Wow.

It's not "broken" but it's very strong.

60
Variants and Fan Cards / Re: Reaction cards
« on: November 05, 2018, 12:57:28 pm »

61
Variants and Fan Cards / Re: (Art Reveals within!) Dominion: Antiquities
« on: November 03, 2018, 10:09:17 pm »
Here's a link to the rulebook.

At some point I'll make a new thread that's, you know, more officially launched looking.
Very good and official looking. Can you still make changes, or is this completely final? I just think it might look better with a background, even if it's just a simple blue instead of the weird design official ones have.

I don't know that I have any control over the background, unfortunately.

62
Variants and Fan Cards / Re: (Art Reveals within!) Dominion: Antiquities
« on: November 03, 2018, 12:09:09 am »
Here's a link to the rulebook.

At some point I'll make a new thread that's, you know, more officially launched looking.

63
Variants and Fan Cards / Re: (Art Reveals within!) Dominion: Antiquities
« on: November 03, 2018, 12:06:39 am »
So are all the cards at the page linked to in the first post the final versions of the cards (now that all the card names for Dominion: Renaissance have been revealed)?

Yes, they are. Slightly awkward Stoneworks language and all.

64
Variants and Fan Cards / Re: (Art Reveals within!) Dominion: Antiquities
« on: October 30, 2018, 11:16:11 pm »
I've placed an order for physicals!

I made a last-minute (a dangerous idea, I know) revision to Snake Charmer:

Quote
Snake Charmer - Action-Attack - $4
+1 Action
If you've trashed a card this turn, $4. Otherwise, +$1 and you may trash a card from your hand.
Each other player may trash a card from their hand. If they didn't trash an Action or Victory card, they gain a Curse to the bottom of their deck.

This eliminates the powerful splitter + Priest + Snake Charmer = $8 combo.

65
Nocturne's release here in Canada was so uhhh fluid? that I was calling every BGS in the city at least once a day in order to get a copy. I left work early in order to get it from the first store that had one.

This year my stakes are higher because I'm hoping to release my fan expansion in time to get a few physicals for some friends as Christmas presents.... so I need to know how many cards are broken asap!

Plus, I need to give Donald more money, because that's what I do :)

66
I'm starting to be a pain in the neck to my LBGS.

67
Variants and Fan Cards / Re: Snowline fan-based expansion.
« on: October 26, 2018, 11:39:44 pm »


This was designed by a friend. So if you don’t like and it needs to be changed cause it’s too powerful or something. Just please ignore it. It’s not my place to change it. I’m only allowed to fix grammar like errors.

"Discard an Estate and a Copper for +2 Cards, + $2. If you can't, gain a Copper." is more like Renaissance wording.
Oh yes, also: the Action text goes above the Victory text.

Okay, a review, too: Powerwise, the victory part is probably good. $5 normally gets you 3VP, so only getting 2VP normally, 4VP if you have 6-8 Estates in your deck, probably okay. 6VP if you have 9 Estates is pretty powerful, but then your opponents are letting you buy up a lot of Estates in a game where Snowman is a Kingdom, what were they thinking?

The value added by the Action is maybe harder to tell, however, +1 Buy gain a Copper is baaaaaaaaad, +1 Buy +2 Card +$2 is pretty good (around $5 itself) but not consistent. I think it's probably okay, maybe it should be $6.

68
Variants and Fan Cards / Re: New fan based alchemy cards.
« on: October 26, 2018, 11:33:38 pm »
Hmm, I'm somewhat intrigued by the idea of a Remodeler that takes an extra turn to remodel.

69
Variants and Fan Cards / Re: Random card idea: Monopolize
« on: October 25, 2018, 04:31:12 pm »
Quote
Gain a card costing up to $5. Set it aside face up on this.

At the start of your next turn, discard the site-aside card. If another player played a copy of the card you set aside while this was in play, +2.

I don't know if I like it... the thing is, it feels like an attack, because your opponents have to choose between not playing that card, or getting negative VP when they do. It almost works like Enchantress; changing the effects of the first time they play a particular card.

You're right on both counts; your version is better, and yes, this is basically an attack. It should really be an attack so that players can block it, although that might make the wording need to be different.

70
Variants and Fan Cards / Re: Reaction cards
« on: October 25, 2018, 03:56:49 pm »
I've tried to do this a few (>7) times in Antiquities, always to redesign it into something else because it's just too edge-casey. Don't let that stop you, though.

My issue is that it then because either 1) a reaction to attack cards but only a few of them, if it only triggers when someone else tells you to reveal a card.
2) a reaction that triggers on your own turn, which is sort of a "choose one" thing.

The real issue, though, is that if you make it "explicitly when you reveal a card" then it doesn't trigger on "Look at" which is a problem, because now you either have to say "trigger on reveal or look at" but then the player has to reveal it to trigger it? Messy.

71
Variants and Fan Cards / Re: Random card idea: Monopolize
« on: October 25, 2018, 03:42:16 pm »
So, rightfully:

Quote
Monopolize - Action-Duration - $6
Gain a card costing up to $5. Set it aside face up on this.
Discard this at the start of your next turn, and if another player played a copy of the card you set aside while this was in play, +2 VP.

72
Variants and Fan Cards / Re: Random card idea: Monopolize
« on: October 25, 2018, 03:40:14 pm »
Is the card supposed to remain set aside until Kingdom come, making this basically only useful with Duchies that don't clog your deck, or is it meant to be discarded at the start/end of the next turn?

It should be discarded at the end of the next turn's Clean-up, as it's stopped doing anything then.

73
Variants and Fan Cards / Re: Random card idea: Monopolize
« on: October 25, 2018, 03:39:42 pm »
You could just put them all into the same thread, as the beginnings of another expansion  :P :).

Oh God no.
If I'm going to put this much work into another expansion I hope it's an expansion for something original that I can sell for profit... :)

74
Variants and Fan Cards / Re: Random card idea: Monopolize
« on: October 25, 2018, 03:30:36 pm »
Did you notice though that this thread is Random card idea: Monopolize and your Serfdom thread is Serfdom: Random card idea  :)?

Yes; I did it this time because I might have a few more of them; when I did Serfdom I thought it would be the only one.

75
Variants and Fan Cards / Re: Heir new design help
« on: October 25, 2018, 12:18:53 pm »
You could stabilize the result by saying "Otherwise, at the start of your next turn, +2 Coffers if any player has less Durations in play that you do."
..Changing the number of Coffers to fit what you feel is a good balance at your cost.

Another comment, are you aware/planning that the card will be discarded on the same turn it is played if it's the first Heir you play? It will have no further effects if it doesn't invoke its Otherwise clause, and therefore gets cleaned up right away. I think this is fine (even beneficial to the design!) But wanted to point it out.

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