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Author Topic: The 5/2 rule  (Read 10492 times)

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senneth

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The 5/2 rule
« on: November 22, 2017, 02:14:42 am »
+8

If you start with 2 coin your next hand has 5 coin. If you start with 5 coin your next hand has two coin. Seems consistent.
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Jimmmmm

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Re: The 5/2 rule
« Reply #1 on: November 22, 2017, 02:16:19 am »
+4

What happens if you start with 6 coin?
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pacovf

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Re: The 5/2 rule
« Reply #2 on: November 22, 2017, 02:25:12 am »
+4

Wait, that can’t be true.

*tries it out*

Well shit!
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Re: The 5/2 rule
« Reply #3 on: November 22, 2017, 02:29:22 am »
+21

Here are some more rules: if you start with 2 coin, Ambassador is on the board. If your opponent starts with 2 coin, Mountebank is on the board.
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GendoIkari

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Re: The 5/2 rule
« Reply #4 on: November 22, 2017, 10:19:16 am »
+3

Welcome to the site!

Um, so first off, did you mean to post this in "Feedback"? That's where people go to talk about F.DS itself.

Second, while the rule is often true, and was always true through the first several expansions, it is no longer a necessarily true. Nomad Camp, Ghost Town, Noble Brigand, Lost City, and many others now can change that.
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Re: The 5/2 rule
« Reply #5 on: November 22, 2017, 10:28:37 am »
+1

If you start with 2 coin your next hand has 5 coin. If you start with 5 coin your next hand has two coin. Seems consistent.

I’m not sure if you’re joking, but in case you aren’t and that this only just occurred to you:

Your deck is 10 cards, 7 Copper 3 Estate, and it is shuffled before the game begins. Since (in normal circumstances) it is not shuffled between turns 1 and 2, the next 5 cards you see are guaranteed to be the 5 cards you didn’t see on Turn 1. Thus as soon as you see your Turn 1 hand, you know what your first two hands will be, unless you buy something that instantly changes that (eg buying a card gained to the top of your deck, using Borrow which lowers the number of cards drawn next turn, etc).

I don’t mean to put too fine a point on it, but this principle is basically as fundamental and obvious as object permanence. If this didn’t immediately make sense to you when learning the rules of the game, you have a ways to go before you can really grasp high level Dominion play. Being aware of what the contents of your deck are is an extremely important skill.
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Re: The 5/2 rule
« Reply #6 on: November 22, 2017, 10:33:49 am »
+7

If you start with 2 coin your next hand has 5 coin. If you start with 5 coin your next hand has two coin. Seems consistent.

My take is that this is true whenever it is true, and false whenever it is false.
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GendoIkari

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Re: The 5/2 rule
« Reply #7 on: November 22, 2017, 10:48:20 am »
+3

If you start with 2 coin your next hand has 5 coin. If you start with 5 coin your next hand has two coin. Seems consistent.

My take is that this is true whenever it is true, and false whenever it is false.

It's true at least 80-83% of the time.
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Re: The 5/2 rule
« Reply #8 on: November 22, 2017, 01:25:51 pm »
+1

If you start with 2 coin your next hand has 5 coin. If you start with 5 coin your next hand has two coin. Seems consistent.

My take is that this is true whenever it is true, and false whenever it is false.

It's true at least 80-83% of the time.

56% of all statistics are made up.
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Re: The 5/2 rule
« Reply #9 on: November 22, 2017, 01:52:54 pm »
+5

If you start with 2 coin your next hand has 5 coin. If you start with 5 coin your next hand has two coin. Seems consistent.

My take is that this is true whenever it is true, and false whenever it is false.

It's true at least 80-83% of the time.

56% of all statistics are made up.

And 67.4% of them have a decimal point added to seem more accurate.
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GendoIkari

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Re: The 5/2 rule
« Reply #10 on: November 22, 2017, 03:33:58 pm »
+1

This really makes me want to make a list of cards that cause this to not be true. I'm almost sure it was always true before Hinterlands. Trying for off the top of my head; so I know I'll be missing plenty:

Nomad Camp
Noble Brigand
Lost City
Borrow
Baker
Mandarin
Inn
Ghost Town
Guardian
Save
Alms (sort of... you do have , but you can get a )
Doctor
Messenger
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Re: The 5/2 rule
« Reply #11 on: November 22, 2017, 03:35:48 pm »
+1

+
Den of Sin
Travelling Fair
Night Watchman
EDIT: Blessed Village (via boons), Cursed Gold, Fool (via boons)
« Last Edit: November 22, 2017, 04:32:24 pm by LibraryAdventurer »
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Re: The 5/2 rule
« Reply #12 on: November 22, 2017, 03:41:19 pm »
0

Blessed Village
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Re: The 5/2 rule
« Reply #13 on: November 22, 2017, 03:46:39 pm »
0

Scouting Party, Expedition are the ones I think that are missed from before Nocturne. Cursed Village certainly can fuck it up too.
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Re: The 5/2 rule
« Reply #14 on: November 22, 2017, 03:49:29 pm »
0

+
Den of Sin
Travelling Fair
Night Watchman
EDIT: Blessed Village (via boons), Cursed Gold, Fool (via boons)

How does Fool work? Normally there's no way to play it until turn 3.

Summon
Villa
Advance+Shelters
Goat+Shelters
« Last Edit: November 22, 2017, 03:50:35 pm by singletee »
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Re: The 5/2 rule
« Reply #15 on: November 22, 2017, 03:53:26 pm »
+5

Remember that Platinum/Platinum was a popular opening on isotropic for a few hours.
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Re: The 5/2 rule
« Reply #16 on: November 22, 2017, 04:19:35 pm »
0

I don't blame myself for missing a bunch of Nocturne, but I really should have gotten Travelling Fair, Summon, Villa, and Expedition!
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Re: The 5/2 rule
« Reply #17 on: November 22, 2017, 04:31:46 pm »
0

+
Den of Sin
Travelling Fair
Night Watchman
EDIT: Blessed Village (via boons), Cursed Gold, Fool (via boons)

How does Fool work? Normally there's no way to play it until turn 3.
Oops. I was thinking you get the boons on-gain for some reason.

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Re: The 5/2 rule
« Reply #18 on: November 22, 2017, 08:42:13 pm »
0

Ferry.  Plan.
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Re: The 5/2 rule
« Reply #19 on: November 22, 2017, 09:46:31 pm »
0

Ferry.  Plan.

Ferry works in the way that Alms works, by having a similar effect without technically working. Plan doesn't work at all? Unless you just mean that it lets you do something different/new on the first 2 turns.. but it doesn't change what you can afford on turn 2.
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senneth

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Re: The 5/2 rule
« Reply #20 on: November 23, 2017, 12:11:51 am »
+1

Certainly there are cards which change it, or which you can buy -- but it remains true that most of the time that happens, regardless of which deck I have up. I just posted it because it's funny, and sometimes a pain in the arse. =D I did mean to post it here, but forgive me if it was the wrong spot.
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Re: The 5/2 rule
« Reply #21 on: November 23, 2017, 02:07:07 am »
0

Ferry.  Plan.

Ferry works in the way that Alms works, by having a similar effect without technically working. Plan doesn't work at all? Unless you just mean that it lets you do something different/new on the first 2 turns.. but it doesn't change what you can afford on turn 2.
Hand on T1 is 3 Copper, Pouch, Overgrown Estate. Buy Plan on Poor House, then Poor House and trash Overgrown Estate. I don't see a way to make it work on 5/2 without any of the other cards though.
« Last Edit: November 23, 2017, 02:12:14 am by faust »
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Re: The 5/2 rule
« Reply #22 on: November 23, 2017, 07:31:58 am »
0

Ferry.  Plan.

Ferry works in the way that Alms works, by having a similar effect without technically working. Plan doesn't work at all? Unless you just mean that it lets you do something different/new on the first 2 turns.. but it doesn't change what you can afford on turn 2.

Ferry lets you open 0/6 or 0/5.  Plan (and Bonfire, actually) don't change split values, but do change deck compositions after the first shuffle.
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Re: The 5/2 rule
« Reply #23 on: November 23, 2017, 09:39:54 am »
+3

Ferry.  Plan.

Ferry works in the way that Alms works, by having a similar effect without technically working. Plan doesn't work at all? Unless you just mean that it lets you do something different/new on the first 2 turns.. but it doesn't change what you can afford on turn 2.

Ferry lets you open 0/6 or 0/5.  Plan (and Bonfire, actually) don't change split values, but do change deck compositions after the first shuffle.

If you open Ferry/Altar, you still had $3 in the first hand and $4 in the second hand.
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Re: The 5/2 rule
« Reply #24 on: November 23, 2017, 04:09:25 pm »
0

Yeah if we extend the question to be anything that change what you can do before shuffling; it’s a lot more; including lots of events and landmarks. I think alter and ferry are worth mentioning because they give you more than $2 buying power after having $5, but they still don’t fit in a literal sense.
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