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Messages - mith

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101
Puzzles and Challenges / Re: Turn 1 Win (No Mission/Outpost/Possession)
« on: October 25, 2017, 06:20:55 pm »
This is as close as I can get without Seaway and Bonfire at the moment:


Kingdom:
b = Border Village
f = Fortress
v = Villa
d = Doctor
l = Library
x = Death Cart
c = Cultist
Baker
Pooka
?

R = Ruin

Events:
Borrow
Travelling Fair
Advance
Alms

Starting Cards:
C = Copper
g = Cursed Gold
n = Necropolis
h = Hovel
e = Overgrown Estate




Hand: gCCCn
Deck: [CCChe]
Spend: Coin Token (from Baker)
Buy: Borrow, Travelling Fair, Advance (n -> bf), Alms (v)

9 Villas left, 9 Border Villages left

Hand: gCCCv
Deck: fb[CCChe]
Play: v
Play: CCCg (Curse to discard)
Buy: Travelling Fair, Doctor (overpay $1, trash f to hand), Advance (f -> bv)
$1 left

8 Villas left, 8 Border Villages left

Hand: fv
Deck: bb[CCChe]
Play: v
Buy: Advance (f -> bc), Advance (f -> bv)
$0 left

7 Villas left, 6 Border Villages left

Hand: fv
Deck: cbbbb[CCChe]
Play: v
Buy: Advance (f -> v)
$1 left

6 Villas left, 6 Border Villages left

Hand: fv
Deck: cbbbb[CCChe]
Play: v
Buy: Advance (f -> v)
$2 left

5 Villas left, 6 Border Villages left

Hand: fv
Deck: cbbbb[CCChe]
Play: v
Buy: Advance (f -> v)
$3 left

4 Villas left, 6 Border Villages left

Hand: fv
Deck: cbbbb[CCChe]
Play: v
Buy: Advance (f -> v)
$4 left

3 Villas left, 6 Border Villages left

Hand: fv
Deck: cbbbb[CCChe]
Play: v
Buy: Advance (f -> v)
$5 left

2 Villas left, 6 Border Villages left

Hand: fv
Deck: cbbbb[CCChe]
Play: v
Buy: Travelling Fair, Doctor (overpay $1, trash Cultist, draw -1 Card bb), Advance (f -> bv)
$0 left

1 Villa left, 5 Border Villages left

Hand: fvbb


But we don't have the Library or the Death Cart payload to make it work from here. I haven't seen a way to get the Library in hand faster, but that doesn't mean it's impossible.

I'm fairly certain the other four Events are necessary; at least until we find out there is an Heirloom that is an Action, or some other shenanigans as yet to be revealed.

102
Puzzles and Challenges / Turn 1 Win (No Mission/Outpost/Possession)
« on: October 25, 2017, 05:19:15 pm »
Kingdom:
b = Border Village
f = Fortress
v = Villa
d = Doctor
l = Library
x = Death Cart
Baker
Pooka
?
?

R = Ruin

Events:
Borrow
Travelling Fair
Advance
Alms
Seaway
Bonfire

Starting Cards:
C = Copper
g = Cursed Gold
n = Necropolis
h = Hovel
e = Overgrown Estate



Hand: gCCCn
Deck: [CCChe]
Spend: Coin Token (from Baker)
Buy: Borrow, Travelling Fair, Advance (n -> bf), Alms (v)

9 Villas left, 9 Border Villages left

Hand: gCCCv
Deck: fb[CCChe]
Play: v
Play: CCCg (Curse to discard)
Buy: Travelling Fair, Doctor (overpay $1, trash f to hand), Advance (f -> bv)
$1 left

8 Villas left, 8 Border Villages left

Hand: fv
Deck: bb[CCChe]
Play: v
Buy: Advance (f -> bv)
$2 left

7 Villas left, 7 Border Villages left

Hand: fv
Deck: bbb[CCChe]
Play: v
Buy: Advance (f -> bv)
$3 left

6 Villas left, 6 Border Villages left

Hand: fv
Deck: bbbb[CCChe]
Play: v
Buy: Advance (f -> bv)
$4 left

5 Villas left, 5 Border Villages left

Hand: fv
Deck: bbbbb[CCChe]
Play: v
Buy: Seaway (v)
$0 left

4 Villas left, 5 Border Villages left

Hand: fv
Deck: bbbbb[CCChe]
Play: v
Buy: Advance (f -> bx, RR to discard), Advance (f -> bv)
$1 left

3 Villas left, 3 Border Villages left, 8 Ruins left

Hand: fv
Deck: bxbbbbbb[CCChe]
Play: v
Buy: Advance (f -> bl), Advance (f -> v)
$2 left

2 Villas left, 2 Border Villages left, 8 Ruins left

Hand: fv
Deck: lbbxbbbbbb[CCChe]
Play: f (-1 Card), v
Buy: Bonfire (fC), Advance (f -> v)
$0 left

1 Villa left, 2 Border Villages left, 8 Ruins left

Hand: fv
Deck: lbbxbbbbbb[CCChe]
Play: f, v, l
Hand: bbxbbbb
Deck: bb[CCChe]
Play: x (trash x)
Buy: Travelling Fair, Bonfire (fC), Advance (f -> bx, RR to discard), Advance (f -> v)

0 Villas left, 1 Border Village left, 6 Ruins left

Hand: fvbbbbbb
Deck: xbbb[CCChe]
Play: b, x (trash x), v
Buy: Travelling Fair, Travelling Fair, Advance (f -> x, RR to discard), Advance (f -> x, RR to discard), Advance (f -> x, RR to discard), Advance (f -> a + Duchy)

Villa, Border Village, Ruins empty
Final score: 2-0 (obviously could be much higher)



I am also now 95% confident that we can also pull of the Empty the Supply in 1 Turn starting from the position after the second Fortress play. Working out a few details still, but I'll note the following improvements that can already be made:

There are two empty slots in the kingdom, but we can actually make that five - Death Cart is not needed for setup (and can be any action we choose to have with our Library and Border Villages), and by including Black Market, we can stick Baker, Pooka, and Young Witch in the BM deck and are now using 6 of 11 slots.

103
I would say this is done for now. We completed the original (2014) contest, along with a few extras (one Adventures kingdom card, one Base, a couple Events, and a Landmark). Maybe next year sometime I'll consider revisiting for the newer expansions. (Or maybe someone else will take over.)

104
Dominion: Nocturne Previews / Re: Is there any update on Nocturne?
« on: October 18, 2017, 05:40:36 pm »
I am looking forward to next year's Dominion expansion, which consists entirely of a 200 page guide to Dominion terminology and no card-shaped things whatsoever.

105
Results:

Vandal (LibraryAdventurer) - 61
Barbarian (RobertJ) - 46
Counterpart (NoMoreFun) - 36
Sutler (King Leon) - 36
Arsonist (LostPhoenix) - 23
Renovate (Robz888) - 21
Iron Maiden (Asper) - 7

106
Puzzles and Challenges / Re: Design the board with the largest P1 advantage
« on: December 09, 2016, 06:41:46 pm »
Not 100% win though; Silver leader could have worse draws (SSSFF only buys Duchy) while the other player's Feodum's spread out.

108
Puzzles and Challenges / Re: Design the board with the largest P1 advantage
« on: December 07, 2016, 05:27:13 pm »
I think using Raid instead of Masterpiece is better in most cases, too - best case is SSSSS which is 7 Silver with Masterpiece and 7 Silver with Delve+Delve+Raid (plus the -1 Card effect). If both players are buying Raid every turn, both max out at $9 for Borrow+Delve+Delve+Raid (so 6 Silvers per turn); might as well Borrow as long as the Raids are happening.

5/2 might look like:

T1: Delve+Delve+Delve+Donate (keep two Coppers)
T2: $8 - Pay debt
T3: $8 - Borrow+Delve+Delve+Raid (and you have a deck of 9 Silver, 2 Copper; so you'll only get 5 Silvers per turn sometimes from this point)

That seems awfully strong, I don't see an obvious way to prevent P2 having an advantage if he gets 5/2 and P1 doesn't.

109
Puzzles and Challenges / Re: Design the board with the largest P1 advantage
« on: December 06, 2016, 04:03:47 pm »
I believe there is a way to turn the turn 1 solution into a turn 2 solution by adding Death Cart and removing Shelters. Death Cart gets around the possibility of opponent buying a Villa on turn 1 (only need 5 buys to empty the Ruins, instead of 10 for Patrician/Emporium; the remaining buys can gain Border Village/Duchy for points), and also gives you a way to be sure your turn 2 hand gets to 5.

With 2 or 3 on turn 1, just buy Travelling Fair + Ruin - this sets up turn 2 to have at least the Ruin and 3 Coppers, and then the turn 1 solution follows.
With 4 or 5 on turn 1, buy Borrow + Travelling Fair + Death Cart (use Baker token if needed) - this gives you a Ruin in hand and $5 from Death Cart (trashes itself or the other Ruin, either way), so you don't need the Baker token.

Unless I'm missing something, this is 100% for player 1, though of course we are still well over the Event limit.

110
Puzzles and Challenges / Re: Design the board with the largest P1 advantage
« on: December 02, 2016, 12:42:18 pm »
I had started to write something about this earlier, and then forgot I didn't post it, so it does look like I pulled that number out of nowhere.

In the turn 1 kingdom, I'm pretty sure the first player can always win on turn 2 if neither player wins on turn 1; the setup of the Mission turn is simply a topdecked Fortress, which can be done for $2 with Travelling Fair + Alms (so, always). The one potential hangup I see is that the second player gain multiple Villas somehow and keep you from having enough Buys, but on the other hand turn 2 has the advantage of being able to buy cards normally, so you can likely get around that somehow.

So the probability of winning is 5/12 + 7/12*7/12 (win first turn + don't win first turn and neither does P2) = 109/144 > 75%. (And then divide by 11/12, 109/132 is about 82.6%.)

The 83% is still too high though; I didn't account for the 1/12 case of P2 having a 5/2 and splitting the Squires evenly. P2 might have a slight advantage here (except in the case where P1 also got a 5/2), but it's certainly not a lost cause for P1. So, somewhere between 78% (if 5/2 is 50-50) and 83% (if it were always a P2 win), but closer to the lower end of that.

111
Puzzles and Challenges / Re: Design the board with the largest P1 advantage
« on: December 01, 2016, 12:17:29 pm »
I get 5 Squires after two turns with a 5/2:

Turn 1: Travelling Fair, Ferry, Squire (top deck)
Turn 2: Play Squire (+2 Buys), Travelling Fair, Squire x4

Still, that's a 11/12 chance of winning the split, usually 7:3 or better. Of course, you still have to prove a win with this advantage, though I'd be surprised if there weren't a way to do that, given the slots available; and if you can win these about 83% of the time you're already better off than the turn 1 solution (even ignoring the Event restriction).

112
Mini-Set Design Contest / Re: How to do a travellerline competition
« on: November 28, 2016, 02:36:22 pm »
I voted for the third option, but I would lean toward doing concept + any card (and most people would probably submit the final card?), followed by however many rounds for the other cards. I think voting for the concept on its own is not as interesting, but maybe that's just me (and I don't think concept + first card is necessarily the best idea - the first card is probably the least likely to tie to the concept anyway).

113
Mini-Set Design Contest / Re: Treasure Chest Discussion - Future Contests
« on: November 28, 2016, 01:09:36 pm »
Yep, go for it. I was going to do something like this for order:

Adventures 2 Traveller (this will have to be a multi-stage contest, though I hadn't decided exactly how to do it; possibly the first round would be open to any single stage of the line, giving an idea of the intended progression, and then remaining rounds would fill in other cards which fit that theme)
Empires 1
Promo
Landmark 2 (this should run after Empires 1 finishes, but could overlap with the Promo and Cross-Set contests in the same way that previous Event/Landmark contests have been staggered)
Cross-Set 1 (I was thinking of making this one explicitly themed for the small sets, particularly since Cornucopia-Guilds is now published as a single set and arguably deserved a second slot as a "large" set on that basis, but I'm not married to the idea)
Empires 2
Cross-Set 2
Seasons
Enterprise
???
Events/Landmarks as needed

I will get out one final reminder to finish up the Dark Ages voting, and send you the spreadsheet I've been using to format the cards. Poke me in a couple days if that's not done.

114
Mini-Set Design Contest / Re: Treasure Chest Discussion - Future Contests
« on: November 23, 2016, 02:45:41 pm »
With the Dark Ages contest (finally) entering final voting, we are about to wrap up the original contest.

So far for the extended contest, we have done one card for Adventures, one for the Base set, three Events, and one Landmark. Counting randomizers, that's 26 cards accounted for. The remaining planned contests:

Adventures Traveller (31 cards)
Empires (11 cards)
Empires (11 cards)
Promo (11 cards)
Cross-Set (11 cards)
Cross-Set (11 cards)
Landmark (1 card)
Seasons (11 cards)
Enterprise (11 cards)
??? (11 cards)
Events/Landmarks or extra copies of Victory cards (4 cards)

However, given that 2016 is almost over, and considering how slowly I have been going anyway, I am thinking I may put this on hiatus until early next year - for one thing, this will give everyone more time to get used to Empires (and Dominion Online 2017).

(However, if someone wants to step in and keep it going, I won't be offended by that either. Things have just been too crazy here.)

115
Mini-Set Design Contest / Re: Treasure Chest Compilation Thread
« on: November 23, 2016, 02:33:59 pm »
For some reason the forum isn't letting me edit the post above (maybe it finally has too much stuff in it). Here's the Event 3 winner:

Event
2016 Thread 3

Quote from: Archetype
Renovate

Trash a card you have in play. Gain a card costing exactly $2 more, putting it on top of your deck.

$3      Event

116
Quote
Vandal
Types: Action - Attack - Looter
Cost: $5
+2 cards.
Each player (including you) may reveal a Victory card from his hand and put it on top of his deck. If you do, +$2. Each other player who doesn't gains a Ruins.

Quote
Barbarian
Types: Action - Looter
Cost: $3
+2 Actions
Trash a card from your hand.

When you trash this, +2 Cards and each other player gains a Ruins putting it on top of his deck.

Quote
Counterpart
Types: Action
Cost: $4 
Choose 2 of the following options: Gain a Spoils from the Spoils pile; gain a Silver to your deck; trash a card from your hand
Each other player may perform the option you didn't choose.

When you trash this, perform one of the above options

Quote
Sutler
Types: Action - Looter
Cost: $5
+1 Card
+1 Action
You may gain a Ruins; put it into your hand.
You may play an Action card from your hand.
You may trash a card you have in play.

In games using this: When a Ruins is trashed, put it on the bottom of the Ruins pile.

Quote
Iron Maiden
Types: Action - Attack - Looter
Cost: $3
Each player discards the top card of their deck. If yours is...
...an Action: +2 Actions;
...a Treasure: +$2;
...a Victory card: +2 Cards
Each other player gains, if theirs is...
...an Action: A Ruins;
...a Treasure: A Copper;
...a Victory card: A Curse

Quote
Arsonist
Types: Action - Attack
Cost: $3
+$2
Each other player reveals their hand.  If they revealed 3 or more Treasures, they gain a Ruins.

While this is in play, when you trash a card, you may gain a card costing less than it.

Quote
Renovate
Types: Action
Cost: $4
Trash a card from your hand. You may gain a card costing up to $1 more than the trashed card, putting it into your hand. If it is an Action card, play it.

Submit your votes to me via this forum's messaging system. To vote, give each card a score from 0 to 10. (It is recommended, but not required, that you give at least one card a 0 and at least one card a 10, to maximize your voting input.) The winner will be the card with the highest sum. Feel free to discuss the cards (but not your scores) in this thread.

117
Barbarians errata from the designer:

Quote
Barbarians
Action - Attack - Looter
Cost: $3
+1 Action
Choose one:
You may return any number of Ruins from your hand to the Supply; or each other player gains a Ruins to their hand.
---
While this is in play, when you play a non-Ruins Action card, gain and play a Ruins.

118
Results:

Renovate (Archetype) - 106
Rally (eHalcyon) - 80
Forgery (King Leon) - 78
Offering (Destry) - 58
Appraise (trivialknot) - 49

Congrats, Archetype!

(One benefit to being so busy and dropping the ball on this - more votes this round!)

119
To get this going again before 2016 is over, here are the submissions for this round unedited. (If someone wants to clean them up for me, that would be great!)

Quote
Sutler
Cost: 5
Action - Looter

+1 Card
+1 Action

You may gain a Ruins; put it into your hand.
You may play an Action card from your hand.
You may trash a card you have in play.
--
In games using this: When a Ruins is trashed, put it on the bottom of the Ruins pile.

Quote
Profiteer:
Each other player gains a Ruins.
Reveal your hand. +$1 for every Ruins in your hand.
Cost: $5
Action - Attack - Looter

Quote
Witchfinder
Types: Action - Attack
Cost: $5
Each other player with at least five cards in their hand chooses and reveals three cards.  They each trash one of the cards they revealed of your choice.

Quote
Vandal
Cost $5 - Action - Attack - Looter
+2 cards.
Each player (including you) may reveal a Victory card from his hand and put it on top of his deck. If you do, +$2. Each other player who doesn't gains a Ruins.

Quote
Ceremonial Sword
Type: Treasure
Cost: $5
Choose one: +3 cards, +1 buy OR for each Action you have in play, you may trash a Treasure from your hand and gain a Spoils per Treasure trashed this way.
Do the option you did not choose.

Quote
Counterpart
Action - $4 
Choose 2 of the following options:
  • Gain a Spoils from the Spoils Pile
  • Gain a Silver on your deck
  • Trash a card from your hand
Each other player may perform the option you didn't choose.
---
When you trash this, perform one of the above options

Quote
Tenant - Action $5

Draw up to four cards. Gain a Copper per card drawn.
_______
If you gained four Coppers, you may trash this card and gain a Landlord.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Landlord - Action $0*

+ 1 Action
+ 1 Card
+ 1 Buy

You may play up to four treasures from your hand as if they were Gold. If you do, return this card to the Supply.

(This card is not in the Supply).

Quote
Iron Maiden, Action - Attack - Looter, $3
Each player discards the top card of their deck. If yours is...
...an Action: +2 Actions;
...a Treasure: +$2;
...a Victory card: +2 Cards
Each other player gains, if theirs is...
...an Action: A Ruins;
...a Treasure: A Copper;
...a Victory card: A Curse

Quote
Barbarian
Types: Action-Looter
Cost: $3
+2 Actions
Trash a card from your hand.
--
When you trash this, +2 Cards and each other player gains a Ruins putting it on top of his deck.

Quote
Calvary
Types: Action-Attack
Cost: $6*

+1 Card
+1 Action

Follow the instructions on the top card of the Troops pile.

(This is not in the Supply.)



On the randomizer card: Add an extra Attack Kingdom card pile to the Supply. That pile is the Troops pile. In games using this, when you gain a Victory card, you may exchange a Troops pile card from your hand for a Calvary.

Clarification: Calvary is not in the Supply, so there will be 10 Kingdom cards as usual (or 11 with Young Witch). The "instructions" are the same thing that Enchantress blocks, so (for example) the "while in play" part of Goons would not be emulated by Calvary. Treat the coin values of Treasures (e.g. Relic or Rocks) as instructions as well. "Exchange" is the same keyword used for Travellers.

Quote
Barbarians
Action - Attack - Looter
Cost: $3
+1 Action
Choose one:
You may return any number of Ruins from your hand to the Supply; or each other player gains a Ruins to their hand.
---
While this is in play, when you play an Action card, gain and play a Ruins.

Quote
Arsonist
Types: Action-Attack
Cost: $3

+ $2
Each other player reveals their hand.  If they revealed 3 or more Treasures, they gain a Ruins.
____________________________

While this is in play, when you trash a card, you may gain a card costing less than it.

Quote
Junkyard
Action/Looter - $5
+1 Card
+1 Action
You may gain a Ruins, putting it into your hand.
Discard any number of cards. +2 cards per Action card discarded, +1 card per every other card discarded.
You may trash this.
--
When you trash this, +2 cards.

Quote
contessa, $6 action


choose one: gain a card costing up to $4 and a copper, putting them into your hand; or +1 action, +1 buy; or trash this to trash a victory card from the supply.
_____________
while this is in play, victory cards cost $1 less but not less than 0.

Quote
Renovate
Type: Action
Cost: $4
Trash a card from your hand. You may gain a card costing up to $1 more than the trashed card, putting it into your hand. If it is an Action card, play it.

120
Behind as usual (though this time I at least have something Dominion-related to blame, the tournament started). I'll get going on this before the end of the week though.

121
2016 DominionStrategy Championships / Re: Game Reports
« on: October 04, 2016, 11:19:11 pm »
mith 3.5-0.5 Orange

Game 1: mith 16-3 Orange
Game 2: Orange 31-76 mith
Game 3: mith 58-37 Orange
Game 4: Orange 0-0 mith

Game 1 - He went for Rats with support from Procession and Salvager, while I just went the boring Mountebank route with Labs for draw, and finished off the Rats as the third pile after getting some points.

Game 2 - He skipped Urchin/Mercenary here, which I think was a mistake, instead going straight for Champion and a stack of Monuments. I trashed down, got some Platinums and more consistent Giant play with Royal Carriage, and split the Colonies 7-1.

Game 3 - Ambassador into lots of Goons is the right way to go here, but we both started with 5-2 splits. I decided to ignore Ambassador entirely to go all in on Gardens and opened with Masterpiece/Duchess (?), while he opted for Tribute/Pearl Diver (and I immediately thought of the 2nd edition threads). He did pick up Ambassador and trash down pretty effectively, but didn't commit to going for Goons early enough, and I was able to pile out the Gardens and Silvers after splitting the Ports.

Game 4 - This is a Bridge Mega Turn set, with Stables for draw, Wandering Minstrel for actions, and Smugglers/Pilgrimage for extra gains. Bridge/Smugglers openings for both of us, mine collided while his Smugglers missed the shuffle. Turn 7 I got distracted by Peddler thinking it would ramp me up to more consistent multiple buys (dumb), while he focused more on the gainers and WM. Anyway, when he disconnected turn 12 he had the turn advantage, an extra Bridge, and a big advantage in WMs; probably winning, but with Stables already gone (split 5-5) and only 3 Bridges and 4 WMs left, he has to be careful. Anyway, he offered to make a draw and end the match, so I'll take it.

Thanks for the games, Orange!

122
2016 DominionStrategy Championships / Re: Round 1 Matchups & Results
« on: October 04, 2016, 10:57:40 pm »
mith 3.5-0.5 Orange

He had connection issues during the 4th game, and offered to call it a draw despite a not insignificant lead.

123
Dominion General Discussion / Re: Interview with Donald X.
« on: October 04, 2016, 05:08:39 pm »
What was the thought process behind the changes made to the recommended sets for 2nd edition? I guess I was expecting more 1-to-1 replacement relationships, but aside from Thief -> Bandit that didn't really happen.

(I am particularly curious about Mining Village -> Diplomat in the Intrigue/Dark Ages set "Invasion". Is there a story there?)

124
Game Reports / Re: Dear My Opponent: I am Sorry
« on: October 04, 2016, 11:21:51 am »
Dear opponent,

I'm sorry I got a 2-5 on a board with Mountebank and Soothsayer, gave you 6 Curses and 5 Coppers by turn 8, and Inherited Trader the turn before you played Mountebank for the first time.

http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161004/log.0.1475548276680.txt

125
Bumping this thread to say that I find it interesting that the second edition of the base set added two Peddler variants (Merchant and Poacher). Florist feels less "necessary" now I guess (but it's still a cool card).

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