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jonts26

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Strategy Campaign
« on: January 19, 2013, 01:18:24 pm »
+10

Well I guess I got outvoted on the other thread, so I'm making my own campaign. With blackjack and hookers. Sans the blackjack. And the hookers. Mostly just strategy based. If there is at least some interest here, I'll go ahead and head it up, but I don't want to be by myself.

Anyway, here is the general idea I have right now, but feel free to propose something else.

Each level is designed to illustrate a certain strategic principal. I guess we start super basic (big money + x, importance of trashing, etc) and go from there. We do away with the story component. The text before each game is a short discussion of a strategic principal. Then the kingdom will provide opportunity to apply that principal, while still being fun to actually play.

I do think there will be a lot of interest from new players and maybe intermediates as well. Maybe we can eventually have multiple campaigns (beginner, intermediate, advanced) so people don't have to play through super basics if they got them down.

Anyway, whos with me?
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Re: Strategy Campaign
« Reply #1 on: January 19, 2013, 01:28:32 pm »
0

I'd be down.  I think we should really break everybody into different groups - having 10 different people working on one campaign, especially in this format, is not really the best idea.
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Re: Strategy Campaign
« Reply #2 on: January 19, 2013, 01:36:23 pm »
0

I like this idea.
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Re: Strategy Campaign
« Reply #3 on: January 19, 2013, 01:45:17 pm »
0

OK, so if there's people on board lets talk overall game plan. We probably need to stay with the current template for campaigns which is, each act is 20 levels with a boss level every 4th. The way I see it, we can have 3 levels which discuss individual strategy points, then the boss level can be putting it all together.

So what we need first, is, what will the lessons for each level be? We need some sort of natural progression and a way to tie them together for the boss levels.
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Re: Strategy Campaign
« Reply #4 on: January 19, 2013, 01:47:05 pm »
0

Is this base set over, or is it for players with multiple expansions?
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Re: Strategy Campaign
« Reply #5 on: January 19, 2013, 01:49:53 pm »
0

Is this base set over, or is it for players with multiple expansions?

Right, we should probably discuss that too. Well, I think just base is a bad idea since it so heavily favors BM and we don't really get to the meat of Dominion strategy. I'd like to just do Super Pack 1, even though that's what the other guys are working with. Super pack 1 just seems like the most likely to be bought first and it has all of the strategy space you need. Though we could certainly go for super pack 2 as well.
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Re: Strategy Campaign
« Reply #6 on: January 19, 2013, 01:59:15 pm »
+1

Super Pack 1 has Coppersmith AND Counting House.  Now we're cooking with charcoal.

Possible lessons:
1) Native Village/Bridge
2) Baron as an opener
3) Saboteur/Bridge
4) Goons/KC/Masq
5) Wharf/BM
6) Chancellor/Counting House
7) Minion engine
8 ) When to go for City
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Re: Strategy Campaign
« Reply #7 on: January 19, 2013, 02:02:58 pm »
0

There is actually plenty to learn from the base set. It's all in there with good kingdoms. Treasure strategies are also the right place to start. The only difficulty with treasure strategies would be the reasonable chance of winning with a poor strategy and good draws.

I would suggest the first game should be base set only and a tutor for playing against miltia.
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Re: Strategy Campaign
« Reply #8 on: January 19, 2013, 02:08:29 pm »
+1

Super Pack 1 has Coppersmith AND Counting House.  Now we're cooking with charcoal.

Possible lessons:
1) Native Village/Bridge
2) Baron as an opener
3) Saboteur/Bridge
4) Goons/KC/Masq
5) Wharf/BM
6) Chancellor/Counting House
7) Minion engine
8 ) When to go for City

I think individual card/combo lessons certainly have a place, but I think we should start even more basic than that. Or at least, use the individual cards to talk general points. i.e. we can do a smithy focused level which discusses the importance of terminal draw/BM. Or we can do the minion engine one to talk about single card engines, etc.

Still, I think the earliest levels should be

1) BMU + X
2) Trashing
3) Attacks
4) Boss Level: putting that together (chapel/witch? something)
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jonts26

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Re: Strategy Campaign
« Reply #9 on: January 19, 2013, 02:10:17 pm »
0

There is actually plenty to learn from the base set. It's all in there with good kingdoms. Treasure strategies are also the right place to start. The only difficulty with treasure strategies would be the reasonable chance of winning with a poor strategy and good draws.

I would suggest the first game should be base set only and a tutor for playing against miltia.

Well base is certainly good for BM type decks. And it has the best trashing and two of the best attacks (and one of the worst). So, yeah, there's a lot to work with, but 20 levels of just base gets dull fast. Anyway, I think first game should be about playing big money type decks. As basic as you can get. We can add attacks (militia) in game 2.
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Re: Strategy Campaign
« Reply #10 on: January 19, 2013, 02:14:58 pm »
0

Is this base set over, or is it for players with multiple expansions?

Right, we should probably discuss that too. Well, I think just base is a bad idea since it so heavily favors BM and we don't really get to the meat of Dominion strategy. I'd like to just do Super Pack 1, even though that's what the other guys are working with. Super pack 1 just seems like the most likely to be bought first and it has all of the strategy space you need. Though we could certainly go for super pack 2 as well.
Goko is specifically looking for campaigns that use more than one expansion, meaning more than one set not counting the base set. So I would do one of those! They are not looking for a pure base set thing - they might like it if you delivered one, but it's nothing they've specifically mentioned, and we've got three main set campaigns already (with the three available now due to be replaced by better ones someday).

There is no problem with there being two super pack 1 campaigns, and no problem if there aren't. Look in your heart. In the long run the plan would be to have a bunch of multi-set campaigns.

So far I am told "everything" is most likely to be bought first.
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Re: Strategy Campaign
« Reply #11 on: January 19, 2013, 02:16:14 pm »
+1

i am in, though i feel that this will be a difficult job to do well with the tools available to us.

my starting questions are:
- can we edit what gets you 1/2/3 stars? from what i have heard the requirements for this have changed somewhat over time. this seems like an easy way to encourage play styles to beat home a strategy concept.
- as you guys have said, what sets are we working with? and what cards are in those sets? not all of us (ie me) are familiar with how goko has broken things up. i would prefer to see all cards here obviously, but i guess you can't assume people will buy all cards. there could be room for flexibility there though. goko could simply allow all cards for this campaign, but they could also make that contingent upon a small extra fee or by having N expansions already. a well designed campaign could arguably be an advertisement for them, so it would be reasonable that they might relax their rules a little.

anyway, onto the campaigns. if we are going to do beginner/intermediate/advanced i would propose the following general breakdown:
beginner - BM, trashing, attacks, basic combos
intermediate - basic engines, rushes, counters
advanced - advanced engines, megaturns, three piling, alt vp
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Re: Strategy Campaign
« Reply #12 on: January 19, 2013, 02:16:39 pm »
0

Donald, how likely is it that if we go to Goko with a campaign we've made, they'll want to add it into the game?
Do you think making multiple campaigns is going to make them more likely to reject them, or are they likely to accept multiple?
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Donald X.

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Re: Strategy Campaign
« Reply #13 on: January 19, 2013, 02:49:36 pm »
+1

- can we edit what gets you 1/2/3 stars? from what i have heard the requirements for this have changed somewhat over time. this seems like an easy way to encourage play styles to beat home a strategy concept.
Until such a time as they do any more specific programming there, you can edit what gets you 1-3 stars, however you only have one option for how it works. There is a field that looks like "stars: [1, 39, 48]." And for sure you can edit that. And I have no more information there but my reasonable guess is that it's how many VP you need to get 1/2/3 stars. I understand that VP is not always a good measure of how well you did.

- as you guys have said, what sets are we working with? and what cards are in those sets? not all of us (ie me) are familiar with how goko has broken things up. i would prefer to see all cards here obviously, but i guess you can't assume people will buy all cards. there could be room for flexibility there though. goko could simply allow all cards for this campaign, but they could also make that contingent upon a small extra fee or by having N expansions already. a well designed campaign could arguably be an advertisement for them, so it would be reasonable that they might relax their rules a little.
Don't worry about how Goko broke the sets up - just deal with entire expansions, just like the ones irl. You can see visual spoilers at http://dominion.diehrstraits.com/

I recommend wildly assuming that your audience has whatever set of expansions you want them to have.

My plan is for the new main set campaign to advertise sets by including a few cards from Intrigue/Seaside/Prosperity even though you don't necessarily own those expansions. I did a little of that in one other campaign too, I think Hinterlands. I would assume for the moment though that no user-made campaigns will get to do that.
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Donald X.

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Re: Strategy Campaign
« Reply #14 on: January 19, 2013, 02:54:23 pm »
+1

Donald, how likely is it that if we go to Goko with a campaign we've made, they'll want to add it into the game?
Do you think making multiple campaigns is going to make them more likely to reject them, or are they likely to accept multiple?
I think if you guys make ten campaigns that Goko is likely to include all ten. You could make an anti-Swedish campaign or something and then okay they would reject it. But you know. They want campaigns with multiple expansions, and asked me for some, and if I said here they are then I am pretty sure they would (eventually) go up, so if I say "these guys made some instead" then your odds seem amazing.

I do not think having more or fewer campaigns will affect the odds of them going up. Nothing will go up until they devote some time to it, and then it's just a matter of putting your data into their format. If you-all made 300 campaigns then okay, they would not all go up promptly.
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Re: Strategy Campaign
« Reply #15 on: January 19, 2013, 03:00:27 pm »
0

Donald, how likely is it that if we go to Goko with a campaign we've made, they'll want to add it into the game?
Do you think making multiple campaigns is going to make them more likely to reject them, or are they likely to accept multiple?
I think if you guys make ten campaigns that Goko is likely to include all ten. You could make an anti-Swedish campaign or something and then okay they would reject it. But you know. They want campaigns with multiple expansions, and asked me for some, and if I said here they are then I am pretty sure they would (eventually) go up, so if I say "these guys made some instead" then your odds seem amazing.

I do not think having more or fewer campaigns will affect the odds of them going up. Nothing will go up until they devote some time to it, and then it's just a matter of putting your data into their format. If you-all made 300 campaigns then okay, they would not all go up promptly.

Darn
*screws up his 'Storm the Riksdag' scenarios*

I do think though if multiple people are working on multiple scenarios, the less overlap the better. If all three have NV/Bridge in them then its not the best result for the end user is it.
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Re: Strategy Campaign
« Reply #16 on: January 19, 2013, 03:08:12 pm »
+1

One way I've found effective with new players:
- play a set
- teach a lesson on that set
- play the set again
- teach another lesson
- etc

It may make sense in this to play the same kingdom more than once with different lessons. And/or teach the lesson after they have a chance to play the board themselves (a good way to test if they found the optimal solution)

Ed
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Re: Strategy Campaign
« Reply #17 on: January 19, 2013, 03:13:27 pm »
0

Would the different bots offer that opportunity?
One would play simple idiot, the other would lean towards strategy?
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Re: Strategy Campaign
« Reply #18 on: January 19, 2013, 03:20:39 pm »
0

One way I've found effective with new players:
- play a set
- teach a lesson on that set
- play the set again
- teach another lesson
- etc

It may make sense in this to play the same kingdom more than once with different lessons. And/or teach the lesson after they have a chance to play the board themselves (a good way to test if they found the optimal solution)

Ed

I think this could work. We can have each set of 4, culminating in the boss level, be the same set. Actually , do the bosses have to come at regular intervals? I would guess that's editable, but maybe Donald can confirm. If not, then we dont have to force sets of 4 if we don't want to.

Would the different bots offer that opportunity?
One would play simple idiot, the other would lean towards strategy?

I'd like to have a more detailed description of what the bots actually do. I can sort of infer from some of their names, but specifics would help us choose the best bot(s) for sure.
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Re: Strategy Campaign
« Reply #19 on: January 19, 2013, 03:27:35 pm »
0

One way I've found effective with new players:
- play a set
- teach a lesson on that set
- play the set again
- teach another lesson
- etc

It may make sense in this to play the same kingdom more than once with different lessons. And/or teach the lesson after they have a chance to play the board themselves (a good way to test if they found the optimal solution)

Ed

Playing the same set several times gets boring.
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Re: Strategy Campaign
« Reply #20 on: January 19, 2013, 03:30:05 pm »
+2

One way I've found effective with new players:
- play a set
- teach a lesson on that set
- play the set again
- teach another lesson
- etc

It may make sense in this to play the same kingdom more than once with different lessons. And/or teach the lesson after they have a chance to play the board themselves (a good way to test if they found the optimal solution)

Ed

Playing the same set several times gets boring.

Isn't the idea to teach them how to play strategically though?
I'm not sure most people will pick it up and understand it first time through...
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Re: Strategy Campaign
« Reply #21 on: January 19, 2013, 03:31:52 pm »
+1

I think this could work. We can have each set of 4, culminating in the boss level, be the same set. Actually , do the bosses have to come at regular intervals? I would guess that's editable, but maybe Donald can confirm. If not, then we dont have to force sets of 4 if we don't want to.
I strongly recommend having no duplicate levels in your campaign. If after level one you say "did you see this combo," people can replay level one, they can replay it all day if they want. They can't play the three levels you didn't include because you included level one four times though.

I don't think you actually need to have bosses, let alone bosses every 4 levels, but at this early stage, why not just copy what they did to maximize the chance it's what they want?

I'd like to have a more detailed description of what the bots actually do. I can sort of infer from some of their names, but specifics would help us choose the best bot(s) for sure.
I have no information there. For the most part I would just use the best AI they have, which I think is Lord Bottington. I am not 100% on you getting to pick a bot.
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Re: Strategy Campaign
« Reply #22 on: January 19, 2013, 03:34:45 pm »
0

One way I've found effective with new players:
- play a set
- teach a lesson on that set
- play the set again
- teach another lesson
- etc

It may make sense in this to play the same kingdom more than once with different lessons. And/or teach the lesson after they have a chance to play the board themselves (a good way to test if they found the optimal solution)

Ed

Playing the same set several times gets boring.

Well, it can. As long as we dont over-use this trick maybe it can work then. I mean, consider geronimoo's first game engine article. We can play the board smithy/BM and then play it again once or twice building up the engine. It's not boring as long as you don't play the set the same way. And I guess we can't force them to play BM or engine, but we can at least tell them to. And if they are playing this set, I would wager they are serious about improving strategy, so they probably don't mind replaying a set a couple times here and there.
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Re: Strategy Campaign
« Reply #23 on: January 19, 2013, 03:49:26 pm »
+1

Well, it can. As long as we dont over-use this trick maybe it can work then. I mean, consider geronimoo's first game engine article. We can play the board smithy/BM and then play it again once or twice building up the engine. It's not boring as long as you don't play the set the same way. And I guess we can't force them to play BM or engine, but we can at least tell them to. And if they are playing this set, I would wager they are serious about improving strategy, so they probably don't mind replaying a set a couple times here and there.
Do not use a set of 10 twice, okay? Whatever you are getting out of repeating a set of 10, I bet you can get without repeating. You can recommend them playing the same level multiple times different ways; I don't mind that. Having two levels with the same scenario, no, let's just rule that out now. I would like to whole-heartedly advocate these campaigns and you have somehow managed to find something I am against.
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Re: Strategy Campaign
« Reply #24 on: January 19, 2013, 04:17:37 pm »
+1

It really sucks to have to replay a stage in adventure mode.  Especially when you consider that a really strong strategy often only gives you an edge 70-30, it is quite feasible that a player will have to execute the "correct" strategy three or so times based on luck alone.  You could always give tips for better play to help get to three stars.
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Re: Strategy Campaign
« Reply #25 on: January 19, 2013, 04:36:04 pm »
0

I still don't know what you have to do to get all three stars on existing adventures.
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Re: Strategy Campaign
« Reply #26 on: January 19, 2013, 07:36:49 pm »
+2

OK, so the Donald has spoken. Now I'll get the ball rolling. Here's my suggested first set of matches. Let me know how to improve them. I imagine they'll be a bit duller than the rest of the act, but that's how it goes I think. We can move on to more exciting pastures soon. Or you can go ahead and get ahead of me if you like. I'm also going to say, lets work with super pack 1 for now. I think its the best starting point.

Stage 1
Text: Welcome to the DominionStrategy.com strategy campaign. The purpose is to ...blah blah blah....Big Money is a type of strategy that involves the player buying just a handful of actions and a whole lot of money (like Silver and Gold) working up to Provinces (or Colonies). Big Money strategies are often simple, yet effective. One common mistake new players make is buying too many terminal actions (actions which don't give another action). Whenever this happens, imagine what you could buy if one of those terminal actions was a Silver or Gold instead. And over the course of the game, these buys can really add up. So for our first game, why don't you try a Big Money strategy. Many of the cards in the kingdom make good choices, but particularly good ones involve Wharf, Courtyard (even though it only costs $2!), and Monument. Remember to only buy about 2 or 3 terminal actions and then only money and points.
Kingdom: Courtyard, Masquerade, Chancellor, Smithy, Monument, Navigator, Bridge, Moneylender, Wharf, Vault, !Colony
Opponent(s):Serf Bot
Starting Decks:Player - Standard; Bot1 - 5xCopper, 5xCurse

Stage 2
Text: Congratulations on making it to Stage 2! If you didn't get 3 stars, perhaps replay the stage choosing a different terminal action to see how good each one is. Eventually, you will begin to see how good each card is as a Big Money enabler. Now onto the next lesson - Attacks! Dominion is usually a race to the Province pile. To get there you need to build up your own deck, but you can also work to slow down your opponents as well. Attacks are designed to do just that. Learning to use them is an effective skill. Attacks come in various forms, but some of the most common and powerful are discard attacks (like Militia and Cutpurse) and junking attacks (like Witch and Sea Hag). In this next game, see what happens when you play a Big Money strategy with an attack card as your terminal action.
Kingdom: Cellar, Courtyard, Chancellor, Sea Hag, Militia, Baron, Bridge, Council Room, Mine, Counting House!Colony
Opponent(s):Bot who doesn't like buying attacks?
Starting Decks:Player - Standard; Bot1 - 7xCopper, 2xDuchy, 1xProvince

Stage 3
Text: Attacks aren't just about playing them though. You need to learn to counter them. Sometimes, the best defense is a good offense. If curses come flying your way, well, moat can only block so many times before they start sneaking in. It's often better to hand them out yourself before your opponent has the chance. There is one general rule of thumb you can try to follow: the more players attacking you, the more you want to invest in a defensive card. Moat is probably not worth it in most 2 Player games, but it can be very good in 4 Player games, as the chance of a successful defense goes up the more often you are being attacked. And Moat isnt the only way to defend. Against junking attacks, trashing cards like Steward can clear out bad cards and sifters like Warehouse can skip right past them. For discard attacks, cards which draw up to a certain hand size like Watchtower or cards which upgrade existing cards like Remodel can be helpful. Still, if you're getting attacked hard and find you are having problems advancing, remember the saying, if you can't beat them, join them.
Kingdom: Moat, Lighhouse, Ambassador, Steward, Watchtower, Warehouse, Sea Hag, Militia, Remodel, Mountebank, !Colony
Opponent(s):Warlord Bot, Non-attacking bot
Starting Decks:Player - Standard; Bot1 - 7xCopper, 3xCurse; Bot2 - 7xCopper, 3xCurse

Stage 4
Text: It's time for your first exam. Keep in mind everything you've learned so far and I'll see you on the other side. Good Luck!
Kingdom: Lighthouse, Chapel, Warehouse, Ambassador, Smithy, Sea Hag, Militia, Bridge, Library, Witch, !Colony
Opponent(s):Warlord Bot, Warlord Bot, Non-attacking bot
Starting Decks:Player - Standard; Bot1 - 7xCopper, 3xEstate; Bot2 - 7xCopper, 3xCurse; Bot3 - 7xCopper, 3xCurse
« Last Edit: January 19, 2013, 08:37:44 pm by jonts26 »
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werothegreat

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Re: Strategy Campaign
« Reply #27 on: January 19, 2013, 07:41:55 pm »
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For Stage 2, I would have ONE cursing Attack and ONE discarding Attack.
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Re: Strategy Campaign
« Reply #28 on: January 19, 2013, 07:49:36 pm »
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I still don't know what you have to do to get all three stars on existing adventures.
I believe it's 100% what your ending score is (but varies by level).
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Re: Strategy Campaign
« Reply #29 on: January 19, 2013, 07:51:29 pm »
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Text: Welcome to the DominionStrategy.com strategy campaign. The purpose is to ...blah blah blah....Big Money is a type of strategy that involves the player buying just a handful of actions and a whole lot of money (like Silver and Gold) working up to Provinces (or Colonies). Big Money strategies are often simple, yet effective. One common mistake new players make is buying too many terminal actions (actions which don't give another action). Whenever this happens, imagine what you could buy if one of those terminal actions was a Silver or Gold instead. And over the course of the game, these buys can really add up. So for our first game, why don't you try a Big Money strategy. Many of the cards in the kingdom make good choices, but particularly good ones involve Wharf, Courtyard (even though it only costs $2!), and Monument. Remember to only buy about 2 or 3 terminal actions and then only money and points.
I don't know the text limit, but you may wish to look at the actual text box in a campaign level and try to estimate it. That could be too much text.
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Re: Strategy Campaign
« Reply #30 on: January 19, 2013, 08:06:42 pm »
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I think Ambassador should be in stage 3. It is a good counter against cursing attacks and many newer players don't pick up on that.
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Re: Strategy Campaign
« Reply #31 on: January 19, 2013, 08:24:43 pm »
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Stage 2
Text: Congratulations on making it to Stage 2! If you didn't get 3 stars, perhaps replay the stage choosing a different terminal action to see how good each one is. Eventually, you will begin to see how good each card is as a Big Money enabler. Now onto the next lesson - Attacks! Dominion is usually a race to the Province pile. To get there you need to build up your own deck, but you can also work to slow down your opponents as well. Attacks are designed to do just that. Learning to use them is an effective skill. Attacks come in various forms, but some of the most common and powerful are discard attacks (like Militia and Cutpurse) and junking attacks (like Witch and Sea Hag). In this next game, see what happens when you play a Big Money strategy with an attack card as your terminal action.
Kingdom: Courtyard, Chancellor, Sea Hag, Militia, Baron, Bridge, Cutpurse, Council Room, Witch, Mine, !Colony
Opponent(s):Bot who doesn't like buying attacks?
Starting Decks:Player - Standard; Bot1 - 5xCopper, 2xCurse, 3xEstate

How did you choose the bot deck/strategy? I think as is, this won't really teach anything. You can still go big money and beat the bot. You need to either:
1. Give the bot a big starting advantage. Like let it start with 3xSilver, 4xCopper, 1xDuchy, 2xEstate or something (maybe that's too strong, but something like that -- maybe just a bunch of Duchies to give it a score lead), but then have it not attack. Then if the player just tries to play without attacking, he will have little chance of actually winning. But if he actually buys attacks, he will see that the bot stalls out.
2. Let the bot attack, so the player feels the impact of the attacks.

I think maybe the first way is more interesting.
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Re: Strategy Campaign
« Reply #32 on: January 19, 2013, 08:34:49 pm »
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Stage 2
Text: Congratulations on making it to Stage 2! If you didn't get 3 stars, perhaps replay the stage choosing a different terminal action to see how good each one is. Eventually, you will begin to see how good each card is as a Big Money enabler. Now onto the next lesson - Attacks! Dominion is usually a race to the Province pile. To get there you need to build up your own deck, but you can also work to slow down your opponents as well. Attacks are designed to do just that. Learning to use them is an effective skill. Attacks come in various forms, but some of the most common and powerful are discard attacks (like Militia and Cutpurse) and junking attacks (like Witch and Sea Hag). In this next game, see what happens when you play a Big Money strategy with an attack card as your terminal action.
Kingdom: Courtyard, Chancellor, Sea Hag, Militia, Baron, Bridge, Cutpurse, Council Room, Witch, Mine, !Colony
Opponent(s):Bot who doesn't like buying attacks?
Starting Decks:Player - Standard; Bot1 - 5xCopper, 2xCurse, 3xEstate

How did you choose the bot deck/strategy? I think as is, this won't really teach anything. You can still go big money and beat the bot. You need to either:
1. Give the bot a big starting advantage. Like let it start with 3xSilver, 4xCopper, 1xDuchy, 2xEstate or something (maybe that's too strong, but something like that -- maybe just a bunch of Duchies to give it a score lead), but then have it not attack. Then if the player just tries to play without attacking, he will have little chance of actually winning. But if he actually buys attacks, he will see that the bot stalls out.
2. Let the bot attack, so the player feels the impact of the attacks.

I think maybe the first way is more interesting.

I didn't put much thought into this yet. I just wanted something down to start discussion going. I agree, option 1 sounds more interesting. We'll have to do some balance testing at some point I suppose, but were not there yet.

We also need to redo the text part at some point, but that's probably secondary to getting the kingdoms and strategy points in order.

Also, I'll just keep updated the post I made since that seems easiest to me.
« Last Edit: January 19, 2013, 08:39:35 pm by jonts26 »
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Re: Strategy Campaign
« Reply #33 on: January 19, 2013, 10:49:37 pm »
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While I'm probably too late, I think it would be cool if there was an act of the campaign (is that how it works? 3 acts with 20 levels each?) where each set of 3 levels+boss taught one of WW deck archetypes.
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werothegreat

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Re: Strategy Campaign
« Reply #34 on: January 19, 2013, 10:58:20 pm »
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The second set of four should be about trashing.

Game 1: Moneylender (or Spice Merchant) showcase
Game 2: Remake (or Upgrade)
Game 3: Chapel or Steward
Game 4: Pick one!
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Re: Strategy Campaign
« Reply #35 on: January 19, 2013, 11:36:33 pm »
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The second set of four should be about trashing.

Game 1: Moneylender (or Spice Merchant) showcase
Game 2: Remake (or Upgrade)
Game 3: Chapel or Steward
Game 4: Pick one!

I agree and nominate you to make the kingdoms.
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Re: Strategy Campaign
« Reply #36 on: January 19, 2013, 11:40:31 pm »
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It's time for your first exam. Keep in mind everything you've learned so far and I'll see you on the other side. Good Luck!

I hate to criticize someone's attempt at providing a better adventure, but this sounds like school, not an adventure. Or like someone is going to die. Definitely not fun.
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Re: Strategy Campaign
« Reply #37 on: January 19, 2013, 11:47:13 pm »
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It's time for your first exam. Keep in mind everything you've learned so far and I'll see you on the other side. Good Luck!

I hate to criticize someone's attempt at providing a better adventure, but this sounds like school, not an adventure. Or like someone is going to die. Definitely not fun.

Like I said, I just put things down quickly to get people talking. If you want to retheme and rewrite the text part, go for it.
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werothegreat

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Re: Strategy Campaign
« Reply #38 on: January 19, 2013, 11:49:35 pm »
+1

Moneylender showcase:
Moneylender, Bazaar, Smithy, Cutpurse, Peddler, King's Court, Treasure Map, Remodel, Grand Market, Pearl Diver  (Colony game)

Here, Moneylender clears away the chaff to make the Bazaar/Wharf engine run smoothly, make it easier for King's Court to line up with something, allows you to get Grand Markets earlier, and the Moneylender combined with the engine makes Treasure Map moderately feasible.  Moneylender also gives fewer targets for Cutpurse.  And when you run out of Copper, it can be Remodeled into a Duchy.

Text: One of the most important aspects of Dominion is trashing.  Often, newer players will be loathe to lose any of their precious cards (my cards!), but you shouldn't be.  Trashing clears away less useful cards so that you can play more useful cards more often.  Here, Moneylender trashes your Coppers and gives you a little bonus for it.  Look at the other cards in the kingdom and think - because of what other cards would I want to get rid of my Coppers?
« Last Edit: January 20, 2013, 11:56:49 am by werothegreat »
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Re: Strategy Campaign
« Reply #39 on: January 20, 2013, 11:21:13 am »
+1

Moneylender showcase:
Moneylender, Bazaar, Wharf, Cutpurse, Peddler, King's Court, Treasure Map, Remodel, Grand Market, Pearl Diver  (Colony game)

Here, Moneylender clears away the chaff to make the Bazaar/Wharf engine run smoothly, make it easier for King's Court to line up with something, allows you to get Grand Markets earlier, and the Moneylender combined with the engine makes Treasure Map moderately feasible.  Moneylender also gives fewer targets for Cutpurse.  And when you run out of Copper, it can be Remodeled into a Duchy.

Text: One of the most important aspects of Dominion is trashing.  Often, newer players will be loathe to lose any of their precious cards (my cards!), but you shouldn't be.  Trashing clears away less useful cards so that you can play more useful cards more often.  Here, Moneylender trashes your Coppers and gives you a little bonus for it.  Look at the other cards in the kingdom and think - because of what other cards would I want to get rid of my Coppers?

Looks good. I might suggest trading out Wharf for something less ridiculous in terms of card draw. If the point is to show how clearing out coppers lets you line up good actions better, well wharf actually doesnt mind coppers anyway. And it's about 10 times more ridiculous with KC. You could use even just smithy or rabble instead without losing any of the lessons or the fun on the board.
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Re: Strategy Campaign
« Reply #40 on: January 20, 2013, 11:57:20 am »
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Moneylender showcase:
Moneylender, Bazaar, Wharf, Cutpurse, Peddler, King's Court, Treasure Map, Remodel, Grand Market, Pearl Diver  (Colony game)

Here, Moneylender clears away the chaff to make the Bazaar/Wharf engine run smoothly, make it easier for King's Court to line up with something, allows you to get Grand Markets earlier, and the Moneylender combined with the engine makes Treasure Map moderately feasible.  Moneylender also gives fewer targets for Cutpurse.  And when you run out of Copper, it can be Remodeled into a Duchy.

Text: One of the most important aspects of Dominion is trashing.  Often, newer players will be loathe to lose any of their precious cards (my cards!), but you shouldn't be.  Trashing clears away less useful cards so that you can play more useful cards more often.  Here, Moneylender trashes your Coppers and gives you a little bonus for it.  Look at the other cards in the kingdom and think - because of what other cards would I want to get rid of my Coppers?

Looks good. I might suggest trading out Wharf for something less ridiculous in terms of card draw. If the point is to show how clearing out coppers lets you line up good actions better, well wharf actually doesnt mind coppers anyway. And it's about 10 times more ridiculous with KC. You could use even just smithy or rabble instead without losing any of the lessons or the fun on the board.

Switched it to Smithy.
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Re: Strategy Campaign
« Reply #41 on: January 21, 2013, 04:06:54 pm »
+1



I think for the order of trashing lessons, Moneylender might not be the best one to start with since it's effect is the most subtle. I see that you're trying to build up from weak to strong, but maybe it's better impact to just start with Chapel, where the effect is more clear?

Also with regard to the specific Moneylender kingdom (Moneylender, Bazaar, Wharf, Cutpurse, Peddler, King's Court, Treasure Map, Remodel, Grand Market, Pearl Diver), I'm not certain that Remodel is not actually the stronger trasher there, not that that's necessarily a problem. The only gain/buy is Remodel and GM, so I'd probably just start by going for Remodeling into GMs, then buying Peddlers and KCs. Probably a Moneylender too, but I don't think it's really a major player there. That said, this might actually be a good first trashing lesson. The focus is on the TfB cards that should result in a deck that actually (at least mostly) eliminates all the starting cards. Then in the text for the next challenge, which should be the Chapel challenge, you ask if they noticed that they elimiated most of the starting cards, and say that you can do that even more quickly with with a Chapel opening.

Then maybe make the third lesson non-terminal trashing (Lookout/Loan/Upgrade) in a Library engine to show the strength of continually eliminating Coppers? Or the third lesson could be cycling (with Warehouse) as pseudo-trashing?
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Re: Strategy Campaign
« Reply #42 on: January 21, 2013, 05:21:35 pm »
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How about doing their first 2 buys for them?

Like, the player's starting deck is 12 cards, with Silver and Chapel added, if you're teaching about Chapelling away your starting cards.
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Donald X.

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Re: Strategy Campaign
« Reply #43 on: January 21, 2013, 05:30:27 pm »
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How about doing their first 2 buys for them?

Like, the player's starting deck is 12 cards, with Silver and Chapel added, if you're teaching about Chapelling away your starting cards.
I believe you can start with Silver and Chapel in your deck, but are still limited to 10 cards.
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Re: Strategy Campaign
« Reply #44 on: January 21, 2013, 07:22:07 pm »
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I do think having Chapel in the initial trashing lesson is a good idea. You should also make sure the strategy tip suggests you trash your entire first hand with that Chapel (well, unless you get bad shuffle luck and it collides with your silver or something). And, I guess if you really want to make the point, just put the Chapel in their starting deck. You also want to make sure to note that a single Chapel is all that they will really need.
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Re: Strategy Campaign
« Reply #45 on: January 21, 2013, 07:35:32 pm »
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If you're giving advice on trashing everything, probably best to carefully word it like '...trash all of your Coppers, Estates' (and maybe add curses, although that might be obvious).

Also for those of you not tracking it, potentially useful information I just posted in the other thread: http://forum.dominionstrategy.com/index.php?topic=6509.msg180049#msg180049
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.
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