Dominion Strategy Forum
Dominion => Dominion General Discussion => Topic started by: ben_king on January 05, 2015, 04:35:56 pm
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Everybody loves the card rankings that Qvist puts out, but I've always secretly wondered how these lists compare to the way the top players really play the cards.
So I've collected over 90,000 game logs of the top 100 Dominion players on the Isotrophish rankings (2-player, pro rating, no bots) and analyzed them to determine how the best players in the world approach the cards. Obviously there are a lot of differing opinions on the best way to determine which of two cards is better. The method I've chosen is to measure the percentage of kingdoms containing card X where the top-100 player gains card X. If card X really is one of the best cards, then it should be bought on almost every kingdom where it is available. The nice thing about measuring cards this way is that it puts cards like Cultist (where you usually want as many as possible) and Chapel (where you usually only want one) on equal footing.
The list below orders the cards by how often they are gained. In the next couple posts, I'm planning on splitting these by cost and comparing them to Qvist's card lists.
Rank | Card | % games gained | # games gained | # games available |
1 | Tournament | 95.4% | 7467 | 7825 |
2 | Governor | 93.0% | 2417 | 2598 |
3 | Border Village | 89.3% | 6708 | 7512 |
4 | Fishing Village | 89.2% | 7006 | 7854 |
5 | Wharf | 89.0% | 7092 | 7965 |
6 | Forager | 88.7% | 7094 | 7999 |
7 | Goons | 88.4% | 7053 | 7979 |
8 | Masquerade | 87.7% | 7031 | 8015 |
9 | Chapel | 87.6% | 8408 | 9596 |
10 | Ironmonger | 87.2% | 6947 | 7970 |
11 | Mountebank | 86.9% | 6757 | 7779 |
12 | Ambassador | 83.6% | 6757 | 8078 |
13 | Squire | 83.4% | 6452 | 7732 |
14 | Hamlet | 83.2% | 6564 | 7892 |
15 | Plaza | 82.7% | 5953 | 7196 |
16 | Warehouse | 82.6% | 6674 | 8084 |
17 | Hunting Party | 81.1% | 6246 | 7705 |
18 | Candlestick Maker | 80.9% | 5859 | 7242 |
19 | King's Court | 80.8% | 6276 | 7769 |
20 | Black Market | 80.6% | 2729 | 3386 |
21 | Minion | 80.1% | 6252 | 7807 |
22 | Wandering Minstrel | 79.4% | 6215 | 7828 |
23 | Crossroads | 79.2% | 6112 | 7713 |
24 | Swindler | 79.1% | 6447 | 8147 |
25 | Cultist | 79.0% | 6103 | 7730 |
26 | Market Square | 78.9% | 6162 | 7813 |
27 | Nobles | 78.8% | 6284 | 7978 |
28 | Caravan | 78.3% | 6029 | 7698 |
29 | Hermit | 78.3% | 6232 | 7964 |
30 | Counterfeit | 78.2% | 6107 | 7805 |
31 | Worker's Village | 77.8% | 6055 | 7778 |
32 | Steward | 77.7% | 6282 | 8083 |
33 | Menagerie | 77.7% | 6100 | 7854 |
34 | Urchin | 77.1% | 6126 | 7947 |
35 | City | 77.0% | 6146 | 7985 |
36 | Butcher | 76.5% | 5317 | 6954 |
37 | Witch | 76.4% | 7123 | 9323 |
38 | Grand Market | 75.8% | 6179 | 8156 |
39 | Scheme | 75.6% | 6016 | 7954 |
40 | Remake | 75.2% | 5689 | 7566 |
41 | JackOfAllTrades | 74.9% | 5929 | 7911 |
42 | Upgrade | 74.9% | 6005 | 8013 |
43 | Lighthouse | 74.4% | 5877 | 7898 |
44 | Rebuild | 74.4% | 5800 | 7800 |
45 | Herald | 74.3% | 5315 | 7153 |
46 | Shanty Town | 73.9% | 5996 | 8118 |
47 | Peddler | 72.8% | 5649 | 7755 |
48 | Junk Dealer | 72.5% | 5792 | 7984 |
49 | Spice Merchant | 72.1% | 5549 | 7692 |
50 | Knights | 71.8% | 5530 | 7698 |
51 | Stables | 71.8% | 5668 | 7896 |
52 | Courtyard | 71.7% | 5741 | 8005 |
53 | Tunnel | 71.3% | 5640 | 7913 |
54 | Island | 70.9% | 5594 | 7891 |
55 | Festival | 70.7% | 6534 | 9245 |
56 | Throne Room | 70.5% | 6517 | 9241 |
57 | Margrave | 70.4% | 5485 | 7793 |
58 | Highway | 70.0% | 5451 | 7791 |
59 | Haggler | 69.5% | 5382 | 7744 |
60 | Laboratory | 69.1% | 6234 | 9018 |
61 | Great Hall | 69.1% | 5804 | 8397 |
62 | Conspirator | 69.0% | 5438 | 7880 |
63 | Fool's Gold | 68.2% | 5415 | 7936 |
64 | Fortress | 68.1% | 5316 | 7807 |
65 | Oasis | 68.0% | 5305 | 7798 |
66 | Salvager | 68.0% | 5357 | 7880 |
67 | Baker | 67.5% | 4824 | 7150 |
68 | Scrying Pool | 67.4% | 5142 | 7634 |
69 | Cellar | 67.3% | 6418 | 9533 |
70 | Bazaar | 67.2% | 5326 | 7930 |
71 | Village | 67.1% | 6354 | 9464 |
72 | Apprentice | 66.8% | 5105 | 7643 |
73 | Mining Village | 66.2% | 5264 | 7952 |
74 | Tactician | 66.2% | 5214 | 7879 |
75 | Stonemason | 66.2% | 4883 | 7381 |
76 | Haven | 65.8% | 5152 | 7830 |
77 | Farming Village | 65.8% | 5103 | 7760 |
78 | Marauder | 65.7% | 5086 | 7739 |
79 | Vagrant | 65.5% | 5350 | 8164 |
80 | Bridge | 65.5% | 5203 | 7946 |
81 | Bandit Camp | 65.2% | 5279 | 8096 |
82 | Soothsayer | 65.0% | 4617 | 7100 |
83 | University | 64.9% | 4919 | 7574 |
84 | Sea Hag | 64.7% | 5068 | 7829 |
85 | Pawn | 63.7% | 4975 | 7807 |
86 | Militia | 62.8% | 5750 | 9161 |
87 | Horse Traders | 62.7% | 4972 | 7933 |
88 | Monument | 62.2% | 5001 | 8044 |
89 | Inn | 61.7% | 4816 | 7810 |
90 | Watchtower | 61.5% | 4916 | 7990 |
91 | Market | 61.3% | 5720 | 9327 |
92 | Native Village | 61.2% | 4781 | 7814 |
93 | Gardens | 60.6% | 5620 | 9271 |
94 | Walled Village | 60.6% | 797 | 1315 |
95 | Familiar | 60.0% | 4553 | 7592 |
96 | Torturer | 59.9% | 4663 | 7782 |
97 | Ill-Gotten Gains | 59.9% | 4591 | 7664 |
98 | Ironworks | 59.9% | 4832 | 8073 |
99 | Count | 59.8% | 4607 | 7700 |
100 | Altar | 59.7% | 4726 | 7916 |
101 | Ghost Ship | 58.6% | 4550 | 7760 |
102 | Hoard | 58.2% | 4765 | 8182 |
103 | Bishop | 57.9% | 4598 | 7935 |
104 | Quarry | 56.8% | 4470 | 7876 |
105 | Sage | 56.6% | 4517 | 7987 |
106 | Lookout | 56.0% | 4420 | 7888 |
107 | Merchant Guild | 55.5% | 3869 | 6972 |
108 | Wishing Well | 55.4% | 4504 | 8126 |
109 | Farmland | 54.6% | 4263 | 7812 |
110 | Doctor | 54.6% | 3887 | 7124 |
111 | Remodel | 54.2% | 5088 | 9394 |
112 | Trade Route | 54.1% | 4366 | 8070 |
113 | Alchemist | 52.9% | 3986 | 7534 |
114 | Silk Road | 52.7% | 4094 | 7772 |
115 | Young Witch | 52.6% | 4029 | 7666 |
116 | Jester | 52.5% | 4023 | 7658 |
117 | Moneylender | 51.9% | 4917 | 9466 |
118 | Smugglers | 51.0% | 4066 | 7965 |
119 | Advisor | 50.7% | 3609 | 7115 |
120 | Pearl Diver | 50.2% | 4021 | 8014 |
121 | Embassy | 48.7% | 3734 | 7669 |
122 | Embargo | 48.4% | 3902 | 8059 |
123 | Expand | 48.4% | 3848 | 7957 |
124 | Smithy | 48.1% | 4491 | 9341 |
125 | Cartographer | 47.9% | 3623 | 7556 |
126 | Storeroom | 47.8% | 3806 | 7958 |
127 | Duke | 47.7% | 3731 | 7823 |
128 | Council Room | 47.7% | 4444 | 9326 |
129 | Fairgrounds | 47.5% | 3749 | 7892 |
130 | Rabble | 47.3% | 3701 | 7832 |
131 | Vineyard | 47.2% | 3578 | 7588 |
132 | Apothecary | 47.1% | 3570 | 7575 |
133 | Harem | 46.7% | 3687 | 7902 |
134 | Vault | 46.6% | 3677 | 7888 |
135 | Catacombs | 46.4% | 3568 | 7685 |
136 | Mint | 46.1% | 3655 | 7936 |
137 | Trading Post | 45.3% | 3585 | 7907 |
138 | Band of Misfits | 45.2% | 3457 | 7646 |
139 | Hunting Grounds | 45.0% | 3515 | 7805 |
140 | Scavenger | 44.9% | 3570 | 7958 |
141 | Oracle | 44.9% | 3521 | 7849 |
142 | Treasury | 44.2% | 3424 | 7743 |
143 | Horn of Plenty | 44.0% | 3409 | 7750 |
144 | Forge | 43.9% | 3496 | 7970 |
145 | Moat | 43.7% | 4160 | 9516 |
146 | Trader | 43.7% | 3352 | 7676 |
147 | Prince | 43.4% | 289 | 666 |
148 | Envoy | 43.1% | 795 | 1843 |
149 | Journeyman | 42.2% | 3005 | 7129 |
150 | Baron | 41.7% | 3330 | 7984 |
151 | Nomad Camp | 41.2% | 3165 | 7686 |
152 | Loan | 41.0% | 3333 | 8127 |
153 | Golem | 40.4% | 3032 | 7503 |
154 | Feodum | 40.4% | 3102 | 7687 |
155 | Duchess | 40.1% | 3117 | 7773 |
156 | Possession | 37.8% | 2815 | 7452 |
157 | Procession | 37.7% | 2907 | 7714 |
158 | Mystic | 37.5% | 2926 | 7806 |
159 | Bank | 36.9% | 3011 | 8149 |
160 | Develop | 36.4% | 2900 | 7965 |
161 | Workshop | 35.3% | 3286 | 9319 |
162 | Cutpurse | 34.9% | 2719 | 7791 |
163 | Library | 34.6% | 3242 | 9358 |
164 | Armory | 34.6% | 2742 | 7935 |
165 | Rats | 34.4% | 2696 | 7843 |
166 | Rogue | 33.2% | 2520 | 7588 |
167 | Venture | 33.2% | 2657 | 8002 |
168 | Poor House | 32.0% | 2521 | 7871 |
169 | Pillage | 30.7% | 2402 | 7815 |
170 | Graverobber | 30.7% | 2381 | 7752 |
171 | Fortune Teller | 29.7% | 2354 | 7919 |
172 | Outpost | 29.6% | 2344 | 7906 |
173 | Beggar | 29.4% | 2306 | 7840 |
174 | Feast | 29.3% | 2683 | 9159 |
175 | Death Cart | 29.2% | 2287 | 7828 |
176 | Talisman | 28.8% | 2292 | 7959 |
177 | Merchant Ship | 28.7% | 2278 | 7931 |
178 | Spy | 28.4% | 2621 | 9243 |
179 | Woodcutter | 27.6% | 2622 | 9506 |
180 | Herbalist | 26.2% | 2061 | 7877 |
181 | Secret Chamber | 25.6% | 2105 | 8235 |
182 | Taxman | 25.4% | 1808 | 7114 |
183 | Noble Brigand | 24.9% | 1939 | 7784 |
184 | Masterpiece | 24.6% | 1797 | 7309 |
185 | Tribute | 23.5% | 1815 | 7739 |
186 | Saboteur | 20.7% | 1605 | 7772 |
187 | Navigator | 19.3% | 1484 | 7692 |
188 | Explorer | 18.7% | 1489 | 7943 |
189 | Royal Seal | 18.7% | 1491 | 7994 |
190 | Stash | 16.9% | 306 | 1811 |
191 | Mine | 16.7% | 1572 | 9431 |
192 | Treasure Map | 16.2% | 1294 | 7972 |
193 | Mandarin | 16.0% | 1277 | 7998 |
194 | Chancellor | 13.7% | 1305 | 9512 |
195 | Bureaucrat | 13.3% | 1251 | 9395 |
196 | Pirate Ship | 12.9% | 995 | 7705 |
197 | Philosopher's Stone | 12.1% | 907 | 7518 |
198 | Scout | 11.2% | 868 | 7739 |
199 | Cache | 11.2% | 854 | 7627 |
200 | Contraband | 10.9% | 865 | 7960 |
201 | Coppersmith | 10.2% | 786 | 7734 |
202 | Harvest | 9.7% | 759 | 7859 |
203 | Thief | 8.5% | 777 | 9188 |
204 | Counting House | 8.3% | 660 | 7916 |
205 | Transmute | 7.6% | 584 | 7661 |
206 | Adventurer | 7.4% | 684 | 9278 |
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$1 and $2 cost cards
Rank | Card | +/- vs. Qvist | % games gained | # games gained | # games available |
1 | Chapel | 0 | 87.6% | 8408 | 9596 |
2 | Squire | +3 | 83.4% | 6452 | 7732 |
3 | Hamlet | +1 | 83.2% | 6564 | 7892 |
4 | Candlestick Maker | +3 | 80.9% | 5859 | 7242 |
5 | Crossroads | +4 | 79.2% | 6112 | 7713 |
6 | Lighthouse | 0 | 74.4% | 5877 | 7898 |
7 | Courtyard | -4 | 71.7% | 5741 | 8005 |
8 | Fool's Gold | -6 | 68.2% | 5415 | 7936 |
9 | Cellar | +4 | 67.3% | 6418 | 9533 |
10 | Stonemason | -2 | 66.2% | 4883 | 7381 |
11 | Haven | +1 | 65.8% | 5152 | 7830 |
12 | Vagrant | +4 | 65.5% | 5350 | 8164 |
13 | Pawn | -5 | 63.7% | 4975 | 7807 |
14 | Native Village | -4 | 61.2% | 4781 | 7814 |
15 | Pearl Diver | +5 | 50.2% | 4021 | 8014 |
16 | Embargo | -2 | 48.4% | 3902 | 8059 |
17 | Moat | 0 | 43.7% | 4160 | 9516 |
18 | Duchess | +3 | 40.1% | 3117 | 7773 |
19 | Poor House | -4 | 32.0% | 2521 | 7871 |
20 | Beggar | -2 | 29.4% | 2306 | 7840 |
21 | Herbalist | -2 | 26.2% | 2061 | 7877 |
22 | Secret Chamber | 0 | 25.6% | 2105 | 8235 |
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$3 cost cards
Rank | Card | +/- vs. Qvist | % games gained | # games gained | # games available |
1 | Fishing Village | +2 | 89.2% | 7006 | 7854 |
2 | Forager | +5 | 88.7% | 7094 | 7999 |
3 | Masquerade | -2 | 87.7% | 7031 | 8015 |
4 | Ambassador | -2 | 83.6% | 6757 | 8078 |
5 | Warehouse | +5 | 82.6% | 6674 | 8084 |
6 | Black Market | +12 | 80.6% | 2729 | 3386 |
7 | Swindler | -2 | 79.1% | 6447 | 8147 |
8 | Market Square | +5 | 78.9% | 6162 | 7813 |
9 | Hermit | 0 | 78.3% | 6232 | 7964 |
10 | Steward | -6 | 77.7% | 6282 | 8083 |
11 | Menagerie | -5 | 77.7% | 6100 | 7854 |
12 | Urchin | -1 | 77.1% | 6126 | 7947 |
13 | Scheme | -1 | 75.6% | 6016 | 7954 |
14 | Shanty Town | +9 | 73.9% | 5996 | 8118 |
15 | Tunnel | +2 | 71.3% | 5640 | 7913 |
16 | Great Hall | +16 | 69.2% | 5804 | 8397 |
17 | Oasis | +2 | 68.0% | 5305 | 7798 |
18 | Village | -4 | 67.1% | 6354 | 9464 |
19 | Watchtower | -11 | 61.5% | 4916 | 7990 |
20 | Sage | +5 | 56.6% | 4517 | 7987 |
21 | Lookout | 0 | 56.0% | 4420 | 7888 |
22 | Wishing Well | +2 | 55.4% | 4504 | 8126 |
23 | Doctor | -7 | 54.6% | 3887 | 7124 |
24 | Trade Route | +3 | 54.1% | 4366 | 8070 |
25 | Smugglers | +1 | 51.0% | 4066 | 7965 |
26 | Storeroom | -6 | 47.8% | 3806 | 7958 |
27 | Oracle | -12 | 44.9% | 3521 | 7849 |
28 | Loan | 0 | 41.0% | 3333 | 8127 |
29 | Develop | +2 | 36.4% | 2900 | 7965 |
30 | Workshop | 0 | 35.3% | 3286 | 9319 |
31 | Fortune Teller | -2 | 29.7% | 2354 | 7919 |
32 | Woodcutter | +1 | 27.6% | 2622 | 9506 |
33 | Masterpiece | -11 | 24.6% | 1797 | 7309 |
34 | Chancellor | 0 | 13.7% | 1305 | 9512 |
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$4 cost cards
Rank | Card | +/- vs. Qvist | % games gained | # games gained | # games available |
1 | Tournament | +1 | 95.4% | 7467 | 7825 |
2 | Ironmonger | +3 | 87.2% | 6947 | 7970 |
3 | Plaza | +13 | 82.7% | 5953 | 7196 |
4 | Wandering Minstrel | +3 | 79.4% | 6215 | 7828 |
5 | Caravan | +7 | 78.3% | 6029 | 7698 |
6 | Worker's Village | +8 | 77.8% | 6055 | 7778 |
7 | Remake | -4 | 75.2% | 5689 | 7566 |
8 | JackOfAllTrades | -4 | 74.9% | 5929 | 7911 |
9 | Herald | +9 | 74.3% | 5315 | 7153 |
10 | Spice Merchant | +5 | 72.1% | 5549 | 7692 |
11 | Island | +26 | 70.9% | 5594 | 7891 |
12 | Throne Room | +5 | 70.5% | 6517 | 9241 |
13 | Conspirator | +7 | 69.0% | 5438 | 7880 |
14 | Fortress | +16 | 68.1% | 5316 | 7807 |
15 | Salvager | +6 | 68.0% | 5357 | 7880 |
16 | Mining Village | +17 | 66.2% | 5264 | 7952 |
17 | Farming Village | +11 | 65.8% | 5103 | 7760 |
18 | Marauder | -5 | 65.7% | 5086 | 7739 |
19 | Bridge | -9 | 65.5% | 5203 | 7946 |
20 | Sea Hag | -19 | 64.7% | 5068 | 7829 |
21 | Militia | -11 | 62.8% | 5750 | 9161 |
22 | Horse Traders | +2 | 62.7% | 4972 | 7933 |
23 | Monument | -15 | 62.2% | 5001 | 8044 |
24 | Gardens | +5 | 60.6% | 5620 | 9271 |
25 | Walled Village | +18 | 60.6% | 797 | 1315 |
26 | Ironworks | -4 | 59.9% | 4832 | 8073 |
27 | Bishop | -16 | 57.9% | 4598 | 7935 |
28 | Quarry | -5 | 56.8% | 4470 | 7876 |
29 | Remodel | +5 | 54.2% | 5088 | 9394 |
30 | Silk Road | +1 | 52.7% | 4094 | 7772 |
31 | Young Witch | -30 | 52.6% | 4029 | 7666 |
32 | Moneylender | -6 | 51.9% | 4917 | 9466 |
33 | Advisor | +6 | 50.7% | 3609 | 7115 |
34 | Smithy | -15 | 48.1% | 4491 | 9341 |
35 | Scavenger | -10 | 44.9% | 3570 | 7958 |
36 | Trader | +2 | 43.7% | 3352 | 7676 |
37 | Envoy | -10 | 43.1% | 795 | 1843 |
38 | Baron | -2 | 41.7% | 3330 | 7984 |
39 | Nomad Camp | +7 | 41.2% | 3165 | 7686 |
40 | Feodum | +2 | 40.3% | 3102 | 7687 |
41 | Procession | -6 | 37.7% | 2907 | 7714 |
42 | Cutpurse | -10 | 34.9% | 2719 | 7791 |
43 | Armory | -2 | 34.6% | 2742 | 7935 |
44 | Rats | +3 | 34.4% | 2696 | 7843 |
45 | Feast | +10 | 29.3% | 2683 | 9159 |
46 | Death Cart | -6 | 29.2% | 2287 | 7828 |
47 | Talisman | +1 | 28.8% | 2292 | 7959 |
48 | Spy | +3 | 28.4% | 2621 | 9243 |
49 | Taxman | -4 | 25.4% | 1808 | 7114 |
50 | Noble Brigand | -6 | 24.9% | 1939 | 7784 |
51 | Navigator | +1 | 19.3% | 1484 | 7692 |
52 | Treasure Map | +1 | 16.2% | 1294 | 7972 |
53 | Bureaucrat | -3 | 13.3% | 1251 | 9395 |
54 | Pirate Ship | -5 | 12.9% | 995 | 7705 |
55 | Scout | +2 | 11.2% | 868 | 7739 |
56 | Coppersmith | -2 | 10.2% | 786 | 7734 |
57 | Thief | -1 | 8.5% | 777 | 9188 |
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$5 cost cards
Rank | Card | +/- vs. Qvist | % games gained | # games gained | # games available |
1 | Governor | +7 | 93.0% | 2417 | 2598 |
2 | Wharf | +1 | 89.0% | 7092 | 7965 |
3 | Mountebank | -2 | 86.9% | 6757 | 7779 |
4 | Hunting Party | +2 | 81.1% | 6246 | 7705 |
5 | Minion | +4 | 80.1% | 6252 | 7807 |
6 | Cultist | -2 | 79.0% | 6103 | 7730 |
7 | Counterfeit | +5 | 78.2% | 6107 | 7805 |
8 | City | +29 | 77.0% | 6146 | 7985 |
9 | Butcher | +12 | 76.4% | 5317 | 6954 |
10 | Witch | -5 | 76.4% | 7123 | 9323 |
11 | Upgrade | +4 | 74.9% | 6005 | 8013 |
12 | Rebuild | -10 | 74.4% | 5800 | 7800 |
13 | Junk Dealer | -2 | 72.5% | 5792 | 7984 |
14 | Knights | +13 | 71.8% | 5530 | 7698 |
15 | Stables | +7 | 71.8% | 5668 | 7896 |
16 | Festival | +22 | 70.7% | 6534 | 9245 |
17 | Margrave | -3 | 70.4% | 5485 | 7793 |
18 | Highway | +7 | 70.0% | 5451 | 7791 |
19 | Haggler | 19 | 69.5% | 5382 | 7744 |
20 | Laboratory | 0 | 69.1% | 6234 | 9018 |
21 | Baker | +2 | 67.5% | 4824 | 7150 |
22 | Bazaar | +6 | 67.2% | 5326 | 7930 |
23 | Apprentice | -6 | 66.8% | 5105 | 7643 |
24 | Tactician | -8 | 66.2% | 5214 | 7879 |
25 | Bandit Camp | +5 | 65.2% | 5279 | 8096 |
26 | Soothsayer | -8 | 65.0% | 4617 | 7100 |
27 | Inn | +16 | 61.7% | 4816 | 7810 |
28 | Market | +12 | 61.3% | 5720 | 9327 |
29 | Torturer | -21 | 59.9% | 4663 | 7782 |
30 | Ill-Gotten Gains | -20 | 59.9% | 4591 | 7664 |
31 | Count | +1 | 59.8% | 4607 | 7700 |
32 | Ghost Ship | -20 | 58.6% | 4550 | 7760 |
33 | Merchant Guild | +8 | 55.5% | 3869 | 6972 |
34 | Jester | 0 | 52.5% | 4023 | 7658 |
35 | Embassy | -11 | 48.7% | 3734 | 7669 |
36 | Cartographer | +3 | 47.9% | 3623 | 7556 |
37 | Duke | -11 | 47.7% | 3731 | 7823 |
38 | Council Room | +4 | 47.7% | 4444 | 9326 |
39 | Rabble | -6 | 47.3% | 3701 | 7832 |
40 | Vault | -11 | 46.6% | 3677 | 7888 |
41 | Catacombs | -5 | 46.4% | 3568 | 7685 |
42 | Mint | +11 | 46.1% | 3655 | 7936 |
43 | Trading Post | +6 | 45.3% | 3585 | 7907 |
44 | Band of Misfits | 0 | 45.2% | 3457 | 7646 |
45 | Treasury | +3 | 44.2% | 3424 | 7743 |
46 | Horn of Plenty | -15 | 44.0% | 3409 | 7750 |
47 | Journeyman | -12 | 42.2% | 3005 | 7129 |
48 | Mystic | -2 | 37.5% | 2926 | 7806 |
49 | Library | -4 | 34.6% | 3242 | 9358 |
50 | Rogue | +4 | 33.2% | 2520 | 7588 |
51 | Venture | -1 | 33.2% | 2657 | 8002 |
52 | Pillage | -1 | 30.7% | 2402 | 7815 |
53 | Graverobber | -1 | 30.7% | 2381 | 7752 |
54 | Outpost | +2 | 29.6% | 2344 | 7906 |
55 | Merchant Ship | -8 | 28.7% | 2278 | 7931 |
56 | Tribute | -1 | 23.5% | 1815 | 7739 |
57 | Saboteur | +4 | 20.7% | 1605 | 7772 |
58 | Explorer | 0 | 18.7% | 1489 | 7943 |
59 | Royal Seal | +1 | 18.7% | 1491 | 7994 |
60 | Stash | +2 | 16.9% | 306 | 1811 |
61 | Mine | -2 | 16.7% | 1572 | 9431 |
62 | Mandarin | -5 | 16.0% | 1277 | 7998 |
63 | Cache | +1 | 11.2% | 854 | 7627 |
64 | Contraband | -1 | 10.9% | 865 | 7960 |
65 | Harvest | 0 | 9.7% | 759 | 7859 |
66 | Counting House | 0 | 8.3% | 660 | 7916 |
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$6+ cost cards
Rank | Card | +/- vs. Qvist | % games gained | # games gained | # games available |
1 | Border Village | +3 | 89.3% | 6708 | 7512 |
2 | Goons | 0 | 88.4% | 7053 | 7979 |
3 | King's Court | -2 | 80.8% | 6276 | 7769 |
4 | Nobles | +2 | 78.8% | 6284 | 7978 |
5 | Grand Market | -2 | 75.8% | 6179 | 8156 |
6 | Peddler | +1 | 72.8% | 5649 | 7755 |
7 | Altar | -2 | 59.7% | 4726 | 7916 |
8 | Hoard | +1 | 58.2% | 4765 | 8182 |
9 | Farmland | +6 | 54.6% | 4263 | 7812 |
10 | Expand | +4 | 48.4% | 3848 | 7957 |
11 | Fairgrounds | -3 | 47.5% | 3749 | 7892 |
12 | Harem | +1 | 46.7% | 3687 | 7902 |
13 | Hunting Grounds | -3 | 45.0% | 3515 | 7805 |
14 | Forge | -2 | 43.9% | 3496 | 7970 |
15 | Prince | n/a | 43.4% | 289 | 666 |
16 | Bank | -5 | 36.9% | 3011 | 8149 |
17 | Adventurer | -1 | 7.3% | 684 | 9278 |
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Potion cost cards
Rank | Card | +/- vs. Qvist | % games gained | # games gained | # games available |
1 | Scrying Pool | 0 | 67.3% | 5142 | 7634 |
2 | University | +4 | 64.9% | 4919 | 7574 |
3 | Familiar | -1 | 60.0% | 4553 | 7592 |
4 | Alchemist | 0 | 52.9% | 3986 | 7534 |
5 | Vineyard | -2 | 47.2% | 3578 | 7588 |
6 | Apothecary | -1 | 47.1% | 3570 | 7575 |
7 | Golem | 0 | 40.4% | 3032 | 7503 |
8 | Possession | 0 | 37.8% | 2815 | 7452 |
9 | Philosopher's Stone | 0 | 12.1% | 907 | 7518 |
10 | Transmute | 0 | 7.6% | 584 | 7661 |
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Prizes
Rank | Card | +/- vs. Qvist | % games gained | # games gained | # games available |
1 | Followers | 0 | 43.1% | 3372 | 7825 |
2 | Trusty Steed | 0 | 43.1% | 3369 | 7825 |
3 | Princess | 0 | 30.7% | 2402 | 7825 |
4 | Bag of Gold | 0 | 18.9% | 1479 | 7825 |
5 | Diadem | 0 | 15.8% | 1240 | 7825 |
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Do you distinguish between voluntary gain and forced gain (i.e., Swindler)? Doubt it'll have much impact but mostly just curious. Throwing in the base cards (Copper, Curse, Estate, etc.) might be interesting too.
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Thanks for doing this! It's always fun to see this kind of stuff!
One issue with this particular analysis at least in terms of comparing it to Qvist's lists is that how often you gain a cards is not the same as how good you think it is. For example, cards you buy in the late game, like VP cards you may buy in a lot of games, but for not much impact, since you never actually draw the card.
The couple obvious major trends I see are:
1. Villages are much higher than ranked. I think this is because people don't think of the villages as being that important. There are so many villages and they are all about the same. But really, they are really important most of the time they show up.
2. Some attacks are much lower than ranked. The attacks feel super important because they affect the way you approach the game, but a lot of the time, you don't actually need to buy the attack. It's role was really just to discourage certain strategies (in particular strategies that don't build enough before greening to withstand the potential attack).
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It's worth keeping in mind that Qvist's lists include a lot of rankings from players not in the top 100. He puts some weight based on player rank but I don't know what the formula is.
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There are also some cards that are very board-sensitive. Torturer is a good example; it's really good when there are Villages and nothing special when there aren't, so it's bought only some of the time. But when it's good, it's really good, and the Qvist rankings are basing its place on that.
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Do you distinguish between voluntary gain and forced gain (i.e., Swindler)? Doubt it'll have much impact but mostly just curious. Throwing in the base cards (Copper, Curse, Estate, etc.) might be interesting too.
I don't currently have a way of differentiating those two simply from the information in the logs, especially because sometimes the forced gain is desired, a la Border Village or Catacombs. But I expect that the effect is quite minor, especially since the majority of forced gains in attacks are with base cards.
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All the copper cards are underrated, apothecary and cache the most criminally. Cache is below scout and apothecary is below 131 other cards... copper is an excellent card, people!
Edit: for games with 2 top 100 players, did you count both?
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One big effect you have to bear in mind is that some cards are ones you can easily add in to a deck, or which can feature in lots of different strategies in small ways - for example, most cantrips. Others, such as many terminals, tend to be bought because they're more important and significant.
Have a look at which cards have gained and which have lost places. There's exceptions, obviously, but mostly non-terminals (and especially cantrips) have gained places, while terminals have lost them.
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I don't know what the formula is.
Let's ask AI!
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How many different kingdom cards are bought on average? Looks like 5 or 6. Also looks like only about say 15% of boards are BM boards, given the frequency that cards that are always bad in BM are bought.
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Have a look at which cards have gained and which have lost places. There's exceptions, obviously, but mostly non-terminals (and especially cantrips) have gained places, while terminals have lost them.
Biggest gains:
$1/2 Pearl Diver +5
$3 Great Hall +16
$4 Island +26
$5 City +29
$6+ Farmland +6
$P University +4
Everything in that list is either a non-terminal or a victory card, and Great Hall is both.
Biggest losses:
$2 Fool's Gold -6
$3 Oracle -12
$4 Young Witch -30
$5 Torturer -21
$6+ Bank -5
$P Vineyard -2
Three terminal Attacks, two kingdom treasures and Vineyard.
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Just doing some quick and dirty analysis, I worked out the average number of ranks gained by being (non) terminal with this method, and got the following numbers:
Non terminals gained ~4.3 ranks
Terminals lost ~2.8 ranks
So that one simple fact accounts for quite a bit. Like I said, this analysis was very quick and I make a lot of simplifications (I ignored all victory and treasure cards, as well as some, uh, variably terminal cards like Throne Room or Tribute, without removing the ranks they affected, and I'm using all the cards (except potion costs) when there's different numbers of cards of each cost, which messes things around) - but I think the point it makes is clear. Or perhaps it isn't. You could argue that people, on the whole, undervalue non-terminals... but I'd say it's just that non-terminals are easier to fit into more decks, and can be bought in larger quantities more easily.
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Non terminals gained ~4.3 ranks
Terminals lost ~2.8 ranks
Villages probably gained even more than the ~4.3 they get for being non-terminal; there are only two that lost (Native Village and Village).
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I don't know what the formula is.
Let's ask AI!
He wouldn't know! Because I'm talking about the formula Qvist uses to create his ranking list, he weights votes based on iso level.
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I don't know what the formula is.
Let's ask AI!
He wouldn't know! Because I'm talking about the formula Qvist uses to create his ranking list, he weights votes based on iso level.
Yes. AI is well known for having reverse-engineered the goko rating system which supposedly "can't be put into a formula". Awaclus is referencing that, saying that AI could reverse-engineer the formula Qvist uses to create his ranking lists. This is funny because one would not normally ask AI about Qvist's list; you would just ask Qvist. Now you can surely better appreciate Awaclus' joke because I have explained it to you.
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I'm rather surprised that Plaza is the most bought Guilds card.
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I don't know what the formula is.
Let's ask AI!
He wouldn't know! Because I'm talking about the formula Qvist uses to create his ranking list, he weights votes based on iso level.
Yes. AI is well known for having reverse-engineered the goko rating system which supposedly "can't be put into a formula". Awaclus is referencing that, saying that AI could reverse-engineer the formula Qvist uses to create his ranking lists. This is funny because one would not normally ask AI about Qvist's list; you would just ask Qvist. Now you can surely better appreciate Awaclus' joke because I have explained it to you.
These explanation "jokes" are worse than spam. But I do like Awaclus' post now that I get it.
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I'm surprised Adventurer/Transmute even made 7%. Like, really? I suppose ~1 out of 14 games is still pretty rare.
Apothecary also feels too low, although I love that card. Cache feels correct, note that it's really hard to justify outside of slogs.
Border Village > Goons is also really surprising to me. Both cards are really nice and likely to get picked up, but I find it hard to believe Goons is more skippable than BV. My guess is that when greening late game, people do BV -> gain Duchy on $6 and that skews it just enough to edge out Goons.
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I'm surprised Adventurer/Transmute even made 7%. Like, really? I suppose ~1 out of 14 games is still pretty rare.
That's why the claim that involuntary gaining is negligible is nonsense (it's like saying that jackpot winners have a negligible share in the total lottery pay-outs because there are so few of them), at least when we're considering cards like this and not the usual powerhouses. If the hosting player has all the cards, ~4.4% of games containing Adventurer also contain Swindler, which makes for a surprisingly popular combo. You can also deduce from the sample sizes that a significant portion of the games are played with less than all the sets, and that Intrigue is the most popular one other than base, so that the Swindler/Adventurer combo will feature disproportionally often.
I wouldn't be surprised if Swindler alone accounts for as much as half of the Adventurer gains. Add Colony games, Fool's Gold, Horn of Plenty and Fairgrounds to your consideration, and Adventurer's popularity should be a bit less surprising.
I'd say Transmute gets bought mainly when you go for other Potion cards but miss and figure it's better than nothing.
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I'm rather surprised that Plaza is the most bought Guilds card.
Well, it's a village. Fishing Village is bought more than Ambassador too!
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So, does ordering a list based strictly on how often each card is gained really provide the most accurate definition of "best cards"? My thought is that some very high ranked cards on this list (a.k.a forager) are not actually that powerful, it's just that they almost never hurt (especially when they are often simply competing with silver).
EDIT: not that this list claimed to be the definitive best cards, but it provides some interesting context when comparing w/ the Qvist list.
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Border Village > Goons is also really surprising to me. Both cards are really nice and likely to get picked up, but I find it hard to believe Goons is more skippable than BV. My guess is that when greening late game, people do BV -> gain Duchy on $6 and that skews it just enough to edge out Goons.
There are games in which you want BV but not Goons, but not vice versa.
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I note with some amusement that the card whose gain rate is closest to 50% is Pearl Diver. A wonderfully average score for a wonderfully average cantrip.
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Thanks for doing this! It's always fun to see this kind of stuff!
One issue with this particular analysis at least in terms of comparing it to Qvist's lists is that how often you gain a cards is not the same as how good you think it is. For example, cards you buy in the late game, like VP cards you may buy in a lot of games, but for not much impact, since you never actually draw the card.
The couple obvious major trends I see are:
1. Villages are much higher than ranked. I think this is because people don't think of the villages as being that important. There are so many villages and they are all about the same. But really, they are really important most of the time they show up.
2. Some attacks are much lower than ranked. The attacks feel super important because they affect the way you approach the game, but a lot of the time, you don't actually need to buy the attack. It's role was really just to discourage certain strategies (in particular strategies that don't build enough before greening to withstand the potential attack).
I disagree with what you say on villages. The thing is that we have lots and lots of villages to choose from. Thus, when accounting supply and demand there is more than enough supply of villages to meet demand. Now, if villages were less common then yes, the villages should be ranked higher on Qvists list, but we have enough villages to choose from that the importance of any single village is negligible. With that said, a few villages are power players like Fishing Village, Plaza and Minstrel.
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I wouldn't be surprised if Swindler alone accounts for as much as half of the Adventurer gains. Add Colony games, Fool's Gold, Horn of Plenty and Fairgrounds to your consideration, and Adventurer's popularity should be a bit less surprising.
And Procession.
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Thanks for doing this! It's always fun to see this kind of stuff!
One issue with this particular analysis at least in terms of comparing it to Qvist's lists is that how often you gain a cards is not the same as how good you think it is. For example, cards you buy in the late game, like VP cards you may buy in a lot of games, but for not much impact, since you never actually draw the card.
The couple obvious major trends I see are:
1. Villages are much higher than ranked. I think this is because people don't think of the villages as being that important. There are so many villages and they are all about the same. But really, they are really important most of the time they show up.
2. Some attacks are much lower than ranked. The attacks feel super important because they affect the way you approach the game, but a lot of the time, you don't actually need to buy the attack. It's role was really just to discourage certain strategies (in particular strategies that don't build enough before greening to withstand the potential attack).
I disagree with what you say on villages. The thing is that we have lots and lots of villages to choose from. Thus, when accounting supply and demand there is more than enough supply of villages to meet demand. Now, if villages were less common then yes, the villages should be ranked higher on Qvists list, but we have enough villages to choose from that the importance of any single village is negligible. With that said, a few villages are power players like Fishing Village, Plaza and Minstrel.
That's the thing. If there were 30 kingdom cards, then sure we'd have a ton of villages. But there's only 10. A typical board won't have multiple villages, so whichever one shows up is really important.
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So, does ordering a list based strictly on how often each card is gained really provide the most accurate definition of "best cards"?
No, but I don't think Forager is a good example of that. You're looking for some "doesn't hurt" cantrip, a la Great Hall or Pearl Diver.
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So, does ordering a list based strictly on how often each card is gained really provide the most accurate definition of "best cards"?
No, but I don't think Forager is a good example of that. You're looking for some "doesn't hurt" cantrip, a la Great Hall or Pearl Diver.
Agreed, it just jumped out to me as a prime, abnormally high example--certainly I don't think it's better than Goons or Masquerade.
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You could argue that people, on the whole, undervalue non-terminals... but I'd say it's just that non-terminals are easier to fit into more decks, and can be bought in larger quantities more easily.
Another way of putting this is that terminals in the same kingdom have to compete for the limited capacity of most decks for terminals (even in engine decks where you're less concerned about terminal collision), while non-terminals, especially those that draw, don't really compete with each other because if there are two that are both good, you can just buy a few of both.
This means a good terminal can be crowded out by an even stronger terminal, but that crowding effect is smaller for non-terminals.
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Certainly, when terminals can end up undesirable for that reason while non-terminals are still plenty viable to add to a deck, that's a big point for non-terminals that may not have been given enough credit on the rankings.
One other thing that catches my attention is Sea Hag. It's not the biggest point change, but that kind of fall from first place is very striking.
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Do you have any data about win rates with/without gaining specific cards? This would suggest which cards are under/over rated.
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I don't know what the formula is.
Let's ask AI!
He wouldn't know! Because I'm talking about the formula Qvist uses to create his ranking list, he weights votes based on iso level.
Yes. AI is well known for having reverse-engineered the goko rating system which supposedly "can't be put into a formula". Awaclus is referencing that, saying that AI could reverse-engineer the formula Qvist uses to create his ranking lists. This is funny because one would not normally ask AI about Qvist's list; you would just ask Qvist. Now you can surely better appreciate Awaclus' joke because I have explained it to you.
These explanation "jokes" are worse than spam. But I do like Awaclus' post now that I get it.
Worse than spam when they helped you understand what Awaclus meant? When there isn't anyone who didn't get the joke of course they're silly, but when someone misses it they're at least helpful. I'd ask you if I need to explain why my post was funny, but I don't think my post was particularly funny.
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I just want to say that these numbers are super interesting. I'm glad you took the time to put this together.
There's probably a lot we can discover about biases we have when playing the game vs. biases we have when ranking the cards from this (terminal vs. non-terminal).
It makes me happy that Sea Hag took such a hit. I think it's very educational which cards have taken the biggest hits and which have gained the most. We should take into account terminal vs. non-terminal and other biases we find, of course, but the big outliers can probably tell us something about how we view these cards.
If I get a chance I'll take a look at these numbers and see if I can draw any relevant conclusions, but no promises on that; I may not come up with anything useful to say.
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I wouldn't be surprised if Swindler alone accounts for as much as half of the Adventurer gains. Add Colony games, Fool's Gold, Horn of Plenty and Fairgrounds to your consideration, and Adventurer's popularity should be a bit less surprising.
Since you made me curious, here are the top 20 forced gains from Swindler. Surprisingly this explains at most about 10% of games where a top 100 player gains Adventurer.
1 | Curse | 5357 |
2 | Estate | 3115 |
3 | Silver | 1992 |
4 | Duchy | 1584 |
5 | Gold | 1383 |
6 | Province | 849 |
7 | Copper | 763 |
8 | Swindler | 591 |
9 | Potion | 467 |
10 | Chancellor | 164 |
11 | Masterpiece | 148 |
12 | Loan | 134 |
13 | Doctor | 130 |
14 | Woodcutter | 118 |
15 | Lookout | 115 |
16 | Ruins | 103 |
17 | Develop | 101 |
18 | Platinum | 95 |
19 | King's Court | 94 |
20 | Mine | 93 |
| ... | |
31 | Adventurer | 67 |
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Is it possible to distinguish between Province and Colony games in the data?
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I wouldn't be surprised if Swindler alone accounts for as much as half of the Adventurer gains. Add Colony games, Fool's Gold, Horn of Plenty and Fairgrounds to your consideration, and Adventurer's popularity should be a bit less surprising.
Since you made me curious, here are the top 20 forced gains from Swindler. Surprisingly this explains at most about 10% of games where a top 100 player gains Adventurer.
Damn you! Sorry fellow conspirators, I did what I could to prevent the public from finding out that Adventurer is the key to the top 100 :(
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for games with 2 top 100 players, did you count both?
Yes, if there are two top-100 players, then each kingdom card is counted as being available once for each player.
How many different kingdom cards are bought on average? Looks like 5 or 6. Also looks like only about say 15% of boards are BM boards, given the frequency that cards that are always bad in BM are bought.
Not sure if this is exactly what you're asking, but 9.85 differently named cards (modulo me grouping the Ruins and Knights together) are gained per player per game.
Do you have any data about win rates with/without gaining specific cards? This would suggest which cards are under/over rated.
Maybe I'll do this next. It should be pretty straightfoward.
Is it possible to distinguish between Province and Colony games in the data?
Yeah, I can just look at whether Colony is in the supply. What did you have in mind?
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For the Colony question, I'd imagine breaking those out into a separate set of data and looking at how all your tables vary compared to the Colony-less games
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I'm surprised Adventurer/Transmute even made 7%. Like, really? I suppose ~1 out of 14 games is still pretty rare.
I wouldn't be surprised if Swindler alone accounts for as much as half of the Adventurer gains. Add Colony games, Fool's Gold, Horn of Plenty and Fairgrounds to your consideration, and Adventurer's popularity should be a bit less surprising.
Also sometimes you just need to buy a card, and Adventurer's the one that's there. I played a game a couple days ago in which I bought an Adventurer because I wanted something I could draw with Scrying Pool and then trash with Bishop.
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Grsbmd, thank you for compiling this data. Something I don't think we've commented on yet is the most surprising thing of all to me: comparison of different cards with similar functions. For example, Walled Village greatly exceeds Procession on the $4 list, Shanty Town (my least favorite card) ranks above Village, and the $6 list puts Farmland above Fairgrounds. I understand a village rising in the rankings compared to a terminal, but for one village to excel against a better village is baffling. Certainly Walled Village has reliability over Procession, but Village also has reliability over Shanty Town. I can sort of understand Farmland's rise due to the use it has in the endgame (although that makes Stonemason's lower rank pretty unusual) but Fairgrounds is one of the most respected alt-VP cards on the forum. These are just the major examples to me, but does anyone else see reversal of ranks between cards with similar effects?
The $3 trashers look like another area for this.
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^
Procession is really situational, and not really a village, so it doesn't really compare to real villages.
Regarding Village vs Shanty Town: Imagine a board in which you go for Village. Now suppose Shanty Town is there instead. Most of the time, you go for the same strategy, but with Shanty Town instead. However, there are boards in which Shanty Town is useful and Village is not.
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^
Procession is really situational, and not really a village, so it doesn't really compare to real villages.
Regarding Village vs Shanty Town: Imagine a board in which you go for Village. Now suppose Shanty Town is there instead. Most of the time, you go for the same strategy, but with Shanty Town instead. However, there are boards in which Shanty Town is useful and Village is not.
And Shanty Town is a better opener than Village. So if both are available, you might still get both, even though later on Village becomes stronger.
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I wonder what would be the odds of Village having at least as many different boards where it's worthwhile, yet Shanty Town getting picked up more often because of its boards randomly showing up more often.
Shanty Town may also just be more distinctive. It seems like either one is probably going to get bought if it's the only cheap village, so when won't they be bought? For Village, other villages can often take on its same purpose but better. For Shanty Town, on the other hand, its potential handsize increase is not shared with the other villages, so it can stay prominent. The effect seems worse than a reliable +1 Card, but not if you have an excess of Actions, either through other villages or just the board being filled with non-terminals. And those are precisely the situations where Shanty Town's village status would be least likely to guarantee it a spot in your deck. With that in mind, it really does make sense that it's a card you'd want to pick up a solid majority of the time it's available, doesn't it?
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Personally, I prefer Shanty Town over Village most of the time, and I open with it a lot of times. It is so good when you open with it because the majority of time its a la for $3 and then if you play it and get actions afterwards, it also acts as a village. Shanty Town took me a while to figure out, but the key is simply to not get too many of them (usually). Village offers no benefit except adding +Action. Usually, other villages will be on the board.
As far as Walled Village over Procession. There are a lot of games, I don't need it. Sometimes, keeping the actions is more important than throning them and maybe getting something that costs $1 more. There are situations where Procession is really good. But, you are more likely to have a use for Walled Village over Procession. However, I would put Walled Villages useful pretty much on the same level as vanilla village. Also, not many people own Walled Village. It is the least owned promo among players. The sample size is very small for that card. I know some games, people might buy it because they never played with it before.
Also, Governor is towards the top, but if you see the sample size, it is more limited due to being harder to get as a promo that you can't pay cash for.
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Damn you! Sorry fellow conspirators, I did what I could to prevent the public from finding out that Adventurer is the key to the top 100 :(
(http://i.imgur.com/7fISaXB.jpg)
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Most of the comments on Shanty Town seem to boil down to "Shanty Town > Village." I don't buy it: there is no board with both in which I would touch Shanty Town with a 10 foot pole. Doesn't it not draw more often than it does draw? It's easily the best village if your cards line up exactly right, but given how reliability mattered so much with the relative ranking of the other cards, like Procession, this list becomes even more confusing.
Sorry to seem so bitter about this, but if I'm just straight up wrong about Shanty Town being bad, it's a bit of a blow to my Dominion ego. If Shanty Town is a good card and I still hate it as much as I do, doesn't that make me a stupid and incompetent player?
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Most of the comments on Shanty Town seem to boil down to "Shanty Town > Village." I don't buy it: there is no board with both in which I would touch Shanty Town with a 10 foot pole. Doesn't it not draw more often than it does draw? It's easily the best village if your cards line up exactly right, but given how reliability mattered so much with the relative ranking of the other cards, like Procession, this list becomes even more confusing.
Sorry to seem so bitter about this, but if I'm just straight up wrong about Shanty Town being bad, it's a bit of a blow to my Dominion ego. If Shanty Town is a good card and I still hate it as much as I do, doesn't that make me a stupid and incompetent player?
Shanty Town is great if you're really lucky!
But more seriously, I prefer Shanty Town to Village when there is little to no trashing. In those cases Shanty Town fires more often than not. There are also some rare cases where an early glut of Actions makes Shanty Town reliable. Like, play a Crossroads early and then play all your terminals in your hand and play the Shanty Town last. Draw more cards and repeat. I had that work for me recently, but maybe I just got lucky.
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Shanty Town is a very good card to open with.
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Okay, those are pretty good arguments. I'll be more open-minded to using the card in the future, I suppose.
On a subjective level, though, I still enjoy playing with a typical +1 Card village on most boards. Weird question: is it "wrong" for me to prefer using a card that the forum considers bad? If I naively opened Scout on a 4/3, is that something to be ashamed of? Am I reading too much into this?
I would still rather see Procession on the board than Walled Village. I would rather see a Village than a Shanty Town, or a Fairgrounds than a Farmland. That better Dominion players than I seem to feel the opposite makes me feel embarrassed and stupid, like I'm doing a disservice to the game and its strategy by preferring the wrong cards. Does anyone else ever experience this?
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The thing to keep in mind that this "would rather see on the board" is very different from "would be most likely to buy when it shows up". Shanty Town is a great example of this, actually. If you're trying to build an engine with a bunch of terminals and there's only one village, your engine would be much better if that village was Village rather than Shanty Town. But that difference probably won't stop you from buying Shanty Town, so it's basically irrelevant to this data.
This raises a big question, when comparing to the rankings, of whether this is a bug or a feature.
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You know, in the presence of other villages, Shanty Town acts as a Lab a lot more reliably. Basically you can pick up both Villages and Shanty Towns, expecially if one runs out. Shanty town has the advantage of being more useful when action density is low. I think you'd rather have +1 card Villages for Smithy-Village type engines, but there are plenty of other kinds of engines that can use Shanty Town to good effect. Even with an abundance of +actions though, you want to minimize Shanty Town collisions with itself, so be sure to limit how many of them you get.
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Funny thing about the Shanty Town collisions. Shanty Town does block other Shanty Towns from working, but if two collide and one gets blocked by the other but the second one activates, you get +2 Cards for two Shanty Towns, much like if they were both Villages. There are other problems like having to get other Actions out of your hand (which the extra Shanty Town helps mitigate) and of course you're averaging fewer than one card per Shanty Town if you collide more than two together. But it does reduce the concern.
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Funny thing about the Shanty Town collisions. Shanty Town does block other Shanty Towns from working, but if two collide and one gets blocked by the other but the second one activates, you get +2 Cards for two Shanty Towns, much like if they were both Villages. There are other problems like having to get other Actions out of your hand (which the extra Shanty Town helps mitigate) and of course you're averaging fewer than one card per Shanty Town if you collide more than two together. But it does reduce the concern.
That's right. The issue is you'd need to rely on this kind of collision for it to be better than Necropolis if Shanty Town was your only village and you want to play multiple terminals every turn. Also a hand of 2 terminals and 2 Shanty Towns is awful.
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Hmm. So we've noticed how non-terminals and especially villages are bought much more often than the rankings suggest, but there's another trend that stands out and seems linked: terminal draw takes a lot of hits, especially Torturer. A lot of Attacks fell relative to the rankings, especially junkers, and Torturer in particular really requires support to get multiple plays. But simpler terminal draw like Smithy and Watchtower also fell a lot. Terminal draw is especially dependent on villages, and I'm thinking they may have been overrated due to taking village support for granted, the same reasoning that may have lead to underrating villages themselves.
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Also, not many people own Walled Village. It is the least owned promo among players. The sample size is very small for that card. I know some games, people might buy it because they never played with it before.
Since the data is from top 100 players, I doubt people are buying them for the sake of novelty.
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Also, not many people own Walled Village. It is the least owned promo among players. The sample size is very small for that card. I know some games, people might buy it because they never played with it before.
Since the data is from top 100 players, I doubt people are buying them for the sake of novelty.
Well, there probably is a decent number of people there who never played on Iso. I think it's unlikely that the effect is big enough to make a significant difference, but some people are probably buying it more when it's in the game because they rarely play with it.
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Prince is definitely inflated by the novelty factor. Top 100 or not, I'm making the cool new card work.
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Prince, sure. But Walled Village is neither new nor particularly interesting, so I wouldn't expect novelty to push it much. Prince is both the newest card and also crazy enough to want to try, even if it's no good on that board.
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As a top 100 player, I buy cards for novelty a lot more than I should. Give me a plausible argument for buying Bureaucrat or Taxman and I'll go for it and lose...
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As a top 100 player, I buy cards for novelty a lot more than I should. Give me a plausible argument for buying Bureaucrat or Taxman and I'll go for it and lose...
This. Top 100 doesn't mean you're trying to do the best thing all the time.
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OK, but I'm still not buying it for Walled Village. :P
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OK, but I'm still not buying it for Walled Village. :P
Alright, that's fair. Walled Village is still the lowest +2 Actions card, only Tribute is lower and that's conditional, and that makes sense to me. However, it's still good enough to be worth picking up if there aren't other villages, which is why it's so high up.
Procession is so low because it's just not quite there on enough boards. I also think it's still not very well understood, it's difficult to decide if a Procession deck is good enough unless it's very blatant, and riskier cards will be bought less often.
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I'm surprised there are almost 900 kingdoms out there that someone thought it was okay not to buy wharf.....
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Procession is so low because it's just not quite there on enough boards. I also think it's still not very well understood, it's difficult to decide if a Procession deck is good enough unless it's very blatant, and riskier cards will be bought less often.
I would think that the effect of avoiding cards that are not well understood and wanted to try to make them work might somewhat cancel each other out.
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Could you generate same statistic for people with different levels to see what weaker players over/underrate?
As for ranking problem is that it measures how often is card addition to deck rather than how good it is.
So you need to take results with grain of salt. Inspired by village/shanty town discussion I could also prove.
That probably best card is silver as its bought in almost all games.
Without considering involuntary gain ruins would be one of best cards.
That duchess is better than merchant ship.
That moat is better than journeyman.
That hamlet is second best village.
It reminds me councilroom statistics that could be used for similar conclusions. For example best buy was curse as everybody who bought curse won.
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That hamlet is second best village.
Hamlet is the 4th ranked village on the list, and it's better than all the ones below it. Cheapness is a very valuable asset for villages.
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Could you generate same statistic for people with different levels to see what weaker players over/underrate?
I actually have this data calculated and ready to report. Would the mods prefer that I post it in this topic or create a new topic for it?
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Could you generate same statistic for people with different levels to see what weaker players over/underrate?
I actually have this data calculated and ready to report. Would the mods prefer that I post it in this topic or create a new topic for it?
This place is not so heavily moderated for this to be an issue. Look in your heart.
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That hamlet is second best village.
Hamlet is the 4th ranked village on the list, and it's better than all the ones below it. Cheapness is a very valuable asset for villages.
I disagree. Having to discard cards is a pretty big disadvantage a lot of the time, especially if your engine relies on cards that draw 2 cards. Hamlet is a killer card for disappearing hand engines, and it of course comes through in a pinch, but generally I'd prefer a $4 reliable village in most decks.
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especially if your engine relies on cards that draw 2 cards.
It probably shouldn't.
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especially if your engine relies on cards that draw 2 cards.
It probably shouldn't.
No, but plenty of times it does. With trashing, 2 card draw is acceptable.
However, even with better draw options, discarding from Hamlet can hurt, even if it's just a Copper.
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That hamlet is second best village.
Hamlet is the 4th ranked village on the list, and it's better than all the ones below it. Cheapness is a very valuable asset for villages.
I disagree. Having to discard cards is a pretty big disadvantage a lot of the time, especially if your engine relies on cards that draw 2 cards. Hamlet is a killer card for disappearing hand engines, and it of course comes through in a pinch, but generally I'd prefer a $4 reliable village in most decks.
This is so true.
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I disagree. Having to discard cards is a pretty big disadvantage a lot of the time, especially if your engine relies on cards that draw 2 cards. Hamlet is a killer card for disappearing hand engines, and it of course comes through in a pinch, but generally I'd prefer a $4 reliable village in most decks.
Of course you'd rather *have* a $4 village. That's why they cost $4 instead of $2. I'd also rather *have* Farming/Mining Village than Village, but Village is still better. The ease with which you can *get* Hamlets (especially since they give +buy) is a big part of what makes them good. Add that to the situations in which the discarding is a benefit, and you have an overall stronger card. That's why it's higher on the list. It did not gain 16 percentage points over vanilla Village just because of random $2 hands in non-engines.
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Everybody loves the card rankings that Qvist puts out, but I've always secretly wondered how these lists compare to the way the top players really play the cards.
So I've collected over 90,000 game logs of the top 100 Dominion players on the Isotrophish rankings (2-player, pro rating, no bots) and analyzed them to determine how the best players in the world approach the cards.
Thanks for the great work!
I'm quite surprised that Rebuild was only gained in 74% of games.
Did you use all the game logs of the current top 100 players, or only those that were played by a player while they were in the top 100 (which would probably be much more work...)? And did you use a time cut-off (e.g. only games played in the last 12 months) or did you go back till the beginning of Goko?
Either could explain Rebuild's low gain rate (since it was massively underestimated when new), and the first possibility might also explain the high gain rate of the very worst cards.
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74% feels right. 26% of boards have a good engine, that's all.
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Thanks for the great work!
I'm quite surprised that Rebuild was only gained in 74% of games.
Did you use all the game logs of the current top 100 players, or only those that were played by a player while they were in the top 100 (which would probably be much more work...)? And did you use a time cut-off (e.g. only games played in the last 12 months) or did you go back till the beginning of Goko?
Either could explain Rebuild's low gain rate (since it was massively underestimated when new), and the first possibility might also explain the high gain rate of the very worst cards.
Thanks. The data set I used had all games of current top 100 players -- I don't think there's a way on gokosalvager to figure out what their rank was at the time the game was played. And it goes as far back as the gokosalvager logs go. I'm not sure if that's all the way back to the start of Goko or not (I would guess that it's not).
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Thanks for the great work!
I'm quite surprised that Rebuild was only gained in 74% of games.
Did you use all the game logs of the current top 100 players, or only those that were played by a player while they were in the top 100 (which would probably be much more work...)? And did you use a time cut-off (e.g. only games played in the last 12 months) or did you go back till the beginning of Goko?
Either could explain Rebuild's low gain rate (since it was massively underestimated when new), and the first possibility might also explain the high gain rate of the very worst cards.
Thanks. The data set I used had all games of current top 100 players -- I don't think there's a way on gokosalvager to figure out what their rank was at the time the game was played. And it goes as far back as the gokosalvager logs go. I'm not sure if that's all the way back to the start of Goko or not (I would guess that it's not).
I think Goko's first months were not covered, the logs start around May, 2013. Since the strength of Rebuild (and to a lesser degree, other DA cards) only became "common knowledge" in late 2013, it would be interesting to only look at logs from 2014 onwards. Yes, accurately accounting for the top 100's rating changes is probably impossible, but you might want to discard e.g. the older half of the games each top 100 player played, to make it likely they were similarly strong when they played the games as they are now. But I don't know how much work that would be...
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Since the strength of Rebuild (and to a lesser degree, other DA cards) only became "common knowledge" in late 2013
I don't think that's very relevant. The thing about good players (who should be overrepresented in the top 100) is that they realise that whatever manages to pass for "common knowledge" always lies somewhere between a disfigured caricature of the truth and misleading nonsense, so they just opt to use their own brain instead.
It took me personally about one game to figure out that Rebuild was powerful, and I left iso as a level 33, which is fairly mediocre. These are my Rebuild gainrates over different periods (I started out on Goko with Base+DA only, and gradually added the other expansions during the next two months):
03/15/2013 - 06/30/2013: 67 out of 76 pro games, or 88.2% of the time.
07/01/2013 - 12/31/2013: 108 out of 129 pro games, or 83.7% of the time.
01/01/2014 - 01/29/2015: 42 out of 57 pro games, or 73.3% of the time.
Before looking at my own data I thought that 74.4% was too low as well, but my own play convinces me enough to not have a strong opinion on the matter, and if a Dominion Oracle emerged who could resolve such issues and someone offered me to place a lot of money on "80% is closer to correct than 75%", I would politely decline.
The larger point, though, is that ~75% is still an insane amount for what is basically a single card strategy, to the point that there's little qualitative difference between "this card makes other cards irrelevant on 85% of boards" vs. "it does so only on 75% of them". If you look at the top 10 of this list--all cards gained more frequently than Rebuild--you'll see that none of these dictate a particular strategy on their own, not even Governor. In fact, many of them open up strategic possibilities, they are expansive rather than constrictive; whereas in the vast majority of Rebuild games the path is paved and your sole job consists in not diverting too much from the racing line.
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I still think that 75% is a lot and maybe even too much. On games with Shelters, Rebuild is still a strategy, but not as good as usual. Thus, most of these board could offer other strategies. Then, there are knights who like to eat up Rebuilds and Duchies. Next on the list of cards disabling Rebuild could be strong junking attacks like Mountebank or Cultist.
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On games with Shelters, Rebuild is still a strategy, but not as good as usual.
SCSN! They keep saying it, they just won't stop saying it!
Junkers don't really disable Rebuild, though I guess Cultist specifically might hurt it enough and be able to get Provinces fast enough to beat it. I would guess in most Cursing games you just want Rebuild after you get your junker.
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On games with Shelters, Rebuild is still a strategy, but not as good as usual.
SCSN! They keep saying it, they just won't stop saying it!
"common knowledge" always lies somewhere between a disfigured caricature of the truth and misleading nonsense
Well, that took exactly one post for someone to chime in and illustrate the point!
Junkers don't really disable Rebuild, though I guess Cultist specifically might hurt it enough and be able to get Provinces fast enough to beat it. I would guess in most Cursing games you just want Rebuild after you get your junker.
Pure Rebuild (only buys Rebuilds, Yellows and Greens) beats Cultist-BM by something retardedly small like 51.5-48.5 over 200k games. Add any kind of non-trivial support (a powerhouse like Chancellor would certainly do) and it stops being close.
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Pure Rebuild (only buys Rebuilds, Yellows and Greens) beats Cultist-BM by something small like 51.5-48.5 over 200k games. Add any kind of non-trivial support (a powerhouse like Chancellor would certainly do) and it stops being close.
What about adding Cultist itself? I feel like the relevant number here is how much Rebuild+Cultist beats Cultist-only and Rebuild-only by, and then how do you prioritize your buys?
I remember a lot of this discussion about Jack: "Jack is OP it beats Mountebank+BM!" but Jack+Mountebank is better and that's something you would actually play if this statistic is relevant. I keep holding out hope that Rebuild is much more interactive than we give it credit for (like Jack turned out to be), but if Rebuild-only beats Rebuild+Cultist (or it beats Rebuild+X for 100+ kingdom cards) then that's a dim hope.
And I feel like that's not a discussion that's ever been had. Everybody whines about how un-interactive Rebuild is but these numbers haven't been shown, and until they are I'm not convinced. I will hold on to this hope until it's properly dead and mutilated.
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What about adding Cultist itself? I feel like the relevant number here is how much Rebuild+Cultist beats Cultist-only and Rebuild-only by, and then how do you prioritize your buys?
Rebuild+Cultist loses to both.
or it beats Rebuild+X for 100+ kingdom cards
Almost every kingdom contains an X for which Rebuild+X beats pure Rebuild (all terminal silvers except possibly Fortune Teller, for one; things like Scheme and Warehouse; Horse Traders, Jack, Baron), but the same holds for Big Money, and as with Big Money, you're still only playing a slightly stronger variant of essentially the same strategy. The only cards that bring some sort of qualitative change to a Rebuild strategy are Rogue, Graverobber, Duke, Tunnel and to some extend Feodum, and even these play pretty straightforward once you've figured them out.
And I feel like that's not a discussion that's ever been had. Everybody whines about how un-interactive Rebuild is but these numbers haven't been shown, and until they are I'm not convinced. I will hold on to this hope until it's properly dead and mutilated.
I've had these discussions in the early days, mostly with AI in private during playtesting for our article, then more (some in public I think) during the early Dominiate simulations and then even more within myself while testing variously competing things in the amazingly performing Dominulator.
The mirror article has been published and was later updated (as recently as 4.5 months ago) to include some qualitative guidelines based on the simulations. I've referenced other important results in various posts from mid-late 2013. Crude scripts for a bunch of Rebuild+X strategies are available in Dominiate (linked on gokosalvager.com), some more polished ones are included in Dominulator (available on GitHub).
For some reason almost no one seemed to care for the fine details, and various brands of fashionable nonsense--often asserted with proud conviction--continued to prosper. To my personal lamentation (and Mic's laughter) all my attempts to counter this have been an utter failure. I can certainly appreciate the funny side of it, but not without simultaneously experiencing this sense of bitterness that has replaced some of my former enthusiasm.
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Maybe back when Iso was up, I would have been interested in the simulations for Rebuild + X. When I had access to all the cards, I played a lot of solo games to mess with card combinations, and the simulator was a nice shortcut for that. However, I've now realized that I prefer playing and learning Dominion in a very loose way. Try dumb strategies, find out which ones are less dumb. And most importantly do this against somebody else so that I get properly punished for doing something especially dumb.
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I'm not quite picking up on the context of this; would you mind clarifying, SCSN? What is it that you have been saying, and what is the fashionable nonsense?
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I'm not quite picking up on the context of this; would you mind clarifying, SCSN? What is it that you have been saying, and what is the fashionable nonsense?
SCSN has done a lot of simulation to figure out how rebuild works with various modifications and people keep saying things like "rebuild is bad with shelters" despite the fact that he demonstrated that this was not true.
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Okay, so, question: Rebuild is still slightly worse with shelters than without shelters, right?
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Okay, so, question: Rebuild is still slightly worse with shelters than without shelters, right?
SCSN's simulations showed that there was pretty much no difference.
Here's the article (http://forum.dominionstrategy.com/index.php?topic=8398.0). Shelters is just a small note at the end though.
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What about adding Cultist itself? I feel like the relevant number here is how much Rebuild+Cultist beats Cultist-only and Rebuild-only by, and then how do you prioritize your buys?
Rebuild+Cultist loses to both.
Well that's just sad. Judging from the amount of simulation work it appears you've done I think I believe that you programmed a competent Rebuild+Cultist bot, which means Rebuild just isn't a good card. It's so rare to see it really interact with other cards in interesting ways :(
I don't remember hearing anything about your simulation results or anything like that. Re-reading the article on mirrors it seems that some stuff was edited in. I was under the impression that Rebuild mirrors were pretty well studied and uncontested Rebuild was a little bit lacking, but maybe that's not the case anymore. I'd certainly like to know what's out there.
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Okay, so, question: Rebuild is still slightly worse with shelters than without shelters, right?
SCSN's simulations showed that there was pretty much no difference.
Here's the article (http://forum.dominionstrategy.com/index.php?topic=8398.0). Shelters is just a small note at the end though.
Ok, thx. I didn'tre-read this article for quite some time.
I still wonder how shelters don't affect Rebuild. Or more likely: How they don't support other strategies as well. Rebuild then needs 2-3 extra buys which makes up for at least 2 extra turns, that's what I thought. Actually, trashing the green shelter will give you +1 Card maybe enabling a Duchy. And buying a Duchy enables trashing your hovel, so maybe that's why Rebuild is just as fast as usual. Still, I wonder how other strategies are not supported better than Rebuild.
I'd also like to know how effective trashing attacks (Swindler, Knights, Saboteur etc.) can be against Rebuild.
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Okay, so, question: Rebuild is still slightly worse with shelters than without shelters, right?
SCSN's simulations showed that there was pretty much no difference.
Here's the article (http://forum.dominionstrategy.com/index.php?topic=8398.0). Shelters is just a small note at the end though.
Ok, thx. I didn'tre-read this article for quite some time.
I still wonder how shelters don't affect Rebuild. Or more likely: How they don't support other strategies as well. Rebuild then needs 2-3 extra buys which makes up for at least 2 extra turns, that's what I thought. Actually, trashing the green shelter will give you +1 Card maybe enabling a Duchy. And buying a Duchy enables trashing your hovel, so maybe that's why Rebuild is just as fast as usual. Still, I wonder how other strategies are not supported better than Rebuild.
Buying a single early Estate (or Duchy) is enough in shelter games, you can rebuild OE twice before it becomes a Duchy. If you should hit $2 during your first 4-5 turns, you don't have to waste a single good buy. The main disadvantage is having 1 (initially 2) useless dead cards, but that's not so bad.
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The thing is that engines vs Rebuild still isn't terribly explored. They don't tend to simulate well, and they often need several different kingdom cards to reach full potential, so it's hard to necessarily translate from one board to the next. Make no mistake, it takes a fairly potent engine to overcome the VP-destruction powers of Rebuild, but it can happen.
Of note, the strongest things which help an engine vs Rebuild are probably Colony and Vineyard. Neither of them help other money strategies, though.