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Dominion League / Re: Season 8 - Results
« on: June 17, 2015, 11:26:03 pm »
D4: ThaddeusB 4-2 ryan.echternacht
Candlestick Maker, Lighthouse, Moat, Herald, Ironworks, Procession, Scout, Baker, Junk Dealer, Mystic
Do you count forced decisions made by either player? If so, it might be possible to get higher with attacks that have forced decisions: Rabble flips 2/3 treasures/actions, Rogue/Knight flips 2 cards, but only one is 3-6, Saboteur hits a 3 cost card w/ no Curses left. I'm not quite sure about Young Witch: in the vein of forced choice, you may reveal the Bane, but you can't, so you have to choose not to. But you could make the same argument for things like Moat and Watchtower: I could have revealed them, if I had them in my hand. Young Witch does specify the choice on the Attack card though, so I think that makes the difference.
Solution attempt:
KC/TR/BoM for 21 TR plays on stack, Rabble only action in hand.
9 times: TR Rabble, drawing 5 non-actions and Rabble, revealing all treasures/actions
TR Rabble, drawing 5 non-actions and Herald, revealing all treasures/actions
5 times: TR Herald, drawing a non-action and another Herald, revealing and playing 2 Saboteurs, hitting two Silvers with no Curses/Poor House in supply
3 times: TR Herald, drawing a non-action and another Herald, revealing and playing 2 Rogues, hitting only one 3-5 lcost, and then forced to choose it to gain
TR Herald, drawing a non-action and Sir Destry, revealing and playing 2 Rogues, hitting only one 3-5 cost, and then forced to choose it to gain
TR Sir Destry, drawing 3 non-actions and Sir Martin, hitting only one 3-5 cost twice
TR Sir Martin, hitting only one 3-5 cost twice
21 TR choices + 20 Rabble choices + 10 Saboteur choices + 8 Rogue choices + 2 Sir Destry choices + 2 Sir MartinN choices = 63 forced choices in a row. Probably can be improved to somehow include the other solutions without attacks, or used to improve them.
Also, if the player has changed their name, their iso levels don't reflect correctly in salvager. You'd have to look them up on the isotropish leaderboard.
There could also be "altering effects" on your own hand only ("when this is in play, +1$ for each action card played. I doubt any of these specific cars will happen, bit I would not at all be surprised to see some sort of new "lingering effect" mechanism introduced - either through "use later" cards or cards with effects that aren't completely resolved immediately or some other way I haven't imagined. While durations and con tokens do this to some degree, I feel there is a lot of room left in that space.
In terms of unexplored areas, Guilds added "flexible coins". The next logical step is "flexible cards" - one time use cards you obtain through whatever means that don't go into your deck but are set aside to be used at your choice. I definitely think there will be non-supply cards based on the announced set size, so something like a special card or cards that give you these flexible cards is plausible. Or maybe cards that get aside on buy to be used whenever, but after the first use go into the deck as normal.
I think you play it the same way, with a few differences:
-Your goal is to get the most Duchies. This is usually your goal, but now it's even more true.
-Estates are no longer dead because they can turn into Duke, so you can buy Estates on $2/$3 turns more often. I think Silver > Estate if you already have some though.
- When Rebuilding, name Duchy, turn Estate->Duchy/Duke, Duke->Province, Province->Province
If you lost the Duchy split, odds are you just lose, since I don't think you can afford to trash Duchies->Province when your opponent has the option of either Duke or Province for VP. Think of it this way: whenever you Rebuild Duchy->Province you get +3 VP. If you have 4 Duchies, then Estate->Duke is also 3 VP, and buying some extra Estates to Rebuild along the way is a lot easier, while leaving you the option of Rebuilding to Provinces to force a game end.
thanks ! I think "in general, protect duchy, even if it means turning province into province occasionally" was the insight I was missing. the point is that (unlike in usual rebuild) you can't protect all your point sources, but duchies are the most precious by far.
do you think graverobber/rogue become better with dukes lying in the trash? that seems awfully tempting, as a card you can play for is worth even more than a rebuild
i just hosted a game... some guy joined... i pressed start... the game loaded... i was in alone... I thought that was too lonely, so I resigned... goko said now I lose 37 ranking
aside from the obvious nonsense and general buginess of this fact, doesn't this also mean if you play a game, someone else joins, and he leaves at the right time, and you then proceed to piledrive provinces, you win points out of nowhere?
e: although my rating doesn't seem to have changed, so maybe it was just an annotation bug.
Heisenberg's final deck composition is totally wrong.
I think it's because the log prettifier observed it.
I think if you resign mid-turn, then it doesn't put the cards in play back into the deck. This could be the issue.