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Topics - neoeinstein

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Rules Questions / Tied Scores with Outpost, Possession
« on: January 29, 2013, 03:12:30 pm »
Here's a question that I recently came up with and figured that opening a tiny can of rules worms might be fun. I searched on this board but didn't find a similar topic.

Take four scenarios. In all, assume Player A is the first player and that the VP scores are equal at the end of the game:

1. A game with Outpost. Player A plays Outpost—gaining an extra turn—at least one more time than Player B. The game ends when Player B piles out. (example game, another)

2. The converse Outpost game. Player B plays Outpost—gaining an extra turn—exactly one more time than Player A. The game ends when Player A piles out.

3. A game with Possession. Player A plays Possession—causing Player B to take an extra turn—exactly one more time than Player B. The game-ending pile out occurs while Player A is possessing Player B.

4. The converse Possession game. Player B plays Possession—causing Player A to take an extra turn—at least one more time than Player A. The game-ending pile out occurs while Player B is possessing Player A. (example game)

The scores are equal, so the tie-breaker is:

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If the highest scores are tied at the end of the game, the tied player who has had the fewest turns wins the game. If the tied players have had the same number of turns, they rejoice in their shared victory.

Card text for reference:

Quote from: Outpost
You only draw 3 cards (instead of 5) in this turn's Clean-up phase. Take an extra turn after this one. This can't cause you to take more than two consecutive turns.
Quote from: Possession
The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him.
Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn.

The tie-breaker hinges on what constitutes a turn. Isotropic takes the opinion that possessed or outpost turns do not count. I think there is a case to be made that a plain text reading of Outpost and Possession indicate that players affected are taking a turn, and thus counts for the purposes of a tie versus a shared victory. The former is more intuitive and only requires remembering the start order, but the latter seems to follow the text although it may require some tracking to get right.

Which is the proper way of adjudicating the tie-breaker here?

In all, this is a very tiny space, having only affected 2 out of the 200 recent Outpost games and 1 out of the 200 recent Possession games on Councilroom, which I've listed above as examples.

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Here's the game log on councilroom: http://councilroom.com/game?game_id=game-20130128-184420-fcd51d2b.html

I had an interesting (to me) game on Isotropic last night. Not sure how to analyze it properly to even determine if I played this alright. I ended up winning, but I'm wondering if it was more of a fluke. I have a feeling that I ended up the beneficiary of an Ambassador-induced slog more than having a winning strategy. The game ended on Provinces, though it was also the third pile (Duchy and Estates preceded Provinces).

I started off with a Monument / Ambassador opening, choosing the Ambassador after seeing one of the other players open with one and not wanting to be on the wrong side of the Ambassador battle.

In turn 3, my opening buys collided, and I started down the Monument path. Later in turn 8, I would make a similar decision to forego the use of the Ambassador. As such, I began soaking up some Coppers and Estates since I wasn't Ambassador-ing them back much. I ended up playing Ambassador 4 times overall compared to 12 plays of Monuments.

In turn 11, I was able to hit a lucky Horse Traders reaction draw and bought a Province. I still didn't diverge from the idea that I could still Monument up for some VP. In turn 18, a Tribute hit gave me the coin for a second province, but after my Province buy in turn 21, I realized I wasn't going to be getting back to the Provinces and began going for the other VP piles.

Part of that included switching to Gardens, which were getting close to worth 4 VP each and so made a more attractive buy than Duchy. For the remainder of the game, I would focus on gaining Gardens when I hit $4, Great Hall as I hit $3, and Estate when I hit $2. In the last turn, I drew Ambassador, Great Hall, Venture and 2 Estates. Great Hall pulled up an Outpost, which allowed me to grab a Copper. Then in the Outpost turn I came up lucky with a Copper and Gold, grabbing a 5th Gardens (also my 50th card and giving me +9 points and pulling me clear of being caught if Cai bought the final Province).

On the board, the only source of +Buy was Horse Traders, and Tribute provided the only +Extra Action, but is inconsistent and with the excess of Copper was likely to be a terminal. Outpost ended up being important in the end since it gave me a way to get an extra action for Monument and an extra buy when I started to fatten up for Gardens. In all, I ended up with 21 Victory cards and 11 Coppers out of 50 cards.

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