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126
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 08:08:13 pm »
I just implemented Sage in Dominate, and interestingly, taking the included Scheme/Witch bot and replacing Scheme by Sage results in a bot that's a lot stronger (winning 63/37). I thought that I'd prefer Scheme every time, but maybe not.

That makes some sense.  If you draw the Witch before the scheme in a shuffle, then you still have to wait for the next shuffle to play the witch again.  If you draw the Witch before the Sage, then you still get to play it twice in the shuffle, because the Sage will run through your whole deck, triggering another reshuffle, just to get back at that Witch.  If you draw the Scheme/Sage before the Witch, then the Sage lets you play the Witch immediately, and likely gets you close to another reshuffle to see it again.  The Scheme lets you play the Witch twice, so that second case is probably a wash.

I am surprised, though, that the Sage doesn't get tripped up by silver.  If you don't get lucky enough to open 5/2, then you either have to buy silver or hope for 5 coppers to buy that witch, and the silver will be a trip card for the Sage.

127
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 06:47:27 pm »
Okay, that sounds like consensus.  Knowing Donald, he probably addresses exactly this issue in the rule book.

On a different note, I'm hoping that there are more $1 card in Dark Ages.  With the number of cards out already, the chance of getting kingdoms with just PH and upgrade/remake are very small.  I think this dynamic is interesting, and I think other things about $1 cards are interesting, so I'd like to see a few more of them in order to make the appearance of a $1 card more likely.

128
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 06:25:27 pm »
I understand that PH can give you negative coin, but can it count against treasure that you haven't played yet? 

For example, what if I use a lab chain to draw a bunch of cards, and my hand is: Market, Poor House, Copper x7.  I play the market (and draw estate, whatever).  I have 1 coin currently.  Then I play PH.  I get +4, so 5 total.  Then what happens?

a) I get -7, but it bottoms out at zero...so if i don't play the coppers, I have zero, but if I do play the 7 coppers, I only end up with $5, since 1 + 4 - 7 + 7 = 5.
b) I only get -5, since I only have 5 coin at that point, and then I play 7 coppers, so I have $7.

I feel like the answer is (b) based on previous posts, but I'm still not 100% clear on this issue.

129
Oh, I'm in.  Where I'm from, they call this "theorycrafting."  Always good for a laugh.

Okay, I'm not looking at anybody else's analysis until after I write mine, so apologies if I sound redundant.

Graverobber: This card seems like it will be very swingy.  First, it lets you catapult $3 opening terminals into gold, if you are lucky enough to get a collision.  Second, since  you will probably have competition from other graverobbers, there could be a situation where one really good card in the trash could decide the game, and the first person to draw their graverobber will get it.

This card will also be super strong with throne room or king's court.  A hand with TR+graverobber+$5 action could gain a province and leave the $5 on top of the deck for next turn. TR+graverobber+$3 could do the same with gold.  Of course, those hands aren't easy to hit early -- but, again, I think that will add to the swinginess.

Poor house: I like the $1 cost, and I like the -1 treasure.  I was waiting for cards that do that, and Dark Ages, with its "poor" theme, seemed like the place to do it.  This would be really interesting for any actions/cards engine, since you won't have too many treasures in an engine deck.  Stacking multiples of these will be powerful, even if you have a treasure or two. 

Also, any card that lets you discard bunches of cards will obviously be a powerful combo: cellar and warehouse come to mind.  Even cantrips with a discarding "downside" like oasis would be really powerful.  I'm really curious how an oasis/PH opening could fare.

Sage: First thing that comes to mind: Don't buy silvers.  There's no point to revealing a silver with the sage -- after all, if you'd bought a silver instead of the sage, you'd have the silver in hand already.  The obvious utility of this card, in my mind, is smoothing an engine early on when trashing isn't available.  Early game, it will jump over all your coppers and estates to pick up your other engine cards.  Later on, as Donald pointed out, it gets tripped up by provinces, so the sage might be good grave robber fodder in the midgame.

Feodum: This is pretty vanilla -- like Donald said, it's sorta the last angle that wasn't done on card-counting victory cards.  I understand why it doesn't count copper or gold, but it would be cool if it counted other treasures.  Obviously, Trading Post combos with a Feodum deck and Trader is a super-mega-combo.  I mean, Trade can make your deck explode into a shower of silver, so I wouldn't be surprised if you could get 6-point feodums using it.  If these two cards are on the table, will they always be the dominant strategy?

Cultist: I like this card a lot.  First of all, I really like the idea of a heterogeneous deck of curses.  Somebody did that in a fan expansion and I thought it was a really cool and unexplored space.  The card that happens to sit atop the ruins deck might actually affect your strategy, though probably only slightly.  I also really like the idea that these curses aren't curses -- just much less useful cards.

As for the cultist itself, I feel like this will play somewhat like Minion, at least insofar as its effectiveness will increase as the cultist density increases.  I guess they're really more like laboratories that are less flexible: you can't just insert a cantrip into a cultist deck and be on your way.  Unless you're using villages, once you start the cultist chain, that's all you can play.  We know that labs alone make for a mediocre engine, but these cultists come with a nice attack, so it will be interesting to see which is preferred if both are on the table.  I'm guessing the cultist, because we know how powerful cursing attacks are.

Ruined Market: Well, this card is pretty straightforward.  I'm curious if there's ever a situation where you'd rather buy a ruins than a copper.  Obviously, Donald's hint implies that there will be a +1 card, +1 action, and +$1 ruins.  I think the +1 buy is the most useful -- sometimes you really need that extra buy!  Since this is a silly prediction thread, I'm going to guess at the names of these other ruins.  +1 card = ruined laboratory, +1 action = ruined village, and +$1 = ruined house.  I'm making this prediction on 8/7/12 -- hopefully I go at least 1 for 3!

Squire:  Wow.  When there are strong, expensive attacks on the table, this cards seems...really, really strong.  Open chapel/squire, get a Goons on a lucky turn 3/4?  That's a $4 jump.  And it would get even crazier if a $7 attack ever came out.  Cost aside, a turn 3 goons on a trimmed down deck would be pretty devastating.  I feel like there should be a $5 limit on the gained card, or something.

Crazy TFB effect aside, the squire itself is pretty useful as an extra source of actions if your engine is too heavy on smithy-types and you can't afford a village that turn.  In that way, it functions like a crossroads, which I think is already recognized as a great $2.  Taken as a whole, I think squire will easily be one of the best $2 cards.

Note, by the way, that the cost exempts the squire from the gravedigger.  I imagine we're going to see more self-upgrading cards at the $2 price point, specifically to avoid interaction with gravedigger.

Hermit: This card also seems very powerful.  You will almost certainly be able to use it to replace estates with silvers every time you play it.  The fact that you can trash a card from your discard makes collision much less of an issue.  Once you've tossed your three estates, you can automatically trash this card to convert it into ...

Madman: OK, so this is basically a 1-shot mega-lab.  If you have one of these in an engine deck, its minimum payoff is "+2 actions, +4 cards," and its maximum payoff is "dude, just put the rest of your deck into your hand."  If your engine deck is decent, then you could easily have 7-10 cards in your hand from other labs/smithys before you play the madman.  Think about that: +2 actions, +9 cards?!  Well, I'd say the name is accurate.  This sounds crazy.  This card is basically a megaturn-enabler.

Oh, and by the way, if you open squire/hermit, then you can gain almost certainly gain any attack on the table by the second shuffle -- all you have to do is draw your squire before *or* with your hermit!  Yikes.  Or -- even better! Open hermit/hermit, use the first hermit you see to get a squire, and use the second to turn the squire you just gained into a goons.  Ouch!

Rats: I really like the idea of this card.  I think this is my favorite new card so far, for a couple reasons: first, even though it doesn't introduce new mechanics, it seems like it will completely change the way your game plays out.  Second, it's so thematically perfect!  The rats aren't a problem at first, but they will inevitably multiply to a point where you actively need to stamp them out of your deck.  I also think rats go very well with ruins.  In a deck that's ruined by ruins and/or curses, rats might be a very fast way to clear out the clutter if you have an effective plan for exterminating the rats.

A couple obvious observations: barring separate effects like watchtower, rats don't really reduce your deck size.  (What a combo though...watchtower+rats = trashing lab!)  In that sense, they aren't really trashers.  They do, however, replace a useless card with a cantrip (i.e. more rats).  The problem is, rats are only a cantrip as long as you have something to feed them.  Eventually, when you run out of targets, the rats are as unplayable and useless as the cards they replaced.  So they really only provide temporary relief from clutter -- you'll still need a strong trasher to deal with the rat problem, but it might be easier to get to the other trasher for a couple of shuffles, and that might be all the help you need.  As a bonus, when you do manage to trash the rats, you get a card.  The card is a minor benefit because nearly all trashers in the game are terminals, so you'll likely be drawing dead, but it does give you the chance for greater buying power.

This is a cool card.  Donald has actually played with it, and if he likes it so much, then I'm confident that it will live up to my expectations.

Pillage: A one-shot super-nasty attack that also gives you two one-shot golds.  Because of the one-shot nature of the card, it's really hard for me to judge when it will be worth it. The attack is definitely nasty: without doing the math, I imagine that you can easily demonstrate how much worse the average dominion hand is if you remove the best card.  It will hurt a BM deck at any stage of the game, probably eliminating the chance of buying a gold early or a province late.  For engine decks, this probably destroys a hand in the early and midgame, before the action density is so high that you'll have multiple villages and smithies in each hand. 

But, on the other hand, $5 for a card you only get to use once is expensive, no doubt about it.  Obviously, you don't get your money's worth if the attack is blocked, even with the spoils as a consolation prize.  A successful block probably hurts a lot more than other attack cards.  Secret chamber will gain a whole new meaning with this card: use secret chamber to make your current hand as bad as possible!

Spoils: These are an interesting idea.  I like that there are multiple cards that give them out, as Donald mentioned.  Obviously you'd almost always rather keep a gold around than see it disappear: it's a really rare engine deck that doesn't want at least a couple golds.  These cards are clearly going to be more useful the sooner you get them: they can catapult you to actual golds much earlier than normal.  Because of the interaction with Pillage, I feel like there will be a lot of opening luck: a 5/2 opening that grabs a pillage will probably see gold a lot faster than a 4/3 opening, both because of the attack and the spoils.



130
Dominion General Discussion / Re: Best Dominion Tracking App?
« on: August 06, 2012, 06:04:03 am »
You can't count the number of cards in your discard pile; since it's face-up, there's no real way to do that without looking. You can't count your opponent's deck.

I don't actually remember what the rulebook has to say about this (I just take Philosopher's Stone discard-counting clause for granted), but can't you just... flip your discard pile over and count it...?

The rules for Phil Stone actually specifically state that you can look at the cards in your discard pile when using this card.  You gotta give Donald credit -- he's very thorough.

131
Dominion General Discussion / Re: Best Dominion Tracking App?
« on: August 06, 2012, 03:51:13 am »
@Jfrisch: Thank you.

If somebody has an answer to my question, please let me know.  Those looking to engage in a philosophical debate about the validity or utility of point counters need not apply.  You can start your own thread about that.

132
Dominion General Discussion / Re: Best Dominion Tracking App?
« on: August 06, 2012, 03:13:03 am »
Donald has been pretty firm about his stance that using aids to keep track of the game state like this is not officially permissible according to the rulebook...

Really?  The comment that I saw in this thread (http://forum.dominionstrategy.com/index.php?topic=2707.75) makes me think that Donald and I see eye to eye here: if everybody wants to keep score, then it's a variant, not cheating.

When all players agree to a variant - such as taking notes - that's not cheating, it's a variant. I have said this many times, and reference it in the bit you quoted. Taking notes is cheating though if any player has not agreed to it. Hope this is clear!

By the way, if you haven't tried it with your friends, then I do recommend it -- it adds some fun strategy such as the example above, and it also helps everybody to learn faster from each IRL game.

133
Dominion General Discussion / Best Dominion Tracking App?
« on: August 05, 2012, 10:17:23 pm »
I play Dominion both IRL and online.  I prefer games IRL, but I love the added strategy that I see in online games because of the dominion point counter chrome extension.  With this extension, in isotropic games, every player knows everybody's score and card count.  This means you can tell when you are ahead or behind by just a point, or when your gardens deck is 49 cards and you can actually win the game by buying out the last curse.

So, I have a very simple question.  Has anybody come up with a good way to keep track of this type of information for IRL games?

Obviously, for games with vanilla victory cards, you can keep score with pen and paper (or a cribbage board), but that breaks down for gardens/vineyards/etc.  I have found a couple of android apps for keeping track of state, but the only one that seems decent costs money and only tracks victory cards, which is ok but not great.  Has anybody found a better solution?

134
Variants and Fan Cards / Re: Dominion: Enterprise (Finalized)
« on: August 05, 2012, 04:41:43 pm »
I haven't had a chance to play with any of these cards, but they certainly look great.  I like your designs -- novel, but not unnecessarily complex.

Also, the artwork is incredible.  Where did you get it? Did somebody on the forum make those pictures for you?

135
I think that "Holdfast" one will be called Keep.

Keep
$5
Action
If you have one or more Keeps in play at the start of your Clean-up phase, then put the 5 cards you draw for your next hand onto the Keep mat.  While there, they are safe from any attacks.  Draw them into your hand at the start of your next turn.

For a $5 terminal action, that card had better do something else.  As is, it's basically a moat: it's a terminal action taking up space in your hand, and its protection is basically identical to a moat for the next hand.  Except at least the moat draws you two cards!

136
Rules Questions / Re: Black market bane
« on: August 02, 2012, 01:05:41 pm »
Think of it this way: the YW in the BM is travelling from a very, very far off land.  She's afraid of something, but nobody around here knows what it could be, and we certainly don't have any of those things around here anyway.

137
Rules Questions / Re: Black market bane
« on: August 02, 2012, 01:04:05 pm »
I think that a bane should not be used, for the simple reason that you will only have a maximum of one YW in the game.  Nobody would buy the bane card just to ward off the one young witch that may or may not come up.  Consequently, if you add a bane card, all you're really doing is expanding the kingdom by a card.  Playing standard Dominion with 11-card kingdoms might be fun, but it's not the original design, so using one lone black-market YW as a vehicle to get an 11th card (which, again, will almost never be used as a bane) seems silly.

138
Goko Dominion Online / Re: Playdominion.com/base exists now, sort of
« on: August 02, 2012, 12:55:41 pm »
If you're not getting the use you'd like out of your physical Dominion sets, why not sell them off and use the money to pay for your digital Dominion sets? You might even have some beer money spare afterwards.

I agree with TINAS. It's admirable that you helped support the company by buying their product. Now that you can help support the company with the online version, you can sell the physical copies to John Doe.

The net benefit is the same. John pays for a physical game while you pay for a virtual game. Either way, that one physical set put money in RGG's pocket. The difference is that you no longer have access to it in case a real-life game does pop up.

Although, I have a pretty high tolerance for owning physical games that aren't played. My copy of Kingdom Builder + expansion has been played exactly once. MySmallword: Underground also played only once. My Factory Manager has a handful of plays. But, if you don't have the same irrational attachment to pretties that I do, then you would probably do well to sell your sets. I'd offer to buy them, but you can already guess why I won't.

I'm like you.  I'd rather keep my physical copy because (a) it's a pain to sell board games to random people online, what with shipping and such, and (b) I'm holding out hope that I will build a core group of people who like games such as Dominion.  Like werothegreat, I will greatly prefer it if I manage to make that happen some day, because I prefer IRL games with IRL friends to the online experience.

139
Goko Dominion Online / Re: Playdominion.com/base exists now, sort of
« on: August 02, 2012, 01:11:14 am »
But any online thing we actually made, people were going to put in many hours on, doing it as a job, utterly unlike those digital books.

Oh, I totally agree with you there.  I'm not the type of guy to begrudge somebody who wants to get paid for his work.  I don't work for free!  And I don't think you're being unfair either.  (I mean, I don't know yet obviously, but from what you've described so far, it sounds like a very fair plan to me.)

I guess that the source of my malaise is that I bought Dominion for the same reason that some people bought albums when Napster was free: because I wanted to support the creators (i.e. you!).  I learned about the game online, and I primarily play online, but I wanted to be 'legit' -- and also try to get my friends into it, because I do prefer playing actual physical board games to playing on the computer.  (I'm one of the five guys out there who actually likes having to shuffle the cards.) I've had some very minor success with with my friends, but that's because the people that I like to hang out with don't like board games, and that's obviously my problem (sadly, my lot in life) and not yours.  Consequently, I rarely get to play games IRL with my shiny new dominion expansions.  Now I find myself in the ironic situation where I would have been better off waiting and buying the whole megillah online instead of IRL. 

But honestly, this isn't your fault, and I don't think you're doing anything wrong.  (And I'm sure you don't need me to tell you that! You seem like the confident type.)  Frankly, the fact that I have the chance to play free online anyway is more than I realistically expected.  I just asked my initial question because, hey, why not ask?

140
Goko Dominion Online / Re: Playdominion.com/base exists now, sort of
« on: August 01, 2012, 09:01:00 pm »
Donald, if you are still reading this, are you able to confirm or deny that players who own an expansion IRL will have free access to it online?
Like every computer game ever, owning the board game version confers no special privileges online.

Well, I can't argue with that.  I can say that it's a shame.  Lots of things happen that have never been done before.

While I'm not arguing your point, I will say this: I don't think Dominion Online should really be considered a "computer game with a board game version."  I think it's more accurate to call it an emulator.  While your statement is still true (Like every emulator ever, owning the board game version confers no special privileges online), this is a much narrower statement: while there are lots of video games that get "board game versions" that really aren't the same game (e.g. look at Starcraft vs. Starcraft: The Board Game), the only board/card game emulator I could find that wasn't free was Magic Online.  Admittedly, Magic Online does follow this same rule -- owning cards IRL does not grant ownership of those cards online -- so once again I can't argue with your point.  But there seems to be much more room to establish a new paradigm here!

I guess this boils down to a similar point as that made by people buying books on Amazon.  Lots of people who buy physical books would like to receive digital copies of the same book in the same purchase.  Publishers hate that idea, because then they only get paid once instead of twice for the two different forms of the book. 

I hope that, as time goes on, the march of technology will push publishers towards unification of purchases: either buy the digital thing at a discount, reflecting its negligible incremental production cost, or buy the physical thing and get the digital component as added value.

But, like I said before, even if you and your partners in the new site were willing to consider such an idea, I have no idea how you would pull it off.

141
Rules Questions / Re: Simple (?) question: minion/moat, or margrave/moat
« on: August 01, 2012, 05:03:57 pm »
Okay, that makes sense.  I also found this thread (http://forum.dominionstrategy.com/index.php?topic=476.0) which seems to say the same thing in a lot more words, if somebody is interested in further detail. 

142
I have a question for you guys.  My opponent plays a minion, and I discard my hand and draw 4 more.  One of those cards is a moat.  I reveal that moat.  What happens?  Do I pick my old hand back up?  Does nothing happen, because I already executed the discard & draw?  Am I even allowed to reveal the moat, since I've already acquiesced to the attack?

If your answer to the above question is "you can reveal the moat and nothing happens," then what about a different case: My opponent plays a margrave.  I draw a card, which happens to be a moat.  I then reveal that moat.  What now?  Do I discard 3 cards since I already started executing the attack text?  Do I put one card back to pretend the attack never happened?  Do I keep my 6th card and thank my opponent for the bonus?

Apologies in advance if this has been answered; I can't seem to find a direct answer to this situation.  This thread (http://forum.dominionstrategy.com/index.php?topic=1028.0) is the most pertinent one I could find, but it doesn't quite answer this question, as far as I can tell.

143
Goko Dominion Online / Re: Playdominion.com/base exists now, sort of
« on: August 01, 2012, 01:08:49 pm »
Wait, I'm lost.  I have Base and Hinterlands and do not yet have Prosperity.  If I buy Prosperity now, will I have to buy it again to play online Dominion?  Or is it a dual investment?

If it's the first I feel discouraged from buying the physical cards in favor of picking one medium.
That would be horrible for me...I own all the expansions (except the promos) and I really do not want to have to buy them again.

I second this sentiment.  I've spent over $200 on Dominion, and I own all the expansions except the promos.  If I have to pay again to buy the same thing online, I probably just won't play online any more, which would be a huge bummer for me.  I just can't justify this kind of expenditure for a single game.  (I do not play MTG or other CCG's for similar financial reasons.)  It's especially galling to me since I'd just be buying a copy of something I already own in another format. 

Honestly, I don't see a way around this, since I don't see any sort of serial number on the box.  I suppose if they did want to accommodate folks like me, they could have us snap a photograph of each expansion with all the cards laid out, but that's a lot of work for them, and people could still cheat if they were really dishonest.  They could start adding serial numbers now, but that still screws people (like me) who already bought the game.

Donald, if you are still reading this, are you able to confirm or deny that players who own an expansion IRL will have free access to it online? 

144
Dominion General Discussion / Re: Best strategy on this table?
« on: July 30, 2012, 01:10:02 pm »
As suggested by DG, the Mine/Cellar opening beats Smithy BM by a small margin. Market and Spies will help to create something enginy. If you look hard enough and play tight there's almost always an engine that beats Big Money even in base Dominion.


Wow, thanks Geronimoo!  That's exactly what I was looking for.  Being relatively new to the game, I just assumed that the chapel would be an integral part of the dominant engine-based strategy whenever it's available. 

I also just read your article about building an engine on game #1, and now I'm dying to try it out on my friends.  We've all been convinced that BM is the best strategy in all base set games without the witch.  I'm pleased to see that this game continues to reveal depth as I learn/play more.

On an unrelated note, I've noticed a possible bug in your simulator.  When I was playing with Chapel/Mine, I noticed that the bot trashes the Chapel with the Mine, gaining a gold.  I'll post a report of it in a new thread when I have a chance.

145
Dominion General Discussion / Re: Best strategy on this table?
« on: July 27, 2012, 07:38:31 pm »
Chapel/Witch obviously destroys BM Library, but I can't build a militia strategy that comes close.  This makes sense, because militia is almost helpful to library -- discard your green, draw extra cards.  So I guess if militia were on the board, I'd still go BM library.  But witch is definitely a game changer as usual.

146
Dominion General Discussion / Re: Best strategy on this table?
« on: July 27, 2012, 07:08:31 pm »
Well BM Library beats BM Smithy because of the collision prevention.  But I guess you guys are confirming that there isn't an obvious strategy on here that beats BM Library.  I guess I'll just always go BM when using the main set.  That's kind of a BuMmer. 

Oh well, I guess Donald meant it when he said the expansions aren't really expansions -- they're really a requirement for interesting games.

147
Dominion General Discussion / Best strategy on this table?
« on: July 27, 2012, 06:49:57 pm »
Cellar, Chapel, Village, Woodcutter, Moneylender, Smithy, Spy, Library, Market, Mine.

(Yes, these are all base set cards.  This was a RL game with new people, so I didn't want to overwhelm them.)  I opened 2/5 and figured I'd go for chapel/library with aggressive trashing.  It worked ok, but far from optimal.  My friend bought libraries and a moneylender and won by a point.  It was a fun game, but neither strategy was great, so I thought I'd analyze it further to see what I should have done.

Using the simulators, the best strategy I can find is BM Library.  That is sooooo boring.  BM library beats any chapel combo I can find, and beats a village/smithy chain with chapel support.  The closest I could get to parity was a Chapel/Mine combo with aggressive trashing, and a cellar thrown in at the end.  Even that strategy loses 60/40 to BM Library. 

Now, I'm no expert with the simulators, so maybe I'm missing something.  Maybe I just missed a good strategy -- I'm fairly new at the game.  Please, somebody show me a strategy that beats BM Library on this board!

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