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Messages - ben_king

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126
The tournament was a blast.  Thanks to everyone who helped organize it.  I'll definitely be back next year!

127
The Best - Cards (Part 3/3)

#7 ▼1 Hamlet (Cornucopia) Weighted Average: 76.4% ▼4.3pp / Unweighted Average: 76.3% / Median: 81.0% ▼4.7pp / Standard Deviation: 18.9%

Hamlet lost this year one rank again. But it would be even 3 ranks higher in the unweighted ranking. It was voted only 7 times below 50%.

Sorry, one of those was me!  I just realized that I screwed up some of my lists by using both the ranking and comparison interfaces.  Somehow, Hamlet ended up in the bottom 5, when it should have been in the top 10.

128
Rules Questions / Re: Prince + Beggar reaction
« on: September 21, 2015, 09:30:51 pm »
No, the FAQ makes it clear the reaction requires you to discard it from hand.

Thanks for the quick response!

129
Rules Questions / Prince + Beggar reaction
« on: September 21, 2015, 09:19:53 pm »
Beggar is the only card that reacts to attack that doesn't say reveal or discard "from your hand." 

Suppose that you have set aside Beggar with Prince and then your opponent plays an attack.  Can you discard Beggar from its set-aside limbo state and gain the two silvers?

130
Variants and Fan Cards / Re: Ben's cards
« on: June 22, 2015, 06:31:18 pm »
Quote from: Co0kieL0rd
Gold Rush is a great idea but I think it should cost $6 or $7 if only because if one player opens with it while the others can't, he would be ahead so much it might break the game. Lastly, Iron Mask and Manor are bad design-wise

Now that you mention it, Gold Rush does seem like it would be better all around at $6.  I understand now why Manor wouldn't work.  What don't you like about Iron Mask?  The same things as scott_pilgrim?
Thanks for the thoughts.

Sorry I didn't explain. It was probably late in the night. Yeah, basically everything scott_pilgrim said plus it has the same downside Masquerade has with hands that have already been hit by a discard attack. It will often be frustrating, and I'm not even talking about pins, although these would be harder to do with Iron Mask because it doesn't trash. Why not have the player to your left or right discard the top card of their deck and you get the bonus accordingly? Hmm, that's probably super bad like Tribute.

Maybe each other player draws to 5 in hand before passing and then the vanilla bonus could be increased to balance that out?

131
Variants and Fan Cards / Re: Ben's cards
« on: June 22, 2015, 05:07:19 pm »
Thanks for the feedback everyone!

Quote from: GeeJo
Out of curiosity, why the lower bound on Sculptor? If I want to use it to gain a Hamlet or whatever, why shouldn't it let me? EDIT: In fact, given that it's already restricted to cards in play, why bother with the upper limit either? As is, the only cards it stops you on the vast majority of boards from gaining are Peddler, Forge, and Potion cards. None of which seem overly problematic here. Prince takes itself out of play before Sculptor can copy it, and the rest are Treasures (which, admittedly, can be in play with Storyteller, Black Market or a few of the other cards from here, but getting a free Bank or Platinum off of that interaction is a bit of a corner case?)

I think you guys are right that the lower bound doesn't make sense.  The upper bound was in place for King's Court, since I'm pretty sure things could get out of hand if you KC a Sculptor.

Quote from: pacovf
Petitioner seems too strong in the boards where it is actually worth buying.

This is a point I was debating myself about this card.  It seems like it would be very strong in a deck with very few treasures.  But by that logic, Poor House should be a powerhouse, which it obviously isn't.  Do you have any insight into why this seems like it would be so strong (and I agree with you that it does seem that way), but that Poor House isn't?  Is it just "cards > coins"?

Quote from: scott_pilgrim
Not counting the combos for playing treasures in your action phase, Munitions is like a terminal Royal Seal.  It could probably cost $2 or maybe $3.  I guess it gives a pseudo-buy compared to Royal Seal, but at the cost of not being able to buy more expensive stuff, and not being able to top-deck other cards you buy during the turn.  I think it would be fine at $2.

The idea behind this card was that it could be used in an engine to increase reliability.  If you really need one specific card to keep things going, you can trade in some of your coins to get the piece you need and be able to use it yet this turn.  Am I overvaluing how important that would be to an engine?  Or how often you'd actually use it?

Quote from: scott_pilgrim
Vassal has a lot of problems.  First, Donald X. has talked about Copper junking before.  He tries to only do Copper junking on cards that have a way to prevent it (since the Copper pile is so big and scales weirdly with the number of players).  Mountebank lets you block it by discarding a Curse, and Noble Brigand only does it when it doesn't hit a treasure.  Then, reactions that hurt the attacker are usually considered bad design.  But if you do decide to stick with that, you'll need to reword it, I think.  As it is, you can do it as many times as you have cards in your hand.  I'm not sure if that's intended.  If it is, it seems political (actually it may be political even if you can do it only once).  Do I want to hang onto this card for myself, or hurt that particular player?

Yeah, this card seems pretty broken.  It may not be worth saving.  It had a few different ideas in it that I wanted to try (but maybe I should just split them off into separate cards):
1) a card that reacts to attacks with a strong enough reaction that the attacking player would need to think about whether it's worth it to play the attack (in my experience, most of the time, there's no downside to playing attacks in Dominion)
2) a card that defends against itself
3) a reaction card that makes you sacrifice something if you want to block the attack
It's probably just better to scrap Vassal.

Quote from: scott_pilgrim
Iron Mask is interesting.  You might want to change the vanilla bonus to make it more different from Masquerade (maybe make it draw 3 and cost $5?).  But I have some concerns about it too.  One is that it might be political.  Do I pass him the card I want to get rid of, or the card that gives him the least useful bonus?  It might be negligible in practice though.  The other is that passing cards is not public, so you would have to somehow specify on Iron Mask when that card is revealed, and I'm not sure there's a clean way to do that.

Good points! Maybe it's just cause I mainly play 2-player Dominion or maybe I like politics, but I actually kind of like that choice -- like when someone plays Masquerade and you don't have any junk cards in your hand.  But maybe that's just me.

Quote from: scott_pilgrim
Vizier is cool but it might compare too favorably to Haven.

I could definitely see this needing to be $3, especially since it could end up being the only village on a board with a buy.

Quote from: Nic
Bookseller is way too cheap; compare it to Lab. Even assuming you have nothing but good cards in your hand, the first play is effectively +3 cards +1 action, and subsequent plays will look like +2 cards +1 action. On top of that, it combos with cards like Minion and Count. My gut feeling is that if you removed the clause about discarding cards, it would be good at $6.

Hmm.  Good point.  Maybe if it drew to 5 with discarding, that could also work at 6?

Quote from: Co0kieL0rd
Gold Rush is a great idea but I think it should cost $6 or $7 if only because if one player opens with it while the others can't, he would be ahead so much it might break the game. Lastly, Iron Mask and Manor are bad design-wise

Now that you mention it, Gold Rush does seem like it would be better all around at $6.  I understand now why Manor wouldn't work.  What don't you like about Iron Mask?  The same things as scott_pilgrim?
Thanks for the thoughts.

132
Variants and Fan Cards / Re: Ben's cards
« on: June 20, 2015, 10:17:12 pm »
You could perhaps use a rule similar to Young Witch and specify: in games using Quintecense or Elixir, add an additional Kingdom card to the supply that has in its cost.

Yeah, that was kind of the idea.  Elixir and Quintessence were conceived as online-only cards, where it's easy to control that they're only in the kingdom if there's at least one other potion cost card.

133
Variants and Fan Cards / Ben's cards
« on: June 20, 2015, 05:32:03 pm »
Over the past few months I've been working on making some of my own Dominion cards.  Mostly they're just random ideas, but there are a couple themes lurking that may get organized enough to turn into a fan expansion someday:

1) Cards that get treasures into play during the action phase (a la Black Market and Storyteller) and action cards that benefit from having treasures in play.
2) Cards that would best be online only (Elixir and Quintessence - since they really should only be in the game if there are other Potion cards).  I've been working on my own online Dominion interface and am planning to implement them there.

I'm sure some of these ideas have probably been done before, but I'd love to know what you guys think about them:


134
…So, do we have enough of these yet to put together the "Dominion: Artificial Intelligence" fan expansion?

(Is Mold balanced at $3? The obvious comparison is Cache: Mould gives you fewer junk cards than Cache, but the junk itself—a semi-Survivors—is presumably substantially worse to have than Copper. Worse enough to bring the cost down to $3 instead of $5?)

Please, please, please construct the flavor text by using the same code on the text from all the other expansions.

Jobs, starting with more pleasant kingdom of coins just sitting there in and also this kind of your straw hat. A passing servant murmurs, and his father, you want a cheese destruction. You vastly prefer it can do slightly better than everyone else. You are the maxim, learning a cheese again. This celebration. Small when compared to these lands that you will look for the stonecutters is brilliant conceptually, but lately people seem to cling to stretch your codebook for the world like that you like the maxim, you spears and also looking for the east, and poison darts before you want. You beg them wants to make a sign saying "Gone Adventuring." You are sure which neither of progress. Still, freeholds, or like you have pancakes but that you. Today, control of it was always tells the fields in a masterpiece - a reasonable hour. So now. You are sure that the south, treacherous swamps; to pass up a way to the look for the summer would never eat cheese grater so expertly that one who always tells the name of baklava. It seemed like this kind of land of baklava.

135
Game Reports / Re: Double Island Opener Wins
« on: June 15, 2015, 04:03:48 pm »
With a Haven in his deck, he actually has a pretty good chance of lining up the Treasure Maps sometime during that shuffle.  I would estimate that it's probably better than 50%.  So it's a gamble on his part for sure, but not as foolhardy as trying to line up Treasure Maps with no support.

136
Now I'm no security expert either, but I'm interested in the topic and may even pursue a master in information security in the near future. Does anyone know how Unity apps communicate with the server?  If it's some sort of SSH connection then sending unencrypted information like passwords is bad but not a catastrophe, so long as password information is still hashed server-side.
Looking at strace output: everything is being sent through SSL, just as expected. This is good and correct.

If it's some sort of SSH connection then sending unencrypted information like passwords is bad but not a catastrophe, so long as password information is still hashed server-side.
If it's sent through SSH (or SSL) then it wouldn't be "unencrypted information"...

Again, so we don't have MF's word on anything yet, so can we please stop spreading all this FUD?
Ah, sorry for the misunderstanding and any doubt I could have caused. I didn't know it was standard practice to let SSL handle the encryption of the plaintext password when sending it to the server. I figured there would still be an intermediate step where the client encrypts the password with the public key or something before the message passing process for the password.


Everyone should be glad to know that MakingFun definitely does not send passwords in plaintext.  I ran a packet sniffer on Dominion v2.0.  It uses SSL and doesn't submit anything other than DNS requests in plain text.

137
Can someone please open-source this?  These are amazing.

You inspired me to package up my code for this and open source it.  You can download the code I used to do this at http://www-personal.umich.edu/~benking/resources/random_text.tgz

Enjoy!

Uh, how do I use this?  The .jar doesn't do anything for me, and the readme doesn't seem too helpful.

First you need the text for all the dominion cards (which I can PM you).  If we call that file dominion_text.txt, all you need to do is run

Code: [Select]
java -cp random_text.jar edu.umich.clair.text.random.TrigramGenerator dominion_text.txt

138
Can someone please open-source this?  These are amazing.

You inspired me to package up my code for this and open source it.  You can download the code I used to do this at http://www-personal.umich.edu/~benking/resources/random_text.tgz

Enjoy!

139
Here are a few more courtesy of Mr. Markov:

Quote
Accelerator: Event $2
Once per turn: If the previous turn wasn't yours, take a Coin token.

Quote
Kite: Action $3
Take your -$1 token. Now and at the top card of your deck, if a Knight is trashed by this, look at the start of your next turn.

Quote
Recorder: Action $2
+1 Card
+1 Action

When you trash this, +3 Actions.

Quote
Broccoli: Action, $2
+2 Cards , Otherwise , +1 Card

Quote
Box: Action-Ruins, $0
Put this on top of your deck until you reveal a Victory card

Quote
Cover: Action $3
+3 Cards
then discard them and +3 Cards. Discard 3 cards

When you gain a card, trash a card.

Quote
Hedge: Action-Attack $7
+$5, and each other player gains a copy of each Kingdom card pile costing $2 or $3 to $6, and discards down to 3 cards

Quote
Aunt: Action, $4
Reveal cards from the Supply. Then reveal cards from your hand.

(Before the game, make a Black Market deck out of all Rats)

140
Please tell me you have curated the list to only show the greatest. Soybean, Clock and Scraper are just too great to be purely random. I'm in stitches.

What I've done is to filter out cards that don't make grammatical sense (and ones that aren't interesting at all, e.g. (just +1 action)).  Most of what get generated look something like this:

Quote
Trash up to $3

When you buy this, put them back on top of his deck until you reveal an Action.
+1 Card
+2 Actions
You may trash this.  When you gain a card from that pile cost $2 less per Action card you have no Action cards in hand discards a Copper .

Edit: I should also mention that I did choose the prices and the types - those weren't random.

141
Pubby inspired me to write my own.  This is a source of endless entertainment.  Some would actually make OK cards, but almost all of them are hilariously bad.

Quote
Gazelle: Action-Prize, 0*
+1 Card
+2 Actions
Reveal your hand. If you do, discard it or put it on top of your deck. (This is not in the Supply.)

Quote
Wholesaler: Action, $3
+1 Action
+1 Card per card the player to your right gained in his last turn .

Quote
Closet, Action, $0
Each other player draws a card from your hand .

Quote
Flame, Action, $3
+$2
Each other player gains a Silver

In games using this, count your deck.

Quote
Soybean, Action-Ruin, $0
Reveal your hand twice. Trash a card costing exactly $1 less than $0 .

Quote
Glockenspiel, Treasure-Duration, $5
$2

At the start of your next turn: +2 Cards , +1 Action .

Quote
Quality, Action, $1
Gain a Silver card. Trash this card immediately. If you do, gain a Copper.

Quote
Clock, Action, $5
+1 Card
+1 Action
Gain a copy of it. If you do, instead, gain a Gold .

Quote
Scraper, Action, $3
You may put this anywhere in your hand. Gain a Silver per card the player to your left names

Directly after resolving an Action Supply pile, you get +$1 .

142
Dominion Videos and Streams / Re: Dominion Live Streams
« on: June 11, 2015, 02:00:01 pm »
Dominion + Adventures Previews talk

http://www.twitch.tv/adamhorton

So I randomly stumbled across a picture today and inadvertently solved a long-standing Magpie mystery.  In the stream, Adam spent some time wondering what the white thing on the right of this picture was:



Whoever painted the Magpie picture, I'm pretty sure drew his inspiration from the garden of The Cloisters in New York, maybe even from this photograph:



which makes the white thing on the right side of the image a gap in the wall for people to walk into the colonnade.

143
Dominion General Discussion / Re: Favorite cards, and why
« on: June 10, 2015, 12:44:15 pm »
I'm surprised no one has mentioned Stonemason yet.  I think it's really well designed, it gives new options at most price points when it's on the table, it has awesome combos with cost reducers, and it opens up all kinds of possibilities in the end game.

144
Dominion General Discussion / Re: Calculating probabilites of hands
« on: June 10, 2015, 01:10:22 am »
For just a single hand from a fresh shuffle of that deck, it's pretty straightforward to calculate. To simplify the math, let's say that each card is distinguishable from every other - so that every hand has equal probability of being drawn.

Two stables, no treasure: C(4, 2) * C(6, 3) = 120
Three stables, no treasure: C(4, 3) * C(6, 2) = 60
Four stables, no treasure: C(4,4) * C(6, 1) = 6

Altogether, there are 186 hands with 2+ stables and no treasure.  There are 11628 possible hands for a 1.6% chance.

Again, that's of drawing the hand from a fresh shuffle.  It would be more difficult to say what the probability is of getting that hand in two or more consecutive turns, especially if shuffles are involved.

145
Goko Dominion Online / Re: Goko Dominion Salvager Discussion
« on: June 06, 2015, 02:08:07 pm »
I've been getting a bug in Salvager lately where the sidebar doesn't show the score even when the vp counter is on and I also can't type anything in the chatbox (or see messages from the other player - the chat box is just empty).  This is only about half the time though. The other half, it works perfectly.

This is Salvager v2.5.4.9 running in Chrome on Linux.  Has anyone else seen a bug like this?

146
Dominion League / Re: Season 7 - Standings
« on: May 08, 2015, 02:09:55 pm »
Stef won too many games! He already clinched, so the championship match doesn't have any stakes...

Yeah... not the most fun, but I hope the Moderators will pick some crazy boards to make it an interesting Dominion evening nonetheless.

Is there still going to be a championship match for Season 7?

147
Goko Dominion Online / Re: Spiffier log search (preview)
« on: May 07, 2015, 11:03:24 am »
This looks awesome.  One thing I'd love to see is if you could put players' iso rankings next to their names when you list the scores for the games.  But that's just a nit-pick.  It looks really great.

148
I believe Quest should also have you discard two curses before gaining a gold.

149
Variants and Fan Cards / Re: Could this idea work?
« on: May 05, 2015, 12:03:28 pm »
I think the basic concept is good. It should cost much more than $3 if the cost can be decreased though. At only $3 there's not much room to go down. Plus at $3 this is probably something you double-open most of the time.

I had also considered a version at $5 that could give up to +$9 (still being a one-shot), but I was worried it would be a little too powerful in the early game.  But I agree that there isn't much room to move down from $3.

Gold rush
$5
Action
-----------------------
+1 Buy
Trash this. +$1 for every card in the Gold rush pile.
-----------------------
This card costs $1 less for every two copies of Gold rush in the trash, rounded down (but not less than $0)

150
Variants and Fan Cards / Could this idea work?
« on: May 05, 2015, 11:16:11 am »
I was trying to think of ideas for ways that a card's power could change as the game goes on.  This is what I came up with: a card that is more expensive and more powerful at the beginning of the game, but decreases in cost and power as the game goes on.

Gold rush
$3
Action
-----------------------
+1 Buy
Trash this. +$1 for every two cards in the Gold rush pile, rounded down.
-----------------------
This card costs $1 less for every two copies of Gold rush in the trash, rounded down (but not less than $0)


Could something like this work (it almost certainly would need some adjustments) or is the idea just hopelessly broken?

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