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Messages - TWoos

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51
Dominion General Discussion / Re: Random city question
« on: February 02, 2013, 04:46:33 pm »
I'm not a coder, but as a mathematician I know that you should start counting from 0 ;)

That depends on whether you think the natural numbers begin at 1 or 0.

For the purposes of the Well Ordering Principle (WOP), most textbooks start the natural numbers at 1.


Being a coder as well as a mathematician, I still vote for starting City at 0.

Do you really think most textbooks start at 1?  Whenever I've taught those classes, we've started with 0.  When you build your set-theoretic model, you begin with the empty set as zero, and then define the successor operation as Sx = {x}.

I'll concede that I haven't read any sort of majority of textbooks, so I should not have said most.

Instead, I'll say that every single advanced mathematical textbook I've ever used starts the natural numbers at one.

52
Dominion General Discussion / Re: Random city question
« on: February 02, 2013, 09:43:08 am »
I'm not a coder, but as a mathematician I know that you should start counting from 0 ;)

That depends on whether you think the natural numbers begin at 1 or 0.

For the purposes of the Well Ordering Principle (WOP), most textbooks start the natural numbers at 1.


Being a coder as well as a mathematician, I still vote for starting City at 0.

53
Variants and Fan Cards / Re: Really bad card ideas
« on: February 01, 2013, 10:01:08 pm »
Colony Governor
+2 Actions
Choose one (you get the one in parenthesis): +2 Cards (+5 Cards); Gain a Gold (Gain a Platinum); Remodel a Card (Expand a card)

What would that cost?  I'd start at $10, and probably go up from there.

54
Dominion Articles / Re: Combos/Counters Article list
« on: February 01, 2013, 09:34:54 pm »
I think it's more general than that - Fortress is a counter to trashing attacks in general, and in this case KC/goons/masq is acting like an attack which is trashing your deck.

That's true, and probably the general defensive use should be in the Fortress article, if there is one.

However, given the devastating effectiveness of KC/G/M, knowing a possible counter to it is useful.  At least... for those of us who aren't playing on Isotropic.

55
Dominion Articles / Re: Combos/Counters Article list
« on: February 01, 2013, 01:27:59 pm »
Just noticed there's an important Counter to a Combo missing.

Fortress vs. King's Court/Goons/Masquerade

56
Finally!  I just won the... umm, damn.  I can never remember.
You can never "win" the game. BTW, both of us just lost the game.

You can only win the game if you don't play.
By the rules of the game, everyone is playing the game, whether you like it or not.

That's the point.

57
Finally!  I just won the... umm, damn.  I can never remember.
You can never "win" the game. BTW, both of us just lost the game.

You can only win the game if you don't play.

58
Dominion: Guilds Previews / Re: A small nugget of info
« on: January 27, 2013, 12:41:03 am »
I recalled that we had a list of costs in another thread, so looked there to see what UBguild was priced at...

But this is the list:

BEguild ($4)
CBguild ($5)
CVguild ($5)
DNguild ($2)
EPguild ($3)
GPguild ($3)
HVguild ($5)
IFguild ($4)
NHguild ($5)
NJguild ($2)
TPguild ($5)
UWguild ($4)
UYguild ($4)


You'll note UB isn't there.  Hm.

59
2012 / Re: 2012 Elite Eight Bracket
« on: January 15, 2013, 06:59:30 pm »
Nevermind.  The number of trials isn't fixed, so it's not a simple binomial formula.  The sum of the probabilities of winning 4 out of 4, 4 out of 5, 4 out of 6, 4 out of 7, and then that assumes there are no ties.

There's data on the likelihood of a tie.  But we can safely ignore them.  We extend the series until someone wins four anyway.

60
2012 / Re: 2012 Elite Eight Bracket
« on: January 15, 2013, 06:46:01 pm »
Anyone's tournament, indeed.  Thanks to Chuckleslovakian for generating the records! If the upcoming small sample of games is representative (alternately, if players' past records are representative of the upcoming small sample of games), then:

The figures you posted would be odds on winning a single game, not the best 4 out of 7.  That's a more complicated calculation. 

I know I should sit down and pull out my probability textbook and show how to do it, but I'm lazy.

61
Variants and Fan Cards / Re: Greed (Action) - Updated with a new idea
« on: January 08, 2013, 09:25:01 pm »
Greed, 4$

+3$
Reveal your hand. -2$ for every Greed in your hand. (Can go negative)
Gain a Greed.

Action

So, 1 nets you $3, 2 nets you $4, 3 nets you $3, 4 nets you $0, and 5 nets you... $-5.  Ouch.

62
Dominion Articles / Re: Dominion Acadamy, game #1
« on: January 07, 2013, 12:44:29 pm »
Questions for you:
  • Is it fun to answer the questions yourself first? Or do you just skip that and should I drop the spoiler tags? Should I post the kingdom first, more like an annotated game?
  • Did you learn anything?
  • Do you agree with my analysis of the game? I know I'm pretty high on the leaderboard, but don't let that scare you. I'm convinced I still make many many mistakes and have a lot to learn.

Yes. Leave the spoilers tags, please.  It was educational for me to compose my answers without seeing your answers.

Yes.

I don't have enough experience to disagree with any confidence, but I don't see anything to disagree with either.  Your point about gaining enough gold in a BM deck before going green is one I had to learn the hard way, and now I know that you may have to pass up the first few $8 and keep buying gold if you think you need to get more than 5 provinces.

63
Variants and Fan Cards / Re: Traitor (Action-Attack)
« on: January 04, 2013, 08:38:26 pm »
+2$
The player to your left gains a Curse.
If you played this card this turn, then return this card to the supply at the beginning of your next clean-up phase. If you do, the player to your left gains a Traitor.

Worth 4$

I'm confused by the update. Why all the extra wording to delay the passing? Seems like the card would function just the same with simply

+2$
The player to your left gains a Curse.
Return this card to the supply. If you do, the player to your left gains a Traitor.

or

+2$
The player to your left gains a Curse and this card.

I like the first one better because gaining a card should always come from the supply, and no card lets you gain a card in play. It's also clearer that they aren't gaining a different copy while you keep the one you have.

I think your first version is not just better, but nearly mandatory to make it work as desired.  Imagine if the player to the left has Trader in hand.  They reveal it once to forgo the Curse, and again to forgo Traitor (gaining two silvers, of course)...  and Traitor now goes nowhere, when it was supposed to return to the supply.

64
Variants and Fan Cards / Re: My First Card : Swamp
« on: January 02, 2013, 11:36:50 am »
I understand the name Swamp, but my interpretation of Dominion's theme is that buying a swamp would mean that there's a swamp in your kingdom, not your opponent's.  So why would the presence of a swamp near you cause prices for others to rise for them?

Just from a thematic interpretation here, a swamp would decrease property values.  So, a swamp could be worth -1 VP for every X Victory cards*, and you would need a way to stick it in your opponent's deck.

* I would probably try X = 3 at first, or maybe X = 5.

65
Dominion: Guilds Previews / Re: The other seven cards
« on: December 27, 2012, 08:12:46 pm »
It would have to be a card that made sense having that large of a stack.  Rats has 20 cards so the pile doesn't empty too quickly.
The "X Guild: something something trash this and gain an X Guild" mechanic with a stack of increasingly powerful cards is what springs to mind when I hear the name.  That might need a large stack to make it work.  (An alternative to prevent the pile running out might be having the upgrade be an option you can choose over the card's normal ability.)  It feels like it could be tricky to balance with different numbers of players though.

I like the idea of a stack that increases in strength.  It's a mechanism not yet used.

66
Dominion: Guilds Previews / Re: The other seven cards
« on: December 27, 2012, 11:17:18 am »
My guess is there will be five non-kingdom cards - these will be the Guilds.

One possibility is that they'll be permanent rule-changing cards, like "Whenever you gain a Victory card, gain a Curse" or something like that.

Another is that you choose a Guild at the beginning of the game (or choose through a kingdom card), and it gives you a permanent bonus, like "At the start of each turn, +1 Card" or something like that.  You would only be allowed one of these.  If this were the case, there might not be any new kingdom Victory cards, to allow for a 6-player game.  Or it could be five, and the 6th player would just be screwed.

You could allow a player to take whichever guild card desired and play it.

Just a thought, but what if there's a stack of 15 this time?

67
Rules Questions / Re: Are Curse gains from Embargo tokens separate events?
« on: December 20, 2012, 02:57:09 pm »
Let's say the Province pile has 2 Embargo tokens on it. If I have a Haggler in play and I buy a Province, could I gain a Curse, gain a Gold from the Haggler, then gain the other Curse?
No. Embargo triggers once, giving you a pile of Curses.

Really? Then what about this post: http://forum.dominionstrategy.com/index.php?topic=1701.msg27082#msg27082
It seems to contradict this.

That's not related.  In that thread, he was talking about how you can reveal Trader twice because you have to gain two curses, and the revelation of Trader is a choice for each time you gain a card.  You still have to resolve /all/ of the curses being gained (or gains being subverted) at the same time.

68
Variants and Fan Cards / Re: Card Idea: Jubilee
« on: December 16, 2012, 07:55:57 pm »
I think if you remove the "gain a $5," you break the looping aspect, making this less crazy.

Don't think that would help. 

Haven't seen this mentioned yet, but if you play two Bridges (or anything else to reduce cost by two), you can gain a Province with the $6, another Jubilee with the $3, top-deck with Watchtower, and then loop* to pile-drive to Provinces & Jubilee at the same time.

*Assuming you can make the loop happen.

69
Variants and Fan Cards / Re: Card Idea: Jubilee
« on: December 16, 2012, 06:33:37 pm »
Too crazy, if there's any other way to trash it.

70
Rules Questions / Re: Are Curse gains from Embargo tokens separate events?
« on: December 15, 2012, 04:04:14 pm »
You can have Gold, Silver, Silver, or Silver, Silver, Gold, but not Silver, Gold, Silver.   I can't think of a case where that third ordering would be preferred.

Yeah, my bad. Not with 2 Embargo tokens, but I think there are several cases with 5 or more Embargo Tokens. So that you know the top card of your second next hand.

True,  but if you're buying a card with 5 (or more!) Embargo tokens on it, that's a very strange game already.  Especially since they can only be top-decked if you have Watchtower in hand... and why aren't you trashing the Curses instead?

EDIT: D'oh.  Forgot about Royal Seal, which can also top-deck.

71
Rules Questions / Re: Are Curse gains from Embargo tokens separate events?
« on: December 15, 2012, 03:14:44 pm »
Out of curiosity, why do you ask?  Is there some edge case where it might matter what order they're gained in?

Watchtower and Trader in hand. You want to gain Silvers instead of Curses and want to put all the cards gained on top of the deck and draw some of the cards still in your turn. The order matters.

He's already buying.  Even if you could draw cards, they're dead.

So, when would the order matter?  You can have Gold, Silver, Silver, or Silver, Silver, Gold, but not Silver, Gold, Silver.   I can't think of a case where that third ordering would be preferred.

72
Rules Questions / Re: Are Curse gains from Embargo tokens separate events?
« on: December 15, 2012, 12:22:37 pm »
The text on Embargo makes me think you have to gain all curses at once.

Out of curiosity, why do you ask?  Is there some edge case where it might matter what order they're gained in?

73
Dominion General Discussion / Re: "Copycatting"
« on: December 15, 2012, 08:28:46 am »
Yes.  Frequently.

Yes.  I see you buy a card, and I realize "Oh, I need that too!"  I don't copy you because I have no strategy of my own.


74
Dominion General Discussion / Re: Playing Dominion with 5 or 6 people
« on: December 13, 2012, 12:01:47 pm »
I cannot fathom how some people enjoy 5 and 6 player games.

I have to say, and I'm not trying to be funny, but it depends on the kingdom.  Kingdoms that are engine-friendly are brutally painful to play in a large group for two reasons.  One, those cards can be hard to get enough of, and two, the game drags.  A nice selection of terminals works just fine, and attack cards are awesome.  Yes, you get quite a few BM+X decks, but those play fast.  The point is less about winning, and more about having fun with your friends.

EDIT: I refer to face-to-face games, not online games.  I can't fathom playing 5 or 6 online.

75
Feedback / Re: Didn't know we were child friendly
« on: December 12, 2012, 08:10:11 am »
Rule PPR. - dont buy that second to last province.

unless you're already winning

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