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Messages - Throwaway_bicycling

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51
Dominion General Discussion / Re: IRL Adventures stories
« on: April 26, 2015, 09:02:33 am »
Just played Adventures IRL with my game group and I have a couple of thoughts.

Well, my set is now kicking back until Monday in...Horsham, PA. Which wikipedia tells me is a census designated place with a population of 14,842 and my personal copy of Dominion Adventures. On Monday, it likely boards a truck headed to the DC suburbs, and on Tuesday, it will reach my doorstep. I think. Anyway:

Quote
-It can get very difficult to remember how many cards your opponent gained on his turn when playing with the Treasure Hunter, especially after your opponent has already cleaned up his hand.

So I was thinking about this before, and I am guessing people will both begin to get better at tracking gains, plus it might be nice for people to announce just before clean-up "so I gained a total of four cards this turn" (or whatever). Also, you will often have the Treasure Hunter in hand to remind you to pay attention to this, although I guess your Wharf (or whatever) may only draw it right before you play.

Quote
-Miser is very good, especially if you can get your +action or +buy token on it.

So I was trying to work out some Miser possibilities with my un-Adventurous cards (since I thought it was a cool idea), but I kept getting hung up on the opportunity cost of the thing. Because it's $4, you can't generally open Miser/Miser, so you only "tavern" one Copper per shuffle unless you buy multiples, but then, yes, it is terminal. It works quite nicely with Throne Room...but so does everything else, pretty much. It should be pretty nice in some engines, but is a slow card to help you build the engine. Conceptually, it is also a nice fit for Tactician or double-Tac, but, again, so are many other things. You mention putting your +Action token on it, but I'm having a problem imagining a board where that would be the best use of the token. Putting +Buy on it with Seaway seems more promising (but costs $5) since if you have built it up to $5 or so, having it also give you the Buy is nice (assuming +Buy is otherwise scarce).

Am I missing anything very obvious here? I would love to love this card.

Quote
Overall, I enjoyed it a lot, but I've been looking forward to it and reading the previews and things for a month now. My group seems a bit overwhelmed by it and a bit unimpressed but maybe it'll just be nice to learn the cards little by little as they get randomized into future games.

My IRL group had similar "overwhelmed" issues with durations in Seaside, but quickly got over it. Adventures does add a lot of stuff.

And...nope; my copy is still in Horsham. Package tracking is such a mixed blessing.

52
Dominion Articles / Re: The Haiku Card Challenge
« on: April 24, 2015, 10:37:36 pm »
Chancellor
Terminal Silver
can move your deck to discard:
Time to reshuffle.

Smithy
Net gain of two cards,
but actions may be drawn dead
with terminal draw.

Militia
Gives you two money
and makes opponents discard
to a three card hand.

Feast
Gains $5 card
just once; after you will find
a Feast in the trash.

53
Dominion General Discussion / Re: CARD OF THE WEEK #5: Steward
« on: April 23, 2015, 06:23:30 pm »
So when word of Lost Arts came out, one of the first cool targets for it I thought of was Steward. $3 Labs or strong non-terminal trashing (talking about Watchtower enablers) or a non-terminal Silver for those times when that's just the ticket...seemed pretty nice.

54
Dominion: Adventures Previews / Re: I just Pre-Ordered Adventures
« on: April 22, 2015, 09:59:41 pm »
There is probably some lesson here, but I am not sure what it is.

Your FLGS is weird? That's so strange they don't take pre-orders.

What can I say? I was speechless. Truth to be told, it looks like their main business is Magic in various forms, with other games a distant second place, but generally they have at least tried to be helpful in the past, so I have been happy enough to give them my business. But not this time, since they wouldn't take my 47 money.

55
Sort of related, but not really, has anyone's LGS got Adventures yet?

Nope, and if it keeps up I'm sure they'll think I'm really weird for constantly calling.

From my experience with game store clientele, what you are doing is not that weird.  ::)

56
Dominion: Adventures Previews / Re: I just Pre-Ordered Adventures
« on: April 21, 2015, 09:05:12 pm »
According to CoolStuffInc, from whom I ordered Adventures, my copy shipped today and so hopefully I'll be able to play my first game with it come Friday!

So my sad story is I go into my FLGS and ask if I can pre-order Adventures on release day. As in: they run the card, I pay full price (which is known) plus tax (also known) and they text me when it arrives. Nope; cannot do until they can see it as released and available with their distributor. So I turn around and preorder it off the web, for what turns out to be close to a wash after discount plus shipping. But I order from funagain, which does not yet have it in stock, so I probably don't get it by the weekend (my goal).

There is probably some lesson here, but I am not sure what it is.

57
Dominion: Adventures Previews / Re: New mechanics
« on: April 20, 2015, 06:39:28 pm »
Did we ever get an answer on whether Duplicate is a noun or a verb?

Because that totally changes how I pronounce the word.  I mean, it is either duplicate or duplicate.  I have to know.

So I was all going to insist on "duplicate" as noun because all cards have a noun reading even where a verb was possible, and that seemed intentional. But then I actually looked at the actual data...and that's not right. In the English language version, anyway, at least the following cards essentially have to be verbs:

Expand

Develop

Rebuild

Raze

Transmogrify

Borrow

(Okay, so "Rebuild" could just barely be a noun, as could Remodel, Remake and Save except for the context.) So I have decided to call it whatever I feel like on the spur of the moment, but probably "duplicate" as verb. Still, it's interesting that the Dominion author did at one point appear to have a strong preference for giving cards names that where the noun reading was strongly favored. And now my inner Medievalist will shut up.

58
Dominion: Adventures Previews / Re: New mechanics
« on: April 19, 2015, 09:16:41 pm »
The thing about standard Reserves is that they get called on your own turn, when they can go into play as usual. A Reserve you could call on opponents' turns would probably have to be classified as an Action-Reserve-Duration or Action-Reserve-Reaction.

Duplicate is a Reserve you can call on your opponent's turn.

Okay; I'll bit. Why isn't Duplicate an Action-Reserve-Reaction, then?

Because what defines Reactions isn't that they have effects on someone else's turn, but that they have effects when in your hand (or, in the case of Tunnel, when in your discard pile). Duplicate has an effect when it's on your Tavern mat, face-up for all the world to see.

So that's a quality answer...except for the Tunnel waffling bit. So if a reaction can be triggered by a card that is being placed into your discard pile, it is not clear to me why this disallows something going into play from your Tavern mat being a reaction. That said...it being a Reserve might basically cover the case, anyway. And, to date, there are no cards that allow you to react to reactions specifically...I think?...so maybe it's just a metaphysical question, and metaphysics doesn't really pay.

59
Dominion: Adventures Previews / Re: New mechanics
« on: April 19, 2015, 07:56:14 pm »
The thing about standard Reserves is that they get called on your own turn, when they can go into play as usual. A Reserve you could call on opponents' turns would probably have to be classified as an Action-Reserve-Duration or Action-Reserve-Reaction.

Duplicate is a Reserve you can call on your opponent's turn.

Okay; I'll bit. Why isn't Duplicate an Action-Reserve-Reaction, then?

Also, I just realized that under circumstance that might not be so contrived you could have Duplicates in your Tavern that could be called and end up three-piling your opponent on his or her turn. Did that ever come up in play testing?

60
To be fair, that also works off trends. People see what characteristics tended to make for better or worse cards in recent sets and have similar expectations for the next set, and probably will be more accurate now due to knowing more but some changes might throw things off.

I think that's definitely possible. There had never been anything like Rebuild before, I don't think, so it's not a huge surprise that it was underestimated. I honestly think the overall state of Dominion strategy has advanced quite a bit recently. I had some occasion to look at BGG posts from (say) 2009-2010 and...wow; things have changed. Some of it is the cards, but some of it is deeper, I think.

61
So I just looked around the sub-forum on Dark Ages previews to see how inaccurate those ended up being. The interesting one was for Cultist:
http://forum.dominionstrategy.com/index.php?topic=3845.0;all

Some people picked up on the fact that this was going to in the same league as Witch and Mountebank, whereas others were less convinced. Going by changes in Qvist rankings between when the cards were new to the last poll, Cultist ended up being what I guess you could call a "mild sleeper", moving from a rank of 7 to 4. The real rankings sleepers among $5 cards were Counterfeit, Junk Dealer, and Rebuild; for $4 cards, Ironmonger and Wandering Minstrel; for $3, Forager and Urchin. If I had to guess an overall pattern, it's a combination of ever higher appreciation of trashing and more value placed on non-terminals. Cards that fell a lot in the rankings included Catacombs and Death Cart.

If the same pattern holds this time, but guess is that it will be cards like Artificer, Magpie, and Storyteller that might gain wider appreciation. That said, people already seem to be hating on Giant and Wine Merchant to some extent, so maybe overall calibration will be better.


62
Help! / Re: Back to Engines 101
« on: April 18, 2015, 07:26:20 pm »
Is there some way to just get all your points of throned Monuments in the second game, or does that lack of draw make that too slow?

That was exactly my first thought, especially since you can use Workshop to gain as many Thrones and Monuments as you can stand. The issue here is not just lack of draw, but also lack of villages or cantrips costing less than $5 that you could Throne...you just don't ever get that many VP from this.

It pains me even to suggest this, but it's a Baker board, but on 4/3 you could just roll the dice and open Treasure Map/Treasure Map, with the "support" of being able to buy Workshop for $3 to buy more T-maps or Monuments, once you hit, and buy a third T-map on your first $4. But I think this does end up basically being BM/Monument, one way or another.

63

So is this possible?  My ideas parallel Throwaway_bicycling's post a bit, but I don't think scanning cards is in the realm of feasibility.  The system needs to require minimal setup beyond owning cards to play your deck with.  It also needs to add very little overhead to playing Dominion because you are already sacrificing a lot of speed by playing with physical cards instead of digital ones.


Fair enough. Entry via pushing buttons and typing (maybe with some kind of autocomplete?) would be easier, and could be done on a website, skipping over the issues of which smart phone platform to target, etc.

Quote
I imagine a game server that can load up a kingdom, and allow the two players to click on the cards to indicate what plays they have made.  The server would be able to display pile counts, point counters, and a game log with very few actual game mechanics programmed in.

I think to generate logs, you don't even have to go that far; just let people click "Play", then enter cards, click "draw" if it draws, etc.

But...all this said, it might be more effort than it is worth. I was sketching out some more stuff last night, and, to be honest, there are lots of ways this could go wrong and generate garbage-y logs. It might be just easier to do this by stitching together a he played/she played stream from cell phone or web cam streams of a player's hand and what is played. JSH is going to stream his impressions of cards tonight, and I'm interested in seeing what that looked like (missed WW's stream earlier today). Low tech might just be good enough. Even video streams of game post mortems might be enough.


64
Okay, so I am going waaaaay out on a limb here, but maybe this could be made to work.

It would indeed be great to have online streaming from the beginning, but I am guessing it does look like months before we will have that. If you don't have streaming, I would claim the next best thing (and in some cases, a better thing) is having a valid game log that can be posted/archived on line and would be searchable, like the beautiful gokosalvager tools we have now.

If this were a game like chess, you could just have the two players notate the moves as played, make sure the two versions are identical, reconcile if necessary, upload and submit. But this is dominion...where people sometimes make dozens of "moves" per turn, and manually notating would be a royal pain.

But, that said: we've got supercomputers that we usually call "smart phones". IRL, most of us play with cards in sleeves. In that situation, you could imagine printing out many, many sheets of paper with N sets of 10 QR codes per page that you could cut out, slip into sleeves of the appropriate cards, and then your smartphone could identify every card if you had an app that could implement a qr_read_domcard() function. (For bonus points, you could implement something that would read the actual card face, but I'm not sure it's necessary.) Then you can write a "simple" (he says) dominion logging app that had a few buttons labeled "draw", "play", "discard", "trash", "buy", "gain", "pass", "looks at", "places on deck", "shuffles" and maybe stuff I'm not thinking of, plus a turn counter. And I hope you see where this is going.

At the beginning of the game, the two players set up a game on the server using the app, scans in the kingdom, and then each player's turn (and their off-turn) can be notated by doing all of the things they do, prefaced by hitting the appropriate button. So at the start of turn 1, Player one hits "play", scans and plays 4 coppers, hits "buy", picks up a card, scans it, and puts it in the discard, etc. The app records all of those actions, together with the turn and time stamp, and at the end of the game, the two players hit "submit" and the server reconciles the two logs and generates a real log, that would be searchable, etc., on goko salavager.

Yeah, this is kind of crazy. But I'm pretty sure it's doable, and since you are basically constrained to IRL situations, and are just automatically generating logs, it shouldn't infringe on anybody's outside rights to run the game server. Needless to say, it's a bit awkward, and nobody would use it much after Goko had caught up, but until then, it could be interesting.

Just a thought.

65
The rules tread on a thin line. If they had been slightly different there would have been a paradox, and the universe might have disappeared in a puff of logic!
Godel's Incompleteness Caravan: Action - Duration, $4
+1 Card
+1 Action
At the start of your next turn, this sentence is false.

I think that should have been "Goodman's Incompleteness Caravan". Honestly, doesn't anybody here recognize a projectable predicate when they see one? :)

66
Dominion Articles / Re: The 10 words card summary challenge
« on: April 16, 2015, 07:50:18 pm »
Ambassador: Rarely ignore. Get two. Return two coppers over one estate.

Following up on my previous formula:
Urchin: Rarely ignore. Three Urchins, two Mercenaries. Trash down, build engine.

Cultist: Rarely ignore, except Vineyards. Get lots. Easy on other terminals.

Rebuild: Rarely ignore, unless strong engine. Win Duchy split in mirror.

Hmm...

Cultist: Play Cultist after Cultist after Cultist and Ruin your opponent.


67
Goko Dominion Online / Re: strange rating again
« on: April 15, 2015, 11:28:46 pm »
thanks arctic pinguin for at least one serious answer. So you mean that although I won by points, both "not quitters" (eellzzss and me) are treated equal, because Instant Moniker quit? Should be more points for both of us nevertheless, because he has the highest rating. But as Shecantsayno correctly mentioned: Of the many roads leading to insanity....  :o

So I have a slightly different theory. One of the cool things about TrueSkill is that it can in principle adjust the ratings of multiple players in a single game...under normal circumstances. But in a situation where there is a premature end to the game, the algorithm must decide how to assign points to the other players. What I am guessing is happening here is that both you and eellzzss are not being treated as *equal* but, rather, are being treated *the same*. So Instant Moniker clearly loses points; let's say for the argument 30 points. Neither of you beat each other, so neither of you can gain or lose points to each other. So the points that are at stake need to be divided between the two players (ratings gains and losses are zero sum). Because eellzzss has a lower rating than you, she or he will gain more points than you, ceteris paribus. Now, as to why you get just two, I think that Wandering Winder's explanation probably contains most of the salient bits.

So I am probably not in the majority here, but at some point I think it would be interesting to see if there could be Isotropish-ish ratings boards for 3P or 4P games. A lot of people play that way IRL, and a number of in-person tournaments have multi-player rounds, so as long as you don't just collapse ratings over numbers of opponents, there is some useful and interesting information to be gotten.

68
When we're talking about the rulebook, I assume this includes the thing that has explanations of all the cards in it?
If its like the previous rule books then yes. All the cards will be in it.

And according to the author of this post, the rulebook will be posted on April 18:
https://boardgamegeek.com/article/18908466#18908466

69
It's pretty hard to shuffle a deck with 256 cards in it even when you're looking at it.
It's a problem I never expected to produce.
Eh...it's an even power of 2. There are plenty of sorting and shuffling algorithms that appreciate that, so I would claim this as a feature and not a problem.

The fact that there are 2^8 of these also gives you a nice compact way to express Kingdoms as strings of 10 extended ASCII characters...although some of those kingdoms would print out kind of funny these days. I personally haven't seen a bonafide vertical tab (^k in control character notation or \v in escape notation) in years.

Or just five Unicode characters!  Those would print out really funny though.

But one of those Unicode kingdoms is almost certainly a Perl program that can print its own source code!

70

If you want to limit the number of events to 2, you can approximate these probabilities quite well by rolling d6+d8:

2-7: 21/48 = 43.75% (0 events)
8-10: 17/48 = 35.42% (1 event)
11-14: 10/48 = 20.83% (2 events)

So I don't usually have dice in my Dominion stuff, but I do have starter hands of 10 cards. I can approximate these probabilities by taking a hand of 10 cards, putting 3 copper aside, shuffling, then:

1) If top card is an Estate, (probability 3/7 = 9/21) no events
2) If top card is a Copper, keep that card on the table, put the other three coppers back, shuffle, then
3) If top card is now an Estate (probabilty 4/21), two events
4) Otherwise, one event

P(0 events) = 9/21 = .43
P(1 events) = 8/21 = .38
P(2 events) = 4/21 = .19

...but I would honestly probably just flip a coin, and put one event in on heads. :-)

I like it... Only adding two coppers would actually be closer (5/14 is about 36%, 3/14 is about 21%).

For even more precision, use 236 Coppers and 20 Estates, then reveal cards from the top until you have 10 Coppers or 2 Estates, whichever comes first.  Put in events equal to the number of Estates revealed.

So I have to admit: I'm now kind of glad they misprinted the cards. I haven't felt this mocked in weeks.  :)

71
Dominion Articles / Re: Most skilled card in Dominion?
« on: April 12, 2015, 11:25:53 am »

But I think you have to be pretty highly skilled to control the implied chain reaction and do something like this:

http://www.gokosalvager.com/static/logprettifier.html?20150407/log.51201cbee4b04e88c8da4f9a.1428458758346.txt

Yes, that's just your ordinary "buy 7 Provinces in two turns" plan. (Note: Mic Q also streamed this game, and pointed out some sloppy play on his part...wish I could be so sloppy.)

This is flattering, but trust me, it's not that hard to do. And it's definitely not original to me in any way. You can find a post in these very forums where I say something like "Apprentice / Market Square can't be fast enough without other trashing" and then AI says something like "Nope, you're wrong" (in a nice way probably) and so I played some solitaire games and I'm like "I'm a moron, Apprentice / MS works without support." And the rest is just practicing it once or twice.

Don't buy into the myth of the genius Dominion player, remember we're all morons.

Fair enough. That's an inspirational quote. I actually didn't say you were a genius here (jsh357 in his Reddit persona has been trying to get me not say or think things like that). But I do maintain the point about "skill". Skill is something you develop with practice and experience, which certainly looks like what you did here.

Quote from: Mic Qsenoch
Here are some things about Apprentice / MS (which I have been thinking about a bit because I played it in the game above, and WW-AdamH played it in their match)
- Don't activate Market Squares too early in the game, you only want early Golds if you are struggling to buy a few Apprentices. Otherwise just play the Market Squares so that you can cycle to your Apprentices faster, the most important thing is getting thin. This is also true of say Chapel/MS.
- Once your chain is set up, don't auto-activate MS. You won't cost yourself Gold gains unless one of your Apprentice plays is going to overdraw the deck. If you are going to play multiple Apprentices anyway, it's okay to wait to activate until right before a shuffle. By keeping the MS in hand you give yourself an out (playing them as cantrips for a few more cards) in case you haven't yet managed to draw your next Gold/Apprentice pair.
- Don't assume you need to win the MS split. You can see in the log above that 4 works just fine. You don't want to end up with 2-3 probably, but you don't need to rush to buy 6 of them. There might be other $3 cards which help you play Apprentice more often (like Sage or Warehouse). Of course you might opportunistically take the split 7-3 (or 8-2) in denial if the opportunity presents itself, but that seems unlikely.

So here is an interesting comparison kingdom somebody just (coincidentally) posted on the Reddit /r/dominion subreddit:

Pawn, Scrying Pool, Apothecary, Market Square, Rats, Jack of All Trades, Wandering Minstrel, Apprentice, Cultist, Hunting Grounds,

Osiris1316 got destroyed by a pedestrian kind of engine that he says featured "pawn, a few minstrels, three cultists, a market square, a couple jacks, and a couple hunting grounds and silvers" (but was playing Rats + Market Square, apparently; that obviously needs some help). Anyway, I usually just pounce on Scrying Pool, but that actually seems a bit slow here if your opponent is tossing Ruins at you and not exactly on point in a kingdom where you have to use actual money to buy stuff. So I would have been tempted to open Rats/Silver or JoAT/Market Square and transition into Apprentice/Market Square, but maybe that doesn't clear Ruins quickly enough (maybe just buy a Cultist and then do the Cultist Pinata thing when Ruins are out?). Is there a sense at what point junking takes Apprentice/Market Square off the table? Unfortunately, the junking here comes from Cultist, which might be kind of worst case.


72
Dominion Articles / Re: Most skilled card in Dominion?
« on: April 11, 2015, 10:48:30 pm »

Oh yeah, and there are more cards that are hard to understand for newbies: almost all alt VP cards, and GOONS. But once you know about them, I find it relatively easy to go with it. So I would define high-skill cards as cards which are hard to master - just like Procession.


I agree. Procession remains a total mystery to me (as you would expect from my very mediocre rating, I guess). But I think there are levels of mastery, too. So after one or two games where you got clobbered, most people would realize that Apprentice trashing Gold can definitely be a thing. And having Market Square in hand when you trash something to gain Gold is an obvious thing. But I think you have to be pretty highly skilled to control the implied chain reaction and do something like this:

http://www.gokosalvager.com/static/logprettifier.html?20150407/log.51201cbee4b04e88c8da4f9a.1428458758346.txt

Yes, that's just your ordinary "buy 7 Provinces in two turns" plan. (Note: Mic Q also streamed this game, and pointed out some sloppy play on his part...wish I could be so sloppy.)

73

If you want to limit the number of events to 2, you can approximate these probabilities quite well by rolling d6+d8:

2-7: 21/48 = 43.75% (0 events)
8-10: 17/48 = 35.42% (1 event)
11-14: 10/48 = 20.83% (2 events)

So I don't usually have dice in my Dominion stuff, but I do have starter hands of 10 cards. I can approximate these probabilities by taking a hand of 10 cards, putting 3 copper aside, shuffling, then:

1) If top card is an Estate, (probability 3/7 = 9/21) no events
2) If top card is a Copper, keep that card on the table, put the other three coppers back, shuffle, then
3) If top card is now an Estate (probabilty 4/21), two events
4) Otherwise, one event

P(0 events) = 9/21 = .43
P(1 events) = 8/21 = .38
P(2 events) = 4/21 = .19

...but I would honestly probably just flip a coin, and put one event in on heads. :-)

I like it... Only adding two coppers would actually be closer (5/14 is about 36%, 3/14 is about 21%).

Excellent point. I can authoritatively state that would definitely be close enough for government work.

74

If you want to limit the number of events to 2, you can approximate these probabilities quite well by rolling d6+d8:

2-7: 21/48 = 43.75% (0 events)
8-10: 17/48 = 35.42% (1 event)
11-14: 10/48 = 20.83% (2 events)

So I don't usually have dice in my Dominion stuff, but I do have starter hands of 10 cards. I can approximate these probabilities by taking a hand of 10 cards, putting 3 copper aside, shuffling, then:

1) If top card is an Estate, (probability 3/7 = 9/21) no events
2) If top card is a Copper, keep that card on the table, put the other three coppers back, shuffle, then
3) If top card is now an Estate (probabilty 4/21), two events
4) Otherwise, one event

P(0 events) = 9/21 = .43
P(1 events) = 8/21 = .38
P(2 events) = 4/21 = .19

...but I would honestly probably just flip a coin, and put one event in on heads. :-)

75
It's pretty hard to shuffle a deck with 256 cards in it even when you're looking at it.
It's a problem I never expected to produce.
Eh...it's an even power of 2. There are plenty of sorting and shuffling algorithms that appreciate that, so I would claim this as a feature and not a problem.

The fact that there are 2^8 of these also gives you a nice compact way to express Kingdoms as strings of 10 extended ASCII characters...although some of those kingdoms would print out kind of funny these days. I personally haven't seen a bonafide vertical tab (^k in control character notation or \v in escape notation) in years.

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