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Messages - NolanA

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26
Game Reports / Re: My Favorite Engine
« on: September 03, 2016, 02:56:02 pm »
That is a good point about play priority decisions.  The Dominiate simulator does allow you to modify the default play priority for a particular sim, so you can explicitly state what order to play cards in that particular sim... priorities that may vary based on the current deck/draw/hand/supply/opponent conditions, as you described.  You can also specify explicit rules for the Throne Room, discard, and trash priorities, among other things.  However, I expect the vast majority of users don't do this and instead use the default priority order, which often does vary with current game state, but in more simple ways.   Geronimoo's is more limited in this respect.  Some key cards do have multiple strategy options to choose from that influence their play priority, and play priority can change automatically depending on current game state.  However, you can't make an explicit list of all play priority conditions through the GUI.  You could through the codebase (which is open source), but hardly anyone does this. 

Looking through the game logs of some sims of this case when using default play priorities from Geronmioo's sim (did not include Throne Room or Cellar for simiplcity), there are a few decisions I'd consider to be non-optimal, but they generally occurred late game and were minor, often minor enough to have no impact on results.  For example, the first game log I looked at is below, which I think is representative of a typical sim.  I played against Big Money to keep things more simple to read.  In this game, the first apparent mistake I see is on turn 11, when he could have played the Outpost before the Library, so he'd draw an extra card with Library.   However,  when you consider that he would draw the remainder of the deck on the Library without playing the Outpost first, then it seems that the apparent error is not meaningful.  Turn 12 and 14 have a similar issue.  Playing Witch before Library appears to be a possible issue and/or relevant decision point, but he was near the end of the small deck and going to draw the full deck again with either play, so again it didn't make a difference.   I don't see any play issues that influence the result of a particular turn.  I realize that this is an artificially simple case with Throne Room and Cellar removed,  having an opponent who isn't attacking changes things, and there are other draws that could have happened with more meaningful play order decisions.  The point I am trying to make is that while some play decisions are not ideal with sims, I think they are generally close enough to be helpful, especially if the alternative is relying on a gut feeling.   You do need to consider the accuracy of a sim and whether the results make sense, particularly when there are a lot of play rules or you are using cards that are more prone to sim play issues, like Throne Room; but in my opinion, the combination of sim and logical thought about a particular kingdom is almost always better than either alone.


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Witch+/Chapel + Festival + Library + Outpost(Plr 1) wins this game!!

Big Money Ultimate(Plr 2) has 17 points and took 14 turns
   30 cards : [7 Copper, 7 Silver, 2 Gold, 3 Estate (3▼), 1 Duchy (3▼), 3 Province (18▼), 7 Curse (-7▼)]

Witch+/Chapel + Festival + Library + Outpost(Plr 1) has 38 points and took 15 turns
   23 cards : [2 Silver, 2 Estate (2▼), 2 Duchy (6▼), 5 Province (30▼), 1 Chapel, 7 Festival, 2 Library, 1 Outpost, 1 Witch]


the Trashed Cards : [Estate, Copper, Copper, Estate, Copper, Copper, Copper, Estate, Copper, Copper]
the Empty Piles : [Province]

Game Log

*** Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s turn 1 ***
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Estate, Estate, Copper, Copper, Copper]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays 3 Coppers
Witch+/Chapel + Festival + Library + Outpost(Plr 1) has $3 to spend and 1 buy
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Chapel
Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 5 cards
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Copper, Copper, Copper, Copper, Estate]
   
    *** Big Money Ultimate(Plr 2)'s turn 1 ***
   Big Money Ultimate(Plr 2)'s cards in Hand: [Copper, Estate, Copper, Copper, Copper]
   Big Money Ultimate(Plr 2) plays 4 Coppers
   Big Money Ultimate(Plr 2) has $4 to spend and 1 buy
   Big Money Ultimate(Plr 2) buys a Silver
   Big Money Ultimate(Plr 2) draws 5 cards
   Big Money Ultimate(Plr 2)'s cards in Hand: [Copper, Estate, Copper, Copper, Estate]

*** Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s turn 2 ***
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Copper, Copper, Copper, Copper, Estate]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays 4 Coppers
Witch+/Chapel + Festival + Library + Outpost(Plr 1) has $4 to spend and 1 buy
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Silver
Witch+/Chapel + Festival + Library + Outpost(Plr 1) shuffles deck
Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 5 cards
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Estate, Silver, Copper, Copper, Chapel]
   
    *** Big Money Ultimate(Plr 2)'s turn 2 ***
   Big Money Ultimate(Plr 2)'s cards in Hand: [Copper, Estate, Copper, Copper, Estate]
   Big Money Ultimate(Plr 2) plays 3 Coppers
   Big Money Ultimate(Plr 2) has $3 to spend and 1 buy
   Big Money Ultimate(Plr 2) buys a Silver
   Big Money Ultimate(Plr 2) shuffles deck
   Big Money Ultimate(Plr 2) draws 5 cards
   Big Money Ultimate(Plr 2)'s cards in Hand: [Copper, Copper, Copper, Copper, Copper]

*** Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s turn 3 ***
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Estate, Silver, Copper, Copper, Chapel]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Chapel
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) trashes a Estate
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) trashes a Copper
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) trashes a Copper
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays 1 Silver
Witch+/Chapel + Festival + Library + Outpost(Plr 1) has $2 to spend and 1 buy
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys NOTHING!
Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 5 cards
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Copper, Estate, Copper, Copper, Copper]
   
    *** Big Money Ultimate(Plr 2)'s turn 3 ***
   Big Money Ultimate(Plr 2)'s cards in Hand: [Copper, Copper, Copper, Copper, Copper]
   Big Money Ultimate(Plr 2) plays 5 Coppers
   Big Money Ultimate(Plr 2) has $5 to spend and 1 buy
   Big Money Ultimate(Plr 2) buys a Silver
   Big Money Ultimate(Plr 2) draws 5 cards
   Big Money Ultimate(Plr 2)'s cards in Hand: [Estate, Estate, Estate, Copper, Copper]

*** Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s turn 4 ***
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Copper, Estate, Copper, Copper, Copper]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays 4 Coppers
Witch+/Chapel + Festival + Library + Outpost(Plr 1) has $4 to spend and 1 buy
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Silver
Witch+/Chapel + Festival + Library + Outpost(Plr 1) shuffles deck
Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 5 cards
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Estate, Copper, Copper, Silver, Copper]
   
    *** Big Money Ultimate(Plr 2)'s turn 4 ***
   Big Money Ultimate(Plr 2)'s cards in Hand: [Estate, Estate, Estate, Copper, Copper]
   Big Money Ultimate(Plr 2) plays 2 Coppers
   Big Money Ultimate(Plr 2) has $2 to spend and 1 buy
   Big Money Ultimate(Plr 2) buys NOTHING!
   Big Money Ultimate(Plr 2) shuffles deck
   Big Money Ultimate(Plr 2) draws 5 cards
   Big Money Ultimate(Plr 2)'s cards in Hand: [Silver, Silver, Silver, Copper, Copper]

*** Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s turn 5 ***
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Estate, Copper, Copper, Silver, Copper]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays 3 Coppers
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays 1 Silver
Witch+/Chapel + Festival + Library + Outpost(Plr 1) has $5 to spend and 1 buy
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Festival
Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 5 cards
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Chapel, Copper, Silver, Copper, Estate]
   
    *** Big Money Ultimate(Plr 2)'s turn 5 ***
   Big Money Ultimate(Plr 2)'s cards in Hand: [Silver, Silver, Silver, Copper, Copper]
   Big Money Ultimate(Plr 2) plays 2 Coppers
   Big Money Ultimate(Plr 2) plays 3 Silvers
   Big Money Ultimate(Plr 2) has $8 to spend and 1 buy
   Big Money Ultimate(Plr 2) buys a Gold
   Big Money Ultimate(Plr 2) draws 5 cards
   Big Money Ultimate(Plr 2)'s cards in Hand: [Estate, Copper, Copper, Estate, Copper]

*** Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s turn 6 ***
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Chapel, Copper, Silver, Copper, Estate]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Chapel
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) trashes a Estate
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) trashes a Copper
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) trashes a Copper
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays 1 Silver
Witch+/Chapel + Festival + Library + Outpost(Plr 1) has $2 to spend and 1 buy
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys NOTHING!
Witch+/Chapel + Festival + Library + Outpost(Plr 1) shuffles deck
Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 5 cards
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Copper, Copper, Silver, Chapel, Silver]
   
    *** Big Money Ultimate(Plr 2)'s turn 6 ***
   Big Money Ultimate(Plr 2)'s cards in Hand: [Estate, Copper, Copper, Estate, Copper]
   Big Money Ultimate(Plr 2) plays 3 Coppers
   Big Money Ultimate(Plr 2) has $3 to spend and 1 buy
   Big Money Ultimate(Plr 2) buys a Silver
   Big Money Ultimate(Plr 2) shuffles deck
   Big Money Ultimate(Plr 2) draws 5 cards
   Big Money Ultimate(Plr 2)'s cards in Hand: [Estate, Copper, Copper, Estate, Silver]

*** Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s turn 7 ***
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Copper, Copper, Silver, Chapel, Silver]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Chapel
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) trashes a Copper
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays 1 Copper
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays 2 Silvers
Witch+/Chapel + Festival + Library + Outpost(Plr 1) has $5 to spend and 1 buy
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Witch
Witch+/Chapel + Festival + Library + Outpost(Plr 1) shuffles deck
Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 5 cards
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Copper, Estate, Festival, Silver, Copper]
   
    *** Big Money Ultimate(Plr 2)'s turn 7 ***
   Big Money Ultimate(Plr 2)'s cards in Hand: [Estate, Copper, Copper, Estate, Silver]
   Big Money Ultimate(Plr 2) plays 2 Coppers
   Big Money Ultimate(Plr 2) plays 1 Silver
   Big Money Ultimate(Plr 2) has $4 to spend and 1 buy
   Big Money Ultimate(Plr 2) buys a Silver
   Big Money Ultimate(Plr 2) draws 5 cards
   Big Money Ultimate(Plr 2)'s cards in Hand: [Copper, Silver, Silver, Gold, Estate]

*** Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s turn 8 ***
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Copper, Estate, Festival, Silver, Copper]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays 2 Coppers
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays 1 Silver
Witch+/Chapel + Festival + Library + Outpost(Plr 1) has $6 to spend and 2 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Festival
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys NOTHING!
Witch+/Chapel + Festival + Library + Outpost(Plr 1) shuffles deck
Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 5 cards
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Witch, Chapel, Silver, Estate, Festival]
   
    *** Big Money Ultimate(Plr 2)'s turn 8 ***
   Big Money Ultimate(Plr 2)'s cards in Hand: [Copper, Silver, Silver, Gold, Estate]
   Big Money Ultimate(Plr 2) plays 1 Copper
   Big Money Ultimate(Plr 2) plays 2 Silvers
   Big Money Ultimate(Plr 2) plays 1 Gold
   Big Money Ultimate(Plr 2) has $8 to spend and 1 buy
   Big Money Ultimate(Plr 2) buys a Province
   Big Money Ultimate(Plr 2) draws 5 cards
   Big Money Ultimate(Plr 2)'s cards in Hand: [Copper, Copper, Copper, Silver, Copper]

*** Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s turn 9 ***
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Witch, Chapel, Silver, Estate, Festival]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Witch
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 2 cards
... Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Chapel, Silver, Estate, Festival, Copper]
... Big Money Ultimate(Plr 2) gains a Curse
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Chapel
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) trashes a Estate
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) trashes a Copper
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays 1 Silver
Witch+/Chapel + Festival + Library + Outpost(Plr 1) has $6 to spend and 3 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Outpost
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys NOTHING!
Witch+/Chapel + Festival + Library + Outpost(Plr 1) shuffles deck
Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 5 cards
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Silver, Copper, Outpost, Festival, Chapel]
   
    *** Big Money Ultimate(Plr 2)'s turn 9 ***
   Big Money Ultimate(Plr 2)'s cards in Hand: [Copper, Copper, Copper, Silver, Copper]
   Big Money Ultimate(Plr 2) plays 4 Coppers
   Big Money Ultimate(Plr 2) plays 1 Silver
   Big Money Ultimate(Plr 2) has $6 to spend and 1 buy
   Big Money Ultimate(Plr 2) buys a Gold
   Big Money Ultimate(Plr 2) shuffles deck
   Big Money Ultimate(Plr 2) draws 5 cards
   Big Money Ultimate(Plr 2)'s cards in Hand: [Copper, Copper, Copper, Estate, Silver]

*** Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s turn 10 ***
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Silver, Copper, Outpost, Festival, Chapel]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Outpost
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Chapel
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays 1 Copper
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays 1 Silver
Witch+/Chapel + Festival + Library + Outpost(Plr 1) has $5 to spend and 2 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Library
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys NOTHING!
Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 3 cards
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Festival, Silver, Witch]

*** Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s turn 10 (from Outpost) ***
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Festival, Silver, Witch]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) resolves duration effect from Outpost
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Witch
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) shuffles deck
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 2 cards
... Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Silver, Chapel, Silver]
... Big Money Ultimate(Plr 2) gains a Curse
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Chapel
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays 2 Silvers
Witch+/Chapel + Festival + Library + Outpost(Plr 1) has $6 to spend and 2 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Festival
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys NOTHING!
Witch+/Chapel + Festival + Library + Outpost(Plr 1) shuffles deck
Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 5 cards
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Library, Festival, Copper, Outpost, Festival]
   
    *** Big Money Ultimate(Plr 2)'s turn 10 ***
   Big Money Ultimate(Plr 2)'s cards in Hand: [Copper, Copper, Copper, Estate, Silver]
   Big Money Ultimate(Plr 2) plays 3 Coppers
   Big Money Ultimate(Plr 2) plays 1 Silver
   Big Money Ultimate(Plr 2) has $5 to spend and 1 buy
   Big Money Ultimate(Plr 2) buys a Silver
   Big Money Ultimate(Plr 2) draws 5 cards
   Big Money Ultimate(Plr 2)'s cards in Hand: [Silver, Silver, Curse, Gold, Copper]

*** Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s turn 11 ***
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Library, Festival, Copper, Outpost, Festival]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Library
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Silver]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Silver to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Festival]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Festival to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Silver]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Silver to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Witch]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Witch to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Chapel]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Chapel to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Copper, Outpost, Silver, Festival, Silver, Witch, Chapel]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Witch
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 0 cards
... Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Copper, Outpost, Silver, Silver, Chapel]
... Big Money Ultimate(Plr 2) gains a Curse
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Outpost
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Chapel
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) trashes a Copper
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays 2 Silvers
Witch+/Chapel + Festival + Library + Outpost(Plr 1) has $10 to spend and 4 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Festival
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Library
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys NOTHING!
Witch+/Chapel + Festival + Library + Outpost(Plr 1) shuffles deck
Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 3 cards
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Festival, Witch, Festival]

*** Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s turn 11 (from Outpost) ***
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Festival, Witch, Festival]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) resolves duration effect from Outpost
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Witch
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 2 cards
... Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Chapel, Silver]
... Big Money Ultimate(Plr 2) gains a Curse
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Chapel
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays 1 Silver
Witch+/Chapel + Festival + Library + Outpost(Plr 1) has $6 to spend and 3 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Festival
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys NOTHING!
Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 5 cards
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Silver, Library, Festival, Library, Festival]
   
    *** Big Money Ultimate(Plr 2)'s turn 11 ***
   Big Money Ultimate(Plr 2)'s cards in Hand: [Silver, Silver, Curse, Gold, Copper]
   Big Money Ultimate(Plr 2) plays 1 Copper
   Big Money Ultimate(Plr 2) plays 2 Silvers
   Big Money Ultimate(Plr 2) plays 1 Gold
   Big Money Ultimate(Plr 2) has $8 to spend and 1 buy
   Big Money Ultimate(Plr 2) buys a Province
   Big Money Ultimate(Plr 2) draws 5 cards
   Big Money Ultimate(Plr 2)'s cards in Hand: [Silver, Estate, Province, Copper, Estate]

*** Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s turn 12 ***
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Silver, Library, Festival, Library, Festival]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Library
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) shuffles deck
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Festival]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Festival to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Chapel]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Chapel to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Outpost]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Outpost to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Festival]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Festival to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Witch]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Witch to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Silver, Library, Festival, Chapel, Outpost, Festival, Witch]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Witch
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 2 cards
... Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Silver, Library, Chapel, Outpost, Silver, Festival]
... Big Money Ultimate(Plr 2) gains a Curse
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Outpost
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Chapel
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Library
... Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Silver, Silver]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays 2 Silvers
Witch+/Chapel + Festival + Library + Outpost(Plr 1) has $14 to spend and 6 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Festival
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Province
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys NOTHING!
Witch+/Chapel + Festival + Library + Outpost(Plr 1) shuffles deck
Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 3 cards
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Silver, Festival, Silver]

*** Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s turn 12 (from Outpost) ***
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Silver, Festival, Silver]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) resolves duration effect from Outpost
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays 2 Silvers
Witch+/Chapel + Festival + Library + Outpost(Plr 1) has $6 to spend and 2 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Festival
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys NOTHING!
Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 5 cards
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Festival, Festival, Chapel, Festival, Festival]
   
    *** Big Money Ultimate(Plr 2)'s turn 12 ***
   Big Money Ultimate(Plr 2)'s cards in Hand: [Silver, Estate, Province, Copper, Estate]
   Big Money Ultimate(Plr 2) plays 1 Copper
   Big Money Ultimate(Plr 2) plays 1 Silver
   Big Money Ultimate(Plr 2) has $3 to spend and 1 buy
   Big Money Ultimate(Plr 2) buys a Silver
   Big Money Ultimate(Plr 2) shuffles deck
   Big Money Ultimate(Plr 2) draws 5 cards
   Big Money Ultimate(Plr 2)'s cards in Hand: [Copper, Silver, Copper, Gold, Copper]

*** Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s turn 13 ***
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Festival, Festival, Chapel, Festival, Festival]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Chapel
Witch+/Chapel + Festival + Library + Outpost(Plr 1) has $8 to spend and 5 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Province
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys NOTHING!
Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 5 cards
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Festival, Province, Library, Witch, Library]
   
    *** Big Money Ultimate(Plr 2)'s turn 13 ***
   Big Money Ultimate(Plr 2)'s cards in Hand: [Copper, Silver, Copper, Gold, Copper]
   Big Money Ultimate(Plr 2) plays 3 Coppers
   Big Money Ultimate(Plr 2) plays 1 Silver
   Big Money Ultimate(Plr 2) plays 1 Gold
   Big Money Ultimate(Plr 2) has $8 to spend and 1 buy
   Big Money Ultimate(Plr 2) buys a Province
   Big Money Ultimate(Plr 2) draws 5 cards
   Big Money Ultimate(Plr 2)'s cards in Hand: [Province, Silver, Curse, Silver, Copper]

*** Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s turn 14 ***
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Festival, Province, Library, Witch, Library]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Library
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) shuffles deck
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Silver]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Silver to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Outpost]
... ... and puts it aside
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Festival]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Festival to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Festival]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Festival to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Festival]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Festival to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) discards Outpost
... Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Province, Witch, Library, Silver, Festival, Festival, Festival]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Witch
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 2 cards
... Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Province, Library, Silver, Silver, Chapel]
... Big Money Ultimate(Plr 2) gains a Curse
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Chapel
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Library
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Festival]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Festival to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Province]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Province to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Festival]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Festival to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Festival]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Festival to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Silver, Silver, Province, Festival, Province, Festival, Festival]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays 2 Silvers
Witch+/Chapel + Festival + Library + Outpost(Plr 1) has $18 to spend and 8 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Province
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Province
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Estate
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys NOTHING!
Witch+/Chapel + Festival + Library + Outpost(Plr 1) shuffles deck
Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 5 cards
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Province, Festival, Estate, Festival, Library]
   
    *** Big Money Ultimate(Plr 2)'s turn 14 ***
   Big Money Ultimate(Plr 2)'s cards in Hand: [Province, Silver, Curse, Silver, Copper]
   Big Money Ultimate(Plr 2) plays 1 Copper
   Big Money Ultimate(Plr 2) plays 2 Silvers
   Big Money Ultimate(Plr 2) has $5 to spend and 1 buy
   Big Money Ultimate(Plr 2) buys a Duchy
   Big Money Ultimate(Plr 2) draws 5 cards
   Big Money Ultimate(Plr 2)'s cards in Hand: [Silver, Copper, Copper, Curse, Curse]

*** Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s turn 15 ***
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Province, Festival, Estate, Festival, Library]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Library
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Silver]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Silver to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Province]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Province to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Province]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Province to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Outpost]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Outpost to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Province]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Province to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Province, Estate, Silver, Province, Province, Outpost, Province]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Outpost
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays 1 Silver
Witch+/Chapel + Festival + Library + Outpost(Plr 1) has $6 to spend and 3 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Duchy
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys NOTHING!
Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 3 cards
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Witch, Festival, Festival]

*** Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s turn 15 (from Outpost) ***
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Witch, Festival, Festival]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) resolves duration effect from Outpost
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Witch
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 2 cards
... Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Library, Festival]
... Big Money Ultimate(Plr 2) gains a Curse
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Library
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Festival]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Festival to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Festival]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Festival to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Chapel]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Chapel to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Silver]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Silver to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) shuffles deck
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Festival]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Festival to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Festival]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Festival to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) reveals [Province]
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) adds the Province to his hand
... Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Festival, Festival, Chapel, Silver, Festival, Festival, Province]
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Festival
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +2 actions
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +$2
... Witch+/Chapel + Festival + Library + Outpost(Plr 1) gets +1 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays Chapel
Witch+/Chapel + Festival + Library + Outpost(Plr 1) plays 1 Silver
Witch+/Chapel + Festival + Library + Outpost(Plr 1) has $16 to spend and 8 buys
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Province
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Duchy
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys a Estate
Witch+/Chapel + Festival + Library + Outpost(Plr 1) buys NOTHING!
Witch+/Chapel + Festival + Library + Outpost(Plr 1) draws 5 cards
Witch+/Chapel + Festival + Library + Outpost(Plr 1)'s cards in Hand: [Silver, Province, Province, Duchy, Estate]

!!!!!!!Game ends!!!!!!!!


27
Game Reports / Re: My Favorite Engine
« on: September 02, 2016, 06:45:33 pm »
I would have bought Throne Room on turn 5. You don't have useful actions to Throne yet, but note that you just triggered a shuffle, so you have a decent chance to pick up a $5 action in time for next shuffle. This could go poorly, I'm not sure this is correct.

I tend to buy Throne Rooms later and less often than I probably should.   Buying a Throne Room here sounds reasonable to me.  I probably had too much treasure in my deck at this point to  benefit from another Silver.  This is another case that I'd want to simulate to compare how different alternatives work out.

28
Game Reports / Re: My Favorite Engine
« on: September 02, 2016, 05:51:02 pm »
My gut feeling agrees with Rabid's. You usually want Witch as your first $5 - as it's important to start screwing up with your opponent's deck ASAP.
I can see Festival being the correct first $5 in some cases. If you open Chapel/Silver and optimistically buy Throne Room on an early $4, you may need the Festival to have economy after trashing down.
If your opponent gets a good trashing already I would get festival because your opponent is well on his way to controlling his deck. If not witch is probably the best move.

Those are some good thoughts on the Festival vs Witch first issue.  I tried some sims with a buy Witch/Festival first decision based on the opponent's trashing success.  Like the other cases, the win rate was extremely similar with both options.  My thoughts are if you don't have 3 Silvers in your deck, buying the Festival first gives you the ability to Chapel aggressively without having issues with the total $ in deck getting too low to buy another $5 card.  It also allows you to play both cards, if you draw Festival + Chapel, sometimes trashing and buying something useful on the same turn; rather than having to choose between either attack or trash, with a Witch + Chapel draw.  This Witch + Chapel draw would be a common scenario given the low number of cards in the deck, with the trashing.  And in the cases where you aren't as successful with trashing and have more $ in your deck, then getting the extra buy early and being able to buy 2 cards faster can be useful.   So even though attacking with curses earlier is quite valuable,  the decision between Festival first or Witch first is not obvious to me, and the sim results of being a close call and slightly favoring Festival first until crossing the 3 Silver threshold (so can trash all remaining coppers without a Festival in deck and still buy $5 cards with what remains) seems reasonable to me.

29
Game Reports / Re: My Favorite Engine
« on: September 02, 2016, 05:30:27 pm »
Simulations can be useful for simple BM/Slog and maybe 2-card combos, but the fact is that they don't play engines very well. Not nearly well enough to trust their judgement about which card to buy first in an engine which needs 5+ cards overall.

There isn't anything inherently bad about simulating engines.  Simulations can work quite well and with many engines and can be quite helpful for deciding between various engine alternatives or optimizations.  The issue with engine simulation problems is usually more on the side of the user not programming the simulator well enough to encapsulate all of the relevant decisions, which can be numerous in some types of engines.  If whether you buy a certain card depends on your deck/hand and/or your opponent's deck, then you need to explicitly state each condition.  For example, nearly any time you are using aggressive Chapel trashing with Geronmioo's sim, it is also important to specify under what conditions you will buy Silver.  In my earlier sim, I had 3 conditions for buying Silver, which are listed below.  If you instead just list  buy Silver as lowest priority without any conditions, then the engine sim is not going to work as well.

1. The Silver/Chapel open
2. If the total $ in deck is < 5
3. If the total $ in deck is <10 and no Festival (or Witch) had been purchased

I phrased my earlier comment as "usually more on the side of the user..." because there is a key limitation in Geromimoo's sim where a very small portion of cards have default strategies programmed in that cannot be modified and are not optimal.   For the engine discussed in this thread, the  key limitation is the Throne Room strategy.  The hard coded Throne Room strategy is to play Festival before Throne Room when there are multiple actions, and choose what card to Throne Room based on the default discard priority, which does not consider things like it usually shouldn't be a priority to Throne Room a Chapel, Library, or Outpost; even though there are other cards with lower discard priority.  Geronimoo recently put an open source version of his sim online, which I modified to address the above Throne Room issue.   However, to keep things more simple, I did not include Throne Room in my earlier first buy Festival vs Witch sim.

30
Dominion General Discussion / Re: Dominion Tier List: 2016
« on: September 01, 2016, 05:24:39 pm »
Well, these are tiers, right?  So the tiers should have names.  I propose four tiers: Chapel (good), Village (utilitarian), Adventurer (bad), and Scout.
I will say figuring out where to rank the cards is hard. I feel a 0-10 scale is rather huge. Anyway, I only feel good giving Chapel 10 and Thief and Adventurer 0. Everything else, I'm not sure about my rankings.

I have a different view about Chapel.  In the base game, I think Witch should be the highest rated card, rather than Chapel.  Witch is by far the most powerful attack card in the base game.  Buying it assists in nearly every non-Gardens Rush game, which is the overwhelming majority of base games.  It's probably the only base game card, where it is typically desirable to buy the 1st one on a $6+ draw.  In the old CouncilRoom game results analysis, Witch was the base card that had the highest Win Rate with and lowest Win Rate without, putting it on a similar level to Province in terms of Win Rate with/without, well above all other base game cards. 

In contrast, Chapel is more kingdom specific than Witch.  It can completely change the game and is extremely powerful in the right kingdom, but there are also a good portion of base game kingdoms where it doesn't help due to the opportunity cost of the turns spent trashing and rebuilding not being worth the benefit of rebuilding something other than a powerful engine, combined with Chapel often being unused and interfering with draws in the mid/late game.   For example, it's not uncommon for the best strategy in a base game kingdom to be Smithy/Council - Big Money.  Chapel isn't going to help in such a kingdom.  Chapel does even worse in most Rush games.  Even in Engine games, if only a mediocre engine is possible, Chapel still may not be worth the opportunity cost.   For example, Chapel isn't going to do much for win rate in a Lab with Militia terminal type engine (assuming no other useful kingdom cards to combo/enhance, particularly + buys), compared to Lab + Militia without Chapel.  Or with a Village/Smithy + Market (again assuming no other useful cards to combo/enhance), I'd favor playing the engine with Remodel for trashing, rather than Chapel.  I think even beating Smithy-BM would be difficult with Chapel and no Remodel in this kingdom. 

I'm not saying Chapel is a bad card.  I think it's a great card, probably the most powerful card relative to its cost in all sets.  However, that wasn't the only criteria for the rankings.  When considering the additional factors, I'd rank the base cards as Witch 1st and Chapel 2nd.


31
Dominion General Discussion / Re: Dominion Tier List: 2016
« on: September 01, 2016, 04:20:47 pm »
I'd find it helpful to have a editable final summary page that displays a sorted list of all of your ratings, or a way to go back and edit previous ratings.   This would make it easier to scale the ratings to one another.   For example, Cellar was on one of the earlier pages of my survey.   I rated it in relation to other few cards of the set I had rated at that point... better than my rating for Moat, worse than my rating for Chapel, etc.   By the time I got on later pages, I realized I didn't put in a large enough gap in my rating for Chapel and Cellar to fit the multiple levels of cards that I consider to fall somewhere in between them.  The end result was rating Cellar and some of the other early cards on a different scale than the later cards.

32
Game Reports / Re: My Favorite Engine
« on: September 01, 2016, 02:12:14 pm »
Turn 3 or 4 Chapel + other opening buy drawn together.
It is nearly always best to trash 3 cards.


1. I believe I should have bought the Outpost earlier. I'm thinking a buy order for the +5 cost cards of Festival, Witch, Festival, Outpost, Library, Festival, Festival, Library, ... 

This will be draw dependant, but I think you often want Witch as the first $5.

I agree with you about trashing 3 Coppers instead of 2, in turn 3's Chapel/Silver/Copper/Copper/Copper draw (I did not draw Chapel again until turn 7).  Whether Witch first was superior was not as obvious to me, so  I ran some simulations of both strategy options with a 4/3 start and compared results.  There was extremely little difference in win rate between the Festival first and Witch first strategies.  With both players going for this type of engine, always buying Festival first beat always buying Witch first 50% to 49%.  However, when only going for the Witch first strategy on certain draws, then Witch first has a slight edge.  The best result I had was going for Witch first with a threshold of 3+ Silvers in deck, which gave 49.9% win rate for Witch first on threshold vs 49.4% for always Festival first. I also checked when playing against an opponent doing a generic Witch non-engine strategy, which had similar results.  Festival first and Witch first with 3+ Silver threshold both had 84% win rate, while Witch first without threshold had a 83% win rate. 


33
Game Reports / Re: My Favorite Engine
« on: September 01, 2016, 03:24:39 am »
About 4. - Throne Room+Cellar=Village and less hand size -> more cards to draw with Library.
That's a great point. Throne Rooming the Cellar was a much better option.

34
Game Reports / My Favorite Engine
« on: September 01, 2016, 12:47:10 am »
The engine I most enjoy playing is a Festival-Library-Chapel type engine.   The game below is the first opportunity I've had to enhance it with an Outpost (I've only played ~30 Seaside games against human opponents).  There was also a Witch, Throne Room, and Cellar in the kingdom.  It was one of the most enjoyable games I've had in a while.  I'm still hoping for the game when I get to purchase 2 Provinces on my main turn, followed by 2 Provinces in the Outpost turn.  In this game I came close, with 3 Province + 1 Dutchy on the final turn.



Code: [Select]
Cellar, Chapel, Bureaucrat, Throne Room, Festival, Laboratory, Library, Outpost, Treasury, Witch
http://www.gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160901/log.0.1472702957190.txt


While I did win, I believe I made several mistakes, which I've listed below.

1. I believe I should have bought the Outpost earlier. I'm thinking a buy order for the +5 cost cards of Festival, Witch, Festival, Outpost, Library, Festival, Festival, Library, ... 

2.  I could have been more aggressive with the early Chapel trashing on turn 3.

3.  On turn 12, I played Festival, Chapel, Library, so Library was terminal.  It probably would have been better to play Festival, Library..., even though I'd be drawing 2 fewer cards with the Library.  Some of the other later hands may have had similar issues.  Perhaps I should have given trashing the curse(s) remaining later on in the deck a higher priority than drawing an extra Library card when the engine was often drawing the full deck by saving the Chapel for when my hand size was larger.

4.  On turn 17, I drew Silver, Cellar, Throne Room, Library.  I discarded everything with hope of kicking off the engine with a Festival + Library.  I already a had a Library in hand, so it was silly to discard it.  I ended up wasting the turn.  I suppose had I kept the Library, and played it, I still would have drawn nothing useful and wasted the turn (nothing playable could be drawn by Library, and only treasure was 1 sliver in deck),  but at least I had a better chance of kicking off the engine.

5.  Throne Rooms could have been bought and played more effectively. 

35
Simulation / Re: Is Geronimoo's Simulator Open Source?
« on: August 31, 2016, 02:04:36 am »
Thanks, I really appreciate putting the updated sim online, and the Maven support file helped gets things started.  It's exactly what I was looking for and opens the door to simulating some kinds of alternative strategies, like I was looking for. 

By the way, I initially wasn't able to compile because of the line below in the Segway card file.  As I understand the code, I believe gain() is looking for a DomCardName type input, while placePlusOneBuyToken() is returning a type void; which caused problems with the compiler I am using in Net Beans IDE. 
I'm not planning to do anything with Segway, so this is not a big deal for me, but it might cause issues for others who download the code.

owner.gain(owner.placePlusOneBuyToken());

36
Goko Dominion Online / Games With Equal Victory Points Not A Draw?
« on: August 28, 2016, 11:34:25 am »
I've seen a few games in which both players had equal victory points, yet the game was recorded as a win/loss with 1st/2nd place instead of a draw.    Is there a reason for this I am missing?  Or is it a bug?   An example game is at http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160828/log.0.1472364467519.txt .

37
I really don't see TM or Adventurer here.  It must be noted that you played Lord Bottington, so naturally your strategy dominated his, but I think that after trashing you can build around FV, witch for draw, TR, Market and maybe 2 gold.  You should be able to draw your deck reliably, so no need for Adventurer, and instead of buying to TR and waiting for a reshuffle to get the TR's played, you can just get a couple of gold directly.  I haven't played it out, but I think it is faster.

Those are some good points.  Witch + Chapel + Fishing Village is one of the most powerful 3-card combinations possible in the Seaside expansion.  If one player is not doing the combo as effectively as the other, he is likely to lose.  This relates to the game result more than anything else about about what cards enhance this Witch + Chapel + Fishing Village combo.    That said, on turn 11, I had the following in my deck -- 3 witches, 3 fishing village, 1 market, 1 chapel, and 1 silver.  It took 9 additional turns to gain 7 provinces by going for Treasure Map + Adventurer, which certainly isn't bad, although there aren't many games where you need to be effective at getting 7 provinces.  If your engine slows by the time you have fewer provinces, you'll still likely win.  I ran some simulations to test out this case using Geronimoo's sim and got the following results:

Witch + Chapel + Fishing Village with Treaure Map vs Witch + Fishing Village + Chapel without Treasure Map --  With Treasure Map wins 55% to 41%

The simulated Treasure Map strategy was buy 2 Witches (before gold), then start buying Treasure Maps, regardless of whether the deck is trim or not.  Win rate can be improved further by adding a condition about not switching to a Treasure Map strategy when some combination of garbage remains in the deck. Playing around with some variables, that threshold seems to only going for Treasure Map when almost no garbage remains in the deck   If significant garbage remains, then it's better to buy golds and pursue a different strategy.   Adventurer had little effect on the overall win rate because the sim usually didn't buy it.   Without multiple buys, the sim would keep hitting 8+ and buy a province with nothing to do with the left over $, until provinces were low enough to buy dutchies.  This sim didn't consider Market and Throne Room, which will certainly have an influence and could shift the win rate away from Treasure Map or could allow the sim to buy Adventurer with the multiple buy, leading to more noteworthy effects.   Regardless of whether including Treasure Map is the optimal strategy in this kingdom, it does fairly well.  There are also other kingdoms where this type of strategy is more useful.   

I realize there are other far more powerful and far more useful card interactions.  I chose to list this one because I like how it finds a use for some lesser played cards, and I expect is uncommon to play.  I find this kind of unique, lesser played card strategy "neat", and it makes the game more enjoyable to me.  I'd expect the most useful Treasure Map enablers from this expansion are Warehouse, Haven, and Tactition; rather than Chapel.  However, they don't lend themselves to Adventurer.

38
One interaction I find particularly neat is fast trashing, followed by Treasure Map and Adventurer since it lets  some not so great cards have their moment to shine.   When the deck is slim, it's easy to hit Treasure Map.  Adventurer becomes useful when the only treasures in your deck are the Treasure Map's 4 Golds.  This only works in certain kingdoms, but in the right kingdom it can be fun to play.  An example game in the kingdom below is at http://gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160826/log.0.1472234968180.txt (against computer).



Code: [Select]
Chapel, Fishing Village, Caravan, Cutpurse, Throne Room, Treasure Map, Market, Outpost, Witch, Adventurer

39
Dominion General Discussion / Re: Order To Get The Expansions
« on: August 24, 2016, 07:59:52 pm »
It sounds like both Seaside and Hinterlands would be good choices to start with.
I ended up getting Seaside.  After playing a few campaigns and a few games against the computer, one of my first impressions is the noticeable increase in + action cards.   The Base cards have +8 actions among the cards (2 for Village + Festival, and 1 for Lab, Market, Cellar, and Spy).  In contrast, the Seaside cards have +16 actions among the cards (I am counting duration actions separately on each turn).  This increases the chances that the Kingdoms will have good options for adding on a sequence of non-terminal cards to a enhance a terminal.  For example, in the Base Game; Lab, Market, and Festival will all enhance a Militia terminal without building a more complex draw your deck type engine or trashing. Seaside adds far more cards that will enhance a Militia terminal without a draw your deck engine or trashing -- Treasury, Caravan, Bazaar, Lighthouse, Fishing Village, Warehouse, Haven, Peal Diver, Tactition (has duration action), etc.  Kingdoms will generally have several decent enhancement options to choose from.   This tremendously increases the number of useful combinations of cards that may be played in a game and ways different cards interact with each other.

The cards themselves also facilitate longer sequences of the same card than in base.  For example, buying as many Lighthouses or Fishing Villages from Seaside as possible will generally be much closer to optimal than buying as many Moats or Villages as possible from Base.  Or among terminals, buying as many Wharfs or Ghost Ships from Seaside as possible will be closer to optimal than buying as many Smithy/Council/Library or Militia from Base as possible.  The increase in actions facilitates engines, but a different type of engine than base.  The engines I go for in Base usually fall in two categories -- a sequence of Labs or an engine that may draw the full deck and often starts buying when reaching 2+ Provinces.  The latter type of draw your deck and buy 2+ Provinces engine seems less common in Seaside.  Wharf does this well, but outside of Wharf, I don't see a good source of drawing several cards for an engine, like with Smithy in Base.  Sources of multiple buys also seem more limited with Treasury and Bazaar not having + buys, like Market and Festival.  In Seaside, less precise engines seem to be more common, where it's more a sequence of +1 action  / +1 draw cards than a draw your deck with careful balance of terminals and actions.

Earlier I mentioned liking Rush related strategies or more specifically strategies that lead to a different goal than the usual Provinces is highest priority, buy Dutchies/Gardens when 4/5/6 Provinces remain in deck, etc.   As an example, I enjoy playing Bureaucrat + Market/Festival + Gardens types strategies, where the Bureaucrat works as a Gardens enabler, and the Market/Festival enhance it with their effects, often for buying copper.  Islands don't appear to lead to this kind of unique Rush-like strategy to anywhere near the degree that Gardens does from Base.  There also aren't as many good Gardens enablers in Seaside as there are in Base.  Smugglers might be okay, if your opponent is buying something useful early on rather than trashing.  Explorer could also be okay, but at +5 cost, it won't lead to as many useful strategies.   I think the most likely candidate is Fishing Village.  It would enhance the Bureaucrat / Gardens types strategy I mentioned earlier, although generally to a lesser degree than Market/Festival.  I also expect the Fishing Village pile is going to be empty in a lot of games, leading to more 3-pile opportunities, but often in a less predictable way that depends on what your opponent does.

A good portion of the Seaside cards seem to be variations of Base cards.  For example, Sea Hag and Ghost Ship have some obvious similarities with Witch and Militia, although the swapped prices and swapped +2 cards effects lead to very different strategies.   I am particularly interested in the cards that do not have a good Base equivalent.  I mentioned Treasure Map earlier.  I do like playing Treasure Map even though I realize it is not the most useful card.  There are times when it is useful, if there is a Warehouse, Haven, or Tactition is in the Kingdom and no strong attacks, although I realize this is not a common event.  I can see some engine possibilities on uncommon occasions as well. My most enjoyable game against the computer involved a Warehouse + Treasure Map strategy.   The Province pile was empty by turn 13. 

I could continue discussing the expansion for pages, so  it obviously has given me a lot to think about and opens the door to a tremendous number of new card combinations and new strategies, even though I have just played a few games at this point.  I do like the expansion and think it can be a good choice as a 2nd expansion due to the relatively simple card effects, similarity with base game cards, and what I'd expect is getting better results than most expansions with bluntly almost always buying cards type strategies that are common among newer players.  However, in retrospect, I think Hinterlands or maybe Adventures would have been a better fit for me than Seaside.  It depends on the player.  When it gets towards the end of the year, I plan to do a brief trial with all cards available, so I can get a better feel for which cards and expansions I enjoy most.

40
Dominion General Discussion / Re: Order To Get The Expansions
« on: August 19, 2016, 06:01:10 pm »
I appreciate the feedback.  It sounds like both Seaside and Hinterlands would be good choices to start with.  I had not previously been focusing on Hinterlands.  Looking in more detail, there are a lot of things about Hinterlands I like.  For example, I am a fan of 3-pile Rush-type games, particularly ones that use unique strategies.  This is especially true once I discovered that most base kingdoms have an effective counter against a Workshop-Gardens Rush player that wins the majority of the time, yet rarely seems to be played.  I'm looking forward to the day I can do a Thief-Gardens +  ... focused Rush, but it requires an uncommon kingdom to be effective.  Hinterlands seems to make this kind of unique rush type game I enjoy more common, with cards like Ill Gotten Gains and Silk Road.  I also get the impression that comparing to Seaside, Hinterlands has a higher percentage of cards that I am likely to play, and fewer cards that I'll only play in extremely rare situations.

I don't like that Hinterlands appears to encourage the repeated deck sifting decision engines that I mentioned not liking more than Seaside or Base.  It also sounds like it doesn't have good multiple trashers, which will likely encourage long and less effective engines compared to some of the other expansions, which doesn't sounds appealing.  Compared to Seaside, a higher percentage of cards look like they'll require a lot of play time to determine the best ways to use them, which should increase the amount of time I enjoy the expansion and make playing it more rewarding. For example, Fool's Good seems like it can be powerful in the right situation, but requires some time to figure out how best to use it.  In contrast a larger portion of Seaside cards seem like variations of base game cards.  However, this also would be a good reason to choose Seaside first and Hinterlands second.

With Seaside, I agree that Wharf is an interesting, powerful, and game-changing card.   Some of the duration cards like Tactition also seem interesting.  I'd like to try out a few new style of cards like Treasure Map, as well. Lookout also seems interesting to figure out, although I have a feeling it is going to require a very specific kingdom and/or situation to minimize risk of trashing something valuable, so I'll end up rarely getting it.

Yes, I did hear that MF is losing their contract at the end of the year.  The timing is not good, but I figure that I will at least get until the end of 2017 with the expansion, which is enough to make it worth the cost to me.

41
Simulation / Re: Is Geronimoo's Simulator Open Source?
« on: August 19, 2016, 03:03:33 am »
Yes, that is the code I was referring to .  The GitHub page says it hasn't been updated in 5 years, so I assume it is not the most recent version.  I think a setup with a configurable Throne Room priority, like is supported the Dominiate simulator would be a great addition, however, I agree that it would not be a minor change.  Skimming through the code, an alternative that I would consider to be a more minor change, would be to display a selection of strategy options to choose from for Throne Room (and/or King's Court), like occurs with many of the other cards.   Those strategies option could be a simple, complex, broad, or general as desired. A broad strategy might have a few general rules that can override priorities like favoring + actions when you need extra actions to play other cards in hand, only throne rooming trashing when there are num times things you want to trash, etc.  It wouldn't be perfect, but it would be enough for Throne Room to shine in many situations where it does not with the existing sim.  Another broad strategy could be selected from the piulldown for other cases where these rules and the existing default both don't work well.   I'd be interested in adding similar strategy options for a couple other cards.   For example, it would be interesting to see whether Chancellor could become more useful in sims, with an option to avoid discarding your deck when a powerful card is ready to be drawn or when you've added a lot of green to your deck, instead of always discarding.

Another Throne Room / King's Court alternative that I think would not be that complex would be to add a MultiplicationCardPriority number for each card instead of using the general play priorities that aren't ideal for Throne Room / King's Court, such as ranking Chapel and Libaray ranking higher priority than Festival, in my earlier example.   Sure, there are a few cases where you want to Throne Room a Chapel, but the vast majority of times both Library and Chapel would be lower priority than Festival, and could be ranked that way in the MultiplicationCardPriority numbers.  However, this type of update would be a pain because of the large number of cards, rather than the complexity.  There may also be other issues that I am not aware of.

That said, I am really impressed by Geronmioo's simulator, and do not intend to come off as criticizing.  It is an outstanding piece of code that is very well written and well documented.  I think it's superior to the vast majority of professional code I've seen at tech companies.  This relates to why I'm interested in updating Geronimoo's sim instead of just using the existing Dominiate sim that already supports this.  I prefer the additional features, ease of building complex sims,  and faster run time with Geronmioo's sim.

42
I was really hoping WeedGoku69 was a real player. That name is perfect.
It seems someone was inspired by this thread, and WeedGoku69 is now a real player.  According to the log files, he first started playing last week.  I played a couple games against him last night.  He was on a 13 game winning streak, yet I won our 2 games.  Apparently I caught him before he powered up.

http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160818/log.0.1471498563395.txt
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160818/log.0.1471498235102.txt

43
Dominion General Discussion / Order To Get The Expansions
« on: August 17, 2016, 07:20:35 pm »
I'm ready to get an expansion, but I keep changing my mind about which one to get.  I was originally planning to get Intrigue since getting the expansions in order of release seems logical, and the cards look interesting. I particularly liked the base game campaign that included Bridge.  Then I started thinking about how I find the Spy discard decisions in the base game annoying to the point of avoiding building engines containing many Spies, just so I don't need to click on a large number discard decisions for each player over and over each turn.  Intrigue sounds like it introduces more of this type of repeated decision engines, it has a few cards that may be annoying, and it tends to be rated poorly compared to other expansions. 

Next I was leaning towards starting with a smaller expansion to see how things go, then get a larger expansion next time, after being more informed about what types of things I like and dislike in the smaller expansion.  Among the smaller expansions, Guilds appeals to me most.  The cards seem easy to understand and interesting, yet still can produce a variety of new strategies.  After reading in more detail about cards in the expansions, now I am leaning towards Seaside.  It seems more interesting that Guilds. I particularly like the larger number of useful attack cards. Several of the other cards also sound like they would add new and interesting dimensions to the game.  It sounds like Seaside makes the game more enjoyable and is well rated, yet it is still one of the more simple expansions, making it a good one to start with.

In what order would others recommend getting the expansions?

44
Simulation / Is Geronimoo's Simulator Open Source?
« on: August 15, 2016, 01:42:15 am »
I saw Geronimoo's simulator on GitHub, but the project hasn't been updated in 5 years, so I am assuming it is not the current version.  Is there a more recent open source version?  Or is the simulator private?

I ask because I am interested in making some minor updates to support modifying the default rules for how a few cards are played, ideally making them user configurable.  For example, consider a Festival/Library/Chapel/... engine where the sim draws a hand of Throne Room, Festival, Festival, Library, Chapel. It's my understanding that the sim's 1st choice is to Throne Room the Chapel (even though there is nothing in hand to trash), 2nd choice is to Throne Room the Library, and last choice is to Throne Room the Festival.  This type of Throne Room play strategy can have a tremendous influence on sim results, often making Throne Room appear to be a weak card in situations where it could be quite valuable with a different play strategy.

45
Goko Dominion Online / Re: Trolls: A Study
« on: August 13, 2016, 08:21:41 pm »
A slight variation with a very slow player that worked for me is below.  She quit prior to her first move, and didn't accept my request for a rematch.


46
Simulation / Re: Chapel/Festival/Smithy engine
« on: August 07, 2016, 02:31:20 pm »
I apologize for the multiple posts earlier.  Apparently the posts I attempted when the forum was down on Friday were going through even though they weren't displaying. 

Quote
Awesome!

This drives home something for me that @JW said earlier: the engine can go for Provinces or (seemingly the better default based on this bot's performance) Gardens. It's hard for a money player to know when to start greening when they don't know whether Provinces will be contested.
Yes, the bot I posted earlier will do quite poorly against a Smithy player who focuses on Gardens instead of Provinces, such as a Smithy: BM player who gets one Province, then buys Gardens.  It also won't do as well as simulated against a player will end the game by emptying 3 piles when ahead.

The code below has some minor updates below to incorporate buying Provinces after Gardens when you can end the game or when there are a lot of Provinces in supply.  This increases the win rate vs Smithy: Big Money to ~93% on a 4/3 start and ~98% on a 5/2 start.  It is much better against Smithy-Gardens type players than the earlier one.  However, if several Gardens are missing from supply, then it's better to try a different fundamentally strategy, more like your original bot.

Code: [Select]
<player name="Festival/Smithy/Chapel + Gardens Engine"
 author="NolanA"
 description="Builds mega-engine using all Festivals + Smithy, then buys all Gardens.  Optimized for a traditional Smithy - Big Money opponent.">
 <type name="Bot"/>
 <type name="TwoPlayer"/>
 <type name="BigMoney"/>
 <type name="Province"/>
 <type name="SingleCard"/>
 <type name="Optimized"/>
 <type name="UserCreated"/>
   <buy name="Province">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="equalTo" />
         <right type="constant" attribute="2.0"/>
      </condition>
      <condition>
         <left type="countAvailableMoney"/>
         <operator type="greaterOrEqualThan" />
         <right type="constant" attribute="16.0"/>
      </condition>
      <condition>
         <left type="countVP"/>
         <operator type="greaterThan" />
         <right type="countMAXOpponentVP"/>
         <extra_operation type="minus" attribute="12.0" />
      </condition>
      <condition>
         <left type="countBuysLeft"/>
         <operator type="greaterOrEqualThan" />
         <right type="constant" attribute="2.0"/>
      </condition>
   </buy>
   <buy name="Province">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="equalTo" />
         <right type="constant" attribute="1.0"/>
      </condition>
   </buy>
   <buy name="Gardens">
      <condition>
         <left type="countAvailableMoney"/>
         <operator type="greaterOrEqualThan" />
         <right type="countCardsInSupply" attribute="Gardens"/>
         <extra_operation type="multiplyWith" attribute="4.0" />
      </condition>
      <condition>
         <left type="countBuysLeft"/>
         <operator type="greaterOrEqualThan" />
         <right type="countCardsInSupply" attribute="Gardens"/>
      </condition>
   </buy>
   <buy name="Gardens">
      <condition>
         <left type="countCardsInDeck" attribute="Gardens"/>
         <operator type="greaterThan" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Province">
      <condition>
         <left type="countCardsInDeck" attribute="Gardens"/>
         <operator type="greaterThan" />
         <right type="constant" attribute="0.0"/>
      </condition>
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="greaterThan" />
         <right type="constant" attribute="2.0"/>
      </condition>
   </buy>
   <buy name="Duchy">
      <condition>
         <left type="countCardsInDeck" attribute="Gardens"/>
         <operator type="greaterThan" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Copper">
      <condition>
         <left type="countCardsInDeck" attribute="Gardens"/>
         <operator type="greaterThan" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Festival">
      <condition>
         <left type="countAvailableMoney"/>
         <operator type="greaterOrEqualThan" />
         <right type="constant" attribute="9.0"/>
      </condition>
      <condition>
         <left type="countBuysLeft"/>
         <operator type="greaterOrEqualThan" />
         <right type="constant" attribute="2.0"/>
      </condition>
   </buy>
   <buy name="Festival">
      <condition>
         <left type="countCardsInDeck" attribute="Festival"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Gold">
      <condition>
         <left type="countCardsInDeck" attribute="Gold"/>
         <operator type="smallerThan" />
         <right type="constant" attribute="2.0"/>
      </condition>
   </buy>
   <buy name="Gold">
      <condition>
         <left type="countCardsInSupply" attribute="Festival"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
      <condition>
         <left type="getTotalMoney"/>
         <operator type="smallerThan" />
         <right type="constant" attribute="29.0"/>
      </condition>
   </buy>
   <buy name="Festival">
      <condition>
         <left type="countCardsInDeck" attribute="Smithy"/>
         <operator type="greaterOrEqualThan" />
         <right type="countCardTypeInDeck" attribute="Village"/>
         <extra_operation type="minus" attribute="1.0" />
      </condition>
   </buy>
   <buy name="Silver" strategy="trashWhenObsolete">
      <condition>
         <left type="countCardsInDeck" attribute="Silver"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
      <condition>
         <left type="countCardsInDeck" attribute="Festival"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Silver" strategy="trashWhenObsolete">
      <condition>
         <left type="getTotalMoney"/>
         <operator type="smallerThan" />
         <right type="constant" attribute="5.0"/>
      </condition>
   </buy>
   <buy name="Chapel" strategy="aggressiveTrashing">
      <condition>
         <left type="countCardsInDeck" attribute="Chapel"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Festival">
      <condition>
         <left type="countCardsInDeck" attribute="Smithy"/>
         <operator type="greaterOrEqualThan" />
         <right type="countCardTypeInDeck" attribute="Village"/>
      </condition>
   </buy>
   <buy name="Village">
      <condition>
         <left type="countCardsInDeck" attribute="Smithy"/>
         <operator type="greaterOrEqualThan" />
         <right type="countCardTypeInDeck" attribute="Village"/>
      </condition>
   </buy>
   <buy name="Smithy"/>
   <buy name="Village"/>
   <buy name="Throne_Room"/>
</player>

47
Simulation / Re: Chapel/Festival/Smithy engine
« on: August 05, 2016, 02:37:40 pm »
Quote
Would you mind posting or sending me your more complex bot?
I had some time today, so I looked in to writing a more complex bot that incorporates some of the updates others and I mentioned above.  The bot code is below.  The basic idea is build a huge mega-engine using all the Festivals and Smithys in supply, then buy all the Gardens to empty the 3rd pile and end the game.  If there is left over, it buys Dutchys and Coppers.  It doesn't buy Provinces.  I realize there are several areas that could be improved/optimized further such ending the game when possible instead of following usual buy rules, priority to buying coppers when near multiple of 10 Gardens threshold, altering when to start buying based on opponent victory points, better use of Throne Room, etc.  Nevertheless, it does very well against Smithy with a a ~90% win rate against Smithy on a 4/3 start and a ~98% win rate against Smithy on a 5/2 start.   Obviously it wouldn't work as well against a real player who figures out what you are doing and alters strategy to better defend.

Code: [Select]
<player name="Chapel/Festival/Smithy + Gardens Engine"
 author="NolanA"
 description="Builds mega-engine using all Festivals + Smithy, then buys all gardens.  Optimized for a traditional Smithy - Big Money opponent.">
 <type name="SingleCard"/>
 <type name="Optimized"/>
 <type name="Bot"/>
 <type name="BigMoney"/>
 <type name="Province"/>
 <type name="UserCreated"/>
 <type name="TwoPlayer"/>
   <buy name="Gardens">
      <condition>
         <left type="countAvailableMoney"/>
         <operator type="greaterOrEqualThan" />
         <right type="constant" attribute="32.0"/>
      </condition>
      <condition>
         <left type="countBuysLeft"/>
         <operator type="greaterOrEqualThan" />
         <right type="constant" attribute="8.0"/>
      </condition>
   </buy>
   <buy name="Gardens">
      <condition>
         <left type="countCardsInDeck" attribute="Gardens"/>
         <operator type="greaterThan" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Duchy">
      <condition>
         <left type="countCardsInDeck" attribute="Gardens"/>
         <operator type="greaterThan" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Copper">
      <condition>
         <left type="countCardsInDeck" attribute="Gardens"/>
         <operator type="greaterThan" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Festival">
      <condition>
         <left type="countAvailableMoney"/>
         <operator type="greaterOrEqualThan" />
         <right type="constant" attribute="9.0"/>
      </condition>
      <condition>
         <left type="countBuysLeft"/>
         <operator type="greaterOrEqualThan" />
         <right type="constant" attribute="2.0"/>
      </condition>
   </buy>
   <buy name="Festival">
      <condition>
         <left type="countCardsInDeck" attribute="Festival"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Gold">
      <condition>
         <left type="countCardsInDeck" attribute="Gold"/>
         <operator type="smallerThan" />
         <right type="constant" attribute="2.0"/>
      </condition>
   </buy>
   <buy name="Gold">
      <condition>
         <left type="countCardsInSupply" attribute="Festival"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
      <condition>
         <left type="getTotalMoney"/>
         <operator type="smallerThan" />
         <right type="constant" attribute="29.0"/>
      </condition>
   </buy>
   <buy name="Festival">
      <condition>
         <left type="countCardsInDeck" attribute="Smithy"/>
         <operator type="greaterOrEqualThan" />
         <right type="countCardTypeInDeck" attribute="Village"/>
         <extra_operation type="minus" attribute="1.0" />
      </condition>
   </buy>
   <buy name="Silver" strategy="trashWhenObsolete">
      <condition>
         <left type="countCardsInDeck" attribute="Silver"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
      <condition>
         <left type="countCardsInDeck" attribute="Festival"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Silver" strategy="trashWhenObsolete">
      <condition>
         <left type="getTotalMoney"/>
         <operator type="smallerThan" />
         <right type="constant" attribute="5.0"/>
      </condition>
   </buy>
   <buy name="Chapel" strategy="aggressiveTrashing">
      <condition>
         <left type="countCardsInDeck" attribute="Chapel"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Festival">
      <condition>
         <left type="countCardsInDeck" attribute="Smithy"/>
         <operator type="greaterOrEqualThan" />
         <right type="countCardTypeInDeck" attribute="Village"/>
      </condition>
   </buy>
   <buy name="Smithy"/>
   <buy name="Village"/>
   <buy name="Throne_Room"/>
</player>

Note that Throne Rooms are bought on last turn rather than when building engine because they are not played well in the simulator. For example, the sim was sometimes choosing to Throne Room an Chapel over a Festival, even though there was nothing left to trash in the deck.  In real play, I expect it would be desirable to buy some Throne Rooms earlier.

48
Dominion Online at Shuffle iT / Re: Clarification on 2017/2018 pricing??
« on: August 01, 2016, 07:31:32 pm »
I'm a relatively new Dominion player.  I am ready to get my first expansion, probably Intrigue.  I will likely be interested in getting another expansion or two before the end of the year.  It sounds like the timing of getting expansions is not optimal with the switch from MF.  As I understand it, if I buy Intrigue, I will have it until the end of the year on MF.  At the end of the year, I'll be given the choice to either keep it permanently offline, or have it online for 1 additional year with no cost to play online for that year.  If I choose online, then at the end of the year, I'll need to switch to a tiered subscription model, with prices on the order of $2 or $3 per month.   At the time I make the decision between online and offline, I'll have additional information from the forum to help choose, such as the quality of the offline bots (hopefully, they'll include some better players than the bots at MF) and how easy it is to find a desired game online. Is that correct?

In my opinion, one of the things that makes online Dominion most enjoyable is the large number of active players. I can play a game on any day at any time, usually with someone who has a reasonably compatible rating.  In addition to being a great game, one of the key reasons why there are hundreds of players at any given time, is there is an option to play for free (base set only).  This makes it easy for people to try out the game.  If I have a game playing friend who is not familiar with Dominion, there is a good chance they'll try it out, if I recommend the game. We'll end up playing a few enjoyable games through the challenge feature.  However, if all players must pay a subscription, my game playing friends almost certainly will not try the game.  Similarly I would not have discovered the game if my initial play required a subscription, and would not be looking at getting expansions today.   So I'd be strongly in favor of a  business model that had some way for people to play for free.  This might include only having access to the base set, having advertisements, not having access to special features (examples could include things like subscribers have more control in who to play against, are able to choose custom rules for games, have special game log/stat/review features, have more customizable avatars, can unlock special bots after reaching level of achievement, can unlock special card(s) that do not appear in any boxed sets after reaching level of achievement, special tournaments, etc.), not having access to additional online games, or not having countless other subscription benefits.

49
Game Reports / 72 vs -4 Points in Base Game, Without Gardens
« on: July 29, 2016, 08:42:25 pm »


Code: [Select]
Chancellor, Bureaucrat, Feast, Moneylender, Spy, Festival, Laboratory, Library, Mine, Witch
Log -- http://www.gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160723/log.0.1469242465638.txt

This would normally be a simple game without much thought, but it turned out to be amusing (to me) because of my opponent's play towards the end.  He seemed to be focused on amassing as many golds as possible, rather than getting victory cards.  I was tempted to try to get all of the victory cards, but I chose to end the game instead.


EDIT: There was a different game log earlier involving trashing down to only 1 copper in treasure, but I decided to post this one instead.

50
Simulation / Re: Chapel/Festival/Smithy engine
« on: July 29, 2016, 07:43:08 pm »
The simulator's rules for low "Standard" vs "Aggressive" trashing do not make much difference for this engine simulation.  "Standard" trashing has different rules about when to choose to play Chapel instead of action cards, such as how to play a hand with Chapel-Smithy-Copper-Copper-Copper.   "Standard" would play Smithy, and "Aggressive" would play Chapel.  However, your engine is usually going to have extra actions with the Festivals and Villages, so choice of when to play Smithy vs Chapel doesn't make much difference.  What does have more influence is having different thresholds about how low it lets the money in your deck get.  For example, after opening Silver/Chapel, you have $9 in your deck.  If on the next turn you draw Chapel-Copper-Copper-Copper-Copper, then "Aggressive" Chapel strategy will trash all 4 coppers and go down to $5  in deck, and "Standard" Chapel strategy with trash 3 coppers, not letting you drop below $6 in deck.  I think trashing 4 is the better choice here, but there are other situations where the "Standard" Chapel strategy is better, as well as situations where neither sim Chapel strategy makes the best decision.   To use "Aggressive" Chapel strategy, you just need to add a rule about buying treasure when the money in deck gets too low, such as buying a Silver if the total $ in deck is less than 5. 

The win rate should be +/- ~2% of each other with Standard vs Aggressive Chapel strategy in this sim.  Which one has the higher win rate depends on which of the additional tweaks I mentioned (and others) you have incorporated.   Hopefully, if a person was playing this strategy they'd have a better sense of how to play Chapel than occurs in either set of default rules, so they'd get better results than the sim.  If you'd like to play around with different Chapel strategies to see what works best, you can do so with the Dominiate simulator at http://rspeer.github.io/dominiate/play.html#ChapelWitch/BigSmithy .  That one lets you modify Chapel strategy, but  can be awkward to program engines.

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