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76
Dominion League / Re: Season 18 - Announcing Livestreams
« on: December 10, 2016, 06:32:40 pm »
Unless things change, I'll be streaming my match against Limetime tonight at 9PM EST / 6PM PST (In 2.5 hours).

This match will determine who wins the D1 division--I need to win 2 or more, and Limetime needs to win 4.5 or more.

twitch.tv/breppert

77
Let's Discuss ... / Re: Let's Discuss Second Edition Cards: Patrol
« on: December 05, 2016, 04:53:26 pm »
This has become a somewhat common opinion, but Patrol is one of the best terminal draw cards in the game. Like Chris said above, Patrol is to Smithy as Minstrel is to Village. The re-ordering also really matters, and ups the reliability hugely over that of a Smithy-only engine.

That said, it's not like Patrol is so good that it's broken. But it's really good.

78
Dominion League / Re: Season 18 - Game Reports & Discussion
« on: December 05, 2016, 12:32:52 pm »
@Qvist-I've been a long time viewer of your videos (since before I came to the forums!) and I've never quite understood why you keep all 6 videos together. Is it because there's less editing? Or do you encourage people to watch a marathon of Dominion?

No, not because it's less editing, I just like it that way better. It's one match, it belongs together. Why makes several videos out of it? You don't have to watch it in one go. If you stop and close the window, YouTube saves where you stopped and continues when you open it again. Also you don't have to search in the sidebar for the next video, maybe it's not even in there. Also it makes the videos overview of my video feed more clear. Sometimes my video software messes up one of the recordings. If I make several videos, then everyone wonders where the missing game 4 for example is, etc... I don't see a reason to make several videos out of it. You can of course try to convince me otherwise.
No, I like the way you do it. It's very unique and Youtube sometimes saves my place in your video, which is nice.

I like the one video as well. Having to go to the side-bar when I'm doing something as lazy as watching someone else play Dominion is way too much for me.

79
Dominion League / Re: Season 18 - Results
« on: December 01, 2016, 10:52:56 pm »
D1:
breppert 4 - 2 jamfamsam

80
Dominion Online at Shuffle iT / Re: The Dominion online 2017 thread
« on: December 01, 2016, 03:48:53 pm »
Does anyone have an update on this? Been a while since I heard anything. Is january 2017 still the target for the new version? If so, will a new IOS app be released at the same time? Because previously we had to wait years for the app, and then great disappointment at Making Fun for making such a bad app where you can ONLY play online (plus great number of crashes).

Eagerly awaiting a new iPhone app to play Dominion OFFLINE! I don't care how much it costs :)

Dominion Online 2017 will be released on January 1st, or at least currently all things point towards that. As Stef has said publicly in (I believe) the features thread, the offline version of the game will be released sometime in 2017. I also believe that the alternative application (i.e. mobile) interfaces will be released at a date later than January 1st as well.

81
Dominion League / Re: Season 18 - Announcing Livestreams
« on: December 01, 2016, 01:42:12 pm »
I will (in all likelihood) be streaming my match tonight against jamfamsam at 9PM EST / 6 PM PT at https://www.twitch.tv/breppert.

For those few of you who haven't been tracking the logistics of D1 this season, this is my second-to-last match of the season, and I will be playing Limetime for the "championship" in my final match. Here are the implications as far as the much esteemed D1 Title are concerned:

If tonight I win:
6, then I need to win 1 or more against Limetime
4-5, then I need to win 2 or more against Limetime
2-3, then I need to win 3 against Limetime
1 or fewer, then I need to win 4 against Limetime

If you're pedantic enough to care about ties, I'll let you carry on with that yourself.

82
It's a Rock Paper Scissors board; the uncontested engine is good enough that you have to contest it, and then there are several intelligent ways to pivot to BM.

I think Tunnel is basically as important as Jack in the pivot. Having to draw Artificers dead with Jack really doesn't help it, and it'll be hard to line up trashing, but a pair of Artificers is all you need to gain a Tunnel and a Gold. So you want both intelligently in the money pivot.
After trying few games vs bots I am fairly certain there isn't any rps. There are no scizzors as pure envoy bm or jack bm doesn't defeat anything.  Ferry+artificer is dominant strategy and my ferry-artificer+jack bm definitely beats other money variants. I restricted myself for 5 artificers to see how good it is in mirror. Here main factor that decides game is if you draw art in turn 3/4/5 or get unlucky 2-5 opening. 5-3 doctor+ferry art looks competitive. So its either that so some miraclous engine that manages to pile-up duchies+2 provinces+some tunnels by turn 14. This is time when art-jack bm typically gets sixth province. Typical bm game looks like this where it mostly differs by 2 turns depending when you draw first artificer.

https://dominion-game-logs.s3.amazonaws.com/game_logs/20161130/log.0.1480526386946.txt

It's RPS in the sense that if Artificers aren't contested you go full engine with squire and Envoy, but if they are contested (which yes, they should be) then you grab jacks and probably play around with tunnel tricks.

83
The engine here is quite good, honestly. I play tested against banker bot who plays straight Envoy BM and it's not particularly close. Of course, the BM is better with a jack opening into single Envoy.

Anyways, here's how you play this engine: Ferry Artificers and pile them. Then move the ferry token to the envoys and you can very reliably make the squire/Envoy engine work since you can easily discard for components. This works well even without trashing (I was in a hurry while play testing), but would of course probably be improved by picking up a doctor overpay. The main concern I had with the engine was piles, since ideally you want 10 of everything, so you have to leave a few cards in the supply. Of course, the BM player has such limited pile control that this isn't too big of a deal.

If I have time to do a more thorough playtest later I'll post logs and stuff.

Edit: of course if contested (mirrored) this engine is utter garbage I would bail out into Jack BM with a bunch of Artificers.

84
Dominion League / Re: Season 18 - Results
« on: November 27, 2016, 12:27:00 am »
D1:

breppert 5 - 1 Left Market

85
Dominion League / Re: Season 18 - Announcing Livestreams
« on: November 27, 2016, 12:26:13 am »
I got instructions to post this.

breppert vs. Left Market, live now: twitch.tv/breppert

Thanks! No one else actually came to watch, but I figured I would at least give it a chance. It's also the first time I've streamed and not played terribly, so maybe you all can actually expect more streams from me in the future.

86
Help! / Re: TF/Peddler: Friend or Foe?
« on: November 25, 2016, 08:34:38 pm »
I think that the correct answer is that you want to do what both of you were doing. Yes, you want to play with the mercenary, and you want it early. Yes, you want to get lighthouses down every turn, but this probably isn't as important as getting your mercenary(s) as soon as possible.

I would probably Urchin/Urchin, though I can see Urchin/Marauder. What I don't like about Urchin/Marauder is that Marauder is terminal and the spoils aren't great for your deck, and the ruins aren't that bad for your opponent's deck if they're going for Mercenary as well.

You want Peddlers when you can get them, and you can use Travelling Fair to help you with that, but this is way less important than getting your deck under control first. It's totally not crazy to skip Mountebank on this board, unless you notice that your opponent's deck isn't under control enough to play lighthouse every turn. Again, this is the kind of deck that I would prioritize control way ahead of payload.

87
Game Reports / Re: Beware Conventional Wisdom
« on: November 24, 2016, 10:51:11 am »
If you're going gardens you just have to seaway magpies or else it's just not even close to competitive. The BM here is incredibly strong (for BM, that is), and looks like the best thing on the board regardless. Definitely magpies and butcher, maybe a dungeon, and an early jester could be good but it's probably not as good as swamp hag (if opponent not going gardens) or just more butchers.

88
2016 DominionStrategy Championships / Re: Grand Final!!!
« on: November 19, 2016, 08:09:50 am »
PSA: the final will start 30minutes later, at 13:30 UTC

You have no idea how happy this makes me

89
Dominion General Discussion / Re: The Favorite Card--QUARTER FINALS
« on: November 18, 2016, 04:15:44 pm »
Goons
Forager
Menagerie
Herald

90
Dominion Online at Shuffle iT / Re: "Features" threads
« on: November 18, 2016, 11:06:20 am »
Having a draw available is also a nice tool if you have to leave unexpectedly and your opponent is a nice guy. Covering "starve to death" scenarios is merely a nice side effect.

This would make more sense if draws were a no-op in terms of rankings. For those near the top of the leaderboard taking a draw, even in an even game, would be disincentivized.

91
Dominion League / Re: Season 18 - Results
« on: November 17, 2016, 10:58:50 pm »
D1:

breppert 4 - 2 The Do-Operator

Thanks for playing, they were some fun games! Also, I played the first one so unbelievably sloppily that I didn't collide my Urchins until turn 14. More on that in Game Reports, if I get around to that  :)

92
Dominion Online at Shuffle iT / Re: "Features" threads
« on: November 17, 2016, 09:40:46 pm »
Guys, draws happen so close to never in Dominion. It's not something worthy of being put in as a feature. It would be an okay feature, but it's just so unbelievably rare that it's not worth any of this.

I've had one draw happen before, in a very very specific circumstance, and although it was tough to resolve due to my opponent being Japanese, in most situations I think the players can just work it out without the need for an official feature.

93
Dominion Articles / Caravan Guard Strategy Article
« on: November 11, 2016, 03:15:37 pm »
So, yeah, Caravan Guard, I think a lot of people don't really understand it.

There was discussion on the Discord about it yesterday in which I proposed some things that turned out to be right (this is rare), and my good friend Emil/Wachsmuth was kind enough to run the sims and confirm my back-of-the-napkin assumptions and calculations (more on that later). The thing to understand about Caravan Guard is that it varies a lot by deck type and purchase timing, and also that the differences are subtle but pretty obvious if you stop to think about them. Caravan Guard is not a card that is easy to "feel" the effectiveness of, which is why I think a strategy article is merited.

Big Money
This is always just the easiest one to talk about. Caravan Guard is better than silver in all big money that's not terminal draw. Ok, let me clarify. Caravan Guard is not always better than silver in big money--it's better after the first reshuffle. Meaning, you still open silver/silver, but then after that you buy Caravan Guards. The difference is small in straight big money, but you're almost never playing that, so that's not the point. Monument-BM with Caravan Guard beats the same without Caravan Guard. The reason is two-fold.
1) Caravan Guard is not a stop-card, so it helps you play your "key cards" more often (in this case, Monument).
2) As soon as the average treasure value of your deck is greater than 1, Caravan Guard is more money for your deck on average than a silver is. Caravan Guard is a peddler, after all, and it only costs $3!
The caveats:
A) Caravan Guard is delayed a turn, which matters a little bit
B) Caravan Guard can miss shuffles, which also matters less than you would think
The caveats matter, but the pros of Caravan Guard outweigh the cons of it in big money. You always open silver/silver still, especially if you want to do something like hit 5, but as the game progresses the cons of Caravan Guard start to matter less and less, and the pros matter more and more.

Also, obviously if you're playing attack-BM that's not terminal draw, then CG is a real all-star. But everyone already knew this. You still open silver/silver or silver/4-cost-attack, though. Then you pile on the CG's after that, but only instead of silvers. You still take your Gold and other key cards first.

Engines
This is where Caravan Guard is pretty weak. It doesn't help you hit 5 early that well, of course, although it does get you one card closer to cycling than Silver. This isn't a huge deal though, you still want silver over Caravan Guard early on in an engine. If the engine is super tight and you don't need a ton of coin then CG can be better, but be wary of things like Scrying Pool engines that need action density--Caravan Guard is only in your deck half of the turns.

Beyond the opening, it's important to realize what Caravan Guard is in your deck once you're drawing it. It's not a peddler. It's a half-peddler. So that means you're paying $3 for .5 coins/turn, which is just a terrible investment. You almost never want to add Caravan Guard to an engine that's under control, unless your only other option is nothing. If possible, it's usually better to take engine parts/treasure over another Caravan Guard. It just gives you so little economy.

So when do you want Caravan Guard in engines?
1) On the first few turns if it's a very tight engine (such as one with no handsize increasing and key cards), and during your build-up on your way to completing the engine on medium-powered engines. High-powered engines such as Wharf/Fishing Village engines have no place for Caravan Guards, as you're simply going to have too much power too soon for the Caravan Guard investment to be relevant.

Finally, the bottom-half reaction component matters pretty much not at all in engines. It gives you roughly an extra (5/deck size * 0.5 * attacked%) coins per turn. Not a big deal. With a deck of 25 cards where you get attacked every turn, it only gives you an extra 0.1 coins per turn on average. Of course, if you’re able to get down to a very small deck then the Caravan Guards get much better because you can chain them as well. If the board is otherwise weak and there’s an easy way to gain a lot of cheap cards, then this is probably worth doing.

Slogs
Hey, my favorite play-style! I’ll keep this section brief, because it’s really quite simple and caravan guard in slogs plays very similarly to caravan guards in money. Is your average treasure value at least 1.1 or so? Then get a caravan guard. Are there attacks? Then move this number down to around 1.05, depending on your deck size. Again, mathematically if your deck is any big at all the presence of attacks matter a lot less with Caravan Guard than you would think.

Also, important note: when you’re calculating average treasure value, it’s important to not calculate what your average treasure value is now, but what it will be at the start of the next shuffle. That’s an important note for all of Dominion really. Make deck-state dependent decisions based off of your next shuffle, and not your deck state during the current hand.

So, there we go, that’s my Caravan Guard article, and also my inaugural article. I’ve been playing Dominion for 123 days now, so it seemed about time, and Caravan Guard seems like an unimportant topic and thus a good place to get started  :)

94
Dominion Online at Shuffle iT / Re: "Features" threads
« on: November 10, 2016, 11:31:03 pm »
I had a new idea for a feature request (at least one I don't remember reading about):

You know this very small share of stalemate games, where "everyone starves to death"?

It would be nice to have something like a Propose Draw button, and if both players accept, the game will automatically end in a draw.

I think in those small cases, it should end in a tie automatically, but that is my personal opinion.
I think writing a program that recognizes such situations is several orders of magnitude harder than adding a button.

Not only is it several orders of magnitude harder, it's proven to be theoretically impossible.
https://en.wikipedia.org/wiki/Halting_problem

Of course you could hard-code an approximate list of game states known/believed to result in draws, but that's not really solving the problem as well as button-adding does either.

95
Dominion General Discussion / Re: Infinite Combos
« on: November 10, 2016, 11:19:40 pm »
I can't read Japanese.

Can someone please explain how to do the forum/trader infinite combo?

Make Forum cost $0, buy a Forum (getting your buy back), reveal Trader to gain Silver instead of Forum, repeat. Even once the Silver pile is empty you can reveal Trader and not gain the Forum.

If you have a (Goons|Merchant Guild) in play while you do this you can generate as many (VP|coin tokens) as you want (you still buy a card each time).

This only requires Trader, one of Goons/Merchant Guild, and any cost reducer. It seems like something that will most definitely come up relatively often. At least the Merchant Guild variety is not that good since it puts all those silvers in your deck and thus you won't really be able to use those tokens, and the Goons variety, well, that should just end in an opponent resign.

96
---------- breppert: turn 11 ----------

(edited out boring stuff)

breppert - plays King's Court
breppert - plays Treasure Hunter
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - plays Treasure Hunter
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - gains Silver
breppert - plays Treasure Hunter
breppert - plays Council Room
breppert - shuffles deck
breppert - draws Silver, Silver, Silver, Silver
Conqueror Bot - draws Copper
breppert - plays Council Room
breppert - draws Silver, Silver, Silver, Silver
Conqueror Bot - draws Province
breppert - plays Council Room
breppert - draws Silver, Silver, Silver, Silver
Conqueror Bot - draws Copper
breppert - plays Council Room
breppert - draws Silver, Silver, Silver, Silver
Conqueror Bot - draws Province
breppert - plays Walled Village
breppert - draws Silver
breppert - plays Page
breppert - draws Silver
breppert - plays Warrior
breppert - draws Silver, Silver
Conqueror Bot - reveals: Council Room
Conqueror Bot - reveals: Copper
Conqueror Bot - reveals: Province
breppert - plays Smugglers
breppert - gains Estate
breppert - plays Scavenger
breppert - moves deck to discards
breppert - places Silver on top of deck
breppert - plays 25 Silver, 7 Copper, 1 Gold

97
Rules Questions / Re: Goko bug
« on: November 08, 2016, 02:47:03 pm »
Yes.

Might as well report it to the MF forums. I suspect what happened is that MF considers Estates and Inherited Estates to be different cards, with some hacky logic in there to treat them as cards with the same name and such.

Ok. Can I get a link to the MF forums please?

You can post it there, but MF are done fixing bugs so it won't do anything.

98
Dominion League / Re: Season 18 - Game Reports & Discussion
« on: November 08, 2016, 02:40:06 pm »
Sure, I'll give this a try this season! From my match with Hertz Doughnut:

Game 1: Tournament, Swamp Hag, Raze, Forager, Menagerie, Poor House
I play a "trash along the way" strategy while going more for tournaments and swamp hags early to hit 8, while he tries to build more of a poor house engine. I hit 8 pretty early and his deck never really comes together, and I win pretty comfortably.
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161108/log.0.1478571045329.txt

Game 2: Peasant, Rats, Trader, Warehouse, Outpost, Pathfinding
I play a really strange strategy where I go with one Peasant and then basically Warehouse-BM, and I use the teacher token for +Cards on Warehouse rather than spending the $8 with Pathfinding. He plays Trader/Rats, which I honestly think is competitive with what I was doing, but I win somewhat comfortably as my greening goes better.
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161108/log.0.1478571894106.txt

Game 3: Forager, Jack, Tactician, Ghost Ship, Inheritance
No villages. I play this board pretty straight, playing Jack-BM with Inheritance, inheriting Jacks. I do trash one estate, as 3 Jacks total seems like a good number. He goes for Ghost Ship with Tacticians, but since all the payload here is money his pre-tactician turns are dead, and Jack hard counters Ghost Ship. I win it by a good number of points, but it wasn't entirely comfortable.
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161108/log.0.1478572357444.txt

Game 4: Peasant, Horn of Plenty, Catacombs, Spice Merchant, Seaway, Forge, Outpost
Pretty clearly a big Peasant thing with actions on Catacombs thing, and it's just possible to play 8 uniques for a HoP mega-turn. My Peasant/Spice Merchant open gets left on the bottom of the first re-shuffle, and I never manage to catch up from there. Like most Peasant games, this snowballs and I resign. Also, my opponent ended up with 5 spice merchants here (1 of them messengered) which seems extreme to me, but isn't totally crazy given the HoP payload and ability to Forge them away later.
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161108/log.0.1478573022460.txt

Game 5: Plats/Cols, Ambassador, Dungeon, Altar, Quarry.
This was a pretty slim board. Ambassador but no villages and non-terminal draw only shows up in the form of Dungeon. Altar is really bad here as the 5's are terrible, and I think my opponent's main mistake was opening Quarry to get Altar, since Altar basically can only turn stuff into silvers or dungeons here, and Ambassador is a better thinner. I fall behind early due to amazingly yet again my opening buys being left on bottom of the deck, but I get more dungeons and they help me cruise to victory (With the far inferior deck, I should note). I also made use of a Bureaucrat, which is always fun.
http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20161108/log.0.1478573756826.txt

Game 6: Watchtower, Hamlet, Plaza, Worker's Village, Highway, Hireling, Young Witch, Courtyard (Bane)
Clear draw-to-x engine here with a lot of ways to discard (Plaza/Hamlet), easy +Buy and Highway payload quite obviously. I opt to go the Plaza/WV/Watchtower route over the Hamlet route for enabling the Watchtowers, and even though I wanted hamlets too I lost the hamlet split 9-1 as he rushed them. Because of that, I had a much worse deck here but my opponent misses a forced win (which he brought up later), and then he makes a mistake and lowers piles low enough for me to steal a tie in this game and win the match 4.5 - 1.5.

99
Dominion General Discussion / Re: Infinite Combos
« on: November 08, 2016, 12:46:10 pm »
Do you consider stalemates as infinite combos?  Something like a never-ending Ambassador war, or KC-
Thief where there's no source of economy and no way to end on piles, etc.

If so, this game counts...
(I don't know how to inline a photo, so it's attached).

He decided to (unsuccessfully) go for it on turn 102, so thankfully the game ended after a brief 106 turns.
http://gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20161108/log.0.1478628555998.txt

100
Dominion League / Re: Season 18 - Results
« on: November 07, 2016, 10:15:57 pm »
D1:

breppert 4.5 - 1.5 Hertz Doughnut

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