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Messages - jonaskoelker

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251
Dominion General Discussion / Re: What do you forget IRL?
« on: November 09, 2017, 06:03:59 pm »
I'm getting better at not forgetting debt, but I'm not all the way there. [...] putting your debt tokens on top of your draw pile is sure to remind you during the clean-up phase (when you draw).
When you play many actions that draw cards, this gets cumbersome. A good solution occurred to me recently: put your debt tokens on top of a card you have in play which you will discard this turn.

If you do this, you're likely to catch your own mistakes before you draw next turn's cards—which makes mistake recovery more true to how the game would've played out had you not forgotten. (You basically undo some decisions that didn't reveal any new information—edge case revealing Fool's Gold on a prohibited Province buy.)

For this reason I think I'll do that even when I play something money-ish with a low number of times-per-turn-I-draw. I can't recommend doing it yet because I haven't tried it out, but I can recommend trying it.

252
I believe the claims you make are pedantic and correct. Welcome to f.ds!
Why thank you, I do my best to be pedantic ;)

Maybe eHalcyon was thinking in Bose-Einstein statistics.
Obviously a joke. Is there also some element of truth? Is there some way of thinking in B-E stats such that eHalcyon's claims become true?

I don't know B-E stats, but the wikipedia page contained the word "quantum", so it's probably above my pay grade until I study for a promotion, which I won't do because I'd rather play Dominion :)

253
There's an old and very bad thread on the board which I don't want to Necromancer. In it, eHalcyon makes some claims about probabilities. Here I do the math to see if those claims are accurate.

If you had five 5 coppers and 5 estates, there is just as much chance of you drawing ccccc as there is of you drawing ccece, even if one "looks" more random to the human mind. 

If we put little stickers on the cards labeled "1" through "10", there would be 10! different orderings. But since we don't distinguish between the 5 estates nor the 5 coppers, there are only 10! / (5!*5!) = 252 = 2*2*3*3*7 orderings.

How many of those orderings start with "ccccc"? As many as there are (non-distinguished) ways of ordering the remaining cards, which is just 1 (that ordering being "eeeee").

The number of orderings that start with "ccece" equals the number of orderings which end with some reordering of "cceee". There are [5 choose 2] = 10 such orderings.

Hence, you're 10 times as likely to draw "ccece" than you are to draw "ccccc". You are even more likely to draw "3 coppers and 2 estates in any order" as you are to draw "ccece" in that specific order, because there are more orders (and all orderings are equally likely).

[D]rawing a hand of all actions, then a hand of all treasures followed by a hand of all greens seems really non-random to us.  But with perfect randomness, there is just as much chance of drawing these clumps as there is of getting three hands each with mixes of all three.

Restated, if you draw three batches each of five balls from a jar with five green, five white and five yellow balls, not putting the balls back between draws, you're equally likely to draw three monochromatic batches as you are to draw three rainbow batches (all colors represented).

The total number of orderings is 15! / (5!*5!*5!) = 756756.

There are six orderings of monochromatic batches: GWY, GYW, WGY, WYG, YGW, YWG. (This is shorthand for ggggg+wwwww+yyyyy etc.); 6 out of 756756 is a bit less than 1 in 100 000.

A rainbow batch has gwyXZ in some order, where X and Z are both members of {g, w, y}. X and Z can either be equal or different. This means that a rainbow batch either has three of one color and one of each of the rest, or two pairs and one loner.

Suppose the first batch is rainbow, with a color occurring thrice; let's say it's green, so it's gggwy in some order. There are 2g+4w+4y left. If all batches are rainbow, the remaining two batches are either [gwyyy+gwwwy], [gwwyy+gwwyy] or [gwwwy+gwyyy].

Note that gggwy has 5! / (3!*1!*1!) = 20 orderings, and gwwyy has 5! / (1! * 2! * 2!) = 30 orderings.

So there are 20 * (20*20 + 30*30 + 20*20) = 34000 orderings that start with gggwy. But picking green was arbitrary; there are just as many orderings that start with wwwgy or yyygw. (Having picked green, we shouldn't count the swap of white and yellow as separate, because that would double-count the gwyyy+gwwwy and gwwwy+gwyyy follow-ups. It would also double-count gwwyy+gwwyy, because it isn't different from gyyww+gyyww.)

So that's 3*34000 = 102000 orderings that start with a rainbow batch with one color repeated thrice.

If instead it starts with two pairs, let's say gwwyy in some order, the rainbow follow-ups are [gwwyy+gggwy], [ggwwy+ggwyy], [ggwyy+ggwwy] and [gggwy+gwwyy], where all hands can be reordered.

That's 30 * (30*20 + 30*30 + 30*30 + 20*30) = 90000 orderings. But this again is with green arbitrarily picked to be the starting loner, counting those with a white or yellow loner first (and the other two colors paired) gives us 3*90000 = 270000 orderings.

In total, that's 102 000 + 270 000 = 372 000 orderings out of 756 756, or approximately half.

So rainbow batches are about 1 in 2 compared to monochromatic batches which are about 1 in 100 000, so rainbow batches are about 50 000 times as common.



Conclusion

I think eHalcyon's quoted claims are incorrect. Here are some similar claims which I think are correct:
  • The ordering ccccc eeeee is just a likely as the ordering ccece eceec.
  • The ordering ggggg wwwww yyyyy is just as likely as the ordering wggyg wgwyw ywyyg.
I agree that monochromatic hands feel 'less random', whatever the hell that means, to most people (including me). I think eHalcyon's point is accurate, but slightly misstated, which in turns means that this whole thread is a bunch of pedantic nitpicking.

Am I doing f.ds'ing right? ;)

254
Dominion General Discussion / Re: What do you forget IRL?
« on: November 04, 2017, 12:46:43 pm »
I'm getting better at not forgetting debt, but I'm not all the way there.

If you're only playing a small number of actions each turn—or rather, drawing cards a small number of times—putting your debt tokens on top of your draw pile is sure to remind you during the clean-up phase (when you draw). It's usually pretty easy to recover the right game state by then, which most often is right before your first buy. (Probably the beginning of the buy phase works too since no one got any extra information, edge case Venture.)

If you draw cards many times, shuffling the debt tokens back and forth becomes cumbersome. In your buy phase, putting all of your treasures, virtual money and debt tokens in one spread-out pile lets you easily see how much money you have; making that a habit will likely make you forget your debt less often.

Usually I place my terminals (including Throne trees) on top of my villages for tracking purposes, so rearranging your terminal virtual money is only recommended in games where the number of actions you have doesn't matter once you get to your buy phase. (Anti-synergies: Villa and, less so, Diadem.)

255
Dominion General Discussion / Re: What do you forget IRL?
« on: November 04, 2017, 12:21:53 pm »
To leave newly played Duration cards out during Cleanup
OK, there's an easy solution for this. Just play fresh Durations sideways, above your other played cards. At the start of your turn, you resolve each Duration card, turning the ones you're done with right-side-up and moving them down to where you'll play your other cards. Then you just have to remember not to discard sideways cards during Clean-up. It's really foolproof once you get in the habit. I haven't messed up a Duration in years.
Cool. I usually play my fresh duration cards untapped in the normal (portrait) orientation, then tap them turn them sideways at the start of the turn in which I discard them.

This means I have to discard my portrait non-durations and landscape durations. With your way of doing things, you have to discard all portrait cards and no landscape cards. The should-I-discard calculation is a function of one input rather than two, and is thus harder to mess up.

I like it. Maybe I'll try it out.

Turning durations sideways also help me track which ones I've activated. Since you always activate and never discard Hireling, that bad boy might screw me over. (I haven't played with it IRL, or at least not both Hireling and other duration cards.)

If I were smart, I'd do something similar for Travellers, etc.
I tried being smart once, it worked pretty well. I can recommend it. :P

256
Dominion General Discussion / Re: What do you forget IRL?
« on: November 03, 2017, 04:33:57 pm »
I used to forget Mountain Pass until I started putting the card(-shaped object) on top of the Province pile.

257
Tournaments and Events / Re: World Cup 2018 Interest Thread & Discussion
« on: November 03, 2017, 04:11:50 pm »
I would like to join, but I don't think there's any other danish players.
I'm from DK. I don't have a subscription to dominion.games and I'm probably highly mediocre (on a good day), but I would happily click on card-shaped objects for the proverbial lulz.

A colleague of mine plays Dominion. I can poke him and ask if he's interested... ?

258
humcalc's solution adds the last Silver, Gold, Copper in the course of the turn. Plus you can get your opponents' starting Coppers via Masquerade.

humcalc's solution doesn't mention Masquerade, so that can't make up the difference. Three more treasures can't make up a difference of 4, especially when I start factoring in played treasures.

Regarding stealing Coppers with Masquerade, the way I stipulated how opponents behave this may be difficult:
Your opponents play as follows: they never play any cards. They never buy anything. When one of them has to make a decision not covered by these rules, they all resign and the game ends.

However, if you Crown a Thief and your opponents have at most 3 non-treasure cards in their decks you're guaranteed to hit a treasure, if they have one in their draw/discard pile. So long as they only have Copper and have at least one, Cutpurse is guaranteed to provide Thief a target. Once you have stolen everyone's Copper, you can use Masquerade to trade Copper for Estate and use Cutpurse+Thief to steal back the Copper, effectively stealing one estate.

If you use Native Village to draw your deck (rather than Madman) you don't have to depend on shuffle luck: you will always be able to eventually put your entire deck into your hand; on those turns, you will have 2+ actions, enough for either Masquerade on its own or Cutpurse followed by Crown+Thief. (If you use Lurker/Hermit into Madman to draw your deck, you may need to gain too many cards. Maybe not, but the analysis is a lot easier with Native Village.)

So I think your solution gets 249 (humcalc's base score) + 19 (20 Estates but -1 Crown) + 14 (Coppers) = 282 total, plus any treasures gained and later drawn on the megaturn. That's still not the 287 you claimed—it's either +3 gains by imitating humcalc, or 15 gains if you are right that you can gain all the treasures in the supply, maybe 16 if you can also gain an Estate.

259
Variants and Fan Cards / Re: Really bad card ideas
« on: November 03, 2017, 02:39:51 pm »
Cursed Silver
Treasure – $3
$2



(inb4 someone else brings up Feodum and Merchant.)

260
Variants and Fan Cards / Re: Really bad card ideas
« on: November 03, 2017, 10:15:14 am »
These aren't really bad card ideas.
Sure, but if I post my fan cards here people are more lenient on them ;)

In fact, Dr. Jekyll/Mr. Hyde is surprisingly similar to to an official card announced two days after your post (Werewolf), both thematically and mechanically.
DXV should hire me ;D

So now we have an official card that was almost predicted in the RCBI thread.
So either my card was misplaced, or DXV is having really bad card ideas :P

261
Variants and Fan Cards / Re: Really bad card ideas
« on: November 01, 2017, 01:36:53 pm »
Nocturne has given us Cursed Gold and Cursed Village. In this spirit,

Cursed Chapel
$2 — Action
Trash up to 4 cards from your hand. Gain a curse for every card trashed this way.

Cursed Scout
$4 — Action
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.

Cursed Mine
$5 — Action
You may reveal a Treasure card from your hand. Gain a copy of it.
---
When you buy this, trash all Treasures you have in play.

Cursed Mint
$5 — Action
You may trash a Treasure from your hand. Gain a Treasure to your hand costing up to $3 more than it.

262
You can rather easily improve on this by

1. on the last Black Market play, buy Mandarin.
2. Replace one of your kingdom treasures with Crown, put Ferry+Inheritance in the kingdom, inherit Crowns. In 3p, this can give you a maximum of 21 Estate-Crowns that are also Treasures.


On top of, I think, 249 in humcalc216's solution, you add at most 19 more, because I didn't deduct played treasures from the 249, and you can add at most 19 Estates without emptying piles further.

That gives your solution a total of 268 revealed treasures (and a net money loss of at most [that minus 4]).

Where do you think the difference comes from?

263
I can get 253 (edit), which I'm sure can be optimized significantly.

By my count, you get:
  • Kingdom: 94 — 9*9 (piles) + 11 Harems + 2 from the empty piles
  • Black Market: 16
  • Copper: 60 - 7 - 7 - 1 (3 player game)
  • Silver, Potion, Gold, Platinum: 40-1, 16-1, 30-1, 12-1
Total: 249, before playing any treasures. Including treasures played it gets even lower than that.

Where and why do you think we differ?

264
Have a Vault from the Black Market. Play a village of some sort, then play Vault, discarding all your Treasures. Then, play Madmen to redraw them all, then play Poor House.
I think all might be a bit many, unless you can draw enough with Madman revealing only non-treasure cards. But you can probably do at least about half.

Disclaimer: I haven't done the math in detail.

265
How do you spend coin tokens before playing Poor House?
Villa?
Just for the sake of clarity and accuracy: first I posted a wrong solution, then Qvist pointed out the problem, then I edited my solution, then you posted "Villa?" — That Villa is the correct response is obvious now, but only thanks to Qvist catching my, uh, "omission of a detail" in the first place.

266
I can get [...] which I'm sure can be optimized significantly.
I think it can :)

Setup: Deck contains [...] 12 Platina, 10 Banks, 10 Capitals [...].  It's a 3-player game.
Doesn't that mean the game has already ended on the 3-pile condition?

267
How do you spend coin tokens before playing Poor House?
Uhh, by cheating I guess :D

268
Here's a terribly awfully poor* solution: (* of course the pun is intended)

Kingdom: Ratcatcher, Baker, Poor House, Villa, whatever — Events/Landmarks: Expedition.

Open Baker + Poor House, get a Ratcatcher on your second shuffle.
Use Baker to gain 2 5 coin tokens.
Use Ratcatcher to trash 3xEstate, 1xCopper and 1xBaker, then put Ratcatcher on the mat.
Once this is set up, your deck is [Poor House, 6xCopper].
Buy Expedition. On your next hand, spend 2 coin tokens for $2, then play Poor House revealing 6xCopper, taking you to $0.
On your next hand, spend 5 coin tokens, buy Villa, play Villa, then play Poor House revealing 6xCopper, taking you to $0.

Net loss = $2

This works for all combinations of variables.

(Edits in bold and strikethrough; thanks to Qvist for finding a brain fart on my part.)

269
Leaderboard

3 players:

287 (pending clarification)

253 (pending clarification)

List of treasures

Not including Nocturne, I think Dominion has 29 non-basic treasures. Grouped by cost, and bracketed when they interact weirdly with the supply, they are:

(2) 0*: (Diadem), (Spoils)
(2) 2: Coin of the Realm, Fool's Gold
(3) 3: <Humble Castle>, Loan, Masterpiece
(1) 3p: Philosopher's Stone
(3) 4: [Rocks], Quarry, Talisman
(14) 5: Cache, Capital, Charm, Contraband, Counterfeit, Crown, Horn of Plenty, Ill-Gotten Gains, [Plunder], Relic, Royal Seal, Stash, Treasure Trove, Venture
(2) 6: {Harem}, Hoard
(1) 7: Bank
(1) 8<8>: [Fortune]

The amount in the supply, by bracket type, is:
(): 0,
<>: 1 or 2 (and has the Victory type)
[]: 5
{}: 8 or 12 (and has the Victory type)

270
As the title says, the Poor House challenge is this: play poor house in a kingdom of your design, such as to maximize [the amount of money you have before playing Poor House] minus [the amount of money you have after playing Poor House]. That is, maximize the net loss.

This is not quite the same as maximizing the amount of treasures you reveal: if you have $0, play Poor House and reveal 5 treasures, you have $0 afterwards as well, for a net loss of $0 rather than 1. If you had $1+ and made the same play, you would lose $1. To lose money, you must first have that money (modulo the +$4 from Poor House).

I'm highly confident that the worst possible score is -5: if your +$1 token is on Poor House and you reveal no treasures, you gain $5, which is the same as losing -$5.

I'm even more confident that the best score is greater than 0 ;)

Here are some variables you might want to tweak when picking a kingdom:
  • The number of players in the game (2-6).
  • Whether or not to use Colonies.
  • Whether or not to use Shelters.
  • Whether to have 0-2 or a greater number of events plus landmarks.
  • The size of the Black Market deck (from 0 up to the number of randomizers not in the kingdom).
Pick whichever set of variables you like the best. Colonies without Prosperity randomizers is cool too, likewise for Shelters and Dark Ages. If your kingdom is within the limitations of recommended play and/or what the online implementation allows, you win double the bragging rights ;)

Your opponents play as follows: they never play any cards. They never buy anything. When one of them has to make a decision not covered by these rules, they all resign and the game ends.

271
Variants and Fan Cards / Re: Really bad card ideas
« on: October 28, 2017, 06:18:18 pm »
Procrastinator's Village — Action
+1 Card, +1 Action — When this is in play, when you buy a card, +1 Action.
Synergies: Black Market, Villa

272
Dominion: Nocturne Previews / Re: Previews #5: Exorcist, Pixie, Vampire
« on: October 28, 2017, 06:12:25 pm »
I'm a player from China, not familiar with western mythology. I try to find the connection between Pixie and Goat in Google and Wikipedia, but nothing was found. Could anybody tell me why they are a couple of Kingdom-Heirloom cards here?
There's not really a connection. The mythology in this set is mostly Celtic. The people who believed in faeries were peasants; they'd have goats. The things the faeries did involved everyday life.
Thank you! I have to say this expansion has so many difficult things about western culture for me to understand.
Thanks for raising this question; I didn't see any connection either. I like knowing the answer, and I think it's a solid one.

I'm a westerner of the kind who's more familiar with Newton and Montesquieu than Shakespeare and the Bible, i.e. more science and political history than mythologies and the narrative arts, so I too wondered whether there was some connection I was unaware of.

273
Dominion: Nocturne Previews / Re: Bonus Preview #5: Necromancer
« on: October 28, 2017, 05:57:49 pm »
I Throne a Necromancer and play Zombie Mason and Zombie Spy, turning them face down. Then I play a Lurker.

Can I choose to gain the Zombie Spy? May I look at the face down trashed cards—which sounds like a wrong interpretation of "face down"—or do I have to pick a face down card, hoping I remembered correctly which is which? Are you required to shuffle the face-down trashed cards whenever you turn an additional trashed card face down? (That sounds like a terrible rule.)

274
Dominion: Nocturne Previews / Re: Bonus Preview #5: Necromancer
« on: October 28, 2017, 05:47:46 pm »
I wonder if this makes an endless turn possible, when Graverobber/Lurker is in the Kingdom.
Won't you eventually run out of Necromancers to play?

Ferry Graverobber, then trash a Graverobber and a Lurker. Now Band of Misfits can do everything that Necromancer can do, and vice versa. Do you think BoM enables endless turns? If so, how?

Note that Necromancer 2nd-order trashes removes from the game exiles turns the played cards face down, making them no longer Necromancable.

I came up with an Ambassador/Villa/Bonfire loop; the full combo is 9 cards, several of which cost less than BoM. The 10th card in the kingdom could be BoM, and it could imitate some of my combo components, so I guess in that sense BoM does enable endless turns. However, as a general rule the number of cards not in play tends to go down during your turn, to a lower limit of 0, and BoM doesn't violate that general rule. (Bonfire and Mandarin do.) Necromancer also doesn't violate this general rule, so I don't see why it should help you go infinite any better than, say, BoM (or Village or Smithy).

There's a second general rule that cards in the trash stay in the trash (and thus can't be played). Trashed-face-down is just a second trash pile which satisfies this rule, so I would guess Necromancer could at most double a finite effect, not make it go infinite. Note that Rogue, Graverobber and Lurker not only violate this rule, they put the de-trashed cards back in your deck (uh, discard) which Necromancer doesn't do. This makes me skeptical about the other way Necromancer maybe has loop potential.

275
Rules Questions / Re: When to check for three pile ending
« on: October 28, 2017, 03:29:17 pm »
There will now likely be a bunch more posts answering the question with the same answer but worded differently; and going into all the various situations and edge cases where this matters.
Edge case: there are no edge cases and your answer can't be improved upon. Meta-edge case: someone feels compelled to explain the interactions between Possession, Donate and the game-end-condition even though this wasn't part of the question. :P

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