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Dominion General Discussion / Re: Allies Preview 5: More Cards
« on: March 04, 2022, 09:46:11 am »The artwork for Gang of Pickpockets is…interesting.
Our Gang of Pickpockets
The artwork for Gang of Pickpockets is…interesting.
Just played a game with Wizards. They're fun, but it seems quite problematic that Student is a trasher that you can lock other players out of getting once you have it. If there is no other trashing, it's basically a mandatory opener, even on 5/2.
One of those extremely dumb games against Lord Rattington where I'm messing around trying to make something vaguely interesting happen and realize I'm actually losing badly to straight BM. But then manage to turn it around like a barge after 33 turns for the win.QuoteCuzz:
6 Golds, 5 Estates, 6 Duchies, 2 Provinces, a Steward, Dame Anna, Dame Josephine, Dame Natalie, Sir Bailey, Sir Destry, Sir Martin, Sir Michael, Sir Vander, 3 Soothsayers, 9 Hirelings, 6 Werewolves, 10 Border Guards, 10 Patrons and 8 Hunting Lodges
Lord Rattington:
5 Curses, 5 Coppers, 6 Estates and 6 Provinces
I'm counting 37 points for both of you. Did Lord Rattingdon end the game? Seems unlikely given the state of his deck and the Provice pile being empty. Were you just so happy with the tie that you mistook it for a win or am I missing something?
Cuzz:
6 Golds, 5 Estates, 6 Duchies, 2 Provinces, a Steward, Dame Anna, Dame Josephine, Dame Natalie, Sir Bailey, Sir Destry, Sir Martin, Sir Michael, Sir Vander, 3 Soothsayers, 9 Hirelings, 6 Werewolves, 10 Border Guards, 10 Patrons and 8 Hunting Lodges
Lord Rattington:
5 Curses, 5 Coppers, 6 Estates and 6 Provinces
Navigator is weak powerwise and sifting isn’t something that other cards don’t do.
Trash at the risk of blowing up good stuff isn’t something any other card does (well, Junk Dealer and Upgrade technically do but then you are actively gambling, having no junk in hand and only hoping to draw into junk) so Lookout is unique to some degree.
Is there a place where I can read your opinions on electoral reforms? I watched the youtube video and I'd love to hear/read more!There is a place here where I crossposted a speech about my best voting reform. http://forum.dominionstrategy.com/index.php?topic=14544.msg655961#msg655961
C plays a Mastermind.
C draws 5 Coppers.
Speaking as an old person, Dominion is more fun now than it was a decade ago, although it's less addictive.
By remarkable coincidence, Dominion suddenly became less addictive exactly around the birth of my first child.
Speaking as an old person, Dominion is more fun now than it was a decade ago, although it's less addictive.
There is no such thing as a "bad" kingdom, and in fact:
Theorem: All kingdoms are interesting.
Proof:
Suppose there exists an uninteresting kingdom.
Order the countably many kingdoms by the minimal number of decisions it takes to empty the supply in a two player game with perfect shuffle luck.
There then exists at least one minimal uninteresting kingdom with respect to this ordering.
But this property makes these kingdoms interesting.
This is a contradiction.
I see what you did there https://en.wikipedia.org/wiki/Interesting_number_paradox
But the reasoning doesn't quite work in this case, as there are plenty of kingdoms in which it is impossible to ever empty the supply - specifically, in any kingdom without +buy and without gainers, the 3-pile rule ends the game long before you could empty the supply. Your argument only proves that any kingdom in which you can empty the supply is interesting - but if the uninteresting kingdoms are a subset of the kingdoms in which you cannot empty the supply, there is no ordering and no "minimal number" exists ...
It also fails on another level. The set of "minimal uninteresting kingdoms" could be very large; indeed, it is possible that the number of decisions is exactly the same for each uninteresting kingdom. Then being minimal with respect to the ordering gives no additional information, and hence no justification for making the kingdoms interesting.There is no such thing as a "bad" kingdom, and in fact:
Theorem: All kingdoms are interesting.
Proof:
Suppose there exists an uninteresting kingdom.
Order the countably many kingdoms by the minimal number of decisions it takes to empty the supply in a two player game with perfect shuffle luck.
There then exists at least one minimal uninteresting kingdom with respect to this ordering.
But this property makes these kingdoms interesting.
This is a contradiction.
I see what you did there https://en.wikipedia.org/wiki/Interesting_number_paradox
But the reasoning doesn't quite work in this case, as there are plenty of kingdoms in which it is impossible to ever empty the supply - specifically, in any kingdom without +buy and without gainers, the 3-pile rule ends the game long before you could empty the supply. Your argument only proves that any kingdom in which you can empty the supply is interesting - but if the uninteresting kingdoms are a subset of the kingdoms in which you cannot empty the supply, there is no ordering and no "minimal number" exists ...
The interesting number paradox sort of requires a unique minimal element, and that is not given here.
I think a major problem is that the two things you get are a bit at odds. Decks that want Skulk are usually engines that need some extra +Buy or have some free terminal space that can be used for attacking, decks that want Gold are usually more money-ish.
I feel like there are certainly engine games I've played where Gold was still my primary payload. Sometimes the engine payload isn't good enough, or it's terminal without villages on the board.
The same questions can be asked about Border Village. You get worth of value for only ! Well no, you actually get += worth of value for , which is still nice. But Border Village isn't close to strong enough to be a card in terms of what it does when you play it. It only costs because of the free card you get when you buy it. And with Border Village, it would be weaker if it cost less, because paying for a + a Village is better than paying for a + a Village.
It would be nice to have a single, official implementation.The healthiest state of computer Dominion so far was in the pre-Goko era, when there were a variety of unofficial implementations that had different advantages for different types of players.
Last year, however, was a banner year (2nd best in fact) with 70 new things for Dominion (30 Kingdoms, 20 Events, and 20 Ways).
I totally forgot that dominionstrategy.com even was a website.
So the exact same thing as f?
Since you think it's defensible, can you tell me what f(x) means here? Just, literally, what is it?
There are plenty of contexts where x^2 and y^2 are definitely not the same thing, like say in a polynomial ring R[x,y].
Eventually you want to actually do some math and communicate what you’re trying to do to an audience who you reasonably expect to understand what you mean when you write things without getting bogged down in formalism at every turn.
Like xt^2 is O(x) but not O(t). The label on the variable matters here. I could spend a lot of energy writing down the formalism that makes this make sense but everyone knows what I mean.
I think you think that I'm against various elegant ways of writing things down, but I'm not familiar with any example where what I'm saying forces you to be less elegant. f \in O(g) is shorter than f(x) \in O(g(x)) and doesn't convey any less information. And I have no issue with f \in O(n) or even xt^2 \in O(x).
what the independent variable is
This is not a thing! You've just written down the formalism for a function in the previous post. There is no independent variable that is part of what a function is. There is no difference between f(x) = x^2 and f(y) = y^2. Both are short hands for the same object.