We’re back!

Thank you for all your kind wishes.  I’m very excited to have graduated from law school and able to return to Dominion blogging.  Your long-suffering patience will not go unrewarded; we’re going to kick off the regular schedule tomorrow with a nice annotated game, follow up with some card-specific posts (which we haven’t seen much of lately), and have some exciting special features planned too 🙂

In the meantime, we have some ideas for a site redesign this summer.  We’d love to hear your feedback: what sorts of things would you like to see on DominionStrategy and CouncilRoom?  A forum?  Nice-looking card pages on CouncilRoom?  A wiki?  More guest articles?  Let us know in the comments.

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Follow-up to Sample Game Planning

How about I kick off your working/studying/playing-dominion week with a few cool graphs and clever observations? I kind of had to after reading timchen’s request to simulate DG’s and Yaron’s game in the comments (you see, we at dominionstrategy really care for our readers…).  Let’s recap the game in question:

Yaron chose a pretty straightforward strategy of Masquerade into bigger and bigger money into Provinces, sprinkled lightly with a few Caravans. His opponent DG had a slightly different approach by going for the Remodel into Coppersmith/Caravans into big money and finally Provinces.

Simulating Yaron’s playing style was easy, because non of his cards involve difficult decisions. DG’s Remodel and Haven on the other hand gave my poor simulator fits. It kept making silly mistakes like Remodeling the wrong card at the right time and Havening away the right card at the wrong time. I’m not making much sense here, but hold on, the serious strategy is coming. Haven is an innocuous little card, but explaining to a computer how to set up future turns is a really hard thing to accomplish. As most of you will know even the crunchiest of number crunchers is dumber than the dumbest animal on this planet (google told me it’s a turkey):So unfortunately I wasn’t able to fully simulate DG and Yaron’s game. But seeing how a Coppersmith/Caravan and Masquerade/Caravan strategy match up should still prove interesting so here goes:

On with the games… a few thousand

Here are Yaron’s buy rules: Open with Masquerade/Caravan, buy Province if you have Gold, buy Duchy when there are 4 or less Provinces left in the supply, buy Estate when there is 1 Provinces left in the supply, buy Gold, Caravan and Silvers when you can.

DG’s buy rules are quite similar except for the opening (Coppersmith/Silver) and buying Duchies a little earlier (when there are 5 Provinces left in the supply). (These are the buy rules after optimising)

Here’s the delta-VP graph (which shows the average amount of Victory points gained each turn):

And here are the winning percentages (the ties bar shows how many games where tied):

So Yaron’s Masquerade strategy beats the basic Coppersmith/Caravan which shouldn’t be too surprising (just check out councilroom). This still doesn’t tell us if DG’s Remodel will tip the game in his favor, but I have a feeling it might not. DG is playing a “big money”-strategy and doesn’t really use his Remodel to build an engine, but rather cycle his deck a little faster (buy turning Estates into Caravans) and as an aid to win the late game race for Victory Points. As I’ve noticed from my simulations, trashing will only help “big money” strategies out a little or not at all:

Loan and Lookout are really terrible and will actually hurt you when you’re a Gold digger. Chapel will give a slight edge against an opponent who only buys treasures. Masquerade is a whole different story, but that’s because its draw-2 effect is very significant:

Remodel is a not a fast trasher like Chapel and doesn’t have any other direct benefits like Masquerade, so I’m guessing it will not have a big influence on your big money deck’s win rate. If you’re trying to build a real engine, it’s a completely different story! Take this solitaire game I played as an example: I built an engine to get to that one big turn where I played multiple Coppersmiths and bought 6 Provinces on turn 13. This would be impossible to achieve without the Remodels!

Skipping the Caravans

Although we’re just guessing at how good DG’s strategy was, we can try to improve Yaron’s. Here’s what happens when we don’t let him buy Caravans (just the one Masquerade and money):

Not jumping onto the Caravan results in a +15% win rate. This shows Masquerade’s similarity to Envoy which also hates to see other Action Cards in the same deck.

So why is it that one of the best players in this game (hello Yaron!) makes such an obvious mistake of buying extra action cards with his Masquerade? Is it because Caravan is such a sexy card: it’s got a different color than most cards, it gives you that adrenaline rush of drawing a card, not once but twice. And maybe most importantly it makes your starting hands bigger.  This might be a male thing: look, mine’s bigger than yours. Which brings me to something I’ve been wondering about. Is Dominion a game played mainly by guys? Please enlighten us and yourselves in this poll:

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Dominion Puzzle #1 Solution

The original puzzle:

In a solitaire game, find a way to have 8 Colonies in your deck by the end of your fifth turn.  (Outpost and Possession turns are included in this total.)  You may assume that you have perfect “shuffle luck”: i.e., you may rearrange your deck in any way you wish after shuffling.

Solution after the jump… Continue reading

Posted in Dominion Puzzles | 35 Comments

Guest Article: Sample Game Planning

The following guest article is written by DG.

Baron, Caravan, Coppersmith, Council Room, Haven, Masquerade, Remodel, Smithy, Thief, and Throne Room

(Click for enlarged link at dominiondeck.com)

I decided to write an article about this game since it’s short and neat, there are some nice card combinations that I’ll try to explain, and it’s not too complicated. I’m also glad to say that my opponent played a good game that does him justice too. This was a friendly game, one of three very good games I played against Yaron in succession. Here is the isotropic log for the game log.

Yaron’s strategy

I’ll talk about Yaron’s game first since it’s both good and simple. Use the Masquerade to draw treasures to buy gold, removing the least valuable cards from the deck at the same time. Once there’s enough gold in the deck just buy provinces. This shows the power of the Masquerade as a starting card to quickly cycle a deck with extra spending. The Caravans simply add more of the same. He plays the Masquerade 5 times in 12 turns while buying 4 provinces. Nice play! Dominion doesn’t have to be complicated.

My strategy
Editor’s note: This is a great example of reading the board and coming up with a thorough plan..
When I chose my strategy the key card was the Remodel. It may sound obvious but this was based on the presence of good kingdom cards for the estates and coppers to be remodelled into. Remodel tends to work best along the 2-4-6-8 cost cards and this is how my deck would have worked depending upon the draws: copper to haven, estate to Caravan/Coppersmith, coppersmith to duchy/gold, gold to province. I had this map already in mind when sizing up the kingdom. The presence of a handy 2 cost haven in the kingdom was influential even though I didn’t actually use it much in this game. Draws like 4 Coppers and a remodel will turn up and if there’s nothing useful you can do then it is bad planning as well as bad luck.

The Caravans were an excellent partner to the Remodel. First of all they only cost four so I didn’t need much treasure in my deck to buy them, which was a good job since remodel decks don’t start out very rich. Caravans are not terminal actions. Remodelling them from the Estates was a double win for me since I removed a poor card that clogged up my deck and added something which sped up my deck too. Speed was important since it can often be a long chain of turns to get the benefits from remodelled cards. Play Remodel and get Caravan – shuffle – play Caravan – (maybe shuffle) – get extra card next turn and buy Gold – shuffle – play Gold to get Province. This doesn’t seem so bad for the first remodelled card but for the second and third cards we’re getting towards the end of the game. In this game I managed to play the remodel 5 times in 12 turns, which shows again how fast the deck cycled.

Another advantage of Remodels with Caravans is the enlarged hand size. For all actions where you choose cards from hand, having a bigger hand gives you more/better choices. In this game I was able to Remodel all my Estates into Caravans quickly. This could have been luck but it could have been due to big Caravan-sized hands giving me more choice. If anyone has wondered why their Forge has always worked badly, I’d take a guess at the Forge never having enough cards in hand to work with.

Now lets look at the Coppersmith. When I bought this guy I planned to Remodel all the Estates out of the deck. It was getting close to an ideal situation where the only other terminal cards in the deck would be 7 Copper, a Silver, a Remodel. This would make it highly likely that the Coppersmith would be better than Silver! Unfortunately reality has to set in and the reality is that a Coppersmith never gets perfect copper filled decks to work with. We fill the decks with pollutants like Gold and Provinces. Nevertheless this Coppersmith was able to find 3 coppers each time I played him (average draws) and that was good enough. Again, the enlarged hand size from the Caravans helped the Coppersmith enormously.

There’s another card in the deck that the caravans help. They help themselves. Drawing a big hand at the start of your turn means that you’re likely to draw more caravans, play more Caravans, get a bigger hand next turn, and so on. In this game, Yaron and myself only had one each turn where we didn’t play a caravan from turn 5 through to the end of the game. Considering that these are duration cards (so that some of them are on the table and not in the draw pile) this is good going. This positive feedback from drawing cards can also be seen with wharves and labs and isn’t a trivial consideration.

The last action card in my deck was a Haven that I bought in preference to Silver. This little card kept my deck cycling quickly and gave me choices such as what cards to put with my Coppersmith (copper obviously) and what cards to put with my Remodel. It also slightly reduced the risk of my two terminal actions clashing. It also had the chance to pull a universally good card like a caravan from the deck (next hand) and get it played sooner.

Finally I’d like to give an important mention to Gold. Gold was very important in the deck. Having nice action cards with lots of synergy is nice and fine but you need some payoff and the Gold provided the payoff. Two of my provinces were bought with gold and two were remodelled from Gold. At the end of the game a Remodel can stop creating your ‘engine’ and start to deliver victory cards. It can do it very well. This game also shows that a Remodel can give you two victory cards in a turn without an extra buy. Even if that extra victory card is only an estate it can still be enough to win.

Posted in Articles, Guest Articles | 30 Comments

Dominion Puzzle #1

A reader sent in the following Dominion puzzle:

In a solitaire game, find a way to have 8 Colonies in your deck by the end of your fifth turn.  (Outpost and Possession turns are included in this total.)  You may assume that you have perfect “shuffle luck”: i.e., you may rearrange your deck in any way you wish after shuffling.

We’ll post the solution next Friday, May 6.  Feel free to discuss the puzzle in the comments, but please do not give obvious hints or reveal the solution. If you think you have the solution, please email us rather than spoiling it for everyone else.

(Depending on whether we receive more puzzles, this may or may not become a recurring feature.  If you want it to become one, send in challenging puzzles!)

[UPDATE: Solution posted.]

Posted in Dominion Puzzles | 113 Comments

Fun With Popular Buys: Card Power Levels

In our most recent installment, we looked at the popular buys page to examine the impact of tournament prizes to see which ones were popular, which ones were effective.

While looking at this, I had jumped onto the page, sorted by “Win Rate With”, and then started in on the analysis. I noted that tournament had a win rate with of 1.02 (about 51% in a 2p game), which put it in Torturer / Wharf territory… a good card, but not Witch / Mountebank level. If you only look at this, Tournament looks like a slightly above average card. Unfortunately, it’s watered down because EVERYONE is buying it. When you also include the win rate without, you get a much different picture of the card.

Card Win Rate with Win Rate without
Torturer 1.03 ± 0.01 0.96 ± 0.01
Wharf 1.03 ± 0.01 0.91 ± 0.01
Tournament 1.02 ± 0.02 0.88 ± 0.06

So, based on this, its much safer to ignore torturer than it is to ignore Wharf or Tournament.

Read on for way too much data, and even a chart!
Continue reading

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Fun with Popular Buys: Tournament Prizes

Theory’s hiatus continues, so you’re stuck with me providing some low quality content. Today’s mini installment is a follow up to our previous article on Cornucopia Prizes.

We now have 1 weekend worth of data on CouncilRoom.com, so we can start to see some trends around which prizes are popular, and which ones are successful over on the popular buys page. Please note: with so few games relative to the rest of Dominion cards, the sample size is still pretty small, so these rankings may change over time.

Read on for the stats of Tournament prizes!

Note: this article has been updated since it was original posted, with 2 more days of data from the weekend. I’ve left the original figures in with strike through so you can see how things shifted.
Continue reading

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Cornucopia Prizes Revealed

Now that physical copies are out and about, it looks like the list of Prizes has now been revealed courtesy of the designer himself: over @ BGG in this thread.

Read on for the spoilers, and lets us know which prize you think is the juiciest in the comments!
Continue reading

Posted in Cornucopia | 32 Comments

Cornucopia Spoilers From the Gathering: Initial Thoughts

Today is a happy day for Dominion players around the world… the first leaks of Cornucopia cards have occurred, thanks to Dale Yu over at Opinionated Gamers.

theory and I thought it would be fun / interesting to write down our initial thoughts on the cards after reading them, but before we play, and then revisit the post 30 days after release when we’ve had a chance to play with them. We’ve all been wrong on cards in the past.

Chapel? Why would I want to trash cards if I don’t have any curses?

Saboteur?  Holy crap, I can destroy my opponents deck!

Sea Hag? Another crappy saboteur-like card… attacks but doesn’t help me at all. I’ll pass on that suckers.

Read on for our initial thoughts on the Cornucopia cards, and look forward to an article a few months from now where you all get to laugh at us for being so stupid, as well as score tally of who was right and who was wrong. Continue reading

Posted in Cornucopia | 142 Comments

Simulation Challenge: Dominant Strategy

Hiatus! I didn’t want to let folks down because theory thinks he needs to study, so here is some light content:

Theory and I played a series of epic games a few weeks back, some of which will probably get written up while he is “studying”.

The least interesting of these was http://councilroom.com/game?game_id=game-20110408-191900-6a229632.html.

<img class="size-full wp-image-1898" title="dominant-strategy" src="https://dominionstrategy.com/wp-content/uploads/2011/04/dominant-strategy.png" alt="cards in supply: Chancellor, Envoy, Lighthouse, Mining Village, Native Village, Secret Chamber, Treasure Map, Treasury, Upgrade, and Village” width=”640″ height=”404″ />

(Click for enlarged link at dominiondeck.com)

In this game, theory was upset that he drew a 5/2.  I sized up the board, and then executed one of the most boring strategies, coined as “Grand Envoy” (or Single Envoy Big Money if you prefer more specific names)

This strategy (with the goofiness of theories Penultimate Province Rule removed for readability) can be summarized as follows:

Do I have an Envoy?  Play it.  Opponent discards highest treasure.
Do I have 8 and at least 1 gold?  Buy Province
Do I have 5 AND the game is somewhere around half over (provinces <= 5ish) ? Buy Duchy
Do I have 2 AND the game is really over AND it might make a difference? Buy Estate
Do I have 6?  Buy Gold
Do I have 4 and No Envoy's? Buy an Envoy
Do I have 3? Buy Silver
Do Nothing

It was a predictably fast boring match… over in 14 turns, although theory didn’t even try to stretch the game out with duchy dancing. I had 5 golds by turn 8, and then it was province x2, gold, province x2, duchy, province. Theory tried treasure maps, hit them, but even by then I already had more gold.

I honestly don’t enjoy playing this way, but because because it was a ranked match with theory, I couldn’t really afford to experiment (see this match with yaron for an example where experimentation with bad cards failed in epic fashion)

Afterwards, in our typical debrief, we went though the logs to see what we could learn from this experience. Our gut feel was that there really weren’t alot of options here, especially for theory sitting on 5/2.

Possibilities:

  •  Treasury is usually a slow engine card… very useful if you want to repeatedly buy mid cost cards to build up your engine.  Not great if you need to be green card rushing because your opponent will buy 5 provinces by turn 14.
  •  Upgrade / Nothing looks like it might be slightly stronger than Native Village per the opening buy analysis, maybe move into Envoy with the upgrade after.
  •  Treasure Map / Native Village is interesting?
  • Envoy / Nothing is strictly worse than Envoy / Silver, but perhaps the p1 advantage might make up for it?

On the 4/3 side

  • Nothing involving village will work here, the only thing that needs extra actions is Envoy.
  • Treasure Map / Chancellor is a little crazy.  Crazy like a fox perhaps?

Without extra buys, we didn’t see anything that would realistically beat (as defined by win more often)  Grand Envoy.  Unfortunately, I don’t have any fully functional simulators, so I figured I could pose the challenge out to the simulator community…

On this board is Grand Envoy a “Dominant Strategy“?

I’m defining Grand Envoy is defined as any strategy (regardless of parameters) that only buys 1 Envoy, and the rest coins and victory, even if the parameters are slightly different than what I outlined above, as I make no claim to knowing for sure that the optimal parameters are.

It is going to be very difficult (if not impossible) to prove that this strategy is dominant, but it should be possible to demonstrate that it is not, if a strategy can be defined that beats it.

You’ll only get partial credit for winning if the answer is

Do you have 4/3? -> Play Grand Envoy
Otherwise buy Upgrade / Nothing -> Play Grand Envoy, with trashing states into Silvers.

Contact us if you think you have an answer and want to discuss further! Alternatively, discuss how you would play the set in the comments below.

Any ideas on what theory could have done differently besides treasure map desperation? I had luckier than average draws, IIRC Grand Envoy typically has 4 provinces by turn 14, not 5.

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