Wednesday, January 27, 2010

Some underused, under appreciated, Dominion cards

There's some cards that www.boardgamegeek.com just has no love for. I thought that I'd highlight these.

Wishing Well: Agreed, generally you don't want to buy these. But, having been Swindled into them several times I think that they're generally pretty good to draw and I'd say they're better than silver in a mature deck. A) they replace themselves and B) if you're smart, they're good filters for your deck. For example, if you're holding 6 treasure in your hand don't say "Silver" hoping to buy a Province. Say, "Estate" so you can make sure the top card isn't an estate. Pick the card that is highly likely and pay attention to you deck composition. Think of it as a Spy not a chance to draw a miracle card and you'll like it a lot better.

Pawn: I don't know why people don't mention this card more. Worst case scenario it cycles through your deck. Best case, it gives you that extra gold or extra buy that you desperately needed. I Always buy these when I have two coins available and I'd argue that an early 8 treasure, 2 buy hand probably benefits more from Gold/Pawn then from a Province.

Market: There's a lot of Market hate online. It's a bit more subtle then a Festival but I'd argue in most decks it's a better buy then a Silver. I'd probably generally buy a Festival over it but I don't think I'd buy a Laboratory first.

Spy: The trick with Spy is knowing when to discard your opponents top card and when to let them have it. When has a Chapel player burned enough cards that the Chapel is less then optimal? When is Copper a bad draw. Obviously, leaving victory cards on top is the easy thing to do but your decisions on the marginal cases will help you more. It cycles and filters your deck somewhat too so it's pretty good from that standpoint as well.

Woodcutter: Yeah, I don't really like this card either.

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The square root of soon is never

Dominion Strategies

I haven't bought Seaside yet but the base set and Intrigue provide a variety of cards that tend to form the foundation of a winning deck.

Baron: This one's a bit of a red-herring. This card should really be viewed as an accelerator to buy an early gold and not as an engine to fill your deck with estates. In a gardens deck, it might be okay to serve the latter purpose, however.

Chapel: The quintessential "strategy". The idea is to buy silver and whittle everything else away, then buy golds and whittle the silver away, then buy nothing but provinces and gold. A deck that buys just Chapel and then proceeds to brute force the rest of the game will win relatively quickly.

Minion: My personal favorite from Intrigue. This card is best in multiples where you can play one for money then the other for the discard effect, draw new cards and hopefully play yet another. If there's virtual money in the game with +actions (i.e. Market, Festival) then it becomes very powerful. You'll find some turns later that your deck gets a little clogged so don't be afraid to drop two for money and a silver to buy a gold to keep the treasure count in your deck high.

Gardens: The other "strategy" card from the base set. This one encourages the exact opposite of Chapel. It wants a gigantic deck. Games with Gardens tend to go long and can sometimes have decks in the 40-50 card range. You want to prioritize cards that give you extra cards or multiple buys. Ironworks is fantastic for this purpose (especially in a game with Great Halls) as are Workshop, Festival, Bridge and a few others. Remember, each Garden makes a Curse 1/10th as bad so don't worry too much about them. A Cellar is a nice card to filter through the junk in your deck and an Adventurer is very nice too. Don't neglect Silver because you'll have many hands with only a couple coins and you want to be buying something with them too. A Gardens deck really needs to hit 40 to be competitive so keep that in mind and anything that slows your opponents down (or shrinks their deck if they're going gardens) is good too.

Duke: The first expansion introduced two cards that feed off of the "lesser" victory cards. I discussed Baron above but Duke is much more of a deck defining card. The optimal buying strategy for Duke is to buy some Duchies then the Dukes. Some people may wish to buy Dukes first to "stake a claim" but this is counter-productive as a player with more buying power (especially one who can make multiple buys in a turn) will buy some Duchies and really hurt you. On the other hand, if you buy the Duchies first, you get the VPs and you make Dukes much less attractive to them. Duke decks also tend to be larger so this goes hand in hand with Gardens.

Coppersmith: This feels like an engine card, especially early in the game, but I really only see it being useful in one narrow class of games. Someone is going Gardens and there's a Thief in the mix as well as some +buy card. You might be able to build a formidable deck with copper, Thief (taking their copper), Coppersmith and (say), Bridge. I don't know how well this would work but I'd be curious to see.

Those are the primary "engine" / "strategy" cards in the first two sets. There's a zillion other deck strategies that come up with the combination of card sets as well but I find that when one or more of these card sets is out there's USUALLY a winning strategy involving them.

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The square root of soon is never

Monday, January 25, 2010

Dominion strategies

You'd think with over 3 million combinations of cards (picking 10 of 25 different cards) then there would be a nigh infinite number of strategies to a game like Dominion. I've found this not to be the case but it's a subtle distinction. Every game is going to bring about it's own challenges or quirks. And most games will find that there's a single strategy that, in the absence of other players, is the "best". However, this determination is never easy and it is also never "absent other players". Here's a general breakdown of my thought process as I approach each game of Dominion.

What am I going to buy the first two turns? You always know you're going to have a total of 7 treasure in the first two turns. In the vast majority of games (somewhere around 83%) you'll end up with a 3/4 split (either 3 in one and 4 in the other or vice versa). So generally you want to have a good sense of the 3 and 4 cost cards. In some games you'll be lucky enough to have a 5/2 split which gives you access to some of the more powerful 5 cost cards 2-4 rounds earlier then your opponents (which can be very important for things like the Witch). Generally powerful cards you want to take a hard look at: Workshop, Militia, Moneylender, Remodel, Village. Those cards are almost always good buys early on (depending on the strategy a board might present itself with). The list gets bigger if you start including expansion cards from Intrigue or Seaside.

What are the defining cards in the card pool? There are certain cards that I think of as "game changers" and other cards that are "helper" cards. That's not to say there isn't a certain critical mass of "helper" cards that could form it's own strategy, but generally it's the "game changers" that define what the winning strategies will be. The ones in the base set include: Gardens, Witch, Chapel, Moneylender, Throne Room. Again, Intrigue and Seaside greatly increase this number. Each of these cards has some other cards that are needed and many of them fight against each other for a winning strategy. For example, if the Witch (give everyone a curse card) is in a card pool with Chapel or Gardens is value goes down tremendously. On the other hand, against a Moneylender strategy, Curses can be incredibly disruptive against a deck trying to be lean (especially if it's staying lean without being able to trash cards at will).

Are there enough "helper" cards for the "game changers"? Each "game changer" has a group of helper cards associated with it. For gardens it's going to be +Buy cards and cards that let you gain cards for free (Bureaucrat, Workshop, Woodcutter, Thief and Festival being some of the better ones). In general, I'd say the following are important

Gardens: Already listed
Witch: You really want to see an absence of trashing cards (Chapel and Remodel specifically). Cards like Cellar and Most are also nice to avoid.
Chapel: You'll need some + action cards with Festival being the best one but Village, Laboratory and Market being sufficient replacements. Mine and Moneylender can also help as can Remodel. Alternatively, Council Room and/or Smithy can accomplish much the same goals. You'd also like to avoid Thief if you can help it as that's going to hit you disproportionally as well. You wont' be buying many actions with this deck as your goal will be to replace all the copper in your deck with silver (thinning out the remaining copper) and eventually gold. Ideally, you'd have 4 golds and a chapel and then buy provinces every turn. This is why Council Room is so good with this strategy as it lets you draw 4 (many of which will be gold) and then make another buy (a Duchy, Gold or Province being the most likely).
Moneylender: Some + Buy cards are nice because you'll eventually want to buy multiple buys. Festival is the best of the bunch here because it gives extra coins and the ability to use a card drawing action in the same turn (as well as using the actions from that use).
Throne Room: Any card that does well in multiples is going to work well here. Market, Thief, Council Room are all very, very good. Adventurer pretty much guarantees you a province if doubled. A Throne Roomed Witch will make your opponents groan and a Laboratory is going to fill your hand and give you two more actions to do stuff with.

What are my options for +Actions: One of the first things that players grasp is the power of extra actions. +1 Card / +1 Action cards replace themselves and can be considered "free" (in a deck thinned down to silver/gold a Spy is strictly better than another silver). Cards like Village and Festival can form powerful action chains. Many new players get trapped into this strategy without accumulating enough stuff to do anything. I've seen many games where someone chained together three Villages, a Festival and Throne Room / Smithy and then bought a silver. On the other hand, a board with all terminal actions (i.e. no +actions or no reliable +action cards) can really change your strategy. In such a game you'll probably just prioritize money and a few select action cards (3-6 typically).

What are my options for +Money: Cards that give +money, especially if they give +actions, can be thought of (generally) as souped up versions of their respective treasure. This is why Festival is so powerful, it's effectively a silver that gives an extra action and an extra buy for only 2 more then a silver would have been. Compare this to Market which effectively is a copper that gives a card and a buy for 5 more than a copper and you can see why people generally prefer Festival over Market. Games with a lot of good "virtual treasure" can have a profound affect on other cards (particularly Thief and Adventurer but others as well).

What are my options for getting "free" cards: Typically, the only way to get a card into your hand is to buy it. Some cards put "free" cards into your hand or your deck. Cards like Bureaucrat, Workshop and Feast can have big impacts on the game. In the early game, these cards can be like having an extra 3, 4 or 5 treasure in your hand.

What deck thinning options are there?: The primary deck thinners in the base set are Chapel and Remodel. Cellar serves a similar purpose but doesn't permanently remove the cards (and still costs you a card to do it) but at least you get a better turn when you use it. Moneylender is a very targeted card (removing only copper) but does it really well (giving you temporary money in exchange). Adventurer and, to a lesser degree, Library can also be considered way to "virtually" thin your deck while Spy gives you some modicum of control over your deck. These cards go up and down in value depending on the other cards available. Thinning copper isn't as nice with a Thief running around. Library loses a lot of value if there's a lot of curses in your deck.

Those are the basic things I look for at the start of a game. They're not all encompassing and occasionally I spot a crucial interaction after the first couple turns but generally it covers most things and gives you a basic place to start.

The game of Dominion

So for Christmas, I got Dominion. It's a game I'd heard a lot of good things about but had not yet played. I really don't enjoy buying games sight unseen like this but for Christmas and given the good reviews it seemed like the kind of thing to take a flier on. I'm very glad I did. I've already bought the first expansion and will almost certainly buy the next expansion.

The game is very simply designed. There are 3 types of cards (basically). There are action cards, victory cards and treasure cards (technically there's a fourth type, a Curse card, but I'll get to that later).

The way the game plays, the Victory cards and Treasure cards are laid out in every game. Of the 25 action cards, 10 are chosen at random (there's even some special "blue backed" cards provided to help you randomly pick these). You then take those 10 action cards (of which each type has 10) and lay them out. So now you've got 10 stacks of 10 action cards, 3 victory card stacks and 3 treasure stacks. Each player starts the game with a "deck" consisting of 3x 1 point victory cards and 7x 1 treasure treasure cards. Each turn, you draw 5 cards from your deck, use them as best you can, discard the rest and then draw 5 more. Each turn you may play 1 action card and buy 1 card (as you can imagine, many action cards modify these totals). As you empty your "deck" you reshuffle your discarded cards and start afresh.

So you're constantly fine tuning your deck by adding different action cards and better money (you start with the 1 treasure copper but you can upgrade to the 2 treasure silver or 3 treasure gold as money permits). The key mechanic is that the cards you actually need to win (the VP cards) don't actually do ANYTHING for you during game play. So buying them early can clog up your deck with wholly unproductive cards.

The game plays very fast and because there's limited interaction amongst the players, you can actually be taking your turn while someone else is finishing up theirs. There are some "attack" cards that provide a bit more "interaction" but honestly that's not the thrust of the game. It's fast paced and interacts at a "strategic" level (reminding me somewhat of Race for the Galaxy, actually). If someone is going for a certain type of card then you need to take it before they're all gone (if you want one).

I've played several games (both in person and online) and I haven't found a definitive strategy. Nor have I decided whether I think it's better with 2, 3 or 4 players (I have not played it with 5-6 players although the expansion provides rules for this). It's definitely a personal favorite of mine and (unlike many games that I enjoy) is also enjoyed by my usual play group (including spouses and significant others).

On Boardgamegeek, one of the primary criticisms is that the game isn't immersive enough in that the genre tie is pretty weak. I don't think that's a particularly big deal but I'd say I would generally disagree with it. Some of the cards are a stretch or don't have any direct ties (Village is +1 Card, +2 actions?) but the thief steals, the moat protects from attacks and the library allows you to go get stuff out of your deck.

Long time no see

Haven't written to my blog in awhile and I figured there was ample reason to.

Update:
Christmas was fantastic. The whole family from both sides (sans Nathan) were here. Everyone enjoyed getting to see Gina again and Darcy got to really enjoy her first Christmas in which she could somewhat appreciate it.

Nathan and Sam are getting married. He popped the question to her a couple days ago and she (surprising no one) said yes. Nathan is quite happy although now there's the logistical problem of actually figuring out a way to GET married. But that's small potatoes.

Lesley's back is (still) giving her problems. Her new regime of physical therapy and shots in her back seems to be providing some improvement. Only time will tell, however.

I'm also playing a lot of Dominion right now. But that's a separate blog post ;)