Dominion Strategy Forum
Dominion => Dominion General Discussion => Topic started by: ackmondual on December 13, 2018, 11:17:18 pm
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The rest could be whatever... full random, or not quite so.
For me, probably Throne Room. Fun to replay various Action cards. Literally
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Haven't thought about this too carefully but I'll say Ironmonger. Doesn't quite take over the game but it's an Action you normally pick up, that can play a bit differently depending on how good the trashing is, and since it's a cantrip you still have some flexibility in what you combine it with.
Either that or Jack. Double Jack isn't as big of a thing as it used to be, and Jack has a lot of uses.
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Agree on Ironmonger. It's a fun card, it really incentivises workshop variants, it enables engines but doesn't outcompete actual villages, and it's something good at the $4 price point. BM+Ironmonger Is decent IIRC so it sets the pace of the game too.
Other candidate for me is Watchtower; a fun card with so many uses.
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Ironmonger, yes.
Oasis, Sage, Scouting Party, Baths, Druid.
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Donate.
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Torturer.
Edit: And, slighly more serious: Keep. I think I prefer Keep-games to "normal" Dominion. It's the best thing ever.
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Grand Market.
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Maybe Crossroads. When it turns up, it seldom feels like a wasted slot in the kingdom, but equally it seldom defines my strategy. How much you use it, and in what ways, will vary from kingdom to kingdom. Plus, it's a $2-cost, so immune to initial shuffle luck.
Those feel like important characteristics in a card I'm agreeing to play with 20 times over.
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Rats. Because it might take 20 games to find a kingdom where it is good ;D But when it's good it's sooooo fun
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Colony.
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Bandit Fort.
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Moat
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Lackeys. It's so neat. Villagers in a bunch of games is cool too.
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Black Market: adds so much variety to games it is in.
City: ensures games have a source of +Actions, while playing a very different role depending on how fast piles can be expected to empty.
Druid: because it has varied bonuses.
Cargo Ship or Improve: interesting utility cards from the most recent set.
Obelisk: because it plays very differently each time.
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Herald: it's bound to do something cool in pretty much any kingdom so long as you get enough of them
Courtier: always fun to look for the synergies
Menagerie: it's draw with a neat twist, and its effectiveness varies.
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Inn
Also: Ranger, Shanty Town, Wishing Well
Those support pieces that aren't really the best at what they do, but have interesting quirks. They'd be overshadowed by other cards in a good number of their kingdoms, but you want them when there isn't something better and they tend to make those kingdoms more interesting than if you just had no village or +Buy or whatever.
Those are the ones I'd be happiest locking in for 20 games in a row.
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Peddler or any Peddler variant.
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Hamlet
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Crypt. After 20 games, maybe I can finally figure that card out.
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Procession
It is very board dependent because it needs cost chains. The cost chains also cause you to use some otherwise bad actions as part of the engine because they are at the right cost for procession. Its very powerful in most engines, but makes the engine play differently as the engine consumes itself.
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Crypt. After 20 games, maybe I can finally figure that card out.
If you ever write an article on what you discover, may I suggest... Tales from the Crypt. Each game could outline a horrifying 'episode' of your accounts ;)