Dominion Strategy Forum
Archive => Archive => Dominion: Dark Ages Previews => Topic started by: avanai on August 17, 2012, 08:12:49 pm
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With all the new cards, how much can you get a Fairgrounds up to, now?
My count, in a Colony/Platinum game:
5 Treasure piles (assuming a potion-cost card)
4 Victory piles
1 Curses
3 Shelters
5 Ruins
10 Knights
9 other kingdom cards, (incl. Hermit, a Looter, Urchin, Tournament, 1 potion-cost card)
1 Madman
1 Mercenary
1 Spoils
5 Prizes
= 45, or Fairgrounds that are worth 18. Of course, you'd have to run the Knights pile and gain all the Tourney Prizes, so it's pretty unlikely. But still. Did I miss anything?
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Young Witch/Bane? I don't know if that will change the VPs but it does change the number of available cards.
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Young Witch/Bane? I don't know if that will change the VPs but it does change the number of available cards.
Ah, right. Ok, that's 46, still 18 VP, though.
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9 other kingdom cards, (incl. Hermit, a Looter, Urchin, Tournament, 1 potion-cost card)
You might want to include here that you need either Bandit Camp or Marauder or Pillage (to be able to gain Spoils).
A whopping 18 VP Fairgrounds without Black Market - while this extreme number is certainly unrealistically high for practial purposes, the theoretical maximum is interesting to know and it nicely emphasizes the fact that Fairgrounds really got a lot better with Dark Ages. 6 VP Fairgrounds will become much more frequent and I expect 8 VP Fairgrounds won't be totally uncommon anymore. Anything above that will still be really uncommon, but at least not unheard of.
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And at least one should be from Prosperity, to allow for Colony/Platinum. Also, one should be Fairgrounds itself!
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Just making sure this all fits:
1. Knights
2. Tournament
3. Any card from Prosperity
4. Any potion card
5. Hermit
6. Urchin
7. Any Spoils provider
8. Any Looter
9. Young Witch
10. Fairgrounds
Close call.
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7 and 8 can be the same, I don't remember the name of the card but there's one that gives out ruins and takes spoils.
There's space for a Bane card for Young Witch.
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7 and 8 can be the same, I don't remember the name of the card but there's one that gives out ruins and takes spoils.
Marauder.
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A whopping 18 VP Fairgrounds without Black Market - while this extreme number is certainly unrealistically high for practial purposes, the theoretical maximum is interesting to know and it nicely emphasizes the fact that Fairgrounds really got a lot better with Dark Ages.
And so by extension, Scout. Whether this compensates for the massive Estate nerf, time will tell.
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10: Curse, Copper, Estate, Silver, Duchy, Gold, Province.
= 10
+3: A couple of Alchemy cards costing a Potion, bringing with them Potion.
= 13
+4: A couple of Prosperity cards, bringing with them Platinum and Colony.
= 17
+6: Tournament, Followers, Trusty Steed, Princess, Bag of Gold, Diadem.
= 23
+1: Fairgrounds itself.
= 24
+2: Hermit, bringing with it Madman.
= 26
+7: Marauder, bringing with it Spoils, Abandoned Mine, Ruined Laboratory, Ruined Market, Ruined Village, Survivors.
= 33
+10: All ten Knights.
= 43
+3: The tenth Kingdom card is Young Witch, bringing with it a Bane (which happens to be Urchin, bringing with it Mercenary).
= 46
+3: Hovel, Necropolis, and Overgrown Estate.
= 49
There you have it. With the set described here, it is possible (with extreme luck, and the negligence of your opponents) to make your Fairgrounds worth nine points. Fairgrounds reaches just short, by one tantalizing cardsbreadth, of having the potential to be worth 10 points, as much as a Colony.
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10: Curse, Copper, Estate, Silver, Duchy, Gold, Province.
= 10
+3: A couple of Alchemy cards costing a Potion, bringing with them Potion.
= 13
+4: A couple of Prosperity cards, bringing with them Platinum and Colony.
= 17
+6: Tournament, Followers, Trusty Steed, Princess, Bag of Gold, Diadem.
= 23
+1: Fairgrounds itself.
= 24
+2: Hermit, bringing with it Madman.
= 26
+7: Marauder, bringing with it Spoils, Abandoned Mine, Ruined Laboratory, Ruined Market, Ruined Village, Survivors.
= 33
+10: All ten Knights.
= 43
+3: The tenth Kingdom card is Young Witch, bringing with it a Bane (which happens to be Urchin, bringing with it Mercenary).
= 46
+3: Hovel, Necropolis, and Overgrown Estate.
= 49
There you have it. With the set described here, it is possible (with extreme luck, and the negligence of your opponents) to make your Fairgrounds worth nine points. Fairgrounds reaches just short, by one tantalizing cardsbreadth, of having the potential to be worth 10 points, as much as a Colony.
Curse, Copper, Estate, Silver, Duchy, Gold, Province = 7, not 10
This makes it 46 different cards. But they are worth 2 points per 5 different cards, not 1. So this is 18VP per Fairgrounds.
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Played a game last night with shelters, ruins, and knights and fairly easily got my fairgrounds up to colony level (26 different cards).
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Curse, Copper, Estate, Silver, Duchy, Gold, Province = 7, not 10
This makes it 46 different cards. But they are worth 2 points per 5 different cards, not 1. So this is 18VP per Fairgrounds.
You're right. Sweet merciful croutons.
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10: Curse, Copper, Estate, Silver, Duchy, Gold, Province.
= 10
+3: A couple of Alchemy cards costing a Potion, bringing with them Potion.
= 13
+4: A couple of Prosperity cards, bringing with them Platinum and Colony.
= 17
+6: Tournament, Followers, Trusty Steed, Princess, Bag of Gold, Diadem.
= 23
+1: Fairgrounds itself.
= 24
+2: Hermit, bringing with it Madman.
= 26
+7: Marauder, bringing with it Spoils, Abandoned Mine, Ruined Laboratory, Ruined Market, Ruined Village, Survivors.
= 33
+10: All ten Knights.
= 43
+3: The tenth Kingdom card is Young Witch, bringing with it a Bane (which happens to be Urchin, bringing with it Mercenary).
= 46
+3: Hovel, Necropolis, and Overgrown Estate.
= 49
There you have it. With the set described here, it is possible (with extreme luck, and the negligence of your opponents) to make your Fairgrounds worth nine points. Fairgrounds reaches just short, by one tantalizing cardsbreadth, of having the potential to be worth 10 points, as much as a Colony.
Urchin can't be the Bane.
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10: Curse, Copper, Estate, Silver, Duchy, Gold, Province.
= 10
+3: A couple of Alchemy cards costing a Potion, bringing with them Potion.
= 13
+4: A couple of Prosperity cards, bringing with them Platinum and Colony.
= 17
+6: Tournament, Followers, Trusty Steed, Princess, Bag of Gold, Diadem.
= 23
+1: Fairgrounds itself.
= 24
+2: Hermit, bringing with it Madman.
= 26
+7: Marauder, bringing with it Spoils, Abandoned Mine, Ruined Laboratory, Ruined Market, Ruined Village, Survivors.
= 33
+10: All ten Knights.
= 43
+3: The tenth Kingdom card is Young Witch, bringing with it a Bane (which happens to be Urchin, bringing with it Mercenary).
= 46
+3: Hovel, Necropolis, and Overgrown Estate.
= 49
There you have it. With the set described here, it is possible (with extreme luck, and the negligence of your opponents) to make your Fairgrounds worth nine points. Fairgrounds reaches just short, by one tantalizing cardsbreadth, of having the potential to be worth 10 points, as much as a Colony.
Urchin can't be the Bane.
Yes it can.
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10: Curse, Copper, Estate, Silver, Duchy, Gold, Province.
= 10
+3: A couple of Alchemy cards costing a Potion, bringing with them Potion.
= 13
+4: A couple of Prosperity cards, bringing with them Platinum and Colony.
= 17
+6: Tournament, Followers, Trusty Steed, Princess, Bag of Gold, Diadem.
= 23
+1: Fairgrounds itself.
= 24
+2: Hermit, bringing with it Madman.
= 26
+7: Marauder, bringing with it Spoils, Abandoned Mine, Ruined Laboratory, Ruined Market, Ruined Village, Survivors.
= 33
+10: All ten Knights.
= 43
+3: The tenth Kingdom card is Young Witch, bringing with it a Bane (which happens to be Urchin, bringing with it Mercenary).
= 46
+3: Hovel, Necropolis, and Overgrown Estate.
= 49
There you have it. With the set described here, it is possible (with extreme luck, and the negligence of your opponents) to make your Fairgrounds worth nine points. Fairgrounds reaches just short, by one tantalizing cardsbreadth, of having the potential to be worth 10 points, as much as a Colony.
Urchin can't be the Bane.
Yes it can.
Silly me. For some reason, I thought it cost $4.