Dominion Strategy Forum

Archive => Archive => Dominion: Dark Ages Previews => Topic started by: avanai on August 17, 2012, 08:12:49 pm

Title: Maximum value for Fairgrounds without Black Market?
Post by: avanai on August 17, 2012, 08:12:49 pm
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?
Title: Re: Maximum value for Fairgrounds without Black Market?
Post by: Tmwinand on August 17, 2012, 08:14:40 pm
Young Witch/Bane?  I don't know if that will change the VPs but it does change the number of available cards.
Title: Re: Maximum value for Fairgrounds without Black Market?
Post by: avanai on August 17, 2012, 08:18:32 pm
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.
Title: Re: Maximum value for Fairgrounds without Black Market?
Post by: Varsinor on August 17, 2012, 08:52:41 pm
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.
Title: Re: Maximum value for Fairgrounds without Black Market?
Post by: Sniffnoy on August 17, 2012, 09:00:45 pm
And at least one should be from Prosperity, to allow for Colony/Platinum. Also, one should be Fairgrounds itself!
Title: Re: Maximum value for Fairgrounds without Black Market?
Post by: Razzishi on August 17, 2012, 09:20:28 pm
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.
Title: Re: Maximum value for Fairgrounds without Black Market?
Post by: ftl on August 17, 2012, 09:41:46 pm
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.
Title: Re: Maximum value for Fairgrounds without Black Market?
Post by: eHalcyon on August 17, 2012, 09:43:29 pm
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.
Title: Re: Maximum value for Fairgrounds without Black Market?
Post by: Aeek on August 21, 2012, 12:21:29 am
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.
Title: Re: Maximum value for Fairgrounds without Black Market?
Post by: Matt_Arnold on August 21, 2012, 07:28:34 am
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.
Title: Re: Maximum value for Fairgrounds without Black Market?
Post by: Qvist on August 21, 2012, 08:00:09 am
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.
Title: Re: Maximum value for Fairgrounds without Black Market?
Post by: Vampyroteuthis Infernalis on August 26, 2012, 12:13:41 pm
Played a game last night with shelters, ruins, and knights and fairly easily got my fairgrounds up to colony level (26 different cards).
Title: Re: Maximum value for Fairgrounds without Black Market?
Post by: Matt_Arnold on August 26, 2012, 01:03:24 pm
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.
Title: Re: Maximum value for Fairgrounds without Black Market?
Post by: Beyond Awesome on August 26, 2012, 10:02:41 pm
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.
Title: Re: Maximum value for Fairgrounds without Black Market?
Post by: michaeljb on August 26, 2012, 10:09:19 pm
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.
Title: Re: Maximum value for Fairgrounds without Black Market?
Post by: Beyond Awesome on August 26, 2012, 10:32:54 pm
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.