Dominion Strategy Forum

Dominion => Dominion General Discussion => Topic started by: Cuzz on September 02, 2012, 01:05:58 am

Title: Dominion Reminders
Post by: Cuzz on September 02, 2012, 01:05:58 am
Even after a few thousand games of Dominion, I still often find myself making some pretty silly errors in both strategy and tactics. I thought about compiling a list of a reminders for myself based on my facepalmiest mistakes. Add yours below!

1. Awesome though they are, Grand Markets are not actually worth VP. Try to remember to buy Provinces too.

2. Despite the symbol +, followed by a number, followed by the word "Cards," Warehouse and Inn decrease your handsize when played.

3. The Unstoppable City Stack often isn't.

4. Even though it's displayed at the top of the kingdom, Peddler often costs $0! Feel free to take some with those extra buys before hastily clicking "end turn"!

5. Hand is Horse Traders-Silver-Silver with an action left? Pause and think carefully for a second....

6. When playing a Scrying Pool engine with Jester/Swindler/Saboteur, you might consider not always discarding your opponent's good cards.
Title: Re: Dominion Reminders
Post by: Beyond Awesome on September 02, 2012, 01:30:32 am
Even after a few thousand games of Dominion, I still often find myself making some pretty silly errors in both strategy and tactics. I thought about compiling a list of a reminders for myself based on my facepalmiest mistakes. Add yours below!

1. Awesome though they are, Grand Markets are not actually worth VP. Try to remember to buy Provinces too.

2. Despite the symbol +, followed by a number, followed by the word "Cards," Warehouse and Inn decrease your handsize when played.

3. The Unstoppable City Stack often isn't.

4. Even though it's displayed at the top of the kingdom, Peddler often costs $0! Feel free to take some with those extra buys before hastily clicking "end turn"!

5. Hand is Horse Traders-Silver-Silver with an action left? Pause and think carefully for a second....

6. When playing a Scrying Pool engine with Jester/Swindler/Saboteur, you might consider not always discarding your opponent's good cards.

Peddler is probably biggest for me. Although, I do sometimes forget about the whole Scrying Pool/Jester things sometimes.
Title: Re: Dominion Reminders
Post by: qmech on September 03, 2012, 02:07:35 am
For real-life Seaside games: there's a reason some of the cards are bright orange, and I don't think it's to make them easier to find if you're opponent lets you fish them out of your discard pile.

Peddler and the Scrying Pool/Attack thing still both get me sometimes.
Title: Re: Dominion Reminders
Post by: HiveMindEmulator on September 03, 2012, 02:17:25 am
I do 4 and 6 a lot. And related to 2, I forget that Embassy doesn't increase your handsize that much, and Hamlet, when you use any of the abilities, decreases handsize. So I end up trying to build an Emassy+Hamlet engine, which really doesn't work...
Title: Re: Dominion Reminders
Post by: jonts26 on September 03, 2012, 03:09:24 am
7. If you can end the game this turn, do it. Always look for a way to pile out with the lead as well.
Title: Re: Dominion Reminders
Post by: dor on September 03, 2012, 04:05:20 am
For real-life Seaside games: there's a reason some of the cards are bright orange, and I don't think it's to make them easier to find if you're opponent lets you fish them out of your discard pile.

Playing a 4p RL game this week with Treasury and Walled Village I had to keep reminding the other players they can return those to their decks. This made us think that return-to-deck-on-cleanup cards (along with Scheme) could have used a color notion of their own, perhaps something similar to that of the duration cards.
Title: Re: Dominion Reminders
Post by: yudantaiteki on September 03, 2012, 04:14:46 am
Here are mine:

1. Courtyard and Crossroads are different cards.  If you play Courtyard expecting 3 actions you're in for a rough surprise.

2. You should look to see if Colonies and Platinum are in the game before you take your first turn.

3. In a Colony game, someone can still win by buying lots of Provinces.

4. When Masquerade is played, make sure you look at what green card you're actually clicking on to pass.
Title: Re: Dominion Reminders
Post by: -Stef- on September 03, 2012, 04:42:30 am
1. When there's no engine to build, don't try it anyway.
2. When there's no engine to build, don't try it anyway.
3. When there's no engine to build, don't try it anyway.
4. When there's no engine to build, don't try it anyway.

Sometimes these rules aren't enough, and I need rule #5

5. When there's no engine to build, don't try it anyway.
Title: Re: Dominion Reminders
Post by: Jive Junkie on September 03, 2012, 07:35:32 pm
From a couple of stinging defeats in recent memory:

1) Quarry does not help Ironworks!
2) Quarry does not help Workshop!
3) Quarry does not help University!
4) Quarry does not help Remodel Copper into Caravan!
5) Quarry does not help you buy Gold!
6) Quarry most certainly does not help you buy Provinces!
7) QUARRY
8) DOES
9) NOT
10) AFFECT
11) THE
12) ACTION
13) PHASE
14) YOU
15) FOOL
16) !
Title: Re: Dominion Reminders
Post by: Kirian on September 03, 2012, 07:51:09 pm
From a couple of stinging defeats in recent memory:

1) Quarry does not help Ironworks!
2) Quarry does not help Workshop!
3) Quarry does not help University!
4) Quarry does not help Remodel Copper into Caravan!
5) Quarry does not help you buy Gold!
6) Quarry most certainly does not help you buy Provinces!
7) QUARRY
8) DOES
9) NOT
10) AFFECT
11) THE
12) ACTION
13) PHASE
14) YOU
15) FOOL
16) !

*except if you can get Black Market out...
Title: Re: Dominion Reminders
Post by: jonts26 on September 03, 2012, 07:58:13 pm
1. When there's no engine to build, don't try it anyway.
2. When there's no engine to build, don't try it anyway.
3. When there's no engine to build, don't try it anyway.
4. When there's no engine to build, don't try it anyway.

Sometimes these rules aren't enough, and I need rule #5

5. When there's no engine to build, don't try it anyway.

Seems to work for Marin...
Title: Re: Dominion Reminders
Post by: Fabian on September 03, 2012, 08:06:10 pm
1. When there's no engine to build, don't try it anyway.
2. When there's no engine to build, don't try it anyway.
3. When there's no engine to build, don't try it anyway.
4. When there's no engine to build, don't try it anyway.

Sometimes these rules aren't enough, and I need rule #5

5. When there's no engine to build, don't try it anyway.

Seems to work for Marin...

..and Stef.
Title: Re: Dominion Reminders
Post by: Tombolo on September 03, 2012, 08:25:18 pm
1) Is the game about to end on piles?
2) Did you actually look at anything besides the 3's and 4's before you opened?
3) Are you SURE the game's not about to end on piles?
4) Mine and Mint STILL aren't the same thing.
Title: Re: Dominion Reminders
Post by: Tdog on September 03, 2012, 08:28:28 pm
Check to see if it is a colony game, there have been lots of time where I have spent the first few turns playing as if it was a province game.
Title: Re: Dominion Reminders
Post by: Jive Junkie on September 03, 2012, 08:28:41 pm
From a couple of stinging defeats in recent memory:

1) Quarry does not help Ironworks!
2) Quarry does not help Workshop!
3) Quarry does not help University!
4) Quarry does not help Remodel Copper into Caravan!
5) Quarry does not help you buy Gold!
6) Quarry most certainly does not help you buy Provinces!
7) QUARRY
8) DOES
9) NOT
10) AFFECT
11) THE
12) ACTION
13) PHASE
14) YOU
15) FOOL
16) !

*except if you can get Black Market out...

Black Market, breaking all the rules as usual. Thing is, I've never been blessed enough to have a +Actions card, play Black Market, play Quarry, then play a cool cost-dependent action (like Ironworks) after that. Not sure if I've even played a kingdom set where this combo existed on board.
Title: Re: Dominion Reminders
Post by: Fabian on September 03, 2012, 08:47:33 pm
Jive Junkie,

http://dominion.isotropic.org/gamelog/201203/05/game-20120305-222424-736f5bc7.html :)

From here (http://forum.dominionstrategy.com/index.php?topic=1901.msg30389#msg30389).
Title: Re: Dominion Reminders
Post by: Grujah on September 04, 2012, 08:48:39 am
Check to see if it is a colony game, there have been lots of time where I have spent the first few turns playing as if it was a province game.

Took me a while to do this, now it's a first thing to do after checking for strongest cards.
Title: Re: Dominion Reminders
Post by: Insomniac on September 04, 2012, 04:47:10 pm
Check to see if it is a colony game, there have been lots of time where I have spent the first few turns playing as if it was a province game.

Took me a while to do this, now it's a first thing to do after checking for strongest cards.

If its RL you should set up the game that way you always know, its my tactic ;)
Title: Re: Dominion Reminders
Post by: PSGarak on September 10, 2012, 12:43:23 am
Don't accidentally end the game on piles. Also don't accidentally put your opponent in a position to end the game on piles. Right before your megaturn goes off.

Pay special attention to the Curse pile. The Curse pile is a pile. It counts.
Title: Re: Dominion Reminders
Post by: ehunt on September 10, 2012, 12:45:19 am
Ask yourself if there's +buy before deciding on a strategy.
Title: Re: Dominion Reminders
Post by: Davio on September 10, 2012, 03:32:06 am
When you play an Alchemist and only have $1P to spend, don't end turn immediately, play the Potion!
Title: Re: Dominion Reminders
Post by: werothegreat on September 10, 2012, 11:46:13 am
IRL, remember that Graverobbed cards from the trash go ON TOP of your deck.  Your focus is "from the trash, from the trash", and since it's hidden away in the text, you don't always remember it goes on top of your deck.
Title: Re: Dominion Reminders
Post by: Kirian on September 10, 2012, 02:28:35 pm
Don't accidentally end the game on piles. Also don't accidentally put your opponent in a position to end the game on piles. Right before your megaturn goes off.

Pay special attention to the Curse pile. The Curse pile is a pile. It counts.

As does the Ruins pile, now!
Title: Re: Dominion Reminders
Post by: brokoli on September 10, 2012, 02:41:30 pm
Don't accidentally end the game on piles. Also don't accidentally put your opponent in a position to end the game on piles. Right before your megaturn goes off.

Pay special attention to the Curse pile. The Curse pile is a pile. It counts.

As does the Ruins pile, now!

It's especially problematic on goko, because the ruin pile isn't clearly visible.
Title: Re: Dominion Reminders
Post by: Kahryl on September 10, 2012, 02:59:43 pm
If you're going for Duke/Gardens/Silk Road, REMEMBER TO BUY COPPERS WITH EXTRA BUYS.

I always always forget this.

Quote
When there's no engine to build, don't try it anyway.

Can't count the number of games I've lost when I've followed this rule and my opponent didn't.

Some people can just build engines in a cave! From a pile of trash!!
Title: Re: Dominion Reminders
Post by: ycz6 on September 10, 2012, 03:45:13 pm
2) Did you actually look at anything besides the 3's and 4's before you opened?
Sigh.
Title: Re: Dominion Reminders
Post by: Cuzz on September 10, 2012, 04:47:04 pm
Quote
When there's no engine to build, don't try it anyway.

Can't count the number of games I've lost when I've followed this rule and my opponent didn't.

Some people can just build engines in a cave! From a pile of trash!!

You should stop playing with Tony Stark then.
Title: Re: Dominion Reminders
Post by: Davio on September 10, 2012, 05:16:30 pm
Look beyond the obvious 2-3 power cards and try to see the board as a whole.

I'm talking about advancing myself as a Dominion player. Recognizing two card combos or single power cards and trying to get them as fast as possible will only get you so far. Sometimes it's better to skip a "crucial" card because buying something else will accelerate you more and make it so you can more easily buy and more often play that crucial card in future turns.
Title: Re: Dominion Reminders
Post by: jonts26 on September 11, 2012, 04:28:02 pm
Some people can just build engines in a cave! From a pile of trash!!

jonts: Sir, I've explored what you've asked me and it seems as though there's a little hiccup. Actually, um...
Obadiah Stane: A hiccup?
jonts: Yes, see, to power the engine... sir, the components aren't in this kingdom. So it...
Obadiah Stane: Wait, wait, the components?
[puts an arm around him]
Obadiah Stane: jonts, jonts...
[points at the kingdom]
Obadiah Stane: Here are the components. I've asked you to simply make them work together.
jonts: All right, and that's what I'm trying to do, but... honestly, it's impossible.
Obadiah Stane: [shouting] Marin was able to build this engine in a cave! With a box of scraps!
jonts: Well, I'm sorry. I'm not Marin.
Title: Re: Dominion Reminders
Post by: Jive Junkie on September 12, 2012, 06:26:11 pm
Some more to the fire:

- Ignore Horn of Plenty at your own risk. Also remember that someone can end the game very quickly if they have a few of these in their deck.

- Be awful damn sure of yourself if you're even considering ignoring Goons. Cute Menagerie tricks don't cut it, slick.

- Vineyard can be as game-warping as other alt-VPs, especially on boards that have +Buy and cantrips or +Actions.
Title: Re: Dominion Reminders
Post by: Markov Chain on September 14, 2012, 10:45:49 pm
I play mostly with four players, which causes more endings on piles.  Therefore:

Don't build an engine which includes several popular piles; the game will three-pile before you get your engine going.
Swindlers and Ambassadors can end the game unexpectedly by running out Estates.
If two piles are out, get Duchies; they may be the third pile and run out quickly.
Title: Re: Dominion Reminders
Post by: eHalcyon on September 15, 2012, 01:25:11 am
I play mostly with four players, which causes more endings on piles.  Therefore:

Don't build an engine which includes several popular piles; the game will three-pile before you get your engine going.
Swindlers and Ambassadors can end the game unexpectedly by running out Estates.
If two piles are out, get Duchies; they may be the third pile and run out quickly.

Is it 3-pile ending for 4 players?  Is it 5-6 players that goes 4-piles?  /too lazy to look up rules.
Title: Re: Dominion Reminders
Post by: ftl on September 15, 2012, 02:43:11 am
yes, 2-4 player games all have the same end-game conditions.
Title: Re: Dominion Reminders
Post by: AJD on September 15, 2012, 09:51:18 am
If two piles are out, get Duchies; they may be the third pile and run out quickly.

This one isn't restricted to 4-player games, of course: it's the backbone of the IGG strategy, for example.
Title: Re: Dominion Reminders
Post by: SirPeebles on September 15, 2012, 10:13:00 am
If two piles are out, get Duchies; they may be the third pile and run out quickly.

This one isn't restricted to 4-player games, of course: it's the backbone of the IGG strategy, for example.

Just yesterday I bought all ten curses at once to end the game while I was a colony+ ahead. 
Title: Re: Dominion Reminders
Post by: thirtyseven on September 15, 2012, 11:29:26 am
Some people can just build engines in a cave! From a pile of trash!!

jonts: Sir, I've explored what you've asked me and it seems as though there's a little hiccup. Actually, um...
Obadiah Stane: A hiccup?
jonts: Yes, see, to power the engine... sir, the components aren't in this kingdom. So it...
Obadiah Stane: Wait, wait, the components?
[puts an arm around him]
Obadiah Stane: jonts, jonts...
[points at the kingdom]
Obadiah Stane: Here are the components. I've asked you to simply make them work together.
jonts: All right, and that's what I'm trying to do, but... honestly, it's impossible.
Obadiah Stane: [shouting] Marin was able to build this engine in a cave! With a box of scraps!
jonts: Well, I'm sorry. I'm not Marin.

(http://24.media.tumblr.com/tumblr_lyq8veLRzq1ro91bjo1_250.gif)

Seriously, this is the best thing I've seen on this forum, like ever.
Title: Re: Dominion Reminders
Post by: DWetzel on September 15, 2012, 11:44:25 am
Note to self:

No matter how awesome an engine you put together, buying that province for $26 doesn't make it worth any more than 6 VP.  Maybe look for that source of +Buy next time, slick.
Title: Re: Dominion Reminders
Post by: Markov Chain on September 15, 2012, 05:01:47 pm
If two piles are out, get Duchies; they may be the third pile and run out quickly.

This one isn't restricted to 4-player games, of course: it's the backbone of the IGG strategy, for example.

But in four-player games, once any two piles are out, the other players will run the Duchies out quickly with or without your help, so you should usually join the race.  In a two-player game, you have more time to build up your deck with gold or powerful actions before your opponent can run the Duchies out alone.
Title: Re: Dominion Reminders
Post by: Jedit on September 15, 2012, 08:20:25 pm
As does the Ruins pile, now!

It's especially problematic on goko, because the ruin pile isn't clearly visible.

Reasons Why Goko Sucks, number 277 in a series of 300.
Title: Re: Dominion Reminders
Post by: werothegreat on September 20, 2012, 12:17:37 am
Note to self:

You can't both trash and get +$3 from the same Count.
Title: Re: Dominion Reminders
Post by: Cuzz on September 20, 2012, 09:32:09 am
Note to self:

No matter how awesome an engine you put together, buying that province for $26 doesn't make it worth any more than 6 VP.  Maybe look for that source of +Buy next time, slick.

$26. Buy Pawn.
Title: Re: Dominion Reminders
Post by: thirtyseven on September 20, 2012, 10:22:19 am
Note to self:

No matter how awesome an engine you put together, buying that province for $26 doesn't make it worth any more than 6 VP.  Maybe look for that source of +Buy next time, slick.

$26. Buy Pawn.

Or $11, buy Herbalist (http://forum.dominionstrategy.com/index.php?topic=4606.0)
Title: Re: Dominion Reminders
Post by: gman314 on September 20, 2012, 01:42:13 pm
No matter how awesome several cards may be, you don't have to get them all.

Also, Menagerie is awesome. Wharf is Awesome. Wharf + Menagerie is not so awesome.
Title: Re: Dominion Reminders
Post by: werothegreat on September 20, 2012, 01:45:35 pm
Play Library BEFORE you draw cards off of your Native Village mat.
Title: Re: Dominion Reminders
Post by: Jive Junkie on September 20, 2012, 03:01:12 pm
When someone has turned on the point counter, use the blasted thing!
Title: Re: Dominion Reminders
Post by: J-Kidder on September 20, 2012, 04:10:29 pm
Play Iron Monger before playing any othe rplus draw card (just messed that one up in th elast game I played)
Title: Re: Dominion Reminders
Post by: Tombolo on September 20, 2012, 10:05:27 pm
Now that I've played a bit more with DA....Do you actually have anything to Rebuild?

what do you mean I have no estates  :-[
Title: Re: Dominion Reminders
Post by: GendoIkari on September 20, 2012, 10:35:05 pm
Play Iron Monger before playing any othe rplus draw card (just messed that one up in th elast game I played)

If you mean because of the filtering effect, that's not correct. Say you have Ironmonger and Scheme. The top card of your deck is irrelevant because you'll draw that no matter what you play first. But say card #2 is Copper and card #3 is Gold. Then yeah, you'll wish you played the Ironmonger first, because you can discard the Copper and get the Gold with Scheme. But now say that the Copper and Gold were reversed in ordered. Then you'll wish you had played the Scheme first.
Title: Re: Dominion Reminders
Post by: heatthespurs on September 21, 2012, 09:41:30 am
Choose carefully what to discard to a Milita if Masquerade is on board