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Dominion General Discussion / Most instructive cards
« on: November 19, 2013, 12:25:35 am »
Which cards have taught you the most about the game as a whole, at different levels of your play?
Tactician: I always tell beginners to play with this card. As we know, "Dominion with huge hands" is a very different game with its own rules, where cards like Bank and Forge start going wild and elaborate combos are executed with laughable ease. Tactician lets you experiment with this kind of gameplay without the need for engine-building skill. Now when your plan totally falls apart, you can tell your payload was a dud, not that you bought your Villages and your Smithies in the wrong order or something. Then conversely, when you see the same cards in a non-Tactician game, you know the combo works and it's just a question of whether you can set it up fast enough. (Or, you know the combo doesn't work and not to waste your time, it's a BM game or whatever.)
Fairgrounds: This card, and to a lesser extent Menagerie, really forced me out of my "2-3 key cards" comfort zone at a time when I needed it. Building ramshackle decks with all kinds of strange parts, some of which you wouldn't normally buy, is often a necessary skill: more than ever in the age of Dark Ages.
Tactician: I always tell beginners to play with this card. As we know, "Dominion with huge hands" is a very different game with its own rules, where cards like Bank and Forge start going wild and elaborate combos are executed with laughable ease. Tactician lets you experiment with this kind of gameplay without the need for engine-building skill. Now when your plan totally falls apart, you can tell your payload was a dud, not that you bought your Villages and your Smithies in the wrong order or something. Then conversely, when you see the same cards in a non-Tactician game, you know the combo works and it's just a question of whether you can set it up fast enough. (Or, you know the combo doesn't work and not to waste your time, it's a BM game or whatever.)
Fairgrounds: This card, and to a lesser extent Menagerie, really forced me out of my "2-3 key cards" comfort zone at a time when I needed it. Building ramshackle decks with all kinds of strange parts, some of which you wouldn't normally buy, is often a necessary skill: more than ever in the age of Dark Ages.