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Dominion Articles / Re: Dominion Academy* 1.1: Alternative VP
« on: January 14, 2013, 12:57:33 pm »
You guys are right -- an engine crushes any sort of Treasure based strategy. What honestly surprised me about this board, and the reason why I posted it (maybe it's obvious to player 5 levels above me?), is how it does it. Like DStu, I thought that it was a bit of a tough call and may have been on the fence about whether or not to go with Vineyards.
Certainly, if a modified board like the one below had appeared (maybe I should have OP'd with this board instead of the one I actually played):
cards in supply: Bureaucrat, Crossroads, Envoy, Gardens, Inn, Jack of All Trades, Market, Moneylender, Village, Watchtower
(substitute Vineyard -> Gardens, Farmland -> Jack of All Trades)
I would have said, to heck with an engine, I'll play this as Jack/Jack, no questions asked. If some crazy person tries to build an engine and go for Gardens, I'll just swallow a couple of them as a spoiler and keep on rolling with the Provinces because Jack is very resilient to added victory cards. (Would ANY of you have played this as engine? If so, please teach me because it is still so counter-intuitive.)
For that matter, if you had substituted Vineyard -> Great Hall in the original board, I would have said, Big Money/Envoy all the way. BM/Envoy will race past you to 4 provinces, and there's not enough added points in Farmland and Great Hall, and not enough power cards like Grand Market in order to beat the point deficit.
At this point, though, and as dondon pointed out, there's a very strong "victory engine" here that would beat Big Money/Envoy even without the power of Vineyards, and even if a strong BM option like Jack were to be available. The key components are
1) Moneylender for weak copper trashing, so that your deck is mostly actions + victory + a few silvers
2) Crossroads-Envoy -- as shark_bait says, if they keep green with Envoy it still helps you, and the first +3 Actions from XR helps a ton
3) Bureaucrat as a mild attack to slow down the opponents and to generate cash of your own
Individually these are all fairly weak cards, but together they are unstoppable.
This was my first attempt playing this board solitaire, though I had the experience of playing the actual game before once. By turn 17 I was able to get double Provinces without even trying for it, because I played this for Vineyards. If this had been a Gardens board with Jack on the opposite side, then by turn 17 I would have expected the Jack player to have 5 Provinces + 3 Gardens in the absolute, best case scenario considering that he will be Bureaucrated most turns and it takes 14 turns to get to 4 Provinces anyway. Meanwhile, the victory engine player could easily have scooped up 5 Gardens/3 Provinces and win by a reasonable margin. If something goes wrong, there's still plenty of endgame control with Duchies.
http://dominion.isotropic.org/gamelog/201301/12/game-20130112-184617-65d03233.html
With the addition of Watchtower to topdeck Village/Envoy, a crossroads-based victory engine deck will -- unlike most engines -- be even more resilient to greening than BM/Jack, and in some respects its drawing power will only become stronger.
When I think of Alt VP of the Silk Roads/Gardens variety, I typically think of either slogs or rushes. This board presents a third alternative, a victory engine, that I would never have thought about if someone hadn't pointed me out. In the context of Vineyards it was easy enough to try it out and find it, but I never would have expected it to still translate off into Gardens or SR so well.
Certainly, if a modified board like the one below had appeared (maybe I should have OP'd with this board instead of the one I actually played):
cards in supply: Bureaucrat, Crossroads, Envoy, Gardens, Inn, Jack of All Trades, Market, Moneylender, Village, Watchtower
(substitute Vineyard -> Gardens, Farmland -> Jack of All Trades)
I would have said, to heck with an engine, I'll play this as Jack/Jack, no questions asked. If some crazy person tries to build an engine and go for Gardens, I'll just swallow a couple of them as a spoiler and keep on rolling with the Provinces because Jack is very resilient to added victory cards. (Would ANY of you have played this as engine? If so, please teach me because it is still so counter-intuitive.)
For that matter, if you had substituted Vineyard -> Great Hall in the original board, I would have said, Big Money/Envoy all the way. BM/Envoy will race past you to 4 provinces, and there's not enough added points in Farmland and Great Hall, and not enough power cards like Grand Market in order to beat the point deficit.
At this point, though, and as dondon pointed out, there's a very strong "victory engine" here that would beat Big Money/Envoy even without the power of Vineyards, and even if a strong BM option like Jack were to be available. The key components are
1) Moneylender for weak copper trashing, so that your deck is mostly actions + victory + a few silvers
2) Crossroads-Envoy -- as shark_bait says, if they keep green with Envoy it still helps you, and the first +3 Actions from XR helps a ton
3) Bureaucrat as a mild attack to slow down the opponents and to generate cash of your own
Individually these are all fairly weak cards, but together they are unstoppable.
This was my first attempt playing this board solitaire, though I had the experience of playing the actual game before once. By turn 17 I was able to get double Provinces without even trying for it, because I played this for Vineyards. If this had been a Gardens board with Jack on the opposite side, then by turn 17 I would have expected the Jack player to have 5 Provinces + 3 Gardens in the absolute, best case scenario considering that he will be Bureaucrated most turns and it takes 14 turns to get to 4 Provinces anyway. Meanwhile, the victory engine player could easily have scooped up 5 Gardens/3 Provinces and win by a reasonable margin. If something goes wrong, there's still plenty of endgame control with Duchies.
http://dominion.isotropic.org/gamelog/201301/12/game-20130112-184617-65d03233.html
With the addition of Watchtower to topdeck Village/Envoy, a crossroads-based victory engine deck will -- unlike most engines -- be even more resilient to greening than BM/Jack, and in some respects its drawing power will only become stronger.
When I think of Alt VP of the Silk Roads/Gardens variety, I typically think of either slogs or rushes. This board presents a third alternative, a victory engine, that I would never have thought about if someone hadn't pointed me out. In the context of Vineyards it was easy enough to try it out and find it, but I never would have expected it to still translate off into Gardens or SR so well.