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Dominion General Discussion / Another "How to Play This Board" Thread
« on: October 03, 2017, 06:06:53 pm »
I know there's a lot of these lately, but this one is sorta driving me crazy.
No Colonies or shelters.
Bandit, Poacher, Market, Bridge, Pirate Ship, Scrying Pool, Counting House, Baker, Peasant, Magpie.
Event: Donate.
Donate boards give you a ludicrous amount of control. Shuffle luck can cease to be a factor entirely if you get your deck to the ideal size. There's no limit to how far ahead you can plan. Somehow, though, I can't find the optimal strategy here. Obviously getting to Teacher as quickly as possible can win you the game, seeing as the +Action token enables a Bridge Megaturn that will crush your opponent. The importance of the race to Teacher seems to imply you want a Peasant / Donate opening to guarantee you'll always be able to play the Peasant line cards. On the other hand, doing this leaves you with very little economy to pay off the debt. You want to be able to pick up a few other actions in the few turns where you're waiting for Teacher to arrive. Without that, you won't be able to take full advantage of the tokens when they become available. But keeping enough coppers around to quickly pay off the debt and still play your Peasant means you can't add any more stop cards like Bridge. That's a considerable disadvantage, since Bridge seems like an ideal card to have access to once Teacher comes online. You can pick up some stuff like Scrying Pool to help with draw, but I'm concerned about when to incorporate the potion. Magpie is here, but doesn't draw you anything if all the remaining coppers are in your hand.
Enough of my rambling. How would you approach this board?
No Colonies or shelters.
Bandit, Poacher, Market, Bridge, Pirate Ship, Scrying Pool, Counting House, Baker, Peasant, Magpie.
Event: Donate.
Donate boards give you a ludicrous amount of control. Shuffle luck can cease to be a factor entirely if you get your deck to the ideal size. There's no limit to how far ahead you can plan. Somehow, though, I can't find the optimal strategy here. Obviously getting to Teacher as quickly as possible can win you the game, seeing as the +Action token enables a Bridge Megaturn that will crush your opponent. The importance of the race to Teacher seems to imply you want a Peasant / Donate opening to guarantee you'll always be able to play the Peasant line cards. On the other hand, doing this leaves you with very little economy to pay off the debt. You want to be able to pick up a few other actions in the few turns where you're waiting for Teacher to arrive. Without that, you won't be able to take full advantage of the tokens when they become available. But keeping enough coppers around to quickly pay off the debt and still play your Peasant means you can't add any more stop cards like Bridge. That's a considerable disadvantage, since Bridge seems like an ideal card to have access to once Teacher comes online. You can pick up some stuff like Scrying Pool to help with draw, but I'm concerned about when to incorporate the potion. Magpie is here, but doesn't draw you anything if all the remaining coppers are in your hand.
Enough of my rambling. How would you approach this board?