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Game Reports / Ambassador, Duke, Gardens and Vault confusion
« on: December 08, 2014, 07:34:31 pm »Code: [Select]
Embargo, Ambassador, Fishing Village, Scheme, Armory, Gardens, Quarry, Duke, Vault, Venture
Provinces/Estates. I played this kingdom with three players. I’m curious how people would play it in both 2 and 3 player games.
In the game I played, I fought the Ambassador war with another player while the third player picked up Fishing Villages, Armories, a Vault, 2 Golds and then Gardens with a province or two from Vault/Gold hands. The Gardens player had 6 point gardens by the time the game three-piled on Estates, Schemes, and Armories. The other Ambassador player and I had no chance towards the later stages.
If only one player buys Ambassador (in a two or three player game), the Ambassador player can get a thin deck with 2 Ambassadors and give out all 10 curses. However, that can help a Gardens strategy. While Armory is a poor Gardens enabler, it guarantees a gardens if drawn and gets around Embargo. Additionally, the engine only picks up VP slowly because of no +buy.
I was before the Gardens player in turn order so once Estates ran out I needed to return 2 estates to give one to the other Ambassador player. That isn't a factor you need to consider in two player.
Does Duke have a role? Thoughts appreciated.