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Dominion League / Re: Season 12 - Results
« on: January 09, 2016, 04:30:14 pm »
E1: aku chi 4 - 2 Dlesar
aku chi - buys Colony
aku chi - receives 1 victory point chips
aku chi - gains Colony
aku chi - buys Colony
aku chi - receives 1 victory point chips
aku chi - gains Colony
aku chi - buys Colony
aku chi - receives 1 victory point chips
aku chi - gains Colony
aku chi - buys Colony
aku chi - receives 1 victory point chips
aku chi - gains Colony
aku chi - buys Colony
aku chi - receives 1 victory point chips
aku chi - gains Colony
aku chi - buys Colony
aku chi - receives 1 victory point chips
aku chi - gains Colony
aku chi - buys Colony
aku chi - receives 1 victory point chips
aku chi - gains Colony
aku chi - buys Colony
aku chi - receives 1 victory point chips
aku chi - gains Colony
aku chi - buys Province
aku chi - receives 1 victory point chips
aku chi - gains Province
aku chi - buys Province
aku chi - receives 1 victory point chips
aku chi - gains Province
aku chi - buys Province
aku chi - receives 1 victory point chips
aku chi - gains Province
aku chi - buys Province
aku chi - receives 1 victory point chips
aku chi - gains Province
aku chi - buys Province
aku chi - receives 1 victory point chips
aku chi - gains Province
aku chi - buys Province
aku chi - receives 1 victory point chips
aku chi - gains Province
aku chi - buys Province
aku chi - receives 1 victory point chips
aku chi - gains Province
aku chi - buys Province
aku chi - receives 1 victory point chips
aku chi - gains Province
aku chi - buys Duchy
aku chi - receives 1 victory point chips
aku chi - gains Duchy
aku chi - buys Duchy
aku chi - receives 1 victory point chips
aku chi - gains Duchy
I was so happy to see the Counterfeit/Mandarin thing -- that has never been talked about around here and is actually quite good.It's pretty cool, but I find it hard to imagine that I would have a hand of Counterfeit and four Golds and not trash a Gold to get 2 Provinces. I mean, at this point I must have built up quite a bit to get that hand. I'm likely behind on Provinces. Maybe I would go with the Mandarin combo in the face of consistent Rabble attacks.
-gaining silver is weird, there's plenty of cards that do that but this is the only card that lets you gain two of them per play without trashing anything (right?).You can also gain multiple Silvers with Treasure Hunter. Often, this isn't helpful, because you're trying to cycle your Traveller(s) faster. I recall some games where either me or my opponents had to pass up playing a Treasure Hunter to avoid gaining 4+ Silvers (and as many as 8!). Also, playing Treasure Trove is very similar to gaining two Silvers.
You know what's even better though? Gear + Quest! You can always set aside exactly as many cards as you did the previous turn and still guarantee a Gold, plus you can keep those golds shuffling along for Province buys!I played a few solitaire games with Gear + Quest. I had fantastic draws in my first game and got to 5 Provinces by turn 12! The next game, my draws were poor and it took me 16 turns to get the same amount of VP (I'm willing to believe that I played this sub-optimally). I thought the draws on my third game were hit and miss, but I managed to get 5 Provinces by turn 12 again (and an additional 9 VP by turn 14 - though my turn 15 was terrible).
Gear is still the best
At least Chapel is number 1, as it should be.I think Ambassador deserves the top spot. Ambassador is so rarely ignorable and it has a such a major impact on the game. Okay, the same can be said for Chapel. But I think there are more boards where it is only slightly disadvantageous to ignore Chapel. On most boards, if you ignore Ambassador, you get wrecked. I wonder, are there statistics for how often 5/2 openings lose on an Ambassador board?
Bonfire + Hunting groundsCool. Bonfire + Squire might also be a decent way to get expensive attacks like Goons, Familiar, and Scrying Pool.
On your last turn, buy 6VP for $3.
Also, what I didn't consider is that if I exclude the not finished lists, the order of the cards don't match the order of the individual lists anymore. Because of those two reasons I will count each user's list.This problem ("the order of the cards [in the All Cards list] don't match the order of the individual lists anymore") might still exist because of those who submitted their lists by PM but chose not to submit an All Cards list, right?
Ooh! Summon Remake on a 5/2 opening. *droolsI believe Plan and Doctor (with overbuy) are the only ways to trash an Estate before the first reshuffle.
Travelling Fair and Summon can also do it. You can also do it in terrible ways with Inheritance (e.g. Inherit Embargo on turn 1, play one on turn 2). Can also be done in rather convoluted ways via Trade.
Feels like Quest could be really great in slogs - I see why it's rated so low, but it feels better than Raid, Trade, or Plan (altho in the case of Raid I forget how the -1 Card token works and am too lazy to look it up.)I don't have a large sample size of games to base this on, but Trade is solid and Plan is very good. Plan is great with a 3/4 opening with a spammable 4-cost card (I played it with Ironmonger - so good). I believe Plan and Doctor (with overbuy) are the only ways to trash an Estate before the first reshuffle. That's the dream situation for Plan, and it occurs in a solid 25% of games, I reckon. But Plan is a solid card in any case, so long as there is no strong trashing and an engine component you want multiples of early.