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Topics - Schneau

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26
Game Reports / Herald + Navigator
« on: June 14, 2013, 09:23:47 am »
I just played a Guilds game with Watno where he played basically Masquerade + Taxman BM, and I trashed down to build a weird engine with just about everything in it. I was definitely behind, but was able to catch up with some interesting plays. The main thing that made this engine work was playing Navigator and then Herold, sometimes chaining 2 or 3 Heralds in a row. this only works if you have both in hand with a Village, but this happened pretty frequently in this trashed deck with Crossroads and Fortress.

I did some other fun things, such as name Fortress with Doctor to get it into my hand, and twice Stonemasoned a Gold to get 2 Duchies late. It was a fun game with some great Guilds combos!

27
The following quote prompted me to post something I've been thinking for a while about Goko's business model:

I mostly join other players' games with more cards, and by getting the cards myself and then starting to host, I would quite likely get a lower quality of game because in general the players with cards are better than those without.

One of the problems with Goko's lobby system is that it only encourages about half of the active players to buy the cards. The other half can play for free and just find others who have bought the cards. If more than half of the player base buys the cards, there will be an abundance of people hosting "all cards" games, which will mean new players will have even less incentive to buy the cards.

Anyone who has played recently can tell that the percent of players who have bought the cards is probably much lower -- maybe around 1/3 -- which is obvious by the scarcity of "all cards" games, and the scramble to join such games when they're started.

If Goko wants to encourage more people to buy the cards, they should make it a top priority to change the lobby / matchmaking system to add more incentive to buy them. One way to do this would be to have some sort of automatch system where you are paired with someone with similar cards purchased. Then, if you want to play with all the cards, you probably will have to buy them all. I think this would both be nice for players, and would also greatly boost their sales.

I know I'm not planning on buying the cards until they improve the lobby system.

28
I think it will be interesting to see how this turns out compared to people's favorite promo card.

29
Dominion General Discussion / What is your favorite Promo card?
« on: May 04, 2013, 11:15:48 pm »
After some discussion about Promos on Goko, I'm wondering which Promo people like best.

30
Game Reports / No Buys for 11 Turns
« on: April 29, 2013, 10:20:25 pm »
I just played a crazy game where I didn't buy a single card for 11 straight turns - turns 11 to 21 in this log. Here are the cards:

Fortune Teller, Menagerie, Philosopher's Stone, Cutpurse, Ironmonger, Marauder, Pirate Ship, Graverobber, Mint, Witch

My opponent opened Pirate Ship and didn't play it very convincingly, so I went for a mostly treasure-free deck, using Menagerie to draw my deck, Witch and Marauder to slow my opponent, and Graverobber to grab a few Provinces. It was nice trashing my Treasures using Mint knowing I could later Graverob it into a Province.

31
Game Reports / The Full Rats
« on: April 29, 2013, 01:35:58 pm »
I think I went the full rats. I ended the game with 19 Rats in my deck. Here's the log. I might have gotten away with it, had I not trashed the Ruins I got and went for 6 or 8 point Fairgrounds.

32
Puzzles and Challenges / Card Quiz
« on: April 26, 2013, 12:16:00 pm »
Which cards, when played by yourself or an opponent, can make you get a Potion-cost card in your deck even if you never had a Potion or other Potion-cost card in the game (i.e. Remodel doesn't count)?

33
Goko Dominion Online / Goko Sound Effects
« on: April 20, 2013, 05:34:53 pm »
What's the deal with the Goko sound effects? Why does it beep at the beginning of my opponent's turn, which I don't need to know when happens, but make no sound to alert me that it is the start of my turn? The other sound effects are mostly just a nuisance (buying Provinces and Golds), and the shuffling sound is actually mildly useful. But, I'd really like to be alerted at the start of my turn, and I don't need any sound at the beginning of my opponents' turn. Can anyone explain this behavior, or should I report it to GetSatisfaction?

34
Goko Dominion Online / Reconnections
« on: March 18, 2013, 07:23:07 am »
What is the status of reconnecting / quitting on Goko? Do they allow you to reconnect to a game if you leave the website, refresh, or close the tab for a second, but bring Goko back up immediately?

And is quitting a game now considered a loss? Is there a force quit button, so that you can force someone to quit who hasn't moved in forever, yet if you're playing with a friend and agree to go do something else for 15 minutes you can come back to the game?

I can live with most of the other Goko issues, but not having reasonable reconnections, quitting as a loss, and to a slightly lesser extent a force quit button is a game breaker (literally) for me.

35
Dominion Isotropic / Last Game on Isotropic
« on: March 15, 2013, 06:51:15 am »
I probably won't have time to play today, so yesterday I probably played my last game on Isotropic. Feel free to post about your last game on Iso here too!

My last game went out with a bang. It was a board with many of my favorite cards - Fishing Village, Goons, Throne Room, and Grand Market, to name a few. There wasn't enough trashing for a ultra-quick game, but the piles were getting pretty empty when on turn 16, my opponent had a 3 Goons turn to boost into a 25 point lead. Starting with only 3 cards, I managed to draw my whole deck for the first time in the game by Throning Council Rooms, and was able to finish a third pile and buy a bunch of Provinces and Coppers for a 62 point turn. It was a great way to end my playing on Isotropic!

36
Dominion General Discussion / I am sad
« on: March 10, 2013, 09:03:19 am »
It is sad that this subforum (specifically General Dominion Discussion), as well as many of the others, has devolved into people whining about Goko, arguing about inane things, and overall being negative and mean to each other. This place used to be full of interesting discussions by people who were generally respectful and shared an interest in Dominion. Now it's hard to sift through the junk to find the interesting posts. Could we at least try to keep the Goko- and Isotropic-related posts in their specific subforums at least, so that we can have more general discussion here?

37
Dominion Articles / Article Request: +Buy
« on: February 23, 2013, 07:48:46 pm »
There are some strategies that need or want +Buy to work well, and some that do not. I think it would make a very interesting article to look at when it is important to prioritize getting at least some sort of +Buy in your deck, and when it's not at all helpful. This can be an important decision to make, especially if the only source of +Buy is cheap and something you wouldn't otherwise want, like Herbalist or Woodcutter. I don't have the time to give the article the thought it deserves, but here are some of my initial thoughts if anyone wants to run with them:

You likely want some +Buy in your deck if one of these conditions is met:
- If you expect to often produce more than $8 (or $11 in Colony games) while being able to play a +Buy card.
- If you want a lot of cheap components, especially costing $2 and $3, but also $4.
- If you want a bloated deck for a specific strategy (Gardens, Philosopher's Stone, maybe Counting House)
- A lot of alt-VP decks want +Buy. These definitely include Silk Road, Vineyard, Goons, maybe Duke, and maybe Fairgrounds (along with Gardens which was mentioned earlier).
- Cost reducers often need +Buy to be used effectively. These include Bridge, Highway, Quarry, and Peddler.
- If you want cheap Potion-cost cards, especially along with cheap non-Potion cards, +Buy can help get multiple cards per turn. Examples include Vineyard, Transmute, Apothecary, Scrying Pool, and maybe University.
- In general, rush, engine, and combo decks often need +Buy.

There are times when you definitely don't need +Buy. I would guess that most straight Big Money strategies fall into this category, as well as most slogs. Are there other times when you definitely don't need +Buy?

Anyway, thoughts on the matter would be appreciated.

38
Council Room Feedback / Issue: Card Winningness Graphs not displaying
« on: January 17, 2013, 08:06:50 am »
When I go to either of the Card Winningness Graph pages (difference in # or turn), the graph doesn't display. I tried this in Firefox and Chrome. Is this a known bug?

39
Here's the second game of Hermit Island. Check out the first game here. All rules are the same - no posting where you played or PMs allowed.

In this game, you are a hermit who has just sailed to a previously uninhabited island. You have a map of the island, which just happens to be a perfect circle with a radius of 100 km, and have to decide where to settle and build your hermit hut based on the map. But wait! It just happens that 14 other hermits have landed on the island at the same time! As a hermit, you want to live as far away from your neighbors as possible. In particular, you want to maximize the distance between you and your nearest neighboring hermit.

Here's the island:


To play, you have to choose where to build your hermit hut on Hermit Island. You must choose a point in the (x,y) plane that is within a distance of 100 (km) from (0,0). Once there are 15 hermits living on Hermit Island, the winner will be the hermit who chooses a point furthest away from its nearest neighbor. It is somewhat likely (though not guaranteed) that two hermits will be tied because their distance from each other is the same and closer than from any other hermit. In this case, ties will be broken by whoever is further from second nearest neighbor, then third nearest neighbor, etc.

Here are the logistics: You must post in this thread and PM me your point. Your point must be of the form (x,y), where x and y are decimal numbers with at most 2 digits past the decimal - if you want to choose (sqrt(2)*pi*e, 0), do the math yourself and submit (12.08, 0). Make sure your point is within the island's radius of 100 km.

Players:
SwitchedFromStarcraft
Kuildeous
theorel
Tables
Grujah
mith
Jimmmmm
Young Nick
Captain_Frisk
yuma
Insomniac
eHalcyon
cayvie
Lekkit
Axxle

40
In this game, you are a hermit who has just sailed to a previously uninhabited island. You have a map of the island, which just happens to be a perfect circle with a radius of 100 km, and have to decide where to settle and build your hermit hut based on the map. But wait! It just happens that 14 other hermits have landed on the island at the same time! As a hermit, you want to live as far away from your neighbors as possible. In particular, you want to maximize the distance between you and your nearest neighboring hermit.

Here's the island:


To play, you have to choose where to build your hermit hut on Hermit Island. You must choose a point in the (x,y) plane that is within a distance of 100 (km) from (0,0). Once there are 15 hermits living on Hermit Island, the winner will be the hermit who chooses a point furthest away from its nearest neighbor. It is somewhat likely (though not guaranteed) that two hermits will be tied because their distance from each other is the same and closer than from any other hermit. In this case, ties will be broken by whoever is further from second nearest neighbor, then third nearest neighbor, etc.

Here are the logistics: You must post in this thread and PM me your point. Your point must be of the form (x,y), where x and y are decimal numbers with at most 2 digits past the decimal - if you want to choose (sqrt(2)*pi*e, 0), do the math yourself and submit (12.08, 0). Make sure your point is within the island's radius of 100 km.

By the way, I just made up this game last night when thinking about the convex hull game, so I have no idea how it will go. But, let's give it a shot!

Players:
Davio
Tables
Kuildeous
yuma
mith
Grujah
Watno
Axxle
cayvie
Galzria
Captain_Frisk
Insomniac
Jorbles
eHalcyon
Jimmmmm

41
Dominion General Discussion / Worst target for King's Court
« on: November 27, 2012, 12:38:53 pm »
Playing off the recent discussion of what is the best target for King's Court, I was thinking about what the worst target is. To make this more interesting than naming the worst cards, I am asking the question slightly differently: what card is the worst when King's Courted compared to it's usual strength. So, Scout is obviously bad with KC, but it is bad to begin with, so maybe it's not the one to vote for. Essentially, which card's second and third immediate plays are least useful compared to its first play?

I've excluded cards that plain old just don't gain anything with a second play: Library, Secret Chamber, Treasure Map, Outpost, Tactician, Watchtower, Counting House

42
Dominion Articles / Combo: Grand Market and Quarry
« on: November 26, 2012, 02:00:33 pm »
Grand Market and Quarry

This all-Prosperity combo is probably the most potent of many variants of the Quarry+Market combo. The reason is two-fold: 1) Grand Market is one of the strongest cards in the game, and 2) Grand Market is difficult to buy early in most games, but Quarry gives you a fast-track method of grabbing a bunch.

This combo is pretty simple: Buy 2 or 3 Quarries, then start buying Grand Markets. Quarry reduces the price of Grand Markets, and Grand Market supplies the +Buys that go so well with playing Quarry. This snowballs quickly, so that you can buy 2 or 3 Grand Markets per turn. Once the Grand Markets run out, you are well positioned to either grab multiple Provinces or Colonies per turn, or buy out some cheap Action piles for a quick 3-pile ending when you are up.

This combo works decently with other Market variants, with the non-terminal +Buy being key - so look for cards like Market, Festival, Market Square, or even Pawn. With these lesser combos, it is necessary that you have other Actions you wish to stockpile - things like Conspirator, Peddler, City, and Laboratory make good targets.

43
Dominion Strategy Wiki Feedback / Coin image
« on: November 05, 2012, 07:19:05 am »
I've recently put in the {{VP}} template, which can be used to print the VP symbol in-line with text. It has been put on all the victory card pages by others and myself. Do people like how it looks?

If so, I am also interested in getting coin symbols that can be used as a template so that we can put them in place of +$2, etc. I think they would look good replacing card costs, vanilla bonuses, etc, if others agree. I don't have the images yet, but have a discussion going here that will hopefully produce them; otherwise, I'll make some myself.

44
I'm wondering what the best way is to select Featured Articles and Did You Knows, as well as how often we should do so. I sort of arbitrarily selected Tactician to be the first Featured Article since it was looking pretty good, and totally randomly selected Witch for the first Did You Know by clicking "Random Page" until I got a card with a good-lengthed secret history. If people are unhappy with those, we could change them, or leave them for when the wiki is released to the public. But, we should figure out how we'll select these articles in the future.

45
Dominion Strategy Wiki Feedback / Main page
« on: November 05, 2012, 07:13:28 am »
So far, I have done most of the editing, layout, and content of the Main Page. But, I am not a graphic or web designer and mostly just copied stuff from other wikis (mostly Wikipedia) and changed the colors to match the back of a Dominion card. So, if anyone thinks it looks bad and wants to work on it, I won't be offended in the least.

Additionally, even though the Dominion Cards template has been tons of help while getting card pages created, I'm thinking it doesn't belong on the Main Page - as a navbox, it seems sufficient to have it on all the card pages. I could be convinced otherwise if others like it there.

So, let's have this be a thread where we can discuss how the Main Page should look, and what sections it should include.

46
Always interesting to read these!

Poor Mrs. Vaccarino, had the idea that became the worst $5 card in Dominion.

47
Dominion Articles / Beggar
« on: October 22, 2012, 10:59:04 am »
Beggar


Beggar is the new Copper hipster. When we were all introduced to Dominion, we thought Coppers were cool. Who would want to trash them? Hipster Chapel, I guess. But, as time went by, we all realized that trashing Coppers was fun, and the hipsters started saying they liked Chapel before it was cool. Now the hipsters are back into Copper, and Beggar is their new retro king.

Before considering how to use it, let's take a look at what Beggar does. The action part is pretty simple, right? Gain 3 Coppers into your hand. But, it's more subtle than that. Beggar can be seen as a terminal Gold that comes with the drawback of three more Coppers in your deck. The reaction part of Beggar gains you two Silvers, one on top of your deck. This is also more subtle than it looks, and depends on what Attack card it is reacting to, as we will discuss in a bit.

As an Action
So, when would you want to use Beggar? Didn't we all learn long ago that Coppers are bad? Well, yes, they are bad in many engines. But, as most things in Dominion, it isn't as simple as that and it depends on the kingdom. Even in a thin engine, there may be a time and place for Beggar.

The thing to realize about Beggar is that $3 on a terminal Action is really good, especially on a $2 card. With a terminal Gold, it is easy to hit $5, $6, and even $7 on early hands, making it easier to get those important high-cost cards. The only downside is that you now have Copper clogging your deck. So, if you can play it in situations when you don't mind the extra Copper, it can be fantastic.

Another general use for Beggar is as a late-game buy to keep your money going strong as you start to green. If you can pick up a Beggar with an extra buy when you expect to see it only once or twice more until the end of the game, it can be used as a terminal Gold without worrying about the Coppers hurting your deck too much. In non-trimmed decks, this can make all the difference in hitting $8 more often than your opponent, and in thinned engine decks, it can boost you to $16 for the all-important double Province or $13 for Province + Duchy.

Early Beggars aren't good in straight Big Money or BM+draw decks - they conflict with drawing terminals, and aren't good enough on their own since the Coppers slow things down a bit too much. They also aren't good early in engines, where they put too many Coppers between important engine parts. As mentioned above, Beggar can be worthwhile later in both of these types of decks as a boost to large payoffs. In Curse or Ruins slogs where you aren't as worried about a few extra Coppers, Beggar can be more effective early, since it can help buy important Attack cards and Provinces and Duchies later. Additionally, Beggar's reaction provides a benefit when hit by the Attack cards that are slowing down the game.

One situation when extra Coppers don't hurt much is if you aiming for alternative Victory cards. Gardens are a natural fit, since playing Beggar allows you to gain 4 cards on a turn and all but guarantees enough money for a Gardens (see below for more detailed analysis). Beggar works decently well with other alt-VPs, namely Silk Road and Duke, and possibly Feodum if your opponents are going heavy on the Attacks. These strategies require a heavy density of Beggars, which is probably easiest to achieve if there is a source of cheap +Buy, especially if it is non-terminal such as Hamlet, Worker's Village, Forager, or Market Square. In these games you will want to load up on 4 or 5 Beggars, and then start hitting the Victory cards. Note that in games without cheap +Buy, these strategies will more likely end up being slogs than rushes.

Specific Card Combos
Some Action cards don't mind having a pile of Coppers around. Apothecary might be the strongest combo here, where Beggar can be the terminal after an Apothecary chain. The Apothecaries will just sweep up those extra Coppers to easily get to Province or Colony range. Non-terminal +Buy would definitely help here, both for Apothecary+ buys as well as Province+ buys.

Similarly, Counting House can be a good partner in an otherwise mediocre kingdom - you can easily get more than enough Coppers in your deck to get Colonies. Also, since Begger is a terminal Gold, it is easy to hit early $5 to get the Counting Houses. This should come with the usual caveat that Counting House is not a good card, and should only be attempted if no strong strategies are present.

Bank can also be one of Beggar's best friends (which is sort of ironic when you think about it). Bank has several properties that make it work well with Beggar. It is a Treasure, so you can play Beggar and Bank on the same turn without a village (unlike Counting House and Coppersmith). Beggars can help hit the high $7 cost early in the game. Plus, each time you play a Beggar and a Bank in the same hand, you are already guaranteed $7, which means you just need a Copper more to hit Province.

Gardens may be Beggars most powerful combo. Unlike just about any other board, it may be optimal to buy a straight Victory card on turn 1 or 2 with the opening Gardens/Beggar. This allows you to get a jump on the Gardens pile to almost guarantee an even split of the Gardens, if not a split in your favor. According to simulations performed by DStu, just buying Gardens / (Estate when Gardens are low) / Beggar / Copper wins against a basic Workshop / Gardens bot 80% of the time. When your opponent is not rushing the Gardens, you should buy Duchies once the Gardens are gone to help 3-pile and get more VP. This wins against a DoubleJack bot 75% of the time.

Even though Coppersmith + Beggar intuitively seems like it would work well, I think most of the time it will end up being more of a nombo than a combo. Coppersmith likes Coppers, but more of the time it prefers you just draw your starting Coppers on the same turn you play Coppersmith, not that you actually gain extra Coppers. Playing village then Beggar then Coppersmith is doable, though unlikely. And once you have played Beggar a few times, the extra Coppers make it difficult to line up your village + draw + Coppersmith for the big hands. If you are playing Beggar a lot, you may be able to expect at least 3 Coppers in hand with your Coppersmith, though you will be unlikely to hit the necessary 4 for a Province.

A few other cards may combo decently depending on the board. Stables will enjoy guaranteed Coppers to discard, though the Copper flood will limit the ability to build an engine. Philosopher's Stone, like Gardens, likes a thick deck and may be a decent option, especially with other Potion-cost cards present. If you have a Trader in hand, you can Beggar for 3 Silvers, albiet ones that go to your discard pile instead of your hand. Counterfeit, Moneylender, and Spice Trader can all trash Coppers for benefit, though in most cases it won't be worthwhile to go Beggar if you want to trash down your Coppers.

As mentioned earlier, Beggar can boost you into the expensive card zone early on, with Bank being the star of the show. Additionally, expensive cards like Goons, Hunting Grounds, Forge, and Alter may be willing to sacrifice having 3 extra Coppers to buy them early. On the other hand, cards like Grand Market, King's Court, Border Village, and Expand conflict with having lots of Coppers around, making an early Beggar not worthwhile to get to them. If you need to hit $5 on your first reshuffle for some important card (Witch and Mountebank come to mind), Beggar all but guarantees their purchase while giving some defense if your opponent is also grabbing attacks.

As a Reaction
You rarely want to buy Beggar solely for its reaction. But, if you were thinking about it anyway for its Action, you may be swayed further by its reactionary ability. Beggar is often happy to be hit by an Attack card. Gaining 2 Silvers is very good, unless you're going for a Treasureless deck, in which case why would you buy Beggar in the first place? Unlike Moat, and somewhat like Horse Traders, Beggar's reaction acts differently depending on what attack triggers it, making it a better defense against some Attacks than others.

Junkers: Beggar's reaction is probably weakest against Cursers and Looters. You still get the Silvers, but no other advantage. On the other hand, Beggar's action can be good in Curse slogs, so Beggar may still be worthwhile in these games. Beggar pairs well with Ambassador as described above, both for its action and reaction abilities.

Discard Attacks: Beggar is very good against many discard attacks. Against a vanilla discard attack like Militia, Beggar allows you to discard it to gain 2 Silvers, while reducing your hand size so that you have to discard one fewer card. This works great against Militia, Goons, Ghost Ship, and Urchin/Mercenary, and decently against Margrave. Beggar is an excellent counter to Pillage, since it removes itself from your hand, giving you 4 cards which makes you immune to Pillage. Similarly, Beggar allows you to dodge Minions if you wish, or you can choose not to reveal it if you don't like your hand. Beggar is bad against the targetted discards of Cutpurse and Bureaucrat, which don't care about handsize.

Deck Inspection Attacks: Though cards like Spy and Scrying Pool will usually discard the topdecked Silver, they are often played frequently and therefore you can expect them to be played when you have Beggar in hand. Beggar is not as good against Rabble, Fortune Teller, or Oracle, which will discard the topdecked Silver. It is pretty decent against Jester, which prefers to hit your really good cards or your really bad cards; Silver is in the middle ground which gives your opponent the least advantage.

Trashing attacks: Beggar somewhat protects against Thief and Noble Brigand, since you'll likely gain a Silver while giving your opponent a Silver. It is excellent against Saboteur, Rogue, and Knights, since the topdecked Silver protects your better cards. It is also great against Swindler, where you will gain a Silver and another $3 card. The one card you'll almost never want to reveal Beggar to is Pirate Ship - you will guarantee they'll hit Treasure.

Works with:
- Alt-VP, especially Gardens
- Apothecary
- Bank
- Counting House
- Hitting high price points early (Bank, Goons, Hunting Grounds, Forge, Alter)
- Buying late with an extra buy
- Discarding attacks and some trashing attacks

Conflicts with:
- Colonies
- Strong trashing
- Buying early in engines or BM
- Grand Market, King's Court, Border Village, Expand
- Pirate Ship
- Cutpurse
- Venture and Adventurer
- Poor House


EDIT1: Removed Ambassador paragraph.
EDIT2: Added Gardens paragraph referencing DStu's simulations.

48
Mini-Set Design Contest / rinkworks Thank You & His Contribution To This Set
« on: September 06, 2012, 09:53:44 am »
First of all, I would like to thank rinkworks for doing a great job organizing and running this contest to design a fan expansion. It has been tons of fun, will create an awesome fan expansion, and has kept me more involved in this community than I would be otherwise. I imagine it is a lot of work doing all the bookkeeping, making sure all your PMs get read and added to lists / votes correctly, etc. So, thanks!

I am also thinking it would be nice if rinkworks contributed one of the last cards to the set, since he put in so much work. Here are a few options:
  • rinkworks chooses one of his fan cards to add as the last card.
  • rinkworks chooses a set of his fan cards (as many as he likes), and has us vote on them to decide which is included. This way, he gets to have a card in voting, yet we all get to help him decide which one we like best.
  • rinkworks chooses his favorite fan-submitted card that didn't win any of the contests to add to the set.
My favorite is #2 - I think it would be fun and a good way to have rinkworks include one of his cards. But, I'm also open to the others or other suggestions!

49
Variants and Fan Cards / Card Idea: Gambler
« on: September 05, 2012, 07:02:41 am »
Gambler
$4 - Action
+$1
Do up to 5 times: Look at the top card of your deck and either discard it or put it back.
If there are cards in your discard pile, shuffle it and have the player to your left choose a card at random. If it is a Treasure, +$2.


Playing Gambler is a gamble. If the top card of your deck is a Witch that you want to play, you won't get any sifting out of it; if there are 4 Coppers there, you getting sifting plus a much better chance at an extra $2.

I'm not sure whether I like Treasure or Victory cards to be the one you want randomly drawn. If it is Treasure, you have to decide whether you want to keep Silvers and Golds on top of your deck or discard them for better odds. If it is Victory, you will almost always want to discard Victory cards from the top of your deck. But, there aren't as many Victory cards to start, so your chances aren't as good to hit them. What do you think?

50
Council Room Feedback / Mandarin Listed as Treasure
« on: August 23, 2012, 08:39:27 am »
I didn't think Mandarin was a Treasure...


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