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Dominion: Adventures Previews / Re: Favorite Cards
« on: April 18, 2015, 05:37:56 pm »
I love the art for the Peasant > Teacher series. I hope jsh will share this opinion.
For those discussing Wine Merchant, it's not great, but the trick is playing more than one Wine Merchant so that you only pay the $2 once for all of them.
Wine Merchant offers flexibility in springing for something high cost soon (say a King's Court, Prince, or Forge) and then buying some low cost engine part to go with it on your next turn.
No, we write articles and get +1s.
Sorry this is completely random, but would it ever be good on this board to buy Scouts as Forager fodder because coppers will stop your Scrying Pools from working?
You don't think HT is sufficient +buy once you're chaining KCs? You can get to overdrawing your deck pretty quickly and do things like triple-HT followed by triple-Lab to redraw everything you discarded. I played a few test games and emptied colonies in ~20 turns without stopping for Princess.
Based on the discussion in the other board, I am sure I am in the minority (at least of those speaking up), but I don't think the "combo" has to be so strong to be featured in a *short* article. Maybe combo is just too strong of a word, but I think that pointing out things like Goons/Watchtower and Horse Traders/Duke are very useful for someone who is learning the game. Perhaps "interesting interaction" articles would sound more palatable.
I know some people don't think Combo articles are worthwhile anymore, but that is one I hadn't seen before. I think it is more worthy of a short combo article of anything I've seen mentioned in a while. (Related also to the "Bring back the front page" discussion)
I guess that's true, but if it's a game where you really can't afford anything better than a $2, why would you need the extra buys? And if it's some leftover change after a Province or double Province, you probably don't want to go mucking up your deck with a terminal copper.
A lot of what's great about Ironworks is how its nonterminal when you want it to be and you gain one card for each Ironworks you have in hand - and those advantages in a way apply to CSM.
I get it, it's there, but it's a small thing and I think the rule of awarding ties with unequal turns to player two does enough to mitigate it.
And bad draws, well, YMYOSL.
As for tourneys, any tourney worth playing in will have opponents play equal numbers of games as player one anyway.
Maybe first player matters more in some games than others but, hey, it's a card game, there's some randomness involved.
If you really want to make a tourney as fair as possible, you can play each kingdom twice taking turns as player one.
I personally don't believe it's that big a deal.
Usually the better player wins.