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Dominion General Discussion / Re: Trickiest cards to play well?
« on: April 03, 2012, 12:58:33 pm »
Saboteur
If you believe public information can't be legitimately tracked, why is it OK to track it mentally? Can I pause to commit score changes to memory? Can I count points on my fingers? Can I make up a little rhyme about the current score every time it changes? What if I'm rhyming in code that only I understand; is that better or worse? Where exactly on the scale of practicality is this bright line you have in mind between public information tracking that is OK vs. that which is against the rules and constitutes a variant separate from the official game?
You know, one thing I want to say about hinterlands... many of the cards that were previously 'must-buys' are well-countered.
Postulate: Hinterlands cards make Trash-for-benefit cards better.
Hinterlands seems to include a plethora of cards that allow you to increase deck-size overall faster than the usual "buy 1 card per turn" paradigm (cards that we know of now that can do that: Border Village, Trader, Develop, Ill Gotten Gains, and Nomad Camp gives you +buy). Trader and Develop in particular are going to result in a lot of mediocre cards (Silvers, $3s, and $2s), that will be good fuel for, say, Apprentices or other TfB. But, hey, while you might ordinarily flinch at feeding a $6 card into a TfB, why not a $6 Village that you got by overpaying for a $5 Action that you REALLY wanted? Okay, the Coppers from IGG are unlikely to result in wildly useful TfB, but maybe if you're playing a Hinterlands heavy deck, you traded them for Silvers.
Develop being both TfB and deck-size increasing is, if my postulate is correct, slightly insane.
Huh. So it seems the cheating thing was just a tiny side note, though it's hard to tell from the thread linked just how much that situation escalated.
In any case, I think between theory's and rrenaud's experiences, and the thread about the GenCon tourney, I won't be joining tournaments that are 1-on-1, just based on the possibility of kingmaking. Especially true if it's a three-games-per-round format, which would make having 3- and 4-player games terrible.