Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Qvist

Filter to certain boards:

Pages: 1 [2] 3 4 ... 6
26
Dominion General Discussion / The Dominion Cards Lists 2015 Edition: Prizes
« on: November 17, 2015, 11:30:50 am »
The Best Prizes

68 votes in this list.

#5 =0 Bag of Gold Weighted Average: 8.8% ▼3.1pp / Unweighted Average: 11.8% / Median: 0% / Standard Deviation: 15.1%

Bag of Gold is the worst prize again while being 3pp worse. It has the lowest deviation in this list. It was voted last 40 times and never above #3.
#4 =0 Diadem Weighted Average: 17.2% ▲3.1pp / Unweighted Average: 16.5% / Median: 25.0% / Standard Deviation: 15.8%

Diadem stays on the same rank as well but it is 3pp better. It was voted 26 times last and only on #4 and #5 except once where it was voted first.
#3 =0 Princess Weighted Average: 56.1% ▲0.6pp / Unweighted Average: 55.5% / Median: 50.0% / Standard Deviation: 16.5%

We're making the biggest jump in this list: Princess stays as well where it was and has also basically the same average value. It was voted last once and 4 times first.
#2 =0 Trusty Steed Weighted Average: 78.2% ▲5.0pp / Unweighted Average: 77.6% / Median: 75.0% / Standard Deviation: 16.7%

Trusty Steed made the biggest jump in this list: it's 5pp better, but still on the same rank. It was voted first 18 times, never last and once on #4.
#1 =0 Followers Weighted Average: 89.8% ▼5.7pp / Unweighted Average: 88.6% / Median: 100% / Standard Deviation: 18.9%

Followers is still #1, but lost the most in this list, nearly 6pp. It is also the card with the highest deviation in this list. It was voted first 45 times and always between #1 and #3 except once where it was voted last.

27
The Best Cards - Part 1/6

60+ votes for Adventures cards, 86+ votes for the rest.

#66 =0 Scout (Intrigue) Weighted Average: 3.6% ▼0.9pp / Unweighted Average: 5.7% / Median: 0% =0pp / Standard Deviation: 14.3%

Scout is the worst $4 card again. It hasn't the lowest deviation anymore, but is still clearly last. It was voted last 54 times, more than half the voters. It was voted twice above average, even on the first rank once.
#65 =0 Thief (Base) Weighted Average: 6.0% ▼2.8pp / Unweighted Average: 7.0% / Median: 3.5% ▼0.1pp / Standard Deviation: 9.4%

Thief is also on the same rank with a worse average value. It has the lowest deviation in this list. It was voted last 10 times and once above average.
#64 ▼3 Navigator (Seaside) Weighted Average: 11.8% ▼5.7pp / Unweighted Average: 12.9% / Median: 9.5% ▼4.8pp / Standard Deviation: 12.3%

We're making a jump of almost 6pp and we're finding Navigator which lost 3 ranks. It has the second lowest deviation in this list. It was voted 4 times last and 4 times above average.
#63 ▲1 Feast (Base) Weighted Average: 12.2% ▼0.9pp / Unweighted Average: 13.6% / Median: 9.2% ▼1.5pp / Standard Deviation: 14.6%

After losing quite a lot last year, Feast is one rank higher this time although it is slightly worse than last year. It was voted last 3 times and 3 times above average as well.
#62 =0 Treasure Map (Seaside) Weighted Average: 13.8% ▼2.4pp / Unweighted Average: 15.5% / Median: 12.3% ▼2.0pp / Standard Deviation: 12.8%

Treasure Map stayed where it was, but it is slightly weaker than last year. It has the fourth lowest deviation in this list. It was voted last 3 times and above average twice.
#61 ▼3 Pirate Ship (Seaside) Weighted Average: 14.3% ▼5.0pp / Unweighted Average: 17.1% / Median: 9.8% ▼6.3pp / Standard Deviation: 20.5%

Pirate Ship is 3 ranks and 5pp worse. It has a pretty high deviation for such a low ranked card. It would be one rank higher in the unweighted ranking. It was voted 5 times last and 7 times above average.
#60 ▼1 Bureaucrat (Base) Weighted Average: 15.8% ▼2.0pp / Unweighted Average: 17.5% / Median: 14.3% ▼5.3pp / Standard Deviation: 12.5%

Bureaucrat is one rank and 2pp worse than last year. It has the third lowest deviation in this list. It would be one rank higher in the unweighted list. It was voted last once and 3 times above average.
#59 ▲4 Coppersmith (Intrigue) Weighted Average: 15.9% ▲0.6pp / Unweighted Average: 17.6% / Median: 13.1% ▲0.6pp / Standard Deviation: 14.1%

Coppersmith is 4 ranks better while having only a slightly better average value. It has only a small lead of 0.04pp over Bureaucrat and would be one rank higher in the unweighted list. It was voted 3 times above average.
#58 ▲2 Spy (Base) Weighted Average: 16.4% ▼1.1pp / Unweighted Average: 16.7% / Median: 12.5% ▼1.8pp / Standard Deviation: 14.0%

Spy is 2 ranks better although it is slightly worse in average. It would be 3 ranks worse in the unweighted ranking. It has one last rank and 5 votes above 50%.   
#57 ▼3 Taxman (Guilds) Weighted Average: 20.8% ▼7.2pp / Unweighted Average: 24.3% / Median: 19.6% ▼7.2pp / Standard Deviation: 16.4%

We're making a jump of over 4pp. Taxman is over 7pp and 3 ranks worse. It was voted 8 times above average.
#56 ▲1 Talisman (Prosperity) Weighted Average: 23.6% ▲2.3pp / Unweighted Average: 26.0% / Median: 21.9% ▲4.0pp / Standard Deviation: 17.2%

Talisman is one rank higher than last year. It would be 2 ranks higher in the unweighted ranking. It was voted last once and 12 times above average.

28
The Best Cards - Part 1/4

61+ votes for Adventures cards, 98+ votes for the rest.

#43 =0 Chancellor (Base) Weighted Average: 8.5% ▲0.3pp / Unweighted Average: 10.1% / Median: 3.0% ▼3.1pp / Standard Deviation: 15.2%

Chancellor stays the worst card in this list while having almost the same average. It has also a pretty low deviation. It was voted last 37 times and 4 times above average.
#42 ▼1 Great Hall (Intrigue) Weighted Average: 14.1% ▼2.7pp / Unweighted Average: 16.6% / Median: 9.8% ▼8.4pp / Standard Deviation: 17.1%

Great Hall is one rank worse and has a worse average value. It still has a lead over Chancellor of over 5pp. It was voted last 11 times and 4 times above average.
#41 ▲1 Woodcutter (Base) Weighted Average: 15.4% ▲0.1pp / Unweighted Average: 17.6% / Median: 10.5% ▲1.4pp / Standard Deviation: 19.9%

Woodcutter has basically the same average value, but is one rank higher. It would be one rank higher in the unweighted ranking. It was voted last 8 times and 9 times above 50%.
#40 ▼2 Fortune Teller (Cornucopia) Weighted Average: 16.5% ▼9.2pp / Unweighted Average: 16.6% / Median: 11.9% ▼16.4pp / Standard Deviation: 16.2%

Fortune Teller made a big drop of over 9pp and 2 ranks. It has also a pretty low deviation. It would be one rank lower in the unweighted ranking - on the same rank as Great Hall. It was voted last 8 times and 5 times above average, even once on the first rank.
#39 ▼3 Trade Route (Prosperity) Weighted Average: 21.0% ▼10.2pp / Unweighted Average: 25.3% / Median: 19.1% ▼11.2pp / Standard Deviation: 19.1%

Trade Route made an even bigger drop of over 10pp and 3 ranks! It would be one rank higher in the unweighted list. It was voted last once and 12 times above average.
#38 ▼7 Masterpiece (Guilds) Weighted Average: 24.1% ▼14.5pp / Unweighted Average: 26.8% / Median: 21.4% ▼11.9pp / Standard Deviation: 21.3%

And Masterpiece made an even even bigger drop of over 14pp and 7 ranks! It would be still one rank higher in the unweighted list. It was voted last 3 times and 16 times above average.
#37 ▲3 Develop (Hinterlands) Weighted Average: 24.9% ▲2.0pp / Unweighted Average: 24.6% / Median: 19.2% ▲1.0pp / Standard Deviation: 18.0%

Develop is slightly better, but climbed 3 ranks. It would be 2 ranks lower in the unweighted ranking. It was voted last 3 times and 13 times above average.
#36 ▼2 Sage (Dark Ages) Weighted Average: 25.6% ▼7.9pp / Unweighted Average: 29.0% / Median: 24.2% ▼9.1pp / Standard Deviation: 22.2%

After losing 5 ranks and 13pp last year, Sage lost again nearly 8pp and 2 ranks. It has the highest deviation in this list so far. It would be 2 ranks higher in the unweighted list. It was voted 6 times last and 15 times above average.
#35 ▲2 Loan (Prosperity) Weighted Average: 26.4% ▼2.6pp / Unweighted Average: 26.8% / Median: 23.8% ▼0.4pp / Standard Deviation: 20.1%

Loan is slightly worse than last year, but is still 2 ranks higher. It would be one rank lower in the unweighted list. It was voted 6 times last and 11 times above 50%.
#34 ▲5 Workshop (Base) Weighted Average: 27.2% ▲2.7pp / Unweighted Average: 27.4% / Median: 23.8% ▲2.6pp / Standard Deviation: 16.6%

Workshop is slightly better than last year, but is now 5 ranks higher! It has a pretty low deviation. It would be one rank lower in the unweighted list. It was voted last once and 13 times above average.
#33 Caravan Guard (Adventures) Weighted Average: 29.3% / Unweighted Average: 29.1% / Median: 26.2% / Standard Deviation: 19.6%

Caravan Guard is the first new Adventures card. It was voted last twice and 7 times above average.

29
70+ votes for Adventures cards, 105+ votes for the rest.

The Best - Cards (Part 1/3)

#33 ▼1 Duchess (Hinterlands) Weighted Average: 9.4% ▼2.7pp / Unweighted Average: 10.4% / Median: 6.3% ▼3.2pp / Standard Deviation: 14.1%

Duchess is back in the last place just like in 2012 Edition 1. It has the second lowest deviation in this list. It has 26 last votes and no votes above 50% except one who voted it first!
#32 ▲1 Secret Chamber (Intrigue) Weighted Average: 10.0% ▼1.0pp / Unweighted Average: 11.3% / Median: 4.8% ▼4.7pp / Standard Deviation: 16.9%

Secret Chamber is not the worst $2 card anymore, with a lead of 0.6pp, but it still lost 1pp. It has more last places than Duchess though: 28. But it was voted 6 times above 50%. It has still a pretty low deviation.
#31 ▼1 Herbalist (Alchemy) Weighted Average: 15.5% ▼6.3pp / Unweighted Average: 16.7% / Median: 12.5%  ▼6.6pp / Standard Deviation: 15.4%

Herbalist lost over 6pp and one place, but is still over 5pp better than Secret Chamber.  The agreement is much higher; it has the third lowest deviation. It has 11 last places and 3 votes above 50%.
#30 ▲1 Pearl Diver (Seaside) Weighted Average: 17.3% ▲1.6pp / Unweighted Average: 20.3% / Median: 15.6% ▲1.3pp / Standard Deviation: 19.7%

Pearl Diver is slightly better and one rank higher. It was voted last 11 times and 8 times above average.
#29 =0 Beggar (Dark Ages) Weighted Average: 21.4% ▼9.2pp / Unweighted Average: 22.8% / Median: 18.8% ▼9.8pp / Standard Deviation: 18.3%

Beggar lost quite a lot, but stays still on the same rank. It was voted 5 times last and 9 times above 50%.
#28 ▼3 Embargo (Seaside) Weighted Average: 26.9% ▼13.8pp / Unweighted Average: 29.4% / Median: 28.1% ▼10.0pp / Standard Deviation: 18.7%

Embargo is one of the biggest losers. It's over 13pp worse than last time and lost 3 ranks. It was voted last 4 times and 9 times above average.
#27 Quest (Adventures) Weighted Average: 29.4% / Unweighted Average: 30.2% / Median: 25.0% / Standard Deviation: 20.9%

Quest is the worst of the new Adventures cards. It was voted last once and 12 times above 50%.
#26 Scouting Party (Adventures) Weighted Average: 31.6% / Unweighted Average: 33.5% / Median: 28.1% / Standard Deviation: 23.4%

And the second Adventures cards follows immediately. It has a pretty high deviation. It was voted last once and 16 times above average.
#25 ▼1 Poor House (Dark Ages) Weighted Average: 31.7% ▼6.1pp / Unweighted Average: 33.1% / Median: 28.1% ▼10.0pp / Standard Deviation: 21.8%

Poor House is definitely worse than last time and lost one rank. It has only a lead of 0.1pp over Scouting Party. In the unweighted average it's even below Scouting Party. It was voted last 3 times and 10 times above 70%.
#24 ▲2 Moat (Base) Weighted Average: 35.3% ▲1.4pp / Unweighted Average: 33.4% / Median: 29.2% ▲0.6pp / Standard Deviation: 19.7%

Moat is slightly better than last time, but is even 2 ranks higher. It has only a lead of 0.3pp in the unweighted average over Poor House. It was voted last 3 times and 8 times above 70%.
#23 ▲2 Vagrant (Dark Ages) Weighted Average: 36.6% ▲0.2pp / Unweighted Average: 36.5% / Median: 34.4% ▲1.1pp / Standard Deviation: 17.3%

Vagrant almost stayed the same, but is just like Moat 2 ranks higher than last time. It has a pretty low deviation. It was voted last twice and only 3 times above 70%.

30
Dominion General Discussion / The Dominion Cards Lists 2015 Edition: Ruins
« on: November 03, 2015, 07:52:47 am »
I received 69 votes for this list.

The Ruins

#5 =0 Ruined Village (Dark Ages) Weighted Average: 0.3% ▼2.0pp / Unweighted Average: 1.5% / Median: 0% =0pp / Standard Deviation: 12.0%

There is no doubt this is the worst Ruin you can possibly get, even less doubt than before. Everyone voted it last except one person who voted it first.
#4 =0 Ruined Library (Dark Ages) Weighted Average: 46.7% ▼2.6pp / Unweighted Average: 46.4% / Median: 50% =0pp / Standard Deviation: 23.8%

Again the closest battle was between #4 and #3. Ruined Library is the second worse Ruin again with a slightly worse average. It was voted last once and 3 times first.
#3 =0 Survivors (Dark Ages) Weighted Average: 50.5% ▼3.0pp / Unweighted Average: 49.6% / Median: 50% =0pp / Standard Deviation: 24.6%

Survivors is still #3 with a slightly weaker average as well. I was voted first 6 times.
#2 ▼1 Abandoned Mine (Dark Ages) Weighted Average: 72.9% ▼6.8pp / Unweighted Average: 73.4% / Median: 75% =0pp / Standard Deviation: 24.4%

Abandoned Mine lost quite a bit in points and isn't on #1 anymore. It was voted first 25 times.
#1 ▲1 Ruined Market (Dark Ages) Weighted Average: 79.5% ▲14.1pp / Unweighted Average: 78.4% / Median: 75% ▲25.0pp / Standard Deviation: 25.3%

Ruined Market is again the Ruin with the most disagreement, but now it made a big jump is now on #1. It was voted first 34 times.

31
Dominion General Discussion / The Dominion Cards Lists 2015 Edition
« on: October 12, 2015, 09:17:46 am »
Three years passed since the first Dominion Card Lists were compiled, the skill level of all players raised and a lot of new knowledge is gained. A new expansion was released and everyone is eager to learn how the new cards rank. That means it's time for the 2015 edition of the Dominion Card Lists.

What do you have to do?
If you like to contribute, go to http://www.qvist.de/dommesh
I'm not the best web designer to make it look nice, but it works. There you can order the cards either all at once in a big list or by comparing two cards at a time. If you do the latter, the app will tell you when you're done and no new "card duel" is available anymore. I didn't include a registration or anything like that for this simple app. You can just login by your Goko name and any password you like. The next time you login you just have to remember the password you've set on your first login. I expect that nobody will trick me by using a user name of anyone else. I will also still accept PMs if you still want to do that in the old fashioned way. If you send me a PM please be sure that you put each card in order and don't miss any. If you don't know an expansion very well you can choose to leave it out. But be sure that if you want to include a card of a specific expansion, you have ro rank all cards of the expansion. There are no restriction with Promo cards, so if you don't know Summon very well, you can leave it out.

Cards are only counted if they are kingdom cards, so no Copper, Silver, Gold, Platinum, Potion, Estate, Duchy, Province, Colony, Curse, Prizes, Shelters, Ruins, Spoils, Madman, Mercenary, individual Knights, Treasure Hunter, Warrior, Hero, Champion, Soldier, Fugitive, Disciple or Teacher are allowed. If you want to look up the card texts and also the last year's lists, just go to our wiki. http://wiki.dominionstrategy.com
If you submit your list, you also agree that I may give this to third party, like theory or rrenaud. If you don't agree send me a PM.

If you've submitted last year, I will not take your last submission into account.
But if you didn't save your last year's submission and you need it, feel free to PM me and I will send it to you.
Just arrange the cards for your ranking with the best card going first and the worst on the last position.

I included extra lists for Prizes, individual Knights, Ruins and Events. These are optional, you don't have to rank them if you don't want.
You can also if you want rank all the kingdom cards in one big list, just like Wandering Winder did. This is also optional as this takes a lot of time.
If you want PM me, this list should be subdivided into several lists, containing:
33 $0-$2 cards, 43 $3 cards, 66 $4 cards, 83 $5 cards, 22 $6+ cards, 10 Potion cards = 257

Usual disclaimer: This list should cause discussion not hassle. Of course it's difficult to compare some of the cards because pretty much every card has some situations where it shines and situations where it doesn't. This isn't a scientific list, just a compiled list of the community's opinion of the best cards.

Card List:
Code: [Select]
33 $0-$2 cards
Cellar (Base)
Chapel (Base)
Moat (Base)
Courtyard (Intrigue)
Pawn (Intrigue)
Secret Chamber (Intrigue)
Embargo (Seaside)
Haven (Seaside)
Lighthouse (Seaside)
Native Village (Seaside)
Pearl Diver (Seaside)
Herbalist (Alchemy)
Hamlet (Cornucopia)
Crossroads (Hinterlands)
Duchess (Hinterlands)
Fool's Gold (Hinterlands)
Beggar (Dark Ages)
Poor House (Dark Ages)
Squire (Dark Ages)
Vagrant (Dark Ages)
Candlestick Maker (Guilds)
Stonemason (Guilds)
Coin of the Realm (Adventures)
Page (Adventures)
Peasant (Adventures)
Ratcatcher (Adventures)
Raze (Adventures)
Alms (Adventures)
Borrow (Adventures)
Quest (Adventures)
Save (Adventures)
Scouting Party (Adventures)
Travelling Fair (Adventures)


43 $3 cards
Chancellor (Base)
Village (Base)
Woodcutter (Base)
Workshop (Base)
Great Hall (Intrigue)
Masquerade (Intrigue)
Shanty Town (Intrigue)
Steward (Intrigue)
Swindler (Intrigue)
Wishing Well (Intrigue)
Ambassador (Seaside)
Fishing Village (Seaside)
Lookout (Seaside)
Smugglers (Seaside)
Warehouse (Seaside)
Loan (Prosperity)
Trade Route (Prosperity)
Watchtower (Prosperity)
Fortune Teller (Cornucopia)
Menagerie (Cornucopia)
Develop (Hinterlands)
Oasis (Hinterlands)
Oracle (Hinterlands)
Scheme (Hinterlands)
Tunnel (Hinterlands)
Forager (Dark Ages)
Hermit/Madman (Dark Ages)
Market Square (Dark Ages)
Sage (Dark Ages)
Storeroom (Dark Ages)
Urchin/Mercenary (Dark Ages)
Doctor (Guilds)
Masterpiece (Guilds)
Amulet (Adventures)
Caravan Guard (Adventures)
Dungeon (Adventures)
Gear (Adventures)
Guide (Adventures)
Bonfire (Adventures)
Expedition (Adventures)
Ferry (Adventures)
Plan (Adventures)
Black Market (Promo)

66 $4 cards
Bureaucrat (Base)
Feast (Base)
Gardens (Base)
Militia (Base)
Moneylender (Base)
Remodel (Base)
Smithy (Base)
Spy (Base)
Thief (Base)
Throne Room (Base)
Baron (Intrigue)
Bridge (Intrigue)
Conspirator (Intrigue)
Coppersmith (Intrigue)
Ironworks (Intrigue)
Mining Village (Intrigue)
Scout (Intrigue)
Caravan (Seaside)
Cutpurse (Seaside)
Island (Seaside)
Navigator (Seaside)
Pirate Ship (Seaside)
Salvager (Seaside)
Sea Hag (Seaside)
Treasure Map (Seaside)
Bishop (Prosperity)
Monument (Prosperity)
Quarry (Prosperity)
Talisman (Prosperity)
Worker's Village (Prosperity)
Farming Village (Cornucopia)
Horse Traders (Cornucopia)
Remake (Cornucopia)
Tournament (Cornucopia)
Young Witch (Cornucopia)
Jack of all Trades (Hinterlands)
Noble Brigand (Hinterlands)
Nomad Camp (Hinterlands)
Silk Road (Hinterlands)
Spice Merchant (Hinterlands)
Trader (Hinterlands)
Armory (Dark Ages)
Death Cart (Dark Ages)
Feodum (Dark Ages)
Fortress (Dark Ages)
Ironmonger (Dark Ages)
Marauder (Dark Ages)
Procession (Dark Ages)
Rats (Dark Ages)
Scavenger (Dark Ages)
Wandering Minstrel (Dark Ages)
Advisor (Guilds)
Herald (Guilds)
Plaza (Guilds)
Taxman (Guilds)
Duplicate (Adventures)
Magpie (Adventures)
Messenger (Adventures)
Miser (Adventures)
Port (Adventures)
Ranger (Adventures)
Transmogrify (Adventures)
Mission (Adventures)
Pilgrimage (Adventures)
Envoy (Promo)
Walled Village (Promo)


83 $5 cards
Council Room (Base)
Festival (Base)
Laboratory (Base)
Library (Base)
Market (Base)
Mine (Base)
Witch (Base)
Duke (Intrigue)
Minion (Intrigue)
Saboteur (Intrigue)
Torturer (Intrigue)
Trading Post (Intrigue)
Tribute (Intrigue)
Upgrade (Intrigue)
Bazaar (Seaside)
Explorer (Seaside)
Ghost Ship (Seaside)
Merchant Ship (Seaside)
Outpost (Seaside)
Tactician (Seaside)
Treasury (Seaside)
Wharf (Seaside)
Apprentice (Alchemy)
City (Prosperity)
Contraband (Prosperity)
Counting House (Prosperity)
Mint (Prosperity)
Mountebank (Prosperity)
Rabble (Prosperity)
Royal Seal (Prosperity)
Vault (Prosperity)
Venture (Prosperity)
Harvest (Cornucopia)
Horn of Plenty (Cornucopia)
Hunting Party (Cornucopia)
Jester (Cornucopia)
Cache (Hinterlands)
Cartographer (Hinterlands)
Embassy (Hinterlands)
Haggler (Hinterlands)
Highway (Hinterlands)
Ill-Gotten Gains (Hinterlands)
Inn (Hinterlands)
Mandarin (Hinterlands)
Margrave (Hinterlands)
Stables (Hinterlands)
Bandit Camp (Dark Ages)
Band of Misfits (Dark Ages)
Catacombs (Dark Ages)
Counterfeit (Dark Ages)
Count (Dark Ages)
Cultist (Dark Ages)
Graverobber (Dark Ages)
Junk Dealer (Dark Ages)
Knights (Dark Ages)
Mystic (Dark Ages)
Pillage (Dark Ages)
Rebuild (Dark Ages)
Rogue (Dark Ages)
Baker (Guilds)
Butcher (Guilds)
Journeyman (Guilds)
Merchant Guild (Guilds)
Soothsayer (Guilds)
Artificer (Adventures)
Bridge Troll (Adventures)
Distant Lands (Adventures)
Giant (Adventures)
Haunted Woods (Adventures)
Lost City (Adventures)
Relic (Adventures)
Royal Carriage (Adventures)
Storyteller (Adventures)
Swamp Hag (Adventures)
Treasure Trove (Adventures)
Wine Merchant (Adventures)
Ball (Adventures)
Raid (Adventures)
Seaway (Adventures)
Trade (Adventures)
Governor (Promo)
Stash (Promo)
Summon (Promo)


21 $6+ cards
Adventurer (Base)
Harem (Intrigue)
Nobles (Intrigue)
Goons (Prosperity)
Grand Market (Prosperity)
Hoard (Prosperity)
Bank (Prosperity)
Expand (Prosperity)
Forge (Prosperity)
King's Court (Prosperity)
Peddler (Prosperity)
Fairgrounds (Cornucopia)
Border Village (Hinterlands)
Farmland (Hinterlands)
Altar (Dark Ages)
Hunting Grounds (Dark Ages)
Hireling (Adventures)
Lost Arts (Adventures)
Training (Adventures)
Inheritance (Adventures)
Pathfinding (Adventures)
Prince (Promo)


10 Potion cards
Transmute (Alchemy)
Vineyard (Alchemy)
Apothecary (Alchemy)
Scrying Pool (Alchemy)
University (Alchemy)
Alchemist (Alchemy)
Familiar (Alchemy)
Philosopher's Stone (Alchemy)
Golem (Alchemy)
Possession (Alchemy)

What else?
Submission deadline is the 31st of October 11:59pm UTC.
Each card will get a percentage value based on the rank. So your best card gets 100% and your worst gets 0%. This will result in a compiled list of all of your lists.
When I post the results, I will also include the ususal statistic data. I will leave out my comments this time to not let you wait that long between posting my results.
If you encounter some bugs, just send me a PM and I'll fix them ASAP.

Let's see how many submissions we get this time. The more we get the better the rankings will be. I can't wait to get your submissions. If you have any questions, ask them here.


Results:

Ruins
$0-$2 cards
$3 cards
$4 cards
Prizes
$5 cards
Knights
$6+ cards
Potion cost cards
Events

32
Tournaments and Events / Dominion Team World Cup II discussion thread
« on: January 02, 2015, 07:21:05 am »
Here you can discuss game reports, guess who will win, etc.
Basically everything else what doesn't belong in the Results thread.

33
Tournaments and Events / Dominion Team World Cup II (Results Only)
« on: January 02, 2015, 07:20:09 am »
Group A
Japan [1]

A: hiroki [4]
B: Rene Kuroi [5]
C: yuuna_tu [11]
D: moharimo [12]
Subs: kouki_arasu
Germany [4]

A: silverspawn [7]
B: RTT [14]
C: Qvist [15]
D: Psyduck [22]
Subs: Assemble Meme, GwinnR, Leo1997
United States [6] 

A: Mic Qsenoch [1]
B: Adam Horton [20]
C: liopoil [27]
D: dudeabides [25]
Subs: Breezin
Finland [7]

A: awaclus [18]
B: Jean-Michel [21]
C: Eevee [24]
D: Julle [34]
Russia [10]

A: Burning Skull [29]
B: rogavka [35]
C: EgorK [36]
D: Lalight [38]
Group B
Netherlands [2] 

A: Stef [2]
B: SheCantSayNo [8]
C: florrat [10]
D: Victor Savenije [33]
Subs: Hugovj
United Kingdom [3]

A: DG [3]
B: Rabid [9]
C: qmech [16]
D: Joseph2302 [37]
Japan B [5]

A: yudai214 [13]
B: YOSHIBALL [17]
C: nnn [23]
D: kassy [26]
Subs: kouki_arasu
France [8]

A: Monsieur X [6]
B: gamesou [19]
C: HarryPeteur [31]
D: Emeric [32]
United States B [9]

A: andwilk [30]
B: Warrior [28]
C: NickSorbello [39]
D: Dornith [40]
Subs: Breezin



Group A

5th - 18th January
Germany - United States 0:4 
silverspawn - Mic Qsenoch 1:5
RTT - Adam Horton 2:4
Qvist - liopoil 2:4
Psyduck - dudeabides 2:4

Finland - Russia 3:1
awaclus - Burning Skull 5:1
Jean-Michel - rogavka 5:1
Eevee - EgorK 0:6
Julle - Lalight 4:2

19th - 25th January
Japan - Russia 4:0
hiroki - Burning Skull 4:2
Rene Kuroi - rogavka 6:0
yuuna_tu - EgorK 5:1
moharimo - Lalight 4:2

Germany - Finland 2.5:1.5
RTT - awaclus 4.5:1.5
Qvist - Jean-Michel 2:4
Psyduck - Eevee 3:3
Assemble Meme - Julle 6:0

26th January - 1st February
Japan - Finland 2.5:1.5
hiroki - awaclus 3:3
Rene Kuroi - Jean-Michel 2:4
yuuna_tu - Eevee 6:0
moharimo - Julle 6:0

United States - Russia 4:0
Mic Qsenoch - Burning Skull 4.5:1.5
Adam Horton - rogavka 5:1
liopoil - EgorK 4:2
dudeabides - Lalight 6:0

2nd - 8th February
Japan - United States 1.5:2.5
hiroki - Mic Qsenoch 4:2
Rene Kuroi - Adam Horton 3:3
yuuna_tu - liopoil 0:6
moharimo - dudeabides 2:4

Germany - Russia 2.5:1.5
RTT - Burning Skull 1:5
Qvist - rogavka 4:2
Psyduck - EgorK 3:3
Assemble Meme - Lalight - 4:2

9th - 22nd February
Japan - Germany 2.5:1.5
hiroki - RTT 2.5:3.5
Rene Kuroi - Qvist 4:2
yuuna_tu - Psyduck 5:1
moharimo - Assemble Meme 3:3

United States - Finland 3.5:0.5
Mic Qsenoch - awaclus 3:3
Adam Horton - Jean-Michel 4:2
liopoil - Eevee 6:0
dudeabides - Julle 6:0

TeamMPGP
1. United States14:270.5:25.5
2. Japan10.5:5.559.5:36.5
3. Germany6.5:9.544:52
4. Finland6.5:9.534.5:61.5
5. Russia2.5:13.531.5:64.5
Group B

5th - 18th January
United Kingdom - Japan B 2:2
DG - yudai214 2:4
Rabid - YOSHIBALL 3.5:2.5
qmech - nnn 4:2
Joseph2302 - kassy 2:4

France - United States B 1.5:2.5
Monsieur X - andwilk 1.5:4.5
gamesou - Warrior 2:4
HarryPeteur - NickSorbello 3:3
Emeric - Dornith 4:2

19th - 25th January
Netherlands - United States B 3.5:0.5
Stef - andwilk 6:0
SheCantSayNo - jsh357 4:2
florrat - NickSorbello 3:3
Victor Savenije - Dornith 5:1

United Kingdom - France 2.5:1.5
DG - Monsieur X 2:4
Rabid - gamesou 3:3
qmech - HarryPeteur 4.5:1.5
Joseph2302 - Emeric 3.5:2.5

26th January - 1st February
Netherlands - France 2.5:1.5
Stef - Monsieur X 5:1
SheCantSayNo - gamesou 3:3
florrat - HarryPeteur 5:1
Victor Savenije - Emeric 1:5

Japan B - United States B 2:2
yudai214 - andwilk 1.5:4.5
YOSHIBALL - jsh357 2:4
nnn - NickSorbello 4:2
kassy - Dornith 4:2

2nd - 8th February
Netherlands - Japan B 1:3
Stef - yudai214 4:2
SheCantSayNo - YOSHIBALL 1:5
florrat - nnn 2:4
Hugovj - kassy 1:5

United Kingdom - United States B 4:0
DG - andwilk 5:1
Rabid - jsh357 5:1
qmech - NickSorbello 5:1
Joseph2302 - Dornith 5:1

9th - 22nd February
Netherlands - United Kingdom 3.5:0.5
Stef - DG 4:2
SheCantSayNo - Rabid 3.9:2.1
florrat - qmech 3:3
Victor Savenije - Joseph2302 4:2

Japan B - France 4:0
yudai214 - Monsieur X 4:2
YOSHIBALL - gamesou 4:2
nnn - HarryPeteur 4.5:1.5
kassy - Emeric 4:2

TeamMPGP
1. Japan B11:556.5:39.5
2. Netherlands10.5:5.554.9:41.1
3. United Kingdom9:753.6:42.4
4. United States B5:1136:60
5. France4.5:11.539:57



Playoffs - Semi-finals

23rd February - 8th March
United States - Netherlands 1.5:2.5
Mic Qsenoch - Stef 3:3
Adam Horton - SheCantSayNo 2:4
liopoil - florrat 2:4
dudeabides - Victor Savenije 4:2

Japan - Japan B 2:2.5
hiroki - yudai214 3:3
Rene Kuroi - YOSHIBALL 2:4
yuuna_tu - nnn 3:3
moharimo - kassy 4:2

hiroki - yudai214 2:3

Playoffs - Finals

9th - 15th March
Netherlands - Japan B 3.5:0.5
Stef - yudai214 4:2
SheCantSayNo - YOSHIBALL 3:3
florrat - nnn 4:2
Victor Savenije - kassy 3.5:2.5

34
Dominion League / Season 5 - game reports C
« on: December 13, 2014, 07:40:58 am »
My game against Joseph2302:



35
Signup:

Everyone can signup. Please name your Goko username, your nationality and if you own the sets on Goko (all/some/none).
(Your nationality should be your native country, not the country you live in)
Signups will close Saturday 13th December at midnight (UTC +0).

For Tournament Rules see this thread.
Tournament starts 5th January 2015 if enough players from different countries sign up. The time in between can be used to determine teams. Maybe you want to organzize a mini qualification tournament.

------

https://docs.google.com/spreadsheets/d/1zOTi80eE2yCZ4rFxLXC8AIapmCwcMFcquBxb21U4KNk/edit?usp=sharing

36
Tournaments and Events / Dominion Team World Cup II ?
« on: November 22, 2014, 06:07:11 am »
I've heard there is interest in doing this again.
The big problem I see is the time conflict with the Dominion League. I guess a lot of players wouldn't want to play 2 matches a week or am I wrong?
I would like to hear some feedback.

37
119 votes on this list

The Best Potion Cost Cards
#10 =0 Transmute (Alchemy) Weighted Average: 3.8% ▲2.1pp / Unweighted Average: 4.6% / Median: 0% =0pp / Standard Deviation: 12.8%

Transmute is still clearly the worst Potion cost card in this list with 93 votes on the last place, but it's a little bit better placed with two outliers at around 80%. It has the lowest deviation in this list.

Why is that card so bad? You need trashers early in the game. For Transmute you need to open Potion. Then you buy a Transmute in turn 3/4 at best and have your Transmute somewhere between turn 5 and 8! That is really slow. And what's the benefit? You can trash Estates to get Gold, ok that's really nice, but only for the 3 starting Estates and you have to draw them together. If you trash Copper you get another Transmute! Why does anyone want that unless you go for Vineyards? And trash actions to get Duchies could only be nice in the end game, but are rarely a big difference. You can also trash a Curse, but you won't get anything for that. For a pure trasher it's too slow, for a trash-for-benefit card it's too weak. When do you really want to buy one? Yes, it's better with dual-type cards like Great Hall (for Duchy and Gold) and you can heavily trash for Gold->Transmute->Duchy and try to three-pile, but that's just too slow in the most cases. I think the only reason when you want to buy it, if you want that Potion anyway and you desperately need a trasher anyway like on Familiar boards. It can be also nice to trash Ruins into Duchies.
#9 =0 Philosopher's Stone (Alchemy) Weighted Average: 14.1% ▼0.3pp / Unweighted Average: 16.2% / Median: 11.1% =0pp / Standard Deviation: 13.0%

Philosopher's Stone is still second last and was voted 14 times on the last rank. It has 3 outliers above 50% and the second lowest deviation in this list.

With Philosopher's Stone on the board and it is the only Potion cost card, it's often ignorable. And it anti-synergizes with all other Potion cards except for Familiar (with University you get a lot of cards, but mostly to build an engine). With a relative cost of ~5.5$ it's in direct comparism to Gold. This means you need 20 cards and no drawing power. With no +Buy you need 10 turns to achieve this. This is often way too late. This card gets better and better the longer the game lasts. But you want high value treasures early in the game. The only reason going for it, may be in Curse-heavy games where it's obvious you get big decks. Also it has this nice synergy with Herbalist and also Storeroom.
#8 =0 Possession (Alchemy) Weighted Average: 38.3% ▲6.1pp / Unweighted Average: 40.6% / Median: 33.3% ▲11.1pp / Standard Deviation: 23.5%

We're making a big jump of over 24pp and Possession stays were it was, but has significantly more points. It was voted last twice, but also on the first rank 4 times. It has the third highest deviation in this list.

Possession seems so powerful, but in reality it isn't. There's much to say about Possession, but I keep it short. First you have to realize, that it's really the most expensive kingdom card in the game as it costs ~8.5$. So, if you want it and it is the only Potion cost card on the board, don't open Potion. And the cost also means it's in direct competition with Province. When you've bought a Possession you mostly could have bought a Province instead. Its high cost makes it stronger in Colony games and Apothecary also helps getting it early. When does it shine? Especially in 2-player games when your opponent opens with strong cards like Ambassador or Masquerade, you may look after an opportunity to send good cards (of course especially Provinces and Colonies) to you. With King's Court Possession is just madness. With Council Room or especially Governor you can boost the turn you get from your opponent and may even boost your own turn afterwards if he has them too. When your opponent has strong trash-for-benefit cards like Apprentice, you can even trash Provinces or Colonies to get the benefit. And if he has cards with choices like Envoy you either get stronger benefit or can mess his deck up. And if he has duration cards you can also profit from them. It may seem now that there are many situations where Possession is good. That's true, but still often ignorable because of its slowness, because at the time you play your first Possession your opponent may already have a couple of Provinces.
#7 ▼2 Golem (Alchemy) Weighted Average: 43.8% ▼7.7pp / Unweighted Average: 47.8% / Median: 44.4% ▼11.1pp / Standard Deviation: 23.0%

Golem is the first card with a change, it lost 2 ranks and also quite a bit in points. It wasn't voted on the last rank, instead it was voted 4 times on the first rank.

Like Throne Room, Golem's strength heavily depends from the action cards on the board, what makes it hard to rate. But it hasn't the drawback of Throne Room or King's Court to have at least one action card in hand. You can use Golem either in action-heavy decks and may be able to play more of them in your turns even with Curses or Victory cards in your deck. It acts also as a pseudo-village. Just beware of Golem+Trasher because you have to play the drawn action card and you don't want to risk trashing a Province. Or you use it to play your only 1-2 action cards in your deck every time you play Golem. Counting House+X Golems guarantees to draw all Coppers in hand. Golem+Scheme+strong attack is also very nice because you can play your attack every turn.  Even with those cards on board Golem is very expensive with a cost of ~6.5$. So don't open Potion with Golem being the only Potion card on the board. With Looters from Dark Ages Golem is much weaker as you will draw Ruins into your hand with your Golem, so keep that in mind.
#6 ▲1 University (Alchemy) Weighted Average: 50.2% ▲3.6pp / Unweighted Average: 51.2% / Median: 55.6% ▲11.1pp / Standard Deviation: 20.3%

University is one rank better and has also crossed the 50% mark. It was voted last once and 5 times first. It would be one rank higher in the unweighted list.

The effect of University is by far not bad. Unlike Workshop you don't need to spend an action to gain a card and you don't get weak $4 cards, you get strong $5 ones. And you are able to play all of them because of the +2 Actions. But, it has the same problem as all Potion cards have. It's very slow. If you go for University and open Potion/X you lose at least one reshuffle to get the critical $5 cards (and you need to get a Potion only to get strong non-Potion cards, what?). You have to be sure to have enough time to catch up and this really depends if the cards on the board are really so strong that you want as many as you can get. So, it's very board dependant and is really nice with University/Watchtower, Library, Wharf, City, Torturer, Knights and any money producing cantrip and is especially good in Colony games where you often have enough time to catch up. It has only few combination potential with other Potion cards. University/Scrying Pool looks nice but is even slower. Only University/Vineyard is really strong. Beware of 3-piling with University.
#5 ▼1 Apothecary (Alchemy) Weighted Average: 53.2% ▼2.8pp / Unweighted Average: 49.5% / Median: 55.6% =0pp / Standard Deviation: 24.0%

Apothecary is one rank lower than last year and would be even one rank lower in the unweighted ranking. It was voted 4 times last and first twice. It has the second highest deviation in this list.

Apothecary seems very weak at first glance because of its profit of Copper. But unlike many other Potion cards it's very strong at the start at getting very strong cards very early in the game. Buy a early Forge and with your next big hand you can get rid of all your Coppers; or get an early King's Court or Goons. Later in the game it's almost never a bad card, because it's at least a cantrip and even if it draws no cards you can set the order of your next cards (basically a Cartographer without the ability to discard) and comboes nice with Wishing Well or Mystic for example. It's also strong if you build your strategy around Copper. Apothecary/Coppersmith can easily net you Provinces. The problem still is, it leaves the junk on top of the deck. With Native Village you can use this as an advantage. With 8 Coppers, a few Apothecaries and at least one Native Village you are able to buy a Province each turn.
#4 ▲2 Alchemist (Alchemy) Weighted Average: 54.5% ▲6.3pp / Unweighted Average: 56.0% / Median: 55.6% =0pp / Standard Deviation: 22.3%

Alchemist is back to a high rank. It's 2 ranks better than last time although it was very close. It was voted last twice and first 5 times.

Alchemist is strictly superior to Laboratory and if you have a lot of Alchemists to draw most of your deck, you're almost unstoppable. But how do you get there? First you have to buy Potion and then you have to spend the next turns to buy Alchemists. That's really slow and with no source of +Buy, you aren't able to build up your economy at the same time. Alchemists are therefore more powerful in Colony games, but often weak in Province games unless you have any supporting card. That's the reason Herbalist was added in Alchemy. With Herbalist you're able to put your Potion back and get the needed +Buy. Cards that profit from big hand sizes like Bank (if you have the +Buys) are great. Outpost also synergizes perfectly. So, it's often a big question if the unstoppable Alchemist stack can be setup fast enough to be worth it going for it. Also: Beware of opponents playing with Minions or Masquerade.
#3 =0 Vineyard (Alchemy) Weighted Average: 71.3% ▲1.7pp / Unweighted Average: 65.0% / Median: 77.8% =0pp / Standard Deviation: 28.4%

Here is the next big jump of over 16pp. Vineyard stayed were it was and has now crossed the 70% mark. It was voted last 3 times and first 15 times. It has therefore the highest deviation in this list.

Vineyard is another card that heavily depends from the action cards on the board. You definitely want +Buy or at least gainers to get enough action cards to make it worthwhile. +Buy is also better in getting Vineyards, because you don't waant to "waste" $6P for a Vineyard. Beside +Buy and gainers, you definitely need Villages or many catrips to be able to play all of your actions, cheap cantrips like Hamlet or Pawn are very good. Like all alternative VP strategies, you can totally ignore Provinces what gives you more time getting more action cards. Unlike all other Potion cards you can delay buying the Potion until mid-game when you already have a good running engine and even buy more Potions to buy Vineyards. It has nearly no practical limit in the max VP you can get from one Vineyard what can make it really strong and often a clearly superior strategy over Provinces. Also if your opponent goes for Cultist or Marauder they only make your Vineyards worth 3VP more and you can also use Death Cart to get a lot of Action cards at once or Rats to get even more Actions cards really fast.
#2 ▼1 Familiar (Alchemy) Weighted Average: 85.3% ▼7.6pp / Unweighted Average: 85.3% / Median: 88.9% ▼11.1pp / Standard Deviation: 17.5%

Familiar is now only second and has also lost quite a bit in points. It was voted 6 times below 50% and exactly 50 times on the first rank. Familiar would still be on #1 in the unweighted list.

Cursing attacks are the strongest cards in the game. A cantrip curser is just ridiculous strong. If you haven't a plan for defense to get no curses at all or easily deal with them (which is very rare), you can't skip over Familiar. What makes Familiar one of the most hated cards is its cost. If one player doesn't get $3P while the other hits it in turn 3/4, the player who hasn't gained the Familiar is in a clear disadvantage.
#1 ▲1 Scrying Pool (Alchemy) Weighted Average: 85.7% ▼1.1pp / Unweighted Average: 83.4% / Median: 88.9% =0pp / Standard Deviation: 17.4%

It was really close, but this year Scrying Pool is first although it lost a bit in points. It's still second in the unweighted list. It was voted 6 times below 50% and 34 times first.

Attacks that mess up the top of your deck are often weak. Scrying Pool is different because of its drawing power. It may draw your whole deck! But you mustn't have a lot of treasure cards in your deck. Its power is therefore dependant of trashers on the board and action cards that net you money. Secret Chamber/Vault is especially nice, just discard all action cards and keep one Scrying Pool in hand to get a lot of money and draw them again with your Scrying Pool. Attacks that tend to be swingy because of the top card of your opponent, like Jester or Swindler, are gaining value with Scrying Pools, because you can choose which card to keep on top. If there is no engine potential, Scrying Pool is just a Spy (which draws sometimes an additional card) and not worth the Potion. Scrying Pool really doesn't mind Ruins that much and can use Rats to convert non-Action cards into Action cards really fast.

38
Other Games / Spiel Essen
« on: September 30, 2014, 03:54:30 pm »
I'm not 100% sure yet, but I'm planning to attend the Spiel convention in Essen for the first time.
I'm not that interested in picking up games, rather the experience on its own and maybe playtest a few games.

Is anyone going as well so that we can meet?
Any advice what games I should checking out?
Any advice in general from anyone who was there yet?

39
126 votes on this list

#16 =0 Adventurer (Base) Weighted Average: 4.7% ▲2.7pp / Unweighted Average: 8.0% / Median: 0% =0pp / Standard Deviation: 16.9%

Again it was pretty clear, Adventurer is still the worst card in this list although it was voted slightly better. It was voted last 83 times and 5 times above average. It has the fifth lowest deviatio in this list.

By all means Adventurer is no bad card. But all $6+ cards have the problem competing with Gold. And Adventurer is only superior to Gold in decks without Copper and even $5 cards like Harvest or Merchant Ship (can) give you $4 easily. The filter effect is nice and finds still 2 treasure cards if you are already heavily greening what is especially good with Platinum. But the same does Venture (you see the name sililarity?) without spending an action and for one coin less. So, most of the time, Adventurer is just overpriced, but can be nice in a chapelled deck with no better alternatives.
#15 =0 Farmland (Hinterlands) Weighted Average: 17.0% ▲2.6pp / Unweighted Average: 17.1% / Median: 13.3% ▲5.6pp / Standard Deviation: 15.3%

Farmland is also slightly better, but still second last as well. It was voted last 14 times and 3 times above average. It has the fourth lowest deviation in this list.

Farmland is definitely no power card, but still should be considered as a good buy in a handful of situations. At first it seems weak as it is more expensive and gives less VP than a Duchy. But the on-buy remodel effect can be very handy. You really have to calculate the benefits. If you have $7, you can remodel a Copper into an Estate, but then it would be better to buy a Duchy for the same VP. For $8 you could buy a Province directly, but if you're behind and there are only few Provinces left, just remodel a Silver into a Duchy for 5VP. For $9 Farmland is like an extra buy, if you remodel a Gold into a Province for 8VP total. In the middle game you even may prefer Farmland over Duchy, because with a Farmland in hand you only need $6 and a Farmland in hand to get a Province. Then Farmland is like a pseudo Harem as the remodel effect is like the +2$ Harem gives you. Especially nice is Farmland in cursing games. For $6 and a Curse in hand, Farmland is worth 4VP. There are even more nice situations like getting 2 victory cards in Silk Road games or trashing a Potion to get a Gold.
#14 ▼1 Expand (Prosperity) Weighted Average: 23.0% ▼11.2pp / Unweighted Average: 27.7% / Median: 20.0% ▼6.7pp / Standard Deviation: 21.8%

Expand was voted significantly worse which means that it lost one rank. It was voted last 3 times, but 17 times above average.

Expand is a mix between Remodel and Mine, but is another card that has the drawback of being expensive. So if you want to trash treasure cards in the late game for victory cards, Remodel manages that too for $3 less. If you want trash treasure cards for better treasure cards, Mine does it even better for $2 less. Its best use is to trash victory cards for better ones or $5 cost actions into Provinces. And expanding Peddlers into Colonies may be its strongest combo.
#13 ▲1 Harem (Intrigue) Weighted Average: 29.1% ▲0.2pp / Unweighted Average: 30.6% / Median: 26.7% =0pp / Standard Deviation: 20.9%

Harem has basically the same average value, but is still one rank better than last year. It was voted last 3 times and 22 times above average. It was even voted first twice!

Like all cards in this list, Harem is by far no bad card, but it's another card that's not really game dominating. Especially in Big Money games where you rarely need more than 2 Golds you can easily pick up Harems in the mid-game if you still fall short for Provinces. This gives you -1VP in comparism to Duchies, but you will see this Harem still 2-3 times to make it worth a buy and give you enough money to win the Provinces split or make the 2VP difference to win this game. Harem is also good in Silk Road games and in combination with Hoard (don't buy Gold, just buy a Hoard and Harems), Mine (mine early Silvers into Harems) and Mints (extra money and VP is nice). In Colony games, Harem is really ignorable because neither Silver nor 2VP are worth a buy.
#12 =0 Forge (Prosperity) Weighted Average: 37.4% ▲3.1pp / Unweighted Average: 39.4% / Median: 33.3% ▲6.6pp / Standard Deviation: 22.5%

Forge is slightly better than before, but still on the same rank. It was voted last twice, but just like Harem voted first twice as well. It has the fourth highest deviation in this list.

Forge is really hard to evaluate because it heavily depends from the cards on the board. Forge is like a much better Chapel because you can quickly trash many cards out of your deck and get an additional benefit, but has 3 big drawbacks. 1.) It's too expensive. If you get to $7 you mostly can't heavily trash anymore because you have too many cards in hand you want to keep. But with cards on the board that can give you $7 early like Baron, Apothecary or Tactician, Forge is really strong. 2.) Forge needs big hand sizes to be really worth it (comparing to other trash-for-benefit cards). Cards like Apothecary or Tactician accomplish this too, but if you have good draw engines, a Forge may also worth a buy to trash a few cards for a late Province. But with discarding attacks Forge is weak. 3.) The term "exactly" and the obligatory gain makes Forge swingy. With a Forge in hand heavy calculating goes on. If you just want to get rid of cards like Coppers or Estates you often have to gain at least a Copper or an Estate or another card you basically don't want. Only if you manage to reach $10 where no card exists you get rid of those. And if you want to forge a Province you often draw the wrong cards (e.g. only treasure cards). Summary: You have to really consider if Forge is a trap or worth a buy, like in Torturer engines where you can simply take all Curses in hand to forge them right away.
#11 ▼1 Bank (Prosperity) Weighted Average: 40.7% ▼3.6pp / Unweighted Average: 42.2% / Median: 40.0% ▼6.7pp / Standard Deviation: 22.6%

Bank is one rank worse than last year. It was voted last twice and 17 times above 70%. It has the third highest deviation in this list.

Bank's value really depends from the board. Bank is dependant from big hand sizes and +Buy. On an average board, especially Big Money games, Bank is mostly worse than Gold. While 3 Golds allow you to buy a Province, 3 Banks don't. So it can really be a trap card. But with a drawer it can be also better than Gold (e.g. 4 Copper + Bank instead of 4 Copper + Gold). And with the addition of +Buy it can get incredibly powerful. Margrave/Wharf Big Money with Bank is great. And in combination with Tactician or Apothecary+Herbalist (or another +Buy) Bank is really powerful. In Colony games Platinum is still stronger in almost every situation, but still Bank is no bad card in Colony games and just depends of above mentioned scenarios.
#10 ▼2 Hunting Grounds (Dark Ages) Weighted Average: 49.2% ▼0.2pp / Unweighted Average: 49.3% / Median: 53.3% ▲6.6pp / Standard Deviation: 21.1%

Hunting Grounds has basically the same average value, but still lost 2 ranks. It was voted last twice and first twice. It is the first card of a group of cards that are very close together. It's one rank higher in the unweighted list.

Hunting Grounds is the best drawer of the game without any disadvantage or condition. It's simple, but does well what it should do, drawing a lot of cards. It's solid in Big Money but for $6 it competes directly with Gold and mostly you draw way more than you need for a Province and as you only have one buy, I rather have Wharf for Big Money strategies. But in engines, drawing 4 cards is great and even with weak trashing you can build a pretty decent engine with it. And with good trashing this is even better as you will easily draw your whole deck with it. The on-trash ability is also neat. You mostly want Duchies over Estates, but getting Estates might help to 3-pile faster. In Silk Road or Gardens games where 3 Estates sound very good, Hunting Grounds is mostly just too expensive to be worth it. Getting a late extra Duchy when you try to catch up with your mega engine is pretty cool. Tricks like buying a Farmland to trash a Hunting Grounds for a Province and a Duchy for 11VP total or just use any trash-for-benefit card on it is a great extra.
#9 =0 Hoard (Prosperity) Weighted Average: 50.2% ▲1.7pp / Unweighted Average: 49.5% / Median: 46.7% ▼6.6pp / Standard Deviation: 22.0%

Hoard stays where it was. It was voted last twice and first twice as well. It has the fifth highest deviation in this list and would be one rank higher in the unweighted list.

Hoard is really good if you play it right. If you use it to buy a Victory card every time you have it in hand, just to get a Gold, this is maybe not the right play because then your money average approximates to ~1.5$ what isn't enough for a Province and is even worse in Colony games. But you want to green eventually, right? Then adding Golds while greening is really good. Your deck doesn't clog up too much and you may keep buying Provinces or at least Duchies until the end of the game. So if you pick up a Hoard after your first Gold in Big Money games you can go green pretty early. Hoard is also good if you use the free Gold for trash-for-benefit cards, especially Apprentice. Just trash a Gold with Apprentice, buy a Province with a Hoard in hand to get another Gold and do the same in the next turns over and over. Hoard works also nice with dual-type victory cards especially Harem.
#8 ▲3 Fairgrounds (Cornucopia) Weighted Average: 51.8% ▲14.1pp / Unweighted Average: 47.7% / Median: 46.7% ▲13.4pp / Standard Deviation: 27.4%

Fairgrounds made a big jump of 3 ranks and over 14pp. With 7 last ranks and 2 first ranks it has by far the highest deviation in this list and would be 2 ranks lower in the unweighted list.

Copper, Silver, Gold, Estate, Duchy, Province and Fairgrounds and you have already 7 different cards. With 3 more cards, every Fairgrounds is already worth more than a Duchy. Especially in cursing and Potion games, this is easy to accomplish. This is still making it a mediocre card. But in games where you have many cantrips and a good source of buy, Fairgrounds can be really strong. Just buy 15 of the 19 different cards and every Fairgrounds is worth 6VP like a Province and this for $2 less. And with Black Market on the board it is even easier to get 15 or even 20 different cards and may be the board determining combo. With Dark Ages Fairgrounds got a huge boost. With Shelters you need 2 unique cards less and in games with Looters you might have to ignore them because the Ruins might only pump your opponents' Fairgrounds. Also, Knights offer a lot of uniques and Spoils or Mercenary from extra piles are also extra uniques you might want.
#7 ▼2 Peddler (Prosperity) Weighted Average: 52.6% ▼6.1pp / Unweighted Average: 52.2% / Median: 53.3% ▼6.7pp / Standard Deviation: 20.8%

Peddler is two ranks and 6pp worse and was voted once each on the first and on the last rank. It would be one rank higher in the unweighted list.

Peddler basically doesn't belong in this list, because you almost never spend $8 for a Peddler as its effect is only worth ~$4. So if you spend $6 or $8 for a Peddler, this was mostly a waste. But in games with many +Buys like Grand Markets, Worker's Villages, Market Squares or Pawns and Hamlets, you can easily pick up Peddlers for $0 or $2. Getting many Peddlers in one turn can be a pretty big boost to your econony. Peddlers are also good in combination with duration cards as they count for price reduction in both turns. But it is in this list and it is so high in this list because it really shines in combination with trash-for-benefit cards and then its cost shows to advantage, e.g. - like above mentioned - expanding it into a Colony. As it is the only card for $8, its also worth mentioning how it works with Swindler. As long as there are still Peddlers left, there is the danger that it get swindled. But when the Peddlers are gone, you have a great defense against Swindler. Another quick note: Beware of three-piling in Peddler games with +Buy.
#6 ▲1 Nobles (Intrigue) Weighted Average: 53.9% ▲3.7pp / Unweighted Average: 53.7% / Median: 53.3% ▲6.6pp / Standard Deviation: 19.6%

Nobles is one rank better, but still has one vote on the last rank. It would be one rank higher in the unweighted list.

Nobles is often a trap card. Yes, Nobles is a self working combo when you use it for +2 Actions and +3 Cards alternating. But 2 Nobles still give you only a +1 Card Bonus what one Laboratory gives you too. So a Big Money player is going to outrace a "Nobles-Engine" player, it's just to slow. But still there are many occassions where Nobles are nice. As long as you don't use Nobles as your main village an engine player can incorporate Nobles as a good drawer while picking up some points and not fall so far behind to a Big Money Player. Yeah, getting points while still building your engine can be huge for an engine player as he may need 1-2 Provinces less to catch up in the end. And if there are other cards that let you get Nobles faster, like Quarry it makes them even stronger. However, in Colony games the 2VP from Nobles are often ignorable or at least less important.
#5 ▲1 Altar (Dark Ages) Weighted Average: 54.8% ▲0.3pp / Unweighted Average: 51.2% / Median: 53.3% ▼6.7pp /  Standard Deviation: 24.1%

Altar is one rank better, but its average value is basically the same. With 3 last ranks and one first rank it has the second highest deviation in this list. It would be 2 ranks lower in the unweighted list.

$5 cards are key cards in Dominion. And the ability to trash cards independent from cost and turn them into key $5 cards is really big, especially for any sort of engine. An early $6 on an engine board with Altar is really strong. Also, you have the ability to use it later in the game to gain Duchies, something you shouldn't underestimate. It also comboes well with cost reduction like Highway (which you can get from Altar) to even gain Provinces with it. Of course it highly depends on the board. If there are no good expensive cards to get in masses, then Altar isn't that interesting, but you might get one only for the Duchy gain ability which is also less useful in Colony games of course.
#4 =0 Border Village (Hinterlands) Weighted Average: 69.8% ▲1.9pp / Unweighted Average: 68.8% / Median: 73.3% =0pp / Standard Deviation: 20.5%

We're making a big jump of 15pp and Border Village is still on #4 while having a slightly better average value. It was voted twice last and 5 times first. It was voted 19 times below average.

For every good engine Border Village is excellent. Especially if you have $6 and there are strong terminal $5 cards on the board and you want the $5 card anyway, you get a Village for free. Do this a few times and you basically are guaranteed to have a Village in each hand. The uses are similar to when you want many Fishing Villages. Border Village + Torturer is maybe one of the strongest combos. Still this is in strong competition with Gold. It's really a trap in cases where you want a money based strategy. Especially with the first $6 you often rather buy a Gold than a Border Village in most cases. Border Village is also very good on boards with trash-for-benefit cards because for every $6 you have you can buy a Border Village and the trash-for-benefit card. Later you can trash the Border Village for 4VP with Bishop, 6 cards with Apprentice, 6$ with Salvager or remodel it into a Province, etc. Border Village + Graverobber is also a great combo because you never run out of fodder for Graverobbers.
#3 =0 Grand Market (Prosperity) Weighted Average: 81.6% ▼3.1pp / Unweighted Average: 80.4% / Median: 86.7% =0pp / Standard Deviation: 15.0%

Now another big jump of nearly 12pp. Grand Market is still #3 and was only voted twice below average and four times on the first rank. It has the third lowest deviation in this list.

Grand Market is basically a $8-$9 card and is the dominating card on many boards. Often it's basically a race to get the first Grand Market faster. And with the first Grand Market you can easily buy more of them. You achieve that at best with Vault or any other Source of virtual coins like Baron or Horse Traders and of course with Gold. Grand Markets are very powerful, but still there are situations where it's just too slow to pick them up because of its restriction and is really a trap card. Other strategies are just quicker. They are great in nearly all decks, but Grand Markets really shine in thin decks where you can chain them. Then they are even better than Platinum! The same applies in combination with King's Court. But in Colony games with heavy cursing or other thick decks, Platinum is still the stronger card.
#2 =0 Goons (Prosperity) Weighted Average: 91.7% ▼1.9pp / Unweighted Average: 90.7% / Median: 93.3% =0pp / Standard Deviation: 11.9%

Another jump of ~10pp and we're now in the Top 2. Goons is second again with only 2 votes below average and 7 votes below 70%. It was voted first 35 times and is the card with the lowest deviation in this list.

Goons is a strong and board dominating card nearly every time. Yes, it gets quadratically (n^2+n) better the more Goons you can play per turn, so it gets big profit from good drawing engines, but is still great if played alone because of the discarding attack. It's also the only attack card that is so strong that it needs to cost more than $5. So you have a Militia that nets you VP for cards you would have bought either way, great! In the later game you can pick additional VP for Coppers (and with a Watchtower in hand you can even immediately trash them). And if you have those needed actions and set up a really nice engine with Goons and manage to play 3 or more Goons per turn, it is so insane powerful: You can achieve easily 100 or more points. Also a Goons engine has more time for setup as you don't necessarily need to buy Provinces/Colonies. For clarification: King's Court + Goons doesn't triple the VP gaining effect, but you still get the extra money and buys you can use for more VP, so it isn't a so bad combo after all (especially if you have another King's Court and a Masquerade in hand ;) )
#1 =0 King's Court (Prosperity) Weighted Average: 93.2% ▼4.3pp / Unweighted Average: 92.1% / Median: 100% =0pp / Standard Deviation: 13.4%

King's Court is still the strongest card in this list even though it lost over 4pp. It has the second lowest deviation in this list with no vote below 40% and 11 votes below 70%. It was voted first 68 times.

Just like Goons and Grand Market, when King's Court is on the board, there's nearly every time a race who gets it first with cards like Tactician, Baron or Apothecary. Throne Room does nothing for itself and just doubles the action, but still is often skippable - tripling an action seems like no big difference, but it is a huge boost. If you triple a Curser the game is basically over; if you triple a card drawer like Wharf it's really crazy; and with Possession or Saboteur it could get really mad. With King's Court you also need no Village, just triple a Cantrip for a huge benefit, especially if it's Scheme. And with King's Courting a King's Court it gets even crazier... Maybe only on Province boards that are already very quick without King's Court or have only terminal non-curse-givers you may skip it. PS: For everyone who has the same problems as I, calculating the actions you may play three times: For every King's Court you play on a King's Court you can play 2 more actions three times - or if you prefer a formula: 2n-1

40
Dominion General Discussion / Doctor with 3/4
« on: July 25, 2014, 09:13:01 am »
I had this now a couple of times. Imagine there is a board where you want to open Doctor. But you have $3/$4 and not $4/$3. Do you in general overpay on $4 or not? You let it miss the shuffle, but can trash a card. Is that worth it?

41
The Best Knights

72 votes on this list

#10 ▼3 Dame Josephine Weighted Average: 12.0% ▼24.3pp / Unweighted Average: 15.7% / Median: 11.1% ▼22.2pp / Standard Deviation: 20.6%

Dame Josephine aka the VP Knight is now clearly the worst Knight. She lost 3 ranks and nearly 25pp and has the third highest deviation. She was voted last 33 times.

Dame Josephine is one of the worst knights you can get if you go heavily on Knights especially if she is the Top Knight. She gives you no benefit all game and as she eventually gets trashed you lost the points. But later in the game she is in direct competition with Duchy. You get 1VP less and have the chance to play her and trash an opponents' Duchy what would her make worth 5VP. But on the other side you could get unlucky and hit an opponents' Knight so that you lost her and rather would have picked up a Duchy. So, picking her up is a bit of a gamble. You could decide not to play her in the end game, but then she should have been a Duchy. But if you play her, you have to hope for the best.
#9 =0 Sir Martin Weighted Average: 20.0% ▲1.6pp / Unweighted Average: 21.3% / Median: 11.1% =0pp / Standard Deviation: 18.9%

Sir Martin aka the +Buy Knight stayed where he was. He has the third lowest deviation in this list and was voted last 13 times. In the unweighted ranking he is rated one rank higher.

The +2 Buys is of course the weakest benefit of all knights. But Sir Martin costs only $4. As you know the difference between a $4 and $5 cost card is big and the attack effect for only $4 is not a bad deal. Also he's a cheap knight you can pick up only for defense purposes if your opponent goes heavily on Knights. Also if you're playing an alternative strategy like going for Gardens Sir Martin is a great Knight to get. If you heavily go for Knights, Sir Martin is probably the weakest you can get because if you go for an engine you most likely have another source of +Buy already and you really can't rely on getting him. What makes him good in an engine is that you can pick him easily up with a gainer like Ironworks, so he has a low opportunity cost.
#8 =0 Sir Vander Weighted Average: 21.2% ▼10.1pp / Unweighted Average: 18.7% / Median: 22.2% =0pp / Standard Deviation: 16.2%

Sir Vander aka the On-Trash Gold-gain Knight stayed also on the same rank and is slightly better than Sir Martin. He has the lowest deviation in this list and was voted last 16 times. In the unweighted ranking he is rated one rank lower.

Sir Vander has no special on-play ability what makes him look weak. But if you have only $5 and want a Gold instead, this isn't a bad deal. You can use him to slow your opponent down a little bit and you really don't care if he gets trashed. You converted a $5 cost card into a $6 cost card. He's probably more useful as defense though. Your opponent has to trash a probably better Knight and you get a Gold out of him, a very good deal for you. Also it's possible to use a trash-for-benefit card on him although I think I've never seen that yet.
#7 ▲3 Dame Natalie Weighted Average: 34.1% ▲20.5pp / Unweighted Average: 31.5% / Median: 33.3% ▲22.2pp / Standard Deviation: 20.7%

Dame Natalie aka the Gainer Knight is not the worst knight anymore. She is 3 ranks and 20pp better, but has still 8 votes on the last rank. She has the second highest deviation in this list.

If you go heavily for Knights you want to play them as often as you can. Dame Natalie gives you the ability to flood your deck with $3 cost cards, but on most boards this decreases the ability to play them often. Therefore she's a good Knight to pick up as a defense. Then you can flood your deck with Silver and you don't mind if she's getting trashed to a strong knight. With cheap engine components like Village, Hamlet or Fishing Village this can be a really good Knight to pick up in the early game though if you want to build an engine with Knights. You use this as a gainer and can slow your opponent down. But of course this is very situational. What's not to underestimate is the possibility to gain Estates in the end game when the game is close to a tie.
#6 ▼3 Dame Sylvia Weighted Average: 51.0% ▼10.8pp / Unweighted Average: 51.4% / Median: 55.6% =0pp / Standard Deviation: 20.5%

We're making a big jump of ~17pp. Dame Sylvia aka the terminal Silver Knight lost 3 ranks and is 10pp worse. She was voted as the best knight twice.

Dame Sylvia is very powerful to get early as she is probably best in picking up other Knights as she boosts your economy the most early. Later in the game she is probably worse than Sir Destry who gives you +2 Cards instead.
#5 ▲1 Sir Destry Weighted Average: 59.6% ▲5.4pp / Unweighted Average: 58.8% / Median: 66.7% ▲22.2pp / Standard Deviation: 20.4%

Sir Destry aka the Draw Knight is one rank better and by 5pp also slightly better in its average value. He was voted first twice.

Sir Destry is one of the best additions into an engine when you can easily pick up cheap villages. If you're going BM you could also easily pick him up to slow your opponent a little bit down or as a defense against Knights as it's useful for you, but you also don't mind if you have to sacrifice him for another Knight.
#4 =0 Dame Molly Weighted Average: 64.7% ▲5.2pp / Unweighted Average: 64.0% / Median: 66.7% =0pp / Standard Deviation: 19.5%

Dame Molly aka the village Knight stayed where she was before, but has a slightly better average value. She was voted first 3 times, but also last once.

Dame Molly is a great addition to an engine. As you have other villages already (otherwise you shouldn't for the engine of course) +2 Actions doesn't seem like a huge benefit, basically only a Necropolis, non-terminal attacks are very powerful as you can play her guaranteed unless you draw her dead. Also if you go heavily for Knights, even if you're not going for an engine, it's essential to be able to play multiple Knights per turn. The ability to play 3 Knights out of a 3 card hand is huge and shouldn't be underestimated.
#3 ▲2 Dame Anna Weighted Average: 73.4% ▲14.9pp / Unweighted Average: 71.8% / Median: 77.8% ▲22.2pp / Standard Deviation: 22.1%

Dame Anna aka the Trasher Knight is 2 ranks and nearly 15pp better. She is the knight with the highest deviation with 12 votes on the first rank, but still one last rank.

Dame Anna is one of the best Knights you can have as the Top Knight, especially if you're going for Knights. Thinning out the deck allows you to play your Knights very often which is great of course. Getting her can be huge, especially if there is no other trasher available. She is no good Knight to pick up for defense as thinning out only allows your opponents' Knights to hit more often. But still, she is really situational. Also, if you get her in the mid-game the trashing is usually not that useful anymore.
#2 =0 Sir Bailey Weighted Average: 79.9% ▲2.1pp / Unweighted Average: 81.3% / Median: 88.9% ▲11.1pp / Standard Deviation: 17.9%

Sir Bailey aka the Cantrip Knight changed the least of all knights; he's only 2pp better and still on the same rank. He has the second lowest deviation of all knights and was voted first 20 times.

As said before, non-terminal attacks are very strong and him being a cantrip makes him worth to pick up on many occasions as he doesn't hurt unless you draw it dead. So you can add him to your deck even if you don't plan to go heavily for knights. The possibility to play 2 strong attacks (either another Knight or another strong attack) without the need of a village can be huge.
#1 =0 Sir Michael Weighted Average: 84.1% ▼4.6pp / Unweighted Average: 85.5% / Median: 88.9% ▼11.1pp / Standard Deviation: 19.3%

Sir Micheal aka the discarding Knight is still the best knight, but the lead isn't as big anymore. He was voted first 33 times.

Sir Michael attacks twice which can really slow someone down. Trashing and discarding can set someone 2 turns back. If you manage to play only him each turn once, your opponent has really trouble. He alone may be the reason that your opponent picks up a Knight just to get rid of him.

42
Dominion League / Season one - Game reports & discussion: C
« on: May 22, 2014, 05:04:55 pm »
It's not streaming, but I guess the best place to put this. My match against Fergesser:



http://gokosalvager.com/static/logprettifier.html?20140519/log.50745d1a0cf28ed55d9d6498.1400529279044.txt



Code: [Select]
Duchess, Fortune Teller, Oasis, Wishing Well, Woodcutter, Bishop, Ironmonger, Outpost, Tactician, Wharf
Fergesser went for straight Wharf BM with Ironmonger while I go for Double Tactician with Outpost with Oasis and Ironmonger. Somehow my deck just doesn't come together very well and Fergesser gets a very big lead. Then we both lost the internet connection because of the Atlantic cable outage. We couldn't reach Goko nor the forums for about 2 hours and continued the next day. Fergesser was kind to not let this game count even though he was the favourite to win it. Thanks again.


http://gokosalvager.com/static/logprettifier.html?20140521/log.50745d1a0cf28ed55d9d6498.1400699576674.txt



Code: [Select]
Candlestick Maker, University, Storeroom, Village, Death Cart, Horse Traders, Procession, Library, Royal Seal, Farmland
Fergesser went here for Library BM with Candlestick Maker as support as he had a 5/2 opening here. I go for University and try to build an engine that discards with Storeroom and draws back up with Library. Again Fergesser gets a solid lead. In turn 15 finally I get the turn I desperately needed and can end the game by buying 2 Provinces and an Estate, exactly enough to win by 1 point. I still like my strategy more, but it was lucky to pull that off in the end.


http://gokosalvager.com/static/logprettifier.html?20140521/log.50745d1a0cf28ed55d9d6498.1400700337349.txt



Code: [Select]
Cellar, Fool's Gold, Embassy, Inn, Margrave, Outpost, Tribute, Venture, Fairgrounds, Harem
Nothing too exciting here, basically Margrave/FG BM. I did get Margrave in my second shuffle while he didn't and beside of that I got really fortunate draws, hitting $8 very often. It was an easy win in the end.


http://gokosalvager.com/static/logprettifier.html?20140521/log.50745d1a0cf28ed55d9d6498.1400701177771.txt



Code: [Select]
Squire, Baron, Feast, Gardens, Butcher, Harvest, Ill-Gotten Gains, Rebuild, Goons, Hunting Grounds
I am not sure if IGG/Gardens or Rebuild is stronger. We both open Squire/Feast and both ignore Rebuild. My Feast misses the shuffle and I am not able to hit $5 and it snowballs from there. Also my desperate Baron never collides with an Estate. I try to rush Gardens and end it faster. But he was also able to win the Gardens split. Still close to the end we were even in points, but then he crossed another Gardens threshold and it was game over for me.


http://gokosalvager.com/static/logprettifier.html?20140521/log.50745d1a0cf28ed55d9d6498.1400701976226.txt



Code: [Select]
Vineyard, Coppersmith, Noble Brigand, Plaza, Silk Road, Apprentice, Mine, Rabble, Wharf, Nobles
I open double Silver to be able to hit double $5 to pick up 2 Wharves. Fergesser picks up Plaza/Silver. I'm really not sure what is better. Anyway, this game was so frustrating and I don't think Plaza over Silver would have changed a lot. First we both rushed the Wharves and split them 5/5. But then in turn 9 he is able to play 2 Wharves because of his Plaza and can grab 2 more Plazas. In my turn 9 I didn't draw any of my remaining 4 Wharves as they were all of the bottom of the shuffle and I had to pay $7 for Plaza/Silver. And again it snowballs from there. He can play even 3 Wharves in his next turn, getting Plaza/Nobles while I can only get single Plaza. He can then mostly draw his deck while I struggle to even get to $8. I think there is really nothing I could do with this bad luck.


http://gokosalvager.com/static/logprettifier.html?20140521/log.50745d1a0cf28ed55d9d6498.1400702931994.txt



Code: [Select]
Lighthouse, Scheme, Steward, Tunnel, Village, Caravan, Silk Road, Council Room, Jester, Minion
I open 5/2 and decided to get a Jester first and grab the Steward later. Fergesser gets 4/3 and goes for Steward/Lighthouse anyway. He then gets another Lighthouse and is mostly protected from Jester. I felt behind because of my decision to get Jester over Steward and figured that I have to win the Minion split now even if I have a thicker deck. Gladly I was able to win the split 6/4. But Fergesser had a better deck incorporating some Villages and Council Rooms while I basically only had Minions. I also desperately needed another Lighthouse to profit from his Council Rooms, so I grabbed a Council Room myself to pick up Lighthouse and a single Village, but otherwise to green. I was able to hit $10 to hit Province/Lighthouse, aiming for Province/Village next turn, but Fergesser then got disconnected. It was a close game which could have gone in favour of any of us, so we didn't count it again.


http://gokosalvager.com/static/logprettifier.html?20140521/log.50745d1a0cf28ed55d9d6498.1400704657040.txt



Code: [Select]
Beggar, Vagrant, Ambassador, Ironworks, Militia, Remodel, Wandering Minstrel, Worker's Village, Butcher, Royal Seal
This was a really tough and interesting board in my opinion. The key question is if you can ignore Ambassador here as there is no draw and there also Shelters. Also, there is Wandering Minstrel to cycle through all the junk you'll get from Ambassador. Ambassador is weak, but can you ignore it? Fergesser went for Ironworks/Ambassador while I ignore it and go for Ironworks/Silver to be able to hit $5 for Butcher which I did. But later I panicked and bought an Ambassador because I feared his deck will be too good if I don't junk back. He hit me quite regulary, but I was able to hit $5 more often for the Butchers I really need. Militia was also really important on a board with no draw and it did hurt a lot to get hit with it. That's why I didn't understand that Fergesser trashed it to Butcher later in the game. Vagrants and Wandering Minstrels were gone really fast and Butchers were quite low. I had the advantage having one more Butcher than him and could threaten the piles more easily. I then trashed a WM for a Butcher and a Butcher for a Province so that only 2 Butchers were left. He then could butcher Ambassador into Province, but I could end the game by butchering into Butcher twice and buying an Estate.


http://gokosalvager.com/static/logprettifier.html?20140521/log.50745d1a0cf28ed55d9d6498.1400706101047.txt



Code: [Select]
Beggar, Secret Chamber, Trade Route, Nomad Camp, Smithy, Catacombs, Inn, Rebuild, Rogue, Possession
I hate Rebuild. I think Rebuild is the key card here and I had 5/2 and being start player. So I have to win right? First question is if you want Beggar for $2 or not. I bought it because I want to get to $5 which I am not able easily with Rebuild/-. This was probably a bad choice, I don't know. Fergesser goes for Smithy/Silver. I then get unlucky in turn 3 with all my Estates in hand - I pass. We then both get a Rebuild in the next turn, he then gets his second one right after that. With $3 I decide to go for Trade Route which should give me $3 relatively quick. I'm also not sure if this was right. I then didn't hit $5 again, so I buy a Nomad Camp, again, not sure about that either. On turn 6 Fergesser names Province to his Rebuild which I didn't quite understand, naming Duchy has to be better right? Also, he bought an Estate, so my TR is now worth $3 already. On turn 7 Fergesser made a nice Inn buy, putting both Rebuilds on his deck. He could play both of them AND shuffled right after that and redrew one of his Rebuilds. That turn did put me quite behind. We then picked up Rogues and both setup an Inn turn in turn 12. I knew he has 2 Rebuilds in hand and with 3 Provinces left and 6 points behind and was guaranteed to lose. I'm not sure if I misplayed that board or if luck played a big factor here.

Anyway, the tie is fair and justified. Good luck, Fergesser, for the rest of this season.


43
122 votes on this list

The Best $5 Cards - Part 1/6

#66 =0 Counting House (Prosperity) Weighted Average: 8.4% ▲5.2pp / Unweighted Average: 11.2% / Median: 4.6% ▲2.9pp / Standard Deviation: 16.3%

Although it has a much better average value, Counting House is still on the last rank. It was voted last 14 times and 6 times above average.

All $5s are really strong cards, but some shine more often than other ones. Counting House is one that shines very rarely. The best use may be countering Mountebank. With massive Copper in your deck, you have a high probability to get many Coppers in hand even if you're only half through the deck. Then you can easily buy a Province or a Colony with the use of this card only. It also has some really nice synergies with Coppersmith (make all Coppers worth a Silver) and Chancellor (discard all Coppers and put them in hand). But then you need a village to play Counting House and one of these cards in one turn and the probabilities to draw these 3 cards together are low in a deck full of Copper. It comboes also with Golem. Buy many Golems and only one Counting House. The Golem will always find the Counting House and discard all other cards. With a Golem in hand, you are now guaranteed to get all Coppers. But the best combo is probably with Beggar. Beggar gains you Coppers and let you get to $5 to buy Counting Houses. And with so many Coppers Counting Houses should get you to $8 or $11 easily. You can also buy many Warehouses, cycle through your deck discarding all cards right before the reshuffle and then play your Counting House. It has some other nice synergies, but they are very difficult to pull off. With no real supporters, this card is mostly not worth the effort.
#65 ▼3 Harvest (Cornucopia) Weighted Average: 9.8% ▼2.6pp / Unweighted Average: 13.8% / Median: 7.7% ▼2.9pp / Standard Deviation: 18.6%

After losing 5 ranks, Harvest loses 3 more ranks. It has a way better unweighted average and would be one rank higher in the unweighted ranking. It has 19 last ranks (5 more than Counting House) and was voted 7 times above average.

Harvest is very swingy. In games with very few different cards and a coherent strategy, this is mostly a Silver and rarely a Gold and really no good card. And it can discard all your good cards you wanted to play in the next turn and even trigger an unwanted reshuffle. In games with many attacks, especially Cursers, Harvest can really be a better card. You can then make your Curses to money without having them in hand and Harvest can easily be worth $4. In a thin deck with a lot of engine pieces where you don't care about actions Harvest can also be a nice source of virtual money. Harvest has also a nice synergy with Tunnel. But other than that you rarely want to spend $5 for Harvest.
#64 ▼3 Cache (Hinterlands) Weighted Average: 11.3% ▼2.5pp / Unweighted Average: 13.0% / Median: 7.7% ▼4.0pp / Standard Deviation: 15.1%

The first of the treasure cards so close together. Cache also lost 3 ranks, but would be even one rank lower in the unweighted list. It has the fourth lowest deviation in this list. It was voted last 9 times and 5 times above average.

Cache performs differently in different kind of decks. In engine decks with few money (Scrying Pool etc) it's just horrible. In Big Money decks, it's most of the time superior than just a Silver (but mostly only by a small margin). But it only shines in big decks (Gardens) with many green cards (Silk Road), simply said in decks where Copper isn't a so bad card after all. Also nice is Cache in combination with Trader for a Gold and 2 Silvers for only $5. And Cache is like Silver not very good in Colony games.
#63 =0 Contraband (Prosperity) Weighted Average: 12.3% ▲0.4pp / Unweighted Average: 14.5% / Median: 9.2% ▲0.9pp / Standard Deviation: 16.9%

Contraband is the second treasure card down below. It basically stayed where it was as it had nearly no change. It was voted last 12 times and 7 times above average.

Contraband can be very trappy. Buying it as an opener on 5/2 can be a nice early Gold and the +Buy is very important for finding a substitution for the prohibited card. If there are many good cheap engine pieces on the board and you want Gold and a card with +Buy anyway this can be very good. But most of the times you embargo yourself. And in the late game this is a dead card because everybody knows you want that Province. If you buy it, buy only one, because two or more can really shut you down. And beware of Venture + Contraband!
#62 ▲2 Stash (Promo) Weighted Average: 12.5% ▲3.4pp / Unweighted Average: 17.8% / Median: 9.2% ▲2.7pp / Standard Deviation: 25.2%

Stash is the third treasure card in a row. It is 2 ranks higher than last year and even one more rank higher in the unweighted list. It has the second highest deviation in this list with 15 last ranks and 11 votes above average.

You need 4 Stashes to get a Province after the reshuffle for sure and in Colony games it's almost useless. But a sure Province that you can get only after a reshuffle needs you to trigger the reshuffle as often as possible. This means you need supporter cards too. The most obvious ones are Golem (with max. one other action) or a few Chancellors. With Scavenger, there exists even a more powerful combo for a guaranteed Province each turn in a deck with 4 Stashes and 2 Scavengers. But still these are rare edge cases that makes Stash not worth $2 more than Silver. Especially at the crucial $5 price point you probably find stronger cards than Stash, although if you have $5 and want a Silver anyway, you can pick up a Stash unhesitatingly probably every time.
#61 ▲4 Saboteur (Intrigue) Weighted Average: 13.7% ▲6.9pp / Unweighted Average: 15.6% / Median: 10.8% ▲4.1pp / Standard Deviation: 17.1%

Saboteur is now better than all the treasure cards, 4 ranks better with a significantly better average value. But it was still voted 15 times on the last rank and 6 times above average.

Saboteur is the worst $5 attack. Why? There are similar reasons like why Thief is bad. It trashes cards from your opponents deck without immediate benefit to you, so it's only destructive. And if you aren't able to play Saboteur in each turn at least one time, your opponent can catch up easily when he just continues and ignores it or re-buys the trashed card if it was essential. Another downside is that the opponent can pick up replacement cards that sometimes aren't that worse or you might even give your opponent the opportunity to pick up Victory cards in the end game. But, on the other side, it can lead to big outbursts if you play 1-2 Saboteurs each turn or if you can even play King's Court with it. In games with no mats and chips you are then able to trash the whole deck and all points from your opponent and can easily finish and win. But these cases are so rare, Saboteur is still a bad card for itself.
#60 ▼5 Royal Seal (Prosperity) Weighted Average: 15.0% ▼5.0pp / Unweighted Average: 18.6% / Median: 13.9% ▼4.4pp / Standard Deviation: 17.9%

And there's the fourth treasure card: Stash dropped 5 ranks and 5pp. It was voted last 4 times and 5 times above average. It would be one rank higher in the unweighted ranking.

I don't know if there's much to say about Royal Seal. It's another Silver with bonus card. You probably want it early in the game, as it will accelerate your strategy. It's strictly superior to Silver. So if you want a Silver anyway and have $5, you can pick it up unhesitatingly. But still it's very expensive for a $5 card and there are better cards for the same cost around most of the times.
#59 ▲1 Mine (Base) Weighted Average: 16.2% ▲2.1pp / Unweighted Average: 18.5% / Median: 13.9% ▲0.6pp / Standard Deviation: 15.1%

Mine is slightly better than last year, being one rank higher, but one rank lower in the unweighted list. It has the third lowest deviation in this list with 2 last ranks and 7 votes above average.

Mine is one of the first trash-for-benefit card you probably got to know. It has the disadvantage of being limited to treasures, so you cannot trash them later into victory cards. But it has the advantage to get the new card immediately in hand. But Mine is still slow. A Moneylender doesn't get you a card, but is at least worth a Silver in the turn you played it, whereas Mine is only worth a Copper. But in the long term Mine can be better. The more often you play the new treasure card, the more Mine was profitable. So, if you want Mine, you want it early. It gets so much better in Colony games. First, Colony games last longer and you will probably see your treasure card more often and Mine is a Silver if you trash Gold for Platinum. For a 5/2 opening Mine/Fool's Gold is a pretty decent opening. PS: Don't confuse Mine with Mint.
#58 =0 Explorer (Seaside) Weighted Average: 16.3% ▲1.6pp / Unweighted Average: 19.2% / Median: 13.9% ▲1.1pp / Standard Deviation: 18.1%

Explorer is only 0.09pp better than Mine. It's slightly better than last year, but still on the same rank. It was votes last 5 times and 6 times above average.

The problem with Explorer is: When you already have 2-3 Provinces and you have $5, you want a Duchy most of the times. When you have one or none, it only nets you a Silver in hand most of the times and then there are still other cards that are better getting you Provinces than just a Silver-generating machine. I mean it's still a decent Big Money cards, but if you compare it to Jack of All Trades, it's better in the Silver-getting, but just worse on all the other parts. So, it's pretty solid with alternate Victory cards, especially Duke, and you want it in thin decks where you can draw it with a Province with high probability. And it's nearly useless in Colony games because of the Province dependency and you don't want that many Silvers.
#57 ▼1 Mandarin (Hinterlands) Weighted Average: 17.8% ▲1.8pp / Unweighted Average: 21.3% / Median: 15.4% ▲2.1pp / Standard Deviation: 19.0%

Mandarin is 1 rank worse than last time despite having a slightly better average value. It was voted last 2 times and 11 times above average.

Mandarin is another cheap Gold, but you need an action to play it. What makes it better than the last cheap Gold-alternatives? The drawback of this card is to put back a card on your deck. But this can be also very nice, because you can prepare your next turn just like Courtyard does it. So, if you have more money than you need or you have colliding terminals, just put back a card. But with colliding terminals, the other card might be even stronger and you want to play that this turn. The on-buy effect can also be very nice. With a 5/2 opening you can buy the wanted stronger card next turn too and get an additional Mandarin. Mandarin/Hunting Party or Mandarin/Mint are very nice openings. In the late game where you miss $8 or $11 you can just play one Platinum or two Golds, buy the Mandarin and have a higher chance to reach it in the next turn. That can be very effective. And there is also the hard to setup Golden Deck which you can build with Horn of Plenty. But, still it's a cheap Gold and there are many better alternatives on the board most of the times.
#56 ▲3 Outpost (Seaside) Weighted Average: 19.4% ▲5.0pp / Unweighted Average: 21.5% / Median: 16.9% ▲3.6pp / Standard Deviation: 18.7%

Outpost is 3 ranks and 5pp better, not bad! It was voted 3 times on the last rank and 8 times above average.

Outpost seems so nice for getting extra turns. But you only get a 3-card hand. It's like you Militia'd yourself, even worse, you cannot choose the 3 cards you want to keep. If you really need a +Buy, Outpost can fulfill this need. But even in those cases it's not better than a Workshop. If you want to use it to attack multiple times per turn, it can work, but still it is another terminal in your deck that can collide. It really can shine, in cases when you can guarantee a good card in your next hand. Treasury, Alchemist and Scheme are probably the best combos. Another case where your 3-card hand isn't that bad, maybe with Menagerie or Minion, but this isn't very reliable either, because one of your 3 cards has to be one of your Minions. Another combo is Double Tactician/Outpost where you can get 8 cards. Generally it's pretty good with Duration cards, especially Wharf, Caravan and Haven. You can also get Outpost if you have high action density, but in most other cases you better ignore Outpost.

44
The Best $4 Cards - Part 1/6

121 votes on this list.

#57 =0 Scout (Intrigue) Weighted Average: 4.5% ▲2.8pp / Unweighted Average: 5.9% / Median: 0% =0pp / Standard Deviation: 11.7%

Scout is the worst $4 card again. There's still no doubt about it as it has the lowest deviation in this list again. But its weighted average is a bit higher than last year. It was voted last 62 times, that's about the half of all votes. But it was also voted above average 2 times.

Scout has its uses. You don't need to spend an action, but it isn't a cantrip, so it really can hurt your deck. If you're massively going green this can be nice as it makes your next turn better, but is still not good. It has a nice synergy with Wishing Well and Mystic and of course it's great with dual-type-victory cards like Harem, Great Hall and Nobles, making Scout a Lab or even better. There might be more edge cases when Scout shines, but what makes Scout really bad is that even when it's good you often do better skipping Scout, because you waste a turn marginally improving your deck.
#56 =0 Thief (Base) Weighted Average: 8.8% ▲5.7pp / Unweighted Average: 10.6% / Median: 3.6% ▲1.7pp / Standard Deviation: 13.2%

So, Thief is still as bad as before. And again, there's no doubt. It has the second lowest deviation again as it was voted last 10 times and only 3 times above average.

An attack on such a low position may seem strange, but Thief has the big problem helping your opponent in the early game. It's a free trasher for your opponent and even later it's so risky hitting the Coppers of your opponent. Its only use may be in thin Chapel decks or if you manage to play it multiple times per turn. And it gets better in 3- or 4-player games, where you can minimize the risk of getting nothing and hitting Coppers. In these games it can be very good with Gardens for example. In theory it can be nice in an Ill-Gotten-Gains rush dealing out curses with it, but it is still swingy and a bad card and you rather buy Silver. You don't want it early and in the later game it's almost never worth a buy.
#55 ▼8 Feast (Base) Weighted Average: 13.1% ▼9.0pp / Unweighted Average: 15.1% / Median: 10.7% ▼8.3pp / Standard Deviation: 13.4%

Feast is a big loser as dropping 8 ranks is quite a lot. It has the third lowest deviation in this list, so there's not really a big doubt about its position. It has no last ranks and was voted above average 3 times.

Feast basically does nothing but being a one-shot balancing bad shuffle luck, especially at the start. If you really want a specific $5 card and have a 4/3 opening you can open with Feast and can be sure to get that $5 card soon. That's especially good if you don't want any Silvers in the first place. It also can be used with Throne Room and King's Court to gain multiple $5 cards. It's only other use is gaining Duchies, especially in Duke games, but Feast is basically never a game-changer.
#54 ▲1 Coppersmith (Intrigue) Weighted Average: 15.3% ▲2.7pp / Unweighted Average: 16.6% / Median: 12.5% ▲2.9pp / Standard Deviation: 15.0%

Coppersmith is now one rank higher as Feast dropped that much. It has a pretty low deviation and won a little bit pointwise. It was voted last 4 times and above average 5 times.

Yes, Coppersmith is very hard to rank, because it's either clearly the worst card on the board or it's very dominating. As a opener you may get to $6 or even $8, but you also can draw only one Copper, so it's very swingy as a opener and gets worse later. On the other hand King's Court + Coppersmith can become brutal and it has some nice synergy with Apothecary, Counting House and Tactician. The cases where it shines may occur more rarely than with any other card, but then it's a must-buy.
#53 ▼1 Treasure Map (Seaside) Weighted Average: 16.2% ▲0.8pp / Unweighted Average: 19.0% / Median: 14.3% ▲0.8pp / Standard Deviation: 16.1%

Even though Treasure Map has a slightly better average value, it lost one rank. It would be one rank higher in the unweighted list. It was voted last 2 times and 9 times above average.

Treasure Map's power is undeniable. An early enabling can already decide a game. But you can hardly call it strategy going for Treasure Map. You really need enablers for that, like Warehouse, Chapel, Tactician or the Watchtower/Talisman combo. If you go for Treasure Map without such enablers, you totally rely on your luck. And losing against a totally luck-based enabling can really be frustrating. Of course it's strong, but it's hard to make it work, what makes it weak in general. With Baker on the board you can now open Double Treasure Map what makes it slightly stronger.
#52 ▼1 Navigator (Seaside) Weighted Average: 17.5% ▲0.4pp / Unweighted Average: 18.3% / Median: 14.3% ▼1.1pp / Standard Deviation: 17.6%

Just like Treasure Map, Navigator lost a rank despite having a slightly better average. It would be one more rank lower in the unweighted list. It was voted last 8 times and 6 times above average.

Scout is at least non-terminal. Top-decking the next 5 cards in a specific order is only nice if you have still an action left to draw a few of them. Because if you don't do that, you draw all 5 cards no matter in what order you put them back. The discarding option is nice to minimize shuffle luck and to get a half Chancellor effect, but still it is terminal and most of the time there are better terminal cards on the board. At least it gives you $2. One of the few good uses may be to enable Tunnel's reaction.
#51 ▲3 Spy (Base) Weighted Average: 17.5% ▲4.6pp / Unweighted Average: 19.1% / Median: 14.3% ▲2.8pp / Standard Deviation: 14.7%

Spy is 3 ranks and nearly 5pp better. It has the fifth lowest deviation in this list and only a small 0.03pp lead over Navigator. It was voted last 2 times and 6 times above average.

An attack that is a cantrip, that seems nice at the first look. But Spy is an attack with a pretty bad attack and little benefit. It's very swingy as you can discard your victory card (or even your Tunnel) and discard the only Witch of your opponent, but you can hit a victory card of your opponent too that you put back. That's no change for your opponent and he even may use that additional info for the next turn. You can add a Spy in your drawing engine if you have a buy and money left and don't want more Silver, but is really rarely worth a buy. It's a cantrip that doesn't hurt your engine and can really shine in an engine with Jester (or any other engine that takes profit from knowing the top card of the opponent's deck), but the benefit it gives you is marginal, similar to Scout. And regarding the benefit of knowing your own top card, you rather have a Cartographer for that.
#50 ▼1 Bureaucrat (Base) Weighted Average: 17.8% ▼2.5pp / Unweighted Average: 20.1% / Median: 19.6% ▲0.4pp / Standard Deviation: 14.6%

Bureaucrat is already the fourth card from the base set in this list. It's one rank worse than last year. It has the fourth lowest deviation in this list. It was voted last twice and 3 times above average.

The attack of Bureaucrat is weak. Your opponent loses one card that he don't need anyway for him getting another 4 card hand in the next turn. And he might even be able to counter that easily by playing Farming Village for example. The attack gets better in multiplayer games, especially if there are dual-type victory cards like Nobles or Harem on the board. The benefit on the other side still isn't good either. Top-decked silvers are nice, especially in the beginning and you can get to $8 with 4 silvers too, but it's not easy. So it seems Bureaucrat is nice where you don't want to get to $8 and Silver is a good card, like in Duke / Silk Road / Feodum and especially Gardens games, but then Bureaucrat is a good counter too. And you can play your Bureaucrat less frequently if your deck is already flooded with silvers. Bureaucrat + Big Money is not bad. On the other side as it doesn't seem to have synergies with other cards.
#49 ▼1 Pirate Ship (Seaside) Weighted Average: 19.3% ▼1.5pp / Unweighted Average: 23.3% / Median: 16.1% ▼0.6pp / Standard Deviation: 21.6%

Pirate Ship dropped one rank and is slightly worse than last year. It's the first card with a significantly higher deviation. It was voted last once and 13 times above average.

There's the next attack that trashes treasures. Again, hitting Coppers even helps your opponent. And when there are cards with virtual coin, you can defend pretty well. The high ranks may result from players mainly playing 3 or 4-player games where Pirate Ships can be devastating because if 3 players go for it in a 4-player game you really are forced to get those too. In 2-player games it's too slow most of the times. And, with Pirate Ship you really want to buy as many as you can, so you can play them multiple times, and with Throne Room or King's Court and +Buy this card can be really great.

45
The Best $3 Cards - Part 1/3

129 votes on this list.

#34 =0 Chancellor (Base) Weighted Average: 8.2% ▲3.8pp / Unweighted Average: 9.7% / Median: 6.1% ▲2.9pp / Standard Deviation: 14.8%

Chancellor stays the worst card in this list, without any doubt as it has the least deviation. It gained a lot of points though, but it's still not enough. It was voted 42 times on the last rank and 3 times above average.

Being in the Base Set, most players (like me) didn't got the use of Chancellor at first. Yes, it costs $3 like Silver and gives also 2 coins, but it costs an action for what? To put your deck into your discard pile? Why do I want to do that? You can get your recently bought great cards faster! Yeah, that sounds great. But those great cards are mostly terminals and then Chancellor becomes a dead card. I think it would be a better card if it wasn't terminal. So it only shines in rare scenarios like Stash or maybe Counting House and can be good in Potion games. But if you want to get your recently bought cards earlier, use cards that put these cards on top of your deck like Royal Seal, Watchtower or Armory.
#33 =0 Woodcutter (Base) Weighted Average: 15.3% ▲1.5pp / Unweighted Average: 16.5% / Median: 9.1% ▼0.6pp / Standard Deviation: 17.0%

We're making a jump of over 7pp and there is the next card from the base set. It's slightly better than last time with a significant worse median, but still second last. It has the fifth least deviation. It was voted 15 times on the last rank and 8 times above average.

It is mostly worse than Silver as its only use is its +Buy. Sure, +Buy can be pretty important, especially in engine games, but still that makes it no power card as you still only buy it when there's no other card that provides that +Buy. There's not really much to say about that simple card.
#32 ▼2 Great Hall (Intrigue) Weighted Average: 16.8% ▼4.6pp / Unweighted Average: 21.9% / Median: 18.2% ▼4.4pp / Standard Deviation: 19.6%

Great Hall lost again some points and is 2 ranks worse than last year. Its unweighted average is clearly higher, so unexperienced players seem to overvalue it. It was voted last 13 times and 12 time above average.

There is not much to say to Great Hall beside how difficult it is to rank. It's often a consolation prize over an Estate as it is 1 point that doesn't hurt your deck (as long as you don't draw it dead), so that's really nice. But it might even sort of hurt with Golem or Wandering Minstrel in your deck. You can buy it early if you have an additional buy and $3 left and don't need another Silver. You can even use Throne Room or King's Court with it for additional benefit if you're really desperate. It can enable Conspirator chains and other rare cases where another cantrip is useful. The best combo might be with Ironworks where you can pick it up and get a cantrip bonus. But it's never a card you use for your strategy, instead you buy it if you have $3 left and don't need more money, then you're glad to pick another VP. And you often buy Estates in the end game, Estates you will may never see in your hand. In those cases it doesn't even matter if you pick up a Great Hall or an Estate.
#31 ▲1 Develop (Hinterlands) Weighted Average: 22.9% ▲7.3pp / Unweighted Average: 23.3% / Median: 18.2% ▲8.5pp / Standard Deviation: 17.8%

We're making the next big jump of over 6pp. Develop is still gaining momentum and went up again quite a bit, so it's one rank higher than last time. But it was still voted last 7 times and 11 times above average.

A good trasher mostly has to be a good start buy. Develop can only trash one copper at a time without benefit. You get a Silver for a trashed Estate, which can be put on top of your deck. That's at least really nice. Later in the game you get 2 cards for trashing one. This is something you only want if there are a lot of really good cards in the supply and most important in a specific price range because you have to gain a card which cost exactly one more and one less than the trashed card. Those cases are rare, but when it is one of those cases, Develop can be pretty good. It's good with good $5s and $7s like developing a Gold into a King's Court and a Wharf putting both on top of the deck. In the end of the game you want victory cards. Developing a Silver in an Estate and a Silk Road can be really nice for example. But you have to put them on your deck, really nasty, so be sure to end the game this turn. So it often fails in being a good trasher, you have to see it as a gainer instead. That's something that makes it tricky to play. It's really good in engines with many power cards, but is otherwise often ignorable.
#30 ▲1 Workshop (Base) Weighted Average: 24.5% ▲5.4pp / Unweighted Average: 24.4% / Median: 21.2% ▲5.1pp / Standard Deviation: 18.5%

And there's already the third card from the base set with only one card left to come in this list. It also gained some points and is one rank higher. It was voted 6 times on the last rank and 15 times above average.

You must ask yourself: How many $3 or $4 cards do I want in my deck? With Gardens in the supply, you may answer "as many I can get". Silver, Gardens, Estates and more Workshops are all good cards. But in most situations you want $5 cards and Gold. And in comparism to Ironworks where you get at least a benefit and which isn't terminal if you gain action cards, it's a "wasted" action. The are only a few cards that you want as many you can get, e.g. Tournament, Caravan, Conspirator and any Village + card drawer like Smithy to build your engine. But for all you have to spend your action and you have to be sure there isn't another terminal action you want to play too.
#29 =0 Fortune Teller (Cornucopia) Weighted Average: 25.7% ▲2.6pp / Unweighted Average: 28.0% / Median: 28.3% ▲7.9pp / Standard Deviation: 19.6%

Fortune Teller is one of the worst attacks in the game and the first attack of all lists so far. It stays on the same rank and gained a little bit in points. It's a little bit overvalued by newer players. It has 4 last ranks.

In games with trashers you want your Estates in hand and get rid of them, especially with Lookout Fortune Teller is bad. If you've trashed them, Fortune Teller just cycles through your deck, so your opponent mostly profits from your attack. In Tournament and Tunnel games you may help your opponent even more. And in all other occasions there are mostly cards that soft counter top-decked victory cards or get profit from them by discarding. If those cases all don't exist, Fortune Teller might be a good buy, but those cases are very rare too. It gets better in the end game, but in the end game mostly you don't waste your buy for a Fortune Teller. And in comparism to Rabble which can be very nasty, Fortune Teller doesn't even get more benefit if you play twice or more in one turn.
#28 ▼1 Loan (Prosperity) Weighted Average: 29.0% ▲0.2pp / Unweighted Average: 29.3% / Median: 24.2% ▼1.6pp / Standard Deviation: 23.9%

Loan lost again one rank although it has nearly the same average value. It has the fifth highest deviation in this list. It was voted last 8 times.

You can trash without spending an action, that's always great. It also gives at least one coin which is no big deal, but is still better than Trade Route early. And you don't need to trash a card from your hand, so you have still 4 cards in your hand you can play. Seems great so far, right? But this is also a problem: That involves a luck factor as it may find every time your only Silver in your deck which you even can't play in your next turn (and may discard all your good power terminals at the same time). Also it's limited to treasure cards and therefore basically to Copper. So it has advantages and disadvantages and with some powerful trashers for $3 released lately the alternatives are often superior.
#27 ▼2 Trade Route (Prosperity) Weighted Average: 31.2% ▼3.7pp / Unweighted Average: 36.4% / Median: 30.3% ▼5.2pp / Standard Deviation: 25.3%

Trade Route lost 2 ranks with being nearly 4pp worse. It has the third highest deviation in this list. It was voted 3 times last and 19 times below 10%. It's also really overvalued by newer players and would be even three ranks higher in the unweighted list.

It's not a very good trasher as an opening buy as you don't get enough benefit until the end of the game unless you're building an engine with low cost cards and you desperately need the trashing or the +buy. It's better if there are additional victory cards in the supply, especially action/victory cards like Island or Nobles that get bought earlier, but still, as a trasher it's no good opening buy. Buying green cards earlier just to get more benefit is rarely a good decision as your opponent may buy Trade Routes too and get the same benefit without clogging up his own deck. Mostly you buy it if it's the only source of +Buy and you really need that +Buy and later in the game where you're going green and it's really a neck-and-neck-race, so Trade Routes are now worth $3, $4 or even more. Then they can be really powerful. The difference in strength through the game may be the reason for the disagreement in the votes.
#26 ▲2 Smugglers (Seaside) Weighted Average: 33.1% ▲5.6pp / Unweighted Average: 35.9% / Median: 33.3% ▲9.3pp / Standard Deviation: 23.0%

Smugglers is now 2 ranks higher with being over 5pp better. It was voted 4 times last and 15 times below 10%.

Its strenth depends of the board and the luck factor is high. Gainers are valued higher than they used to be, but if your opponent has bought a card which you don't want, it's a dead card, especially later in the game where he buys only Provinces. And with Smugglers in your deck, you have to commit to the strategy of your opponent and have a hard time getting better than him. Smuggle a Gold early or smuggle an additional Duchy (especially with Duke) in the late game is really nice, but with a supply with many terminals, you rather buy the good terminals and money instead of wasting your action for getting another Silver or another terminal you won't be able to play. But if there are many cantrips and you're going to build a neat engine, Smugglers can be a good buy. And if you're not going first you can compensate this disadvantage. King's Courting a Smugglers can also be very strong in a good running engine. We can say, Smugglers is very board-dependant and can be a very good buy on some boards, especially if you're not going first.
#25 ▼5 Sage (Dark Ages) Weighted Average: 33.5% ▼13.0pp / Unweighted Average: 36.0% / Median: 33.3% ▼15.1pp / Standard Deviation: 20.5%

Sage is the big loser in this list. 5 ranks lower and 13pp worse, wow! It was voted 14 times below 10% and 7 times above 75%.

Sage can be a great opener, especially with Marauder or Sea Hag where it helps to play the curser basically every turn and also skip over Curses/Ruins later in the game. It helps also to get other key cards like Potion or trashers in your hand that you want to have early. Don't fear to add Silver to your deck because it still helps you to cycle faster. But otherwise it often plays as a weak Scheme because you can't choose the card you want to have in your hand. And it gets worse and worse the longer the game lasts and it soon may put a Province in your hand.
#24 ▲2 Wishing Well (Intrigue) Weighted Average: 36.7% ▲1.9pp / Unweighted Average: 34.2% / Median: 30.3% ▼2.0pp / Standard Deviation: 22.0%

Wishing Well has a slightly better average, but is 2 ranks better. In the unweighted list it would be 3 ranks lower, so newer players undervalue it. It was voted on the last rank twice and even 21 times below 10%.

Wishing Well is both a high skill and a high luck-dependent card. How is that possible? First, it's a cantrip, so it rarely hurts. But if you don't guess correctly it does you no good and you rather buy a Silver. One problem is that you have to guess the second card, so that cards like Spy, Lookout that seem to synergize don't work. But with cards like Apothecary or Cartographer it works really well. Then it can be a guaranteed cheap Laboratory. In Colony games where you don't want to have many Silvers and especially when your money average is higher than $2, Wishing Well is a good choice. And in some decks you only buy a few different cards, so you can maximize your probability. And if you're really good with card counting, this is really a good card if there are few cards left in your draw pile. It's also a very good counter against Ghost Ship.

46
133 votes on this list. Here they are.

The Best $1-$2 Cards (Part 1/2)

#22 =0 Secret Chamber (Intrigue) Weighted Average: 11.0% ▲1.8pp / Unweighted Average: 13.8% / Median: 9.5% ▲4.2pp / Standard Deviation: 17.6%

Secret Chamber is the worst $2 card again, but it was closer. It has 41 last ranks and it was voted 7 times above 50%. In the unweighted list, it's one rank higher.

The action part seems not so bad. You can discard cards for money and in decks with many victory cards or curses it's guaranteed $4. But first: What do you want to buy with $4? As a opener it's bad, because mostly you want to get to $5 and later in the game you need $5 too to get at least a Duchy. So, basically it's a very bad Vault and you better buy a Silver. But there are rare cases, especially you can use it when you need virtual money like in Tactician turns, or you draw your whole deck with Scrying Pools discard all action cards with Secret Chamber for money just to draw them again, or when you want to buy Grand Markets. It's reaction part is really bad. It has nearly no effect against the best attacks: Cursers and Handsize-Reducers, but you can use it against cards that mess up the top of your deck or trash cards from your deck, like Swindler, Pirate Ship or Knights. But most of them (like Thief) are already bad. Why buy a reaction card against Thief? Yes, it's nice against Minion, but that's all.
#21 =0 Duchess (Hinterlands) Weighted Average: 12.1% ▲0.2pp / Unweighted Average: 12.8% / Median: 9.5% ▲2.8pp / Standard Deviation: 13.6%

Duchess stayed also where it was: second last. It has the second lowest deviation in this list. It has 23 last votes and only 3 voted it above 50%.

It's a terminal silver with a spy-effect that has even a benefit for your opponents. Yeah, it's even so bad that it needs a clause to get it for free when you buy a Duchy.
And mostly that are the only cases you want a Duchess. Rarely you want to spend $2 to buy one. Once in a while you want it for free, especially when you are trying to make a "green card rush" with Duke or Silk Road and want to maintain the buying power and emptying the third pile as fast as possible. Getting it for free is probably the only reason that it isn't ranked last. That means: A Duchess for free is even better than a Secret Chamber for $2.
#20 =0 Pearl Diver (Seaside) Weighted Average: 15.7% ▲2.4pp / Unweighted Average: 17.5% / Median: 14.3% ▲3.8pp / Standard Deviation: 17.5%

Pearl Diver is better than last year, but still third last. In the unweighted list, it's even better. It was voted 23 times last and 9 times above average.

Pearl Diver mostly don't hurt in your deck as it is a cantrip. So, if you got $2 early and you don't want to buy an Estate, you can buy a Pearl Diver. Buying too much Duchesses or Secret Chambers hurts much more than too many Pearl Divers. But the benefit of Pearl Diver is lower than those cards. It's only use is to minimize draw luck a little bit and to let cards shine which interact with the top card of your deck (Native Village comes into my mind). Since Cornucopia it might got a little boost as it can add more diversity into your deck and cards like Menagerie, Fairgrounds, Horn of Plenty can profit from it. It can also be essential for a Conspirator chain, but Pearl Diver never really shines, it only hurts less.
#19 =0 Herbalist (Alchemy) Weighted Average: 21.8% ▲1.0pp / Unweighted Average: 24.8% / Median: 19.1%  ▼1.4pp / Standard Deviation: 21.0%

Over 6pp better is Herbalist and its unweighted average is even 3pp higher. Still it stays on fourth last. It was voted 12 times last and 15 times above average.

Herbalist is a terminal copper. How bad is that! So, mostly it hurts. But "scheming" your treasures is really nice. In the beginning you can use your newly bought Gold or even Platinum twice if you have the luck to draw it with Herbalist. And even putting back a Silver is not so bad in the beginning. But especially if you're going for Potion (because of that it's in Alchemy) you can use it twice early on. The most important combo might be Alchemist+Herbalist. And - mostly forgotten - it's one of few $2 cards that gives the important +Buy and it's the only one - besides Candlestick Maker - which gives the +Buy without taking a disadvantage (either discarding one card or forfeiting an option). The +Buy and putting back Treasure cards makes Herbalist + Philosopher's Stone a very powerful combo. But otherwise this card is mostly not worth buying.
#18 ▼2 Beggar (Dark Ages) Weighted Average: 30.6% ▼4.2pp / Unweighted Average: 31.0% / Median: 28.6% ▼3.0pp / Standard Deviation: 21.2%

Beggar is the first loser in this list. It's over 4pp worse and lost 2 ranks. It was voted last 9 times and 25 times above average. It has the fifth highest deviation in this list.

As gaining Coppers is generally bad, this card is very situational as the high deviation suggests. Beggar/Gardens is a power combo. With Beggar you can green very early and are still likely to hit $4 and gain 4 cards in a turn with Beggar in hand. As Copper is no bad card for alternative Victory cards in general, it works also decent with Silk Road, Duke and Feodum (if your opponent is going to attack you a lot). Beggar also helps you to get to $5 and then Counting House is a solid option to buy especially in slogs or in Colony games. It even helps you to get to $6 or $7, but of all the expensive cards Bank might be the only one worth it as Beggar + Bank gives you already $7 guaranteed. It might also work well in decks that like Coppers, like Philosopher's Stone and Apothecary. But in general the 3 Coppers really slow you down and are a big disadvantage, but near the end a terminal Gold isn't that bad. The reaction part is not so strong in general and depends on the attack card. It's great against Pillage and is also nice against Jester/Swindler/Saboteur/Knights as they don't want to hit Silver.
#17 ▲1 Moat (Base) Weighted Average: 33.9% ▲10.0pp / Unweighted Average: 33.1% / Median: 28.6% ▲7.5pp / Standard Deviation: 18.1%

Moat is a big winner this year. It is 10 percentage points and one rank higher than last year. It also had a high deviation last time, this year it's the sixth lowest. Only 4 people voted it last and 25 voted it above average.

Moat is very situational. It highly depends on the cards on the board and - more important - on the number of players. If there's Mountebank in the supply and you're playing a 4-player-game, Moat is generally a must-buy. It can prevent getting 3 coppers and 3 curses in one turn. But if you're playing a 2-player game, buying Moat is mostly superfluous. Buying a trasher more against Cursers or Library/Watchtower/Menagerie against hand-size-reducing is mostly the better alternative. Even worse, if there's no attack card on the board, +2 cards with no other benefit is so weak, because that means a raw benefit of +1 card. Maybe only if your going for Big Money with bad other cards and you're getting unlucky and hit $2 early, this might be worth considering.
#16 ▲1 Vagrant (Dark Ages) Weighted Average: 36.4% ▲9.7pp / Unweighted Average: 36.6% / Median: 33.3% ▲12.2pp / Standard Deviation: 20.2%

Vagrant made a big jump similar to Moat. It's also nearly 10pp and one rank better. It was voted last once.

Vagrant is the fixed Scout. It has the advantage over Scout that it is at least a cantrip, so it never hurts as long as you don't draw it dead. Also it can put Shelters, Ruins and Curses in hand while Scout can't. But on the other hand, it's at best only a Laboratory where one of the two cards is dead anyway. You basically just have a chance to make your next hand better. So, in essence it's similar to Pearl Diver, a nice card for engines if you have spare buys which will occasionally help you but is never a real Power House. It can only shine in heavy Curse/Ruins games where you have a lot of $2 hands anyway and in situations where you want those cards in hand, especially dual-type Victory cards like Great Hall, Nobles and Harem. It could also work as a soft counter against Ghost Ship.
#15 ▼1 Poor House (Dark Ages) Weighted Average: 37.8% ▼8.5pp / Unweighted Average: 38.3% / Median: 38.1% ▼9.3pp / Standard Deviation: 20.6%

This is the only card costing $1 and it's not last. But it lost quite a bit in comparism to last year. It's one rank worse and lost over 8 percentage points. It was voted last 3 times.

Poor House is the shiny $1 card that let you look differently at Remake and Upgrade as you can't trash Coppers without having to gain a card anymore when it's on the board. Poor House looks really complicated, but is similar to Secret Chamber in that manner that it guarantees $4 in a 5-card hand. It even doesn't care about the size of your hand. But it's only really useful in treasure-less decks where it is a terminal $4. A hand of 2 Poor Houses and Hamlet basically guarantees a Province. So, it loves engines with virtual coins and of course it loves +buy as you can pick up multiple Poor Houses in one turn. Mint/Poor House can also be a really good opening. But in Big Money decks or Draw Engines without trashing Poor House is horrible. A 2-card hand of King's Court and Poor House even guarantees a Colony, great for a card costing only $1.
#14 ▼1 Embargo (Seaside) Weighted Average: 40.7% ▼7.3pp / Unweighted Average: 39.6% / Median: 38.1% ▼9.3pp / Standard Deviation: 20.8%

Embargo lost nearly as much as Poor House and also dropped one rank. It was voted last 3 times.

First, it's a terminal silver. Basically that's bad. But it's a one-shot. So if you get unlucky and hit $2 early you can buy it without much thinking as it only interferes once. But Embargo can be a game-changer, especially if you and your opponent(s) are taking different strategies. And it really shines if your opponent buys a Potion and you decide not to go for Potion. Just embargo the Potion-cost card and you are turns ahead. And especially you can shut down strategies that want a lot of a single card, like Hunting Party, Alchemist or alternative victory cards. So, it's nearly never bad, but only shines situation-wise.
#13 ▲2 Cellar (Base) Weighted Average: 43.2% ▲6.2pp / Unweighted Average: 43.6% / Median: 42.9% ▲6.1pp / Standard Deviation: 19.9%

Cellar is 2 ranks higher than last year, ignoring the new Guilds cards, and has over 6pp more than last year. It was voted last twice.

There are many cards that take profit from bad cards like Estate or Curses. Secret Chamber fails - as mentioned earlier - by just getting $1 per card. Cellar let you discard them and get you get your good cards in hand. Of course Warehouse is better in most cases as it let you draw your cards before discarding, but Cellar can even discard more than 3 cards if you wish. If you want compare Cellar with another $2 card, Crossroads comes into your mind. Crossroads also lets you draw more cards for useless cards. But it is limited to green cards, so you get no benefit for Curses and Coppers. But you don't have to discard them and it gives you +3 Actions the first time. So it highly depends which card is better. In cursing games Cellar's great. And of course with Tunnel. The problem is often the opportunity cost; when do you want to spend your money on a $2 mediocre card?
#12 ▼2 Haven (Seaside) Weighted Average: 44.0% ▼12.7pp / Unweighted Average: 46.1% / Median: 47.6% ▼10.3pp / Standard Deviation: 22.1%

Haven is a really big loser. Over 12pp worse, wow! This results also in being 2 ranks worse than last year. It has 2 last votes.

Haven reduces your hand size by one, but your next hand size is bigger, that hurts very rarely, so it's like a mini-Tactician. And this ability to minimize draw luck is great. You have $11, just set a Gold aside. You have $7, just set a Copper aside. Two terminal actions in hand, no problem. A village you don't need this turn, etc. You get your maximum out of your money and your actions. It's a pretty solid card, but no game-changer what may be the reason why it isn't rated higher. It supports every strategy but isn't a strategy on its own.

47
Let's get this party started. A new year, a new expansion, a lot of fun.
Sorry to disappoint you, but I won't make videos this time, as I would probably talk the same stuff about the cards, only the stats would be interesting.
Also, I don't want it to take a year again. So, I can publish the lists faster.

Let's again start with the cards costing $0: Ruins. I got 76 votes for this list.

The Ruins

#5 =0 Ruined Village (Dark Ages) Weighted Average: 2.3% ▼2.6pp / Unweighted Average: 4.3% / Median: 0% =0pp / Standard Deviation: 16.4%

There is no doubt. This is the worst Ruin you can possibly get. Almost everyone voted it last, only 6 didn't.

This Ruin is the card which is closest to Confusion, a dead card with no effect which DXV wanted to publish originally. This card gives also mostly no benefit and there is mostly no need to play it beside some edge cases e.g. when you want to lower the cost of Peddler, activate a Conspirator, lower the hand size for Watchtower/Library or raise the value of Horn of Plenty. You could also play Throne Room or King's Court on it if you are in desperate need for a village to play other Action cards, but often you just better play Throne Room or King's Court on these Action cards.
#4 =0 Ruined Library (Dark Ages) Weighted Average: 49.3% ▲5.5pp / Unweighted Average: 49.3% / Median: 50% =0pp / Standard Deviation: 26.9%

It was close, but Ruined Library is the second worse Ruin again. It was voted on #4 30 times and even 2 times last.

Ruined Libary itself also doesn't give you any benefit. You just only draw the card you would have drawn anyway. And if you have only 1 Action left you could also draw that Action dead. So this is only worth playing if you have a spare Action left. Then you have at least mitigated the bad effect of this Ruin. Of course you could also play Throne Room or King's Court on it to draw multiple cards if you're really desperate.
#3 =0 Survivors (Dark Ages) Weighted Average: 53.4% ▼8.3pp / Unweighted Average: 53.6% / Median: 50% =0pp / Standard Deviation: 28.3%

Survivors is the biggest loser in this list. It has 13 first and 3 last places.

Survivors is the only not +1 X Ruin. In a hand with one of all 5 Ruins, this is probably the one you want to play as this turn is dead anyway, so you can at least prepare the next one. So, it can be quite handy. Imagine you normally - without this Ruin - would have drawn an Estate, but now you can discard that Estate and maybe even a second one which you normally would have drawn next turn. This means it isn't the worst Ruin to have, but still the benefit is often only marginal. Like with Scout you have to be lucky to draw 2 bad cards you want to discard or have the rare case you put the cards back and have Actions left and the order in which you put the cards back really matters like with Wishing Well. The problem here therefore is that it only helps in really junked decks, but then you're gonna probably lose anyway.
#2 =0 Ruined Market (Dark Ages) Weighted Average: 65.4% ▼3.1pp / Unweighted Average: 64.5% / Median: 50% =0pp / Standard Deviation: 29.3%

Ruined Market is the Ruin with the most disagreement, but is still on the same rank.

Contrary to Survivors which helps most in bad decks, this helps probably most in still relatively good decks. This might even help a lot if you miss your Action card this turn which normally would give you the much needed buy for building up your engine. In the late game you could even use this for Double Estate or Duchy/Estate, especially on a board with otherwise no other +Buys. This might even be a card you want to buy/gain on purpose. I could even imageine open with Ruined Market on a board with Peddler and no other +Buys :). You see the benefit of this Ruin is really board dependant, but having a much needed +Buy from this Ruin could really save you the day.
#1 =0 Abandoned Mine (Dark Ages) Weighted Average: 79.7% ▲8.6pp / Unweighted Average: 78.3% / Median: 75% =0pp / Standard Deviation: 22.0%

With no last place and 29 first places this is clearly the "least bad" Ruin you can get. Abandoned Mine is the winner of this list.

Abandoned Mine is in games with Ruins mostly better than Ruined Library as you have a junked deck and don't want to draw your Action cards dead and have a low money average either way. But what makes it better than Survivors or Ruined Market? Money is really important in Ruins games as your struggling your way up to $5 or $6. While Curses don't give you this opportunity you often get to $5 or $6 with Abandoned Mine.

48
Non-Mafia Game Threads / Sid Meier's Civilization (Game over, Rome wins)
« on: February 11, 2014, 06:49:35 am »
We're playing Sid Meier's Civilization. This isn't a simple game, so you either know the game already or are willing to learn the rules which can be found here. We're only playing the base game to keep it simple.
Culture and Military cards will be sent via PM, the game board is an updated picture, the rest will be updated in a spreadsheet.

In the sign-ups please tell me how well you know the game and your preferred civilization and color (if any).

Civilizations:
America - Starts with Random great person / Can convert 3 trade into 2 production
China - Starts with City walls / Gain 3 culture each time they explore a hut or conquer a village. May save one of their killed units after each battle.
Egypt - Starts with Random ancient wonder / City Management: Once per turn, may build an unlocked building for free by using an action.
Germany - Starts with 2 extra infantry units / After researching a tech that upgrades or unlocks a unit, build one of that unit for free and gain one resource of their choice from the market.
Rome - Advance one space on the culture track for free each time they build a wonder or city, and each time they conquer a city or village.
Russia - Starts with 2 armies / Stacking limit is increased by 1. Once per turn, may move an army or scout into an enemy city and sacrifice that figure to research a tech known by that civilization for free.

Colors: Blue, Green, Purple, Red, Yellow





49
Dominion General Discussion / The Dominion Cards Lists 2014 Edition
« on: February 09, 2014, 06:48:24 am »
Two years passed since the first Dominion Card Lists were compiled, the skill level of all players raised and a lot of new knowledge is gained. Also it's the first time we know ALL the cards. That means it's time for the 2014 edition of the Dominion Card Lists.

What do you have to do?
If you like to contribute, go to http://www.qvist.de/dommesh
I'm not the best web designer to make it look nice, but it works. There you can order the cards either all at once in a big list or by comparing two cards at a time. If you do the latter, the app will tell you when you're done and no new "card duel" is available anymore. I didn't include a registration or anything like that for this simple app. You can just login by your Goko name and any password you like. The next time you login you just have to remember the password you've set on your first login. I expect that nobody will trick me by using a user name of anyone else. I will also still accept PMs if you still want to do that in the old fashioned way. If you send me a PM please be sure that you put each card in order and don't miss any. If you don't know an expansion very well you can choose to leave it out. But be sure that if you want to include a card of a specific expansion, you have ro rank all cards of the expansion. There are no restriction with Promo cards, so if you don't know Governor very well, you can leave it out.

Cards are only counted if they are kingdom cards, so no Copper, Silver, Gold, Platinum, Potion, Estate, Duchy, Province, Colony, Curse, Prizes, Shelters, Ruins, Spoils, Madman, Mercenary or individual Knights are allowed. If you want to look up the card texts and also the last year's lists, just go to our wiki. http://wiki.dominionstrategy.com
If you submit your list, you also agree that I may give this to third party, like theory or rrenaud. If you don't agree send me a PM.

If you've submitted last year, I will not take your last submission into account.
But if you didn't save your last year's submission and you need it, feel free to PM me and I will send it to you.
Just arrange the cards for your ranking with the best card going first and the worst on the last position.

I included extra lists for Prizes, individual Knights and Ruins. These are optional, you don't have to rank them if you don't want.
You can also if you want rank all the kingdom cards in one big list, just like Wandering Winder did. This is also optional as this takes a lot of time.
If you want PM me, this list should be subdivided into several lists, containing:
22 $1-$2 cards, 34 $3 cards, 57 $4 cards, 66 $5 cards, 16 $6+ cards, 10 Potion cards = 205

Usual disclaimer: This list should cause discussion not hassle. Of course it's difficult to compare some of the cards because pretty much every card has some situations where it shines and situations where it doesn't. This isn't a scientific list, just a compiled list of the community's opinion of the best cards.

Card List:
Code: [Select]
22 $1-$2 cards
Cellar (Base)
Chapel (Base)
Moat (Base)
Courtyard (Intrigue)
Pawn (Intrigue)
Secret Chamber (Intrigue)
Embargo (Seaside)
Haven (Seaside)
Lighthouse (Seaside)
Native Village (Seaside)
Pearl Diver (Seaside)
Herbalist (Alchemy)
Hamlet (Cornucopia)
Crossroads (Hinterlands)
Duchess (Hinterlands)
Fool's Gold (Hinterlands)
Beggar (Dark Ages)
Poor House (Dark Ages)
Squire (Dark Ages)
Vagrant (Dark Ages)
Candlestick Maker (Guilds)
Stonemason (Guilds)


34 $3 cards
Chancellor (Base)
Village (Base)
Woodcutter (Base)
Workshop (Base)
Great Hall (Intrigue)
Masquerade (Intrigue)
Shanty Town (Intrigue)
Steward (Intrigue)
Swindler (Intrigue)
Wishing Well (Intrigue)
Ambassador (Seaside)
Fishing Village (Seaside)
Lookout (Seaside)
Smugglers (Seaside)
Warehouse (Seaside)
Loan (Prosperity)
Trade Route (Prosperity)
Watchtower (Prosperity)
Fortune Teller (Cornucopia)
Menagerie (Cornucopia)
Develop (Hinterlands)
Oasis (Hinterlands)
Oracle (Hinterlands)
Scheme (Hinterlands)
Tunnel (Hinterlands)
Forager (Dark Ages)
Hermit/Madman (Dark Ages)
Market Square (Dark Ages)
Sage (Dark Ages)
Storeroom (Dark Ages)
Urchin/Mercenary (Dark Ages)
Doctor (Guilds)
Masterpiece (Guilds)
Black Market (Promo)

57 $4 cards
Bureaucrat (Base)
Feast (Base)
Gardens (Base)
Militia (Base)
Moneylender (Base)
Remodel (Base)
Smithy (Base)
Spy (Base)
Thief (Base)
Throne Room (Base)
Baron (Intrigue)
Bridge (Intrigue)
Conspirator (Intrigue)
Coppersmith (Intrigue)
Ironworks (Intrigue)
Mining Village (Intrigue)
Scout (Intrigue)
Caravan (Seaside)
Cutpurse (Seaside)
Island (Seaside)
Navigator (Seaside)
Pirate Ship (Seaside)
Salvager (Seaside)
Sea Hag (Seaside)
Treasure Map (Seaside)
Bishop (Prosperity)
Monument (Prosperity)
Quarry (Prosperity)
Talisman (Prosperity)
Worker's Village (Prosperity)
Farming Village (Cornucopia)
Horse Traders (Cornucopia)
Remake (Cornucopia)
Tournament (Cornucopia)
Young Witch (Cornucopia)
Jack of all Trades (Hinterlands)
Noble Brigand (Hinterlands)
Nomad Camp (Hinterlands)
Silk Road (Hinterlands)
Spice Merchant (Hinterlands)
Trader (Hinterlands)
Armory (Dark Ages)
Death Cart (Dark Ages)
Feodum (Dark Ages)
Fortress (Dark Ages)
Ironmonger (Dark Ages)
Marauder (Dark Ages)
Procession (Dark Ages)
Rats (Dark Ages)
Scavenger (Dark Ages)
Wandering Minstrel (Dark Ages)
Advisor (Guilds)
Herald (Guilds)
Plaza (Guilds)
Taxman (Guilds)
Envoy (Promo)
Walled Village (Promo)


66 $5 cards
Council Room (Base)
Festival (Base)
Laboratory (Base)
Library (Base)
Market (Base)
Mine (Base)
Witch (Base)
Duke (Intrigue)
Minion (Intrigue)
Saboteur (Intrigue)
Torturer (Intrigue)
Trading Post (Intrigue)
Tribute (Intrigue)
Upgrade (Intrigue)
Bazaar (Seaside)
Explorer (Seaside)
Ghost Ship (Seaside)
Merchant Ship (Seaside)
Outpost (Seaside)
Tactician (Seaside)
Treasury (Seaside)
Wharf (Seaside)
Apprentice (Alchemy)
City (Prosperity)
Contraband (Prosperity)
Counting House (Prosperity)
Mint (Prosperity)
Mountebank (Prosperity)
Rabble (Prosperity)
Royal Seal (Prosperity)
Vault (Prosperity)
Venture (Prosperity)
Harvest (Cornucopia)
Horn of Plenty (Cornucopia)
Hunting Party (Cornucopia)
Jester (Cornucopia)
Cache (Hinterlands)
Cartographer (Hinterlands)
Embassy (Hinterlands)
Haggler (Hinterlands)
Highway (Hinterlands)
Ill-Gotten Gains (Hinterlands)
Inn (Hinterlands)
Mandarin (Hinterlands)
Margrave (Hinterlands)
Stables (Hinterlands)
Bandit Camp (Dark Ages)
Band of Misfits (Dark Ages)
Catacombs (Dark Ages)
Counterfeit (Dark Ages)
Count (Dark Ages)
Cultist (Dark Ages)
Graverobber (Dark Ages)
Junk Dealer (Dark Ages)
Knights (Dark Ages)
Mystic (Dark Ages)
Pillage (Dark Ages)
Rebuild (Dark Ages)
Rogue (Dark Ages)
Baker (Guilds)
Butcher (Guilds)
Journeyman (Guilds)
Merchant Guild (Guilds)
Soothsayer (Guilds)
Governor (Promo)
Stash (Promo)


16 $6+ cards
Adventurer (Base)
Harem (Intrigue)
Nobles (Intrigue)
Goons (Prosperity)
Grand Market (Prosperity)
Hoard (Prosperity)
Bank (Prosperity)
Expand (Prosperity)
Forge (Prosperity)
King's Court (Prosperity)
Peddler (Prosperity)
Fairgrounds (Cornucopia)
Border Village (Hinterlands)
Farmland (Hinterlands)
Altar (Dark Ages)
Hunting Grounds (Dark Ages)


10 Potion cards
Transmute (Alchemy)
Vineyard (Alchemy)
Apothecary (Alchemy)
Scrying Pool (Alchemy)
University (Alchemy)
Alchemist (Alchemy)
Familiar (Alchemy)
Philosopher's Stone (Alchemy)
Golem (Alchemy)
Possession (Alchemy)

What else?
Submission deadline is the 23th of February 11:59pm UTC.
Each card will get a percentage value based on the rank. So your best card gets 100% and your worst gets 0%. This will result in a compiled list of all of your lists.
When I post the results, I will also include the ususal statistic data. I will change a little bit on the comments to not let you wait that long until I post all the results.
If you encounter some bugs, just send me a PM and I'll fix them ASAP.

Let's see how many submissions we get this time. The more we get the better the rankings will be. I can't wait to get your submissions. If you have any questions, ask them here.


Results:

Ruins
$1-$2 cards
$3 cards
$4 cards
$5 cards
Knights
$6+ cards
Potion cost cards
Prizes

50
Tournaments and Events / My first IRL tournament
« on: February 07, 2014, 07:43:36 pm »
Today I was able to take part in my first IRL tournament.

We were 15 players, so that 3 preliminary rounds with 3 players on 5 tables each were scheduled. But a 16th player came a little bit later so that we had 4 tables with 4 players each. Meh, we had to expect more luck-based games. The preliminary rounds were only with Base, Intrigue and Seaside. Every game was centered on one of those sets, that means 5 cards from that set were fix, the other 5 cards randomly from all the 3 expansions.

Game 1 (Base): Fishing Village, Village, Bureaucrat, Gardens, Salvager, Swindler, Thief, Market, Mine and another card
Goal: It was a 4-player game, so Thief-Gardens was clearly the way to go. I feared Swindler a little bit though.
How it went: I was surprised to see everyone play a different strategy. One player went for a treasure-less deck with Markets, 2 Villages and one Swindler and Salvager as terminal actions. That meant that I only got 1-2 treasure cards per Thief play. Also, 2 of my Gardens were hit early by Swindler plays and were swindled into Bureaucrats. Those weren't bad in my deck, but I liked my Gardens more. So, it got pretty close. The Markets were emptied pretty fast and the Swindler helped emptying the other piles. So, the other players panicked a little bit and helped me emptying the Gardens pile which was the second pile which was emptied. So, I only got 6 Gardens. In the end I came perfectly to exact 40 cards in my deck, so that I had 6x4 + 3 Estates - 5 Curses = 22 points. The player with the treasure-less deck knew he wood win and trashed a Province with his Salvager to empty the last pile and buy a Duchy. Unfortunately he had only 3x6 points + a Duchy = 21 points. If he didn't trash the Province and just empty the last pile, he would have won. Phew. Luck was on my side.

Game 2 (Intrigue): Shanty Town, Bridge, Ironworks, Navigator, Scout, Spy, Duke, Torturer, Trading Post and another card
Goal: Torturer engine with Shanty Town and Tradingpost as trasher
How it went: I feared being player 3 in this Torturer game. But luckily, player 1 didn't go for him and player 2 only sporadic. But, still, I got hit twice in one round by Torturers, so that I had to take Curses two times. But, I got the engine working und could catch up. No-one did hit $8 until my enginge kicked in, so that I could win easily with 8 Provinces and 2 Duchies.

Until now there were 3 players who won both games and one player has won one game and tied on first the other game. The 4 finalists were pretty much cut in stone. One of the players sat with me on the same table in game 3.

Game 3 (Seaside): Cellar, Lighthouse, Pearl Diver, Ambassador, Warehouse, Pirate Ship, Throne Room, Outpost, Tactician, Treasury
Goal: a difficult set, but I tried to go for Double Tactician with Lighthouse and Treasury as my virtual coin and Outpost for 8 card hands. I feared Pirate Ship though.
How it went: The other strong player and I opened Lighthouse/Ambassador. He hit an early $5 while I didn't for a very looong time. The other two players went expectedly for Pirate Ships and they had them at 4-5 coins were easily very fast. My deck came together, but very late because I didn't get to $5 for Tactician and Outpost. When my deck was ready, there were only 3 Provinces left. I bought a Curse and tried to slow them down, but it came turns to late. In the end I only had 2 Provinces and came in last place, the other strong player in second last, the Pirate Ship players beat us.

So, I was fourth, just enough for the finals. In the final set we took one card with coin tokens from Guilds, one card with trash effect from Dark Ages, one treasure card from Prosperity and one card with on-gain effect from Hinterlands. The rest was randomly from Base, Intrigue and Seaside. And it was a Colony/Platinum game.

Game 4 (Finale) Candlestick Maker, Secret Chamber, Workshop, Fortress, Mining Village, Nomad Camp, Royal Seal, Upgrade, Witch and another card
Goal. Upgrade+Fortress is super strong and I could win one game with it recently. So, I try, especially because of Witch, to trash heavily and then empty out the Duchies. But I was worried that it was a Colony game.
How it went: The first two players could start with $5/$2 what is super strong her and opened Upgrade/Candlestick Maker. Player 3 had $4/$3 and tried to get to $5 with Nomad Camp, but didn't suceed. I had $3/$4 and opened double Silver and try to hit $5 often soon. But unfortunately all players went heavily on Upgrades, so that they were gone really fast. I think I had 3 of them. Then they went for Witches and Fortresses, expectedly. Curses were then the second pile which was going to get emptied soon. While the first two players already bought Platinum, I still tried to keep my deck thin and trash heavily, but I was miles behind. One Duchy I could get of the combo when player 2 already hit Colony. In that turn were I wanted to start with my deck -  I had a hand with 2 Upgrades, one Fortress, a Gold and an Estate and could with 3 coin tokens probably 2 Duchies and a Province - player 2 decided to take the secure second place and empty out the Fortress and end the game on piles. I had only 2 points and came in third by one point.

It was a fun tournament, I hope to visit other tournaments soon. Feedback on the sets are welcome.

Pages: 1 [2] 3 4 ... 6

Page created in 0.172 seconds with 16 queries.