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Author Topic: Mega Kingdom Strategy  (Read 15870 times)

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Wolphmaniac

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Mega Kingdom Strategy
« on: January 04, 2014, 10:49:55 am »
+1

You play a two-player game with EVERY kingdom card except Black Market available.  All other usual rules apply: 10 each of all actions and treasures, 8 each of VP cards, game ends when either all Colonies, Provinces, or three other piles are depleted.

What is your strategy? 
« Last Edit: January 04, 2014, 10:51:02 am by Wolphmaniac »
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Awaclus

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Re: Mega Kingdom Strategy
« Reply #1 on: January 04, 2014, 10:52:51 am »
+6

Open Scout/Scout of course. They're so good here with all of those kingdom Victory cards.
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Re: Mega Kingdom Strategy
« Reply #2 on: January 04, 2014, 10:57:08 am »
+1

This sort of topic was already discussed at some point, in case you're interested about where to start with restrictions:
http://forum.dominionstrategy.com/index.php?topic=7654.0

I'd be looking for some sort of Ambassador opening, I think.
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achmed_sender

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Re: Mega Kingdom Strategy
« Reply #3 on: January 04, 2014, 10:58:44 am »
0

Not only 1 card available, all 10? Then, probably Chapel down, building a big Goons turn (or KC-bridge?) and possibly Quarry for a quick Goons?

also, beware of the pin...

EDIT:  Yes, Ambassador over Chapel, of course
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Re: Mega Kingdom Strategy
« Reply #4 on: January 04, 2014, 11:13:19 am »
0

Not only 1 card available, all 10? Then, probably Chapel down, building a big Goons turn (or KC-bridge?) and possibly Quarry for a quick Goons?

also, beware of the pin...

EDIT:  Yes, Ambassador over Chapel, of course
Yeah, I'd also be looking for a Goons deck. I'm wondering whether I want Labs, Stables, or Minions though. Minions work well with all the cheap disappearing actions you can get(Fishing village, Hamlet, Lighthouse, etc...). Then again, an Ironworks/Silk Road rush would be nuts. Maybe heavy Bishop can do something about that? Another opening to consider is Chapel/Ironworks, but I'm not sure what the optimal strategy is with that opening.

You know what becomes a power card in this setup? Develop. Okay, so it's forced to get Poor Houses if you trash $0 costs or $2 costs, but it's beastly at the higher price points. Band of Misfits is nuts too.
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ehunt

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Re: Mega Kingdom Strategy
« Reply #5 on: January 04, 2014, 11:24:48 am »
+1

It seems like a degenerate ironworks silk road game, with great halls and islands around
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Re: Mega Kingdom Strategy
« Reply #6 on: January 04, 2014, 11:26:06 am »
0

It seems like a degenerate ironworks silk road game, with great halls and islands around

with gardens, begger, and storeroom all coming up huge
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liopoil

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Re: Mega Kingdom Strategy
« Reply #7 on: January 04, 2014, 11:31:06 am »
+1

I dunno. the green rush player needs to empty three pile by themselves, where the goons player just needs to get a million VP tokens
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Warfreak2

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Re: Mega Kingdom Strategy
« Reply #8 on: January 04, 2014, 11:35:39 am »
0

I don't think any strategy which doesn't trash can be optimal. Chapel/Hermit into Market Square/Highway is going to crush any alt-VP rush. I'm not sure you can get up to multi-Goons in time, either.

Open Chapel/Hermit. Trash down while gaining Market Squares, then trash the Chapel with the Hermit, discarding three Market Squares.
First turn after trashing: spend three Golds and the Baker token on two Highways.
Second: spend $9 on three Highways
Third: buy three more Highways and three Bridges, and a Mint to trash the Golds.
Fourth: buy all 8 Colonies, plus as many Provinces as you can get your grubby hands on.

Hermit can gain Market Squares every turn, and then Worker's Villages, to play the Bridges. Never gain the Madman - if necessary, buy a Ruins or a Curse (which can be trashed the next turn by Hermit). If the opponent doesn't deny more than two Highways, you should be able to end the game on turn 9 or so with ~100 VP.
« Last Edit: January 04, 2014, 11:58:15 am by Warfreak2 »
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liopoil

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Re: Mega Kingdom Strategy
« Reply #9 on: January 04, 2014, 11:37:22 am »
+1

hertz_doughnut played this game many times, and claims to be able to win the game in 7 turns, even with a bunch of power cards banned.
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werothegreat

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Re: Mega Kingdom Strategy
« Reply #10 on: January 04, 2014, 12:10:06 pm »
+1

Well, I guess this is where we see if Rebuild is as powerful as she seems.
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Re: Mega Kingdom Strategy
« Reply #11 on: January 04, 2014, 12:13:14 pm »
0

Well, I guess this is where we see if Rebuild is as powerful as she seems.
You guess wrong.
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SCSN

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Re: Mega Kingdom Strategy
« Reply #12 on: January 04, 2014, 12:50:27 pm »
0

I don't think any strategy which doesn't trash can be optimal. Chapel/Hermit into Market Square/Highway is going to crush any alt-VP rush. I'm not sure you can get up to multi-Goons in time, either.

Open Chapel/Hermit. Trash down while gaining Market Squares, then trash the Chapel with the Hermit, discarding three Market Squares.
First turn after trashing: spend three Golds and the Baker token on two Highways.
Second: spend $9 on three Highways
Third: buy three more Highways and three Bridges, and a Mint to trash the Golds.
Fourth: buy all 8 Colonies, plus as many Provinces as you can get your grubby hands on.

Hermit can gain Market Squares every turn, and then Worker's Villages, to play the Bridges. Never gain the Madman - if necessary, buy a Ruins or a Curse (which can be trashed the next turn by Hermit). If the opponent doesn't deny more than two Highways, you should be able to end the game on turn 9 or so with ~100 VP.

You're being way too optimistic about how your Chapel and Hermit align in practice. Chapel/Market Square has to be the better opening both in general and for this particular plan (obviously don't start gaining Golds until you're fully trashed down).

But I don't think you want to bother with Chapel at all when you can just open Fishing Village/Wharf, get a Quarry (maybe two) and target the KCs, Wharves and Bridges.

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liopoil

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Re: Mega Kingdom Strategy
« Reply #13 on: January 04, 2014, 01:41:04 pm »
0

seriously, this kingdom lets you do the kind of stuff CC does, because it includes all those cards. Perfect shuffle luck doesn't matter that much. cards like BoM, develop, fortress, procession, watchtower, rats, and upgrade will be faster than anything else. Might not empty the supply, but 3-piling will be really easy.
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soulnet

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Re: Mega Kingdom Strategy
« Reply #14 on: January 04, 2014, 01:52:58 pm »
0

I would open Chapel/Watchtower or maybe Ambassador/Watchtower, then topdeck strong attacks by buying Squires and trashing them immediately. This makes me think that you probably want to play Lighthouse every turn. The pin is also there, but even a single Militia and Masq after every turn could be devastating against a too trim deck.
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soulnet

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Re: Mega Kingdom Strategy
« Reply #15 on: January 04, 2014, 01:54:41 pm »
0

Fairgrounds should be nuts, but probably too slow?
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Aidan Millow

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Re: Mega Kingdom Strategy
« Reply #16 on: January 04, 2014, 02:34:07 pm »
0

I always figured that some sort of rush involving stonemason and cost reduction would be best here.
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GendoIkari

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Re: Mega Kingdom Strategy
« Reply #17 on: January 05, 2014, 10:26:12 am »
0

If a player gets lucky, in this Kingdom he can end the game on turn 4. Maybe even turn 3?
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Re: Mega Kingdom Strategy
« Reply #18 on: January 05, 2014, 03:43:44 pm »
+1

Fortress
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sudgy

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Re: Mega Kingdom Strategy
« Reply #19 on: January 05, 2014, 07:48:52 pm »
0

If a player gets lucky, in this Kingdom he can end the game on turn 4. Maybe even turn 3?

Someone figured out how to end the game on turn three with a normal kingdom...
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

liopoil

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Re: Mega Kingdom Strategy
« Reply #20 on: January 05, 2014, 08:00:56 pm »
0

yeah, with all the cards in the kingdom it's probably easier to empty the supply.
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sudgy

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Re: Mega Kingdom Strategy
« Reply #21 on: January 05, 2014, 08:47:35 pm »
0

yeah, with all the cards in the kingdom it's probably easier to empty the supply.

But then all the cards would be there needing to be gotten...
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

liopoil

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Re: Mega Kingdom Strategy
« Reply #22 on: January 05, 2014, 09:23:17 pm »
0

yeah, with all the cards in the kingdom it's probably easier to empty the supply.

But then all the cards would be there needing to be gotten...
yeah, that's why it's not immediately clear, but I think it would still be easier.
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popsofctown

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Re: Mega Kingdom Strategy
« Reply #23 on: January 06, 2014, 02:00:32 am »
0

Well, I guess this is where we see if Rebuild is as powerful as she seems.
You guess wrong.
To be fair the way he phrased it the statement is true.  The evaluation of "Is Rebuild as powerful as she seems" does indeed emerge, the result is just a negatory one.
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Re: Mega Kingdom Strategy
« Reply #24 on: January 06, 2014, 02:12:08 am »
+3

Well, I guess this is where we see if Rebuild is as powerful as she seems.
You guess wrong.
To be fair the way he phrased it the statement is true.  The evaluation of "Is Rebuild as powerful as she seems" does indeed emerge, the result is just a negatory one.
No, I don't think the mega kingdom says much at all about the true strength of rebuild. Comparing a one card combo to all the potential multicard combos tells us very little. The mega kingdom proves rebuild isn't the best option in all possible kingdoms, but no one ever claimed that was the problem with the card in the first place.
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