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Author Topic: The 10 words card summary challenge  (Read 49256 times)

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Co0kieL0rd

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The 10 words card summary challenge
« on: March 26, 2015, 05:03:32 pm »
+13

In the recent thread on Hunting Grounds (link=topic=12719.msg471143#msg471143 date=1426434735), Stef casually came up with the idea of summarizing a specific card and/or giving strategic advice for its use in only 10 words. Apart from 3 different articles on HG, this is the best thing that came out of that thread for me. Why not make it a challenge? Try to be as focussed on the main strengths and abilities of the card as possible, you've only got 10 words. No more and no less.

Stef set the bar with his strategic summary on Hunting Grounds:
Play in deck drawing engines. Overbuild when you can trash.

The other day at work I couldn't stop thinking of such 10 word summaries myself. I will collect my own ideas as well as all valid entries of other people below in this post. Hopefully, it will be an interesting read. Oh, and if you disagree with any of the summaries, especially mine, I'm happy to complement or replace it with a better one.

Ambassador: As all suspected. Not only history shows, Ambassadors love war. (hvb)
   Rarely ignore. Get two. Return two coppers over one estate. (JW)
Apprentice: Great with gainers or other expensive trashers, but not Copper (iguanaiguana)
Baron: Buy is key. Good in 2nd shuffle. Or bad. (Eevee; 9 words)
Black Market: If there's something you need, they've got it. (Donald X.);
   Doesn't matter what's in it. Often good in engine decks. (Eevee)
Border Village: Buy this and get a free Torturer. Step three: profit! (Jack Rudd)
Cache: Gain this when Copper is easily trashed or actually useful. (Co0kieL0rd)
Contraband: Good when you have options. Play it before other treasures. (eHalcyon)
Coppersmith: Not worth it without reliable draw, extra buys, action surplus. (Co0kieL0rd)
Duke: Buy all Duchies first. Usually better than Provinces, especially uncontested. (qmech)
Fairgrounds: With some effort, it's a personal pile of cheap provinces. (liopoil; 11 words)
Familiar: Often overestimated; Potion hurts tempo. Watch out for faster strategies. (eHalcyon)
Fortress: Village. Synergy with trash for benefit. Defence against trashing attacks. (Co0kieL0rd)
Goons: Virtually never skippable. Only question is engine or Goons/money. (jaybeez)
Hermit: Sanity is madness well-directed: early; often; with replacement gained. (SheCantSayNo)
Hunting Grounds: Play in deck drawing engines. Overbuild when you can trash. (Stef)
Ironworks: Premier Workshop variant. Pair with cost reduction for fun times! (jaybeez)
King's Court: Only ignorable if there is no +buy or draw. Awesome! (hvb)
Masterpiece: Best Feodum enabler; mediocre to bad otherwise. (werothegreat; 7 words)
Oracle: Draws quality over quantity. Decent for cycling. Attack is relevant. (markusin)
Outpost: Double turns if you can kick off with three cards. (liopoil)
Pearl Diver: Increases chances of drawing good cards earlier, but sometimes useless. (Co0kieL0rd)
Peddler: Get its price down to zero, then buy it up. (Jack Rudd)
Possession: High opportunity cost; often ignorable. Don't overbuild. Beware Ambassador, Masquerade.
Prince: Buy as engine enabler. Otherwise prefer Province. Good when ahead. (faust)
Rats: Have a plan to trash these, or do not buy. (werothegreat)
Rebuild: Strong fast engines can beat it. Not many other things. (Eevee)
Scout: Don't buy this ever. Oh wait, I need ten words. (werothegreat)
   No, no, no, no, no.  No.  Good God man, no. (Witherweaver)
Scrying Pool: Mandatory with just a sliver of support for action density. (liopoil)
Sea Hag: Prioritise topdecking Curses until empty, then trash this dead card. (Co0kieL0rd)
Stonemason: Overpy, gain many Action cards. Trashes and provides pile control. (Co0kieL0rd)
Tactician: Enough virtual coin means you can play one every turn./Remember to keep something to discard, or you are screwed. (Kirian)
Torturer: Chains hurt.  Feels worse than it is. Don't always discard. (eHalcyon)
Village: Basic card to increase terminal action capacity of a deck. (Co0kieL0rd)
   Enables playing more cards. Necessary, but only for engines. (Eevee)
Watchtower: Synergizes with every card on the board, except for some. (liopoil)
   Squire, Goons or Rats in the plain? Lookout for Watchtower! (hvb)
Wharf: Excellent engine and Big Money enabler. Almost always buy it. (Co0kieL0rd)
Whishing Well: Good if it's the only draw on board available. Practise with it. (hvb; 11 words)
Witch: You always buy Witch, the hard part is choosing when. (Titandrake)
« Last Edit: March 28, 2015, 07:12:51 am by Co0kieL0rd »
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Re: The 10 words card summary challenge
« Reply #1 on: March 26, 2015, 05:06:08 pm »
+1

Black market: Doesn't matter what's in it. Good in engines.

edit: forgot to count the words.

edit2: didn't realize the first two count  :-[
« Last Edit: March 26, 2015, 05:15:21 pm by Eevee »
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Re: The 10 words card summary challenge
« Reply #2 on: March 26, 2015, 05:07:10 pm »
0

If your strategy needs multiple important cards from the Black Market, you should have probably picked a different strategy.
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Re: The 10 words card summary challenge
« Reply #3 on: March 26, 2015, 05:07:25 pm »
+3

Scout: Don't buy this ever.  Oh wait, I need ten words.
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Co0kieL0rd

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Re: The 10 words card summary challenge
« Reply #4 on: March 26, 2015, 05:07:30 pm »
0

Black market: Usually doesn't matter what's in it. Often good in engine decks, rarely in any other.

Would you say my description of Black Market is not accurate? Could you then rephrase what you wrote in 10 words?

EDIT: Does it really not matter? I didn't know that. Why do you get it then? For strong attacks? For variance? For mid-turn buys?
« Last Edit: March 26, 2015, 05:10:49 pm by Co0kieL0rd »
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Re: The 10 words card summary challenge
« Reply #5 on: March 26, 2015, 05:10:13 pm »
+2

Rebuild: Strong fast engines can beat it. Not much else.
« Last Edit: March 26, 2015, 05:15:40 pm by Eevee »
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Donald X.

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Re: The 10 words card summary challenge
« Reply #6 on: March 26, 2015, 05:11:13 pm »
+4

Black market: Usually doesn't matter what's in it. Often good in engine decks, rarely in any other.

Would you say my description of Black Market is not accurate? Could you then rephrase what you wrote in 10 words?

EDIT: Does it really not matter? I didn't know that. Why do you get it then? For strong attacks? For variance? For mid-turn buys?
Black Market: If there's something you need, they've got it.
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Re: The 10 words card summary challenge
« Reply #7 on: March 26, 2015, 05:12:52 pm »
0

Black market: Usually doesn't matter what's in it. Often good in engine decks, rarely in any other.

Would you say my description of Black Market is not accurate? Could you then rephrase what you wrote in 10 words?

EDIT: Does it really not matter? I didn't know that. Why do you get it then? For strong attacks? For variance? For mid-turn buys?
Black Market: If there's something you need, they've got it.

Works if you don't use contractions.
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Re: The 10 words card summary challenge
« Reply #8 on: March 26, 2015, 05:13:28 pm »
0

Black market: Usually doesn't matter what's in it. Often good in engine decks, rarely in any other.

Would you say my description of Black Market is not accurate? Could you then rephrase what you wrote in 10 words?

EDIT: Does it really not matter? I didn't know that. Why do you get it then? For strong attacks? For variance? For mid-turn buys?
What's in it almost never matters. You basically only ignore it in engine games when the kingdom itself already has everything you might need, which is not very common.
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Re: The 10 words card summary challenge
« Reply #9 on: March 26, 2015, 05:13:37 pm »
+3

Watchtower: Synergizes with every card on the board, except for some.

Outpost: Double turns if you can kick off with three cards.
Fairgrounds: With some effort, its a personal pile of cheap provinces.
Scrying pool: Mandatory with just a sliver of support for action density.
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Re: The 10 words card summary challenge
« Reply #10 on: March 26, 2015, 05:13:43 pm »
+1

Whishing Well: Good if its the only draw on board available. Practise with it.

King Court: Only ignorable if there is no +buy or draw. Awesome!


Edit: Damn i cant count to ten
Edit2: It doesnt matter. Donald cant either.
« Last Edit: March 26, 2015, 05:24:11 pm by hvb »
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Co0kieL0rd

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Re: The 10 words card summary challenge
« Reply #11 on: March 26, 2015, 05:14:39 pm »
0

Black market: Usually doesn't matter what's in it. Often good in engine decks, rarely in any other.

Would you say my description of Black Market is not accurate? Could you then rephrase what you wrote in 10 words?

EDIT: Does it really not matter? I didn't know that. Why do you get it then? For strong attacks? For variance? For mid-turn buys?
What's in it almost never matters. You basically only ignore it in engine games when the kingdom itself already has everything you might need, which is not very common.

I guess I had a totally different view on it, which might be 100% explained by the fact that I watch a lot of Adam Horton videos.
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Re: The 10 words card summary challenge
« Reply #12 on: March 26, 2015, 05:15:37 pm »
+4

Black market: Usually doesn't matter what's in it. Often good in engine decks, rarely in any other.

Would you say my description of Black Market is not accurate? Could you then rephrase what you wrote in 10 words?

EDIT: Does it really not matter? I didn't know that. Why do you get it then? For strong attacks? For variance? For mid-turn buys?
Black Market: If there's something you need, they've got it.

Works if you don't use contractions.
What if you count "Black" and "Market"?

It seems obv. counterproductive to require padding.
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Re: The 10 words card summary challenge
« Reply #13 on: March 26, 2015, 05:16:32 pm »
0

Black market: Usually doesn't matter what's in it. Often good in engine decks, rarely in any other.

Would you say my description of Black Market is not accurate? Could you then rephrase what you wrote in 10 words?

EDIT: Does it really not matter? I didn't know that. Why do you get it then? For strong attacks? For variance? For mid-turn buys?
What's in it almost never matters. You basically only ignore it in engine games when the kingdom itself already has everything you might need, which is not very common.

I guess I had a totally different view on it, which might be 100% explained by the fact that I watch a lot of Adam Horton videos.
Black market is the thing Adam is most wrong about. Of all the things in the universe.
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Re: The 10 words card summary challenge
« Reply #14 on: March 26, 2015, 05:18:05 pm »
+1

Black market: Usually doesn't matter what's in it. Often good in engine decks, rarely in any other.

Would you say my description of Black Market is not accurate? Could you then rephrase what you wrote in 10 words?

EDIT: Does it really not matter? I didn't know that. Why do you get it then? For strong attacks? For variance? For mid-turn buys?
What's in it almost never matters. You basically only ignore it in engine games when the kingdom itself already has everything you might need, which is not very common.

I guess I had a totally different view on it, which might be 100% explained by the fact that I watch a lot of Adam Horton videos.
Black market is the thing Adam is most wrong about. Of all the things in the universe.

I don't even thinks he thinks it's particularly bad - it's more that he dislikes it.

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Re: The 10 words card summary challenge
« Reply #15 on: March 26, 2015, 05:18:20 pm »
0

Village: Enables playing more cards. Necessary, but only in engines.
« Last Edit: March 26, 2015, 05:26:29 pm by Eevee »
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Re: The 10 words card summary challenge
« Reply #16 on: March 26, 2015, 05:19:43 pm »
+1

Scout: No
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Re: The 10 words card summary challenge
« Reply #17 on: March 26, 2015, 05:20:48 pm »
+5

If you require exactly 10 words:

Scout: No, no, no, no, no.  No.  Good God man, no!
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Re: The 10 words card summary challenge
« Reply #18 on: March 26, 2015, 05:22:16 pm »
+1

Baron: Buy is key. Good in 2nd shuffle. Or bad.
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Re: The 10 words card summary challenge
« Reply #19 on: March 26, 2015, 05:25:03 pm »
+2

Adventurer: No, no, no, no, no. Maybe sometimes? Nah, no.
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Re: The 10 words card summary challenge
« Reply #20 on: March 26, 2015, 05:27:14 pm »
+3

Peddler: Get its price down to zero, then buy it up.
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Re: The 10 words card summary challenge
« Reply #21 on: March 26, 2015, 05:29:11 pm »
+2

Ambassador: As all suspected. Not only history shows, Ambassadors love war.
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Re: The 10 words card summary challenge
« Reply #22 on: March 26, 2015, 05:33:56 pm »
+6

Ambassador: Rarely ignore. Get two. Return two coppers over one estate.
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Re: The 10 words card summary challenge
« Reply #23 on: March 26, 2015, 05:35:46 pm »
0

Masterpiece: Best Feodum enabler; mediocre to bad otherwise.
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Re: The 10 words card summary challenge
« Reply #24 on: March 26, 2015, 05:37:10 pm »
0

Goons: virtually never skippable. Only question is engine or Goons/money.

Ironworks: premier Workshop variant.  Pair with cost reduction for fun times!
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