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Author Topic: key cards in Dominion: a report card.  (Read 22167 times)

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ehunt

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key cards in Dominion: a report card.
« on: August 30, 2015, 07:51:24 am »
+34

This article is for beginning players; I don't expect experienced players to get very much out of it, although I hope it will be fun for them to debate.

Experienced and inexperienced Dominion players alike love arguing about which cards are better than which others. And indeed, if you wander this site, you can find years worth of rankings, and of arguments about what the true definition of rankings should be, etc.

This list is intended to contribute to that discussion, but it is not a ranking. Rather, it's a "report card," which assigns each card a grade.

When you look at a board, one quick skill is to identify key cards and to build a strategy around them. This list grades cards by how likely they are to be "key cards." There are only three grades, and most cards get a B.

A = almost always a key card. May need one or two helpers to be truly dominant, but those helpers arise frequently enough that we always worry about this card a little before the game starts: do we want it, and if we don't, how do we defend against our opponent who will likely buy it? A classic example of a solid A card is Goons.

B = not usually a key card, but likely to be useful. We may well buy one or more of these to support a strategy. Sometimes, this card can be a key card, with the right combination of helpers; however, the first strategies we look for don't revolve around B cards. A classic example of a B card is Laboratory. Almost every deck is improved by Laboratory, but it's not the center piece of any strategy. A different sort of example is Gardens. If we look at a board and there are not a lot of great strategies available, we may consider a Gardens-centered strategy, but we need to find helpers.

C = rarely worth reflecting about. We don't expect to lose too many more games if we simply pretend this pile isn't there. Sometimes a card in this pile can be useful if it is, for instance, the only card on the board that provides +Buy. For example, Woodcutter is a C card. Of course every pile has a purpose, and the best players can and do use C cards to their advantage.

We will use + and - in a category to mean a card is borderline between two categories. A grade of A+ is not given; for the purpose of this list, it doesn't matter which A cards are better than the others. Note that having a higher grade does not necessarily mean being a "better card." For example, Laboratory is almost certainly a better card than Bridge, but is less likely to be a key card and so has a lower grade.

The grades are based on 2-player Dominion; many cards would change grades in multiplayer. This list is obviously my opinion. In particular, the Adventures cards are not graded because I have only played a few games with them.

Warning: Card interaction is 98% of Dominion strategy, and this report card cannot help you with it at all. For example, Chancellor and Stash are both solid C cards, but the combo Chancellor/Stash would be at least an A-. More fundamentally, knowing which cards in a kingdom are good doesn't tell you how to buy them, how to build a deck around them, and how to play them. But it's a start.

Base
2
Cellar B
Chapel A
Moat B-
3
Chancellor C
Village B
Woodcutter C
Workshop B-
4
Bureaucrat C
Feast C
Gardens B
Militia B+
Moneylender B
Remodel B
Smithy B
Spy C
Thief C-
Throne Room B
5
Council Room B
Festival B
Laboratory B
Library B
Market B
Mine B-
Witch A
6
Adventurer C-

Intrigue
2
Courtyard B
Pawn B
Secret Chamber C
3
Great Hall C
Masquerade A
Shanty Town B
Steward A-
Swindler A-
Wishing Well B
4
Baron B
Bridge A-
Conspirator A-
Coppersmith C
Ironworks B
Mining Village B
Scout C-
5
Duke A-
Minion A
Saboteur C
Torturer A-
Trading Post B
Tribute B-
Upgrade A-
6
Harem B
Nobles B

Seaside
2
Embargo C
Haven B
Lighthouse B
Native Village B
Pearl Diver C
3
Ambassador A
Fishing Village A
Lookout B
Smugglers B
Warehouse B
4
Caravan B
Cutpurse B
Island B
Navigator C+
Pirate Ship C+
Salvager B
Sea Hag A
Treasure Map B
5
Bazaar B
Explorer C
Ghost Ship A
Merchant Ship B
Outpost B+
Tactician A-
Treasury B
Wharf A

Alchemy
2
Herbalist C
5
Apprentice B+
P
Transmute C-
Vineyard A
2P
Apothecary B+
Scrying Pool A
University B+
3P
Alchemist B
Familiar A
Philosopher’s Stone C
4P
Golem B
6P
Possession A-

Prosperity
3
Loan B
Trade Route B-
Watchtower B
4
Bishop B
Monument B+
Quarry B+
Talisman B
Worker’s Village B
5
City B
Contraband C+
Counting House C-
Mint B
Mountebank A
Rabble B
Royal Seal C
Vault B
Venture B
6
Goons A
Grand Market A
Hoard B
7
Bank B
Expand B
Forge B+
King’s Court A
8
Peddler A-

Cornucopia
2
Hamlet A-
3
Fortune Teller C
Menagerie A-
4
Farming Village B
Horse Traders B
Remake A-
Tournament A
Young Witch A
5
Harvest C
Horn of Plenty B+
Hunting Party A
Jester B
6
Fairgrounds B+

Hinterlands
2
Crossroads B
Duchess C
Fool’s Gold A-
3
Develop B-
Oasis B
Oracle B
Scheme B
Tunnel B+
4
Jack of All Trades A-
Noble Brigand B-
Nomad Camp C
Silk Road B
Spice Merchant B
Trader B
5
Cache C
Cartographer B+
Embassy B+
Haggler A-
Highway A-
Ill-Gotten Gains A
Inn B
Mandarin  C+
Margrave A-
Stables B
6
Border Village B+
Farmland B

Dark Ages
1
Poor House B-
2
Beggar C
Squire B
Vagrant B-
3
Forager A
Hermit A-
Market Square B
Sage B
Storeroom B
Urchin A
4
Armory B
Death Cart C
Feodum C+
Fortress B
Ironmonger B+
Marauder A-
Procession B
Rats B-
Scavenger B
Wandering Minstrel B+
5
Band of Misfits B-
Bandit Camp B+
Catacombs B
Count A-
Counterfeit A-
Cultist A
Graverobber B
Junk Dealer A-
Knights B
Mystic B
Pillage C
Rebuild A
Rogue B
6
Altar B
Hunting Grounds B

Guilds
2
Candlestick Maker B
Stonemason A-
3
Doctor B
Masterpiece B
4
Advisor B
Herald B
Plaza B
Taxman B-
5
Baker B
Butcher A-
Journeyman B
Merchant Guild B+
Soothsayer A-

Promos
Black Market A-
Envoy B
Walled Village B
Governor A
Stash C
« Last Edit: August 31, 2015, 03:22:24 am by ehunt »
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liopoil

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Re: key cards in Dominion: a report card.
« Reply #1 on: August 30, 2015, 11:02:55 am »
+3

Oh man, Watchtower at B is criminal! Easily B+, IMO A-. Okay, it's rarely 'dominant', but you usually want at least one. The same cannot be said for laboratory, because its opportunity cost is too high. Ok, it's not criminal, I just have to advocate for it.

This is a pretty good list overall. I think you should go all the way down to F though. Scout doesn't deserve a C-.
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jsh357

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Re: key cards in Dominion: a report card.
« Reply #2 on: August 30, 2015, 11:25:53 am »
+2

Ghost Ship probably shouldn't be in A. B+ maybe, but it has a lot of counters and the draw it provides is minimal on a lot of boards. I would at least rank it below Torturer, which you put in A-.
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markusin

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Re: key cards in Dominion: a report card.
« Reply #3 on: August 30, 2015, 01:10:49 pm »
0

Ghost Ship probably shouldn't be in A. B+ maybe, but it has a lot of counters and the draw it provides is minimal on a lot of boards. I would at least rank it below Torturer, which you put in A-.
But you usually want at least one Ghist Ship in an engine to play it every turn, and playing it every turn is a strong motivation to go engine. And it's devastating when no counters are present, so I'd say at least A- is fitting, at the same level as Torturer. Also Ghost ship often does more damage than Torturer in games with no villages.

Overall a really nice read. I feel like experienced players will have a much easier time understanding these rankings than players who have rarely played with the cards and judge them by their looks. Like, seeing Contraband at C+ and Count at A- makes perfect sense to me, but without any explanation provided for the cards inexperienced players will be all "oookaaaay...?". The rankings are a nice starting point for new players so long as they can discuss them with more experienced players/mentors.
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LastFootnote

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Re: key cards in Dominion: a report card.
« Reply #4 on: August 30, 2015, 01:15:05 pm »
+1

Cool idea.

Baker costs $5, not $4.
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TrojH

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Re: key cards in Dominion: a report card.
« Reply #5 on: August 30, 2015, 06:42:58 pm »
0

4
Advisor B
Herald B

 :o

I wish I knew how to make those pictures with Advisor whispering something. This is just asking for an "I'm as good as Herald" picture.
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jsh357

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Re: key cards in Dominion: a report card.
« Reply #6 on: August 30, 2015, 06:49:54 pm »
+2

4
Advisor B
Herald B

 :o

I wish I knew how to make those pictures with Advisor whispering something. This is just asking for an "I'm as good as Herald" picture.

I don't think he's saying Advisor is 'as good,' just that it's an important engine part a lot of the time, hence being in B. Advisor is an excellent nonterminal draw option; you just need a lot of them for it to pay off.
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Roadrunner7671

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Re: key cards in Dominion: a report card.
« Reply #7 on: August 30, 2015, 07:05:14 pm »
+2

Why weren't there any a+s?
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liopoil

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Re: key cards in Dominion: a report card.
« Reply #8 on: August 30, 2015, 07:09:16 pm »
0

Why weren't there any a+s?
He didn't want to hurt Chapel's feelings.
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Roadrunner7671

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Re: key cards in Dominion: a report card.
« Reply #9 on: August 30, 2015, 07:17:36 pm »
+1

Why weren't there any a+s?
He didn't want to hurt Chapel's feelings.
Wrong answer! *I cast you into the gorge of eternal peril*
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funkdoc

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Re: key cards in Dominion: a report card.
« Reply #10 on: August 30, 2015, 08:06:33 pm »
+1

this sort of thing is where i like the way fighting game players do it

it's similar in that you have A,B,C,D, etc. on downward...but the japanese came up with this wonderful thing called "S rank" to describe the most ridiculously broken thing(s) in a given game.  stuff like chapel, goons, ambassador, cultist would be S

i also agree with lio that you need a "situationally good" tier and a just plain "low" tier for stuff like scout/transmute

really cool idea though, and precisely the sort of thing that could potentially help stream viewers know what's going on a little more


EDIT: is it just me, or is guilds the most "balanced" expansion on the whole?  nothing you'd consider for a hypothetical S tier, but no bottom-feeders either (taxman probably being the closest)
« Last Edit: August 30, 2015, 08:12:38 pm by funkdoc »
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Marcory

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Re: key cards in Dominion: a report card.
« Reply #11 on: August 30, 2015, 09:14:29 pm »
+3

I think that C- already represents the 'just plain low' tier. Look at the cards in it:

Thief
Adventurer
Scout
Transmute
Counting House

Each of these has a very narrow range of Kingdoms in which it is decent, and none where it is great. I would probably put Thief in the "C" category, because it is an important counter to Chapel, one of the first "A" cards that new players encounter. None of the other "C-" cards have this kind of effect on power cards.

Thief is also, of course, much better in multiplayer, which is how most new players probably learn the game. The other cards don't scale in power with the the number of players.
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Re: key cards in Dominion: a report card.
« Reply #12 on: August 31, 2015, 01:15:54 am »
+2

I guess you should add that you ranked those cards for two player games. I guess Thief isn't C- in multiplayer.
Also I disagree about Possession being A-. I guess B is fine. Too often, it's a trap for being A- in my opinion
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ehunt

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Re: key cards in Dominion: a report card.
« Reply #13 on: August 31, 2015, 03:29:53 am »
+1

thanks all! Fixed the Baker thing and added the 2player thing.

Yeah, as LF said, having two cards with the same "grade" doesn't mean they are equally good. Even a card with a better grade may not be a "better" card than another. Maybe grades weren't the best metaphor!

I told myself I would wait a couple weeks before changing any grades so that I'm not constantly changing them on a whim, but I am listening. (Also, I think I overrated Grand Market.) Liopoil, I totally knew you would call it out when I graded Watchtower a B.
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Re: key cards in Dominion: a report card.
« Reply #14 on: August 31, 2015, 03:43:25 am »
+2

Yes, Counting House is never great. Just an empty space on the board, always.

http://www.gokosalvager.com/static/logprettifier.html?20140515/log.5101a6c4e4b02b7235c3860f.1400207171957.txt

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Re: key cards in Dominion: a report card.
« Reply #15 on: August 31, 2015, 07:10:56 am »
+4

Nice article, I like the idea.
Only changes I would make are:

Counting house: C- > C or maybe C+
Doesn't happen often, but when it is good it can be the centerpiece of your strategy.

Talisman : B > B- or C+
I very rarely find this to be a key card.

Explorer: C+ > B
Can be a strong card in slogs, especially with alt VP.
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terminalCopper

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Re: key cards in Dominion: a report card.
« Reply #16 on: August 31, 2015, 07:48:32 am »
+3

Also I disagree about Possession being A-. I guess B is fine. Too often, it's a trap for being A- in my opinion

There's a subtle difference between "key card" and "strong card". A strong card is a card you should gain, a key card is a card you should think about, because it might totally change the way you approach a kingdom, even if no one buys it.

That's why I agree with Possession in A-.
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Re: key cards in Dominion: a report card.
« Reply #17 on: August 31, 2015, 07:53:34 am »
+8

I think i disagree on Embargo being a C. It's not strong, but its presence has an effect on the board that can destroy several strategies. For example, Embargo can break IGG rushes and slow down Potion-centered decks. Not saying it's a superimportant key card, but if we make that distinction between strength and relevance to the board, which i understood this to be about, i disagree on Embargo always being "a pile that might as well not be there". At least make it B- or C+.

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Re: key cards in Dominion: a report card.
« Reply #18 on: August 31, 2015, 11:25:49 am »
+2

Counting House is so, so much stronger than the other cards in C- it's not even funny. Yes, it's situational, but if it's good, it's really good. It should be at least C+ and maybe even B-.
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Re: key cards in Dominion: a report card.
« Reply #19 on: August 31, 2015, 11:48:16 am »
+4

While we are all nitpicking on certain rankings, I'd like to say that I disagree strongly with the A- on conspirator. It needs specific support and even if that is given, it is not really a key card usually.
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AdamH

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Re: key cards in Dominion: a report card.
« Reply #20 on: August 31, 2015, 03:05:42 pm »
+4

RAWR HOW CAN JACK NOT HAEV AT LEAST 55 PLUSES?!?!?!??!?!?????!?!??!??!?!?!??!?
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iguanaiguana

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Re: key cards in Dominion: a report card.
« Reply #21 on: August 31, 2015, 03:10:43 pm »
+1

RAWR HOW CAN JACK NOT HAEV AT LEAST 55 PLUSES?!?!?!??!?!?????!?!??!??!?!?!??!?

I think jack is right where it should be. ( you probably realize this.)

IGG on A?

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Re: key cards in Dominion: a report card.
« Reply #22 on: August 31, 2015, 03:32:58 pm »
+3

RAWR HOW CAN JACK NOT HAEV AT LEAST 55 PLUSES?!?!?!??!?!?????!?!??!??!?!?!??!?

I think jack is right where it should be. ( you probably realize this.)

BUT I LIEK JACK SO IT SHOULD BE HIGHER!!!!!111111
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AdamH

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Re: key cards in Dominion: a report card.
« Reply #23 on: August 31, 2015, 04:42:45 pm »
+23

Seriously, though. You've put some work into this and I think that it's really good. Allow me to list where I disagree with you by more than one level. Note that there really aren't that many entries here and some of them are pretty close. I think this is really well done.

Conspirator A-   These are so rarely super-broken (meaning that you don't want them at all most of the time) that I would give Conspirator a B
Tribute B-   I'd give this a solid C. I rarely buy this and when I do, I'm rarely happy about it.
Embargo C   This deserves a B, maybe a B-, it's only ever ignorable when there are other Cursers around or with super-strong trashing AND draw.
Fishing Village A   I'm not sure why every other village gets a B and this one gets an A. Yeah it's good, but maybe B+ good, certainly not A
Navigator C+   I'd defo put this in the C- category. Navigator makes most decks worse and when it's good, it's only ever-so-slightly better than Silver.
Sea Hag A   Like, this is a B at best. With any sort of decent trashing around you can safely ignore this lovely lady.
Treasure Map B   I'd give this a C+, you so rarely simultaneously have the means to collide them AND the desire for mass Gold as your payload.
Merchant Ship B   C, maaaaybe C+? I mean, this card is mediocre for Big Money and at the bottom of the barrel for engine payload.
Outpost B+   Outpost is really good, but so many times you just ignore it. B- for me.
Hamlet A-   Again with this super-great village. Hamlet really isn't that much better than other villages for me to even want to give it a B+, so I'd just put this at a B and think about B-.
Hunting Party A   I'm probably in the minority on this, but I feel like Lab is just better than HP so often that I'd give Lab a B+ and put this guy at a solid B. I haven't played a HP+X game in so long.
Tunnel B+   So often slow and unreliable, I'd give this a B-, though I admit I could be off-base here.
Ill-Gotten Gains A   Same reasoning as Sea Hag, only you get the IGG-noreable pun, so B+ :P
Rats B-   Maybe I'm being too harsh, but I'd give Rats a C. You really have to look hard for support to make them worth it.
Knights B   A- on Knights, they're unavoidable so often, which is sad.
Masterpiece B   C+ I think, it's an optimization to strategies that use lots of money, which are sort of rare IMO

EDIT: Hmm, I didn't think this would be so well-received. I just kind of threw it together. I'll edit so that it's more readable
« Last Edit: August 31, 2015, 07:01:18 pm by AdamH »
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Re: key cards in Dominion: a report card.
« Reply #24 on: August 31, 2015, 05:35:51 pm »
+2

Seriously, though. You've put some work into this and I think that it's really good. Allow me to list where I disagree with you by more than one level. Note that there really aren't that many entries here and some of them are pretty close. I think this is really well done.

Intrigue
Conspirator A-   These are so rarely super-broken (meaning that you don't want them at all most of the time) that I would give Conspirator a B
Tribute B-   I'd give this a solid C. I rarely buy this and when I do, I'm rarely happy about it.

Seaside
Embargo C   This deserves a B, maybe a B-, it's only ever ignorable when there are other Cursers around or with super-strong trashing AND draw.
Fishing Village A   I'm not sure why every other village gets a B and this one gets an A. Yeah it's good, but maybe B+ good, certainly not A
Navigator C+   I'd defo put this in the C- category. Navigator makes most decks worse and when it's good, it's only ever-so-slightly better than Silver.
Sea Hag A   Like, this is a B at best. With any sort of decent trashing around you can safely ignore this lovely lady.
Treasure Map B   I'd give this a C+, you so rarely simultaneously have the means to collide them AND the desire for mass Gold as your payload.
Merchant Ship B   C, maaaaybe C+? I mean, this card is mediocre for Big Money and at the bottom of the barrel for engine payload.
Outpost B+   Outpost is really good, but so many times you just ignore it. B- for me.

Cornucopia
Hamlet A-   Again with this super-great village. Hamlet really isn't that much better than other villages for me to even want to give it a B+, so I'd just put this at a B and think about B-.
Hunting Party A   I'm probably in the minority on this, but I feel like Lab is just better than HP so often that I'd give Lab a B+ and put this guy at a solid B. I haven't played a HP+X game in so long.

Hinterlands
Tunnel B+   So often slow and unreliable, I'd give this a B-, though I admit I could be off-base here.
Ill-Gotten Gains A   Same reasoning as Sea Hag, only you get the IGG-noreable pun, so B+ :P

Dark Ages
Rats B-   Maybe I'm being too harsh, but I'd give Rats a C. You really have to look hard for support to make them worth it.
Knights B   A- on Knights, they're unavoidable so often, which is sad.

Guilds
Masterpiece B   C+ I think, it's an optimization to strategies that use lots of money, which are sort of rare IMO
I don't think there is a single thing here I disagree with. Upvoted for excellent dominion content!
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