Dominion Strategy Forum

Please login or register.

Login with username, password and session length
Pages: 1 [2]  All

Author Topic: empires: villa  (Read 8025 times)

0 Members and 1 Guest are viewing this topic.

jomini

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1060
  • Respect: +768
    • View Profile
Re: empires: villa
« Reply #25 on: August 04, 2016, 04:26:06 pm »
+2

The big thing with villa is that it changes your order of purchase.

Take something simple like Smithy/Alms. Opening Smithy/Smithy is pretty weak as 7/11 times you will collide Smithies and reduce buying power. With Villa, that becomes a pretty nice setup. Spend $4 (net $3) on Villa and purchase another $4 or $3.

Other double terminal setups become vastly better as openers and even in later turns, being +action deficient is vastly less costly than normal. Villa lets you buy terminals sooner. Either they do not collide & who cares or they do and you buy villa. Only when you cannot hit $4 or the pile runs out is being terminal heavy bad for Villa.

Pretty much any remotely viable double terminal opening (Workshop/Smithy, Remodel/Wt, Herm/Scav, Steward x2, Hag/Oracle) works exceedingly better with Villa on the board.

This should not surprise us, Dominion is generally well balanced and an action is worth a good bit; being able to mitigate the worst case scenarios with terminal collisions should fairly dramatically tip the decision towards too many terminals over too few.

Logged
Pages: 1 [2]  All
 

Page created in 0.039 seconds with 20 queries.