Dominion Strategy Forum

Please login or register.

Login with username, password and session length
Pages: 1 2 3 [4]  All

Author Topic: Favorite Expansions in 2018  (Read 4060 times)

0 Members and 1 Guest are viewing this topic.

NoMoreFun

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1325
  • Respect: +931
    • View Profile
Re: Favorite Expansions in 2018
« Reply #75 on: April 06, 2018, 06:09:38 am »
+1

Excellent:
Empires
Adventures

Good:
Intrigue 2
Guilds
Base 2
Cornucopia
Nocturne
Dark Ages

Needs updating:
Prosperity
Hinterlands
Seaside

Bad:
Alchemy
Logged

Simon Jester

  • Scout
  • ****
  • Offline Offline
  • Posts: 43
  • Respect: +64
    • View Profile
Re: Favorite Expansions in 2018
« Reply #76 on: April 07, 2018, 10:57:41 am »
0

Needs updating:
Prosperity

What kind of updates does Prosperity need?
Logged
Unfoes are for oussys.

Gazbag

  • Explorer
  • *****
  • Offline Offline
  • Posts: 336
  • Respect: +613
    • View Profile
Re: Favorite Expansions in 2018
« Reply #77 on: April 07, 2018, 12:30:39 pm »
+1

Needs updating:
Prosperity

What kind of updates does Prosperity need?

Prosperity is a pretty weird expansion, it's the king of payload with Goons and Kings Court and what have you but it's quite lacking in draw and trashing, especially early game.
Watchtower, Rabble, activated Cities and Kings Court is the only draw in the entire expansion! City and Kings Court only happen later in the game and Watchtower is arguably worse draw than Moat, Rabble isn't even that great either, pretty average. Compare this to base, which has Moat, Smithy, Council Room, Laboratory, Library and Witch.

The trashing cards in Prosperity are all quite awkward too, for varying reasons. Trade Route is of the weakest trashers in the game, that's fine, something has to be, but it has this interesting mat and Coin token mechanic which is kind of squandered on such a rarely used card and means nothing else can put Coin tokens on piles. Loan is pretty strong, but it has the sad trait of being unpopular with a lot of players and not particularly loved by anyone either. It also doesn't play well will the special treasures that are a main theme of Prosperity. Bishop doesn't count because it trashes for your opponent just as much as it does for you. Mint, Forge and Expand are all pretty good, but a little awkward because of their high cost and force you to build first, trash later. That isn't a problem, there aren't really that many cards in game like that, but having 3/5 of the trashers in the set play like that is a little awkward - compounded somewhat by the lacking draw!

Prosperity also has a fair few dud cards, not as bad as Scout or anything but it takes a pretty sad kingdom for Royal Seal or Venture to get any play. Counting House is kind of in a Coppersmith situation, Contraband is fine these days, it plays well with Events and the 2nd editions removed a lot of duds from the card pool so there tends to be more options in modern kingdoms, but if you don't have the newer expansions/2nd editions this might not see much play. I don't think too many people would be upset if Mountebank was cut for a slightly less ridiculous attack either.

I think Prosperity is a fine expansion overall, but there are certainly improvements that could be made.
Logged

Simon Jester

  • Scout
  • ****
  • Offline Offline
  • Posts: 43
  • Respect: +64
    • View Profile
Re: Favorite Expansions in 2018
« Reply #78 on: April 07, 2018, 12:50:49 pm »
0

Needs updating:
Prosperity

What kind of updates does Prosperity need?

Prosperity is a pretty weird expansion, it's the king of payload with Goons and Kings Court and what have you but it's quite lacking in draw and trashing, especially early game.
Watchtower, Rabble, activated Cities and Kings Court is the only draw in the entire expansion! City and Kings Court only happen later in the game and Watchtower is arguably worse draw than Moat, Rabble isn't even that great either, pretty average. Compare this to base, which has Moat, Smithy, Council Room, Laboratory, Library and Witch.

The trashing cards in Prosperity are all quite awkward too, for varying reasons. Trade Route is of the weakest trashers in the game, that's fine, something has to be, but it has this interesting mat and Coin token mechanic which is kind of squandered on such a rarely used card and means nothing else can put Coin tokens on piles. Loan is pretty strong, but it has the sad trait of being unpopular with a lot of players and not particularly loved by anyone either. It also doesn't play well will the special treasures that are a main theme of Prosperity. Bishop doesn't count because it trashes for your opponent just as much as it does for you. Mint, Forge and Expand are all pretty good, but a little awkward because of their high cost and force you to build first, trash later. That isn't a problem, there aren't really that many cards in game like that, but having 3/5 of the trashers in the set play like that is a little awkward - compounded somewhat by the lacking draw!

Prosperity also has a fair few dud cards, not as bad as Scout or anything but it takes a pretty sad kingdom for Royal Seal or Venture to get any play. Counting House is kind of in a Coppersmith situation, Contraband is fine these days, it plays well with Events and the 2nd editions removed a lot of duds from the card pool so there tends to be more options in modern kingdoms, but if you don't have the newer expansions/2nd editions this might not see much play. I don't think too many people would be upset if Mountebank was cut for a slightly less ridiculous attack either.

I think Prosperity is a fine expansion overall, but there are certainly improvements that could be made.

Ah, I see. I actually hadn't noticed the relative lack of draw in the expansion. However as long as you play with the earlier sets it should be hardly noticable (case in point that I who have probably played with prosperity more than with any other expansion didn't know..) - I guess it's fine if a set is weaker on one component to focus on something special and I think Prosperity does it fine there.. Hm. How does Empires compare in that regard?

I like to defend the "duds" in Dominion and just to repeat myself once more: Less good cards is fine to have as long as they are fairly unique since they still manage to teach you something on how to play the game. I regarded Venture as OP for a long time and the card is fine for certain player levels and quite fun too. Counting house is a bit weirdly designed for my taste though, it could be stronger or at least look more appealing, it's just weirdlooking from the beginning and I feel you need to force it to be useful. Other than that Talisman is the most awkward card, but eh, they can't all be the best 4$ cards ever I guess.

Don't touch Mountebank before Cultist. I personally have no problem with it. It's strong but not an auto-card by any means imo.

Thanks though, clarified a bit why my love for the expansion isn't as shared as I somewhat would expect it too be..

   
Logged
Unfoes are for oussys.

Fuu

  • Bishop
  • ****
  • Offline Offline
  • Posts: 105
  • Shuffle iT Username: Fuu
  • Respect: +75
    • View Profile
Re: Favorite Expansions in 2018
« Reply #79 on: April 07, 2018, 02:38:34 pm »
0

In order from favourite on down:

Seaside
Base (I have 1st edition plus update)
Adventures
Dark Ages
Guilds/Cornucopia
---
Prosperity
Empires
Nocturne
Hinterlands
Intrigue
Alchemy

The top half of the list I own, except for Guilds/Cornucopia which is on my wish list. I don't really have any interest in getting the bottom half.
Logged

SuperHans

  • Bishop
  • ****
  • Offline Offline
  • Posts: 119
  • Respect: +190
    • View Profile
Re: Favorite Expansions in 2018
« Reply #80 on: April 10, 2018, 12:33:27 am »
0

1. Adventures. For me, it's the pinnacle of Dominion.  It has the right amount of complexity and combo potential without being too fiddly. I generally play in person so the less set up time the better. With how I have the game organized, Adventures does not increase set up time as much as some of the other expansions (i.e., Empires and Nocturne). The event cards are a big game changer and it's hard to play without them now. I love the reserve cards and would like to see them revisited sometime if possible.

2. Empires. This is right up there with Adventures, but, in real life, it sometimes requires just a bit more set up time with the debt and victory tokens. I wonder if we'll ever get Debt Mats like we have now with Coffers. Empires has some of my absolute favorite cards (Fortune, Overlord, Villa, Crown, Legionary). And, of course, the landmarks.

3. Nocturne. This set is almost up there with Adventures and Empires. The night cards are way more fun than I imagined, especially Werewolf, Vampire, Changeling, and Devil's Workshop. I was unsure about Hexes and Boons at first, but, when playing in person, there is a real satisfaction of flipping and revealing them that does not translate to online play. I don't play competitively so the swinginess doesn't have the same impact with me. I generally play with my wife or friends and Nocturne has probably had the most success with them.

4. Dark Ages. This is just such a consistent expansion from top to bottom. This expansion rounded out Dominion in a good way.

5. Hinterlands. I started playing Dominion right when this expansion was released so a lot of the cards have that nostalgic factor. Not as innovative as the other expansions, but it introduced a lot of cards that I like playing with often (e.g., Highway, Haggler, Border Village, Spice Merchant, Scheme).

6. Intrigue (2d ed.). This expansion improved so much by the removal and addition of a handful of cards. This is such an underrated expansion.

7. Cornucopia/Guilds. Cornucopia is good, but Guilds really elevates this joint expansion in my opinion. Coin tokens are a great mechanic.

8. Prosperity. A somewhat inconsistent expansion compared to the ones above, but it has a few cards that are just so much fun to play with (e.g., King's Court, Goons, Grand Market, and Peddler).

9. Seaside. This is one of the most thematic expansions. And I'll always love duration cards. There are a few duds that bring it down a notch and I wish some of them had been replaced or modified in the second edition like Base and Intrigue, especially Pirate Ship.

10. Base (2d ed.). Solid, but simple.

11. Alchemy. I hope one day we receive 5-10 more potion cards to round out the potion mechanic. A man can dream.
« Last Edit: April 10, 2018, 10:45:19 am by SuperHans »
Logged

jonaskoelker

  • Explorer
  • *****
  • Offline Offline
  • Posts: 313
  • Grand Market = cantrip Woodcutter
  • Respect: +357
    • View Profile
Re: Favorite Expansions in 2018
« Reply #81 on: April 12, 2018, 02:10:05 pm »
0

The expansions I own are Base (2E), Intrigue (2E), Empires and Seaside, listed from earliest to most recent purchase. My favorite opponent is my gf, and we mostly (only?) play single-set games, playing each kingdom three times. That obviously colors my evaluation.

Ordered from great to merely-moderate enjoyment of single-set games:

1. Intrigue, man, all the cards are awesome! There's strong slogging in Duke, there's quirky-draw-your-deck in Minion, there's awesome payload in Bridge, there's a cantrip engine in Conspirator if you can activate it, there are some pretty decent money enablers (not that money is often the best strategy). Plenty of really great cards; As Commodore Chuckles said in first post, classic cards that continue to be interesting.

Okay, Shanty Town, Harem and Nobles are a little bit bland. If you replaced those with Crown, Fool's Gold, Tunnel and/or Farmland, Intrigue would be nearly perfect. Swindler and Torturer can creating swingy games, let's admit faults, but man, Intrigue is great.

2. Empires is great. Variation in how you score points expands the strategy space and up-ends established. Events are cool. The cards are great. If you mix Empires in with your other expansions it's top notch frosting. For single-set games I can't help but think that I'd like some proportions that are a little more cake-heavy; maybe that's just I'm not yet bored of playing stacks of Village/Smithy variants.

3. SeasideTactician, Wharf, Ambassador, even the mundane Warehouse and Salvager are great fun to play with. Some of the other cards are not the most powerful ever, which is really not that important when you're playing all-Seaside, and the flavor is great.

4. Base is... Base is fine. It's on the boring simple side of things, and it has to be. No hate for Base, but it does get kind of bland after a while.

Among the ones I don't own, the ones I'm most looking forward to are:
1. Adventures Other than the Warrior and Champion-first lotteries, everything looks great. Wonky cool duration cards. And tokens!
2. Prosperity Holy bananas, gimme dat KC, Goons, Grand Market and City. You can keep the Loan and Counting House, though.
3. Hinterlands No game-warpers, few hard duds. Haggler, Highway, Jack of all Trades and Scheme excite me.
4. Guilds+Cornucopia This looks Hinterlandsy, with fewer cards that excite me but they all look nice. Guilds looks a bit more exciting than Cornucopia.
5. Dark Ages Dark Ages looks mostly fine. Cultist, Rebuild, Urchin lottery and Knights lottery concern me, and the remaining 87.5% don't excite me quite as much as Hinterlands and Guilds.
6. Nocturne I'm not sure about the Boons/Hexes, the theme is a little on the too supernatural side of what I think Dominion should be. The Heirloom mechanic looks cool. I guess I'm just uncertain about the new and unfamiliar.
7. Alchemy Some cards look like real stinkers, some of the other ones look really cool. Apothecary and Vineyard in particular.

If I merge the lists with single-set play in mind, it probably comes out something like this:
1. Adventures
2. Intrigue
3. Empires
4. Prosperity
5. Hinterlands
6. Seaside
7. Guilds+Cornucopia
8. Dark Ages
9. Nocturne
10. Base
11. Alchemy
Logged
Pages: 1 2 3 [4]  All
 

Page created in 0.083 seconds with 21 queries.