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Author Topic: Favorite Expansions in 2018  (Read 5333 times)

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NoMoreFun

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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
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Simon Jester

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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?
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Gazbag

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Re: Favorite Expansions in 2018
« Reply #77 on: April 07, 2018, 12:30:39 pm »
+2

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.
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Simon Jester

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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..

   
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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.
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SuperHans

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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 »
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jonaskoelker

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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
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PortlandSkye

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Re: Favorite Expansions in 2018
« Reply #82 on: May 03, 2018, 09:31:12 pm »
0

1   Dark Ages
        Lots of cards, interactions, Forager, Bandit Camp, not overly complex or gimmicky

2   Prosperity
        Colonies and Platinum, victory tokens

3   Cornucopia
        Hamlet and Menagerie, love that combo

4   Empires
        Debt and split piles

5   Adventures
        Like the mat, could do more with it

6   Nocturne
        Really like, but a bit too fussy, don't love Hexes or Boons--a bit too random

7   Seaside
        Good start with duration

8   Hinterlands
        Border Village moves the game along

9   Base
        Chapel, also like 2nd Edition additions

10   Intrigue
        Baron gets you off to a good start

11   Guilds
        Not in love with coins, some good (but not great) ideas

12   Alchemy
        If it didn't have Potions, or if Potions were used in other expansions, this would be better

13   Promo
        Too random and hard to integrate into the overall game
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Willvon

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Re: Favorite Expansions in 2018
« Reply #83 on: May 14, 2018, 05:35:35 pm »
+1

1) Prosperity — My first expansion I bought. So it is a sentimental favorite, but my wife and I also love Colonies and Platinums. We use them whenever we can in our games.  It was the first to use victory tokens and has several cards that are real game changers in most any kingdom.

2) Cornucopia — I really love 10 of the 13 cards and consider them must buys pretty much any time they appear. 2 of the other 3 are frequently useful. Those are pretty amazing odds.

3) Adventures — Introduced Travelers, Reserve cards, and Events, along with the return of Durations.  A great expansion. I understand why many have it as their #1.

4) Dark Ages — Love the trashing theme. Many cards that I love. Introduces Ruins and Shelters. Also takes the use of non-supply piles to a new level.

5) Empires — Introduced Debt and split piles, both are great additions to the game. I also love having more Events and new cards making use of victory tokens. And Landmarks have really taken “alternate victory” to new level.

6) Intrigue-2nd Edition — With the 6 deleted cards and 7 new cards, this expansion really has improved greatly.

7) Seaside — Durations , Durations , Durations - at the time these were a major change to the game and whenever a new expansion was announced, there were always people saying they hoped there were more Durations in the set.

8. Nocturne — I love Night cards and Heirlooms, but haven’t played this enough to rank it higher at this time.

9) Hinterlands — Has a few great cards, but most are average, which is not bad, just not as exciting as some of the new things in other expansions.

10) Guilds — I enjoy the cards that use coffers (as they are now named), and it has a couple of great trashers, and one of the top villages, but the size of the expansion makes coffers and overpay feel very underutilized.

11) Alchemy — OK, but not great. They can’t all be the best expansion.

I didn’t rank the base game, because it’s not an expansion.
       
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Burning Skull

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Re: Favorite Expansions in 2018
« Reply #84 on: May 14, 2018, 07:30:54 pm »
+2

Empires
Everything is great about this one. Landmarks, VP tokens, debt
City Quarter is simply the best!!

Adventures
Lots of key cards, lots of new conceptions. This expansion changed the whole gameplay and meta tremendously.

Base
Became truly amazing with the second edition: no duds, all the cards easy to understand for beginners, very elegant.

Dark Ages
I like the theme!! Several years ago I went to a bar, got drunk and wrote a short story influenced by Dark Ages.
It is very bad, but definitely a pinnacle of my ehhm writing career.

Nocturne
Not a big fan of hexes: sometimes when they are supposed to do some damage they do not,
and sometimes you are getting royally screwed without opponent putting a lot of effort into that.
It's a pity night cards have quite a few antisinergyes with other cool stuff.
All in all a whole lot of cool cards, heirlooms are great, as are will'o'wisps and imps.
Also it's still pretty new, so that's a plus

Seaside, Prosperity
Old good ones, can never go wrong with those.

Cornucopia, Guilds
More Dominion cards, can't complain about that! Can't really say anything bad about those two in general.
Tournament sucks though. I mean, it doesn't if you just want to have fun, but it leads to a lot of very frustrating losses

Hinterlands
It's fine (no, Duchess, not you)
The theme (doing stuff on gain and on buy) did not age very well with all the new expansions

Alchemy
A lot of duds for such a small expansion, sadly.
But pools, apos, alchemists, apprentices, possession are all amazing

Intrigue
Three of the most annoying attacks in the game are here (Minions, Torturers and Swindlers)
Second edition made it a lot better, still probably the least favorite for me.
Obviously, this one still has a lot of great stuff

drsteelhammer

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Re: Favorite Expansions in 2018
« Reply #85 on: May 16, 2018, 04:22:09 am »
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.

Necro time!

It never occured to me that there is so little draw, which is a good reason why this expansion isn't quite as good as most others.

But there is a fifth draw card that I had to look up by myself because I forget it everytime aswell: Vault. Funny thing, that card was once considered on of the best cards in the game (long time ago), and still considered quite decent when I started playing (pre Adv.). Now, that card is usually quite inconsequential and rarely any good, and certainly not good for drawing.

This expansion has also waaaaay to many treasures. Kingdom treasures are way below average in strength overall and Prosperity treasures are the weakest among them. You've got Royal Seal, Venture, Talisman, Hoard and Contraband that just dont do anything interesting for you. Bank is also mostly mediocre, Loan is ok and Quarry is the only one I'd miss.

Then there is still Counting House, Trade Route etc..

The cool, shiny parts of the Expansion (KC, Colony, Grand Market) sometimes lead to neglecting the below average cards in evaluating this expansion in my opininion. It's still worth getting because it contains some of the coolest cards, but other expansions and revisited editions provide so much more.
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Awaclus

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Re: Favorite Expansions in 2018
« Reply #86 on: May 16, 2018, 04:51:14 am »
+2

Then there is still Counting House, Trade Route etc..

That's a super weak card and a super strong card that do completely different things, I'm having a hard time knowing what the "etc" is supposed to be.
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Re: Favorite Expansions in 2018
« Reply #87 on: May 16, 2018, 07:34:38 am »
+3

Then there is still Counting House, Trade Route etc..

That's a super weak card and a super strong card that do completely different things, I'm having a hard time knowing what the "etc" is supposed to be.

This is tiresome.  A card is not “super strong” if it’s correct to gain it in fewer than 20% of the kingdoms it appears in.
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Re: Favorite Expansions in 2018
« Reply #88 on: May 16, 2018, 07:44:14 am »
+1

Then there is still Counting House, Trade Route etc..

That's a super weak card and a super strong card that do completely different things, I'm having a hard time knowing what the "etc" is supposed to be.

This is tiresome.  A card is not “super strong” if it’s correct to gain it in fewer than 20% of the kingdoms it appears in.

doesn't take into account a scenario in which a card is only very slightly weaker than many other similar cards (e.g. Walled Village), in which case the card in question is not gained in many kingdoms because a slightly stronger card is gained instead
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Re: Favorite Expansions in 2018
« Reply #89 on: May 16, 2018, 09:38:30 am »
+1


To the original point, here's how I rank the expansions, based on nothing but my personal preference:

1. Empires: No question in my mind, this expansion added as much to Dominion as two or three other full expansions put together. It's just marvelous, and as far as I've seen so far it seems exquisitely balanced. I will sing the praises of this expansion with my dying breath.

2. Dark Ages: I'm so mixed on this one in so many ways. It gave us my favorite card in the game (Rats) and my favorite boards in the game (those crazy ones where you trash your deck every turn and start next turn with a completely different deck, it's the only thing that makes me feel alive). It also gave us Rebuild and Cultist. In some ways I think Knights summarizes Dark Ages to the letter. It's one of the most interactive and dynamic piles in the game. It, unfortunately, also contains Dame Anna.

3. Adventures: Similar to Dark Ages in my mixed feelings towards it, but less so on both counts. So many great things to say about this expansion, and it explores some really interesting design space. But Page. I. Hate. Page. Games. So. Much. Still, great expansion. The concept of "making your own card" with the tokens is delightful and makes you feel clever (the choice on how to do it is usually obvious, but somehow that doesn't detract from the feeling of agency it gives you as a player).

4. Hinterlands: The tactical turn-by-turn decision making is my favorite part of any game of Dominion, and all the on-gain effects emphasize it. Buying an Inn to cause the perfect shuffle makes me want to start smoking just so I can quit and see if the euphoria from that "last cigarette" I've heard so much about measures up. Plus, Jake of all Trades, man. Who doesn't love good old Jake?

5. Prosperity: Just adding Platinum/Colony to any board instantly changes the dynamic and pace of the game. On top of that, the idea of VP chips in general has added insane depth to the game beyond buying green cards to win, and this set introduced it. It has a lot of fan-favorite cards and should probably be the second or third set anyone picks up.

6. Seaside: What can I say, it's just a solid expansion with some great Dominion cards in it. Smugglers can be a teensy bit irritating sometimes (especially in 3p), but other than that, I'm always happy to see it on the table.

7. Cornucopia: Horn of Plenty mega turns are about the most fun the game gets for me. Even if we have to endure Tournament.

8. Guilds: Those sweet, sweet coin tokens.

9. Alchemy: I love playing with a lot of these cards, but the resolution time makes them almost unplayable irl, and Transmute, Golem and Herbalist feel super weak most of the time. That would be fine, but the expansion is pretty small, so it's significant proportionately to detract from what the set offers.

10. Nocturne: I wrote a rant article on how I feel about Hexes. My stance on them has softened a bit, but I still hold to it for the most part. I love Night cards and Heirlooms (except Cursed Gold, which creates too much variance in the first two turns and sometimes feels a bit unfair), but it they just don't push it up the ranks for me.

11. Base and Intrigue: I'm sure these are great expansions, but I pretty much consider them core to the game. They've been around since I started and I got them both at once, so yeah, I take these for granted.
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Re: Favorite Expansions in 2018
« Reply #90 on: May 16, 2018, 10:15:12 am »
0

Nowadays, you can get Platinum and Colony from the base cards box. And so, I no longer consider Platinum and Colony as a contributor to my ranking of Prosperity. I would actually rank prosperity pretty low. It's a set with some bombs and then a bunch of meh treasures. There are also only three VP chip cards, and Empires stuff kind of eclipses Monument I feel (at least when King's Court isn't around). My favourite cards from Prosperity are maybe Mint and Grand Market.

A quick set ranking because I don't feel like writing too much:

1. Empires - Lots of cool stuff. Cards are strong, but in a classy way, unlike say Adventures.

2. Adventures - I like the bonus tokens, I like events, and I like cards that are relevant to the board. Adventures has a hefty amount of all of these.

3. Guilds - a small but consistent expansion. Also, I can live with +1 Coffers.

4. Dark Ages - I like how this set challenges you to push for the finish line by trashing your deck to good effect. It's a set where you can shoot yourself in the foot, so you always got to be on your toes.

5. 2nd ed.Intrigue - I don't think the attacks are all that bad, and the second edition really adds a bunch of cool stuff if you look past the attacks.

6. 2nd ed. Base - The 2nd edition cards bring new life to this set, while keeping classics like Witch, Chapel, Militia, Laboratory, and of course Village.

7. Hinterlands - I've come to appreciate the simplicity of this set in terms of mechanics, while still allowing for cool moments with like Haggler, Border Village, and Inn.

8. Nocturne - At least online, I like that there is a bunch more small things to think about with like the Boons, Hexes, and spirits. It's a good supplementary, but gets messy when many cards from this set are used at once.

9. Cornucopia - I like the variety cards. I avoid Tournament when playing against new players. Pairs very well with Dark Ages.

10. Seaside - I like durations, but there are some really nasty attacks here, as well as several duds.

11. Prosperity - The power level of cards here is too polarizing. Many of the coolest cards in this set awkwardly cost 7. A bunch of kingdom treasures that feel meh (but there are some good ones).

12. Alchemy - a bit harsh to put Alchemy this low, but only Apprentice really excites me, and it isn't even a potion card.

13. Promo - Even the good cards in this "set" are swingy (Governor, Black Market). Even Summon needs a good board to shine.
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Commodore Chuckles

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Re: Favorite Expansions in 2018
« Reply #91 on: May 16, 2018, 01:59:34 pm »
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Then there is still Counting House, Trade Route etc..

That's a super weak card and a super strong card that do completely different things, I'm having a hard time knowing what the "etc" is supposed to be.

This is tiresome.  A card is not “super strong” if it’s correct to gain it in fewer than 20% of the kingdoms it appears in.

doesn't take into account a scenario in which a card is only very slightly weaker than many other similar cards (e.g. Walled Village), in which case the card in question is not gained in many kingdoms because a slightly stronger card is gained instead

Trade Route is not "slightly" weaker than other $3 trashers. It is way, way weaker than most of them. Even if it's the only trasher, it's a waste of time if terminal space is tight but you still have decent draw.
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Awaclus

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Re: Favorite Expansions in 2018
« Reply #92 on: May 16, 2018, 03:22:44 pm »
+1

Then there is still Counting House, Trade Route etc..

That's a super weak card and a super strong card that do completely different things, I'm having a hard time knowing what the "etc" is supposed to be.

This is tiresome.  A card is not “super strong” if it’s correct to gain it in fewer than 20% of the kingdoms it appears in.

doesn't take into account a scenario in which a card is only very slightly weaker than many other similar cards (e.g. Walled Village), in which case the card in question is not gained in many kingdoms because a slightly stronger card is gained instead

Trade Route is not "slightly" weaker than other $3 trashers. It is way, way weaker than most of them. Even if it's the only trasher, it's a waste of time if terminal space is tight but you still have decent draw.

It is absolutely not a waste of time. Trashing an Estate is one of the strongest things you can do in the game.
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Simon Jester

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Re: Favorite Expansions in 2018
« Reply #93 on: May 16, 2018, 04:16:48 pm »
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Then there is still Counting House, Trade Route etc..

That's a super weak card and a super strong card that do completely different things, I'm having a hard time knowing what the "etc" is supposed to be.

This is tiresome.  A card is not “super strong” if it’s correct to gain it in fewer than 20% of the kingdoms it appears in.

doesn't take into account a scenario in which a card is only very slightly weaker than many other similar cards (e.g. Walled Village), in which case the card in question is not gained in many kingdoms because a slightly stronger card is gained instead

Trade Route is not "slightly" weaker than other $3 trashers. It is way, way weaker than most of them. Even if it's the only trasher, it's a waste of time if terminal space is tight but you still have decent draw.

It is absolutely not a waste of time. Trashing an Estate is one of the strongest things you can do in the game.

Yes, sure. It is. But most cards that do trash estates do more stuff than just trash one card at the time, being more or less a junk-card itself there of.

Look. Trashing is good, by providing trashing Trade rout is good, but it can still be one of the weakest trasher in the game and thus not a "superstrong" card over all. It can be really strong, when it is the only trasher it sure is, over all it's decent, but I do know that you now all this already.. Why do you let writing styles trap the discussions like this, I must ask? It seems not worth it..
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Screwyioux

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Re: Favorite Expansions in 2018
« Reply #94 on: May 16, 2018, 04:38:22 pm »
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If something is the only way to remove estates from your deck, it rarely matters what it is-- it's a strong card on that board. If there is more than one way to remove estates from your deck, their strength is in relation to each other.

I think that's 90% of evaluating Trade Route. Is it a strong card? Dominion doesn't have inherently strong or weak cards. It has situations and tools that apply to those situations in different ways.
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