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Villa Quarry: A PSA
Screwyioux:
As the title suggests, I mean this post as more of a PSA on an interaction I think catches some people by surprise than an exhaustive strategy exploration.
In fact, you could argue this is more of a rules clarification than anything else, but I think it has enough examples/applications to warrant its own post.
With two Quarries in play (or any other way to make Villa cost $1 or $0), gaining Villas becomes a positive feedback loop limited only by the remaining Villas in the supply.
If they cost $1, gaining them consumes nothing, and if they're free, gaining one nets you $1 for the turn.
The only strategic implication I want to get into in the main post is that when these options are available, you can assume the Villa pile will be empty at any given point.
This has some obvious utility for winning on a 3-pile ending, and sometimes enables a "mega-turn," but if we want to get more specific or there are other ways to play around this, feel free to comment below!
I'm sure there's plenty to talk about here that would be better placed in a full-fledged article on Villa, but that's not the idea behind this post, so take from it what you will.
Jack Rudd:
I had a game once where I got the cost of Villa down to 0, piledrove the Villas, and then used the $8 I'd thus generated to buy Pathfinding and put it on Villa.
Funnily enough, I did rather well in that game.
samath:
Piledriving $0 Villas let me hit Dominate once. It was a Torturer game, too, with Villa as the only Village, so I didn't mind the resulting flood of Villas in my deck so much.
Cuzz:
--- Quote from: Jack Rudd on April 26, 2018, 10:18:27 am ---I had a game once where I got the cost of Villa down to 0, piledrove the Villas, and then used the $8 I'd thus generated to buy Pathfinding and put it on Villa.
Funnily enough, I did rather well in that game.
--- End quote ---
That is amazing
Erick648:
One thing to keep in mind, though, is that you don't necessarily want all of the Villas. If you don't need additional actions or buys, Villa is basically just a Copper (that can be drawn dead, costs more, etc.), and gaining a bunch of Coppers to your hand is probably not the best move.
So while this combo is certainly useful, you should take care not to do it unthinkingly just because you can; make sure that every Villa you buy is making your deck stronger rather than weaker (or denying your opponent, moving towards a three-pile, or serving some other purpose that makes it worthwhile). Even without this combo, I've often seen inexperienced players overbuy Villas just because it's convenient even when those Villas did them more harm than good.
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