Obviously duration cards are sometimes good and sometimes bad (like all things in Dominion)
But I've been thinking about another concept lately. Here's the idea:
Assuming no attackers on the board, when would you spend $3 on a lighthouse (over a silver) (Or if you didn't need actions - when Fishing Village over silver)
Even more extreme: When Merchant Ship over Gold?
We know that usually $2 over two turns is worse than $2 in one turn. Both because spikey money is (usually) better in Dominion, and because duration cards miss the shuffle a lot more than non-duration cards - meaning you get to play them less.
So what are the situations where you would RATHER have a card that spreads itself out?
Here's my theory (It still needs a lot of work, and likely some simulations - which is why it's here and not in articles):
"When you want cards that get out of the way."
I had a few games recently where I thought this made sense. Here's one:
http://dominion.isotropic.org/gamelog/201208/09/game-20120809-164746-ed63e3cb.htmlIn that game I picked up Merchant Ships on $6+ instead of Gold. My thinking was, with an apothecary-engine I would rather have the card produce $4 (total) and stay out of the way on the second turn so I could still draw my deck (most/some of the time).
I've also used similar thinking to pick up Lighhouse over silver (even on $3) in Chapel Games - where I want the LH out of my hand so I can trash other things. I don't have logs for these ones unfortunately (maybe tomorrow I can find some).
Finally: I think there may be times in Colony games when you want LH instead of Silver. In these games you want to move 'past silver' as quickly as possible, and while LH provides less $s upfront, it gets out of the way more later.
Simulations:
I ran a basic simulation of "Just buy money" vs. "But Lighthouse instead of silver" and Money wins 66% of the time - so it's definitely not right as a basic precept.
I tried adding a card that likes to connect with other cards but isn't an attack - Baron. Now Baron-Silver beats Baron-LH but only by 51-43
Chapel: 50-46
Fool's Gold: 49-47
Then I tried Alchemist (who REALLY wants to connect with the potion) - LH finally wins 50-46
Maybe my thinking is off-base, but I think there is something here. Obviously LH is better when there are attacks on the board, and FV when you need actions. But I wonder if there is more to it in other situations.
Call it the "get out of the way" strategy.
Thoughts?
Ed