So, I guess I'll make my pitch for why my kingdom is the best
because I want Intrigue:
My kingdom was Kingdom number 8. log:
http://gokosalvager.com/static/logprettifier.html?20140515/log.5101a6c4e4b02b7235c3860f.1400216455245.txt, and kingdom: Stonemason,Tunnel,Storeroom,Watchtower,Rats,Bishop,Fortress,Catacombs,Minion,Hunting Grounds
I don't remember making it that well, but I'm not surprised that I did. Watchtower is probably my favorite card, rats is up there too, and the rest of the cards make the kingdom cool, and also make the best opening on 4/3 rats/watchtower. Plus, cool interactions. People commented about it being similar to the empty the supply kingdoms and such, which is certainly is. Anyway, here's what I said about my kingdom when I made it:
Bishop-Fortress will likely be the best strategy, but an early 3-pile is a big threat, and there are lots of tactics regarding that. Tunnel and Hunting Grounds provide ways to get some points to get ahead and end the game. This will be a very fast, tactical game. There are a lot of ways to approach this kingdom, though the general idea is pretty similar - a very thin, action heavy deck with bishop. There are more than 3 piles that have the potential to empty. There are other ideas with storeroom/tunnel/minion, but they will likely be too slow. Should be interesting.
I pretty much still agree with all of this. I didn't playtest this kingdom, by the way. Now that I've thought about it more and have watched a game, I have more to say. I'm surprised that both players ignored bishop, and that AI went minion. I feel like minion will be very situational, and you only ever want 1, maybe 2, but not 3. Minion was the card I added to the kingdom last. Minion worked out for AI because 1: he got fairly good shuffle luck, but more importantly 2: almost anything he does wins, because JOG didn't open rats! Rats is key here. It is a must open, except on 5/2. You need to thin ASAP, and you need rats for fuel for watchtower, bishop, and potentially stonemason. I expect that the optimal strategy is to open rats/watchtower, build up on lots of fortresses, get a bishop, a second watchtower, and hopefully in the process pick up a stonemason by overpaying for it. The game will be very very fast (the final lasted 10 turns, and it has the potential to be even faster I think!). The key will be striking a balance between getting points and endgame control. You have to make sure each turn that your opponent can't win on their next turn, but you also have to make sure that you don't get points too early. Theoretically, I think if both players play well, the game will actually avoid the three-pile for a while, because they will stop buying engine pieces and focus on bishoping. It could even reach a sort of stalemate state, which I think would be really sweet. In this kingdom, buy order is important (open rats!), but that's true in any kingdom. The choices during your action phase are especially key in this kingdom, because really, that's where most of the gaining happens.
But what about storeroom, tunnel, catacombs, minion, and hunting grounds? These are the situational cards! All of these cards have the potential to shine. Which ones you get depend on your shuffle luck and what your opponent does. That's what sets this kingdom apart from the rest. In all the other kingdoms, the most important part is picking your strategy, and from there all there is left to do is get the cards you need and build your deck. Here, depending on the cards you have drawn, your deck may be in a range of states, and depending on that it just may be time to deviate from the 5 main cards and pick up one of these.
Running low on money near the end of the game, and also need points? stonemason a rats, pick up tunnel and storeroom, draw them, activate the tunnel, and draw the gold, all in one turn. Tunnel also fits the role as a consolation duchy near the end, and can has a slim chance to pile out. Storeroom can also act as your +buy, sifting through your rats, and for some money as well.
Have 8, two piles gone, a little behind on points, and can get two estates? buy stonemason, overpay by 6, get two hunting grounds, and trash them with watchtower for 6 estates. Hunting grounds can also be used effectively earlier in the game for draw and later stonemasoning into 3 duchies.
5/2 split? Open catacombs/stonemason, trash the catacombs later with stonemason for 3 $4 costs. Catacombs can also act as sifting and draw, while also being able to liquify into better cards later or for a three pile.
Oh, uh, minion. Minion acts as some sifting for you, can give you some money in a pinch if you need it, and attacks your opponents. The attack isn't negligible either - if they don't have a watchtower their new hand, it hurts, and every turn counts a lot. And it's not terminal, which is important if you lost the fortress split. Minion is the weakest card in this kingdom, I believe.
It's worth noting that this kingdom was intended for using shelters, and not colonies. The opposite was used in the match. There is no point to colonies (no way are you ever hitting 9+ AND for some reason wanting platinum or colony). Shelters add to the craziness. Overgrown estate gets you a card when you trash it with rats. hovel will probably not matter - you'll most likely trash it before you get a tunnel. Necropolis gives you another +action card, and sort of combos with watchtower. You probably want to get rid of it, but you could get use out of it before you do and if you don't get rid of it right away it isn't a big deal.
EDIT: I see shark_bait's and polk's sample game now. They went more heavily tunnel/storeroom, and indeed, tunnels did pile. Polk tended more towards the intended strategy, and so won. The effects of all the shelters were used at least once. Game was slower, 13 turns, so I think AI's strategy was better, though still improvable. More evidence that the whole kingdom is relevant.
All that shark_bait and polk said about this kingdom was:
This is a yes for sure, lots of awesome tactics. -- SB, agreed -- Polk
Well, I'm glad they liked it, I hope everyone else did too.