Mini-article on Dominion game theory, 2p vs larger amounts of players, #4:
Impressions on MP Big money strategy
Big money goes against much of what has already been said in mini-articles 1-3. Also, it is quite a powerful strategy in MP - at least more powerful than in 2p, given an environment with not a lot of "deck spamming" (curses, coppers) diluting it too much.
What makes Big money so good in MP?
1. In 4p, 5p and 6p, people are racing to 3 provinces/colonies, not 4. This is a significant decrease to engine decks' # of turns to setup before game ends in most settings. This is a very, very good thing for big money.
2. Big money is less dependant on gaining, drawing and recurring multiples of single key cards than most other strategies.
3. Big money essentially can not become contested. This is one key for MP success: avoiding contest.
4. 2+ other people contesting one another slows both of those players down; while big money is (almost always) unaffected. This scenario can never happen in 2p setting. This again improves big money in MP, although it does improve the other uncontested players (regardless of strategy) as well.
5. Big money is one of the very few (the only?) MP first player strategy, which can actually maintain the mirror advantage over late player copycats.
6. Some actions + Big money -combination strategy often makes for an excellent "plan B" when your plan A becomes too heavily contested to make it worth your while.
What are the big problems of Big Money in MP? When to avoid it?
1. When there are cumulative (out-of-turn) trashing, filtering, gaining (or even discarding) effects.
1.1 Attacks can be spammed in MP. In 2p, 1 opponent playing a trashing attack like Thief, Pirate Ship or Noble Brigand is not necessarily that much of a deal. In 4p, when all 3 opponents can play 1+ copy each before your next turn, your whole money supply can become screwed way, way faster than you can (re)stock it on your turns. This is essentially a losing battle. Meaning that with certain kingdom cards on the board in MP (given that multiple players buy at least 1 each), big money just is not a feasible strategy in that game. The same goes for spamming curse and copper-giving attacks: big money's draws become diluted and the deck has to slow down to get filter cards, or reaction cards. In which case the strategy is not really big money any more, it's something else. Rabble and similar non-trashing treasure dilution spamming can also be problematic for big money if the beginning estates stay in the deck if there is no filtering included.
1.2 Trader, Watch tower, etc. (especially anti-spam cards) can be insanely powerful cards in 4+ player games, making them single "must buys" even in an otherwise big money deck.
1.3. Utilizing engines based on out-of-turn spamming or filtering effects the other players are using can gain the edge over big money (e.g. Counting House, Bishop)
2. Although complex engines are typically way too slow to compete with big money in MP, uncomplicated engines based around only 1-2 key cards (typically only few copies as well) can still be faster than big money in MP.
2.1 Trashing-based making deck smaller strategy (e.g. Chapel)
2.2 Recursion combo engines (e.g. Scheme)
2.3 Filtering combos (e.g. Golem)
The main point in this post: keep your strategy simple and the game end in sight in MP.