Dominion Strategy Forum
Dominion => Variants and Fan Cards => Topic started by: Axe Knight on June 18, 2011, 06:23:21 pm
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I'm always looking to try out new sets of 10 that aren't completely random. This is one my group and I did recently, just for fun, of course:
Coppersmith
King's Court
Goons
Council Room
Counting House
Chancellor
Worker's Village
Bridge
Bank
Cellar
I should note that even with this array of cards, it was still sometimes better not to rely on copper. What are some of your favorite/interesting/fun sets?
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Hamlet
Watchtower
Menagerie
Scrying Pool
Warehouse
Apprentice
Vault
Grand Market
Goons
Peddler
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Secret Chamber
Pawn
Menagerie
Throne Room
Bishop
Militia
Minion
Vault
Laboratory
Venture
Opponent's handsize decreasers play well with your Menagerie, and the attacks have fun interactions with Secret Chamber. But would they still bother? Those are some of the strongest cards in the game..
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Harem
Nobles
Great Hall
Island
Scout
Tribute
Ironworks
Mint
and two others I that I can't think of right now
Bascially it's the let's abuse hybrid cards set. Which two am I missing?
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This one's crazy:
Peddler
King's court
Expand
Grand Market
Goons
Vault
City
Wharf
Bazaar
Chapel
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Harem
Nobles
Great Hall
Island
Scout
Tribute
Ironworks
Mint
and two others I that I can't think of right now
Bascially it's the let's abuse hybrid cards set. Which two am I missing?
Possibly Transmute. That's quite good with hybrid cards.
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Harem
Nobles
Great Hall
Island
Scout
Tribute
Ironworks
Mint
and two others I that I can't think of right now
Bascially it's the let's abuse hybrid cards set. Which two am I missing?
Possibly Transmute. That's quite good with hybrid cards.
I've never tried it, do you get two cards back?
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Possibly Transmute. That's quite good with hybrid cards.
I've never tried it, do you get two cards back?
You do. (It's the old "follow the card text in order" thing).
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hamlet
courtyard
swindler
menagerie
conspirator
venture
hunting party
horn of plenty
apprentice
peddler
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I played a very interesting game recently where we loaded up the kingdom cards with treasures and topped it off with a few cards that act on treasures.
Thief
Mine
Mint
Loan
Talisman
Venture
Royal Seal
Contraband
Harem
Bank
(with Platinum and Colony)
The effect was very interesting: Thief and Mine, both normally weak, suddenly became must-buys. While trashing is possible via two cards (Loan and in the purchase of Mint), it's very limited, so the risk of clashing terminals in this +actionless deck wasn't so much of a big deal.
With all the treasure around, Thief was very powerful, and Mine had a lot more options than it usually gets. In particular, Mining things to Harems (and, similarly, Minting them) was important for the VP count.
But the defining aspect of the game was somewhat unexpected, at least to me: we ramped up wealth so fast and so dramatically that we were buying colonies in no time and wasting money anyhow. So +buys were critical -- yet, the only source of +buys is the Contraband, which allows a player to name a card they can't buy. These decisions were sometimes tricky. Do I name Colony, guessing that my opponent might have treasure still in hadn to have bought one otherwise? Or do I risk he's only got 10 and name Province? Sometimes multiple Contrabands were played, allowing a shut-out of both piles.
Contraband doesn't normally get a lot of play (at least not in the games I play), so it was very interesting to see it suddenly become the focal point of a whole game.
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I once played a game on isotropic with a friend in which we played with Black Market and 9 other cards which we thought would be useless or least-fun (i.e. Treasure Map and others I can't remember). We then played with the rule that you can only buy BMs from the kingdom and then only buy kingdom cards from the BM. Was different but don't play it if you're taking the game too seriously. Chances are big money would win. I'll edit a link to the log if I can be bothered to find it at any point.
Edit: http://councilroom.com/game?game_id=game-20110227-074703-7bfb9844.html
Treasure Map for obvious reasons; Feast, University, Swindler, Saboteur, Upgrade because they all gain kingdom cards that didn't come from the Black Market; Smugglers because if we're buying from the BM, there's not a great deal exciting for it to smuggle; Pirate ship just because it's Pirate Ship; Native Village because a single NV is pretty useless. There were probably some better choices for the kingdom that we could have made but it was just for a laugh so we didn't think about it too much. Looking back at the log, it seems I was getting a bit frustrated at not being able to hit $6 for gold and that probably lost me the game, but who cares, it was fun.
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We tried a slightly different arrangement to our original "copper game."
Coppersmith
King's Court
Goons
Council Room
Counting House
Worker's Village
Bridge
Bank
Tactician
Golem
Then there was this:
Thief
Bureaucrat
Royal Seal
Spy
Monument
Witch
Grand Market
Fortune Teller
Chancellor
Horn of Plenty
There's no trasher, so you buy a few Witches to spare yourself the brunt of the curses. The Horn of Plenty often ends up being worth $5, since there's no good draw, or even extra actions. I just went for a lot of Duchies, trashing my Horns of Plenty for $5 to gain extra ones, and depleted the Spy and Estate piles. Somehow, I won.
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This is one I kinda like:
+Colony
+Platinum
Harem
Nobles
Island
Duke
Gardens
Great Hall
Vineyard
Fairgrounds
Trade Route
+1 Random Card
It turns out the 1 extra card can have a huge effect on the strategy.
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Set:
Actions! AP
Cards:
Hamlet
Lighthouse
Great Hall
Throne Room
Conspirator
Ironworks
Caravan
Minion
King's Court
Peddler
Let the craziness ensue
Edit: it's also interesting with Salvager, Grand Market, Fishing Village, Bridge, Island, Horn of Plenty, Workshop, etc.
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pawn
pearl diver
great hall
village
caravan
conspirator
ironworks
mining village
smithy
horn of plenty
Or take one of the actions out and throw in vineyard for a twist.
If you just want power:
king's court
goons
grand market
market
vault
bishop
worker's village
village
fishing village
scrying pool
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If you just want power:
king's court
goons
grand market
market
vault
bishop
worker's village
village
fishing village
scrying pool
In the words of Tina Fey (Sarah Palin): You know, I would be afraid of where that would lead...
I have gotten boards like that on isotropic before, and it's like...where do you start? I try to do something clever like wait for my opponent to put together a glorious deck without having bought any victory cards, while I do the same, and then buy 8 Estates next turn to win.
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It's important not to run piles out with boards like that. The goons supply points as your going, so if you stay ahead, your opp can't by buying out piles unless they get the monster turn in front of you. Certainly these games can end in odd ways, but Generally you can spot when it's in range and get at least a large turn together, if not a monster one.
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Alternatively, you can play to run piles out under the right circumstances.
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I'm always looking to try out new sets of 10 that aren't completely random. This is one my group and I did recently, just for fun, of course:
Coppersmith
King's Court
Goons
Council Room
Counting House
Chancellor
Worker's Village
Bridge
Bank
Cellar
I should note that even with this array of cards, it was still sometimes better not to rely on copper. What are some of your favorite/interesting/fun sets?
This one got me thinking...how hard would it be to set up a
Village/Chancellor/Counting House combo, and get 8 coppers in your hand frequently...
Edit: just tried it. I got 2 Prov. on turns 11 and 12, but then not again until 22 and 23. Perhaps I could tweak it a little to make it more optimal.
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Alternatively, you can play to run piles out under the right circumstances.
Are you talking about in general, or just the type of power board suggested here? Running out a few piles when I know I'm ahead is my personal favorite way of winning. This is one game of mine where that happened recently: http://councilroom.com/game?game_id=game-20110712-134525-a0bde3e3.html
I'm always looking to try out new sets of 10 that aren't completely random. This is one my group and I did recently, just for fun, of course:
Coppersmith
King's Court
Goons
Council Room
Counting House
Chancellor
Worker's Village
Bridge
Bank
Cellar
I should note that even with this array of cards, it was still sometimes better not to rely on copper. What are some of your favorite/interesting/fun sets?
This one got me thinking...how hard would it be to set up a
Village/Chancellor/Counting House combo, and get 8 coppers in your hand frequently...
Edit: just tried it. I got 2 Prov. on turns 11 and 12, but then not again until 22 and 23. Perhaps I could tweak it a little to make it more optimal.
I posted a revised version just beneath it that tried to correct exactly what you're talking about. My game night is this Saturday, and I'll sure we'll be tweaking this one again.