DoubleCount is nice.
DoubleCount is nice.
81 possibilities!
Don't tell me you think Count is overpriced at 5$ ?
- Does the cost of Count potentially hold it down from becoming very good?
Don't tell me you think Count is overpriced at 5$ ?
- Does the cost of Count potentially hold it down from becoming very good?
- What are good Kingdoms for Count? Bad Kingdoms?
- Is Count a good trasher? Is it outclassed by other trashers, or does it hold its own?
- Does the cost of Count potentially hold it down from becoming very good?
good kingdoms: engine, duke, tunnel
2) Duke games, where Duchy-gaining is simply game-winning
good kingdoms: engine, duke, tunnel2) Duke games, where Duchy-gaining is simply game-winning
I see in theory why Count is a Duchy/Duke enabler, but in practice is this really that common? Duchy/Duke games tend to run out of Duchies very quickly. Buying a Count instead of a Duchy can potentially lose you the Duchy split. And it just seems very rare to use the Duchy-gaining before the Duchies are gone, much less use it twice. Maybe if the Duchies aren't contested, then it's better. The terminal-Gold of Count, and even it's Copper-gaining, are good in the Duchy/Duke slog, but then again would you rather just have a Gold instead? I just haven't seen it very often, if ever, really feeling that strong.
To clarify though, I'm still probably going to buy Count before my first Duchy if there's no other good $5, simply to build a bit before I green. I'd certainly buy Count over Silver. But there are much stronger <=$5 Duchy/Duke enablers.
If I were playing a Duchy/Duke smog, I would buy Count on my first $5
The way I see it, there are three variants on Chapel in Dominion. Chapel costs $2, Forge costs $7, and Count costs $5.
Chapel is the version that is extremely underpriced, so that its strength can at least be equal-opportunity.
Forge is the version that is slightly overpriced to make sure nobody gets it for the first few shuffles. Forge's ability has a slight edge over Chapel so it doesn't feel like you're being ripped off, but I think it would be balanced if it were identical to Chapel.
Count is priced in the mid-range, where players might get access to it in first, second, or third shuffle depending on their luck. This makes it the hardest to balance. So as not to make the game unfair, Count's trashing ability is slightly weaker, often thinning by only three cards, and then ending your turn. But this trashing ability by itself might not be interesting enough to compete with other $5s, so Count can do other stuff too.