Dominion Strategy Forum

Dominion => Dominion General Discussion => Topic started by: jonaskoelker on October 14, 2017, 01:01:26 pm

Title: How to play this Empires board: C/R,ChR,G/F,Cstl,Tmpl,Ar,Lg,WH,Ov,RB + Pal,Rit?
Post by: jonaskoelker on October 14, 2017, 01:01:26 pm
Recently I had the following 2p kingdom come up. How would you play it? Catapult/Rocks, Chariot Race, Gladiator/Fortune, Castles, Temple, Archive, Legionary, Wild Hunt, Overlord, Royal Blacksmith — Palace, Ritual.

(http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Catapult.jpg) (http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Chariot Race.jpg) (http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Gladiator.jpg) (http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Castles.jpg) (http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Temple.jpg)
(http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Archive.jpg) (http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Legionary.jpg) (http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Wild Hunt.jpg) (http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Overlord.jpg) (http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Royal Blacksmith.jpg)
(http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Palace.jpg) (http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Ritual.jpg)

No villages, the only +buy is Fortune, the only non-terminals are Archive and Chariot Race. That makes the board rather slow.

Here are some strategies:
I think Castles can fit into BM/Archive/Legionary, maybe in Ritual/golden if you have the time once the Curses run out. I haven't tried putting them into BMU, but I think it likes Province better; BMU's VP/turn rate drops off pretty sharply once it hits 7 Gold/Silver/Copper triples. But in general they seem like an expensive and slow VP supplement, probably not worth going for unless you put effort into getting the two scaling ones ($3 Humble and $10 King's).

I lean towards thinking BM/Archive/Legionary is strongest. The draw is limited, so the discard attack is strong, it can green reasonably soon and use Archive as temporary pseudo-thinning of green cards, so it should be possible to build to a stage where in can semi-almost-reliably attack and buy Province for a small handful of turns. My very lovely opponent never bought Legionary (we played ~5 games on this board) which I think helped me a lot; she swore a bit when I played mine ;D

What do you guys think? What's best here? Which cards never play?
Title: Re: How to play this Empires board: C/R,ChR,G/F,Cstl,Tmpl,Ar,Lg,WH,Ov,RB + Pal,Rit?
Post by: faust on October 14, 2017, 02:01:03 pm
I'd say use Temple+Catapult to trash down quickly, get a bunch of Archive/Chariot Race, a single Gladiator, try to get Fortune when you can, and pursue Castles - Archive lets you get decently big hands, so get Opulent Castle when you can. Ignore Palace, it's more important to be thin. I'd tentatively ignore Legionary, as Catapult's attack is stronger here and you want one anyway.
Title: Re: How to play this Empires board: C/R,ChR,G/F,Cstl,Tmpl,Ar,Lg,WH,Ov,RB + Pal,Rit?
Post by: AJD on October 14, 2017, 02:26:37 pm
Chariot Race is a weird card and I don't quite understand the strategy of it a lot of the time. It's a cantrip that can give +VP, so you want to get a lot of them to lock your opponent out of those sweet sweet VP tokens, but if you have too many of them you're filling your deck with cheap $3 cards and making each one less likely to hit big.
Title: Re: How to play this Empires board: C/R,ChR,G/F,Cstl,Tmpl,Ar,Lg,WH,Ov,RB + Pal,Rit?
Post by: Beyond Awesome on October 14, 2017, 02:59:56 pm
I think you want to do the catapult thing.
Title: Re: How to play this Empires board: C/R,ChR,G/F,Cstl,Tmpl,Ar,Lg,WH,Ov,RB + Pal,Rit?
Post by: jonaskoelker on October 14, 2017, 03:31:27 pm
I'd say use Temple+Catapult to trash down quickly, get a bunch of Archive/Chariot Race, a single Gladiator, try to get Fortune when you can, and pursue Castles - Archive lets you get decently big hands, so get Opulent Castle when you can. Ignore Palace, it's more important to be thin. I'd tentatively ignore Legionary, as Catapult's attack is stronger here and you want one anyway.

Thanks for the response.

Catapult's attack is stronger than Legionary: Assuming we can rank card goodness linearly, they would discard their two worst cards to Catapult, and do the same to Legionary but also cycle their median card. Probably the median card is average, so it's as good as what they'll draw—but it's harder to plan what to do when you have two chosen cards and a random vs. three chosen cards. I think this slightly favors Legionary. Also, eventually you will have trashed all the treasures you want to trash, and Legionary doesn't require any fuel, so maybe you transition to Legionary in the late game—after trashing and getting a Fortune? I have a hard time seeing cursing as relevant, since there is plenty of trashing. I mean sure, it takes up terminal space, but it eats your Silver. I guess maybe, if you have $3 spare above your main buy... ?

Ignore palace because it's more important to be thin: each use of palace is card-count neutral, but adding cards to be ritual'ed isn't, and staying on top of trashing is at the expense of attacking with Catapult (or digging with Gladiator). I take it this is what you have in mind, approximately? I was tired when I wrote this, I read "Palace" and thought "Ritual". Pedantic nitpicking: I think the goodness of being thin is non-independent of what else you're doing, so "being thin is more important" should probably be recast as "The palace-focused strategy is weaker than some other strategy which performs best when your deck is thin, hence you should thin down, ignore Palace, and do that other strategy", with which I agree. (On some boards Gardens rush beats Palace BM/slog, so thinness is not always good and is not the only argument against Palace.)

Get a bunch of Archive/Chariot Race: do you get as many Archives as you can here, or is a small handful enough? In my experience, decks similar to what you describe work ok-ish with 3-4 Archives; they would probably work better with 1 or 2 more, but the opportunity cost is often a Gold, so you're drawing a bigger proportion of a smaller total payload. Eh, if I replay this board I should probably try with more Archives just to compare. How big a deal is Chariot Race? It looks to me like it can safely be skipped in favor of more Silver.

I take it Wild Hunt and Royal Blacksmith are out of question in this deck: you have plenty of actions and few terminals, so there'll be a lot of dead draw and the cards will prove not worthwhile. Maybe Overlord could play here? It can trash your Catapult/Temple/Gladiator once you don't need those, then become a spare Archive or Legionary? (Or maybe Catapult if that's better.) The cost looks non-trivial, though.

How big a deal is Fortune? Clearly Fortune is a good card—but you can get it if your opponent goes for Gladiator even if you don't. If you pick up a Gladiator and your opponent doesn't, your advantage is a cheap terminal sometimes-Gold (esp. if paired with a Castle in a 2p game), you gain a Gold when you buy your Fortune, and you likely get to play yours first (assuming you have $8 when you uncover it). The cost of this is a large amount of terminal space used on playing Gladiator that could be spent either trashing or attacking with Legionary. Is that worth it?  Maybe the right timing of Fortune (if you have the only Gladiator) is such that you're likely to drain the last two provinces from the supply on your first Fortune turn—that way you try to maximize the value of the asymmetric benefits of uncovering Fortune.

I think you want to do the catapult thing.
Boss the Catapult split, pelt them with Rocks, then pelt them with a few Catapults once you have completed the bombardment?
Title: Re: How to play this Empires board: C/R,ChR,G/F,Cstl,Tmpl,Ar,Lg,WH,Ov,RB + Pal,Rit?
Post by: DG on October 14, 2017, 10:04:35 pm
I'd be tempted to get an overlord here as you want to play a different choice of terminal at different times and you have time to pay off the debt while trashing down. This means the piles won't go down so much and the fortunes and rocks might not come into play. This would simplify the kingdom a bit as you're then looking at a deck with chariot races, archives, gold, overlord. I'm struggling to see a sustained strategy that is trashing with catapults or ritual but they might see a little use, perhaps some castles malarchy. I'm assuming that a palace based deck that keeps coppers will be beaten up by some chariot race and legionnaire thing.

With the two vp piles, castles and provinces, you probably need to overbuild the deck before greening. Archive is going to do some peculiar stuff but is obviously worth it to increase hand size. I'm assuming chariot races cannot be the main payload in a mirror as they themselves are going to be cheapest card in your deck, making it somewhat counterproductive to add more and more. I'd possibly let my opponent attack the castles and just buy out selective ones as defense.
Title: Re: How to play this Empires board: C/R,ChR,G/F,Cstl,Tmpl,Ar,Lg,WH,Ov,RB + Pal,Rit?
Post by: Cave-o-sapien on October 15, 2017, 02:20:38 am
I'd be tempted to get an overlord here as you want to play a different choice of terminal at different times and you have time to pay off the debt while trashing down. This means the piles won't go down so much and the fortunes and rocks might not come into play. This would simplify the kingdom a bit as you're then looking at a deck with chariot races, archives, gold, overlord. I'm struggling to see a sustained strategy that is trashing with catapults or ritual but they might see a little use, perhaps some castles malarchy. I'm assuming that a palace based deck that keeps coppers will be beaten up by some chariot race and legionnaire thing.

With the two vp piles, castles and provinces, you probably need to overbuild the deck before greening. Archive is going to do some peculiar stuff but is obviously worth it to increase hand size. I'm assuming chariot races cannot be the main payload in a mirror as they themselves are going to be cheapest card in your deck, making it somewhat counterproductive to add more and more. I'd possibly let my opponent attack the castles and just buy out selective ones as defense.

Overlord is not a great fit with Chariot Race.
Title: Re: How to play this Empires board: C/R,ChR,G/F,Cstl,Tmpl,Ar,Lg,WH,Ov,RB + Pal,Rit?
Post by: Watno on October 15, 2017, 07:42:10 am
I got 10/12 abbreviations correct without looking, took me a while though.
Title: Re: How to play this Empires board: C/R,ChR,G/F,Cstl,Tmpl,Ar,Lg,WH,Ov,RB + Pal,Rit?
Post by: jonaskoelker on October 19, 2017, 02:04:10 pm
Semi-recently, Awaclus posted Obstacles: Beyond the Five Deck Types (http://forum.dominionstrategy.com/index.php?topic=17572.0). Mainly for my own benefit, let me try and address his list of 7 obstacles for my five suggested strategies:

BMU/Palace

BM+Archive+Legionary

Ritual Golden(ish) deck


Chariot Race plus expensive cards


Slog-like thing with Wild Hunt


So what have we learned?
I think this spells out in more words what I was already mostly aware of when I looked at the board—some of it at the back rather than front of my mind. I think it explicates very well why WH slog is awful. When I spell out the battle plan for Chariot Race, I feel not completely convinced that it's good: to play CR profitably you need cards that are more expensive than your opponent's; lots of Provinces seems like a good candidate—but that pushes the game towards ending, and the point of mass CR is to secure an advantage in the long game, so there's a clear internal conflict in that strategy.

One thing that hadn't occurred to me before spelling all of this out: maybe WH can play as a supplement to BMU/Palace. The primary thing that makes WH bad on its own is that it gains points extremely slowly. Combine it with a strategy that can gain a decent amount of points basically from turn one until forever, and the downside is mitigated. Also, the draw from WH mitigates discard attacks which really hurt BMU/Palace. There's still the issue that getting WH or Archive means you won't get a treasure (and hence no VP) that turn, so you still take that hit. But given that WH is no longer the focus of the strategy, that addresses the issue that a WH-focused strategy sucks. Is it a better supplement than Archive? Does it make WH playable? Gee, I don't know, but I think it would be worth trying.

The three remaining strategies sound similar on a lot of points: trash down, get a bunch of Archives, cycle fairly quickly, dodge collisions with Archive; they of course also diverge on which source of VP they stress and which terminal they want to play repeatedly at which stage in the game. You can sprinkle some Ritual and some Chariot Race into Archive+Legionary/Catapult+Treasure (maybe even advantageously!), but it seems harder to sprinkle anything into a deck that goes full golden with Ritual without it losing its golden nature.

Another observation: all of these strategies except what I'm calling BM+Archive+Legionary try to deal with obstacle 2 by gaining points without making the deck (much) worse: BMU/Palace by making it better, Ritual by not making it worse, CR by turning Provinces into a renewable source of VP and WH by only making it ever so slightly worse for each large burst of VP.

All in all, I think it can be useful to map out your strategies along Awaclus' 7 axes. The understanding-gains were modest, but more than nothing. Oh well, I wasn't trying to get a "this simple trick will turn you into a genuis", so I'm not disappointed.