Dominion Strategy Forum
Dominion => Game Reports => Help! => Topic started by: Titandrake on March 01, 2012, 12:23:09 am
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http://councilroom.com/game?game_id=game-20120229-211805-56b461f4.html
Open 5/2, I go for Minion strategy, get 6 Minions, start off strongish, then my deck just completely collapses.
What I see as the main differences are
1. Mandarin.
2. Not picking up Cartographer early because I prioritized Minion first. Was this a mistake?
But other than that, I can't figure out what happened. We both start greening at about the same time, we both manage to ignore Spice Merchant (I never get to play the one I pick up far too late). Idk. Help?
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I've no idea... I am no expert, but I'm wondering why you two only picked up 1 Scheme each. Wouldn't it work really well for keeping Minions together?
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I've no idea... I am no expert, but I'm wondering why you two only picked up 1 Scheme each. Wouldn't it work really well for keeping Minions together?
Except then your top cards (Minion, etc.) just get discarded by the minions. So it doesn't really have much of any use.
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Cartographer probably has some decent synergy (as you can use it and then adjust your next discarded minion hand). But generally I would probably want the minions first. Oracles would probably a similar effect as cartographer too except for both players.
The big mistake both of you make is not getting spice merchant early enough. After you get 1, maybe 2 minions, coppers are essentially just clogging your deck. Almost to the point I would avoid a minion to grab one (probably after 2?).
The start should've probably been minion as well but Merchant ship isn't bad.
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I'd agree with RJ here. It's one of those strange games where you get five or six to spend every turn and end up missing the cheaper utility cards. The spice merchant has a very handy extra buy as well.
It's a shame the simulator can't help us out here since I think there are some interesting questions about the start. I suspect the richer deck had more risk but those risks weren't exposed by the draws and there was some first turn advantage thrown in.
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Except then your top cards (Minion, etc.) just get discarded by the minions. So it doesn't really have much of any use.
Forge is right, but I think he stated it somewhat confusingly. So how it works is:
Player 1: I play Scheme!
Player 1: I play Scheme again!
Player 1: I play Scheme again!!
Player 1: I play three Minions!
Player 1: I put my three Minions on the top of my deck and then draw them!
Player 2: I play a Minion, you discard your whole hand (those three Minions). Sucker.
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I think the play with schemes in a minion mirror should be to put all the schemes back on top.
Then if they attack you discard a hand full of schemes.