Dominion Strategy Forum
Dominion => Dominion General Discussion => Topic started by: magnetic on February 26, 2019, 05:30:40 pm
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I finally own every currently released Dominion Card!
(https://i.imgur.com/qTepY6O.jpg)
Something I was thinking about last night: Is there a Kingdom that makes use of every mechanic in the game?
Trade Route Mat, Coffers, Victory Tokens, Boons, Hexes, Event, Landmark, Night Card, Tavern Mat, Journey Token ....
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It's probably impossible without Black Market (particularly if you consider Island, Pirate Ship, Native Village, Trade Route etc as each having their own unique mechanic).
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It really depends on what you consider a separate "mechanic". I agree, though, that you'd probably need Black Market (itself a unique mechanic).
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It really depends on what you consider a separate "mechanic". I agree, though, that you'd probably need Black Market (itself a unique mechanic).
Well, what mechanics don't work from the black market?
- Travellers can't be exchanged, same with Vampire/Bat.
- Gathering cards don't have supply piles to use.
- Cards like Experiment can't return themselves to the supply.
- Split, Mixed, or Rats piles don't really utilise their special mechanics.
- Magpie and Rats can't gain themselves.
- Edit: Peddler, can't reduce its own cost, unless you're also using Capitalism.
Still, you can probably put these in as the rest of the kingdom cards, but perhaps there are more that don't work?
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While Experiment, Magpie, Rats and Peddler have unique variants of their mechanics, I wouldn't say any of them have unique mechanics.
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While Experiment, Magpie, Rats and Peddler have unique variants of their mechanics, I wouldn't say any of them have unique mechanics.
Well, it just goes back to the question of what constitutes a unique mechanic. Magpie and Rats, it's pretty easy to say that they're just twists on the old "gain X" mechanic. But the "Return to the Supply" bit of Experiment and Encampment, that seems like something new to me.
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While Experiment, Magpie, Rats and Peddler have unique variants of their mechanics, I wouldn't say any of them have unique mechanics.
Well, it just goes back to the question of what constitutes a unique mechanic. Magpie and Rats, it's pretty easy to say that they're just twists on the old "gain X" mechanic. But the "Return to the Supply" bit of Experiment and Encampment, that seems like something new to me.
Ambassador returns to the supply. Madman and Wish return to non-supply piles.
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I actually have a Setup that does not violate (that I know of) any rules
It does go 'beyond' the "Recommended" setups for Black Market and Events/Landmarks/Projects rules though.
This is the
Note: the list is broken down by Card name so the Knights/Castles/Ruins are listed separately.
Sorry I have to post this in a 'table format' as I cannot for the life of me figure out how to post it in any readable format into this table.
Black Market Kingdom Card
Crumbling Castle (Castles) Kingdom Card
Dame Anna (Knights) Kingdom Card
Exorcist Kingdom Card
Marauder Kingdom Card
Necromancer Kingdom Card
Page Kingdom Card
Peasant Kingdom Card
Secret Cave Kingdom Card
Tournament Kingdom Card
Young Witch Kingdom Card
Abandoned Mine Kingdom Supply Card
Colony Kingdom Supply Card
Copper Kingdom Supply Card
Curse Kingdom Supply Card
Dame Josephine Kingdom Supply Card
Dame Molly Kingdom Supply Card
Dame Natalie Kingdom Supply Card
Dame Sylvia Kingdom Supply Card
Duchy Kingdom Supply Card
Estate Kingdom Supply Card
Gold Kingdom Supply Card
Grand Castle Kingdom Supply Card
Haunted Castle Kingdom Supply Card
Humble Castle Kingdom Supply Card
King's Castle Kingdom Supply Card
Opulent Castle Kingdom Supply Card
Platinum Kingdom Supply Card
Potion Kingdom Supply Card
Province Kingdom Supply Card
Ruined Library Kingdom Supply Card
Ruined Market Kingdom Supply Card
Ruined Village Kingdom Supply Card
Silver Kingdom Supply Card
Sir Bailey Kingdom Supply Card
Sir Destry Kingdom Supply Card
Sir Martin Kingdom Supply Card
Sir Michael Kingdom Supply Card
Sir Vander Kingdom Supply Card
Small Castle Kingdom Supply Card
Sprawling Castle Kingdom Supply Card
Survivors Kingdom Supply Card
+1 Action Token Kingdom Materials
+1 Buy Token Kingdom Materials
+1 Card Token Kingdom Materials
+1 Coin Token Kingdom Materials
Bane Card Mat Kingdom Materials
Tavern Mat Kingdom Materials
Trash Mat Kingdom Materials
Wooden Cubes Kingdom Materials
Bad Omens (Hex) Kingdom Non-Card
Deluded/Envious (State) Kingdom Non-Card
Delusion (Hex) Kingdom Non-Card
Earth’s Gift (Boon) Kingdom Non-Card
Envy (Hex) Kingdom Non-Card
Famine (Hex) Kingdom Non-Card
Fear (Hex) Kingdom Non-Card
Field’s Gift (Boon) Kingdom Non-Card
Flame’s Gift (Boon) Kingdom Non-Card
Forest's Gift (Boon) Kingdom Non-Card
Greed (Hex) Kingdom Non-Card
Haunting (Hex) Kingdom Non-Card
Locusts (Hex) Kingdom Non-Card
Misery (Hex) Kingdom Non-Card
Misery/Twice Miserable (State) Kingdom Non-Card
Moon’s Gift (Boon) Kingdom Non-Card
Mountain’s Gift (Boon) Kingdom Non-Card
Plague (Hex) Kingdom Non-Card
Poverty (Hex) Kingdom Non-Card
River’s Gift. (Boon) Kingdom Non-Card
Sea’s Gift (Boon) Kingdom Non-Card
Sinister Plot (Project) Kingdom Non-Card
Sky’s Gift (Boon) Kingdom Non-Card
Sun’s Gift (Boon) Kingdom Non-Card
Swamp’s Gift (Boon) Kingdom Non-Card
War (Hex) Kingdom Non-Card
Wind’s Gift (Boon) Kingdom Non-Card
Bag of Gold Kingdom Non-Supply Card
Champion Kingdom Non-Supply Card
Diadem Kingdom Non-Supply Card
Disciple Kingdom Non-Supply Card
Followers Kingdom Non-Supply Card
Fugitive Kingdom Non-Supply Card
Ghost Kingdom Non-Supply Card
Hero Kingdom Non-Supply Card
Hovel Kingdom Non-Supply Card
Imp Kingdom Non-Supply Card
Magic Lamp Kingdom Non-Supply Card
Necropolis Kingdom Non-Supply Card
Overgrown Estate Kingdom Non-Supply Card
Princess Kingdom Non-Supply Card
Soldier Kingdom Non-Supply Card
Spoils Kingdom Non-Supply Card
Teacher Kingdom Non-Supply Card
Treasure Hunter Kingdom Non-Supply Card
Trusty Steed Kingdom Non-Supply Card
Warrior Kingdom Non-Supply Card
Will-o-Wisp Kingdom Non-Supply Card
Wish Kingdom Non-Supply Card
Zombie Apprentice Kingdom Non-Supply Card
Zombie Mason Kingdom Non-Supply Card
Zombie Spy Kingdom Non-Supply Card
Bat z Black Market Card
Border Guard z Black Market Card
Bridge Troll z Black Market Card
Cemetary z Black Market Card
Cursed Gold z Black Market Card
Embargo z Black Market Card
Engineer z Black Market Card
Flag Bearer z Black Market Card
Fool z Black Market Card
Goons z Black Market Card
Hermit z Black Market Card
Island z Black Market Card
Leprechaun z Black Market Card
Lucky Coin z Black Market Card
Lurker z Black Market Card
Native Village z Black Market Card
Pirate Ship z Black Market Card
Pixie z Black Market Card
Pooka z Black Market Card
Potion z Black Market Card
Ranger z Black Market Card
Relic z Black Market Card
Shepherd z Black Market Card
Silk Merchant z Black Market Card
Swashbuckler z Black Market Card
Tormentor z Black Market Card
Tracker z Black Market Card
Trade Route z Black Market Card
Treasurer z Black Market Card
Urchin z Black Market Card
Vampire z Black Market Card
Vineyard z Black Market Card
Bandit Camp z Black Market Extra Card
Bard z Black Market Extra Card
Blessed Village z Black Market Extra Card
Cursed Village z Black Market Extra Card
Devil's Workshop z Black Market Extra Card
Druid z Black Market Extra Card
Graverobber z Black Market Extra Card
Idol z Black Market Extra Card
Pillage z Black Market Extra Card
Rogue z Black Market Extra Card
Sacred Grove z Black Market Extra Card
Skulk z Black Market Extra Card
Werewolf z Black Market Extra Card
-1 Card Token z Black Market Extra Materials
-1 Coin Token z Black Market Extra Materials
-2 Cost Token z Black Market Extra Materials
1 Victory Point Tokens z Black Market Extra Materials
2 Victory Point Tokens z Black Market Extra Materials
5 Victory Point Tokens z Black Market Extra Materials
Coffers/Villagers Mat z Black Market Extra Materials
Coin Tokens z Black Market Extra Materials
Debt Tokens z Black Market Extra Materials
Embargo Token z Black Market Extra Materials
Estate Token z Black Market Extra Materials
Island Mat z Black Market Extra Materials
Journey Token z Black Market Extra Materials
Native Village Mat z Black Market Extra Materials
Pirate Ship Mat z Black Market Extra Materials
Trade Route Mat z Black Market Extra Materials
Trashing Token z Black Market Extra Materials
Flag (Artifact) z Black Market Kingdom Extra Non-Card
Horn (Artifact) z Black Market Kingdom Extra Non-Card
Key (Artifact) z Black Market Kingdom Extra Non-Card
Lantern (Artifact) z Black Market Kingdom Extra Non-Card
Lost in the Woods (State) z Black Market Kingdom Extra Non-Card
Treasure Chest (Artifact) z Black Market Kingdom Extra Non-Card
Goat z Black Market Non-Supply Card
Haunted Mirror z Black Market Non-Supply Card
Madman z Black Market Non-Supply Card
Mercenary z Black Market Non-Supply Card
Pasture z Black Market Non-Supply Card
Pouch z Black Market Non-Supply Card
Museum (Landmark) z Extra Non-Card
Ferry (Event) z Extra Non-Card
Inheritance (Event) z Extra Non-Card
Lost Arts (Event) z Extra Non-Card
Pathfinding (Event) z Extra Non-Card
Pilgrimage (Event) z Extra Non-Card
Plan (Event) z Extra Non-Card
Seaway (Event) z Extra Non-Card
Training (Event) z Extra Non-Card
118 Total Differently Named Cards
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I'd argue that Port and Changeling have game mechanics not represented there, which you can't achieve via the Black Market.
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How about, instead of mechanics, we consider only all unique tokens and mats?
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I know we had a thread about what Kingdom would require the most table space for the setup a while ago. Basically we'd be looking at most total card piles plus mats.
Of course, by having just Black Market, you can also require every single mat and non-supply card ever created for Dominion. So I think to make it an interesting question, you have to ban Black Market.
I'm sure you'd want both Page and Peasant, as those each count for 5 piles instead of the normal 1.
Young Witch
Page (4 extra piles)
Peasant (4 extra piles
Marauder (Ruins, Spoils)
Border Guard (Lantern, Horn)
Vampire (Hexes, Bats)
Druid (3 separate boon cards)
Pirate Ship
Native Village
Island
Any Reserve card
Every Landmark
Every Project
Every Event
I don't think it's possible to also use the Coffer/Villagers mat and/or the VP token mat. If you just want to use all mats you can; but it would take less table space than using the Travellers.
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Every Landmark
Every Project
Every Event
I don't think it's possible to also use the Coffer/Villagers mat and/or the VP token mat. If you just want to use all mats you can; but it would take less table space than using the Travellers.
Some Projects require the Coffers/Villagers mat, and some Events and most Landmarks require the VP token mat. You already are putting out those two mats.
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Every Landmark
Every Project
Every Event
I don't think it's possible to also use the Coffer/Villagers mat and/or the VP token mat. If you just want to use all mats you can; but it would take less table space than using the Travellers.
Some Projects require the Coffers/Villagers mat, and some Events and most Landmarks require the VP token mat. You already are putting out those two mats.
Oops, right! So yeah, I think that Kingdom would use every single mat, and also require a huge amount of space for a bunch of other cards and piles.
Oh, I guess there's the Trade Route mat too.
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As an alternate exercise, what is the expected number of games (full random setup) you would play in order to encounter every mechanic?
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As an alternate exercise, what is the expected number of games (full random setup) you would play in order to encounter every mechanic?
I don't know, but I'm sure it's a lot. I've played a lot of random games (mostly IRL, and probably not as many as others who play mostly online), and I think the only times I have played with Necromancer, which is the only card with the playing directly from trash mechanic, have been times where I deliberately included it.
Maybe the criteria that I put in for the online randomizer I use (e.g. always include a village, don't include more than 2 attack cards, always include a trasher, min and max amount of cards for each cost, etc.) combine in some way to make Necromancer less likely, but I think it's just a case of Dominion having a lot of cards and me not having played enough games.
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As an alternate exercise, what is the expected number of games (full random setup) you would play in order to encounter every mechanic?
I don't know, but I'm sure it's a lot. I've played a lot of random games (mostly IRL, and probably not as many as others who play mostly online),
Indeed, I suspect we have different definitions of "a lot of random games." ;)
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As an alternate exercise, what is the expected number of games (full random setup) you would play in order to encounter every mechanic?
It depends. Are we considering only full-time repairmen, or part-time ones? What about people who fix things at home with their own tools? Also, for the purposes of this question, are we limiting ourselves to mechanics who are already Dominion players, or one have to visit every single repair shop in the world?
It really depends on the kingdom/republic/empire/Arab Jamahiriyeh.
(Edited to reflect the fact that Libya is no longer a Great Socialist People's Libyan Arab Jamahiriya but is now just a state).