Dominion Strategy Forum
Dominion => Dominion General Discussion => Topic started by: Morgrim7 on November 10, 2012, 06:22:48 pm
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Just a thought I had...make the game faster by dividing the quantity of the piles in half, so there would be 4 Provinces Duchies, Estates, ect. Curses and Ruins would stay the same, though I don't know why that would be a problem because if you wanted a fast game why did you put in cursers in the first place... anyway, just an idea if anyone wanted to play a really fast game IRL.
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I expect that in most cases, big money will dominate. I mean (assuming you aren't CC) how quickly can you build an engine that'll get at least 2 Provinces faster than a flat BM approach would?
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I expect that in most cases, big money will dominate. I mean (assuming you aren't CC) how quickly can you build an engine that'll get at least 2 Provinces faster than a flat BM approach would?
Depends on the kingdom.
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I expect that in most cases, big money will dominate. I mean (assuming you aren't CC) how quickly can you build an engine that'll get at least 2 Provinces faster than a flat BM approach would?
Depends on the kingdom.
No, I already said 'most cases'. Your attempt to get more respect will not work against me, no sir.
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I expect that in most cases, big money will dominate. I mean (assuming you aren't CC) how quickly can you build an engine that'll get at least 2 Provinces faster than a flat BM approach would?
Depends on the kingdom.
No, I already said 'most cases'. Your attempt to get more respect will not work against me, no sir.
Heh. Actually, I think I'd agree with you until proven wrong by a simulator.
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I think there is one case where this could get interesting, though, and that's alt VP cards. How quickly can one get 4 Estates, 4 Ironworks and 4 Gardens? Silk Road as well, of course, and perhaps Feodum? Man, if both players go IW+Gardens, the game would probably be over in, what, 6 or so turns?
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Ironworks aren't at 4. (Actually I'm not sure if they're supposed to be at 5 or 10, and why Curses and Ruins are exempt from this condition.)
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Sorry, yes, 5 Ironworks. Guess that just means player 1 has a huge edge in getting a 3-2 split.
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Would this variant run the risk of increasing the first-player advantage? The 2nd player has even fewer opportunities to gain a tempo on their opponent.
Regarding provinces vs. alt VPs, yeah that's interesting because with provinces the time taken to crank up to 8 Gold per turn will still be the same, it's just the greening phase will be shorter (probably oversimplifying it there though). So maybe with alt VPs like those mentioned you might stand a better chance of winning that race. However it should be noted that half as provinces is half as many points, but - to take an example - half as many dukes (assuming half as many duchies also) is a quarter as many points. This could maybe be the death knell right there.
The gardens scenario pointed out only has 22 cards, so the gardens are costing 4 and are only worth two, and it only gives you a total of 15 points, the same as 2 provinces (including starting estates obviously), where as traditionally you're looking at say all 8 gardens and probably under 50 cards (you bought out the estates say) giving you 43 points, which requires 7 provinces to equal. The Blitz version is much weaker in that sense, so it really does need to be super quick.