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1
Dominion General Discussion / Re: Bishop Treasury combo?
« on: July 12, 2012, 04:11:53 pm »
No, I wouldn't buy any green cards.  Perhaps I just have different experiences with generally powerful boards available when I play, I just start prefering Hunting party to Peddler when my deck starts to get strong.

Hunting Party + Bishop ? ....  That seems even better.  Have you ever played that?

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Dominion General Discussion / Re: Bishop Treasury combo?
« on: July 12, 2012, 03:55:02 pm »
I just had a chance to test this today on isotropic - I vaguely remembered just the title of this post (I hadn't read it yet)...and I confess I didn't really understand how it was supposed to work until turn 2...then I was like "ooooh - you always get to return the treasuries because you just feed your bishop(s) an $4/$6 non-victory card".  I picked up the last province in the game to seal a 1-point win over an oppoent who (I think) was rated at least 10 over me.  Not overwhelming, but I think I didn't really play it quite the right way...so it may speak to the efficacy of the combo that even with substandard play, it can squeak out a win.

Here are a few random thoughts on the subject:
I think you need some flavor of +buy and +actions to go along with this.  1 Bishop and one $6-card at the end of a treasury chain will yield 4VP/turn.  That feels a bit slow for how long the combo takes to set up - I elected to throw a couple villages and an extra bishop in the mix: thus the need for the +buy (1 more Bishop to feed means I need to pick up one more card).  In my game, I was forced to use Salvager as my +buy, which is something I would probably never do again since it "eats" one of the cards I should be feeding to the bishop...DOH!...my opponent let me pick up all 10 treasuries - so my chain with both bishops produced $12 and 2 buys (but I could only use the +buy on alternating turns b/c of the salvager problem).  I would definitely play this combo again, but I think I would just stick with 6 treasuries and one bishop this time.  Another thing to worry about with this is that the repeated bishop play is going to speed up your opponent's BM-Province rush considerably.  When you get this whole engine smoothed out, I guess you get to pick 5 cards that aren't Treasuries - In a perfect world I think I would pick (Worker's Village - Bishop - Bishop - Gold - Gold)...which would produce 8VP/turn.  If your opponent denies you a few treasuries, you might have to fall back on - Gold - Silver instead.  As mentioned above, I think this combo is extremely fragile and vulnerable to most attacks - I probably wouldn't play it if there were any good ones on the board and I would load up on attacks if I saw my opponent angling for this.  That being said, it was fun to play and I'd definitely try this again (albeit somewhat differently).

Only six Treasuries??  I don't buy nearly that many, I think 6 is too much.  To make it work you have lots of other stuff on your to-do list, gotta get some plus buy, gotta get some +actions and a second Bishop, gotta get enough money to afford 12$ a turn (Treasury does help with this, but buying Golds or Lab-types can help faster)

Going lighter on Treasuries could also give you more viability against attacks.  If you stick to 1-2 Treasuries you can see other cards for discarding, and you can rely on a thin deck's ability to do some attacking yourself, every turn.

I agree that if you have +action/+draw (e.g. Labs) you get them and that's a very keen point, but wouldn't you be better off just not trying to execute this strategy at all than half-ing it?  For example - you decide to just pick up 3 treasuries and a smattering of other cards and your opponent just goes BM.  What are you doing while your opponent is buying provinces?  You take 3 from your treasuries and then what?  If you get lucky and find both of your bishops and a +action you get a few VPs for the effort, but you only have $5 to reload with?  I still think if you are going with this, you get ($ from treasuries + $2 from bishops) + (a 5-card hand, two of which you have to feed to the bishops, so really 3 - labs nothwithstanding) so you have to pick that 5-card hand very carefully.  It seems that if you have just a couple treasuries and then a bunch of other random treasures and actions you are going to be forced to dip into the green cards to keep up - which would send your treasuries to the bottom of your deck, shorten the road for your opponent to pile out the greens and defeat the whole purpose of the combo in the first place, wouldn't it? 

3
Dominion General Discussion / Re: Bishop Treasury combo?
« on: July 12, 2012, 02:41:32 pm »
I just had a chance to test this today on isotropic - I vaguely remembered just the title of this post (I hadn't read it yet)...and I confess I didn't really understand how it was supposed to work until turn 2...then I was like "ooooh - you always get to return the treasuries because you just feed your bishop(s) an $4/$6 non-victory card".  I picked up the last province in the game to seal a 1-point win over an oppoent who (I think) was rated at least 10 over me.  Not overwhelming, but I think I didn't really play it quite the right way...so it may speak to the efficacy of the combo that even with substandard play, it can squeak out a win.

Here are a few random thoughts on the subject:
I think you need some flavor of +buy and +actions to go along with this.  1 Bishop and one $6-card at the end of a treasury chain will yield 4VP/turn.  That feels a bit slow for how long the combo takes to set up - I elected to throw a couple villages and an extra bishop in the mix: thus the need for the +buy (1 more Bishop to feed means I need to pick up one more card).  In my game, I was forced to use Salvager as my +buy, which is something I would probably never do again since it "eats" one of the cards I should be feeding to the bishop...DOH!...my opponent let me pick up all 10 treasuries - so my chain with both bishops produced $12 and 2 buys (but I could only use the +buy on alternating turns b/c of the salvager problem).  I would definitely play this combo again, but I think I would just stick with 6 treasuries and one bishop this time.  Another thing to worry about with this is that the repeated bishop play is going to speed up your opponent's BM-Province rush considerably.  When you get this whole engine smoothed out, I guess you get to pick 5 cards that aren't Treasuries - In a perfect world I think I would pick (Worker's Village - Bishop - Bishop - Gold - Gold)...which would produce 8VP/turn.  If your opponent denies you a few treasuries, you might have to fall back on - Gold - Silver instead.  As mentioned above, I think this combo is extremely fragile and vulnerable to most attacks - I probably wouldn't play it if there were any good ones on the board and I would load up on attacks if I saw my opponent angling for this.  That being said, it was fun to play and I'd definitely try this again (albeit somewhat differently).

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Dominion General Discussion / Re: Alternate (pure) VP Cards
« on: July 06, 2012, 11:43:07 am »
Vineyard - I love this card, too.  I will go after it exclusivley when there's a hamlet, pawn, crossroads or other cheap potion card (even transmute) on the board with it.  I'll give it a serious look even when one of those cards isn't there, but there's some other +buy or mixed action/VP on the table.
How many silvers/potions should you pick up when you are going after Vines?  I usually take a +buy, 2/3 silvers, an optional attack and 2 potions in that order.  Should I skip golds or grab a couple before I dive back down on the Vines?

I'm not an expert on Vineyard, but my understanding is that you usually want more Potions than that, especially when +Buy is around, which is when Vineyard really shines anyway.  Extra Potions don't hurt a deck that only cares about Vineyards, Pawns, and Hamlets (for example), but every hand without a Potion in the mid- or late-game is an opportunity for your opponent to catch up.

I'm also not an expert on Vineyards, but I think you are correct. I had a game this week with 3 Potions for Vineyards, and they didn't felt as being to much. The thing is, even when you build an engine, the VY are your primary source of VPs and worth about as much as a Province. Every engine would be happy to pick up treasures that gives +8$, especially for the cost of $4. So you should also be happy to pick up Potions.
You basically don't need (much) Gold often, because your target are the low-costing actions anyway, some of these actions sometimes also give money, and you often don't want to spend more than $10(+some Potions) anyway. Of course, look at the board, if there are GMs and Markets that you want you maybe want some more coins in the beginning, but if you target for Hamlet, Schemes and Oasis maybe you don't want any Gold at all.
Maybe you also want to be able to reach for Provinces to end the game when it's in your favour, so some money is ok, but usually you don't need that much of it.

Food for thought - Thanks for the advice, guys.

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Dominion General Discussion / Alternate (pure) VP Cards
« on: July 05, 2012, 06:03:12 pm »
[Apologies if this topic exists somewhere on the forum, but a quick search didn't yield a clean topic match and this is a topic I feel I need a broader understanding of to improve as a player.]

Reviewing my ispotropic logs, I noticed a common theme in games where I snuck a victory away from someone who was +20 over me: I went after alternate VP cards while they were beating a more conventional path along the Province/Colony route.  Notice I didn't say alternate VP *strategies* - I feel the efficacy of Goons/Bishop/Monument is widely accepted and established.  Also, I know that the blended VP cards (Harem/Tunnel/Island, etc.) don't get  a short-shrift of opinion.  I'm talking about the kingdom's pure VP cards (Gardens, Vineyard, Silk Road, Duke, Fairgounds & Farmland (I think that's all of them, right?)) and the effect they have on the game.  I have come to like these cards a lot more than I think most players do and I wanted to lay out the way I think of them and gauge other players' opinions of them.

Overall indicators:  I may be wrong about this, but I feel that most of the really feared attacks in the game are aimed at disrupting the path to Provinces and Colonies, while the victory path for these alternate VP cards is somewhat inured against them.  Militia?  Discard Silk Road, Gardens - no big.  Double torture?  Discard garden, garden and take the curse to water them.  Possession?  Have fun with that silver you bought, buddy.  Am I wrong about this?  What attacks are going to muck with these the most?  Based on your observation, do you think these cards get their due or are they over/under-rated?

Gardens and Silk Road - Usually all I need to get me aiming at these is one card in the Kingdom with +buy or a workshop/ironworks.  Sometimes I'll even pick up gardens in heavy curse/attack games without +buy on the table.  Based on anecdotal observation on isotropic, I feel that a lot of otherwise good players that "get" gardens for some reason don't "get" silk road the same way and let me soak up the whole pile along with great halls or some other mixed-VP and then scratch their head when they piledrive the provinces but still lose.  I feel pretty comfortable with these cards, but I am looking for answers to a few deeper statistical/strategic questions around them.
How many silvers should you get before you start soaking these up?  As a general rule-of-thumb, I tend to open +buy/silver, pick up 2-3 more silvers, 1 attack if there's a strong enough one available, another +buy and then turn to these, picking up extra silvers when I draw 3, the odd Duchy when I get a 5 and estates when I only get 2.  After I pile these down, I roll up the rest of the estates/(cantrips for gardens).  Is that the right way to play these?  Are there any other broader indicators or strategic advice for these cards?  Should I take Golds at all when I'm going for these cards?

Vineyard - I love this card, too.  I will go after it exclusivley when there's a hamlet, pawn, crossroads or other cheap potion card (even transmute) on the board with it.  I'll give it a serious look even when one of those cards isn't there, but there's some other +buy or mixed action/VP on the table.
How many silvers/potions should you pick up when you are going after Vines?  I usually take a +buy, 2/3 silvers, an optional attack and 2 potions in that order.  Should I skip golds or grab a couple before I dive back down on the Vines?

Fairgrounds - I love the strategy space this creates in most games, but I'm not as comfortable with it is as I am with the previous cards.  Along with what seems to be the over-riding concern with most Cornucpoia cards, it effectiveness seems to be a function of the Kingdom-at-large for the most part.  The rubric I generally use with this card is to see if there are 4 kingdom cards that will help get me to provinces in combination with each other.  If there are, I pick up those 4 and at least one duchy and play the rest of the game like I would a normal province game, alternating between fairgounds and golds on $6-$7 midgame and all fairgrounds at the end.  Am I playing this card the right way?

Duke -  I've read a few good posts on Duke here.  For the most part it seems to be something you do if there is some kind of +buy on the table, right?  The interesting thing is how many Duchies to get before you take a stab at the Dukes.  The first thing I read said 3 (sorry, forgot the link).  The next thing I read said that strategy only works in a bubble and that you should try to get all 8 to "deny" them to the other guy (also lost the link for tat article, too).  I think I tend to agree with the second method.

Farmland - People were kind enough to answer my question about this one in another thread. ( http://forum.dominionstrategy.com/index.php?topic=3292.0 )  In general, I don't like it as much as the other pure kingdom VP cards - In my other thread I got two suggestions for this card - A) Use it to trash an early estate into a silver  $4 B) Endgame, when you draw Gold-Gold-Gold-Silver-Estate, play Gold-Gold-Silver and by a farmland to Remodel the gold into a Province - netting you a total of 8VP (Or Gold-Gold-Gold, Remodel Silver to Duchy for 9VP...or various other combos of that flavor).  B) I "get", now - it might lead me to pick up an extra gold or two beyond the point where I would normally start greening...still, it seems kind of "meh" and something that I do on the way to Provinces rather than aiming at itself like the other pure VP cards.  A) I think I don't completely agree with - You are turning a green into a green-and-a-silver?  That seems like a net gain of 1 copper's worth of average draw value...that you spent $6 on.     

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Dominion General Discussion / Re: Intermediate Card Questions
« on: July 05, 2012, 03:51:50 pm »
is it ever worth it to buy nothing with 4 on a hunting party stack game? or more specifically, when is adding silver worse than nothing?

Good question: as a larger corollary question for all games - Is it ever worthwile to skip late/midgame $3-$5 buys?

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Dominion General Discussion / Re: Intermediate Card Questions
« on: July 05, 2012, 02:14:32 pm »
Scrying pool – I had a hard time with this card too, this article helped though http://forum.dominionstrategy.com/index.php?topic=3218.0

Menagerie – Always an ok buy in my books, be aware that Inn and hamlet can make menagerie crazy (discard your duplicates to trigger)

Hunting Party – In a colony game, buy 1 platinum, 1 silver, 1 gold and as many HP's as you can (Platinum+Gold+Silver+Copper=11) In a province game you can go for (Gold+Silver+Copper+Terminal Silver) so a conspirator or a swindler or a miltia work nicely, you can also hope to draw it off the massive HP stack you hope to have, but its a little bit more reliable IMO if you can get a terminal silver that is unique.  Also dont be afraid to buy estates a little bit earlier as they don't weaken HP's

Farmland – I feel most people have covered the value here, its a one time remodel with 2vp, if you would remodel a card in your hand (gold-->prov) and have 6 or are observing the PPR and can generate more vp from this than a duchy, do it.

Sea Hag – The only time I can think of ignoring sea hag is a board with lookout (strongly counters sea hag) or chapel, remake some other strong trashers

Potion - Depends how many potion cards are playable, if scrying pool or familiar or alchemist are around they have potential to dominate games, in these cases its worth going potion, (Also transmute with dual type cards [Island, Great Hall]) Similarily Golem and Possession can be important but you want to hold off on that potion till your second or third shuffle

King's Court -  JoaT/Govenor reasonably quick games are going to eat half the provinces while your still setting up KC (assuming a province game a colony game ups KC's value) othertimes KC isn't good is when you get a very very meh board of terminals, (even cantrips are villages with KC)


This is my take anyways

Thanks - that's really good advice.

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Dominion General Discussion / Re: Intermediate Card Questions
« on: July 05, 2012, 01:51:12 pm »
I feel like I am finally emerging from my beginner's dominion coccoon.  I went through the same stages I think everyone goes through (Village Idiot -> Big Money Bot -> Engine Junkie) and I have learned the appropriate lessons along the way.  Overall, it is just an incredibly fun game that I can't enough of, but I feel that my understanding of a few key cards is holding me back a little bit.  I am looking for synopses and/or general pointers on the following cards and how they work if anyone would care to offer:

Scrying pool – I think this card is the one I have the biggest “understanding gap” with.  I get pounded by this card when I don’t buy it and pounded when I do.  On the surface it seems to be a card that requires some +actions and good trashing with a couple really good terminals to set up, but overall I feel that I still don’t really “get” this card.
Menagerie – It works like a lab on roids if you can pull it with no duplicates in your hand, right?  But how does one go about doing that?  It seems like especially in the endgame, this card should sputter and die with multiple-province hands, but my opponents seem to keep it going.  How do you play this card?
Hunting Party – I feel like I’m finally starting to understand this guy a little bit – just load up on it and stay away from duchies and it works like a fine-tuned laboratory, right?  The really awesome players seem to know the secret sauce for creating the best “balance” of cards to go along with a hunting party deck.  Can anyone explain some rules of thumb along those lines? (e.g. How many silvers/golds do you buy?  What terminal actions is it worth taking?)   
Farmland – What is the point of this card?  I can’t think of any price point where this card makes sense to me – If I have $6 and I’m playing Money, why would I not buy a gold instead of this…if I’m going for an engine, why would I ever want a 2VP card mucking up my works?  If it’s the endgame and I have $14 and an extra +buy, why would I not take a Duchy instead of this?
Sea Hag – Is there ever a viable way around opening with this?  I just reflexively buy it when I open with $4, but I loathe Sea Hag games.
Golem - I won a couple games by taking this every time a potion comes up and exactly 2 of some other heavy-handed terminal (Goons once and Embassy the other time).  Is that the way it's best played?
Potion - Is there a good rubric for when / when not to buy this?  I feel like when I'm playing with more experienced players and I pass up potions, they end up walloping me with Alchemy cards and I need to develop a better sense of what games to go for these in and on what turn.
King's Court -  Is there ever a reliable way not to buy this when it's on the board and win?  It seems that even "meh"-inducing terminals become pretty beefy when they get KCd.  The worst is drawing 2-3 of them in a clump with no other actions - any general guidelines for how to buy them when you are playing Money and/or Engine?

Quickies:

Scrying pool: you want something with +buy, and probably some cantrips.  Trashing isn't strictly necessary, but encouraged.
Menagerie: buy it, but probably not on turns 1/2.
Farmland: Buy it with a curse in hand for net 4vp.  Buy it with a farmland in hand for net 4vp.  Buy it with a sea hag in hand for 4vp. Buy it with a gold in hand for 8vp.  Buy it with a silver in hand for 5vp that doesn't end the game because you are behind and there's only 1 or 2 provinces left.
Sea hag: buy it.  There are some cases when you can ignore it, but if I had to provide a recommendation with 1 sentence... buy it.
Golem: Situational.  There's some cool stuff you can do with this, but its a little slow to set up, and can cause problems if you're not careful  Don't open potion if this is the only thing on the board.
Potion: Buy it when familiar is on the board (most days).  Think about it when alchemist, apothecary or scrying pool are on.  Really think about it if there are more than 1 cards that require potion - except trasmute.
King's Court - frequently too slow for province games.  Of course - if you're not playing top tier opposition who can speed rush a game down, then KC is going to look dominant.
Hunting Party: Buy the following: 1 Gold, 1 Terminal Silver, as many silvers as you need to, as many hunting parties as you can.  Don't buy duchies until the very very end.  I will frequently also pass province for an extra hunting party if we aren't rushing yet.  Be VERY careful about anything that draws cards - you can destroy your deck by doing this:  Hunting Party, Hunting Party, Hunting Party , Hunting Party , Hunting Party , Hunting Party (now your discard consists of a whole bunch of coppers, estates, (hopefully provinces), and your draw pile is empty.  If you play a Market right there... you're going to guarantee that you next turn is going to be junk.  Ideally you end the turn knowing that you either have: one or more hunting parties remaining in your deck and you just bought a hunting party or a province, or 0 cards left in deck, and you hope to draw hunting parties in your starting hand.

Thank you for your advice.  That makes a lot of sense.

Re: Scrying Pool - Is a board full of cantrips a trigger for deciding to get scrying pool?  is the goal of getting the +buy to load up big on cantrips?

9
Dominion General Discussion / Re: Intermediate Card Questions
« on: July 05, 2012, 12:38:20 pm »
Thanks, Eevee - I think that's the question I'm really getting at;  Is there a realistic situation where KC is on the board, but you decide to Money despite it's presence?

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Dominion General Discussion / Intermediate Card Questions
« on: July 05, 2012, 12:27:42 pm »
I feel like I am finally emerging from my beginner's dominion coccoon.  I went through the same stages I think everyone goes through (Village Idiot -> Big Money Bot -> Engine Junkie) and I have learned the appropriate lessons along the way.  Overall, it is just an incredibly fun game that I can't enough of, but I feel that my understanding of a few key cards is holding me back a little bit.  I am looking for synopses and/or general pointers on the following cards and how they work if anyone would care to offer:

Scrying pool – I think this card is the one I have the biggest “understanding gap” with.  I get pounded by this card when I don’t buy it and pounded when I do.  On the surface it seems to be a card that requires some +actions and good trashing with a couple really good terminals to set up, but overall I feel that I still don’t really “get” this card.
Menagerie – It works like a lab on roids if you can pull it with no duplicates in your hand, right?  But how does one go about doing that?  It seems like especially in the endgame, this card should sputter and die with multiple-province hands, but my opponents seem to keep it going.  How do you play this card?
Hunting Party – I feel like I’m finally starting to understand this guy a little bit – just load up on it and stay away from duchies and it works like a fine-tuned laboratory, right?  The really awesome players seem to know the secret sauce for creating the best “balance” of cards to go along with a hunting party deck.  Can anyone explain some rules of thumb along those lines? (e.g. How many silvers/golds do you buy?  What terminal actions is it worth taking?)   
Farmland – What is the point of this card?  I can’t think of any price point where this card makes sense to me – If I have $6 and I’m playing Money, why would I not buy a gold instead of this…if I’m going for an engine, why would I ever want a 2VP card mucking up my works?  If it’s the endgame and I have $14 and an extra +buy, why would I not take a Duchy instead of this?
Sea Hag – Is there ever a viable way around opening with this?  I just reflexively buy it when I open with $4, but I loathe Sea Hag games.
Golem - I won a couple games by taking this every time a potion comes up and exactly 2 of some other heavy-handed terminal (Goons once and Embassy the other time).  Is that the way it's best played?
Potion - Is there a good rubric for when / when not to buy this?  I feel like when I'm playing with more experienced players and I pass up potions, they end up walloping me with Alchemy cards and I need to develop a better sense of what games to go for these in and on what turn.
King's Court -  Is there ever a reliable way not to buy this when it's on the board and win?  It seems that even "meh"-inducing terminals become pretty beefy when they get KCd.  The worst is drawing 2-3 of them in a clump with no other actions - any general guidelines for how to buy them when you are playing Money and/or Engine?

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