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Dominion General Discussion / Re: Would you buy Platinum in a Province game?
« on: December 13, 2012, 11:13:44 am »
I've bought gold for $9 on province games, so yes.
The prettiness is a plus! Even lifelong gamers like me LIKE pretty, elegant interfaces. I'm not saying Goko is elegant, but it is pretty. They get points for it.
The presence of Shelters brings Fairgrounds up to a potential 8 VP in an otherwise completely standard kingdom. (10 Kingdom cards, Cop/Sil/Gold, Est/Duc/Prov, 3 Shelters, and Curse = 20 different cards.) If the cards available can even remotely support that kind of "one of everything" approach, 8 VP for $6 is incredibly powerful and makes for some very fun games.My experience is that Fairgrounds (like menagerie) is way better with shelters, but 20 different cards is really hard to swing, even with knights. I'd guess that if you went for 20 cards and I went for 15, I'd get more FG than you. If you're playing with shelters and Black Market then maybe, but I still think you're better off aiming for 15.
But nobles are really their best when you have a village already. Using them for +3 cards and then only +2 when you have to is much more powerful.+1
Po Co Si Go Pl Sp
Ru Cu Es Du Pr Col
K1 K3 K5 K7 K9
K2 K4 K6 K8 K10
Even if you can reliably draw your deck, you usually want spare villages because of the gambler's ruin. Once you hit zero actions, your turn is over, even if you just drew 2 villages with your last action. If you have exactly enough actions to play all your terminals, your engine will fizzle whenever your villages are concentrated near the end of your deck. It's a bigger issue when your actions are primarily being used to support +draw then when they are primarily being used to support nondrawing terminals.right. extra actions at the end of your turn are useless, but extra villages prevent a hand of 2x smithy + treasure. Extra villages in general keep you from stalling out. Excess villages replace themselves whereas excess terminals are dead. This may be less important in certain circumstances, but as a rule of thumb, I'd say (if you want villages at all) get more villages than terminals.
VillagesA few points. First is that there is a card called "village", so I'd make it extra clear that the word "village" isn't being used to refer to that particular card but all the cards with the attributes you name.
Villages give +2 actions, and then some other + as well (usually +1 card, but not always). There are many different types and some are better than others, but put simply: villages help you play more terminals.
· There is a Dominion concept called the Village Idiot. It is a player over-buying villages without good actions to pair with them. Playing villages just to play more villages accomplishes very little. Villages work with terminals. Without terminals, villages are often useless.
· I recommend you start getting villages if you have or plan on having 3 or more terminals in your deck. If you know you want to buy 3 or more terminals, I would get a village after the 2nd terminal and then try to get villages and terminals to a 1:1 ratio.
· Village and terminal buying is a delicate balance. Too many terminals cause dead cards, while too many villages leaves you with useless actions. We hate having action cards we can't play, but we also hate having extra actions with no cards to play. (Think about what other card that village could have been. Wasting buys on unnecessary villages also means you wasted a turn. When you only have 16 turns, one bad buy can really hurt.)
It's actually much better in an engine that draws your whole deck. If you can reliably draw your whole deck then you're "wasting" a bunch of +Card, so you get a free +$3. If you can't, then that +$3 still takes up a card, so it's really only worth something like +$3 - the average value of a turn divided by the number of cards you go through in a turn.