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Game Reports / Re: Really fast game
« on: April 09, 2012, 10:07:29 pm »
Multiplayer games with everyone spamming Governors can also go by extremely quickly.
if the attack was young witch a single lighthouse could work as well.Well, he did say it came from the Black Market deck, so probably not...
Here's my submission for worst kingdom design:
Hamlet
Swindler
Smugglers
Scheme
Chancellor
Sea Hag
Throne Room
Scout
Margrave
Adventurer
The key cards here are Swindler and Sea Hag. Chancellor, Scout and Adventurer only exist to give good swindle targets at 3,4 and 6. Scheme, Hamlet, and Throne room are there to facilitate early and often attacking. Smugglers for some added randomness and another option for opening. And Margrave for a discard attack, but one which makes it more likely that everyone plays there attacks as often as possible.
I don't think we've had a thread like this since Hinterlands. I challenge anyone to come up with a kingdom half as annoying as this one.
Scrying Pool
Secret Chamber
Ghost Ship
Hamlet
Spy
Moneylender
Pearl Diver
Cutpurse
Inn
Young Witch (Bane: Pawn)
(1) I disagree with your analysis for 3rd card, and perhaps even with your 2nd card. If you buy a 2nd Smithy, you now have more ways to make your Smithies collide (drawn together in same hand of 5, or Smithy A draws Smithy B, or Smithy B draws Smithy A). With a Village, only one of those is happening. Certainly when it comes to the third card with 2 Smithies, Village is helping loads.With a village, you have additional bad cases (cases where village is worse than nothing):
While the end result is correct, the reasoning clearly isn't.Maybe not, but you usually want some pretty near-term benefits to buying a card, and the longer you have to wait, the better the reward ought to be. Chapel makes your deck much better very soon after you buy it. Villages in a deck with smithies do no such thing; you will need some kind of huge reward from a third card (goons for example) in order for it to be worth it. Is monument a good enough reward? Probably not.
Note that there is entirely no reason why your buy has to optimize your current deck. One of the key advances to a better player, I assume, is to consider both things: how a buy affect your deck immediately and how it will be a role in the deck you are building up to.
Or for an example, strictly following this logic opening chapel won't do any good. The starting deck only gets worse, in terms of buying power, with that extra chapel.
Follow-up: I couldn't run a proper simulation, but I did try out a comparison of Chapel vs. Remake-trash-coppers with perfect shuffle luck. Best case scenario, the Remake strategy is in far better shape than I assumed against the Chapel strategy.
By the end of turn 6, Chapel had a deck of Chapel and 3 Silvers. By comparison, Remake had a deck of 3 Copper, 3 Estates, but 2 Silvers and a Gold. So, Remake has better buying power at the moment, and also can scale up faster because the Estates are still around to convert to Silver.
Play details, if anyone is curious:
Turn Chapel Remake 1 Buy Chapel Buy Remake 2 Buy Silver Buy Silver 3 Trash Estate x 3 & Copper x 1 Remake Copper x 2 4 Buy Silver Buy Silver 5 Trash Copper x 4 Remake Copper x 2 6 Trash Copper x 2; Buy Gold Buy Silver
Even if the Chapel player decides not to trash the Copper on turn 6 in order to buy a Gold, the Remake strategy can still scale up faster because the remaining Estates are Silvers-in-waiting for Remake.
I think it works better with contraband/forge. Contraband will allow you to get a very early gold or very early forge, both of which are quite powerful. Then you can later forge the contraband into something useful. Getting an early expand is not as good, imo. It only trashes a single card and doesn't do much with copper. Yes you can turn estates into 5s, but if there are any really good 5s, you probably should just buy one of those 5s instead of contraband in the first place.
What about "soft counter"? A possible definition would be: a card whose function allows a player to recover or minimize the impact from a type of attack, although the card is not technically a reaction card. Examples include Library against handsize reduction attacks or Masquerade against a Sea Hag.