71
« on: May 20, 2014, 05:16:19 am »
Kingdom number 2
Oasis,Shanty Town,Marauder,Young Witch,Mining Village,Silk Road,Market,Stables,Merchant Ship,Graverobber,Vagrant
This is what I said before:
"I tried to design a kingdom where a slog might compete with an engine.
Main questions are: Young Witch or Marauder? What to do after the Ruins/Curses are gone?
I also tried to avoid "pick me"-cards, ending up with a kingdom of rather weak ones."
reasons:
- I'm not good enough to balance two competetive engines.
- I counted on the other submitters to do a lot of crazy engine or combo stuff, so I wanted to do something else.
- It shouldn't be too dull so that you at least have to make a few tough decisions.
specific picks:
- Marauder/Young Witch: I feel these two cards are quite equal in strength, but can be used differently. I clearly wanted to force a decision between them.
- Oasis: It's good when you have bad cards to discard to it. There's also a synergy with vagrant. Of course, it antisynergizes with YW as I felt YW was a little bit stronger than Marauder.
- Vagrant as bane: Vagrant is not a bad card. It helps you draw a lot of junk, so that you can play your good cards more often. As a bane, well, it's nice to have one or two, but there is also opportunity cost. Most times you could as well buy silver or even a silk road.
- Market: I wanted a +buy, but it shouldn't be as cheap as $3 or $4. It should avoid early 3-piling and it should not be easy to pick up Vagrants "along the way".
- Shanty Town/Mining Village: Two villages to encourage "over-terminalizing". While Shanty Town is rather bad against Marauder, it can shine against cursers. ST was the last card to add, because I didn't feel like I could find another card that wouldn't change a lot. Mining Village can later on be used as a one-shot. I didn't expect the run for silk roads to start that early.
- Silk Road: If you're going to slog, that is the best card to do so. It's cheap, but can be worth more than Duchies.
- Stables: If you want to go a little bit more enginy, this is your draw. It's non-terminal and you will have your Coppers around to feed it once or twice a turn.
- Merchant Ship: That's rather a BM card. Since it's a duration card, you can again overterminalize a bit. It can help both, the slog and the engine/BM.
- Graverobber: Trashing is fine, and so far, most cards have favored Marauder over YW. This one should be the other way: It can trash ruins to gain Villages, or it can re-gain Villages from the trash, if you traded them before. There is a synergy with Mining Village. Yet, it's slow, and it might be a trap.
I do not have a concrete plan, how to play this kingdom. I'm not sure if a slog is good enough to go for, if the other player isn't doing the same because you can hardly empty piles before the other one gets to Province turns. I'm still not sure about the opening. 5/2 would be OK, maybe picking up Stables/Vagrant for maximum sifting, but maybe that's just wrong, too. On a 4/3 I really don't know whether YW or Marauder is preferable here. I would really like to see, if there is an engine to be played on this board. Since AI and JOG didn't try this, I suppose, it's not good enough.
edit: Appearantly the engine thing is not worth it, so it's pretty much a sloggy kingdom. Ruins are likely to run out, and even if curses don't, a 3-pile is possible before this really bad engine can kick off.