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Dominion Articles / Re: How to Win at Dominion, With Minimal Jargon
« on: September 26, 2017, 06:54:23 am »
Some more improvement suggestions:
Most games are decided by the person who has the most moneyMakes it sound like you're saying most games are decided by who has bought most Silvers and Golds. Maybe clearer if you say 'coins' instead of 'money'. Or 'the player who generates the most coins per turn'.
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Broadly, there are two approaches.I like the classification between just two broad approaches. It's simplistic, sure, but it's a useful starting point. However, equating the first one as Big Money really narrows it down. 'Payload only' would also include things like Ironworks/Gardens, and Duke slogs, for a start.Let's bring this back to the terms commonly used in the community. Cards that directly win you the game are payload cards. Cards that help you draw your payload are cycling cards. Some cards (Poacher, Market, Grand Market) straddle the line between both categories. The first approach is often called Big Money, since it historically applies to decks where your payload is Golds and Silvers. More recently, some people have called it "good stuff", to include payload cards that aren't Treasures (like Haggler, Soothsayer, or Butcher.) The second approach is often called the engine, because it focuses on buying Actions and combining their effects to make something bigger than the sum of its parts.
- Buy lots of winning cards.
- Buy Actions that draw lots of cards / cycle through your deck quickly, then play a few winning cards very often.
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If you want to get better, I would recommend playing games where you mostly buy payload cards, no matter how obvious the engine seems. Or mostly buy cycling cards, no matter how implausible the engine looks. That helps refine intuitions on the high-level goal. And then, when your opponent beats you, don't look just at what their deck did at the end - look at how they built their deck, and try to spot what made their deck work when your deck didn't. You will certainly have games where your opponent plays poorly and wins because of luck, but that doesn't mean there's no lessons to learn.I haven't actually tried that, but it seems a strange approach to me. What's the idea, what's the benefit in going for an approach that looks wrong? In case it turns out to be right after all? Or so that you stay out of your opponent's way and can see what your opponent would do in solitaire? This kind of assumes that your opponent will do a better job than you could have done. Maybe you can rephrase this to make it a bit clearer why to pick a 'bad' approach.