I tend to think the interaction thing is very important, and I don't usually buy the importance of other "high skill" behavior like deck tracking or always play engine. It's hard to measure any of this stuff. In 2p, the big thing is that you want to maximize your chances of ending the game with more points than your opponent, not try to maximize your points per turn or (minimize) turns to 4-5 Provinces or whatever. This automatically links your choices to what your opponent is doing, and it's usually correct to sacrifice some speed in favor of consistency if you have the lead. Lowering your odds of getting points quickly while increasing your chance of winning. Which I'm sure you're doing anyway since you're a good player. I think the percentages you can squeeze out of "interactive" thinking varies a lot depending on the kingdom/game, but it can be significant.
2p player Dominion is a game of chicken, not a race, except when it's a race.
It's weird, because if you asked me, "do you often consider these things," I'd have said yes, but if you asked me "do you often react to your opponent," I well said no. I think I just... didn't think of that as player interaction? But it is, really. so, consider that statement withdrawn. which doesn't mean that there aren't still plenty of players who overstate how important it is.
Third, and most importantly, it is painful to me to see my good hands discarded and have zero control over it. Then when I get a bad hand and actually want it discarded, inevitably the opponent has no Minions for once.
Oh yea, I didn't even mention that. But, that's why everyone hates minions. Swindler kills good cards, minion kills good hands.
Chancellor is actually among my favorites. Why? Because it is the only card in the main set that most makes you go "hun? why does this exist". If this motivates you to look into it (like it did me), it teaches you there is a lot of depth to the game.
that's an interesting way of looking at it, usually this is considered a bad thing. Like, for newer players, they see chancellor, and they don't get it. I remember that we just didn't get it until I started playing online, and never bought it. But by now I know what it does, so that aspect doesn't influence its ranking here.
I do not understand this obsession with 3P. Alchemist and Familiar are strong enough that they are rarely skippable even at 3P. Sure, it is possible for multiple players to go Potion/Silver and one to get an edge by the other missing 3P on the next shuffle. It is also possible to miss 5 when both players open Silver/Silver. Do you complain that Laboratory and Witch cost 5? Indeed, that is even more of an "unfair" price as you can open 5/2 and possibly can a TWO shuffle edge with Witch over Silver\Silver. The generally accepted rule of thumb is that potion converts to 2-2.5 coins. At 4-4.5, Alchemist and Familiar would be even more unskippable than they already are. I'd rather the game not force all (good) players down the same path.
man, it's different. there are reasons why these cards cost 5$. you need to build a deck that hits 5$ early/a lot in order to buy them, and they need to cost 5$ so you can't open with them. And balance is not for powerlevel anyway, it's for fun level.
let's say Alchemist, Familiar, and Stone cost 2$P now. Does this make them considerably stronger? No. It makes them a little bit stronger, but not much, usually when Familiar is good, you just take the risk anyway. Does it change the way you build your deck in any way? Hell no. You just open potion/x anyway. and later, you usually expect to draw potion with 3$ regardless. Does it cause less frustration, because you almost always draw 2$ with your potion, but often not 3$? Yes. So, what's to talk about here?
And if you want to look at powerlevel, Scrying Pool and Apothecary cost 2P$. How does that make sense. If anything, scrying pool should cost 3P$ and Alchemist/Stone 2P$. You see, there is no excuse for the stupid extra coin on these cards.
Possible buff for Dominion 2nd Ed Scout - make it a green card - so basically the scout exactly as is but green and worth 1VP.
Heck make it 0VP like one of the Shelter, so that it combo somewhat with itself.
This isn't a bad idea in terms of how it works, but I think it'd feel a little bit awkward. Why would scout be a victory card?
I'm all for giving him +1$. That's the solution LF proposed in his "revisiting dominion cards" thread. I would have linked that in the card posts,
but the images don't work anymore, and he didn't fix it as I asked him, so I didn't mention it.