Dominion Strategy Forum

Please login or register.

Login with username, password and session length
Pages: [1]

Author Topic: pulling the rug out from under your opponents: 7 tips about 3-piling.  (Read 9200 times)

0 Members and 1 Guest are viewing this topic.

ehunt

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1528
  • Shuffle iT Username: ehunt
  • Respect: +1856
    • View Profile
+16

Warning: this article is for beginning-to-intermediate Dominion players and has nothing new to offer you if you've been around the block a few times. I wrote it because I've noticed some newer folks on Goko don't have the knack of it quite yet.


We've all been there: you're all set up for a megaturn. You've trashed, you've got a good village/smithy engine going; you have +buy, cost reduction, but then, eh, you could use a little more. Your deck is set up to buy a province and a gold -- but with a few more bridges it might reliably triple province. So you use one more turn to buy a couple bridges. Wait, uh... that means there's only one bridge left. But as your opponent's turn starts, you notice there's also only one smithy and two villages. OK, that's fine... hopefully your opponent won't be able to buy them all, and ... uh-oh, that's the third bridge he's played... so 4 buys, well ok, but he can't buy them all and still buy points.... did he trash all his est---

How do you avoid this embarrassing loss, or, better, how do you make it happen to somebody else instead?

The obvious answer is, of course, you should be paying more attention to the piles. Fine, but why do good players seem to be able to pull a three-pile out of thin air?

This article is about tips in this direction.

1. It's not enough to know your own deck. You also have to know your opponent's. How many extra buys does she have? Whatever that number is, if she has plentiful money and you don't have points, you must leave at least two extra cards on the board. If you can't, you're unsafe (see tip 2 for what to do when unsafe). Does she have dangerous gainers, especially trash-for-benefit style gainers like Forge or Expand ? You often have to calculate these things carefully.

2. If you're unsafe, then sometimes you have to buy a province, even when your engine is incomplete. There's no hamlets left, only two grand markets and 3 smithies? It's tempting, with 12, to get those last two grand markets, but then your opponent only needs to snatch up three smithies and an estate for the win. Instead, you have to get a province, then maybe get a smithy and hope your opponent foolishly empties the grand market pile next turn instead of tying the score with you. This is game-theoretically very similar to the [often misquoted] "penultimate province rule" and similar exceptions apply.

The most important exception: if you're screwed (e.g. imagine your opponent has several highways and ALL the other grand markets, so she'd likely be able to get all these piles next turn and still enough green to beat you, and, even if not, she'll have a multi-province turn and your deck is set up for at most one a turn). In this case, you can go ahead and empty that grand market pile, not because it's likely a winning strategy, but for the 10% of the time that your opponent will have a dud turn next turn and you'll be able to sneak out a cheap win.

3. You should play an engine, if things are close, especially with 3+ players. If you aren't reliably playing +buy cards or gainers,  you won't be able to control the ending of the game. A card like University is often a trap, and it's difficult to know when to go for it. As a tiebreaker, if a three-pile looks possible, you're going to be the one who has control over whether it happens or not, and University is great for that. Again, this is a tiebreaker. If there's no card draw, then it's probably just not an engine board. University is still a trap, and it doesn't matter if you have the ability to cause a three-pile ending if you won't be ahead when that ending happens.

4. You shouldn't try to three-pile in more than one turn if you are winning, assuming the reason you are winning is because you currently have a better deck than your opponent. This is a tempting and common mistake. You have 9 and four buys and are a couple provinces ahead. Hamlets and wharves are gone, and you played a wharf this turn, so next turn is probably going to be pretty good. You plan to buy four duchesses, then get the last three hopefully next turn -- even if not, you're way ahead, right? Usually, this is right. The problem is that, when you have terrible luck and wind up with 6 with 2 buys next turn, right after your opponent improbably has a starting hand with her ONLY two villages and wharves and double provinces, you will lose some games you didn't have to. (Worse -- after your opponent gets lucky and ties it up, you've sabotaged your deck with Duchesses -- so that now it's you that has to get lucky to have a chance of winning.) If your deck is better and you're in ahead on the province-buying phase, just keep buying green.

This rule is only if "you are winning because you have a better deck than your opponent." Sometimes, you are winning because your deck got set up faster than your opponent's, but your deck isn't better anymore. If you're drowning in green while he's bishopping golds, but you're still 20 points ahead, then by all means try to three-pile on cheap junk over the course of a few turns.

5. Just because two piles are empty doesn't mean a third will empty any time soon. The curses are gone in a witch game, and the two of you couldn't resist the temptation to empty the menagerie pile together during the sloggy mid-game instead of just buying silver like a decent person would. Are we in crisis mode? No. Don't be a bot. It depends on the other piles. If you think reaching 8 in the next century is hopeless, you might try for duchies, but if your opponent trashes curses slowly and doesn't help you empty the duchy pile, you may find yourself in a one-way slog.

6. Don't forget curses, estates, and ruins. With a bunch of +buy, you can empty these piles quickly. Estates are particularly nice in games with lots of +buy and money floating around, because emptying the estate pile and ending the game will cause you a win even if your opponent has a province and you don't. Of course, you lose a point per curse you buy.

7. You should know the specific cards that are often cause the game to end in three-piling. It would take too much space to list them all, but some of the most dangerous are here. In general, cheap cards that have little risk of hurting your deck are highly associated with three-piles, especially those with +buy on them. Cursers and Looters cause 3-piles because the curses or ruins are gone. In addition to these general principles, pay special attention to:

Stonemason: This is the worst, for a few separate reasons; first, it forces you to recalculate how many buys it takes to empty the pile for all piles, not just the stonemason pile itself. Speaking of the stonemason pile, 4 coin and 1 buy takes 3 stonemasons away from the stonemason pile. Also, if there are already stonemasons in your opponent's deck, he may be able to stonemason e.g. a gold into two farming villages.

Grand Market: Often players fight over the grand market deck until it is empty. This creates an unstable situation where a three-pile is highly likely. Even if you evenly split them, five grand markets and a little external source of buy and money is often enough to empty the estate pile, which results in a win even if the opponent already has a province.

Gainers and remodel variants: This is obvious, but don't forget to count these in with your opponent's +buys.

Hamlet: Everyone loves these things, they're cheap, and they give you the +buy you need to get lots of them. They almost invariably empty. Similarly for Fishing Village, which doesn't have a +buy but still usually finds itself getting emptied.

Bridge: This is especially true with more than two players. Not only is bridge itself popular, but it encourages more buying of cheap cantrips in the early game.

City: Again, this one's worse in multiplayer. Once two piles are empty, cities don't just get crazy good. They also get crazy good at helping you three-pile. And whoever's buying the cities is going to be making sure piles are getting empty.

Ill-Gotten Gains: Emptying the Ill-Gotten Gains pile empties two piles at once, putting the game in an immediate sort of overtime phase. These merit their own strategy article, which, fortunately, they have!
« Last Edit: February 09, 2015, 04:11:14 pm by ehunt »
Logged

liopoil

  • Margrave
  • *****
  • Offline Offline
  • Posts: 2587
  • Respect: +2479
    • View Profile
Re: pulling the rug out from under your opponents: 7 tips about 3-piling.
« Reply #1 on: February 09, 2015, 04:16:29 pm »
+2

I'd add quarry and hermit to #7. Some of the fastest 3-piles involve those cards. Maybe also border village. And I feel like the rats trick for emptying all 20 using only 2 is worth a mention somewhere.

Also, you can sometimes get more gains than you actually have by gaining and playing a gainer mid-turn. e.g., draw my deck, play a university, gain a butcher, draw the butcher, play the butcher. Sometimes you have a lot of option on how to play out your turn once you've drawn everything, and make sure to always check for a way to win the game on that turn, which can be very difficult to find sometimes.
Logged

DG

  • Governor
  • *****
  • Offline Offline
  • Posts: 4074
  • Respect: +2624
    • View Profile
Re: pulling the rug out from under your opponents: 7 tips about 3-piling.
« Reply #2 on: February 09, 2015, 04:23:23 pm »
0

The cards in the throne room family are very important when considering 3 pile endings since a player can use then to create extra gains and buys as needed.
Logged

WanderingWinder

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5275
  • ...doesn't really matter to me
  • Respect: +4387
    • View Profile
    • WanderingWinder YouTube Page
Re: pulling the rug out from under your opponents: 7 tips about 3-piling.
« Reply #3 on: February 09, 2015, 04:33:01 pm »
+5

The trickiest thing is accounting for mid-turn gain-and-play, which can really explode the possible gains someone has available.

Awaclus

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 11817
  • Shuffle iT Username: Awaclus
  • (´。• ω •。`)
  • Respect: +12870
    • View Profile
    • Birds of Necama
Re: pulling the rug out from under your opponents: 7 tips about 3-piling.
« Reply #4 on: February 09, 2015, 04:33:33 pm »
+1

I think 4 isn't always true. If you're ahead by a lot, then you can sometimes plan a 3-pile ending a few turns in advance. This is somewhat similar to the situation where you were faster but your opponent's deck might become stronger in the future, but it's not necessarily that your deck is going to be worse, it's just that winning as soon as possible gives your opponent less time to pull some awesome draws or something. But you have to make sure that you're ahead by so much that you're eliminating a risk here for sure, not taking an extra risk.

Also, Death Cart could be mentioned in #7. Buying 5 of them empties the Ruins pile, which is easy to miss. I'm not sure if you want to make the City part more complicated than it is now, but it could be worth mentioning that if both players have cities, any gainer has the potential to level up the Cities mid-turn so you should try to take advantage of that and make sure your opponent doesn't.
Logged
Bomb, Cannon, and many of the Gunpowder cards can strongly effect gameplay, particularly in a destructive way

The YouTube channel where I make musicDownload my band's Creative Commons albums for free

JW

  • Jester
  • *****
  • Offline Offline
  • Posts: 980
  • Shuffle iT Username: JW
  • Respect: +1793
    • View Profile
Re: pulling the rug out from under your opponents: 7 tips about 3-piling.
« Reply #5 on: February 09, 2015, 04:36:15 pm »
+2

3. You should play an engine, if things are close, especially with 3+ players. If you aren't reliably playing +buy cards or gainers,  you won't be able to control the ending of the game. A card like University is often a trap, and it's difficult to know when to go for it. As a tiebreaker, if a three-pile looks possible, you're going to be the one who has control over whether it happens or not, and University is great for that. Again, this is a tiebreaker. If there's no card draw, then it's probably just not an engine board. University is still a trap, and it doesn't matter if you have the ability to cause a three-pile ending if you won't be ahead when that ending happens.

The advice to weight engines more heavily in 3+ player games because of ending the game considerations seems backwards. When an engine is up against two or more non-engine players, the engine player has less control than in a 2-player game. To state an obvious example, while a single Big Money (without +buy) opponent can only buy one Province between each of the engine player's turns, the two opponents might buy two Provinces. That means that the engine player needs to leave 3 Provinces in the supply to guarantee an additional turn in 3 player. The problem is far worse for the engine player in 4 player games since there are only 3 Provinces per player in the supply to begin with.
Logged

dondon151

  • 2012 US Champion
  • *
  • Offline Offline
  • Posts: 2522
  • Respect: +1856
    • View Profile
Re: pulling the rug out from under your opponents: 7 tips about 3-piling.
« Reply #6 on: February 09, 2015, 04:37:59 pm »
+1

The advice to weight engines more heavily in 3+ player games because of ending the game considerations seems backwards. When an engine is up against two or more non-engine players, the engine player has less control than in a 2-player game.

But the engine player still has more control than either of his non-engine opponents.
Logged

liopoil

  • Margrave
  • *****
  • Offline Offline
  • Posts: 2587
  • Respect: +2479
    • View Profile
Re: pulling the rug out from under your opponents: 7 tips about 3-piling.
« Reply #7 on: February 09, 2015, 04:45:09 pm »
0

The advice to weight engines more heavily in 3+ player games because of ending the game considerations seems backwards. When an engine is up against two or more non-engine players, the engine player has less control than in a 2-player game.

But the engine player still has more control than either of his non-engine opponents.
Mostly, just always go for the engine if it's at all viable. That's what I always do, and while it's not optimal, I think it works well enough for me. The endgame control is just so significant. Engines are weaker in 3+ player though because 3-piles come faster and you have less of a control advantage.
Logged

jomini

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1060
  • Respect: +768
    • View Profile
Re: pulling the rug out from under your opponents: 7 tips about 3-piling.
« Reply #8 on: February 09, 2015, 07:27:03 pm »
+1

Less common stuff I've abused to get a surprise 3 Pile (these are things people aren't as likely to see coming, not common ways to plan a 3-pile):

Princess - a lot of people don't realize how big $2 off can be when you have lots of +buy or some gainer (like Iw) that can be juiced to pile out something expensive.

Ambassador - revealing estates or components (or even a second Amb) can really quickly 3 pile, this works really well in higher player counts and of course the Tr/Kc/Prssn setup.

Talisman - Talisman buys scale really quickly to pile itself and effectively multiply your buys and money - as a bonus it is pretty easy to turn a couple of cards into Talismans with stuff like Taxman or Remodel so you can get a really quick explosion in gains for non-VP (e.g. Tr -> Mine (silver -> Talisman) makes 4 buys turn into 12 and may turn $16 into effectively $48).

Transmute - if you have enough treasure & actions (say a Tr/Apothecary deck) you can spend a spare pot on gaining a Transmute and next turn eat all your treasures to for mass gain of Transmute. You might even consider this if you have a quick way (e.g. Mine) to get a pot just for the Transmute. If you have the actions, draw, and treasures you might even be able to double pile through Transmutes and Duchies in two turns. Obviously this is a novelty, but people often dismiss Transmute even though it can gain a LOT of cards easily, very quickly and even score a lot of quick points while piling out the Duchies; it is hilarious to win off this sort of situation.

Procession - you can play gainers twice and net three cards. Likewise, on trash effects can make for a quick card explosion (e.g. Procession -> Prssn (gain a Catacombs) -> Catacombs [gain Procession/Hunting grounds) -> Procession [gain a Catacombs] -> Hunting grounds [gain 3 estates and an Expand]). Highly board dependent, but things can get pretty crazy with Dark Ages heavy setups. When you start gaining cards solely to trash them, people often have trouble thinking through that.

Baron - a surprisingly large number of people seem to forget that Baron can be both +buy and gain an estate (at the steep price of $4/gain). Kc/Baron for instance allows you to knock off 7 estates without much support; a single "bad luck" play of Baron for an estate the previous turn can leave an easy empty pile.

Dame Natalie and Sir Martin: often buried in the Knights deck, these two cards can vastly change the 3-piling dynamics when they come into play.




In general, I'd also put in a plug for alt-VP. Short stacks are very helpful for 3-piling - if you almost pile something with VP (e.g. gain 7 GHalls), you don't leave yourself open to your opponent sniping a win off Estate + 3 pile.

I'd be tempted to mention Outpost, Talisman, and Haggler as they can really crank up your gaining potential quickly even if you currently have none of them in deck (e.g. Butcher a Trading Post to an Outpost, buy 4 Talisman, then gain 20 actions in the Outpost turn) - it isn't commonly good but it is extremely fast when it is.

I'd also second including the Tr family and the need to mention the explosive potential of the gain & play it this turn option (with perhaps Rats as an example). Those really are common things for pile endings and a lot of people don't realize the potential in them.
Logged

DG

  • Governor
  • *****
  • Offline Offline
  • Posts: 4074
  • Respect: +2624
    • View Profile
Re: pulling the rug out from under your opponents: 7 tips about 3-piling.
« Reply #9 on: February 09, 2015, 08:46:30 pm »
+3

End game control in three player games is much more problematical than in two player games. There isn't just one reason, there are a lot of complicated reasons. You can't build a mediocre engine and hope that control is going to be a deciding factor for you.
Logged

2.71828.....

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1290
  • Shuffle iT Username: irrationalE
  • Respect: +1322
    • View Profile
Re: pulling the rug out from under your opponents: 7 tips about 3-piling.
« Reply #10 on: February 09, 2015, 09:10:26 pm »
+1

And I feel like the rats trick for emptying all 20 using only 2 is worth a mention somewhere.

I think that this is too much of an edge case to mention in this article.  Even in games where rats can be useful (as few as they are) ending the game emptying the rats pile is rare due to the fact that you will eat up any provinces/duchies/estates that you have.  You have to either have vp tokens, some money already generated to buy the necessary duchy/province while your opponent doesn't have enough vp to counter, or use fortress.  In a generic article giving advice to up-and-coming players I don't think it needs to be mentioned. 
Logged
Man. I had four strips of bacon yesterday. Was one automatically undercooked, one automatically overcooked? No, let's put a stop to that right here, all four strips were excellent.

WanderingWinder

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5275
  • ...doesn't really matter to me
  • Respect: +4387
    • View Profile
    • WanderingWinder YouTube Page
Re: pulling the rug out from under your opponents: 7 tips about 3-piling.
« Reply #11 on: February 09, 2015, 09:19:47 pm »
0

And I feel like the rats trick for emptying all 20 using only 2 is worth a mention somewhere.

I think that this is too much of an edge case to mention in this article.  Even in games where rats can be useful (as few as they are) ending the game emptying the rats pile is rare due to the fact that you will eat up any provinces/duchies/estates that you have.  You have to either have vp tokens, some money already generated to buy the necessary duchy/province while your opponent doesn't have enough vp to counter, or use fortress.  In a generic article giving advice to up-and-coming players I don't think it needs to be mentioned. 

I agree. Really, I view it as a fortress combo (and a prettttty weak one). You're just not going to have so many cards to trash, and enough draw to have them all, otherwise, and if somehow you do, you almost certainly don't need rats for pile control, because you have a rip-roaring engine with plenty of buys/gains anyway. Honestly draining curses from 10 comes up more.

liopoil

  • Margrave
  • *****
  • Offline Offline
  • Posts: 2587
  • Respect: +2479
    • View Profile
Re: pulling the rug out from under your opponents: 7 tips about 3-piling.
« Reply #12 on: February 09, 2015, 09:23:00 pm »
0

And I feel like the rats trick for emptying all 20 using only 2 is worth a mention somewhere.

I think that this is too much of an edge case to mention in this article.  Even in games where rats can be useful (as few as they are) ending the game emptying the rats pile is rare due to the fact that you will eat up any provinces/duchies/estates that you have.  You have to either have vp tokens, some money already generated to buy the necessary duchy/province while your opponent doesn't have enough vp to counter, or use fortress.  In a generic article giving advice to up-and-coming players I don't think it needs to be mentioned. 
It's usually used before either player gets any points, and you buy an estate or province or whatever you need. Rats do not need to be otherwise useful necessarily, as you can often just get two mid-turn or the turn before for this purpose. But you are right, it is not too common. The rats trick is actually just another instance of gaining a gainer mid turn to get more gains than you would normally have, which I do think is important enough to be mentioned.

And I feel like the rats trick for emptying all 20 using only 2 is worth a mention somewhere.

I think that this is too much of an edge case to mention in this article.  Even in games where rats can be useful (as few as they are) ending the game emptying the rats pile is rare due to the fact that you will eat up any provinces/duchies/estates that you have.  You have to either have vp tokens, some money already generated to buy the necessary duchy/province while your opponent doesn't have enough vp to counter, or use fortress.  In a generic article giving advice to up-and-coming players I don't think it needs to be mentioned. 

I agree. Really, I view it as a fortress combo (and a prettttty weak one). You're just not going to have so many cards to trash, and enough draw to have them all, otherwise, and if somehow you do, you almost certainly don't need rats for pile control, because you have a rip-roaring engine with plenty of buys/gains anyway. Honestly draining curses from 10 comes up more.
Maybe it's just me and the variance of the kingdoms that came up in the games I've played, but I've seen the 10 curses in one turn trick exactly never and the rats trick multiple times.
Logged

Awaclus

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 11817
  • Shuffle iT Username: Awaclus
  • (´。• ω •。`)
  • Respect: +12870
    • View Profile
    • Birds of Necama
Re: pulling the rug out from under your opponents: 7 tips about 3-piling.
« Reply #13 on: February 09, 2015, 09:24:37 pm »
0

I actually lost one game when Dark Ages was pretty new and I tried to do the Rats thing because I had read about it on the forums and then it didn't work out.  :-\
Logged
Bomb, Cannon, and many of the Gunpowder cards can strongly effect gameplay, particularly in a destructive way

The YouTube channel where I make musicDownload my band's Creative Commons albums for free

WanderingWinder

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5275
  • ...doesn't really matter to me
  • Respect: +4387
    • View Profile
    • WanderingWinder YouTube Page
Re: pulling the rug out from under your opponents: 7 tips about 3-piling.
« Reply #14 on: February 09, 2015, 09:26:07 pm »
0

And I feel like the rats trick for emptying all 20 using only 2 is worth a mention somewhere.

I think that this is too much of an edge case to mention in this article.  Even in games where rats can be useful (as few as they are) ending the game emptying the rats pile is rare due to the fact that you will eat up any provinces/duchies/estates that you have.  You have to either have vp tokens, some money already generated to buy the necessary duchy/province while your opponent doesn't have enough vp to counter, or use fortress.  In a generic article giving advice to up-and-coming players I don't think it needs to be mentioned. 
It's usually used before either player gets any points, and you buy an estate or province or whatever you need. Rats do not need to be otherwise useful necessarily, as you can often just get two mid-turn or the turn before for this purpose. But you are right, it is not too common. The rats trick is actually just another instance of gaining a gainer mid turn to get more gains than you would normally have, which I do think is important enough to be mentioned.

And I feel like the rats trick for emptying all 20 using only 2 is worth a mention somewhere.

I think that this is too much of an edge case to mention in this article.  Even in games where rats can be useful (as few as they are) ending the game emptying the rats pile is rare due to the fact that you will eat up any provinces/duchies/estates that you have.  You have to either have vp tokens, some money already generated to buy the necessary duchy/province while your opponent doesn't have enough vp to counter, or use fortress.  In a generic article giving advice to up-and-coming players I don't think it needs to be mentioned. 

I agree. Really, I view it as a fortress combo (and a prettttty weak one). You're just not going to have so many cards to trash, and enough draw to have them all, otherwise, and if somehow you do, you almost certainly don't need rats for pile control, because you have a rip-roaring engine with plenty of buys/gains anyway. Honestly draining curses from 10 comes up more.
Maybe it's just me and the variance of the kingdoms that came up in the games I've played, but I've seen the 10 curses in one turn trick exactly never and the rats trick multiple times.


Rats thing without fortress? With fortress I grant.

Curses I have done probably less than 10 times (so, maybe 1 in 1000 games?). Probably some of them it wasn't necessary.

liopoil

  • Margrave
  • *****
  • Offline Offline
  • Posts: 2587
  • Respect: +2479
    • View Profile
Re: pulling the rug out from under your opponents: 7 tips about 3-piling.
« Reply #15 on: February 09, 2015, 09:35:31 pm »
0

Yeah, I don't remember ever doing it with fortress, although it certainly could be done of course, I just haven't had the right kingdom/draws for it. Like I said, it's usually only viable before anyone gets any points. Oh, one other way to do it: Play/hide all your VP first (nobles, great hall, island, native village, haven, Black Market+Harem, other dual-type victory card(s) I'm forgetting).
Logged

Throwaway_bicycling

  • Moneylender
  • ****
  • Offline Offline
  • Posts: 151
  • Respect: +140
    • View Profile
Re: pulling the rug out from under your opponents: 7 tips about 3-piling.
« Reply #16 on: February 10, 2015, 06:07:04 pm »
0

I'd add quarry and hermit to #7. Some of the fastest 3-piles involve those cards. Maybe also border village.
Totally agree on these, and would add (not that it's a great card usually) Talisman. Three buys and two Talismans in play can get you nine cheap non-VP cards for the price of three.
Logged

werothegreat

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 8172
  • Shuffle iT Username: werothegreat
  • Let me tell you a secret...
  • Respect: +9631
    • View Profile
Re: pulling the rug out from under your opponents: 7 tips about 3-piling.
« Reply #17 on: February 11, 2015, 06:22:16 pm »
0

This may be an edge case, but Masterpiece in Feodum games.
Logged
Contrary to popular belief, I do not run the wiki all on my own.  There are plenty of other people who are actively editing.  Go bother them!

Check out this fantasy epic adventure novel I wrote, the Broken Globe!  http://www.amazon.com/Broken-Globe-Tyr-Chronicles-Book-ebook/dp/B00LR1SZAS/

popsofctown

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5477
  • Respect: +2860
    • View Profile
Re: pulling the rug out from under your opponents: 7 tips about 3-piling.
« Reply #18 on: February 14, 2015, 05:31:02 pm »
+2

Three piling over several turns when you have a weaker deck than your opponent is an interesting space that I wish was possible to explore more frequently.  The tactical decision of when to stop buying VP is interesting.
Logged

terminalCopper

  • Explorer
  • *****
  • Offline Offline
  • Posts: 331
  • Respect: +758
    • View Profile
Re: pulling the rug out from under your opponents: 7 tips about 3-piling.
« Reply #19 on: February 16, 2015, 01:00:22 am »
+1

I think [insert dominion strategy] isn't always true.
Logged
Pages: [1]
 

Page created in 1.953 seconds with 20 queries.