We spend a lot of time thinking about various combos and the relative strengths of cards, but we do not spend as much time thinking about how to approach evaluating strategies when presented with a supply. We could know all of the combinations and various card strengths, but our game still lacks if we do not know how to approach a supply and evaluate the various options offered by a random Kingdom.
How do we think about the various possibilities? One way is to approach the problem is a piecemeal approach seeking out a combo that we like and if we see no obvious reason not to play it then we proceed to play it. But, I think that we can conceptualize how to think about the supply in a more organized fashion.
I am certainly not the best Dominion player, but I have begun constructing a decision tree to think my way through the various possibilities offered by any supply. Below is the beginnings of that decision tree. Hopefully, the decision tree is fairly self-explanatory, but I want to briefly go through some of my thoughts.
I begin with the question of whether a viable alternative VP or rush strategy is present since these strategies fundamentally change the way the game can be played. You could build the best deck in the world, but if it is not capable of capturing most of the provinces in a timely manner a sound alternative VP strategy will win. So, if such a strategy is available then we must consider whether we can build a deck capable of taking, if not all, almost all of the provinces. If we cannot build such an engine then my thought is that you must play the VP strategy.
If there is no alternative VP strategy then the question of fast trashing is next since fast trashing (or pseudo-trashing a la Native Village or Ambassador) also changes the game. Engines become viable that would not be viable in lieu of such trashing (conspirator chains, bridge combos, HoP combos, etc.). Since these engines can create mega-turns that can end the game without warning, a slow deck has very little chance against them. So, if an engine exists then we need to find it before considering alternatives. This is not necessarily decisive since various attacks or alternative strategies might be faster or create too many problems for an engine deck (e.g. good Saboteur or Swindler decks for instance) but in order to understand the possibilities we must search for them and see if they are viable in any given kingdom.
In absence of strong trashing, engine decks are often too slow (often being the key word). Then, finally, we begin thinking about the various attack possibilities. Big Money + BM enabler is usually the correct path if strong trashing and strong attacks are absent. If strong attacks are present, then we have to do the work of figuring out how the attacks change the game and how we might counter them. Donald X's article (
http://dominionstrategy.com/2011/12/27/your-guide-to-beating-attacks/) is a great beginning in thinking about how attacks alter the game and the possibilities of hard and soft counters.
Anyway, I digress. A couple of quick notes:
1. This decision procedure is only intended for a Province game. Colony games both increase and decrease the possibilities (increase in that more complicated strategies are feasible but decrease in that fewer strategies are feasible if you want to reliably get to $11).
2. I do not present this decision tree as decisive in deliberations. The infinite subtlety of the game is what makes Dominion fascinating and an option that appears lower on the decision tree is not ruled out since various combinations on the board and certain enablers can make some strategies more dominant. This is merely presented as a first pass way to think about the various possibilities that any Kingdom offers.
I, of course, welcome thoughts from everyone here especially those with far more experience than myself. Thank you for reading this and may you never draw your terminals dead.