Dominion > Game Reports

A not-overpowering engine

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AJD:
So I'm posting this game because I think it exhibits a bunch of strategic points that I've picked up from Dominion Strategy; I played this game a lot better than I would have if not for this community.

http://councilroom.com/game?game_id=game-20110904-194846-97da7698.html

Some key points:


* Several powerful engine cards with synergy—King's Court, Vault, Scrying Pool, plus Steward to trash what the Scrying Pools can't draw—but no source of +buy. So, tempting as it was to keep powering up my engine, once I had a couple of each of the power cards I realized there was no need for more Vaults to King's Court and just switched immediately to Provinces.
* With an odd $7 turn after my first two Provinces, I picked up a Duchy instead of worrying that my engine was slowing down and getting another Gold or Vault; this swapped the tempo and put my opponent on the defensive while keeping me on the fair side of the Penultimate Province.
* I was paying enough attention on turn 15 to know that the four cards left in my deck included my Gold and one Vault. So instead of getting to $8 on that turn by playing my other Vault and tampering with my deck, I got to $8 by KCing my Steward and throwing in my last two coppers, leaving my Gold and Vault where they could guarantee me a Province next turn.
These are all things I learned from Dominion Strategy, so—thanks! Any thoughts or comments? Should I have started in on Provinces as early as turn 10, or was getting the second Vault the right way to go?—i.e., did I overbuild my engine after all?

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