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posted by [personal profile] mylescorcoran at 01:51pm on 27/08/2009 under ,
We had [personal profile] irishkate and [profile] alaimacerc round last night and I played Dominion with them while Sam worked on some layout for a newsletter. We played the Village Square set-up, short on attack cards. We obviously manage to get our gold flow right early on and were a little surprised by the early purchasing of provinces. This may have been premature as there was then a pause while we had several rounds without anyone getting the cash together for provinces, and failing to get the combo gold+remodel to grab a province that way. In the end I got the last Province and won the game - Myles 49, Alai 45, Irishkate 34.

Any recommendation for interesting card choices for a new Dominion set-up? We haven't tried the gardens yet, but most everything else has had a go.
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mneme: (Default)
posted by [personal profile] mneme at 05:58pm on 27/08/2009
I usually play random. Garden + Throne Room + Workshop is an interesting exercise -- add Chapel and maybe Market and it becomes a fascinating race.

Games with Lab tend to focus on lab -- it's an absurdly overpowered card, I'm afraid. I'm not sure what else you can put in such a setup to counter it, though chapel and cellar make it even stronger.

The most fun engine combination in the main set is Library + Extra Actions (Festival is easiest, but you can do it with Village or multiple Throne Rooms) + Money Actions (with Remodels to taste, and maybe Chapel to make it faster, as Chapel makes everything faster). A turn starting with 7 labs followed by a cellar is kinda dull; one that starts out with playing 5 throne rooms and 4 witches in the obvious sequence is even worse [particularly if the opponents don't have moats], but one starting with, say, Throne Room + Festival + remodel + Library (draw 7 cards, 4 coins, 2 actions remaining) is going to look fun, even on the receiving end.

For gardens -- you can have a fun, weird game with Garden and Market -- maybe with Witch as well. Once people have multiple markets and gardens, particularly with witches out, it can become worthwhile to buy copper to reduce the effect of the curses (and because they're worth points) -- I've had curses + copper + garden end the game, though not often.

Are you getting Intrigue?

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