September 1st-4th
This week Hilary and I played a few games of Dominion after work.
The first game gave me a greater appreciation for what I call "invisible" cards - cards that include "+1 card, +1 action"; these cards effectively do not add to the size of your deck since when you play them you end up exactly where you started: with 1 action and 5 cards (or however many you had before you played it).
In this game, the Upgrade card was very useful to me - in addition to +1 card, +1 action, this card lets you trash a card and add a card to your deck costing exactly 1 more. This card is more useful in some card sets than others - sometimes there aren't any great cards at the 4-cost level - but in this set it worked swimmingly.
Scores:
Chris - 32
Hilary - 24
Game Time: 30 minutes
Game 2 saw the addition of another "invisible" card that ended up being very useful - the Great Hall - in addition to +1 Card, +1 Action, this card is worth 1 victory point. The ability to put victory points into your deck with out the deck being slowed down is very nice.
In addition, this card set included the Iron Works, which allows you to add a card of a cost up to 4 (Great Hall is 3) to your deck and in addition get +1 action if the added card is an action card and +1 card if it is a victory card, and Great Hall being both a victory card *and* an action card meant that every time I added one using Iron Works, I was able to take a card and an action, effectively making Iron Works invisible as well. I hammered on this strategy while Hilary pursued her usual "money and VPs" strategy and I came out ahead.
Scores:
Chris - 39
Hilary - 33
Game time: 35 minutes
In the original set of Dominion, a strategy of buying money cards and victory points was a pretty effective one - often a winning deck would contain very few action cards, and even one with none at all could be competitive. However, the release of the Intrigue expansion put much more emphasis on finding effective combos to speed up your deck.
This game featured a couple cards that worked together very well: the Scout allows you to reorder the cards on top of your deck, the Wishing Well allows you to name a card and then draw and keep the card if it is the card you named (and if you used the Scout you know what's there), and the Shanty Town gives you 2 actions, and additionally lets you draw 2 cards if you have no action cards left in your hand. Wishing Well and Scout both also grant you an action. Using these cards I was able to very effectively manipulate what cards were coming up in my deck and chain multiple action cards together in one turn, allowing me to get through large sections of my deck (and thereby a lot of treasure cards) every turn.
Scores:
Chris - 34
Hilary - 27
Game Time: 30 minutes
This week Hilary and I played a few games of Dominion after work.
The first game gave me a greater appreciation for what I call "invisible" cards - cards that include "+1 card, +1 action"; these cards effectively do not add to the size of your deck since when you play them you end up exactly where you started: with 1 action and 5 cards (or however many you had before you played it).
In this game, the Upgrade card was very useful to me - in addition to +1 card, +1 action, this card lets you trash a card and add a card to your deck costing exactly 1 more. This card is more useful in some card sets than others - sometimes there aren't any great cards at the 4-cost level - but in this set it worked swimmingly.
Scores:
Chris - 32
Hilary - 24
Game Time: 30 minutes
Game 2 saw the addition of another "invisible" card that ended up being very useful - the Great Hall - in addition to +1 Card, +1 Action, this card is worth 1 victory point. The ability to put victory points into your deck with out the deck being slowed down is very nice.
In addition, this card set included the Iron Works, which allows you to add a card of a cost up to 4 (Great Hall is 3) to your deck and in addition get +1 action if the added card is an action card and +1 card if it is a victory card, and Great Hall being both a victory card *and* an action card meant that every time I added one using Iron Works, I was able to take a card and an action, effectively making Iron Works invisible as well. I hammered on this strategy while Hilary pursued her usual "money and VPs" strategy and I came out ahead.
Scores:
Chris - 39
Hilary - 33
Game time: 35 minutes
In the original set of Dominion, a strategy of buying money cards and victory points was a pretty effective one - often a winning deck would contain very few action cards, and even one with none at all could be competitive. However, the release of the Intrigue expansion put much more emphasis on finding effective combos to speed up your deck.
This game featured a couple cards that worked together very well: the Scout allows you to reorder the cards on top of your deck, the Wishing Well allows you to name a card and then draw and keep the card if it is the card you named (and if you used the Scout you know what's there), and the Shanty Town gives you 2 actions, and additionally lets you draw 2 cards if you have no action cards left in your hand. Wishing Well and Scout both also grant you an action. Using these cards I was able to very effectively manipulate what cards were coming up in my deck and chain multiple action cards together in one turn, allowing me to get through large sections of my deck (and thereby a lot of treasure cards) every turn.
Scores:
Chris - 34
Hilary - 27
Game Time: 30 minutes
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