Showing posts with label Dominion. Show all posts
Showing posts with label Dominion. Show all posts

Friday, March 5, 2010

2010 SWAG Dominion Tournament Recap

First of all, sorry that I haven't posted in a while. I'm going to be hosting a gaming tournament over the next 6 to 8 months and hope to chronicle the games here with session reports, etc, so look for new content fairly consistantly in the near future.

Our gaming group, the SouthWest Area Gamers (SWAG), has a decent number of members, but we have a hard time getting a lot of participation outside the core people to show up at events. The organizer and I recently began a series of tournaments to try to help drum up more interest. The following report is from our Dominion Tournament. The winner got a small trophy and the title of 2010 SWAG Dominion Champion.

We had two tables with each playing two games. The winner of each game got 7 points, 2nd place 5, and 3rd place 3. The top 4 finishers at the end of the two game qualifying round advanced to the single game championship.

Ofer, Laura, and I played at Table 1. I consider myself to be a pretty good player compared to the experience level of the rest of the players in our group (though not at all in the same league as the really experienced BSW players). Ofer has a decent amount of experience playing on BSW but hasn’t made it a point to study BGG strategy articles. Laura was at her first meetup and had never played.

Table 1 Game 1:

Cards were – Chapel, Chancellor, Moneylender, Throne Room, Militia, Market, Witch, Mine, Council Room, and Laboratory.

I started immediately with Chapel and a Silver and got rid of a bunch of my Estates and Coppers on my third round. Ofer expressed surprise at my ditching cards so early, and I knew then that I pretty much had the game won. He managed to give me a couple of Curses, but he didn’t run nearly enough Witches to seriously derail my strategy, especially since Laura didn’t add many, if any, Witches to her deck. I added a couple of Labs and Golds and was off to the races. Ofer used Militia more than anything else, but, with my small deck, all I needed was to draw one Lab to negate any deleterious effects. Final score: Me 37, Ofer 27, Laura 19.

Table 1 Game 2:

Cards were – Workshop, Remodel, Spy, Thief, Smithy, Throne Room, Feast, Gardens, Market, and Witch

I tend to prefer running efficient Lab or Chapel decks over the Gardens strategy, but, with only Market available and both Gardens and Workshop on the table, I pretty much had to go Gardens. Ofer let me buy 10 of the 12 Gardens (with Laura taking the other 2) and about 6 of the Workshops. I built my deck as large as possible with multiple buys from Market whenever possible and by using the Workshops extensively. By the time all the Gardens were gone, only about half the Provinces were purchased. I decided, at that point, to buy anything that had a short stack figuring that, since I was about maxed with points and my opponents could still get Provinces, ending the game sooner rather than later would be good. I finished with over 50 cards in my deck. Final score: Me 60, Ofer 50, Laura 38.

Jonathan, Michael, and Marc played at Table 2. I know that it was Jonathan’s first play and that Marc has some experience. I’m not sure how many times Michael had played.

Table 2 Games 1 and 2:

I wasn’t playing at this table, so I don’t know exactly what happened or the cards. I did get enough info, however, to give a brief overview.

In Game 1, Michael was able to develop an engine that allowed him to draw all his cards on just about every turn and ran away with the game. Final score: Michael 44, Jonathan 26, Marc 21.

I watched the end of Game 2, and it was the strangest Dominion match that I had seen. Apparently, all three players had gone Witch crazy the first part of the game and went through the entire stack of Curses. They spent the second part of the game mainly trying to get rid of the horrible purple cards via Chapel. Then came the weird part. They used Thieves to trash a bunch of the Golds (maybe fearing that they’d just be stolen back?). The game, obviously, then drug on as no one had a great deal of money. Jonathan in particular ended up with a very small deck with absolutely no treasure. Final score: Michael 48, Marc 28, Jonathan 6.

Marc and Jonathan ended up tying for fourth place with 8 points. Jonathan was then randomly chosen to sit at the final table with Michael, Ofer, and me.

Championship Table:

Cards were – Chapel, Cellar, Woodcutter, Feast, Bureaucrat, Militia, Smithy, Laboratory, Library, and Market.

Given a table with no Thief and both Chapel and Laboratory combined with my on preference for Chapel decks, the strategy choice was pretty much made for me. I opened with 4/3 and chose Chapel and a Silver. I thought that I was at a serious disadvantage, however, because Michael started with 5/2 Laboratory and Chapel. In retrospect, I’m not sure that this was the case. I think that having the Silver allowed me to Trash more Coppers early, which made up for my opponents early Lab buy.

What did kill me, however, is two early game Bureaucrat draws by Ofer. Ouch! He played the card exactly twice the entire game. Both times were early, and I had a Chapel and an Estate that I desperately wanted to get rid of each time. I think that I could have overcome those attacks, however, if not for a crucial mistake.

It was fairly early, and I had purchased 3 Silvers, a Gold, and one Laboratory. I got a draw that gave me all my Treasures, and I thought “No brainer. When you get 8, you buy a Province.” I’m almost positive that not picking up a second Lab here cost me the games. Though I was able to get another Province relatively quickly after that, my deck started to bog down, and I only ended up getting one more before the game ended.

Lesson learned – establish your engine before buying Provinces! Final score: Ofer 24, Jonathan 21, Me 20, Michael 18.

Friday, March 20, 2009

My Take on the Dominion Kingdom Cards

I’ve been playing a lot of Dominion online at BrettspeilWelt, so my knowledge is increasing at a pretty good pace. The game changes dramatically depending on which 10 action cards are in play, so I figure the best way to improve is to get a good grip on how and when each card should be used.

My take on the 25 Dominion Kingdom (Action) cards:

Adventurer – (6, Reveal cards in your hand until you reveal 2 treasure cards. Put those two cards in your hand and discard the other revealed cards.) It’s a decent card but not great because of the cost. If you’ve got a big deck and either have eliminated the coppers or have a high percentage of Gold and Silver, this card can net you 4 to 6 treasure. Don’t go overboard, but one in a deck that meets the conditions stated above isn’t too bad.

Bureaucrat – (4, Gain a Silver. Each other player reveals a Victory card and puts in on the top of his deck.) This one isn’t bad, but it never seems to fit into what I want to do with my deck. That being the case, I usually ignore it. It is beneficial, though. If you need a lot of Silver, this card gives it to you while punishing your opponents. It can also help slow up an opponent who’s got a chain deck going.

Cellar – (2, +1 Action, Discard any number of cards and draw cards for each one discarded) Unless I’m building a super efficient Chapel deck, at least one copy of Cellar fits into almost all my decks. It’s a great card drawing engine especially combined with other card drawers. Play a Laboratory or two and use this to get rid of the chaff.

Chancellor – (3, +2 Treasure, You may put your deck into the discard pile.) I have never bought this card. Essentially, it’s a Silver in the guise of an action card with a minor ability. The fact that it’s an action card makes it inferior to the Silver in that only one action can be used per turn, so, unless its ability makes it better or you’re scared of the Thief, you’re better off buying the Silver. The only use that I can see for the ability is if you keep track of every card that you play and that you have remaining in your deck. If so, you’ll know when it’s advantageous to use this card. I don’t know about you, but I don’t put that much mental effort into Dominion.

Chapel – (2, Trash up to 4 cards from you hand.) Doesn’t look like much, does it? Hard to believe that it’s a game changer, right? Believe me, it is. The Chapel allows you to discard all the clutter and, in a game with the Witch, makes the Curses almost worthless. The object when making a Chapel deck is to get rid of all your Coppers and Estates (don’t forget to buy a couple of Silvers before getting rid of your Coppers, though.) in order to make the deck super efficient. In an ideal world, you could cycle through your entire deck every turn while buying Provinces. Be careful, however. The Thief can completely wreck the Chapel deck by stealing all the Gold and Silver. My plan is to write a future post solely devoted to the Chapel Deck. I need a little more practice first, though.

Council Room – (5, +4 Cards, +1 Buy, Each other player draws a card) It’s reasonably priced at 5 and allows you to draw more cards than anything except possibly Library. Then, it let’s you have an additional buy. Slam dunk, right? I haven’t used it that much. There have been too many times when I’m sitting there with 5 cards in my hand, and my opponent uses this thing. That sixth card is almost always exactly what I need to set my hand into action. To me, it’s not worth what I’m giving my opponents.

Feast – (4, Trash this card and gain one costing up to 5) At first, I thought that this card was the most worthless card of all. Now, I see its use, and it’s essential in certain situations. A lot of 4 count cards are good, but most of the cards that drive your engine cost five. For example, if the Witch is out, you NEED to be the first one to start handing out Curses. If you’re not drawing the coin, consider using a Feast to get there.

Festival – (5, +2 Actions, +1 Buy, +2 Treasure) Often, the person with the most Festivals wins. It’s that good. Chain a couple of these together, and you’ve got 4 Treasure and a whole lot of actions left to use some card drawers. It pairs well with any card drawer, but especially well with the Library.

Gardens – (4, Gives 1VP for every 10 cards in your hand) This card is another one that you can build a deck around. I’m still perfecting my Garden deck technique, but a key combination is to use the Workshop and cards that allow you extra buys. Once I gain a bit more experience, I’ll do a post strictly for this deck.

Laboratory – (5, +2 Cards, +1 Action) It’s a card drawer that lets you play another action. That is always a good thing. Some believe that this card is so good that it actually should cost 6 to buy.

Library – (5, Draw until you have 7 cards in your hand. You may discard any Action cards drawn.) This one can be a super card drawer in the right deck. If you’re playing Festivals, for instance, which give you extra actions but not extra cards, Library works perfectly to cycle through your deck. It’s also the only card that I know of that makes you think “Please, please play a Militia…”

Market – (+1 Card, +1 Action, +1 Buy, +1 Treasure) The phrase “Jack of all trades but master of none” aptly describes this card, and, as such, it will fit into almost any deck. Though it’s never bad to draw it, rarely do I think “Yay! A Market!” If you need cycling cards, and none better are available, go ahead and take a few. If you need extra cash that is Thief proof or extra buys for that Garden deck, go ahead and take a few.

Militia – (4, +2 Treasure, Each other player discards down to 3 cards.) For me, the attack feature of this card is minimally useful. Sometimes, it deals real damage, but usually it’s not that great of an impact. The attack combined with giving you essentially an extra Silver on the board makes it worthy of play.

Mine – (5, Trash a Treasure card from your hand and gain one costing up to 3 more and put it into your hand.) Any card that makes your deck more efficient is good. This one turns Copper to Silver and Silver to Gold. Unless you have a Chapel to get rid of unwanted cards, you probably want at least one or two of these.

Moat – (2, +2 Cards, Reveal to counter an attack) I screwed up the rules on this one for my first several games. I thought that you had to discard it to counter an attack. Not true. All you have to do is reveal it; you still have use of it for that turn. The difference makes this one almost essential if your opponents are utilizing Witches, Thieves, or Militia.

Moneylender – (4, Trash a copper card and gain 3) This one isn’t the most powerful of the conversion cards because you have to draw it and a copper at the same time, but it does have it’s uses. Unless you’re going for a Gardens deck, you want to be as efficient as possible, and getting rid of Coppers helps to make you much more efficient.

Remodel – (4, Trash a card from your hand and gain a card worth up to 2 more) Note that Gold costs 6, and Provinces cost 8. See a connection between that fact and this card? Think about it. Seriously, it helps make your deck more efficient, can get rid of Curses, and helps to win in the late game. Nice.

Smithy – (4, +3 Cards) I was completely enamored with this card when I first started. Draw 3 extra cards? Sweet! I still like it, but it does have a big drawback in that it doesn’t provide you with another action. Late in the game, I like long combos, and the Smithy can stop a chain cold. I usually want one or two in my deck, more possibly if Villages are involved, but that’s about it.

Spy – (4, +1 Card, +1 Action, Each player reveals the top card. Player of the Thief chooses whether the card stays on top or goes to the discard pile.) This one isn’t super powerful, but it can be useful if there are no Markets, Laboratories, etc. It will keep a chain going, give you some control over what cards are coming up, and possibly harm your opponents. It’s not a card that I seek out, but I’ll use it if I feel it’s my best choice.

Thief – (4, Each opponent reveals two cards from the top of their deck. If any Treasures are revealed, one of your choice goes to the Trash pile. You may choose to steal any cards sent to the trash this way.) This card can stop an efficient Chapel deck cold. Other than that, it’s a bit hit or miss. Obviously, it gains value if you’re playing 4 player, and your opponents have a lot of Silver and Gold. Basically, it has situational usage at best.

Throne Room – (4, Choose an action card from your hand. Play it twice.) You have to be careful, because this card is worthless by itself. If you’re playing lots of action cards, however, Throne Room can supercharge your engine. I usually end up with 2 of these in the appropriate deck but never more than 3.

Village – (3, +1 Card, +2 Action) I think that I tend to misuse this card. Since it’s so cheap, I tend to buy too many too early. Is it really that useful to buy it on one of your first two turns? Without many extra actions to play, all it really does is draw either another Copper or another Estate. It is a useful card that belongs in most decks, though.

Witch – (5, +2 Cards, Each other player gains a Curse.) This one is another key card that changes the game. You may be able to ignore it if you’re playing a Chapel deck. Otherwise, you usually want to get these and start handing out Curses to your opponents faster than they hand them to you.

Woodcutter - (3, +1 Buy, +2) No card in Dominion is worthless; some are more situation than others, though. This one is good if a) you’re scared of thieves stealing Silver from your Chapel deck, b) you’re running a Garden deck because it gives you extra cash and an extra buy, or c) there are no other extra buy cards to give your chain deck the ability to pick up multiple Provinces per turn.

Workshop – (3, Gain a card costing up to 4) I use this one primarily in Garden decks. It gives you a Garden and still leaves you your buy to gain an extra card.

Monday, March 9, 2009

Two More Sessions of Dominion

Dominion is THE hot game for our meetup group, and I got a chance to play two more sessions last Saturday.

The first game pitted myself against JM, Mando, and Nora. I chose to pursue a Chapel (costs 2, trash up to 4 cards from your hand) strategy this go around. Not only was it successful, but it completely fit my style of play.

I started with my normal buys of a Village (costs 3, +1 card +2 actions) and a Smithy (costs 4, +3 cards). The Chapel was my third buy, and I followed it up with another Smithy and two or three more Villages. That was pretty much all I needed.

I used the Chapel to trash all my estates, and, once I got a few golds, all my coppers as well. At the end of the game, I had less than 20 cards, and an astounding 7 of those were provinces. Basically, the only turns near the end of the game where I didn't buy a Province were turns where I drew four of them in my hand to start. The rest of the time, the Villages and Smithies allowed me to cycle almost completely through my deck. I definitely want to explore the use of the Chapel more.

The second game, between JM, Mando, and myself, became my first ever loss after 6 consecutive wins. We chose a set of action cards that did not contain any way to trash cards and did contain a lot of attack cards.

I started out buying a Village, a Smithy, and a Festival (costs 5, +2 action +1 buy +2 treasure). Twice, I misused the Festival early in the game, which completely killed me. I forgot to add the 2 treasure to my total which in turn made me not even think about the extra buy feature. My plan had been to pursue a Garden (1VP/10 cards in your deck) strategy, and a couple of moats early on would have helped greatly. My screwup also caused me to undervalue the Festival (it's the first time I had ever used the card), meaning that I didn't buy extra copies as soon as possible.

Mando ended up winning by a very thin margin over JM. He used the Festival card to great effect, but also seemed to fall in love with the Spy. I didn't use the Spy and, though I agree it has some value, am not sure that it merits four copies in your deck. Truthfully, JM should have won but made one screw up that cost him the game.

He concentrated on getting as much Gold as possible and, on one turn, bought it when he could have afforded a Province. That proved to be the difference in the game. JM said that he didn't want to clog up his deck with the green cards too early. To me, it doesn't matter when you buy them; my whole focus is to get to 8 to buy Provinces.

He was successful enough in acquiring them, however, that he shortened the game. By the time that I figured out my mistakes, it was too late to recover. I ended up not buying a single Garden. Not very good when you're trying to pursue a Garden strategy.

Win or lose, though, I do want to try this strategy again.

Sunday, February 22, 2009

Dominion - Some Additional Thoughts on Strategy

At our last meetup, I had the opportunity to play Dominion three times, two times using cards besides the beginner version. I've refined my play somewhat and will share with you some of my thoughts.

The basic strategy is to get enough gold in your hand to buy a Province. Failing that, buy a gold if you get 6 or 7 treasures. If less than 6, buy a silver or a card that's better than a silver.

My tendency right now (after only 5 plays) is to try to build highly efficient decks, ie ones that allow me to cycle through as many cards as I can. To this end, my favorite card is the Village (costs 3, gives you +1 card and +2 actions). In the past, I was in love with the Smithy (costs 4, gives you +3 cards) and would get all of them that I could. Now, I would rather load up on Villages and keep the quantity of Smithies to no more than 3.

Another fabulous card for an efficient deck is the Moneylender (costs 4, trash copper for +3 treasure). He gets rid of those early coppers for you and gives you a good jump in treasures for this turn. In the first game where I ever used him, I was able to trash 4 coppers, each time trading them for either Gold or a Province. I wouldn't buy more than one, though.

If your goal is to get to eight treasures in a hand, having an Adventurer (costs 6, allows you to draw through the deck until you get two treasures - discard interim cards). Assuming you have a tight deck and at least two or three golds, you're looking at an instant boost up to Province territory.

Next on my list to try: building decks around Chapel (costs 2, trash up to 4 cards from your hand) where you build a hyper efficient deck and Gardens (costs 4, 1VP for every 10 cards in your deck) where you try to get as many cards as possible.

Friday, January 9, 2009

Dominion - First Play

Mando, Patrick, Dani, and I all played Dominion for the first time during the Thursday evening meetup. Based on this one play, the game lives up to it's top 10 rating on Board Game Geek.

It's easy to explain, quick to set up, and has such an original feel to it. If you've ever played collectible card games like Magic: The Gathering, you'll especially appreciate the game play, but such experience is not necessary to enjoy playing it.

Dominion features three different types of cards: Treasure, VP, and Action. Each player starts with 7 1-count treasure cards (Coppers) and 3 1-count VP cards (Estates). Each player then shuffles their deck and draws 5 cards. Starting with a randomly determined individual, each turn is divided into an action phase where one action card can be played, a buy phase where one card can be purchased from the supply in the middle of the table, and a cleanup phase where all cards in the player's hand are discarded and a new hand of 5 cards is drawn.

Cards that are bought go into the discard pile. Once all cards in the face down deck have been drawn, the discard pile is shuffled and becomes the deck. Thus, the object of the game is to build the best deck.

You have to balance buying VPs, Treasures, and Actions. If you buy a lot of Estates, they each give you a point, but they also clutter up your deck, as do Coppers. Drawing a hand of 3 Estates and 2 Coppers doesn't help you nearly as much as drawing a mixture of good Action cards and Golds.

From the beginning of the game, it became clear that purchasing Golds (cost 6 Treasure, give you 3 Treasure each time they're drawn) and Provinces (cost 8, give 6 VP) as often as possible was the way to go. It also became apparent that some of the Action cards are quite valuable.

The game provides 25 different types of Action cards, but only 10 are played with each game. For our first match, we chose to play with the 10 recommended by the game rules: Cellar, Market, Militia, Mine, Moat, Remodel, Smithy, Village, Woodcutter, Woodshop.

The Woodshop (costs 3, allows you to take any card costing up to 4 during the Action phase) looked pretty good at first, and both Dani and I bought quite a few of them. By the midgame, however, I was disappointed to see these come up. While it's useful to gain that extra Action card or Silver during the first phase, your goal is to get 6 or 8 Treasure per turn in order to buy Gold and Provinces. The Woodshop simply doesn't help at all with this.

The Smithy (costs 4, allows you to draw 3 more cards) on the other hand, is excellent. Drawing more cards is always good, and this one, especially when combined with a Village, is the best card drawer that we had. Patrick and Mando seemed to like the Moat (costs 2, allows you to draw 2 cards and defends from attack) better. I'd rather spend the extra $$$ for the better card. For the same cost, I like the Cellar (costs 2, +1 action and discard any number of cards to draw that number). This one allows you to get rid of any cards that aren't helping you, replace them with potentially better ones, and then lets you play another action. Sweet.

Mando, who finished second only two VP behind me, was the only one to make use of the Militia (costs 4, gives 2 extra Treasure and makes all other players discard to 3 cards). This one is pretty powerful. The extra Treasure can help quite a bit (Mando purchased more Provinces than anyone else), and it hurts your opponents as well.

My strategy was to try to get as many cards in my hand as possible. To do so, I bought as many Smithys as possible and combined them with Villages (costs 3, give one extra card and allows you to play 2 extra actions) and Markets (costs 5, gives one extra card and allows one extra action, and allows one extra buy and give one extra Treasure).

In the end, my strategy prevailed, if barely. If I had to do it over again, I'd probably play in a similar fashion but wouldn't buy any Woodshops. I'd consider buying a few Militia as well. After all, when combined with any card that allows extra Actions, it works as a Silver that allows you to hurt your opponents.

Overall, Dominion is a lot of fun. I expect it to be one of the core games that the group plays because it has enough strategical elements to satisfy the hardcore gamers but is light and fun enough for the average member.

If I had to post one complaint, however, it would be that the Curse (costs 0, -1 VP) cards were never explained in the rules. I did some investigation after the fact and found that we were misusing them. We allowed players to buy and use them like Actions, giving them to opponents. This is actually not allowed. Apparently, the Curse cards only work with Witch and will be used more with some of the expansion sets.