Dominion: What is an engine?

It’s been no secret that I’m not the biggest fan of the term “engine” when it comes to Dominion. I used to use the term quite a bit, but when I talk to people about building those types of decks in Dominion, I find that it’s not a very “instructive” term to use. What does that mean? Mostly that it’s hard to tell someone who doesn’t already understand the concept and have them understand, and I can’t find any sort of definition that gives insight into real games of Dominion like I can with villages or draw. On top of that, the term “engine” is overloaded, meaning that in lots of different types of games it can mean various things. All of this adds up to “engine” being intimidating to some players who are trying to get comfortable with building more complex decks.

But enough about why I don’t like the term, what I really want is to bridge the gap between someone who doesn’t know what an “engine” is, and someone who is very good at the game and able to effectively communicate using the E-word. I want to dig in and figure out all of the things that people can mean when they say “engine”, and figure out some way to make that information accessible to the people who can use it. I’ve taken enough time to whine about people using the word identify the problems with the word and it’s time for me to do what I can to actually suggest better ways to communicate.

So I made a Google form and had some help putting links to it in lots of places online. The form just asked people to write down what they meant when they said “engine,” and hopefully we can get some insight from these responses. I wasn’t entirely sure what I was looking for going into this, and I certainly wasn’t thinking that a coherent definition of the term could come out of it, but maybe there’s something in the data that can teach me and others something they didn’t already know. Without any more intro, here’s a link to the spreadsheet containing all of the results.

With a little bit of help, I tried to come up with key points that were found a lot among the answers to try and find the most common ideas. There were 67 (serious) responses to the question, and as expected, there doesn’t appear to be a consensus — the most common key point wasn’t even mentioned by half of the people who responded. I’ll show a chart of the results of this, explain what each of the key points means, and give a few brief comments for now.

 

Now it’s time to explain what these categories mean, but first I’ll mention that the light blue bars represent responses that addressed the key points, but they used some softening language like “typically” or “sometimes.”

Key point definitions:

Draws/”cycles” a lot: Describes decks that either draw all of their cards, draw most of their cards, and/or are able to play their most important cards each turn.

Consistency: This key point mostly just checked for the word “consistent” or similar words or phrases like “each turn.”

Plays a lot of stuff (actions): Describes decks that play a lot of cards on a typical turn, specifically action cards.

Buying power/payload: Describes answers that refer to building a bigger-than-normal payload.

Growing: Describes decks that are able to increase their abilities rapidly.

Actions (villages): Describes decks that make use of “additional actions” or the village-effect.

Good/win game: Describes decks that have a goal of winning the game, or the best deck that can be built on a given kingdom.

Synergies: Describes decks that aim to use cards that work well together.

Not Money: Describes decks that are far away from the concept of “Big Money.”

Card Value Property: Describes decks that have a very specific property mentioned in a few of the answers. I’ll quote one of them here:

“[…] A deck whose average value per turn derives from its total deck composition, rather than its average deck composition.”

If you’re interested in the data, then that’s the end of the data. Feel free to make a copy of that Google Sheet and play around with it if you’re interested in tweaking some numbers or concept definitions, or maybe you think that some of the answers aren’t categorized perfectly. At the very least, it can give you a bit of an idea for what people are talking about in general when they say “engine.”

Everything below this point will be my own personal commentary on the data. It’s just high-level stuff at this point because I kind of want to wrap my head around some of these concepts before making any real content based off of it, but I’ll at least give an idea of what kind of content I’m thinking about when it comes to this stuff.

So my goal here is to come up with instructive things to tell people who don’t know what an engine is. I’m trying to get as much value as possible out of the data here, so let’s see how we can look at this to learn stuff.

First, if you just look at what the more common answers are, you can see the general ideas people are trying to get across when they say “engine” — a deck that draws itself, plays a lot of stuff, and has big turns. After seeing multiple discussions attempting to find a “cohesive definition” for the term, I’m pretty convinced that it’s not worth doing, though. I’m not saying that the word has no value, but I’m saying that it has so many different meanings that some context is needed to help nail down what “engine” means if one wants to use that word.

Everyone has a different mental model of Dominion (well, everything actually) and I just don’t think building good decks in Dominion is simple enough to have everything captured by metrics as simple as these. The more an individual plays Dominion, the more sophisticated their mental model of the game becomes, and so it’s much more difficult to describe it simply. It’s pretty clear that any attempt to take shortcuts in talking about good decks in Dominion is going to leave out enough detail that the point just isn’t getting across — it’s not doing justice to the diverse set of mental models that make up the thousands of people who are very good at Dominion and have a relatively deep understanding of how to make good decks. The fact that there are many definitions of “engine” in this data set that make a lot of sense, but address completely different aspects of deck building, shows that without some context, a single word is just not enough to get the point across.

I could continue to gripe about why I don’t think using the E-word is all that great in lots of circumstances, but that was never the point of this poll. The point was for me to try and understand what value there is in the knowledge contained within the “conventional wisdom” of the advice “build an engine” — advice I gave for years and years to people, right before I watched their eyes glaze over.

So what can we do that’s constructive? How can we get these concepts across to people who don’t already know what everything means? Well I think it’s worth sorting through these categories to find the ones that can be talked about in detail, and I’ll start by eliminating the ones that aren’t instructive.

Let me say something about these key points that aren’t instructive. Just because they aren’t instructive doesn’t mean they are wrong. I wouldn’t disagree with any of these, but I also wouldn’t say any of these as a response to someone who asked me how to get better at the game because I don’t think they serve that specific purpose.

Good/win game: This one seems like it has the least instructive value. People already know that they want to build good decks and win the game, and I don’t think anyone out there truly believes that the best deck on every single kingdom out there involves “building an engine” in the same sense as all of these other key points describe.

Not Money: “Big Money” decks are always technically possible to build, but they suffer from some of the same problems with definitions as “engine” decks do. Many mental models of the game force all decks into the “money” category and the “engine” category, but this key point seems to me as just a symptom of the idea that “engine” is just a shortcut word that tries to leave out a lot of detail where it’s really needed. Since the whole point is to be able to talk about that detail without the shortcut, I don’t think this metric is going to be helpful there.

Plays a lot of stuff (actions): It’s easy to build a deck that does this, and it’s true, the best decks do this. This metric by itself, though, is just one measuring stick you can use to describe some decks that are able to accomplish a lot of great things. But correlation is not causation, and just telling people to buy and play lots of action cards is not going to help them succeed. Good Dominion advice has to do more than just point at things like this, it has to focus on the “why” and less on the “what.”

There are seven key points left after I take these out. Seven things that describe decks that I think everyone would agree are very good decks to build. Each of these seven key points are intertwined in a way that it’s very difficult to untangle them completely, but you can look at these and try to use them to come up with goals for a particular kingdom. More importantly, when you’re doing something good, you know why; and when you’re looking for strengths and weaknesses of “engine” decks you want to build, you can identify what they are, how they will affect you, and how you may be able to use other tools to compensate for them.

Draws/”cycles” a lot

Consistency

Buying power/payload

Growing

Actions (villages)

Synergies

Card Value Property

I want to work these core concepts into future content that I make — most likely podcast episodes (since that’s like, all of the content I’ve been making these days). Talking about these things without the context of a kingdom at least makes sense to me, even if I don’t quite use the exact same words as these key points of the definitions they came from. These things are hallmarks of many good decks you can build. In spite of the fact that some of these aren’t really defined that well (I’m looking at you, consistency), there’s room for discussion about these concepts, and these concepts can be referred back to when you have a kingdom in front of you and you want to identify the tools you have to address each of these things.

But let’s get back to my gripes with the E-word and what started all of this. I think what I’ve been doing is using “engine” as a scapegoat for a different problem I have: it’s when people take shortcuts when communicating about the game. Shortcuts definitely have their place in language and what that means is that I think I need to stop treating “engine” like a four-letter word. I’m going to start with a new attitude towards “engines” where it’s OK to use the word, as long as you take the extra work to describe what deck you’re talking about. So if I describe a deck by saying:

“I’m going to use Chapel to trash all ten of my starting cards, get an Artisan ASAP, and load up on Festivals and Journeymen for draw. If there’s any competition, I’ll probably prioritize the Festival split. Once I have complete control over my deck and I’m overdrawing a bit, I’ll throw in a Tunnel to start flooding with Golds until my deck can buy two Provinces per turn (or maybe three if I’m drawing enough), then focus down the Provinces while staying viable due to Journeyman’s sifting ability. I’ll call this deck the engine deck.”

Now I have an idea of what that deck does and why it’s good, and I don’t have to use so many words to compare it to this delicious Bureaucrat/Silk road deck that I might label “slog.” Establishing the shortcut before using it can make communication more effective, and could even be useful for distinguishing decks that are similar in their “engineyness” but have different build paths, payloads, methods of deck control, etc.

So that’s my two cents on what I’ve learned from this survey. I welcome comments on it, and especially ideas for how to organize content that addresses these topics in a way that can be beneficial to lots of people who want to break through to the next level of Dominion play, whatever that is for them. I’m still trying to wrap my head around this “card value property” as it represents a new way of thinking about Dominion decks that I’ve never really thought about before.

Dominion: Summer 2018 Tournament summary

This Saturday, July 21, 2018; I put on my ninth Dominion tournament with physical cards near Cincinnati, OH. This one was officially sanctioned by the publisher, meaning that I got to give some extra goodies out to the people who made it, and also it consisted of 3-player games.

Turnouts have been growing recently, my January 2018 tournament had my largest turnout yet of 23 people and I was expecting to have a couple more for this one, but we ended up with a huge pool of 31 players! As an organizer, I don’t think I could have asked for a better experience and I’m hoping the success continues and the player pools continue to get larger.

One more time I want to thank everyone who came out to play and everyone who has been talking about these tournaments. These are successful, and are starting to grow even faster mostly because of you all.

I’d like to give a summary of the four designed kingdoms we used for the finals of the tournament. What I’ll do is post them here first, then the rest of my comments, and then talk about the kingdoms at the bottom of this post. So if you want to play these kingdoms without any spoilers, just don’t read the bottom of this post after the warning.

Finals set 1: Pooka, Shepherd, Baron, Miser, Counterfeit, Border Village, Village, Gladiator, Royal Seal, Armory, Lost Arts, Inheritance

Finals set 2: Forge, Peddler, Hamlet, Moneylender, Farming Village, Candlestick Maker, Merchant, Venture, Jack of all Trades, Fortune Teller, Arena, Bandit Fort

Finals set 3: Mandarin, Capital, Legionary, Night Watchman, Crown, City Quarter, Moat, Butcher, Ironworks, Charm, Donate, Pathfinding; with Platinum/Colony

Finals set 4: Festival, Journeyman, Tunnel, Chapel, Secret Passage, Shanty Town, Artisan, Gardens, Silk Road, Bureaucrat, Bonfire, Mission

I’ll post the standings below, but first I want to give a shoutout to the winner of this tournament, Nathan. This is the second time he’s won one of my tournaments and he won this one in a pretty convincing fashion. Out of 8 games he played he won all of them except for one, setting him pretty far ahead of the rest of the field. There were four other people who cashed, taking home portions of the huge prize pool: Ryan, Jessica, plus Adam and John who split the 4th place prize.

The scores for the top 9 players represent their scores in the final round, with the scores in parenthesis being their scores in the preliminaries (which compare to the preliminary scores of all of the other players below).

Our champion, Nathan, won’t be able to attend GenCon in a couple of weekends, so Ryan will be representing this tournament at the world championship.

I’ll do my best to continue to have these every 6 months. I’ve been told that everything in my life will change once my first child is born, which should happen in about two months, but if it’s humanly possible, I’ll be having my next tournament somewhere around January of 2019, and I hope to see everyone there!



SPOILERS BELOW

Don’t scroll past here if you wanted to play the finals sets without hearing my commentary on them.

SPOILERS BELOW



All right, let’s talk about those designed kingdoms. I don’t do quite as much playtesting on the 3P kingdoms, just because it’s harder to do, and I also wanted to try some different things that aren’t possible to playtest using the online client. What this means is that I’m a little less confident that what I’m saying about these kingdoms is any good. Let’s get into it:

Finals set 1: Pooka, Shepherd, Baron, Miser, Counterfeit, Border Village, Village, Gladiator, Royal Seal, Armory, Lost Arts, Inheritance

I know it’s a popular direction to go — you get to stack your deck at the start of the game for my IRL tournaments, so people naturally want to do some crazy-powerful openings. I normally don’t go for those sort of puzzley-type openings in my designed kingdoms, mostly because I question how much that tests Dominion skill, but I thought I’d give it a shot here with at least something else thrown into the opening to make it tough.

The only thing I can really say about this board with confidence is that you want to start with Cursed Gold and 4 Coppers on turn one, and buy Inheritance. There are a lot of options for what you could Inherit here, and I wanted to put everything that looked like a good Inheritance target in, but with nothing that stood out as the best play. Inheriting Shepherd, Baron, or Miser all seem very sexy, but right now I’m leaning towards Village as the best thing to Inherit on T1, with Miser coming in a close second.

Let me be real with you here, I’ve built a lot of terrible decks here, and it’s really easy to get caught up in things that aren’t very good: Shepherd is in my opinion a vastly overrated card, and Pooka seems like it could work out here but I’m just not all that convinced. Given that all of the sources of draw are dicey at best, I’m not convinced that building a huge deck is the way to go here. Maybe just blitzing Misers until you can make them worth $8 is the best thing to do here.

The other crunchy parts of this kingdom are the fact that the only way to trash your Cursed Gold is to Counterfeit it, which gives you two Curses. There is no way to trash Curses either.

Finals set 2: Forge, Peddler, Hamlet, Moneylender, Farming Village, Candlestick Maker, Merchant, Venture, Jack of all Trades, Fortune Teller, Arena, Bandit Fort

I love Bandit Fort, and I especially love janky boards where Bandit Fort really steps on everything you want to do. There’s no draw here except for Jack of All Trades (which is not really draw) so what you can do is limited here, but there are a couple of paths I could see being good.

The first idea is to thin with Moneylender and try to get as many Peddlers as possible, then Forge them into Provinces. The second idea is to get Farming Villages and Fortune Tellers. The third idea is to have your economy come from Candlestick Makers, but I’m pretty sure this is the worst option available. I also think that Jack of All Trades could possibly fit into any of these decks, but you’d have to be very careful about it.

If it was me, I’d open Moneylender/Candlestick Maker. I’d spam Hamlets and try to drain Peddlers, picking up a Forge at the first chance. My money is on the Forge/Peddler strategy here, but I can see the attack on Fortune Teller being really disruptive.

Finals set 3: Mandarin, Capital, Legionary, Night Watchman, Crown, City Quarter, Moat, Butcher, Ironworks, Charm, Donate, Pathfinding; with Platinum/Colony

This is another one of those sets that I based around a combo deck. In this case, the elephant in the room is Mandarin/Capital, but it’s countered hard by Legionary.

So what do you do here? Well you need to draw a lot of cards, and you need to have a lot of action cards in order to draw that much in the fact of Legionary. City Quarter is hard to get, so I imagine Moat is pretty good here as well.

In the end, Capital shenanigans are probably the best payload you can ask for. Crown and Mandarin will probably still work, but Mandarin doesn’t play all that nicely with the bigger decks you can build here, unless you can build in something with Crown, maybe Night Watchman, etc. I was kind of hoping that Crown would be a better enabler for Capital than Mandarin would…

How would I open here? That’s actually really tough. I can see arguments for opening with Charm or Butcher along with a Moat, and even throwing an Ironworks or a Mandarin in there before Donating. From there, how I build depends on how fast I want to get Legionary online and what I see my opponents doing.

Finals set 4: Festival, Journeyman, Tunnel, Chapel, Secret Passage, Shanty Town, Artisan, Gardens, Silk Road, Bureaucrat, Bonfire, Mission

There’s a strong sloggy option here with Bureaucrat, Silk Road, Gardens, and Tunnel with Festival to support. There’s also a higher-payload deck you can build here with Festival and Journeyman for draw, Artisan and Chapel to support, and can even work in Shanty Town and Tunnel with the help of Secret Passage. This deck also can make some good use of Mission as well.

Two decks, and I imagine that the Journeyman deck is probably best if nobody is contesting those components, and it’s closer if two people go for that and a third player goes for Bureaucrat. Adapting to what you see from your opponents is probably key here, which is tougher if you want to not open with a Chapel, but still potentially doable.

How would I open? Well I’d stack a 5/2 and get Festival on turn one, and probably a Chapel on turn 2. My insight here is that Festival is a good card for every deck, so aiming to get a lot of those is my priority. I’d hope to hit $6 ASAP for an Artisan, and probably build the draw deck unless I felt like that was going to be a losing proposition (not enough Festivals) in which case I might pivot towards a deck that focuses more on Silk Roads than Gardens.

Summer 2018 Cincinnati Dominion Tournament

Facebook event

Saturday, July 21, 2018: 1PM-8PM
Game Swap
1065 Reading Rd, Ste E
Mason, Ohio 45040

RSVP is not required — you can just show up, but it helps me plan if I know who is coming in advance. You can just send E-mail to adam@adamhorton.com if you would like to RSVP.

I’ll have promo cards to give out to all players — they’re sending me Dismantle! The winner of this tournament will be qualified for the World National tournament at GenCon 2018 along with the top finishers splitting the prize pool (80% of the entry fees).

This tournament will consist of Three-player games, and have a $5 entry fee. All expansions and promo cards may be used, I won’t be using any of the removed cards from Base or Intrigue, though. All kingdoms used in the finals will be designed and playtested by me.

The winner of the tournament will have the opportunity to play a “trophy match” against me, the Dominion world champion for 2017. You may pick any kingdom you like and you may go first; if you win, you get to hold on to the Scout trophy (pictured) until the next tournament. If you lose, you still get the standard first-place prize for winning this tournament.

I anticipate we’ll be done by 8PM, and if you are eliminated early on in the tournament you could be done earlier — everyone who enters is guaranteed at least four games in the tournament. After the tournament, there will be the regular board gaming.

Dominion: Nocturne Cards revisited

It’s been a few months since the release of Nocturne. I captured some first impressions of how powerful each of the cards in the set was a few months ago; and a week or so ago I put up another poll to see what opinions people have after having some time to play with the cards. This blog post will show the results of that poll, along with a comparison to see which cards were the winners and losers. And finally, you’ll get to hear my opinions on the Nocturne cards and how I differ from the community.

For more detail on my thoughts on each Nocturne card, you can check out this first impressions video, and then this podcast episode for more recent thoughts.

Let’s take a look at the rankings given for this Nocturne poll — keep in mind that for cards with a high variance, the median may be a more relevant data point to think about than the mean

I think the interesting thing to look at here is to see how much cards have changed since our initial impressions, so let’s take a look at that piece of data:

It seems like Monastery had a bit of potential that was missed by some folks at the start of things, and several cards have fallen out of favor by the crowd, including Necromancer, Cobbler, Raider, and Crypt. It seems like a lot of the Nocturne cards seemed to tend farther away from the low or high end of power level — almost all rankings were contained within the 3 to 8 range.

I’ll use the ratings I have for the cards now, and compare them to the rankings we got here, and let’s address a few of the cards with the most disagreement!

Here’s the really juicy stuff, let’s go:

Cobbler: Wow, a 4.5 versus my 8 rating? There’s a huge disconnect here, and I don’t think I’m willing to budge and even say that Cobbler is a 7! Cobbler is so good, and I think it’s been seriously underrated. I seriously don’t know how anyone could rate this card lower than Ironworks, which is a solid 8 for me, but the community rated at 5.67 in the last poll — I guess that’s the core of the disconnect here, but man, gaining cards is amazing when you don’t have to spend an Action to do it.

Guardian: I remember my initial impressions where I gave Guardian a 4, then after playing with it I changed my rating to a 2. The big thing this card has going against it is the fact that its effect minus the defense is really bad. It’s worse than Copper. That’s so bad, and while it isn’t terminal, it might as well be because it does nothing for your current turn, and so little for your next turn. Gaining this to hand just doesn’t matter enough to save this card. I stand by the 2.

Leprechaun: Did you know that you can wish for Gold? That means you could gain TWO GOLDS with Leprechaun! OP OP!!!! Really though, even if you never get a Wish with this card it’s OK, and gaining a Wish is just so incredibly powerful, you can add a ton of payload to a deck that can overdraw, or you get extra flexibility in case you wanted something else. All you need is a Village and some modest amount of deck control and this card is worth getting almost all of the time. I even contemplated giving Leprechaun an 8.

Idol: I started with Idol as a 6, then moved it down to a 4. I could see that being a little harsh, but I’m not super warm on this card. In any case, I don’t think there’s a huge disagreement here.

Pooka: I gave it a 7, the average here was a 5. I wonder if people were taking Cursed Gold into account when rating Pooka, as it can be unplayable sometimes with no Curse trashing, but trash a Copper and draw a bunch of cards is pretty good, even with the awkward dance you have to do. Pooka is a solid card, I stand behind the 7.

Ghost Town: 6.24, and I gave it an 8. I don’t think my ratings for all villages are higher than normal, and Ghost Town is above average when it comes to villages, so yes, I think people have underrated this card for sure.

While I could argue for my ratings over other ratings, I’d say there isn’t much of a disagreement from here down on the list. Let’s hear what you all think, how wrong am I? How wrong is everyone?

Dominion: Winter 2018 Tournament summary

This weekend I hosted my eighth Dominion tournament in Cincinnati, Ohio; we had 23 people turn out for this one, which is the largest field we’ve ever had. The interesting thing is that a lot of new faces were here for this tournament from groups I had no direct connection with, I’m really hoping that this is an indication that word is spreading about the fun and well-run Dominion tournaments that are regularly happening and this will only become bigger as these tournaments continue.

This field featured my youngest contestant, a record number of Adams (there were two, not including myself!), and for the first time we have a repeat champion: Kevin Thompson! The other people who won portions of the prize pool were Adam Hopkins in second place, and Adam Blasch and Ben Voorhorst who split the third and fourth place prizes (instead of playing a tiebreaker game).

The tournament consisted of two-player games, and I designed four kingdoms for use in the finals. You can find a list of all of the kingdoms used here, along with some other information about the setup of the event. This post will discuss in detail the four designed kingdoms, as well as a fifth kingdom that I designed but didn’t use in the finals (it’s table 1 in the spreadsheet).

In two-player tournaments, there are much fewer games played with these kingdoms, so there may be a few perspectives out there that I didn’t see during the tournament. This post will share those kingdoms and I’ll add my thoughts about the design and play of these kingdoms. I’ve done quite a bit of playtesting so I think I have the best stuff nailed down but of course I may have missed something…

Table 1: Farmland, Bandit, Forum, Rats, Secret Passage, Moneylender, Devil’s Workshop, Vassal, Market Square, Vagrant, Save, Ritual, Shelters

This one was not part of the finals, it was the fifth designed kingdom I had, but there are only four that I use for the finals. This means that I did get to see more people play this one. I designed this one to just be fun to play.

So there’s quite a bit you can’t do here — there’s no “real” draw other than Imp, and there’s no village other than Necropolis. However, there’s a ton of synergy between lots of different cards here, which make for a deck that just feels good to play. There are two “packages” here:

  1. Secret Passage and Forum can enable Vassal and Vagrant to be quite good. Vagrant can kind of be used as draw, if you set it up with a Secret Passage, play the Vagrant, and then play another Secret Passage or a Forum to filter out the bad stuff. Being able to set up your Vassals to hit non-terminals is a pretty powerful effect as well.
  2. There’s no way to really get rid of your Shelters, but Farmland and Rats can allow you to get some benefits out of them. If you can set it up, you could trash both Hovel and Overgrown Estate with a single Farmland buy, and maybe you want to keep the Necropolis around? (I don’t really think you need it though), but Farmland can be pretty useful here as a Silver-that’s-only-good-for-buying-Provinces-and-doesn’t-work-well-if-you-have-more-than-one-at-a-time, or a pretty nice Ritual target.

So there’s this tension between wanting to green early because of Forum and wanting to build more because you can get lots of points from Ritual while increasing the capabilities of your deck. I saw a lot of people try a lot of different things, but my favorite moment was when someone managed to reveal a hand of all Rats after playing a Rats. That’s how you know you’re truly HWinning.

To open on this board, I would stack a 4/3 and just get Moneylender/Market Square. If they collide you’re very happy to grab an early Gold, and Silver just isn’t so important early on because the next few cards I want to get are Devil’s Workshop and about 55 Secret Passages.

Finals set 1: Prince, Fairgrounds, Rogue, Tragic Hero, Spice Merchant, Sea Hag, Armory, Exorcist, Merchant, Encampment/Plunder, Ball

Why hello there, Sea Hag. I love a board where you can just ignore her (I’d say it’s a majority of 2P boards where you see her, actually) but sadly this is not one of them. Yes, you can deal with the purples but it’s something that slows down your opponent enough that I think you need to go for it. Also, later on she can be Exorcised into an Imp (theme?) which is quite nice. In the two games that were played with this kingdom, one person went for the lovely lady, the other didn’t, and the person who got all of the purples lost the game.

There’s some other cool interactions going on here, though. +Buy is really limited, since there is no way to play a Tragic Hero, still have actions left, and keep the poor guy alive. It also feels pretty bad to Armory a Silver just to trash it to Spice Merchant for a buy, so you have to leverage the gaining ability of Rogue to gain Tragic Heroes back from the trash, and you really want to be playing a Ghost to hit a Tragic Hero each turn so you can get two buys from him while he kicks the bucket yet again. He can also gain a Plunder on his way out that you should be able to draw this turn pretty easily.

There are a lot of key splits to play around — Encampment/Plunder is important as always, of course the Curses matter a lot, but Fairgrounds can be a pretty big deal too. Opening here is extremely tough to figure out as well, but I would personally stack a 5/2, get a Ball for a Sea Hag and an Exorcist, and then just pay off the -$1 token on my second turn. If I couldn’t stack my deck I’d just open Sea Hag/Silver with a 4/3 and aim to pick up Exorcist and Spice Merchant ASAP.

I had cute little names for each of these finals kingdoms. The name I have for this is a mild Game of Thrones spoiler so I won’t explicitly post it here, but it has to do with the poor Tragic Hero being brought back to life only to be killed again and again.

Finals set 2: Counting House, Minion, Royal Carriage, Distant Lands, Council Room, Ghost Town, Storeroom, Leprechaun, Coin of the Realm, Chapel, Travelling Fair, Fountain

This board was only played once, sadly; sometimes that’s just how it goes. I really enjoyed putting this one together, the idea behind it was that I wanted the Counting House/Travelling Fair combo to be present, but also the hard-counter of Minion. But I also wanted Minion to feel bad to play, so the only support it has here is Royal Carriage and Travelling Fair (and Chapel, obvs.) so the deck takes quite a while to build and doesn’t green particularly well, especially because it doesn’t have much of a chance to pick up Fountain points if it wants to stay viable. Any other deck you want to build can’t really splash a Minion play because you’ll be attacking yourself just as much as your opponent, so I wanted to make it so that the combo could even be viable in the face of the hard counter. After some playtesting, the two strategies end up being pretty close, surprisingly.

But that’s not all, I wanted MOAR layers! So I thought that including Council Room would be fun, that way the combo deck player could have to play around potentially drawing extra cards, which can be pretty bad in certain situations — not quite as bad as being hit by Minion, though (or is it?). The Council Room deck has a lot of great enablers here and can also go for Fountain points — Coin of the Realm is a rock star here, and Royal Carriage does some work, Storeroom is great for reliability, too, it turns out you can have a very large deck here and still be quite reliable.

…in fact, even though you can live the Travelling Fair/Chapel dream and stack your opening hand so that you can trash three Estates on T2 (this is quite good for the Minion deck), it turns out that just makes the Council Room deck worse. Once you get going you can topdeck Council Rooms and Royal Carriages each hand so that you’re reliable, and just draw a billion Coppers every turn (yes, you’re buying Coppers with all of your extra buys, even after you have Fountain points). It’s very easy to activate Leprechaun in this deck (Reserve cards are great for this, especially Coin of the Realm) so you can make good use of your Wishes if you should ever find yourself with 15-20 Coppers, a Storeroom, and a Wish in hand… the title of this kingdom comes in for this situation.

So there are three decks you can build: the Minion deck, the Counting House combo deck, and the Council Room deck. The matchups between each of these are quite interesting, but I think the Council Room deck is just the most powerful one, which is OK with me. I’d probably open Council Room/Coin if I had the choice, but a Storeroom/Silver opening is quite good here too, especially if you can high-roll and get a Council Room AND two Coins on that next shuffle.

The title of this kingdom is “I wish for a Counting House.”

Finals set 3: Capital, Inn, Cobbler, Sacrifice, Conclave, Feodum, Ironworks, Shepherd, Secret Cave, Menagerie, Raid, Scouting Party

Who doesn’t like Menagerie? Nobody, yeah that’s what I thought. Secret Cave is also my favorite card from Nocturne, and goes quite well with Menagerie. The tough thing here is that you can build a neat Menagerie deck, but with Capital as the only source of +Buy, it’s really hard to score a lot of points on your turns, so is building really worth it? Then there’s Feodum with Ironworks AND Cobbler, but only Raid to gain Silvers? How are you going to make that work? You can do a lot of cool stuff on this board, but scoring points is not so easy. So how do you do it?

The neat thing about this board is that you can build up really quickly using Menagerie as your main source of draw, and you can shove a lot of Cobblers and Ironworks into your deck; this buildup is so good that I think you have to go for it, but then I think the best thing to do is to transition the entire purpose of your deck away from Menagerie, into using Shepherd as your main source of draw. You can overdraw so much that you can gain a Feodum or two in a turn, Sacrifice them, and draw all of the Silvers, and then Raid multiple times to suddenly have 18 Silvers in your deck. Now your Feoda are worth an obscene number of points, and you can still trigger a Menagerie or two each turn if you managed to get enough unique cards in your deck, even with 18 Silvers or more. Now you just gain Feoda and Silver like crazy with Cobbler, Ironworks, and Raid, and emptying the Silver pile can take only 3 or 4 turns and you get an unreal number of points. Adam Hopkins managed to accomplish this, having 36 Silvers in his deck by the time the game was over; his Feoda were worth 12 points each.

I would open Sacrifice/Silver on this board, and then after that I’d spam Ironworks and Cobblers and other unique cards until I got my Magic Lamp to go off. I think I ended up doing better when I only trashed Coppers to my Sacrifice, keeping the Estates around. In most of my playtesting games I found myself spending all three of my wishes on Menageries, though it can certainly vary depending on your draws. It felt a little weird getting that third Menagerie, but it reminded me of this meme, which is coincidentally the name I gave this kingdom 😛

Finals set 4: Bank, Grand Market, Crown, Library, Den of Sin, Villa, Jack of All Trades, Scheme, Changeling, Monastery, Seaway, Inheritance, Platinum/Colony

This is the set I had slated for the final game of the tournament, you can do some pretty nutso stuff here. Everyone who played this board in the tournament went for the shiny distraction I put in — Monastery, Grand Market, and Den of Sin are the core components of that deck, but the Jack/Changeling synergy factors in there too. It’s a race for Grand Markets and then suddenly piles are empty, but there’s more…

I built this set around the synergy that Villa has with draw-to-X cards like Library and Jack. You can enter your buy phase, spend your treasures, get a Villa, then go back to your action phase and draw a bunch of cards. So the idea is to do this a lot, put Seaway on Villa at some point, and then at the end of it all, Crown a couple of Banks that are worth about $30. Scheme and Library give this deck a ton of consistency — in playtesting I could reliably empty Colonies by turn 9, sometimes on turn 8. The power level is absolutely insane, so much that cards like Grand Market, Den of Sin, and Monastery, which are normally powerhouses, are just not good enough because they don’t really fit in with what the deck is trying to do.

Inheritance and Changeling are there to make the mirror match a little less weird — I could usually empty Colonies by only using 5 Villas, but I didn’t really want Villa denial to be a thing, so I added in these two other methods of getting Villa’s on-gain effect so that a competent player could still make the magic happen if their opponent just went crazy trying to empty Villas.

On this board I would open Jack/Scheme and hope that I hit $5 over the next two turns (this speeds the deck up a lot, you can get an early Library and start going crazy immediately). Pick up Schemes on any sub-$5 hand and just start adding draw cards to the deck as fast as possible. You don’t even have to have a Bank at the start of the megaturn, you can buy it, then get a Villa, then draw it and it’s still insane. You can Seaway Villas mid-turn if you need to, and you can even enter your Night phase and gain stuff with Changelings, and get a Villa and go back to your turn if you want.

The name of this kingdom is “Don’t worry, you’ll probably have one or two Grand Markets by the time I empty the Colonies”

Anyways, I’m super-happy with the turnout for this tournament, it’s the biggest I’ve had and it looks like the hype is spreading — even though quite a few regulars had to cancel last-minute, the turnout was still this big. The next one could be even bigger!

Dominion: Video Tutorial update

 

Over the past few weeks I’ve been making updates to my Dominion Video Tutorial series. In the playlist linked above, I’ve made changes to videos 2-7, in case you’ve seen the tutorial before and just want the new stuff.

The updates incorporate some articles I’ve written recently for this blog, as well as refining terminology and teaching methods I’ve had a chance to use over the past year — I had the opportunity to do a lot of individual coaching sessions and give a seminar at U-Con, a gaming convention in Ypsilanti, MI this year, and the feedback from the target audience of these videos was a huge help in updating things to make them clearer and more useful.

This isn’t the first time, and it won’t be the last time I make updates to these videos, so your feedback is welcome. You can also check out the new forum section of Wake Up, Meeples! if you want to give some feedback on anything else related to this blog or Dominion in general.

Dominion: Payload and Deck Control

Payload cards are the cards you play that will enable you to do things that win the game.

Most of the time this directly relates to scoring points; money and buys can be used to buy green cards, so if you plan to do that to win the game, then money and buys are payload. Your payload could also be in the form of a card that gains VP cards without buying them.

Maybe your payload is Monuments or something because they give you VP tokens. Maybe your payload is something that hurts your opponent‘s ability to have his payload, like an attack or even denial of resources they need like a key split.

Why is it that hurting your opponent counts? When it comes to thinking about payload, you can think of it as zero-sum, meaning that you care mostly about the difference between your deck and your opponent’s deck. Hurting your opponent helps this comparison.

If the game situation is right for it, your payload could be the ability to empty piles with a lead, or even just the ability to threaten it.

While your strategy should remain focused on the long-term goal of winning the game, your payload will probably not be directed towards scoring points until the end of the game. Cards like Workshop and Quarry are great payload cards early on in the game because they help you grab more good stuff for your deck, even though later on in the game they aren’t fantastic at getting points.

There is an important distinction between this type of payload and the type of payload that’s focused on scoring points; without the ability to do something more that simply getting one Province in a turn, it’s often not worth building a more complex deck than Big Money…

The biggest takeaway to get from this definition is that before the game starts, you should have an idea of the best payload your deck could have given the kingdom. By planning this out, you can get a rough idea of how much you want to build, and prevent the situation where you make a glorious deck and then realize there’s no +Buy, and your opponent already has 4 Provinces.

Many people have wildly different definitions of payload. It’s OK to have different definitions; the point of this article is not to change your mind, but rather to lay the groundwork for good deck building by distinguishing the roles that certain cards play in your deck. Your definition of payload doesn’t have to be the same as this; as long as you get the idea, you should be OK grasping the point of this article.

With that in mind, let’s define another term to go along with payload…

 

Deck Control cards are the cards whose purpose is just to enable you to play other cards.

So this is +Cards and +Actions, also trashing, sifting, that kind of thing. Even junking your opponents fits here because it makes it harder for them to play their payload cards. Once you’ve identified your payload, the deck control cards are the ones that answer the question “how do I play my payload cards?

Keep in mind that while Villages and Draw are great examples of Deck Control cards, cantrips fit into this category even if they aren’t Villages or Draw since they will at least give you +1 Card and +1 Action.

Understanding the distinction between Payload and Deck Control, why it’s important, and how you can apply it to actual games of Dominion is the important thing here, not the minutiæ of the definitions.

If a card is neither payload nor deck control, then we can call it a dead card. So most green cards once they’re in your deck, Curses, a trasher you aren’t using anymore, etc. these are dead cards. Other definitions of dead cards are a little more broad, like any card that does nothing when drawn.

It is possible for a card to have both payload and deck control elements — Torturer and Grand Market are great examples of this. Usually these cards are cantrips, or draw cards with an extra ability; and usually they’re very powerful.

 

So let’s go into a little bit more detail on how we can use these concepts to play better Dominion.

The first major thing here has already been mentioned, but it’s worth mentioning again. Knowing the best payload your deck can have before the game starts will prevent you from building too much on a board where your payload is limited.

If we extend this concept to deck control, we can prevent poor building on boards where the deck control resources aren’t adequate as well — if villages, draw, or trashing is not present, it may be difficult to actually pull off a turn where you get your full payload.

With a lot of experience, you can use all of these metrics to get a feel for how various decks will play out before the game starts, which is a decisive advantage, but just trying decks out and seeing how they function will help you dial in this skill over time.

Usually when I refer to the payload of a deck, or a payload that you’re aiming for, I use deck control as a way to temper my expectations — in other words I take deck control into account when considering my payload. My payload can’t be “play ten Bridges” if there is no village on the board, for example, so the limitations of your deck control at any point are important when thinking about what the real potential of your deck is, and this is a much more practical way to use the term “Payload.”

 

The concepts of payload and deck control are not just limited to forming your strategy at the start of the game. We can get insight on how to improve our deck building through this viewpoint as well. There are other related concepts like overdraw that I won’t go into detail on here.

The main takeaway is that once you have control over your deck, you want to strike a balance between increasing your payload and still being able to draw most or all of your deck each turn. Identifying which role each card in your deck plays will help you make better decisions when adding cards to your deck.

It also will highlight the importance of the cards that serve both purposes: payload and deck control. Frequently there will come a time when the thing you want to do is just shove these cards in your deck as quickly as possible, and this makes your deck much easier to build.

Dominion: Draw

“Draw” is any combination of cards that increases the number of cards you have in your hand, without decreasing the number of actions you have remaining.

Why is this better than other definitions? The short answer is that having a cap on the number of cards you can have in your hand is a significant limiting factor in the potential of decks you’re able to build.

If there is no draw, a natural thing to ask yourself before the game starts is “I can only have five cards in my hand, what are they and how many points can I score on a turn because of that limitation?” Another natural thing to ask is “what can I do with only the available cantrips, plus the X non-drawing cards I can play in a turn?”

(A cantrip is any card that gives you at least +1 Card and +1 Action)

Using this definition of draw, we can divide games of Dominion into two categories which play very differently — games with draw and games without draw. This helps a lot when analyzing a board and forming your strategy.

This article is a deep-dive into draw in Dominion. I will list all of the “draw cards” in Dominion and discuss how to evaluate whether or not there is draw in a given kingdom — you can stop reading after this paragraph if you are not interested in that. The goal is not to have everyone adopt this exact thinking when it comes to draw, but rather to serve as a starting point for your own personal mental model of how Dominion works. Understanding why this “draw” distinction is important and how you can apply it to actual games of Dominion is the important thing here, not the minutiæ of the definition.

It will help if you are familiar with my village article before reading the rest of this article.

 

THE DRAW CARDS

As with villages, it’s useful to have a list of cards that can provide the draw effect, I’ve already called them “draw cards” in this article. It’s rare to find a card that just gives you draw — usually you have to find some kind of support — so I’ve made some categories that may be useful for some people. If this doesn’t help you, that’s OK; really, as long as you think through your draw effects on each kingdom you see and make sure you can do what you want, you’ll be OK. There is a little bit of hand-waving on which category some of these cards fall into, so if you want to move some around to help you understand it better, that’s also totally fine.

 

Draw that doesn’t require a lot of support

The length of this list is pretty short compared to everything else; these cards just draw you cards if that’s what you want. If you need to meet a requirement in order to enable that draw, it’s usually not a huge deal to do so.

Alchemist, Caravan, Cursed Village, Den of Sin, Governor, Hireling, Hunting Party, Laboratory, Lost City, Sauna/Avanto, Scrying Pool, Stables

 

Draw that requires some other non-village support

Most draw cards require some support in order to work. With this list of cards, you will need some support in order to make them work, but I find that the support is there enough that it’s frequently worth going for these cards as a source of draw.

  • Advisor needs a deck with few enough bad cards in it that you can reasonably expect to draw something good.
  • Apprentice needs a deck with enough expensive cards that you can afford to trash some without ruining the potential of your deck.
  • Apothecary can’t increase the number of non-Copper cards in your hand, which is a huge mark against it in terms of actual draw; you usually need some other enabler like Warehouse to make it function as draw, otherwise its effect is closer to filtering or sifting.
  • City needs a way to empty a supply pile quickly enough to be useful as a source of draw.
  • City Quarter and Herald need an action-dense deck to be effective.
  • Crossroads and Shepherd need a way to line them up with enough green cards to make the draw worthwhile.
  • Encampment needs a way to line it up with Gold or Plunder, or else it doesn’t stay in your deck.
  • Expedition needs additional buys and money because you have to buy it repeatedly.
  • Ghost, Golem, King’s Court, Pathfinding, Teacher‘s +1 Card token, and Prince need Action cards to find in your deck that you’re happy to play and/or use as sources of draw, even if they only have +1 Card (which is not normally enough by itself to give you a draw effect).
  • Imp needs enough unique cards in your deck to play with its ability, otherwise it will need village support.
  • Menagerie needs a deck that can provide opportunities to activate its draw ability.
  • Minion and Tactician need a form of “virtual payload” to mitigate their drawbacks of discarding your hand.
  • Storyteller needs high-value treasures, or having money before playing it, to work as draw.
  • Will-o-Wisp can be hard to get, plus it doesn’t always draw you an extra card.
  • Wishing Well normally only works as draw when you have some way of knowing what the second card of your deck is, which requires somewhat narrow support.

 

Draw that requires village support

This category has been put together because all of these cards are terminal when used for their draw ability. In order to actually achieve the definition we have for draw, we need to have the support of a village in the kingdom.

Be careful, though, that you consider the village you plan to use with these draw cards, and make sure it will actually work. For example, if your village is Festival and your draw card is Moat, we haven’t actually increased our hand size while maintaining our action count.

Catacombs, Council Room, Courtyard, Cultist, Diplomat, Enchantress, Embassy, Envoy, Faithful Hound, Gear, Ghost Ship, Haunted Woods, Hunting Grounds, Journeyman, Library, Margrave, Masquerade, Moat, Nobles, Patrol, Pooka, Rabble, Ranger, Royal Blacksmith, Smithy, Steward, Torturer, Tragic Hero, Vault, Watchtower, Werewolf, Wharf, Wild Hunt, Witch

 

Draw with serious issues

The cards in this list can be used, in theory, to help us with our objective; but it’s usually extremely difficult or impossible without very strong support. Many of these cards are good cards, but they don’t serve the purpose of meeting the objective of our definition of draw very well. That’s not to say that you can’t make them work in a pinch when nothing better is available, but it’s a lot of work and frequently won’t be worth it to pursue.

  • Archive and Crypt will increase your hand size, but the issue here is that you can’t use just these cards to draw your deck in any meaningful way, as other cards that you might want could be “trapped” in duration-land with these cards.
  • Crypt also only works on treasure cards.
  • Cobbler, Ghost Town, Haven, Native Village, Royal Carriage, and Save are all just forms of pushing a card from a previous hand off to a future hand — you’ll need something like a megaturn deck to take advantage of this kind of thing.
  • Ironmonger can increase your handsize, but in order to get this to happen reliably, you need a high density of victory cards in your deck, which usually makes decks much worse and doesn’t function well without another source of draw.
  • Jack of All Trades is a great card, but as much as I’ve tried, I’ve never made it really work as a very good source of draw in a deck; the main issue is that draw-to-X decks really don’t like to have treasures in them, and Jack gains you treasures every time you play it, plus drawing to 5 is pretty weak. Usually you get much more benefit out of the other things this card gives you.
  • Madman is a one-shot and is tough to gain.
  • Magpie only works on treasure cards
  • Warriors can be tough to get a lot of, and usually aren’t good at drawing cards until you get a Champion out.
  • Patrician is difficult to enable, especially if you want to have a lot of Patricians, plus there are only five of them.
  • Settlers/Bustling Village are very difficult to enable, and most of the draw you can expect to get from these cards is just Coppers.
  • Shanty Town‘s draw very rarely happens and is pretty much impossible to make reliable.
  • Summon can work as draw but is usually very expensive and it only effectively gives you one card worth of draw.

 

Draw that doesn’t really work out in practice

These cards, while you can technically make them work as draw, have issues that are serious enough that I’ve never been able to use them as a real source of draw in over 5000 games of Dominion.

  • Beggar and Counting House are not only terminal, but they only draw Coppers, so you need to convert that into cards that aren’t bad. Beggar gains you a whole bunch of Coppers which you have to deal with somehow, and Counting House requires you to have Coppers in your discard to work at all.
  • Fortress needs to be combined with some very specific sources of trashing in order to function as draw, which is convoluted enough that it’s almost never possible, and when it is, it’s pretty much never worth it to pursue.
  • Sir Destry, Zombie Apprentice, Trusty Steed, and Pixie madness will only work once per turn for you, and they’re not fantastic at actually drawing cards either.
  • Scout* is a bad card.
  • Tribute* isn’t reliable enough at drawing cards that I’ve ever seen it work out.
  • Vagrant can only draw cards that aren’t very good, so it’s more of a “sifter” or a “filterer” than a draw card in real games of Dominion.
  • Villa, so yeah when you buy it it goes into your hand and that doesn’t cost an action! It’s draw! We did it guys! So I guess maybe with Alms this is a slight benefit, cool story bro. I feel like we’re far enough away from what drawing cards really is that we can just stop now.

*Scout and Tribute were removed when the second edition of Dominion and Intrigue were published

Dominion: Villages

A “village” is any card that allows you to play multiple terminal actions per turn.

(A terminal action is just an action card that doesn’t give you any +Actions when you play it)

Most villages give you +2 Actions or more when you play them; most villages have “village” in the name, but that is not always the case. Some people call these cards by other names like “splitter” or other stuff. Some people have slightly different definitions of this term, or will use different words to talk about different categories of villages.

Why is this definition better than other definitions? The short answer is that having a cap on the number of terminal actions you can play in a turn is a significant limiting factor in the potential of decks you’re able to build.

Other distinctions such as requiring +2 Actions impose unnecessary restrictions on decks people will consider; this concept is at the heart of what can enable better decks, so this is the best benchmark — this is my opinion, yes, but I’ve had a lot of success with it and worked really hard to make this definition precise.

If there are no villages, a natural thing to ask yourself before the game starts is “I can only play one terminal per turn, what is it and how many points can I score on a turn because of that limitation?” Another natural thing to ask is “what can I do with only the available non-terminals, plus the X terminals I can play in a turn?”

Using this definition of village, we can divide games of Dominion into two categories which play very differently — games where villages are present and games where they are not. This helps a lot when analyzing a board and forming your strategy.

This article is a deep-dive into the villages of Dominion. I will list all of the villages in Dominion and discuss the trickier ones briefly — you can stop reading after this paragraph if you are not interested in that. The goal is not to have everyone adopt this exact thinking when it comes to villages, but rather to serve as a starting point for your own personal mental model of how Dominion works. Understanding why this “village” distinction is important and how you can apply it to actual games of Dominion is the important thing here, not the minutiæ of the definition.

 

 

THE VILLAGES:

I’ve divided the villages into some categories, there are people that will benefit from thinking of these villages in the different categories, and there are others who will just lump them all together. Choose whatever makes the most sense to you!

The “easy” villages

These cards will always be able to give you the village effect. Some are better than others, but they can all get the job done. For most of these it’s very straight-forward in how the village effect is given because the card just gives you +2 Actions.

Bandit Camp, Bazaar, Blessed Village, Border Village, Bustling Village, Champion, City, City Quarter, Coin of the Realm, Conclave, Crown, Cursed Village, Encampment, Farming Village, Festival, Fishing Village, Fortress, Ghost Town, Hamlet, Inn, King’s Court, Lost Arts, Lost City, Mining Village, Native Village, Nobles, Plaza, Port, Royal Carriage, Shanty Town, Squire, Teacher, Throne Room, University, Villa, Village, Walled Village, Wandering Minstrel, Worker’s Village

  • Throne Room and its variants (Crown, Royal Carriage, King’s Court) are definitely villages, even though it may not be obvious at first. The effects of these cards will enable the same types of decks that other villages do, so it is definitely useful to put them in this category.
  • Lost Arts and Teacher can give the +1 Action token, which gives the same effect, just with a different flavor.

 

Villages that need a little support

These cards are definitely villages, but you have to jump through some hoops to get the effect.

For some people it may be useful to think of these cards separately than the above list because you have to go through an explicit check to make sure it actually works on a given kingdom, other people don’t see it that way. Some people might even bring Royal Carriage, Lost Arts, or Peasant/Teacher down to this list because they make more sense here; that’s OK too.

Really, as long as you think through your village effects on each kingdom you see and make sure you can do what you want, you’ll be OK.

  • With Prince and Summon, there has to be an action that you can make cost $4 or less, or else their effect doesn’t work.
  • With Diplomat, you need a way to have 5 or less cards in hand after playing it, or else the effect doesn’t work.
  • With Golem, there needs to be some other non-terminal on the board for the effect to work past the first play of your Golem.
  • For Herald and Ironmonger you need to have a high enough action density to reveal an Action card often enough to get your effect a useful amount of times.
  • With Tribute* the player on your left needs to have that same kind of Action density.

 

Villages with some restrictions

These cards are definitely villages, but they have some limiting factor that should probably be taken into account when considering the decks you can build with them.

When given a kingdom with only these villages, it can be useful to go through the line of reasoning you have for when there are no villages, but modify it with the limiting factor — “What can I do when I can only play 2 terminals per turn?” instead of just one per turn, for example.

  • Crossroads will only allow you to play two additional terminals per turn.
  • Necropolis and Trusty Steed will only give you one additional terminal per turn.
  • Dame Molly has the same issue, only on top of that she can sometimes be lower in the pile or your opponents could get her instead; plus, she dies to other Knights.
  • Tactician only gives you one extra action, and it requires you to play a Tactician on the previous turn to get it.
  • Procession and Sacrifice can require you to trash cards you might prefer to keep in order to get the village effect.
  • Sauna/Avanto, as a split pile, is difficult to get a lot of, so the number of terminals you’ll realistically be able to play is limited by that and the fact that sometimes you may not line them up properly to get maximum value.
  • Disciple and Ghost can be hard to get in multiples and there is a limited supply of them.
  • Madman works great when you play it, but it’s a one-shot and in order to get more of them, you have to not buy any cards on a turn, which is a very high cost.
  • Pixie is also a one-shot and only gives you a 1/12 chance of actually getting your village effect each time you play one.

 

NOT VILLAGES:

Conspirator, Cultist, Ruined Village, Vassal

If you read my definitions too rigidly, you can find a way to justify calling these cards villages. They are not villages. These cards don’t actually give you the same effect as other villages; they don’t enable the same types of turns. Without something else present that is actually a village, you are subject to the same limitations as a kingdom with no villages.

The logic is that “Hey, Cultist is a terminal, and Cultist allows me to play multiple Cultists in a turn, so it’s a village!” The argument is similar for Conspirator and Vassal.

The flaw in this logic is that in this case, most of those Cultists you played weren’t really terminal. It makes more sense to think of these cards as “sometimes non-terminal” or as having a “non-terminal mode” to them. This categorization is more appropriate to the way these cards actually work in actual games of Dominion with decks that you will actually build.

Obviously Ruined Village isn’t actually a village, even though it says “village” in the title. Sorry 🙁

Anyone who tries to push the idea on you that these cards are villages is being pedantic at best, but really this idea is confusing, misleading, and can sometimes lead to conclusions that cause less understanding about Dominion, which is harmful. These cards are not villages, don’t treat them that way.

*Tribute was removed when the second edition of Dominion and Intrigue were published