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Dominion Strategy Cards, Combos, and Counters Skip to content Home About Forum Wiki Glossary General Strategy Articles Combo of the Day Annotated Games Rankings Card Lists All Cards Dominion Intrigue Seaside Alchemy Prosperity Cornucopia Hinterlands Dark Ages Guilds Adventures Empires Nocturne Renaissance Promotional Cards New to Dominion? Contact Us Dominion Online Discord ← Older posts Generalized Kingdom Analysis (and Some Ramblings About Teaching) Posted on March 27, 2021 by Dominion Blogger Writer: terracubist Background This article is partly written as a result of the lessons that have been happening recently in the #coaching channel of the Dominion Discord . Come join us on Thursdays, 7pm EST! I only started playing Dominion competitively about a year ago, and only recently hit a thousand rated games on the client. One of the disconnects I often see between the best players in the world and those trying to improve is over intuition—what is instinctive (as the result of thousands of games) is often hard to articulate. One of my takeaways from #coaching lessons and learning the game relatively recently is that, when teaching newer players, it helps a lot to try and explain from more fundamental concepts rather than assume similarly honed instincts. For that reason, I thought it’d be useful to share what I’ve personally found success with: a procedural approach to kingdom analysis that attempts to minimize instinctive play by giving clear goals for each stage of the game (opening, midgame, endgame) before the game even starts. 30 second elevator pitch The overarching idea of this approach is the following: think backwards from the end, asking all of the following during turn 1: Endgame: How do I score? Midgame: What do I want my eventual deck to do, given how I score? Opening: How do I build to that eventual deck? Is there anything that could disturb my plan? I like to think of a game like building a pyramid: scoring (endgame) relies on payload (midgame) which relies on deck control (opening). Figure 1: Author is bad at art Endgame: “How do I score?” Why start thinking from the end? I found it a lot easier to build with a goal in mind, and what better goal than nice shiny points? Also, I think it’s fairly common that how you score affects how you build (e.g. “I see Distant Lands as a way to score, which meshes nicely with a draw-to-X deck based around Cursed Village”). There are two parts of this stage of the process: Look at all the possible ways to score Ex: “on this board, I see Provinces, Witch, Distant Lands, and Tomb as ways to score” Is there alt VP? Where alt VP = literally any other scoring outside of Prov/Duchy/Estate Is that alt VP actually usable? “Oh hm there’s no trashing for tomb, and terminal space for Distant Lands looks iffy” Is any pile liable to run? Basically, “how likely is a pileout to occur, given it can shortcut the normal scoring process?” Requires experience, but look for junkers, self-gainers, power cards Ex: “I think with Witch curses are probably going to empty, and with Magpies that’s probably a second pile. Lackeys are cheap and incredibly powerful, so it’s possible we’ll buy a bunch of those and that pile runs.” Note that each of the above can have a strong or weak effect: Colonies are very strong alt VP, while Pasture is relatively weak. Similarly, Groom heavily encourages piles to run, while Ironworks is usually a step slower than Groom. Midgame: “What do I want my eventual deck to do, given how I score?” Once you’ve identified how you can score, it’s time to think about how to build a deck that can score in that manner. The steps for this stage are the following: If alt VP available, figure out how good it is to pursue it Ex: “ok, Witch slows my opponent down, and completely ignoring it means -10VP, which seems like a lot given the only other way to score is provinces” Ex 2: “lol triumph and horses means provinces are for scrubs” If it is good to pursue, compare options against Provinces/other alt VP. Look at the support for each, and as a result try and guess how frequently you can buy/gain/play each option. As an example, spamming Monument may be viable due to Hunting Lodge and good thinning, but uncontested Horn of Plenty access will likely decimate the Province pile before monolithic Monument playing can score enough. If the options aren’t mutually exclusive, consider pursuing both/all. In the example from before, maybe plan to have Monument as one of your 8 uniques, and take more Monuments as the situation presents itself. If alt VP not dominant, what’s the best way to get Provinces? Is there a viable +buy or way to gain Provinces? If “no”, look for fast money strategies Ex: “gear + trade go brrr” If “yes”, what support does that deck want? Ex: “I see horn of plenty and a few decent cantrips, so I want to get thin and add a little draw” Basically, decide if building to single/double/megaturn If piles look likely to run, plan to have at least one of the following: VP lead – Ex: a money deck getting to a decent lead before piles get too low due to building More pile pressure than opponent – want more relative gains to dictate when the game ends Essentially, you’re trying to figure out what payload you want to use to go about scoring/the endgame, and what the optimal deck for playing that payload is. Opening: “How do I build to that eventual deck?” The opening (turns 1 through ~6) is arguably the most important stage of the game, as whatever decisions you make here have a compounding interest-esque effect: the cards you open are likely going to be your most played (and therefore most impactful) cards. As such, the goals for this stage are the following: Set up deck to play payload as often as possible Look for trashing Look for draw/sifting Look for reliability – e.g. topdecking, Gear, villagers, etc. Get payload cards into deck soon Figure out if you want to hit certain price points, and when (ASAP? whenever?) Figure out if taking early payload/gainers helps get more payload/deck control (Ex: is playing cursed gold for Sentry worth it here?) An example of thinking through this stage might look like the following: “Okay so I want to get lots of Distant Lands and play them via Cursed Village. That deck wants to be clean of starting junk and doesn’t like Silvers, so I’m going to open Fisherman/Cargo Ship with the goal of hitting $5 early for a Sentry, and cleaning up while maintaining some midgame-friendly econ.” This is obviously dependent on working through the endgame and midgame questions, so make sure you’re confident in your work there before jumping straight into clicking on cards. “Is there anything that could disturb my plan?” After working through the stages of the game, I like to ask the following questions: “Will any attacks/opponent interactions affect my plan?” Ex: Scoring via Duchy/Duke might struggle against a Bureaucrat-spamming deck playing a lot of Haunted Woods “Do any of the power combos/cards break/augment my plan?” Check for things like CH+TF, Lurker + HG, Groom rushes, etc. which break a lot of the assumptions this approach relies on (i.e. scoring and the “endgame” starts almost immediately) Check for strong synergies or tricks Ex: Villa + Cursed Village, Way of the Mole + Village Green Look at the canonically “good” cards and see if they fit into or warp your plan. Silk Merchant, for example, offers draw, +buy, pricepoint flexibility, temporary terminal space, and trash for benefit food. Some part of that will usually shortcut the usual concept of “get control, then build payload, then score”, so make sure not to ignore it. Answering these questions does rely a fair amount on game experience or study; even plenty of good players don’t know about Storeroom + Stampede, and memorizing a list of the best cards in Dominion isn’t always fun. As much as I’ve tried to minimize this approach’s reliance on external knowledge, I haven’t really found a way around this yet. Putting it all into pr...
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