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68

There comes a time in every Dominion group's life where they figure out that Big Money (the strategy you describe) is beating everyone else who is going heavy on action cards. Do not fret - it's most often not actually the best strategy. For example, if everyone else is going Big Money, buying a single Smithy will win a 4-player match about 60% of the time ...


41

I'm going to have to disagree with Pat; I hate having Copper in my deck, and rather have a consistent deck of Silvers. Yes, it's nice if you get Gold - Copper - Copper in your hand, but Silver - Silver - Copper will buy the same amount. Once you start running out of Coppers (or if you only have a Silver in your hand along with the mine), then you can start ...


33

The bottom line is victory points. Period. Nothing else matters. If something is not actively helping you get more or your opponents get less, don't do it. It seems obvious that I'm telling you to remember how to win, but its very easy to go super-heavy on kingdom cards until you realize its too late... Most of the time, the way to get victory points is ...


32

In general, my preference is to favor upgrading the silver to gold. My rationale is that I am trying to scale the value pyramid to get to the useful values of coins (5,6,8 typically). With one gold I am likely to reach a good total coin value when the gold is drawn. With the two silver, I'm more likely to have two mediocre hands instead of one good one ...


31

Short answer: You do the "one at a time" option as you described. Long answer: This case is precisely identical to the more common question of using Throne Room on a Throne Room, as the two cards are worded identically except for the number and a "you may". The official Dominion rules PDF says: You completely resolve playing the Action the first time ...


27

Just because you trashed the coppers doesn't mean you haven't earned the coins for that turn (and can spend them). Their value to you is accrued when you play them. Per the Prosperity rules you must play all treasures you want to use, before you buy cards. The rules for Mint state: If you buy multiple cards in a turn, trash your Treasures right when ...


27

Yes, you can trash Copper -> Silver -> Gold, since Mine requires you trash cards from your hand, and then gain them back into your hand, setting you up for another play. Copper -> Platinum with a King's Courted Mine is also possible (and incredibly devious!) For clarity, Mine reads: Trash a Treasure card from your hand. Gain a Treasure card costing up ...


26

Attack Cards, Attack cards, Attack cards. Some of the more useful ones against big money are: Pirate Ship (S), $4: All other players flip the top two cards of their deck. If any Treasure cards are revealed, trash one of the attacker's choice. Also accrues tokens each turn you successfully attack and destroy at least 1 treasure, which can be used as money ...


25

Reveal means to show their hand to the table. From the rules, page 7. Reveal – when a player reveals a card, he shows a card to all players and then returns it to wherever it came from (unless instructed specifically to put it elsewhere). If the player is required to reveal cards from the top of his Deck, and he does not have enough cards, he ...


24

Reaction Cards: No. It's not an inherent property of Reaction cards that they protect you from attacks. What makes a card a Reaction is that it's used outside of the normal game sequence when something happens; they don't have to interact with attacks at all. Moat protects you from attacks because it says it does. Tunnel gives you Gold when discarded, ...


23

I don't think you need house rules yet. I suspect that y'all are trying to use too many kindgom cards. You definitely want to limit the number of kindgom cards in any deck. The number of terminal actions needs to be pretty low to have a functional deck. (A terminal action is one which does not give +Actions). To counter a money deck, specifically using ...


23

To play with more than 4 players, the rules for Intrigue (link - page 7) give the following guidelines: Provinces = players x 3 Curses = (players - 1) x 10 Exhaust 4 Kingdom piles (instead of 3) to end the game. Province pile still ends the game on its own. Of course you'll need 3 more Estates per player at the beginning of the game, but for the Coppers ...


23

From the Prosperity rulebook: If only Kingdom cards from Prosperity are being used this game, then the Platinum and Colony piles are added to the Basic cards in the Supply for the game. If a mix of Kingdom cards from Prosperity and other sets are being used, then the inclusion of Platinum and Colony in the Supply should be determined randomly, based on the ...


22

The Dominion rules contain the following note: Note: Curse cards are present in every game, however, they are rarely used in the basic game other than with the Witch card. I believe you can buy them just like any other card. The question is, why anyone in their right mind would ever want to! Just to show off, I guess :D


22

"When...would" text is only applied when the event specified actually would occur; if it is impossible for any reason, then the conditional is ignored. The following is the relevant section in the FAQ: 19.2 "When would" An ability that happens when an event would occur (such as when you would gain a card), happens before the event actually occurs ...


21

If you have Platinum cards in play, your best bet is to mine Gold ($3) to Platinum ($5). This also applies to mining Silver to Gold so you have the Golds to mine to Platinums. However, with Prosperity, you may also have other options, such as Silver to Royal Seal or Hoard. Like Gold, Hoard can be mined directly to Platinum, but it also gives you the ...


20

Never. (Note: new edits. As many more expansions have been released since I first wrote this answer, there's a lot more exceptions.) Well, almost never. Don't buy copper unless you've got a strategy that will do well with it. Silver is almost always better than Copper, and most of the time, buying nothing is better than buying Copper. You've got the ...


20

The official rules for 5-6 players in Dominion is outlined in the Dominion: Intrigue rulebook, as it requires the extra treasure and Province cards included with that expansion. To set up for 5 or 6 players, combine the Treasure cards from Dominion and Dominion: Intrigue. Use 15 Provinces in the Supply for a 5-player game and 18 Provinces in the Supply ...


19

I see two benefits to this: First, it's helping you cycle through your deck quickly, which is almost always a good thing. Theoretically, your discard pile should contain new cards that make your deck stronger, so you want to get to shuffling them in as soon as possible. Second, though you don't mention it, Loan gives you the option of trashing the ...


19

As an informal handicap, when I'm playing in a game like this I usually try to make myself take my 2nd strategy - instead of doing the most obvious thing on the board, I come up with something more oddball and see if I can make that work. Another thing that's not a huge handicap but can help is letting the less experienced players choose the 10 Kingdom ...


19

From the Intrigue rulebook: First you draw 2 cards. Next, each player (all at the same time) chooses a card from his hand and places it face down on the table between him and the player to his left. The player to the left then puts that card into his hand. Cards are passed simultaneously, so you may not look at the card you are receiving until you have ...


19

The rule is always that you do as much as you can of the card, in order. So, if you play a Smithy, you would draw those two cards. A case that is more illustrative of how the process works is Lookout. Lookout reads: "+1 Action, Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one on top of your deck." If you only ...


18

I'm a little surprised that strategy is having so much success. But rather than come up with rule variants, why not simply take advantage of the game's design and choose kingdom cards which hurt that strategy? Try drafting instead of pure randomization. The next time you play try using the Thief, Pirate Ship or Saboteur. If your opponents continue to use the ...


18

Yes, you can reveal Secret Chamber in response to Minion no matter what. Secret Chamber is a Reaction that can be played in response to Attack cards, and Minion is an Attack card. The fact that the person played the card in a way that wasn't "attacky" doesn't change the fact that it is an Attack card. The same goes for Pirate Ship when using its +$ ...


18

Buy money and provinces instead of actions. The number 1 problem I've seen beginners make in Dominion is not buying treasures and provinces. If your hand generates 3 coins you should buy a silver If your hand generates 6 coins you should buy a gold If your hand generates 8 coins you should buy a province Every time you go against the above plan, make ...


18

Almost never. A first turn Mint wrecks your economy, and being able to buy good cards on turns 3 and 4 is really important in order to not fall behind your opponent. Mint/Fool's Gold is an elite opening because it allows you to get a massive density of Fool's Gold in your deck quickly. Mint/Lighthouse is acceptable, especially if there are lots of attacks, ...


17

Intro: What does Bureaucrat really do? Bureaucrat does three things: It slows down your opponent It gives you a Silver on your next turn It makes your deck bigger, and increases the money-to-other-cards ratio In my experience, for Bureaucrat to be shine your game plan has to account for and benefit from all three of the above elements. Analysis: ...


17

A couple Bureaucrat's are generally a good investment. You need to limit the total number of Action cards in your deck that do not give +Actions. They are all dead ends. If there are several cards that give +Actions, maybe you can get a few extra Bureaucrat's. Silver is a pretty good turn early in the game, but you need to progress to gold and Provinces. ...


17

I read this as follows: "Play it twice" applied to Pawn means: Play Pawn and then Play Pawn again I.e. there are two subsequent plays of pawn, which implies You can make different choices during each play Benefits you gain during the first play are available during the second play


17

You get $3 now, and next turn as well. The Seaside rules contain this blurb on page 4 that clarifies most such situations: If you play or modify a Duration card with another card, that other card also stays in your play area until it is no longer doing anything. For example if you play Throne Room on Merchant Ship, both cards stay in play until the ...



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