Dominion tournament card sets
Jul. 8th, 2013 12:54 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Here are the card sets from this year's Dominion tournament at Dexcon. (Which I won.) I'm interested in how other people would have played them. (I didn't record the kingdom in the qualifying round, but could probably recall most of it if anybody cares; it was all-Intrigue. (Great Hall?, Masquerade, Shanty Town, Wishing Well, Bridge, Coppersmith, Duke, Torturer, Tribute, Harem.))
They were not fully random; the organizers at least filtered them for interestingness, and I believe the finals set was actually constructed, or at least adjusted from a random set.
Card texts behind a cut, because some of you don't care.
All games are four players.
I'll explain how I played and why in the comments, if anybody wants me to.
Semifinals:
Lighthouse
Action – Duration
$2
+1 Action
Now and at the start of your next turn: +$1.
While this is in play, when another player plays an Attack card, it doesn’t affect you.
Ambassador
Action – Attack
$3
Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.
Great Hall
Action – Victory
$3
1 Victory Point
+1 Card; +1 Action.
Smugglers
Action
$3
Gain a copy of a card costing up to $6 that the player to your right gained on his last turn.
Baron
Action
$4
+1 Buy
You may discard an Estate card. If you do, +$4. Otherwise, gain an Estate card.
Mining Village
Action
$4
+1 Card; +2 Actions
You may trash this card immediately. If you do, +$2.
Island
Action – Victory
$4
Set aside this and another card from your hand. Return them to your deck at the end of the game.
Worth 2 Victory Points
Torturer
Action – Attack $5
+3 Cards
Each other player chooses one: he discards 2 cards; or he gains a Curse card, putting it in his hand.
Wharf
Action – Duration
$5
Now and at the start of your next turn: +2 Cards; +1 Buy.
Nobles
Action – Victory
$6
2 Victory Points
Choose one: +3 Cards; or +2 Actions.
How do you plan to play on a 3-4 start? How about a 5-2?
If the first player buys a Torturer, does this affect your plan?
(I had a 5-2 in fourth seat.)
Finals:
Interestingly, there were three cards in common with last year's finals. (Tunnel, Margrave, and Spice Merchant.)
Colony and Platinum were in the game
Herbalist
Action
$2
+1 Buy; +$1
When you discard this from play, you may put one of your Treasures from play on top of your deck.
Fortune Teller
Action – Attack
$3
+$2
Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. He puts it on top and discards the other revealed cards.
Tunnel
Victory – Reaction
$3
2 Victory Points
When you discard this other than during a Clean-up phase, you may reveal it. If you do, gain a Gold.
Watchtower
Action – Reaction
$3
Draw until you have 6 cards in hand.
When you gain a card, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck.
Horse Traders
Action – Reaction
$4
+1 Buy; +$3; Discard 2 cards.
When another player plays an Attack card, you may set this aside from your hand. If you do, then at the start of your next turn, +1 Card and return this to your hand.
Spice Merchant
Action
$4
You may trash a Treasure from your hand. If you do, choose one:
+2 Cards and +1 Action;
or +$2 and +1 Buy.
Festival
Action
$5
+2 Actions, +1 Buy; +$2.
Margrave
Action – Attack
$5
+3 Cards; +1 Buy
Each other player draws a card, then discards down to 3 cards in hand.
Goons
Action – Attack
$6
+1 Buy; +$2
Each other player discards down to 3 cards in hand.
While this is in play, when you buy a card, +1 VP token.
Expand
Action
$7
Trash a card from your hand. Gain a card costing up to $3 more than the trashed card.
Once again, how do you plan to play on a 3-4 or a 5-2?
(I had a 3-4, and went first.)
They were not fully random; the organizers at least filtered them for interestingness, and I believe the finals set was actually constructed, or at least adjusted from a random set.
Card texts behind a cut, because some of you don't care.
All games are four players.
I'll explain how I played and why in the comments, if anybody wants me to.
Semifinals:
Lighthouse
Action – Duration
$2
+1 Action
Now and at the start of your next turn: +$1.
While this is in play, when another player plays an Attack card, it doesn’t affect you.
Ambassador
Action – Attack
$3
Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.
Great Hall
Action – Victory
$3
1 Victory Point
+1 Card; +1 Action.
Smugglers
Action
$3
Gain a copy of a card costing up to $6 that the player to your right gained on his last turn.
Baron
Action
$4
+1 Buy
You may discard an Estate card. If you do, +$4. Otherwise, gain an Estate card.
Mining Village
Action
$4
+1 Card; +2 Actions
You may trash this card immediately. If you do, +$2.
Island
Action – Victory
$4
Set aside this and another card from your hand. Return them to your deck at the end of the game.
Worth 2 Victory Points
Torturer
Action – Attack $5
+3 Cards
Each other player chooses one: he discards 2 cards; or he gains a Curse card, putting it in his hand.
Wharf
Action – Duration
$5
Now and at the start of your next turn: +2 Cards; +1 Buy.
Nobles
Action – Victory
$6
2 Victory Points
Choose one: +3 Cards; or +2 Actions.
How do you plan to play on a 3-4 start? How about a 5-2?
If the first player buys a Torturer, does this affect your plan?
(I had a 5-2 in fourth seat.)
Finals:
Interestingly, there were three cards in common with last year's finals. (Tunnel, Margrave, and Spice Merchant.)
Colony and Platinum were in the game
Herbalist
Action
$2
+1 Buy; +$1
When you discard this from play, you may put one of your Treasures from play on top of your deck.
Fortune Teller
Action – Attack
$3
+$2
Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. He puts it on top and discards the other revealed cards.
Tunnel
Victory – Reaction
$3
2 Victory Points
When you discard this other than during a Clean-up phase, you may reveal it. If you do, gain a Gold.
Watchtower
Action – Reaction
$3
Draw until you have 6 cards in hand.
When you gain a card, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck.
Horse Traders
Action – Reaction
$4
+1 Buy; +$3; Discard 2 cards.
When another player plays an Attack card, you may set this aside from your hand. If you do, then at the start of your next turn, +1 Card and return this to your hand.
Spice Merchant
Action
$4
You may trash a Treasure from your hand. If you do, choose one:
+2 Cards and +1 Action;
or +$2 and +1 Buy.
Festival
Action
$5
+2 Actions, +1 Buy; +$2.
Margrave
Action – Attack
$5
+3 Cards; +1 Buy
Each other player draws a card, then discards down to 3 cards in hand.
Goons
Action – Attack
$6
+1 Buy; +$2
Each other player discards down to 3 cards in hand.
While this is in play, when you buy a card, +1 VP token.
Expand
Action
$7
Trash a card from your hand. Gain a card costing up to $3 more than the trashed card.
Once again, how do you plan to play on a 3-4 or a 5-2?
(I had a 3-4, and went first.)
no subject
Date: 2013-07-08 07:37 pm (UTC)For the semifinals:
Lighthouse / Ambassador / Great Hall / Smugglers / Baron
Mining Village / Island / Torturer / Wharf / Nobles
Ambassador/Silver on a 3/4, planning to build a Tort/Wharf/MV/NObles [with some Lighthouses, and, of course, money) deck. Maybe Ambassador/Baron if I'm willing to take some risks (so more likely in a late seat where pushing ahead in the race is important), but some extra money is important since so much of this game relies on 5 and 6 cost cards. The Baron's extra buy is also useful, but Wharf does make it somewhat redundant.
With a 5/2 split, Wharf/Lighthouse. Yes, Torturer is powerful here -- but with Ambassador in the game, it's important to get some extra lighthouses early, so Wharf's extra buy will come in handy--plus Wharf is much less likely to block your Lighthouse (only two action-less draws; the other two are before an action).
Finals game:
Colony and Platinum were in the game
Herbalist / Fortune Teller / Tunnel / Watchtower / Horse Traders
Spice Merchant / Festival / Margrave / Goons / Expand
The key card here is pretty clearly Tunnel -- with 3 card that make opponents discard, and two that let -you- discard, you're going to have ample opportunity to discard it, and those early golds are huge, particularly with such a top heavy set. So for a 3/4 split I'd be going Horse Traders/Tunnel, with a hope for early gold -- with Spice as a later pick (although if enough opponents took discard, I might do spice/tunnel instead and figure they had a good chance of discarding my tunnel for me).
For a 5/2, I'd unhappily start with Festival/Herbalist. Margrave just pays out too much to an opponent's tunnel/Horse Traders combo, plus Festival is a key card in the deck I want to build anyway (and Herbalist is surprisingly good with Platinums and engine decks), and will combo very well with opponent's discard once I pick up watchtower(s). I wouldn't be surprised if I ended the game with over a hundred points with either start -- as there's a -very- strong goons/watchtower/festival build here that in its endgame trashes 4-5 coppers/curses for 4+ points each.
no subject
Date: 2013-07-08 10:39 pm (UTC)no subject
Date: 2013-07-08 10:44 pm (UTC)no subject
Date: 2013-07-09 03:16 am (UTC)Second kingdom I'm with Josh, with MAYBE looking towards fest/watch/goons in the late game (PC game, so there IS a late game, no cursers so 3-piling unlikely, though with 4 players small ball right from horse-tunnel might work out)
no subject
Date: 2013-07-13 04:35 pm (UTC)I was playing money, torturer, lighthouse, mv, and wharf mostly. We three-piled on mv, lighthouse, and nobles IIRC. The other players started draining the nobles pile fairly rapidly at some point, while I was the only one hitting $8 at all often, so the game ended with me only in a small lead. (And if the first player hadn't eaten a curse or two off my ambassador, we would've tied.)
no subject
Date: 2013-07-13 04:43 pm (UTC)I was buying festivals and watchtowers, but I don't think there's the engine deck there that josh does – those tunnels choked up the watchtower draw a lot, and the money floating around from the tunnel and horse traders makes hitting 8 happen pretty quickly. We piled out the provinces, with only one colony bought.