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Category Archives: Individual Card Analysis
Intrigue: Bridge
A single Bridge is a terminal Silver. Like most of the terminal Silvers (Swindler, Woodcutter, Chancellor) it gives you a little plus: you could think of it as a Silver with +Buy that gives you $1 more per buy. So … Continue reading
Seaside: Ghost Ship
The following is an expanded and revised version of a guest article by HiveMindEmulator, originally posted in the forum. A ship by the side of the sea reduces hand sizes to three. And when played every turn will quite often … Continue reading
Hinterlands: Scheme
This is a revised version of a guest article by jonts26, originally posted in the forum. jonts26 was the overall #1 seed in the 2011 DominionStrategy.com Championships and unofficially holds the record for the highest legitimate level (48.965) ever attained … Continue reading
Intrigue: Duke
This is a revised version of a guest article by WanderingWinder, originally posted in the forum. WanderingWinder was a semifinalist in the 2011 DominionStrategy.com Championships. For most of Intrigue’s existence, the Duke has led a quiet life. Recently, however, his … Continue reading
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Hinterlands: Ill-Gotten Gains
This is a revised version of an article by Thisisnotasmile, originally posted on the forum Ill-Gotten Gains is a good illustration of how bad a card has to be in order to be an on-gain Curser. $5 for a Silver … Continue reading
Seaside: Treasure Map
The following is a revised version of a guest article written by jotheonah, originally posted on the forum Treasure Map is, as Donald X. would say, a cute card. Gold is really good, right? And 4 Golds, that’s a lot … Continue reading
Hinterlands: Jack of All Trades
No one saw it coming. It seemed so innocent. Gain a Silver, it said. OK, but didn’t someone say Silvers weren’t that great? Inspect the top of your deck, it said. Like a half-Spy, who cares. Draw up to 5, … Continue reading
Hinterlands: Border Village
Border Village pushes the boundaries of what you’re really willing to pay for a Village. Once you understand the principle of Big Money, it should become clear that trying to build any +Actions/+Cards engine, much less one with a $6 … Continue reading
Hinterlands: Crossroads
Editor’s note: This is a guest post by rinkworks, originally posted on the forum. Crossroads is a very interesting, unique card. Multiples can serve as both halves of a +Actions/+Cards engine, a strange feat accomplished by no other card save … Continue reading