Hinterlands: Jack of All Trades

Jack of All Trades

Dominion: Hinterlands

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, it said.  So it replaces itself, but doesn’t give me an Action.  Big whoop.  Trash a non-Treasure card, it said.  So I get to use it three times for my Estates and that’s it?  What is the point of this card?

Jack of All Trades shares characteristics with many cards.  It has Library‘s ability to replenish your hand after you get hit with Militia — but, befitting its name, isn’t great at it. It spies, it trashes, it gains you Treasure, but does none of those as well as other cards.

And yet it doesn’t need to.  As it turns out, the card Jack is most similar to is Envoy, because like Envoy, all you need is Jack (two to be precise), and you’ve got an engine that beats pretty much every bad strategy out there.  But unlike Envoy/Big Money, DoubleJack/Big Money crushes attacks.  Sea Hag?  Trash the Curse.  Militia?  Draw back up.  Rabble?  Chuck the Victory card.  And all throughout it’s gaining Silver.  Attacks barely matter at all to DoubleJack: in the simulators,* it obliterates Sea Hag/Big Money and DoubleMilitia, solidly beats ChapelWitch and ChapelMountebank, and goes toe-to-toe with DoubleMountebank and DoubleWitch.

DoubleJack threatens something that no other mindless Big Money bot threatened before: an engine viable enough to beat attacks.  The cruelest part about this is that like Envoy/Big Money, you can’t add anything to DoubleJack.  Maybe Hamlet, or Treasury, or a few other cards would help the engine, but just about everything else you can think of only gums up the engine.  So it’s not even like you can use it as a launching pad onto other strategies; you’re playing suboptimally if you do.  Zzz.

DoubleJack isn’t unbeatable.  It fares poorly against mega-turn decks, and in multiplayer games, you aren’t going to get far with it with three Mountebanks pounding you in between each of your turns.  But it raises the Big Money baseline in an unprecedented way: it’s not significantly faster than Smithy/Big Money, but it sure is a lot harder to stop.

The real lesson to be learned here is that being able to do multiple things at once in the early game is really, really helpful.  Masquerade is the top $3 card in the game because it improves your buying power AND thins your deck.  Only the truly insane single-use cards (Chapel, Sea Hag) can compete with cards that accomplish multiple early game objectives. And Jack does it all: it trashes, it gives you a full turn, and it adds in a Silver for good measure.  On a mediocre board, there’s not much that can stop two Jacks of All Trades.

Works with:

  • Hamlet, Market, Treasury: non-terminals that either disappear from your hand or provide some other meaningful benefit AND do not increase your hand size
    • The key here really is the $5 cards, since you don’t really want Silver but you can’t afford Gold.  Most of the $5 cards will hurt, but some won’t get in the way.
    • See yaron’s post in the comments
  • Another copy of Jack

Conflicts with:

  • Multiplayer games
  • Caravan, Lab, other handsize-increasers (oddly enough)
  • Very strong, very fast combinations
  • Mega-turn strategies like Native Village/Bridge
  • Colony games hurt, but do not completely cripple DoubleJack

* The power of Jack (specifically, the DoubleJack bot) is definitely one of the biggest discoveries yet from the simulators, and it’s one that certainly would not have been immediately obvious to human players.

Posted in Hinterlands | Tagged | 27 Comments

Combo of the Day #26: Horse Traders/Duke

This is an example of one of those glorious cross-expansion synergies.  Duke strategies rely on being able to consistently hit $5, even as your deck gets stuffed with many more green cards than usual.  As WanderingWinder illustrates, Horse Traders is just about the perfect card for the situation: it is a reliable method of reaching $5 (but no more), it’s quite affordable, and it doesn’t get slowed down by green cards.  At the same time, Duke covers for Horse Traders’ main weakness (stuttering in more powerful decks designed to reach $8) by allowing you to score big with only $5’s.

In the simulators, this strategy crushes most Province-based strategies, and even Big Money-Mountebank.  Ordinarily, a Province engine can snipe enough Duchies away from a Duke engine to settle the match with its Provinces.  Horse Traders, on the other hand, can force the game into being decided by Duchies and Dukes, and in that case an engine built to reach $5 from the start is going to win in the long run.

Baron is also effective in a Duke strategy, insofar as it can consistently hit $5 in a green deck, but it’s a little more dependent on drawing Estates with the Baron.  So long as you keep up your Copper buys (yes, Copper, a task made much simpler with Horse Traders’ +Buy), Horse Traders doesn’t need much support from other cards, and as a bonus, is a mild defense against many attacks as well.

Posted in Combo of the Day | Tagged , , | 21 Comments

The 2011 DominionStrategy.com Championships have begun!

Round 1 has begun; this round ends on December 4, 11:59:59PM EST.

Important links

Good luck!

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Registration closed!

Registration for the 2011 DominionStrategy.com Championships is now closed!

However, if you are of rank 35 or higher on Isotropic, you may still be able to enter.  Please post in the registration topic and you may qualify for one of the ten wildcard slots.

Otherwise, good luck in the tournament, and if you didn’t register in time, well, there’s always the Kingdom Design Challenge!

Posted in DominionStrategy Championships | 2 Comments

2011 DominionStrategy.com Championships Update

Due to overwhelming interest, we have no choice but to cap the Championships at 256 entrants.  There are currently over 200 people already signed up; I just can’t imagine running this tournament with over 256 entrants.  So hurry up, before the final seats fill!

For those that miss out, there is always the Kingdom Design Challenge!  You can still end up winning a copy of Hinterlands by designing one of the Kingdoms that will be used in the Grand Final.

Posted in DominionStrategy Championships | 3 Comments

The 2011 DominionStrategy.com Championships

We recently celebrated the one-year anniversary of DominionStrategy.com.  We could not be more thankful to our readers, who have helped build this site from a small, niche blog (with wordpress.com in the URL) into a full-fledged site featuring a flourishing forum and the best and brightest boardgamer community around.

So in honor of our one-year anniversary, and the wonderful readership that has brought us this far, we are very proud to announce: Continue reading

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The Five Best Potion Cards

Golem

Dominion: Alchemy

Honorable Mention: Golem

It’s crazy effective in an Action-heavy deck.  It keeps your engine flowing even while it’s greening.  It acts as a source of fake +Actions.  It cycles your deck to keep playing devastating attacks.  It is great for a no-Treasure engine.  It leads to complex, crazy combos with Counting House or Tactician/Library.

But none of that matters when you play Golem with a hand of two Provinces, and it draws Trading Post …

 

 

 

Apothecary

Dominion: Alchemy

5. Apothecary

Probably the most underappreciated card in Dominion.  Apothecary/Warehouse, Apothecary/Native Village, and probably countless more combos are surprisingly dominant, and the common theme throughout is that it’s really hard to slow down a deck that is built around what can potentially be a +1 Action / +5 Cards card.

The major criticism is that it doesn’t really blend well into many standard engines.  Its +1 Action / +1 Card means it’s never truly bad, but it doesn’t shine nearly as brightly as when you build your deck around taking advantage of its unique abilities.

 

Alchemist

Dominion: Alchemy

4. Alchemist

Setting aside how annoying Alchemist chains are on Isotropic (both to clean up and to watch), the ability to keep Labs on your deck is just unbelievably awesome.  It means you never have draw problems, and that you can (almost) always combo your Alchemists with King’s Courts and Throne Rooms.  It’s kind of vulnerable to handsize attacks, but I’d rather have a good hand that I might be forced to discard some of than a bad hand any day.

Of course, you have to keep drawing the Potion … hmm … if only there was a way to keep increasing your handsize so you could draw the Potion … hmm … oh right!  With Herbalist or Cellar, Alchemist gets absolutely obscene, since once you get two or three of them they can stay on your deck almost forever.

 

Vineyard

Dominion: Alchemy

3. Vineyard

Despite its awkward cost, Vineyard is one of the very best alternative VP strategies.  1 VP for 3 Actions, as it turns out, is a very good deal when you’re building a deck full of King’s Courts and such, which coincidentally happens to be the kind of deck that benefits from alternative VP strategies anyway.  It has excellent synergy with most of the other Alchemy cards that depend on Actions, but is sometimes worthwhile even when it’s the only Potion card on the board.  It does heavily, heavily depend on a source of +Buy, because otherwise it is a total pain trying to buy them.

In a way, Vineyard is the defining card of Alchemy.  It’s an excellent example of how Alchemy has more than just a Potion theme; it’s themed around playing as many Actions as possible.

 

Scrying Pool

Dominion: Alchemy

2. Scrying Pool

Scrying Pool is almost a cheat, since it lets you build giant Action chains without any of the +Cards ordinarily needed to draw them all.  It’s rather dependent on trashing, but if you can get your deck thinned and consisting mostly of Actions, it makes Action decks significantly easier to get going.  It’s usually dependent on some source of +Actions so you can play all of your Actions, but with the possible exception of King’s Court, no other card generates turn logs as ridiculous as Scrying Pool.

 

 

 

Familiar

Dominion: Alchemy

1. Familiar

It’s truly upsetting, having Familiar at #1, but there was no way around it.  Familiar is probably the best attack in the game so far, and one of the only attacks that can be chained without sputtering out.  Plus, it’s not total crap after the Curses are gone, it’s great Apprentice/Salvager fuel … ugh!

About the only thing it’s kind of vulnerable to is Horse Traders, since you’ll be dependent on it to move through your deck after the Curses are gone, and each play lets your opponent potentially increase his handsize by one.  But this is nitpicking.  Aside from its cost, there’s no reason not to get a Familiar.

Posted in Rankings | 29 Comments

The Five Worst Potion Cards

Disclaimer: Dominion does a really great job of balancing its Kingdom cards. Pretty much every card has some situations where it shines, and some situations where it doesn’t. Nevertheless, some cards just end up being flat-out better than others, either because they are more useful more often, or just ridiculously good when they are useful. Don’t expect this list to be very scientific.

Since there’s only 10 Potion-costing cards, and since Top Five really means Top Six factoring in the Honorable Mention, two cards will overlap between the Worst and Best list.  So again: don’t expect this list to be very scientific.

Familiar

Dominion: Alchemy

Honorable Mention: Familiar

No other card highlights Turn 3-5 unfairness quite like Familiar.  It’s basically the strongest Curse-giver in the game, and it all comes down to whether or not you drew your Potion with $3 on turns 3 or 4.  If you didn’t, and your opponent did, you might as well GG.  Of course, this happens to Witch / Mountebank too, but the odds of not making your $5 after Silver/Silver are only 6.6%.  The odds of not making $3P on a Silver/Potion opening is 34.6%.  That’s a 34.6% 23.3% chance you’re just dead on arrival, because you didn’t get $3P and your opponent did, and there’s nothing you can do about it.  (You can actually see a dip in the win rate on Turn 5 Familiar purchases, since most of those are by people whose Potion missed their reshuffle.)

And no, this has nothing to do with the fact that my lowest win rate given availability is with Familiar.

Apothecary

Dominion: Alchemy

5. Apothecary

Apothecary combines two traditionally weak categories of cards — Copper-oriented and deck-inspection — into a surprisingly decent card.  Of course, it’s set back by the fact that you never really want Coppers, but the fact that you usually have so many Coppers lurking somewhere in your deck means it’s not really that awful.  It doesn’t have the same versatility as the better Potion cards, but it’s definitely better than the ones below, and it can be especially powerful with Warehouse.  Let’s just move on before I move it onto the Best list.

 

 

University

Dominion: Alchemy

4. University

It gives you free $5 Actions, and then the +Actions to play them!  What’s not to like?

Well, for starters, the cost.  To get a University, you need a Potion.  Problem is, most of the cards that you want in the University engine don’t call for a Potion.  So bam, right there, University has the same problem that all Alchemy cards have.  Your opponent, who went for just pure money, can use his money to buy $5’s OR a Border Village, which basically does the same thing except is a lot easier to buy and gain.

Moreover, University doesn’t give you any cards.  It doesn’t even fake give you cards like Native Village does.  It just flat out dies in your hand, with no replacement, and so you need some major Action density to make any kind of University engine viable even after greening.

Like Apothecary, University is still quite an effective card.  But since it’s so slow, you need either some major $5 attacks out there (Torturer, for one), Throne Room, some powerful accelerants (Wharf, City), Vineyard, or ideally, some combination thereof to make it worthwhile.  Otherwise you’re better off with some kind of Village.

Philosopher's Stone

Dominion: Alchemy

3. Philosopher’s Stone

Philosopher’s Stone is the odd card that rewards you for building stereotypically bad decks and punishes for building stereotypically good decks.  As such, it’s hard to integrate into most decks.  It’s a nice alternative game strategy if you find yourself far overloaded with Curses and Coppers and such, and if you can get your deck fat enough each Philosopher’s Stone is a guaranteed Province.  But how do you rank such a card, which can help you only if you’re doing poorly?

The fact that it slows down in-person games with its counting doesn’t help it either.

 

Possession

Dominion: Alchemy

2. Possession

Possession gets low marks primarily because it’s such a trap card.  Even most beginners understand not to open with Potion when the only Alchemy card is Philosopher’s Stone, but something about Possession’s presence drives even experienced players into the madness of opening Silver/Potion.

Moreover, Possession is much more bark than bite.  Most experienced players know how to beat Possession: simply don’t play like you would normally play. Rush Duchies, junk your deck, and you’ll reward your Possessor with fistfuls of crap every time.

Worst of all, the opportunity cost of Possession is about as bad as it gets.  Every time you buy Possession, you could have bought a Province instead if you had bought a Silver instead of Potion.  Against an experienced player who knows how to counter Possession, you simply can’t recover from that slow of a start.

Transmute

Dominion: Alchemy

1. Transmute

It’s the annual Dominion Christmas party, and all the trash-for-benefit cards are invited.  They brought you presents: the Salvager is great, since he just gave you cash, and you can use it on whatever you want.  The Apprentice’s present is stuff that he knows you’ll like, since you’ve bought it for yourself already.  Remodel’s gift is OK — it’s a gift card, but you still have a nice selection, usually, and only rarely do you get stuck with something you don’t want.  (Expand is the jerk that went over the Secret Santa limit.)

Transmute, on the other hand, is the awkward guy that gives you the unwanted gift that you had no say in and would probably rather regift.  Yeah, sure, if you can draw Transmute with your Estates, some early Gold is great, but it’s just way too slow for an early-game trasher.  And one of the top things you look for in an early game trasher is how it handles all your Copper; all Transmute gives you for trashing Copper is … more Transmutes.  You can Transmute them into each other, but then they just turn into … Duchies?  As in, the card that you Swindle your opponent’s early $5’s into?  Yuck.  Not to mention how badly it drops the ball when you have Curses you need trashed.

In the odd scenario that you need a sudden rush of late game Duchies, Transmute is still terrible.  Its awkward cost makes it all but impossible to buy unless you have +Buy.  In Duke games, your opponent who invested into Horse Traders can just buy Dukes, whereas you’re crippled once the Duchies run out.

The one scenario when you really want Transmute is when you can make full use of its Copper->Transmute ability.  For instance, with Vineyards, the fact that Transmutes spread like a plague through your deck can actually be helpful.  Theoretically, Venture could also skip all your Transmutes, but in practice, going Potion->Transmute->Transmute rush really isn’t the optimal way to set up a Venture chain.

The worst thing to be said about Transmute, I suppose, is that it’s so often ignored.  You never see it in a discussion of trash-for-benefit cards, you never hear about it as a card to watch out for.  It’s not really awful in the same way that Thief can be awful, but it’s just irrelevant.  Its presence on most boards just means that you’re playing with a 9-card Kingdom.

Posted in Rankings | 43 Comments

Hinterlands: Border Village

Border Village

Dominion: Hinterlands

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 Village, almost always takes too long unless some compelling reason exists for cycling through your deck every turn.  Smithy/Big Money beats Village/Smithy every day and twice on Sunday, and paying $6 for your Villages only makes matters worse.

The real competition Border Village faces is from Gold.  The “one-good-card-beats-two-medium-cards principle” means that Border Village has to pick up a really strong $5 for the two to beat a single Gold.  Sometimes the choice is obvious, where you’d buy a $5 card with the $6 anyway (i.e., if you’re pursuing Minions, then you may as well buy Border Villages with $6 and get the Minion for free), but more often than not, you’d take the Gold over either the Village or the $5 card but not necessarily the two together.

In other words, although Border Village offers immediately obvious and enticing combos with Smithy, Council Room, etc., its prohibitively high cost means that you need to have a plan to win late, since you’ve fallen slightly behind by buying engine cards instead of money and VP.  One such plan might be being able to repeatedly play strong attack(s) (Torturer, Minion, Goons); sources of +Buy, combined with money-generators (Bank) or cost-reducers (Bridge) for a mega-turn is another.  But simply hoping to use your Border Village to pick up Smithies to draw even more Border Villages and Smithies is going to leave you with a deck full of Actions and your opponent with a deck full of Provinces.

That being said, if you are going to be building a heavy Action engine (and there are many situations in which this should be true), then Border Village is a serious contender (along with Fishing Village) for the best Village in the game.  Despite its cost, being able to grab both parts of your engine at once is a tremendous benefit: an early $6 means grabbing the Village/Torturer pair a full reshuffle ahead of your opponent, and can really catapult you ahead.  It doesn’t work with Goons, but it does work with most of the other $5 attacks, and there’s enough $5 attacks that give +Cards to make Border Village a serious threat in all sorts of Kingdoms.

Even in sets without attacks, Border Village gets you around the +Buy problem that most +Actions/+Cards engines run into.  You need +Buy early so you can buy both parts of your engine at once, but you can’t do it at the cost of purchasing power, but by the time you get $8 for a Village/Wharf turn you feel guilty about buying it instead of a Province.  Border Village makes you pay more for the Village, but afterwards gives you the rest of the engine for free by faking the +Buy.

Outside of drawing your deck, Border Village is helpful with trash-for-benefit cards.  Like Peddler, its cost considerably outstrips its contribution to your deck, and in late game it’s excellent fuel for Remodel or Bishop.  Apprentice works especially well with Border Village, since buying Border Villages can supply you with both the fuel (Border Villages) and the motor (Apprentice).  And Farmlands is a nice intra-Hinterlands combo, since Border Village is about as ideal a target for your Farmlands as you can find.

Finally, Border Village naturally combos with Royal Seal or Watchtower.  You can exploit it to have guaranteed combos on your deck: with Royal Seal, buy Border Village / Council Room and place both on your deck for next turn.  Even better, with Watchtower in hand, play Develop, trash a $5, gain a Throne Room, gain a Border Village, and gain a Torturer, placing them all on your deck …

Works with:

  • Torturer, Margrave, other +Cards attacks
  • Develop
  • Quarry (so long as you intend to gain other Actions)
  • Engines that focus on running out piles
  • Throne Room, since it is gainable by Border Village and well-suited to a Border Village deck
  • Colony games

Conflicts with:

  • Fast games
  • Lack of strong terminals
Posted in Hinterlands | Tagged | 28 Comments

Some site news

The site has been updated with the Hinterlands Card List, and the new promotional cards (Walled Village and Governor) have been added to the Promotional Cards.

Council Room is starting to handle the new data that’s coming in from Hinterlands games, but there’s still a couple kinks left to iron out.

Now that I’m employed and no longer in law school, we’re shifting to a Monday-only publication schedule.  As always, the forum is a great resource for strategy advice, and you’ll probably see some great articles there that end up being published on the blog.

Posted in Uncategorized | 6 Comments