Cornucopia: Hunting Party

Hunting Party

Dominion: Cornucopia

This is an expanded and revised version of an article originally posted by WanderingWinder in the forum.  A subsequent article by Mean Mr Mustard has explored specific Hunting Party combos.

One of Cornucopia’s absolute power cards, Hunting Party can best be thought of as a Laboratory with a built-in Chancellor, Farming Village, and Demonic Tutor.  It is therefore the closest that Dominion comes thus far to one card being strictly superior to another, as Hunting Party almost always outclasses Laboratory, which is a terrifying thought considering Laboratory was already ranked the #2 non-attack $5 card.

In practice, a Hunting Party chain is essentially a Laboratory chain that only draws you the good cards in your deck.  If you invest in enough Hunting Parties, then you will have an easy time skipping all your Coppers, Estates, and Curses on your way to consistently drawing $8 every turn.  Hunting Party is most abusive when you are set up with a single Silver, a single Gold, and a +$2 terminal, since as long as you can keep playing Hunting Parties, you are basically guaranteed to consistently end up with $8 (a Copper, a Silver, a Gold, and your +$2) every turn, without any need to trash.  That provides a critical tempo difference over Laboratory, which cannot simply rely on a single copy of its important cards even with trashing.  More importantly, Hunting Party is slowed down less by deck-greening than Laboratory; once you start drawing Provinces in your hand, your Hunting Party will skip over all the other Provinces.

Hunting Party works better with terminals than Laboratory.  In many decks, you often have a critical terminal attack (Goons, Mountebank) that you want to play as often as possible.  Hunting Party’s built-in deck-cycling can get that attack out of your discard and back into your hand more quickly, letting you play it more frequently.  Better yet, Hunting Party synchronizes your +Actions with those terminals pretty effectively.  Suppose your next 4 cards were Goons, Goons, Village, and Village.  With a Laboratory, you’d draw two Goons, and be able to play only one of them.  With a Hunting Party, you’d draw one Goons, skip the other one, and draw your Villages.  After gaining your +Actions, you can play the Goons, then hunt your other Goons down with your remaining Hunting Parties.  In this way, it provides flexibility in a way that Laboratory cannot for +Actions/terminals decks.

Finally, Hunting Party works well with those spammable non-terminals that tend to require a very dense deck (Conspirator, Market).  With Hunting Party, so long as you make sure to play your non-terminals in hand before your Hunting Party, you can essentially simulate a dense deck because you are constantly able to hunt down and play your non-terminals.  It makes building Conspirator decks and Market decks actually viable in situations without heavy trashing.

So when is Hunting Party worse than Laboratory?  In a very trimmed deck, your Hunting Party is going to be hunting for the wrong things, since you’ll mostly be skipping over Golds and Platinums in order to hunt down that random Copper you haven’t trashed yet.  And if you’re hit by a handsize-discard attack, then you’re often forced to choose between keeping good cards in hand (and risk skipping good cards to draw into bad) or keeping bad cards in hand (and risk drawing other bad cards).

Of course, Hunting Party doesn’t work well when you need a lot of duplicate cards, like when you rely on Bank, Venture, and Coppersmith.  But in practice, Hunting Party is good enough that you might as well just avoid those cards and build your deck around Hunting Party instead.  Nor does Hunting Party live up to its potential if you can’t get many of them (think multiplayer); it’s still probably better than Laboratory, but it’s much harder to build abusive decks around it.

A special note about deck control: Hunting Party can create dangerous situations where your deck is entirely in the discard, usually after it tries to search for a non-duplicate card and fails.  Because your discard likely consists of crap, if you play out all your Hunting Parties and then play another Action to draw a single card, you will trigger a reshuffle and create for yourself a draw deck composed entirely of crap you skipped over.  The value of playing that last Market is probably not worth your next two turns being full of Copper/Estate sludge; better to just avoid triggering the reshuffle, so you can reshuffle all your Hunting Parties back into the draw deck.

Works with:

  • Untrimmed decks
  • Opponents’ Cursing attacks (somewhat, as it alleviates the pain of the Curses)
  • More Hunting Parties: this is a card that relies heavily on you having a lot of them
  • Strong attacks (e.g., Mountebank, Goons)
  • Cellar/Warehouse
  • Spammed non-terminals (e.g., Conspirator, Market)

Conflicts with:

  • Trimmed decks
  • Opponents’ handsize-decreasing attacks
Posted in Cornucopia | Tagged | 24 Comments

Cornucopia: Fairgrounds

Fairgrounds

Dominion: Cornucopia

Like Gardens, there are two ways to play Fairgrounds: either as consolation prizes because you missed out on a Province, or as a strategy unto itself.

If you treat them as consolation prizes, they are almost certainly going to end up being worth 4VP.  It’s rare that you can’t get up to 10 unique cards; if you don’t have 10, you’ll probably know, because you’re running a very thin deck.

If you decide to go for them, you should realize that there’s only 17 different cards in an ordinary Province game, and 19 in a Colony game.  So they’ll max out at 6VP each, after 15 unique cards.  The way to keep track of your deck (as suggested by Blooki / Triceratops) is to glance over a Province board and pick out two cards you do not want in your deck, then focus on getting a copy of each of the rest by endgame.  (Pick out four in a Platinum/Colony game, though going hardcore for 6VP Fairgrounds is much worse in a Colony game.)

Of course, these 17 & 19 numbers change with Alchemy (Potion), Young Witch (the Bane pile), Prizes, and Black Market.  With those helper cards, you can pump Fairgrounds up to 8VP or possibly even 10VP each.  Here, singleminded pursuit of Fairgrounds is much more viable, as they will end up paying off even greater than Provinces.  But it takes much, much longer: a Fairgrounds deck’s critical weakness is how difficult it is to synthesize so many different cards together into a meaningful deck.  Throwing in random crap from a Black Market deck is quite unlikely to work unless you are drowned in a surplus of +Actions.

This suggests, moreover, that the key to making Fairgrounds work is a set of non-terminals.  In the late game, you don’t want to be passing up the last Fairgrounds because you need to get around to picking up a Moneylender.  At the same time, you don’t want to just open with Explorer / Loan / Thief / Counting House, not unless you want a deck that goes nowhere fast.  So ideally, you fit as many pieces as you can into a functioning engine (either because they are all non-terminals, or you have a ton of +Actions), and then grab the ill-fitting ones as close to the end as possible, so they don’t interfere with your Fairgrounds-buying engine.  +Buy is golden here, since it allows you to get it done in far fewer turns than you’d otherwise need.

Like all Kingdom Victory cards, Fairgrounds does well with Hoard.  Although it doesn’t do anything (like Nobles or Harem), its cost makes it a prime candidate for Remodeling, Salvaging, Apprenticing, and other trash-for-benefit Actions.

Works with:

  • +Buy
  • Non-terminals, or a lot of +Actions
  • Black Market
  • Harvest / Menagerie / other cards that reward diversity
  • Curse-givers (somewhat)
  • Hoard
  • Salvager / other trash-for-benefit cards

Conflicts with:

  • Colony
  • Heavy trashing
  • Terminals, with no +Actions
Posted in Cornucopia | 33 Comments

Introducing the Dominion Strategy Forum!

Our much-requested forum is now live!  There’s a fantastic community around this site, and we’re excited to provide an outlet for conversation.  The forums will be carefully moderated to maintain a good signal-to-noise ratio; excellent posts will be promoted to the front page of the blog.

As always, we welcome feedback; either email us directly, or post it in the Dominion Strategy Feedback forum.

Posted in Uncategorized | 8 Comments

Dominion Puzzle #2 Solution

The original puzzle:

In a solitaire game, find a way to have no cards in your draw deck after 6 turns.  More specifically, you must be unable to draw a starting hand on Turn 7 and every turn thereafter; accordingly, durations that are in play count as being in your deck.  As with Puzzle #1, you may assume perfect shuffle luck, and Outpost and Possession turns count towards your 6 turns.

Solution(s) after the jump… Continue reading

Posted in Dominion Puzzles | 44 Comments

Cornucopia: Tournament / Prizes

Tournament

Dominion: Cornucopia

Without Provinces, Tournament is basically one of those nice cheap non-terminals that (usually) can’t hurt your deck.  Not quite as delicious as Caravan, but generally preferable to Spy or Pawn.  Works with Conspirator, lowers the price of Peddler, blah blah blah.

Of course, it’s actually worse than all of them in the sense that your Tournaments stop drawing in the late game, but hopefully then you have Provinces and can make up for it by getting Prizes or Duchies.  The problem I see is that people tend to forget that the risk of a parried Tournament is only worth however much value you can extract out of Prizes and Duchies.  Winning a Tournament doesn’t in and of itself do much for you; in the late game, I’ve seen the Prizes and Duchies all run out, and then your Tournaments are basically just empty cards.  So overinvesting in Tournaments is not such a great idea.

So how do you get Prizes?  First, get a Province, ASAP.  Then, draw it with your Tournament, ASAP.  Behind this facetious tautology lurks two actual nuggets of advice: first, the fastest way to activate a Tournament is not to open Tournament.  It’s easy to buy a Tournament later on, when you need it; it’s not so easy to vault yourself up to Province so quickly.  Cards like Moneylender, Militia, Baron, Smithy can all help you get to $8 prematurely; Tournament does not.

And second, you better have some draw set up, or at least heavy trashing, or else you might get the Province first but the Prizes last.  Draw differs from trashing in that heavy trashing tends to lead to Tournament-parrying all around; it is much more likely your opponent also has a Province in his 5-card hand if he has been trashing heavily than if he relies on a draw strategy.  With enough draw, you can actually use the same Province multiple times; this ordinarily comes in Tactician games where you can repeatedly fish for Prizes with the same Province and drain them before your opponent has a chance at one.

Incidentally, this also suggests that you should not bother when you are getting swamped with Curses.  Passing up Mountebank for the Tournament race is not a good idea; even if you get to the Province, you will never, ever get to draw them together.

You should also keep in mind the dynamic of the game.  In Province games, your first Prize isn’t going to come until you’ve probably got one or two Provinces, and your opponent probably has one or two as well.  This is the stage of the game where people stop improving their deck and start buying green cards.  With rare exceptions, do not view Prizes as components of an upcoming engine, but rather as a final helper along the way as you stagger to the finish line.  Many times I have seen a player activate his Tournament with only two Provinces left and take a Prize that does little good for him, only to lose by the Duchies his opponent has taken in lieu of Prizes.  Prizes don’t score: green does.

As far as Colony games go, in a fast-paced game I tend to just skip the Provinces and take the brunt of the Prizes.  This is especially true if my fast-paced deck is due to factors that do not contribute to Tournaments: Venture/Loan/Bank really isn’t going to benefit much from a Tournament, and nor would it be likely to trigger one any time soon.  On the other hand, in slower games, and in mega-draw games, I’m happy to pick up a Province on the way.  This is because the dynamic is totally different; in Province games, as mentioned earlier, you’re probably already in green mode by the time you get Prizes.  In Colony games, your deck is still improving, which allows for you to build your deck around Diadem, or boost your deck with multiple buys from Princess.

Works with:

  • Big draw
  • Heavy trashing (though it increases the chance that the Tournament gets parried)
  • Envoy: does your opponent make you discard the Province or not?!
  • Conspirator
  • Scout
  • Opponents’ Rabble
  • Your Militia, by forcing him to decide between discarding good cards or his Province
  • Fairgrounds/Menagerie/Harvest (for the variety, though I doubt you’ll be happy turning up Prizes in your Harvest)

Conflicts with:

  • Cursing attacks
  • Fast-paced games where Tournament becomes not much more than a Duchy top-decker
  • Colony games

Prizes

Prizes

Dominion: Cornucopia

The Prizes themselves are a little overrated considering how much weight people assign them.  They’re powerful, but like Shakespeare, Trusty Steed and Followers can be at the top and yet still overrated.  Their absurdly high win rate is mostly due to the fact that the player who gets to Provinces first tends to be doing well anyway.

Trusty Steed

My default first pick, unless there is some good reason to go for Followers.  Trusty Steed is the most reliable of all the Prizes: it’s good in a +Actions/+Cards chain, where it provides some good lubrication for the engine parts; it’s good in a Laboratory-type chain, for giving you a little more flexibility with respect to terminal Actions; it’s even fine in a Big Money deck, since the +4 Silvers is surprisingly helpful if you’re already set money-wise for this turn.

Followers

A pretty devastating attack, but gaining that Estate hurts more than it seems.  You’re already probably at the greening-your-deck stage of the game, and adding in an extra Estate — while helpful for your score — really kills your deck just as much as those Curses are killing his.  Needless to say, it is not that helpful when the Curses are gone, and in the presence of reaction cards it’s the first attack that you might hesitate to play out of fear of being Moated.  I tend to get this card more to deny it to my opponents than anything else.

Diadem

I think this card is underrated.  It’s generally worth at least a Gold, and definitely at least a Silver.  Of course, the one situation Diadem is best in (when you have a huge surplus of +Action) is really not a situation you want to be in, ideally, but sometimes you do end up with a surplus of +Action through no real fault of your own.  Fully upgraded Cities are the obvious choice, but those are only really viable if you’re going for Colony, and detouring for Provinces might be a bit too slow.  Worker’s Village/Hamlet into Peddler is a more likely scenario: there, you have both a ton of +Action as well as sufficient +Buy to take advantage of an obscene Diadem.  Fishing Village / Wharf strategies also tend to run into a surplus of +Action sometimes, since the Fishing Villages get distributed a little unevenly and you often overinvest in them to block your opponent.  And King’s Court and non-terminals often leads to some ridiculous +Actions shenanigans.  But you generally shouldn’t be building a deck with massive surplus of +Action specifically hoping to take advantage of Diadem; after all, might as well load it up with Monument or even Saboteur if you have that many Actions to spare.

Bag of Gold

Sometimes you just absolutely need the +$3.  Bag of Gold can be the best play if you’re both really starving on coin, and certainly it works with Venture, and blind card draw, and etc. etc.  If you need this card, you’ll probably know it; and if you’re not sure, you’re probably better off with the Duchy.

Princess

It feels like Bridge, but it’s not until you start playing Princess that you realize just how much it makes you miss Bridge.  The lack of a +$1, the fact that it can’t be Throned or Kinged, its unstackability … Princess is good for a late game double VP buy.  But it seems to me that the odds that you’ll need that ability instead of a Duchy are relatively low.  It’s nice if you stack it with Bridges, since then you don’t miss the lack of money as badly, and it’s also nice if it is your only source of +Buy.  But don’t expect it to perform like a Throned Bridge.

Posted in Cornucopia | Tagged , , , , , , | 41 Comments

Cornucopia: Menagerie

Menagerie

Dominion: Cornucopia

Menagerie is one of several Cornucopia cards that is very strong — equivalent to two Laboratories (!) –but probably not worth opening with.  Your initial deck of 7 Coppers and 3 Estates is the biggest barrier to Menagerie’s success: early trashing is basically the only way to make Menagerie at all effective before the midgame.  Without it, your Menagerie is only going to activate if you have 4 unique cards plus your Menagerie (3 if you have another Menagerie in your hand, since it’ll get counted as unique by the time you play Menagerie), and it’s pretty difficult to get 3 early buys into a hand with a Copper and Estate.

About the only exception to this 4-unique-card requirement are handsize decreasers. Menagerie is a fantastic counter to Militia (assuming you draw it against their Militia, which will happen quite often in multiplayer games), since even in the early game you’d have to be quite unlucky not to draw 2 unique cards with the Menagerie in your (pre-Militia) 5-card hand.  You end up with 5 cards after playing the Menagerie, which is the same as if you had not been Militia’d, and more importantly, lets you discard the bad cards to the Militia and hopefully draw better ones.

Voluntarily decreasing your own hand is even better.  Warehouse is the easiest approach: with 7 cards, it is usually easy to find 3 uniques, or alternatively simply discard the Menagerie.  Outpost is also good, provided you can find some way of drawing your Menagerie in the 3 Outpost cards.  Cards that let you discard for some benefit are even better, but with the exception of Hamlet, they (Vault, Horse Traders) tend to require some +Action in order to play the Menagerie.  And Haven is a special example: you want to use it to shuffle your repeating cards into the next hand so you can activate your Menagerie, or alternatively shift your Menagerie from hand to hand until you find a good hand for it.

Naturally, Menagerie works well with all those Cornucopia cards that encourage or promote variety.  It is a (very) soft counter to Cursing attacks and Swindler, which tend to give you cards you would not have bought.

Finally, otherwise universally good handsize-increasers tend to hurt Menagerie.  This is especially true for Durations like Caravan, where the extra card that screws up your Menagerie is probably not worth it.

Works with:

  • Early trashing
  • Warehouse
  • Opponent’s Militia, Goons, handsize-decreasers
  • Outpost
  • Hamlet
    • Other discard-for-benefit cards, with some +Action (e.g., Horse Traders, Vault)
  • Haven
  • Other Cornucopia cards that reward variety (e.g., Harvest, Fairgrounds)
  • Cards that lead to variety (e.g., Black Market, Prizes, opponents’ Cursing attacks)

Conflicts with:

  • Caravan, Wharf, other handsize-increasers
  • Tactician
  • Total lack of trashing, or other way to get rid of Coppers
Posted in Cornucopia | Tagged | 47 Comments

Dominion Puzzle #2

A reader sent in the following Dominion puzzle:

In a solitaire game, find a way to have no cards in your draw deck after 6 turns.  More specifically, you must be unable to draw a starting hand on Turn 7 and every turn thereafter; accordingly, durations that are in play count as being in your deck.  As with Puzzle #1, you may assume perfect shuffle luck, and Outpost and Possession turns count towards your 6 turns.

We’ll post the solution next Friday, June 10.  Feel free to discuss the puzzle in the comments, but please do not give obvious hints or reveal the solution. If you think you have the solution, please email us rather than spoiling it for everyone else.

(If you enjoy this series as much as we do, help it become a recurring feature by sending in challenging puzzles!)

UPDATE: As it turns out, there is another solution to this puzzle, one different than the one we originally prepared and the one most of you submitted.  As a hint: the alternative solution does not work in a Colony game.

[UPDATE: Solution posted.]

Posted in Dominion Puzzles | 124 Comments

Combo of the Day #25: Warehouse/Conspirator

Conspirator chains are easiest to set up in a deck of non-terminals.  But without some kind of way of drawing more cards into your hand (for instance, if your non-terminal is Laboratory), they are frustratingly difficult to put together in decks and quite prone to bad draws–especially as you clog your deck with Victory cards.  So Great Hall/Conspirator, for instance, can only work in extremely dense concentrations (which, in the absence of strong trashing, will take too long to set up).

Warehouse, however, is a good way to get Conspirator chains working at significantly lower density by filtering out non-essential cards.  It speeds up the process tremendously and allows Conspirator-based decks to compete tempo-wise with other strategies.  Of course, it works best in combination with other cards that do well with Conspirator (Laboratory, Grand Market), but Warehouse and Conspirator are usually good enough together on their own to form a viable deck in most sets.

As usual, this combo works far better with Warehouse than Cellar; you’ll rarely be Cellaring more than 3 cards, and the ability to view your drawn cards a priori makes a huge difference.

Sample game

A pretty straightforward game, where both of us go for the combo.  Our strategies are helped out a bit by Worker’s Village and Laboratory, two great helper cards for Conspirator decks.

Posted in Combo of the Day | Tagged , | 12 Comments

Annotated Game #8

(Friday’s preview)

Haven, Wishing Well, Feast, Throne Room, Vault,
Great Hall, Coppersmith, Navigator, Laboratory, Grand Market

Annotated Game #8

(Click for enlarged link at dominiondeck.com)

This is a 2-player game played between me and Blooki (aka Triceratops). The log is available here (spoiler alert!). Blooki/Triceratops is one of the top players on the leaderboard, primarily due to his creative and innovative decks.
Continue reading

Posted in Annotated Games | 38 Comments

Annotated Game #8 Preview

Below is a 2-player game on Isotropic, without Colonies or Platinums.  I will post the annotated game on Monday, May 30.  You’re welcome to comment on the set (how you think players should open, what cards to go for) and try it out for yourself.

In particular, I believe this is a set that hinges quite heavily on the opening buy, and illustrates how you can take different paths to the same destination.

Haven, Wishing Well, Feast, Throne Room, Vault,
Great Hall, Coppersmith, Navigator, Laboratory, Grand Market

Annotated Game #8

(Click for enlarged link at dominiondeck.com)

If you have interesting sample games that you’d like to submit for annotation, we’d love to hear about them. Criteria for annotating games include:

  • Reasonably skilled play by both sides
  • An interesting set where the Kingdom cards are important (as opposed to Big Money Smithy games)
  • Diverging strategies taken by both players, especially in terms of openings
Posted in Annotated Games | 50 Comments