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15 Posts

Dominion: Intrigue» Forums » Strategy

Subject: Help: what's the benefit of Conspirator? rss

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Jordan 79


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Hi Gamers,

I've finally catch my own copy of Dominion: Intrigue, and I'm consuming its cards in lot of enjoyable plays. I'd ask your help about a question on the only card I honestly can't understand: what's the true benefit of Conspirator?

I mean, in a confrontation with others "+2Coins/+Something" cards (Chancellor, Steward, Swindler, Woodcutter...) Conspirator costs one more, then I expected a even better benefit from him... but in fact I'm not able to find a way to make it useful.

* If I've got in my hand 3 action cards and I'm able to "chain" them -and however, it's not so easy- the Conspirator as third card only give me the +1 action (...but I've not action cards left) and +1 card (...that may be an action, if I'm luck)
* If I haven't 3 action cards or I'm not able to "chain" them, Conspirator is only an expensive, terminal Silver.

Then I'd ask you to please explain me if I've missed something, and for example how should I use this card to make it effective like the other ones - for example, in the sample setup "Secret Schemes" (Conspirator, Harem, Ironworks, Pawn, Saboteur, Shanty Town, Steward, Swindler, Trading Post, Tribute)
Dominion: Intrigue is a very well-designed game and I won't to believe it contains a broken card.

Thank you in advance
Jordan
 
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Chris
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I don't want to say too much because part of the fun is exploration. Try opening Steward/Ironworks and see where that gets you.
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Matthew Cordeiro
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Jordan_79 wrote:
* If I've got in my hand 3 action cards and I'm able to "chain" them -and however, it's not so easy- the Conspirator as third card only give me the +1 action (...but I've not action cards left) and +1 card (...that may be an action, if I'm luck)

Action chaining is much easier without those pesky coppers and estates in your deck.

Quote:
* If I haven't 3 action cards or I'm not able to "chain" them, Conspirator is only an expensive, terminal Silver.

Few cards achieve their full potential in every setup.
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Jeremy Volk
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In that setup, Steward is a great way to get rid of coppers and estates quickly, Ironworks is a great way to get lots of actions quickly (while giving you +1 action itself), and Pawn is a great and cheap way to get your action chain going, while also getting you buys when you need them. If I were you, I would try that setup again, just getting one Steward, one or two Ironworks, a bunch of Pawns, and a bunch of Conspirators, and see how that works for you. I've had great success and loads of fun with similar strategies.
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Chris
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darthnice wrote:
I don't want to say too much because part of the fun is exploration. Try opening Steward/Ironworks and see where that gets you.

BaconSnake wrote:
In that setup, Steward is a great way to get rid of coppers and estates quickly, Ironworks is a great way to get lots of actions quickly (while giving you +1 action itself), and Pawn is a great and cheap way to get your action chain going, while also getting you buys when you need them. If I were you, I would try that setup again, just getting one Steward, one or two Ironworks, a bunch of Pawns, and a bunch of Conspirators, and see how that works for you. I've had great success and loads of fun with similar strategies.


cry
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Jordan 79


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Hi,

thank you for your fast & kind replies, I'll try your suggestions next match!

However, don't you think it would be easier to play/useful if this card was:

+2 Coins. If you've played 2 or more Actions this turn (counting this): +1 Card, +1 Action.

or

+1 Card, +1 Action. If you've played 3 or more Actions this turn (counting this): +2 Coins.

instead? (Second one is my favorite in terms of meta-game: if the poor Conspirator meets only one card, then he passes through without doing nothing; if he meets enough people, then he starts a profitability 2-Coins revolution...)
 
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David Murray
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Jordan_79 wrote:
Hi,

thank you for your fast & kind replies, I'll try your suggestions next match!

However, don't you think it would be easier to play/useful if this card was:

+2 Coins. If you've played 2 or more Actions this turn (counting this): +1 Card, +1 Action.

or

+1 Card, +1 Action. If you've played 3 or more Actions this turn (counting this): +2 Coins.

instead? (Second one is my favorite in terms of meta-game: if the poor Conspirator meets only one card, then he passes through without doing nothing; if he meets enough people, then he starts a profitability 2-Coins revolution...)


Remember all cards are thoroughly play-tested, I think I remeber reading somewhere that Conspirator was originally +1 card +1 action, if you've played 3 or more actions +2 coins and then playtesting made it the other way round. Their are plenty of setups were a conspirator based strategy is very viable and plenty were buying it is a bad idea. I suggest trying to play different conspirator strategies and trying to get it to work if you think its underpowered.
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Conspirator is very deceptively powerful to someone who has never played with them. In addition to the cards named above throw in a few + action cards especially cheap ones. Pawn/Village are great choices and Market/Minion are good if you want to go more expensive. You don't need this many in practice but if you want them to take center stage putting in a good number will make sure you see them in action.

The first time you go up against someone playing a very good conspirator deck you'll never question their power again especially if that person got most of them and you ignored them.
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  • Last edited Thu Nov 3, 2011 10:18 pm (Total Number of Edits: 1)
  • Posted Thu Nov 3, 2011 10:16 pm
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Paul Mazurkiewicz
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Conspirator is really one of those cards that is significantly more powerful the more of them you get. It's one of my favorites to see in a setup.
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James Sitz
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Upgrade and Great Hall are really good with it too.
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Jeremy Volk
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It's more powerful the more of other things you have (or at least it has higher potential to be powerful), but I'd say it retains pretty much the same power level no matter how many you have. Fool's Gold, however, is indisputably a card that's more powerful the more you have.
 
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Vaughn Williams


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I think you will find some interesting insights on how to use Conspirator in the Dominion Strategy forum at the link below:

http://forum.dominionstrategy.com/index.php?topic=239.0
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Stefan W.


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Well, if you are able to "activate" your conspirators reliably (basically all +cards +actions help) it is +1 card +1 action +2$, which is basically better than gold if your avarage card value is >1$.

Just for comparison: In another expansion, Prosperity, there is a card "Grand Market" which is +1 card +1 action +1 buy +2$, and it is considered one of the best cards in the game. If you have other sources of +buy (like Market or s.th.), activated conspirators are basically Grand Markets.
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One trick with a new set is to start with the same tableau, removing the Kingdom cards whose stacks were emptied. Sometimes, a card won't shine unless it has other cards to support it. See the Dominion forum that was posted!
 
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Jordan 79


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willvon wrote:
I think you will find some interesting insights on how to use Conspirator in the Dominion Strategy forum at the link below:

http://forum.dominionstrategy.com/index.php?topic=239.0


Wow! I'm glad to see this question was already so detailed discussed in the past.

Thank you all for your help, gamers!

Jordan
 
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