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Subject: Card Draw to the Max rss

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Amara Taylor
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How often have you played a game of Dominion in which you've just gotten into a draw cycle that has never stopped?

Sure, it's easy enough if you set it up and try, but when you just pick cards at random and then find yourself overwhelmed with how long each turn takes, well... The good thing about card draw is that you get more cards that your initial 5. The bad thing about card draw is how much it draws out the game.


You'd think this wouldn't be bad...

I've played Dominion a few times, so I sorta understood how this game worked. Or, at least, how to get ahead early and stay there. And that, in short, is card draw. Get as many cards as possible, and you'll be able to buy whatever you want. (I also managed to buy a Mine on the first turn because I had 5 coppers in my hand. It was wonderful.)

My opponent caught on very quickly, however, and he started buying up the card draw, too. But because neither of us could tell who was winning, we both tried to drag the game out while expanding our own lead. This, of course, lead to situations like below:


'I'd like to Village into a Village into a Village...

The first one was my opponent. The second was mine. There were also funny situations in which we would play a Spy to reveal a Spy, or a Market into a Market. And then there were Throne Rooms into other Throne Rooms... The game got complicated and headache-y very fast.


Also, using a Cellar to discard a Cellar because I had nothing else to discard in my hand.

In the end, I managed to win. Barely. The Gardens were what really decided it.


He had 56 cards in his library. I had 60. Talk about a close victory.

There was one instance, however, that left us both scratching our heads.



My opponent used a Throne Room and doubled a Cellar. He then discarded an Estate off of the play. For a second, we both sat there until he questioned whether or not he got to draw two cards, because the effect was doubled. I putzed around on the internet to find some sort of answer, and we both decided that he got to just use the Cellar twice, as if two copies had been played, but I'm still not sure if that was right. The Throne Room is a very interesting card, but it also makes things super complicated, and without somewhere to check the rules (at least, not that I could find), it makes the game unnecessarily tricky.
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David Goldfarb
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AmaraTaylor wrote:
My opponent used a Throne Room and doubled a Cellar. He then discarded an Estate off of the play. For a second, we both sat there until he questioned whether or not he got to draw two cards, because the effect was doubled. I putzed around on the internet to find some sort of answer, and we both decided that he got to just use the Cellar twice, as if two copies had been played, but I'm still not sure if that was right.

It was right. The card does not say "play a card and double its effects". It says "play a card twice". Not always the same thing.
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Joe K
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[q="I've played Dominion a few times, so I sorta understood how this game worked. Or, at least, how to get ahead early and stay there. And that, in short, is card draw. Get as many cards as possible, and you'll be able to buy whatever you want. (I also managed to buy a Mine on the first turn because I had 5 coppers in my hand. It was wonderful.)[/q]

This is why I promised myself I would stay away from these boards in 2015. By solving Dominion, OP has effectively ruined my long-term investment in this game.
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Matt E
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Throne Room really isn't so complicated. You play an Action card, then you play it again.
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AmaraTaylor wrote:
How often have you played a game of Dominion in which you've just gotten into a draw cycle that has never stopped?

Sure, it's easy enough if you set it up and try, but when you just pick cards at random and then find yourself overwhelmed with how long each turn takes, well... The good thing about card draw is that you get more cards that your initial 5. The bad thing about card draw is how much it draws out the game.
For one of my groups, we either forbade branch actions, or severely limited them b/c the turns were becoming too long.

On BSW.com, I would grab something in the other room or check up on something while other players played out their entire hands. Amazing what you could get done in 4 to 7 minute intervals. I'm convinced that Dominion would work better as an Async game, even though "interrupts" like Militia would slow the game down waay too much.
 
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Josh Hay
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brgrdemonpart2 wrote:
"I've played Dominion a few times, so I sorta understood how this game worked. Or, at least, how to get ahead early and stay there. And that, in short, is card draw. Get as many cards as possible, and you'll be able to buy whatever you want. (I also managed to buy a Mine on the first turn because I had 5 coppers in my hand. It was wonderful.)

This is why I promised myself I would stay away from these boards in 2015. By solving Dominion, OP has effectively ruined my long-term investment in this game.

This is sarcastic, right?

Anyway... I've never found a Dominion game, even with lots of card drawing, to take that long before your next turn. With experienced players, you've just drawn your next hand before you're going again.
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Confusing Manifestation
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AmaraTaylor wrote:
My opponent used a Throne Room and doubled a Cellar. He then discarded an Estate off of the play. For a second, we both sat there until he questioned whether or not he got to draw two cards, because the effect was doubled. I putzed around on the internet to find some sort of answer, and we both decided that he got to just use the Cellar twice, as if two copies had been played, but I'm still not sure if that was right. The Throne Room is a very interesting card, but it also makes things super complicated, and without somewhere to check the rules (at least, not that I could find), it makes the game unnecessarily tricky.

Well, I'm looking at the part of the rules that explains individual cards, and for Throne Room it says "You pick another Action card in your hand, play it, and play it again. [...] You completely resolve playing the Action the first time before playing it again." Which seems pretty clear to me.
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Wade
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AmaraTaylor wrote:
How often have you played a game of Dominion in which you've just gotten into a draw cycle that has never stopped?


I prefer the opposite: Get your deck to five cards and buy a Province (or slightly more difficult - Colony) every turn while keeping your deck at five cards. Sure, you need specific cards, but Shortest. Turn. Ever.
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Matthieu Fontaines
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May I remark that you played with 11 kingdom cards set ...
A set should comprise only ten.

Garden is a kingdom card and not a always present victory card.

If you play All your games with garden, no wonder they may be loooooong
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