image Plus Action Conclave Draw, the bad guy’s hideout. uncompressed Purchase Acquisition Dark Agents Special Victory Points None

I wonder if I should do a stero.

  • First hand, dark, silver coins.
    • I was going to get a silver coin with the fool’s lucky coin…
    • The effect of acquiring the dark man has gold coins in it, so why not skip the victory point with the night watchman instead of the silver coins?
    • I’ve never used a fool before, so I could use one, but I’m not sure if it would be useful after getting lost, or this.
  • The dark man, 5 gold. Hideout of the bad guys. Ready to use?
  • Dark man, 6 gold, night attack. Is this the gold that attacks?
  • 4 gold. So both the conclave and the poet are silver coins with extras. I’d go with the poet because there are so many night cards and so little action to begin with.
  • 4 gold. Or increase it because the opponent shoots the dark man.
  • 9Kin, Province
  • omission
    • Not fast enough.
    • The gentry are four pieces each, the difference between the gazetted territories.
    • You have four dark men, so that’s a lot of gold.

rematch

  • Night Watchman, Dark Watchman
  • 〜tilde
  • tie

rematch

  • 5When I had the money, I bought a relentless dark man.
  • More money by carrying over coins in the barn.
  • victory

image

1 loss

rematch

  • First move, transportation transport to obtain deportation.
  • Destroy the mansion by forced eviction and discard the traveler’s cottage and three cards.
  • defeat

AI is a sanctuary, forced evictions, large numbers of cats.

  • Hmmm… surely forced evictions can’t compress them?

rematch

  • First move, forced eviction with transport (will buy sanctuary with next 5 gold).
  • Exile the mansion and discard 3 cards at the inn.
  • 3 gold to transport and banish sanctuary.
  • Gain sanctuary in transportation
  • Forced evictions and accidents in the sanctuary, three horses used, but no brigands came, expelled from the mansion and brigands.
    • Oh, wait, the sanctuary is a cantrip.
  • ~Exile the states of the genus and gold coins
  • Pulled off, 15 gold and forcibly evicted. Expelled gold and gentry, 12 gold and gentry, and a brigandage.
  • Tear off, forced eviction, sanctuary, 17 gold. Forced eviction, gold to the province. Draw and expel that genus in sanctuary, 14 gold for the genus and gold coin. Return gold coins from the expulsion mat.
  • You won the gentry by forced eviction, and the gentry by 9 gold…you’re already dead…39:24 for the win.

image

Renaissance, many cards I don’t know. Border Patrol, Two Choice Cantrip, with extras Tracker, +2 cards, +2 villagers when earned Experiment, 2 horses for 3 gold? Flag bearers, when acquired or discarded, get a flag Flag: +1 draw on cleanup Priest +2 coins 1 discard, +2 coins if card is discarded Oh, Project Sewer, can be additionally discarded when the card is discarded. But without the draw, we’re going to run out of things to discard. Scepter +2 coins or re-use of cards left on the field Scholar Discard hand and draw 7 Sculptor Gains a card of cost 4 or less in hand, +1 villager if it is a treasure.

  • In other words, a card that gets you silver coins and villagers. Swordsman +3 draw +1 coffers if discarded, 4 coffers gain a treasure chest. Treasure chest: gold coins at the start of the purchase phase Treasurer +3 coins, “Destroy 1 treasure,” “Gain a treasure in the discard pile to hand,” “Gain a key (= +1 coin at start of turn)”

Priest, compress in sewer. Buy a sculptor for 5 gold to generate silver coins and actions because there will be nothing to throw away because purchases will not increase.

  • If more purchases are made, maybe we could buy border guards or followers and dispose of them.
  • Abandon the mansion at the priest, destroy more in the sewers, buy a flagman for 4 gold and get a flag.
  • Sculptor with 5 gold
  • 2 discarded in the priest’s sewer, 4 gold. Subtle~. Silver coins
  • Sculptor gets a silver coin in hand, 7 gold for a gold coin? Canal? Let’s make it a canal.
  • Earn silver coins at the sculptor, buy gold coins
  • Throw away two cards at the priest for 5 gold… gold.
  • provincia
  • provincia
  • Province, Duchy
  • 〜45:27

image

Theater Company Disposable + 4 Villagers Mountain village Village that can be taken from a discarded card. Spices 2 coins 1 purchased, 2 financial resources when earned

Mountain villages, followers, spices, but no disposal I’d consider a swordsman as a blacksmith, maybe a stero.

  • First hand, silver coins silver coins
  • silver coin
  • 6 Gold, Gold Coin
  • 7 Gold, gold coins
  • 5 Gold, Swordsman
  • 6 Gold, Gold Coin
  • 4Kin, Yamamura
  • Swordsman, 10 gold, genus state
  • Pulled a swordsman in a mountain village and played, 9 gold for a genus state.
  • 8 gold for the province
  • Yamamura for 4 gold
  • Turn 13, lost.
    • The opponent bought the fifth piece of the genus state at 21:36.
    • Is this too late, or should I have bought a swordsman instead of a gold coin for 6 gold?
  • Undo
    • No, it’s getting late.
    • The other guy is crazy fast.
    • Is it strong enough to have a Treasurer x2 with a key and a flag?

rematch

  • 5-2, so the Treasurer and the Pursuer. Hmmm, still can’t win. The other guy’s got the flag and key again…

I’ve noticed myself to the point where the Treasurer is a gold coin that can be bought for 5 coins and can destroy the copper coin if the action accident doesn’t happen.

rematch

  • When we take the flag after the fact, they immediately take it back…

rematch

  • We were down by three, but…

rematch

  • not winning at all

image I’ve been trying for about a week and I’m starting to feel the group of cards.

  • Village or blacksmith type.
  • It’s like, “Oh, Wild Hunt is a blacksmith who gets victory points.”

I also noticed that the card effects are closed by element, but they are always arranged in the following order: draw, action, purchase, coins, and so on, so if the surrounding area is open, it’s a hint.

Draw, Action, Purchase, Coins DABC, m=-1

: | name | cost | DABC | | — | — | — | — | | Underground storage 2 m000 N sheets replaced | | Chapel 2 mm00 1~4 discarded | | Hori 2 1m00 Revealed when attack card is used, no effect | | Vassal 3 mm02 Discard the top card of the deck, and if the discarded card is an action, you can play it. | | Workshop 3 mm00 4 cost or less cards acquired | | Merchant 3 0000 0001 if you play at least one silver coin | | Precursor 3 0000 Put a card from the discard pile on top of the deck. | | Village 3 0100 | | Reconstruction 4 mm00 Discard 1 card, gain a card costing (cost of discarded card) + 2 or less | | Blacksmith 4 2m00 | | Moneylender 4 mm00 Discarded and discarded one copper coin 0003 | | Throne Room 4 mm00 Use 1 action card in hand twice | | Poachers 4 0001 (number of empty supplies) discard | | Militia 4 mm02 | | Militia Attack Discard cards in hand until you have 3 cards in hand | | Officials 4 mm00 silver coins are earned and placed on the deck. | | Officials attack Place victory points in hand on deck | | Garden 4 m000 1 point per 10 decks | | Market 5 0011 | | Guard 5 0000 Look at the top two cards of the deck and discard/discard/return to the deck each card seen | | Capitol 5 3m10 Other players 1000 | | Institute 5 1000 | | Mine 5 mm00 Discard treasure X, gain 1 treasure of (cost of X)+3 or less, add to hand | | Festivals 5 m112 | | Storeroom 5 mm00 Draw cards until you have 7 cards in your hand/. | | | | | If you draw an action card, set it aside, draw until you have 7 cards, then discard. | | Bandit 5 mm00 gold coins earned | | Bandit attack If there are any treasures other than coppers on the top two cards of the deck, the owner chooses one to discard. | | Witch 5 1m00 | | Witch attack Curse 1 piece obtained | | Craftsman 6 mm00 Acquire a card costing 5 or less, put it in your hand, and put one card in your hand on top of the deck. |

:

Poachers 4 0001 (number of empty supplies) discard
Xiago:Oasis 3 0001 Discard one card.

: | Institute 5 1000 | | — | — | — | — | | Alchemy: Alchemist 3P 1000 P on the field and back to the top of the deck. | | Harvest Festival: Hunting Party 5 0000 Cards with names not in hand +1 | | Dark Age: Vagabond 2 0000 If the card at the top of the deck meets the requirements, put it into your hand. | | | | | For curses, ruins, shelters, and victory point cards | | Empire:Patriki 2 0000 If a card on the top of the deck meets the requirements, add it to your hand. | | | | | If the cost is 5 or more | | Nocturne: Will-o-Wisp (0*) 0000 If a card on top of the deck meets the condition, put it into your hand. | | | | | If the cost is less than 2 | | Nocturne: Imp (2*) 1m00 Can use an action card not on the field +1 | | Renaissance: Experiment 3/2 1000 Disposable | | Mobile Zoo: Destrier 6* 1000 Cost reduction (1 per card acquired this turn) | | Mobile Zoo: Horse (3*) 1000 Disposable |

:

Blacksmith 4 2m00
Capitol 5 3m10 Other players 1000
Plot: Patrol 5 2m00 Reveal from deck: 4/win points and curse to hand, return rest to deck in any order.
Conspiracy: Torturer 5 2m00
Torturer Attack Choose one of the following: “Discard +2” “Curse +1, add to hand”
Plot: Aristocrats 6 2m00/m100. 2 win advantage
Prosperity:Mass 5 2m00
Mass Attack Reveal from deck: 3/action and treasure to discard, the rest back to deck in any order.
Foreign Country: Frontier Count 5 2m10
Frontier Count Attack Draw a card, then Militia Attack
Dark Age: Catacombs 5 2m00 +3 cards OR discard 3 cards, +3 cards
Dark Age: Hunting ground 6 3m00 When discarded, 1 public domain or 3 mansions are gained.
Guild:Skilled Craftsman 5 2m00 Can skip specified cards.
Empire:Wild Hunt 5 2m00 1 win advantage token in deck / win house, win point token recovered
Empire: royal blacksmith <8> 4m00 copper coins discarded
Nocturne: Tragic Hero 5 2m10 If you have 8 or more cards in hand, discard this card and gain 1 treasure card.
Nocturne:Werewolf 5 2m00/night would attack
Werewolf Attack Receive one of the following curses
Renaissance: Swordsman 5 2m00 +1 Treasure Chest if there is a card in the discard, then 4 Treasure Chest if you have 4 Treasure Chests
Renaissance: Old Witch 5 2m00
Old Witch Attack Gain 1 Curse. You may discard 1 Curse from your hand.
Mobile Zoo: barge 5 2m10 now or at the start of your next turn
Mobile Zoo: Gyojin 6* 2m00 You may acquire 1 silver coin. It will cost the same as the last card you acquired.
Promo:Avant 5 2m00 You may play a sauna from your hand.

There’s a tremendous amount of village stuff. https://wikiwiki.jp/dominiondeck/一覧/村系

And then there’s the compression system, which is not included in the basic 4 axes. https://wikiwiki.jp/dominiondeck/一覧/圧縮

The four conditions of the combo are plus action, draw, compression, and acquisition. It does not match the four basic functions written on the card: draw, plus action, plus purchase, plus coins.

Acquisition consumes an action to obtain a card. Purchases are made by spending purchase rights and coins to obtain cards. Discard reduces the number of cards.


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