PathfindingLibrary

u/PathfindingLibrary


r/dominion•

So many new threads about the UI, so I played some games on it today to see how it stacks up.

#Major Benefits

Card Pools - I'm not new so I can't test this one meaningfully, but it seems great for newer players

Premoves - Very useful in early turns where you plan on simply buying a single thing, or on the opponent's turn when you'll be asked to do a single thing, like discard a card to Villain.

#Minor Benefits

No Custom Rated Games - I do not believe people gaming the ratings with rigged tables is a major issue, but preventing it is nice

New Autoplays - Both the Duplicate and Encampment autoplays are worth enabling.

Friend List Layout - Check the Friend List/Bla

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r/dominion•

Inspired by u/poboydiddy's post yesterday, here's a list of events from best to worst:

01: Donate

---Tier Division---

02: Triumph
03: Lost Arts
04: Seize the Day
05: Mission
06: Pathfinding
07: Gamble
08: Dominate
09: Ferry
10: Save
11: Inheritance

---Tier Division---

12: Summon
13: Transport
14: Expedition
15: Travelling Fair
16: Invest
17: Bonfire
18: Banish
19: Delay
20: Training
21: Seaway
22: Demand
23: Alms
24: Desperation
25: Ball
26: March
27: Borrow
28: Stampede
29: Enhance
30: Plan
31: Populate

---Tier Division--

79

r/dominion•

Nothing groundbreaking here for regular players, but I find myself repeating the following often to newer folks:

1. Green Later

Dominion punishes the player with a points lead. Many players seem to think being the first to take Province is crucial. Basically the opposite is true. Build until piles are low, and then if you're forced to Green first it's usually because you need a points buffer to prevent the opponent from 3-piling.

2. Deck Control First

If you're not seeing your entire deck every turn, then your main priority should be working toward that. Trash cards early. Add draw cards early. Add payload only to the extent necessary to help you do that (e.g. opening with a Silv

9016

r/dominion•

It's the start of your turn. You have 2 cards total; both are in your hand. One is an Encampment. You play it and fail to reveal Gold/Plunder, causing it to be set aside. Your opponent's hand is 5 Coppers. The other 4 Encampments are on their Exile mat. You may assume any other details about the game that don't contradict the above.

Goal: Get the Encampment back before the end of your turn so your opponent can't buy it.

Edit: Correct answer is now in comments.

411

r/dominion•

I've never known dominion.games to get a card interaction wrong before, but I came across a scenario that seems to have been resolved incorrectly. If I'm in the wrong here, perhaps someone can explain why.

Scenario: I bought Inheritance and selected Sacrifice. Then I used Sacrifice to trash a (now Inherited) Estate.

My thinking: I should get +2 actions and +2 cards for trashing an action AND +2 VP for trashing a victory card. The Estate gains the types of the inherited card, so it's now both Action and Victory type.

Outcome: I only received 2 VP.

I know there's other cases where Inherited Estates aren't fully identical to the original pile (e.g. not being affected by tokens on the orig

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