Getting Better in Dominion Tutorial

By: Dennis B. B. Taylor

Mastering Dominion: A Tutorial to Improve Your Skills

Hey there! If you’re looking to level up your game in Dominion, you’ve come to the right place. Welcome to this tutorial—your go-to resource for becoming a dominator in Dominion.

So, you’re probably wondering, “How do I become a pro player?” It’s a great question, and I’m here to guide you through the process.

The Dominion Basics

First things first, let’s start with the basics. Dominion is a strategic card game where the goal is to build the best deck and accumulate victory points. The player with the most victory points at the end of the game emerges as the champion.

When playing Dominion, you have to be mindful of the various card types. Some cards are treasure cards that give you money to buy other cards. Action cards allow you to perform special actions to enhance your chances of winning. Victory cards are what you’re after—they’re the key to boosting your victory points.

Developing a Winning Strategy

Now that you understand the essentials, it’s time to focus on developing a winning strategy. There are no fixed paths to victory in Dominion, but understanding the game’s dynamics can give you an edge.

Here’s a pro tip: don’t just go for the super-powerful cards. While they may seem tempting, they can clog up your deck and slow down your progress. Instead, aim for a balanced deck with a mix of cards that complement each other.

Another crucial aspect is card cycling. This is the art of thinning your deck by getting rid of weak or unnecessary cards. The idea is to streamline your deck so you draw the cards you need more frequently.

Adapting and Countering

In Dominion, adaptability is key. You need to be able to adjust your strategy based on the actions of your opponents. Pay attention to what they’re doing and make the necessary adjustments to stay one step ahead.

But it’s not just about adapting; countering is just as important. If you notice your opponents favoring a particular strategy, find ways to counter it. Keep an eye on their deck composition and use cards that can disrupt their plans.

Continuous Learning

Last but not least, never stop learning. Dominion is a game with countless possibilities, and the more you play, the more strategies you’ll discover. Don’t be afraid to experiment, try new things, and learn from your mistakes.

And remember, practice makes perfect. The more you play, the better you’ll get at reading the game and predicting your opponents’ moves.

Conclusion

So there you have it—the ultimate guide to improving your skills in Dominion. By mastering the basics, developing a winning strategy, adapting and countering, and continuously learning, you’ll be well on your way to becoming a pro player.

Now, it’s time to put these tips into action. Grab your cards, assemble your deck, and show the world what you’re made of. Have fun and enjoy your journey to Dominion domination!

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Hey there! I’ve got a guide that will help you understand the ins and outs of the game. Whether you’re a seasoned player or just starting out, these strategies will come in handy.

Now, I’m going to show you some strategies and examples using the base set of cards. The great thing about this is that the base set covers a wide range of card types, making it applicable not only to Dominion expansions but also to other deckbuilding games.

In the early days of Dominion, there weren’t other deckbuilding games around. Players had the freedom to explore and assess cards without any prior knowledge of what was good. They had to play numerous games and experiment to figure things out. The first important lesson in Dominion is to keep track of the number of Victory cards you and your opponents have acquired.

Why complicate things? Just keep count of how many Provinces each player has bought. No need to memorize all the Estates and Duchies too. Just keep a general sense of where you stand in terms of points and how close you are to ending the game.

Doing this helps you figure out if you need to make daring moves to catch up, slow down your opponents, or race to an end game before they can catch up.

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The Magic of Thinning Your Deck

Let’s dive into a fascinating strategy called deck thinning. It may sound new, but trust me, it’s a secret weapon in many card games. If you’re already familiar with this concept, kudos to you! But if you’re not, don’t worry – I’ll explain everything.

Now, pay close attention to a crucial keyword on this card: “Trash”. When you trash a card, it’s like saying goodbye to it forever. Watch out for similar keywords in other card games, like “Banish” or “Delete.” At first, it might seem that the only reason to use this card is to get rid of unwanted stuff, like those pesky curses your opponents sneak into your deck with nasty attacks (think Witch).

But here’s the catch: Not all cards are created equal, my friend.

Let me tell you a little secret: the cards you start the game with are the worst cards in the game. Yep, it’s true! Whether you’re playing with Silver, Copper, or Gold, Victory Points, or Estates, those starting cards just don’t quite measure up.

Now, here’s something interesting to consider: Provinces are way better than Estates. They give you more bang for your buck when it comes to Victory Points. So, if you find yourself with a hand full of dead cards, it’s much better to have a couple of Provinces than a bunch of Estates.

Now, let’s talk about card economy. The key to success is efficiency. It’s more efficient to gain 3 Coins from 1 card than it is to gain 1 Coin, especially when you only start your turn with 5 cards. Those 5 Coppers won’t buy you a Province anytime soon, my friend.

I’ll let you in on another secret. The Chapel card is a game-changer. It’s not just for getting rid of those pesky Curses, it’s also an opportunity to get rid of all the lesser cards in your hand. Say goodbye to those Coppers and Estates and say hello to a fresh start. Donate them for a good cause and watch your game improve.

Hey there! Let’s talk about a nifty trick that can help you improve your game strategy. It’s called the Chapel strategy, and it’s all about maximizing your chances of drawing the cards you really want.

What’s the Chapel strategy all about?

I’m going to tell you about the basic Chapel strategy, but before we dive into that, I need to explain a term that will come up a lot in this article. In any game of Dominion, your first two hands will always have a split of 4:3 or 5:2 when it comes to Coppers. So when I mention a 5:2 split, it means that one of your first two hands will have 5 Coppers, while the other will have 2 Coppers that you can use to make purchases.

Now, if Chapel is available in the game and you’re looking to follow this strategy with a 4:3 split, here’s what you need to do. On your first two turns, buy a Chapel and a Silver. Then, on your 3rd, 4th, or 5th turn, you’ll draw the Chapel card. With any luck, you’ll also have 4 other Coppers and some Estates in your hand. In that case, don’t hesitate to send all 4 Coppers to the Trash pile.

If you’re unlucky and end up with a Silver and a Chapel in the same hand, it might slow things down a bit. But no worries, just trash as many Coppers and Estates as you can, and don’t spend your 2 remaining coins unless it will benefit your strategy. You might come across a 2-cost card like Cellar, which is okay to buy, but I suggest waiting until later in the game to get it. That way, you can use it to cycle useless Province cards and draw more valuable Treasure cards.

When it’s not my turn to draw the Chapel, I focus on buying more Silvers. This helps my deck become wealthier, and eventually I can start buying Golds. Once I have enough buying power, I aim to gain Provinces and end the game quickly, so my opponents don’t have a chance to catch up.

It’s important to note that this strategy can be risky. Sometimes, I get unlucky draws and end up pairing the Chapel with cards I don’t want to get rid of just yet. Additionally, certain attacks like Thief and Militia can pose a challenge. Thief players love targeting my Gold-rich deck, while Militia slows down my ability to thin my deck, leaving me with only 3 cards in hand.

If you get a 5:2 split and you want to go with a Chapel Strategy, you’ll want to pair it with some free cards like Market and Laboratory, or even Festival. Let me explain what a free card is: any card that replaces itself by drawing an additional card and adding an Action is basically a free play since you can only take one Action per turn.

Market and Laboratory will really help you with your strategy, and I’ll feel more confident about taking a risk with a Chapel strategy if I can have the lucky 5:2 split and these cards are available. Festival isn’t exactly free, but it does have some advantages like being a Silver. Market and Festival can also give you extra Buys, and if you can get some card drawing going in a deck that’s rich in Gold, you might even be able to buy 2 Provinces in one turn.

Hey there! You’ve just completed your second lesson in becoming a better player. Those starting cards you’ve got? Not so great. It’s always a smart move to get rid of them. You might be thinking, “Why toss out Victory Points and money cards?” Well, let me explain. By trashing these cards, you actually make your better cards even more valuable and powerful. See the logic now?

Come and Enjoy the Feast!

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So let’s talk about Feast. Even though it has “Trash” in its name, Feast actually trashes itself, which means it won’t be useful if you want to thin out your deck. But that’s not necessarily a bad thing. In fact, it leads us to an interesting strategy when it comes to starting hands.

When you draw your opening hand, you’ll often end up with either a 4-card hand and a 3-card hand, or a 5-card hand and a 2-card hand. Now, if there are some really powerful 5-cost cards on the board that are way better than any card costing 4 or less, you can make use of the Feast. You can spend your 4 Copper cards from your 4-card hand to buy a Feast, allowing you to have a better chance at getting those powerful 5-cost cards in your next turn.

So, even though Feast may not help with thinning your deck like other cards, it can still be a valuable asset in certain situations. It all depends on the cards available and the strategy you want to pursue.

Hey there! I gotta admit, this strategy may seem a bit sluggish since it takes more time to draw a 5-cost card. But trust me, it’s still better than spending those precious 4 coins on a card that could end up clogging your card-drawing engine later on. Now, don’t get me wrong – it’s not as powerful as the next three cards I’m about to show you. See, this one here is a one-time deal and won’t help you get rid of those lousy cards in your deck. So, only go for this if you know there are 5-cost cards that you’ll actually want to snatch up later on, ’cause you can’t do it sooner, you know what I mean?

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My Take on Mine

Ah, Mine. This card has a special trick up its sleeve – a little chapel-like strategy built right in. When you play Mine, it’ll help you get rid of those pesky Copper cards and replace them with shiny Silver ones in the same turn. Pretty neat, huh? This card is pretty good on its own, but it really shines when you use it in a deck with a card drawing engine. You know, one of those fancy contraptions that lets you draw through your whole deck in just one turn.

Now, here’s the thing. Mine doesn’t exactly keep the party going. It’s what we call a dead end Action. It doesn’t give you more cards or extra Actions like some of its pals. But hey, it still gets the job done.

When I’m playing, I usually grab a Mine with a 5:2 split – that means five Copper cards and two Estates. You don’t need any fancy algorithms to figure out that a little Mine action can be a game-changer. Sometimes, I even go for a Big Money strategy. That means I skip buying other Actions altogether and focus on hoarding Silvers and Golds until I can snatch up those precious Provinces. It’s a risky move, but boy, does it pay off in the late game.

So remember, my friend, when you see that shiny Mine card, don’t hesitate to snatch it up. It might just be the key to unlocking your victory!

Let’s Talk Money Lender

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I have to admit, Money Lender quickly became one of my favorite cards as I delved deeper into the world of Dominion-zen. Let me tell you why. This gem of a card not only removes those pesky Coppers from your deck, but it also gives you an instant boost of coins to splurge on more potent cards.

Now, let me explain why I prefer Money Lender over Mine. Firstly, it’s much cheaper, coming in at only 4 coins. This means you can jump on it early in the game, especially when you have a favorable 4:3 split. Personally, I would only buy one Money Lender and use it wisely to purchase Gold or other powerful Actions that cost 5 coins.

Another reason why Money Lender rocks is its usefulness in a “draw your whole deck” engine. I know I’ve mentioned this before, but I promise I’ll explain what that means in a moment. While Money Lender may lose some of its appeal in the late stages of the game, its explosive impact earlier on is definitely worth it.

Hey, have you ever stopped to consider the value of a card called Remodel? It’s quite interesting when you think about it. Imagine this scenario: You’ve been playing a game and you’ve managed to get rid of at least 4 of your 7 Coppers using this card. So what’s the big deal?

Well, let me explain. Basically, you’ve taken those 4 almost useless cards and traded them for 1 card that may not be helpful right now, but could be really useful in the later stages of the game. It’s like you’ve done some serious deck tuning! And that, my friend, is definitely worth it.

Remodel

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So, let’s talk about Remodel. It’s a card that can get rid of one card at a time, but it’s more versatile compared to Mine, and it lasts longer than Money Lender. With Mine, you’re limited to getting rid of treasure cards, and once you’re out of Coppers, Money Lender becomes useless.

Remodel is even better when you have multiple copies of it, because you can use them to trash each other and make a big gain. The strategy with Remodel is to use a ladder system to eventually get Provinces.

Now, what do I mean by a ladder system? Well, you want to work your way up to buying 8-cost Provinces by going through cards that cost even amounts. You start by using Remodel to change Coppers into 2-cost cards, then you use those 2-cost cards to get more Remodels. With those Remodels, you can then get Golds, and finally, you can use the Golds to buy Provinces. The 2-cost cards you’ll most likely remodel will be Estates. However, depending on the game, you might want to grab Moats for protection or even Cellars if they’re available.

Cellar

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If you’re looking to make the most out of your Remodel strategy, Cellar is the perfect card for you. It helps you cycle through duplicate Remodels, Cellars, and useless Victory cards, transforming them into valuable money cards. Take advantage of your buys by purchasing more Remodels, Golds, and even Provinces if possible. The beauty of this strategy is that it allows you to accomplish twice as much in a single turn.

Normally, you only have one Buy per turn, but Remodel changes the game. Not only does it allow you to gain an extra card each turn, but it also trims down your deck by getting rid of those useless cards. Towards the end of the game, if you’re ahead and keeping track of how many Provinces each player has, you can even Remodel your own Provinces into more Provinces, bringing you closer to the end.

This strategy is also effective when combined with a draw your whole deck approach. By using both strategies together, you can execute multiple Remodels in a single turn, maximizing your potential.

So, let’s talk about this strategy where you draw your entire deck. The whole idea behind it is to create a system that allows you to play cards that draw more cards and gain actions, so you can keep drawing and playing until you’ve gone through your whole deck every turn.

If you want to make this strategy work, there are two specific cards you’ll need. These cards give you an extra two actions, and they’re crucial for combining multiple action cards together.Keep an eye out for these types of cards in other sets, because they can be really useful. For example, the Village card only costs 3 coins and also lets you draw a card, which helps you cycle through your deck and find more engine cards.

Don’t fall into the trap of relying solely on Villages when building your deck. While Villages can be useful, you need other cards to truly maximize your potential. One card that excels in this regard is Festival. Festival not only provides the means to generate Coins and extra Buys, but it also pairs well with cards that allow you to draw more cards.

If you want to create a powerful and efficient deck, consider combining Festival with cards that have the ability to draw additional cards. One such card is Laboratory. Laboratory allows you to draw two additional cards, making it a perfect complement to Festival.

Laboratory

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Lab is a pretty powerful card. It can do its thing even without a Festival or Village. If you load up your deck with Labs, you can chain them together and cycle through your whole deck all by themselves.

Eventually, you’ll need to add other cards to make your deck more well-rounded. But with Labs, you can focus on getting as many of them as possible early on and worry about the other cards later.

You can use Festival or Markets to give you some extra buying power. And you can spice up your Lab engine with one card that’s a dead end, like Chapel, Militia, or Witch. These cards can help thin your starting deck or mess up your opponents’ strategies. And if you fill your deck with Golds, you’ll have a strong endgame in addition to all that drawing power.

Council Room

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When it comes to engine cards, my second favorite is Council Room, just after Laboratory. You’ll need Village or Festival for the extra Actions, but once you have them, using 4 cards will quickly take you through your entire deck.

The extra Buy is also great because it ensures you don’t waste any coins. This allows you to make the most out of your purchases every turn. Sure, your opponents get to draw more cards too, but the benefits you gain easily outweigh this drawback.

If you want to be really sneaky, add a single Militia to your deck. Since you’re already drawing your entire deck, you know you’ll draw it every turn. When you have a hand with 2-4 Council Rooms and you fill your opponents’ hands with 7-9 cards, you can counter the downside by making them discard down to only 3 cards.

In my opinion, this is the best way to build an engine with Council Rooms and a single Militia.

What is a Moat?

A moat is an exciting and intriguing water feature that has been used for centuries. You may have seen it in movies or read about it in history books, but have you ever wondered what a moat actually is and why it’s used?

A moat is a deep, wide ditch that surrounds a castle or fortified building. It is usually filled with water, making it a unique and effective barrier. The main purpose of a moat is to provide extra protection and defense against enemies. The water in the moat acts as a natural obstacle, making it difficult for attackers to reach the walls of the castle.

But a moat is not just a defensive feature. It also has other important functions. One of them is being an aesthetic element that enhances the beauty of the castle. The presence of a moat adds a sense of grandeur and majesty, making the castle look even more impressive. It creates a picturesque and enchanting setting that captivates the imagination.

Moreover, a moat has practical uses as well. It can serve as a reservoir of water, providing a reliable source of water for the castle in times of siege or drought. It can also be used for fishing, allowing the inhabitants of the castle to have a source of fresh food.

In addition to its practical and defensive uses, a moat is also a symbol of power and status. It signifies the importance and wealth of the castle’s owner. It is a feature that sets the castle apart from others and makes it stand out.

So, the next time you see a castle with a moat, remember that it is not just a decorative water feature. It is a fascinating piece of history that has served various purposes throughout the centuries. It is a testament to the ingenuity and resourcefulness of the people who built it.

Now, do you see why a moat is so much more than just a fancy ditch filled with water? It’s an ancient wonder that continues to captivate and enchant us to this day.

Hey there! Let me tell you about Moat, a card that can really come in handy during a game of cards. Moat may seem simple, just giving you two extra cards, but it actually does a lot more than that. It also protects you from any nasty Attacks that your opponents might try to throw at you. Pretty cool, right?

Imagine this: you’re playing a game where you need a lot of cards to build up your strategy. Moat can be your best friend in this situation. You can use it to create a whole engine of cards, especially if you pair it with Village or Festival. And the fact that Moat only costs 2 coins means that even if you have a little bit of extra money left over, you can still buy it and get your plans in motion.

Now, let’s talk strategy. Even if there aren’t any Attacks available on the board, it’s still a smart move to grab a Moat and a Festival early on. This way, you can start building up your deck and be prepared for whatever comes your way. Trust me, having a Moat in your hand can really give you a head start in the game.

Now let’s move on to Smithy.

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So, let’s talk about Smithy. It’s a card that’s specifically designed for drawing more cards. And when you combine it with the Village and Festival cards, it becomes even more powerful. The best part? There are no downsides to using Smithy with these cards.

Now, let’s talk about the price. Smithy costs 4 coins, which is pretty reasonable. This means that you can easily buy it and still have enough coins left over to buy other cards. For example, you can do a 4:3 split, where you buy 4 Smithy cards and 3 Village or Festival cards. This combination works really well, especially because the Village card gives you extra actions and the Festival card gives you extra actions and coins.

But what if you’re using just a Village/Smithy Engine? In that case, it’s a good idea to include a single extra Buy card, like Workshop. This way, if you draw more than 8 coins, you won’t waste any.

Another card that works well with the Village/Smithy Engine is Remodel. It helps to optimize your strategy by allowing you to upgrade your weaker cards into stronger ones. When you combine Smithy with Festival, you already have extra Buys and Coins, so adding a single Militia or Witch card can be a great move.

Hey there! Let me tell you about the Witch card in the game Council Room. It costs the same as Council Room but gives you an extra advantage. When you play Witch, you not only get 2 extra cards, but you also get to hurt your opponents. It can be super devastating, especially if you can play multiple Witches every turn. If other players are also using Witch, then the player who can draw their whole deck engine and play the most Witches will have the upper hand. So, it’s a powerful card that can really turn the game around.

In these types of game strategies, it’s important not to overlook buying Gold whenever you can. Even if you can draw a ton of cards, it won’t be of much use if you don’t have any coins to buy stuff with.

Now, it’s crucial to maintain a balance. Imagine a situation where you’re drawing all your cards but can’t buy anything. In that case, you need more Gold or even Silver cards. On the other hand, if your engine starts to slow down because you’re drawing too many Treasure cards and not enough Action cards to keep going, then you need to add more engine pieces. It’s all about finding the right balance to keep your game strategy going. And you’ll get better at it with practice.

Strategies to Defend and Fight

When I consider the intricacies of conflicts and the art of defending oneself, I find myself pondering the dynamic dance between offenses and defenses. It’s fascinating how attacks can be both detrimental and essential in the midst of a confrontation.

The importance of understanding the nuances of attack and counter-attack cannot be overstated. These strategies play a pivotal role in determining the outcome of any conflict, be it physical, verbal, or even metaphorical. It’s a delicate balance, knowing when to strike and when to deflect.

Let’s delve deeper into this captivating subject. When someone initiates an attack, their intention is clear: to overpower and disorient you, leaving you vulnerable and at their mercy. But, if you’re attentive and perceptive, you can use these attacks as opportunities. By analyzing their approach, you gain valuable insights into their weaknesses and the techniques they employ.

If you’re ever on the receiving end of an attack, remember that it’s crucial not to panic. Instead, stay calm, rely on your instincts, and evaluate the situation. By maintaining composure, you’re able to adapt swiftly and respond tactically. Flexibility is key. If a direct counter-attack isn’t feasible, you can employ evasive maneuvers or utilize the opponent’s momentum against them.

Sometimes, in the face of an attack, it’s prudent to temporarily retreat or take a defensive stance. This allows you to regroup, assess your opponent’s strategies, and discover their vulnerabilities. In doing so, you create an opportunity to strike back with precision and force, catching them off guard.

In times of confrontation, remember that defense is not solely a reactionary measure. It’s also an art form in itself. By strategically and skillfully defending yourself, you can neutralize the impact of an attack and turn the tables in your favor.

To effectively defend or fight, it’s imperative to train your mind and body, honing your instincts and reflexes. By practicing various defensive techniques and engaging in physical exercise, you enhance your ability to anticipate an attack and respond swiftly.

So, whether you find yourself facing a physical brawl or a verbal clash, remember the intricate dance between attacks and counter-attacks. Harness the power of observation, adaptability, and proper training to navigate the complexities of conflicts. In doing so, you become equipped to not only defend yourself but also to actively fight back and triumph over adversity.

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Let’s talk about Attacks and Counter-Attacks. Adding them to your card drawing engines can be helpful, but they can also be strategies on their own.

Witch is the best card you can get when you have a 5:2 split. It puts you way ahead of your opponents. Just like removing cards from your deck is good for you, adding useless cards to your opponents’ decks is really bad for them. Not only are you taking away their Victory Points at the end of the game, but you are also filling their deck with cards that don’t do anything.

I’ve got to tell you, the Witch card is a real wildcard. It’s a dead end card, sure, which means you wouldn’t normally want too many of them without some Village-type cards, but the power it brings may just change your mind. The key is to play Witches early and often, so even if you draw multiples, you can keep playing them more frequently than your opponents. Trust me, it’s one of those dead end cards that I’d actually recommend going all in on.

Now, when there’s a Witch on the board, it really raises the value of Moat, Chapel, and Remodel cards. These cards become super useful for countering the Curses that the Witch can throw into your deck. And if you’re stuck without any of those cards, the Cellar can at least help you cycle through your deck, giving you a chance to draw more useful cards and maybe even get rid of those pesky Curses.

Now, let’s talk about the Militia card.

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When it comes to the game of Militia, it’s a force to be reckoned with. I find it intriguing how it has the ability to limit what your opponents can do during their turn. It’s like having a secret weapon in your arsenal. You can add just one Militia card to your deck, and it becomes a key component in drawing your entire deck. It’s so powerful that you might even want to consider adding 2 or 3 Militia cards if your deck doesn’t have any other Actions.

However, there are situations where Militia may not be as effective. For instance, if your opponents have good counters like Library or Moat, then Militia loses its edge. Library is particularly interesting because it serves as the ultimate defense against discarding. With Library, you can use the discard effect to cycle through Victory Point cards or worthless Coppers, turning them into fresh draws. It’s a great way to keep your hand full of useful cards.

Library

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When you’re playing a game of Counter-Attack, Library may not be your first choice, but it can actually be quite powerful against Militia. Normally, Library functions like a more expensive version of Smithy, allowing you to draw 3 additional cards. However, when facing Militia, Library will draw you a whopping 5 extra cards.

If Library is on the table, I recommend avoiding the purchase of Militias. On the flip side, if your opponent buys a Militia, you should snatch up a Library as soon as possible. It’s worth noting that Library can also come in handy when trying to draw your entire deck.

Keep in mind that Library is not the best option if there are more efficient cards available, such as Smithy, Council Room, and Laboratory. Those cards can often get you to a hand of 7 or more anyway. However, if you have Festival and other less useful cards, you can build a functioning deck around Library.

Bureaucrat

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The Bureaucrat is quite an intriguing card, offering both benefits and setbacks. On one hand, it grants you valuable Silvers, which can greatly improve your late game strategy. On the other hand, it disrupts your opponents by forcing them to place useless cards from their hand back on top of their deck. This, in turn, cripples their chances of getting a strong hand in the next round.

If you find yourself facing a Bureaucrat, there are a couple of cards that can counter its effect. The Moat is an obvious choice, as it allows you to draw additional cards and thus increase your hand size. Another great option is the Library, which can help you combat anything that diminishes your hand size. Additionally, the Spy card can be useful in this situation, as it gives you insight into your opponent’s hand and provides you with a chance to mitigate the impact of the Bureaucrat.

To be honest, I’m not a big fan of the Bureaucrat. I find its effect to be rather lackluster and not particularly valuable. While I typically appreciate free cards that offer both an additional card and action, the Bureaucrat doesn’t do much for me. It may help counter the negative impact of its own effect on your deck, but even then, it fails to excite me.

When I see players get all excited about uncovering a Gold card from the top of my deck and then discarding it, I can’t help but shake my head. They don’t seem to realize that the card they revealed was completely random to begin with, and the next one to come will be just as random.

Personally, I don’t find it worthwhile to have no consistent impact on my opponents. Sure, some players might get a kick out of the psychological effect it has on others, or maybe they buy into the mind games themselves. But for me, I prefer to spend my resources on a card that actually does something tangible. And if you choose to buy this card, I’ll consider it a wasted turn on your part.

When it comes to playing the Thief card in a game of Thief, it’s all about the situation. You see, Thief’s effectiveness depends on how many valuable Treasure cards your opponents have in their decks. In the early stages of the game, using Thief might actually benefit your opponents more than it benefits you. Why? Well, because chances are, you’ll end up trashing their Coppers for them. However, if your opponents are going for a Big Money strategy (focusing on accumulating Treasure cards only, no Action cards) or a Chapel strategy (aiming to thin out their decks by removing weaker cards), then Thief can be a fantastic counter to their plans.

Gardens Strategy for Big Decks

Now, let’s talk about a strategy that’s the complete opposite of the Chapel or deck thinning strategy – the big deck Gardens strategy.

If you can take control of the Gardens and construct a massive deck filled with cards, you’ll become an extremely formidable opponent. One card that works incredibly well with Gardens is Workshop. Here’s why:

Hey there! Let me tell you about the exciting Workshop and Gardens strategy. It’s all about getting those 4 cost cards and dominating the game with powerful Provinces. But here’s the catch – when it comes to the base set, the only 4 cost card that really benefits from using Workshops is Gardens.

Now, you might be wondering why other cards costing 4 or less aren’t worth it. Well, the thing is, it’s usually better to just buy them directly with coins or extra buys. Workshop shines with Gardens because it gives you an extra gain on top of your regular Buy. And let me tell you, getting two cards every turn will turn Gardens into an absolute powerhouse.

So how does the Workshop/Gardens strategy work? It’s pretty simple, actually:

  1. At the beginning of the game, if you have a 4:3 Split, buy 2 Workshops. If you have a 5:2 Split, buy a Workshop and a Copper.
  2. For the rest of the game, keep buying or gaining Workshops until there are only 3-4 left in the pile.
  3. Start by getting Gardens using your Workshop plays and buying them when you have 4 coins. If you only have 3 coins, buy another Workshop. If you have 2 coins, buy an Estate. And if you have 1 coin or less, buy a Copper.

Keep following this strategy until you run out of Workshops, Estates, and Gardens, which will end the game. With the points you earn from your Gardens, you should easily come out as the winner.

If your opponents catch on and start buying Gardens from you during step 2, adjust your strategy and focus on getting Gardens whenever you can. Once the Gardens pile is empty, switch back to buying Workshops, Estates, and Coppers.

Keep in mind that this strategy might be more challenging against experienced players, and you might find it harder to succeed in games with 3 or 4 players if one of them tries to counter you.

When it comes to crafting a winning deck in the game, I’ve found that using the Cellar can be a great strategy. It allows you to cycle through your Garden cards, which can lead to more useful draws. Additionally, you can swap out Woodcutter for Workshop if needed, although this may make it harder to acquire all the Gardens.

If you want to take it a step further, you can combine this Gardens strategy with a draw your whole deck engine. This involves focusing on filling your deck with Gardens, Duchies, and Estates instead of just going for Provinces. By doing so, you’ll set yourself up for a strong end game.

The Power of Big Money

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I’ve talked about a strategy called Big Money before. It’s a simple idea that involves only buying Silvers and Golds for your deck, without focusing on any particular actions. This strategy serves as a benchmark to measure the effectiveness of other strategies. If you can’t beat someone using the basic Big Money strategy, it might be time to try something different.

A Chapel deck is essentially a variation of the Big Money strategy. It optimizes the strategy by removing Coppers and Estates from your deck. Another approach to Big Money is to focus on buying a card-drawing Action like Smithy and then prioritize getting Gold.

Now, you may want to experiment and try these strategies for yourself. I’ve come across a number of programmed simulations that have been used to determine the optimal strategy, but in my own experience, I’ve managed to defeat Big Money using most of the other strategies I mentioned earlier.

Let’s tie up some loose ends and talk about a few additional cards from the base set and how they can be used in different strategies.

The Adventurer card can be included in a Chapel deck or a Big Money deck, as long as you have a lot of Golds. However, it’s a risky card to use because the outcome is random, and it’s hard to justify its 6-cost. Pulling off a successful use of this card can be satisfying, but personally, I prefer cards that have reliable effects and a lower cost.

Now, let’s talk about the Chancellor card.

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When you first see the card Chancellor, it might not seem very useful. However, if you take a moment to think about it, you’ll realize that it actually has its benefits. The main advantage of the Chancellor card is that it allows you to shuffle your most recently purchased cards into your deck earlier than you normally would. This means that you have a higher chance of drawing those cards sooner.

In certain strategies, like the Big Money or drawing your whole deck approach, having a Chancellor can be quite beneficial in the early to mid game. It allows you to get your recently purchased Gold or Engine cards into your hand faster.

However, as the game progresses and you start buying Victory cards, the Chancellor becomes less useful. Its early effect becomes less significant compared to its late game worthlessness. So, you need to be careful when using it or just avoid it altogether. One situation where the Chancellor can come in handy is when you’re up against cards that penalize you for having too many Treasures in your deck.

To Throne Room or not to Throne Room? That is the question that has baffled many throughout the ages. Combining this card with a powerful Action is undeniably satisfying, but here’s the catch: you need to draw both of them together. If not, Throne Room becomes a useless, dead card. So, you’ll need your deck to consist of around 40-50% Actions for it to be worth adding (I’m not basing this on any mathematical proof, just my gut feeling from experience).

Throne Room can be a fantastic addition to a deck that focuses on drawing the entire deck, as those decks are typically loaded with Actions. It can also provide a nice boost to a Workshop/Gardens strategy, if you include it as a one or two-of. But be careful! Don’t buy too many Throne Rooms without ensuring your deck can support them with enough Actions. Oh, and here’s a fun little trick: if you Throne Room a Feast, you can still gain 2 cards!

Hey there! Let me tell you about this really cool thing I found called the Holy Grail 5 card deck. It works with Throne Room, which you might have heard me talk about in the Beginner’s Guide.

So, here’s the deal with Duchies: when you and your buddies start getting better at playing, your games are gonna start getting super close in points. And that’s when the Duchies come in handy. They might not seem like a big deal at first, but trust me, when everyone catches on, grabbing a couple of Duchies can totally swing the game in your favor.

So, keep an eye on who’s in the lead and don’t be afraid to go for those Duchies when the game is almost over and everyone’s neck and neck for that Province win. It could be the move that seals the deal!

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