Notes on Dominion
I’m baffled that so many people believe the Dominion base game to be boring. Granted, I haven’t played any of the expansions, so I don’t know how much better they are in comparison. But the Dominion base is an exhilarating and highly-complex game in its own right. I mean, in theory, there are 26 choose 10 possible games that come with the base set, which is somewhere over five million. Mastering it may very well take several years, if not a lifetime.
I was introduced to Dominion by a professor of mine over the summer, and I’m embarrassed to say how many hours I’ve put into it. While my win rate is still quite disappointing, I’ll list some notes from my experience here, mostly aimed at myself.
GENERAL OBSERVATIONS
- Fundamentally, the goal of Dominion is to get rid of bad cards and rack up lots of good cards, then use these good cards to buy lots of Provinces. And to do all this quicker than your opponent.
- To the above end, it's going to be important to hire the services of a powerful trasher (i.e., Chapel/Sentry) and extra buying power (i.e. Market/Festival) very early on, if possible. Cards such as Moneylender and/or Poacher will help expedite the timeline for nabbing that buying power.
- Careful inspection of the kingdom at the start may be the most important part of the game. Based on the cards available, it's crucial to choose a coherent strategy and STICK TO IT. The games where I waver and dabble into multiple kinds of cards usually end up as routs.
- That being said, sometimes by midgame (due to either bad luck or subpar execution) you'll find yourself falling behind. In such cases, a pivot in strategy may be warranted. For me this often means stacking up on Gardens and Duchys, trying to go for a three-pile ending.
- The ideal outcome of base Dominion is self-propogating. Good cards and buying power beget more buying power and more good cards, which beget more buying power and more good cards, and so on...
- Of course, lots of great cards mean nothing if they can't be converted to Provinces. Deciding when to go green can be quite tricky. Unless you have a strategy that can lead to 2 or 3 Province buys in a turn, it usually is best to be the first mover (especially with some Sentries and lots of non-terminals in the hand).
- The person who buys the third-to-last Province usually seems to be the one who wins.
- While you'll want to trash them early, Estate is actually not a bad card. Late in the game, having a couple more than your opponent can make all the difference. So don't neglect to buy them down the road.
- Two silvers (or two Merchants/Vassals, etc.) seem to be superior to one gold the vast majority of the time (I'll need to verify this in simulation, however).