I find Merchant Camp to either be a weak enabler or extremely situationally good. I had one game with Duchy/Duke where I only bought and topdecked Merchant Camps until I had 5 of them and let them cycle through. Once I had 5 coins each turn, I'd start emptying the Duchy pile and then move on to the Duke pile. If I remember right, the only reason I bothered was because the rest of the Kingdom was incredibly weak with no trashing otherwise.
I have actually played decks with underling and league of bankers where you just mass by underling and then by like turn 10 you get to a stage where you’re pretty easily buying a province per turn. It’s usually not the strongest thing you can do but if you’re just doing big money this is usually stronger.
Interesting. I'll have to look into how good Bankers Underling is in big money type situations. I guess you don't need too many free extra coins per turn to get to the point where you are consistently hitting 8 in combination with the treasures you draw. And if you just keep buying Underlings early you are still shuffling every 2 turns so you will play them a reasonable amount early to build up those favors.
Sorry, perhaps this is British slang, but for sure it's not clear. A "spammable" card is one that you can just play many copies of over and over on your turns. Cards with at least +1 Card and +1 Action are "spammable" because they allow you to do this.
I haven't used the card this way but do you think there's any merit to courier in really sloggy games? I figure you can pick up a good chunk of them without too much trouble in those types of games and use them to get some solid economy in the later part of your shuffle and sometimes guarantee you can play an important terminal several times over the course of the shuffle. Bad mountebank games and maybe slow duchy duke games come to mind. Kinda strikes me like it can function a bit like alchemists stone but witohut all the terrible bits and a lot of additional upside in those types of games if you can pick up like 4 or 5 of them.
Yes it sounds decent in this scenario. Sometimes in sloggy decks you buy Mountain Village and Harbinger to recover good cards and play them again, even though you don't care for the +Actions those give. Courier sounds even better in this situation as you'd rather have the extra coin, and as you make your way through the shuffle, Couriers will be in the discard so you can chain them for even more money.
This sort of question is a matter of taste and opinion, but here's my thoughts. Renaissance has simple but very strong cards. The simplicity is nice for games with newer players but the high power level of the cards can dominate games a little sometimes. But I enjoy its mechanics: Coffers, Villagers and Projects. Allies has a wide variety of great cards. I enjoy the cards themselves more. But games slow down a lot to play, there are many decisions to make and split piles add a lot of big piles to the game that don't empty easily. The cards aren't complicated, but the decisions they provide can add thinking time. So do you want faster simpler Dominion or slower Dominion with harder decision making?
Really love this! I could watch this for every set
Thanks for your thoughts!
I find Merchant Camp to either be a weak enabler or extremely situationally good. I had one game with Duchy/Duke where I only bought and topdecked Merchant Camps until I had 5 of them and let them cycle through. Once I had 5 coins each turn, I'd start emptying the Duchy pile and then move on to the Duke pile. If I remember right, the only reason I bothered was because the rest of the Kingdom was incredibly weak with no trashing otherwise.
I have actually played decks with underling and league of bankers where you just mass by underling and then by like turn 10 you get to a stage where you’re pretty easily buying a province per turn. It’s usually not the strongest thing you can do but if you’re just doing big money this is usually stronger.
Interesting. I'll have to look into how good Bankers Underling is in big money type situations. I guess you don't need too many free extra coins per turn to get to the point where you are consistently hitting 8 in combination with the treasures you draw. And if you just keep buying Underlings early you are still shuffling every 2 turns so you will play them a reasonable amount early to build up those favors.
Halfway through watching this, and you just twice mentioned "spamming Royal Galley". Sorry, I don't understand what "spam" means in this context.
Sorry, perhaps this is British slang, but for sure it's not clear. A "spammable" card is one that you can just play many copies of over and over on your turns. Cards with at least +1 Card and +1 Action are "spammable" because they allow you to do this.
I haven't used the card this way but do you think there's any merit to courier in really sloggy games? I figure you can pick up a good chunk of them without too much trouble in those types of games and use them to get some solid economy in the later part of your shuffle and sometimes guarantee you can play an important terminal several times over the course of the shuffle. Bad mountebank games and maybe slow duchy duke games come to mind.
Kinda strikes me like it can function a bit like alchemists stone but witohut all the terrible bits and a lot of additional upside in those types of games if you can pick up like 4 or 5 of them.
Yes it sounds decent in this scenario. Sometimes in sloggy decks you buy Mountain Village and Harbinger to recover good cards and play them again, even though you don't care for the +Actions those give. Courier sounds even better in this situation as you'd rather have the extra coin, and as you make your way through the shuffle, Couriers will be in the discard so you can chain them for even more money.
What’s better allies or renaissance, I only can fit one more expansion in one box?
This sort of question is a matter of taste and opinion, but here's my thoughts.
Renaissance has simple but very strong cards. The simplicity is nice for games with newer players but the high power level of the cards can dominate games a little sometimes. But I enjoy its mechanics: Coffers, Villagers and Projects.
Allies has a wide variety of great cards. I enjoy the cards themselves more. But games slow down a lot to play, there are many decisions to make and split piles add a lot of big piles to the game that don't empty easily. The cards aren't complicated, but the decisions they provide can add thinking time.
So do you want faster simpler Dominion or slower Dominion with harder decision making?
@@DominionCards thanks for the fast reply and the analysis, renaissance for me.
Marki is correct