by KAM1138
Falcons wrote:
This is a little disturbing....would love to see what the designer has to say.
Devil's advocate: dominion (base game) can have an autopilot perspective. If you have 6, buy gold. If you have 8, buy Province. However, all of the expansions really flushed out the game.
Perhaps DC needs an expansion that focuses on alternate victory paths instead of just more characters.
Devil's advocate: dominion (base game) can have an autopilot perspective. If you have 6, buy gold. If you have 8, buy Province. However, all of the expansions really flushed out the game.
Perhaps DC needs an expansion that focuses on alternate victory paths instead of just more characters.
Well, it is only one data point so far, so no conclusions yet. However, this "strategy" is possible, because everything (except weakness and starting cards) have a VP value, and there is one win condition without any penalty for ignoring the Super villains (although they are good VP/Cost ratio).
In my opinion this game is in great need of more elements (expansions could help). Just adding more of the same won't help at all. The mechanics are slim, so expanding that is the answer I think.
Back to the "Strategy." I'm not sure that this isn't essentially what players are ending up with anyway. The player who gets the most average VP per turn IS the winner. The only difference is that what I'm playing is to average it out, rather than to hope to get a big score at less regular intervals (like getting a Super-villain).
This strategy would tend to be less effective in the standard vs "On Patrol" game.
KAM