Dominion how many gardens




















This strategy is very rarely the strongest available strategy because Workshop is a weak gainer. Many Workshop variants perform similarly, but there are a few like Groom which can make this strategy very powerful. Note: Article s below are by individual authors and may not represent the community's views on cards, but may provide more in-depth information.

Caveat emptor. Jump to: navigation , search. Originally the main set had a different special victory card. I swapped this in, taking it from the 6th expansion, because this one was less narrow - there are more "tables" sets of 10 kingdom cards that make Gardens a viable strategy. At one point Valerie put this on a list of cards she thought could leave the main set, but I defended it and she didn't fight it.

If other players ignore the Gardens then you can get a ton of cheap VPs. Then play another one…those extra Buys can add up quick. If Curses are being given out they are bittersweet.

On one hand they are adding to your total number of cards, but on the other they are taking away VPs. If the Supply has a card that allows me to trash the Curses, I try to count my deck as I play it. If the game will be ending soon and I have some cards to spare, I trash some Curses. It's ridiculously difficult to simulate because of the pile-ending conditions and needing some intuition in order to decide when to pull the mega-turn, but I played a couple of solo games earlier today and it seems viable as a strategy.

Improve this answer. Cascabel Cascabel I've not found Gardens to be anything like unbeatable. Vynce Vynce 2 2 silver badges 5 5 bronze badges. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. Featured on Meta. Now live: A fully responsive profile. Related Hot Network Questions. Question feed. I played my first successful Gardens strategy yesterday. The lack of expensive, powerful cards suggested that a Gardens strategy was very workable, as a typical engine was not really possible.

Pawn was emptied first, and proved very useful for additional coins and buys. Watchtower put new money on top of my deck. And the Bureaucrat helped to fatten the deck with additional Silver. We played similar openings, and I figured that we were both going for Gardens.

So I waited patiently until my deck was nice and fat before purchasing Gardens. I grabbed 4 Gardens in 2 turns, and still no Gardens buys from my opponent. I ended up with all 8 Gardens and 58 cards altogether, winning comfortably if not overwhelmingly. I suspect that my opponent was a bit worn from long play. We started at 7AM and ended at 4PM, and this was the last game.

Still, it was very satisfying for me. Playing for Gardens can be a very enjoyable strategy. I got to 58 cards with Curses, Gardens and Hamlets emptied and him at 3 Provinces. I just had a rather pleasing game with Gardens. The opponent got lucky with early familiars, and at one point I had 6 curses to his one. Getting a possession helped a lot, of course! How has the addition of Silk Road changed Garden strategies, assuming of course that both are on the same board?

In my mind these means that both Silk Road and Estates almost have to be your other two supplies that are depleted. And I imagine it would give you a little more wiggle room victory points wise if your opponent was able to get to Provinces faster than usual. Lots of questions, sorry. I am going to try this in a couple of games and see what happens.

Assuming the game is about to end itself, so you are trying to desperately point grub to stay ahead just evaluate each card as follows the following are average values. If both piles are empty, Estates can be very strong. If you managed to get all 8 Gardens and Silk Roads in a 2p game then a single estate is worth 3.

Sorry for commenting on such an old post, but would Crossroads be a good supplement card for Gardening when used in conjunction with Workshop? It would seem that once one actually starts to gain Gardens with his Workshops, playing Crossroads would help to filter them out and replace them with Workshops, Woodcutters or other Garden-friendly cards.

I started a game with this strategy, and though I was unable to finish it because of connection issues, it seemed to be going well. By what turn should a classic gardens strategy in a game without attacks be able to run out three piles? My total score is typically in the low 40s, so likely loses to 7 provinces, which I would thing is often achievable. Am I doing something sub-optimal? On a related note: if you were going to attempt to answer this question by looking at games on councilroom, how would you do so?

Now, more typically, you have to protect against getting contested a bit, so… this slows you down to about that 20 turn range. And yes, this is often beatable, but you need something reasonably strong to do that. And that reasonably strong thing needs to NOT help the gardens more than it helps the other player. Helps to filter out some of the crap. I recently played a Gardens game which had Border Village and Cache.

On a whim and a T3 5 value hand I bought a Cache. As the progressed I managed to grab a few Border Villages gaining gardens or caches as the mood took me.

Cache on the other hand seemed brilliant. In the game I played, I managed to snipe a province one lucky turn due to 2 caches. Finally, another 5 cost, but… Haggler seems like a gift to cards as well. For example say I have 5 gardens and I have 50 cards in my hand.



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