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[[Image:Gardens.jpg|thumb|right|200px|[[Gardens]], an alt-VP card.]] | [[Image:Gardens.jpg|thumb|right|200px|[[Gardens]], an alt-VP card.]] | ||
− | '''Alternate VP''' refers to ways of scoring | + | '''Alternate VP''' refers to ways of scoring [[victory point|victory points]] other than gaining the [[basic cards|basic]] [[Victory card|Victory cards]] {{Card|Estate}}, {{Card|Duchy}}, {{Card|Province}}, and {{Card|Colony}}. The presence of alt-VP in a kingdom can sometimes drastically change the strategy of the game by making it possible to construct a deck that can achieve high scores without being able to regularly hit {{Cost|8}} or {{Cost|11}} per turn; and even when the best strategy still involves pursuing Provinces or Colonies, the presence of alt-VP can allow slower-building [[engine|engines]] time to catch up simply because there are more victory points in total available to be obtained. |
− | + | == Types of Alternate VP == | |
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=== Scaling Victory cards === | === Scaling Victory cards === | ||
− | These are Victory cards whose {{VP}} value is dependent on the contents of your deck. They can enable strategies that ignore Provinces altogether, while focusing on building your deck instead in such a way as to obtain | + | These are [[kingdom card|Kingdom]] Victory cards whose {{VP}} value is dependent on the contents of your deck. They can enable strategies that ignore Provinces altogether, while focusing on building your deck instead in such a way as to obtain and maximize the value of the alt-VP cards. |
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− | + | * [[Dominion (base set)|Dominion]]: {{Card|Gardens}} | |
+ | * [[Intrigue]]: {{Card|Duke}} | ||
+ | * [[Alchemy]]: {{Card|Vineyard}} | ||
+ | * [[Cornucopia]]: {{Card|Fairgrounds}} | ||
+ | * [[Hinterlands]]: {{Card|Silk Road}} | ||
+ | * [[Dark Ages]]: {{Card|Feodum}} | ||
+ | * [[Empires]]: some of the [[Castle]]s | ||
=== Functional Victory cards === | === Functional Victory cards === | ||
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These are Kingdom Victory cards whose {{VP}} value is constant and rather small, but they have other functions which may help in improving or maintaining a deck's efficiency. A deck that contains these cards can afford to get fewer of the basic Victory cards, since a score bonus is as it were already built into the engine. | These are Kingdom Victory cards whose {{VP}} value is constant and rather small, but they have other functions which may help in improving or maintaining a deck's efficiency. A deck that contains these cards can afford to get fewer of the basic Victory cards, since a score bonus is as it were already built into the engine. | ||
− | * [[Intrigue]]: | + | * [[Intrigue]]: {{Card|Great Hall}}, {{Card|Harem}}, {{Card|Nobles}} |
* [[Seaside]]: {{Card|Island}} | * [[Seaside]]: {{Card|Island}} | ||
* [[Hinterlands]]: {{Card|Farmland}}, {{Card|Tunnel}} | * [[Hinterlands]]: {{Card|Farmland}}, {{Card|Tunnel}} | ||
* [[Dark Ages]]: {{Card|Dame Josephine}} | * [[Dark Ages]]: {{Card|Dame Josephine}} | ||
− | * | + | ** {{Card|Feodum}}, a scaling victory card, also has a functional on-trash effect. |
− | * [[ | + | * [[Adventures]]: {{Card|Distant Lands}} |
− | * [[ | + | * [[Empires]]: some of the [[Castle]]s |
=== Victory tokens === | === Victory tokens === | ||
− | Several cards in [[Prosperity]] and [[Empires]] can grant [[victory token|victory tokens]]. These are | + | Several cards in [[Prosperity]] and [[Empires]] can grant [[victory token|victory tokens]]. These are counters which add to your score without taking up space in your deck. A deck depending on these can achieve high scores without adding [[dead]] cards to interfere with the deck's productivity. |
− | * | + | * Prosperity: {{Card|Bishop}}, {{Card|Monument}}, {{Card|Goons}} |
− | * | + | * Empires: {{Card|Chariot Race}}, {{Card|Farmers' Market}}, {{Card|Temple}}, {{Card|Groundskeeper}} |
=== Landmarks === | === Landmarks === | ||
− | Empires also introduces [[Landmark]]s, which, if used in a game, may add additional conditions under which points may be scored | + | Empires also introduces [[Landmark]]s, which, if used in a game, may add additional conditions under which points may be scored. |
− | == Alt- | + | == Alt-Vp Strategy == |
''[http://dominionstrategy.com/2012/08/27/a-guide-to-alternate-victory-points/ Original strategy article] by jonts26 | ''[http://dominionstrategy.com/2012/08/27/a-guide-to-alternate-victory-points/ Original strategy article] by jonts26 | ||
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For a standard Gardens/Silk Road rush, the rusher will probably have about 35 {{VP}} at game end. For you, that means about 5.5 Provinces. That’s actually somewhat daunting for many games, because in most games you only need to get to 4 Provinces and change. However, you could also steal a few of the rushed green cards yourself. Say your opponent’s Gardens will be worth 3 {{VP}} endgame and yours will only be worth 2 {{VP}}. Well, every garden you buy, that’s a 5 {{VP}} swing. Almost as good as a Province, and for half the price. The drawback, of course, is that each rushed green card you buy brings the game closer to piling out, which you don’t want until you can secure some more points. It’s a tricky balance and completely dependent on game state, but usually it’s a good bet to steal 2-3 of the rushed green cards later in the game, while focusing on pounding enough Provinces and Duchies to secure a {{VP}} lead. | For a standard Gardens/Silk Road rush, the rusher will probably have about 35 {{VP}} at game end. For you, that means about 5.5 Provinces. That’s actually somewhat daunting for many games, because in most games you only need to get to 4 Provinces and change. However, you could also steal a few of the rushed green cards yourself. Say your opponent’s Gardens will be worth 3 {{VP}} endgame and yours will only be worth 2 {{VP}}. Well, every garden you buy, that’s a 5 {{VP}} swing. Almost as good as a Province, and for half the price. The drawback, of course, is that each rushed green card you buy brings the game closer to piling out, which you don’t want until you can secure some more points. It’s a tricky balance and completely dependent on game state, but usually it’s a good bet to steal 2-3 of the rushed green cards later in the game, while focusing on pounding enough Provinces and Duchies to secure a {{VP}} lead. | ||
− | In general, beginners tend to panic and join in rushes if they see their opponent starting, and are overeager to “steal” {{VP}} cards from the rushing player. But this is usually a recipe for disaster, because helping the rushing player end the game is almost a guaranteed way to lose the game. Of course, you could get a favorable split with your small economy lead, but you’re better off just trying to grab a couple of Provinces. Look at it this way: If it takes 4 turns for you to grab 2 Provinces, that gives the same amount of {{VP}} as spending all 4 turns grabbing Duchies. But grabbing the Duchies gives the other player another possible pile to drain if he wasn’t doing so already. Once you’ve gotten a slight lead, it’s easier for you to end the game with a couple of low piles than for | + | In general, beginners tend to panic and join in rushes if they see their opponent starting, and are overeager to “steal” {{VP}} cards from the rushing player. But this is usually a recipe for disaster, because helping the rushing player end the game is almost a guaranteed way to lose the game. Of course, you could get a favorable split with your small economy lead, but you’re better off just trying to grab a couple of Provinces. Look at it this way: If it takes 4 turns for you to grab 2 Provinces, that gives the same amount of {{VP}} as spending all 4 turns grabbing Duchies. But grabbing the Duchies gives the other player another possible pile to drain if he wasn’t doing so already. Once you’ve gotten a slight lead, it’s easier for you to end the game with a couple of low piles than for him to come back and suddenly grab a Province himself. |
=== The [[Slog]] === | === The [[Slog]] === | ||
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What this means is that the strategies that other people pursue become critically important. If you see the three people in front of you in a 4p game open with Ironworks on a Gardens board, you really aren’t going to have much time on Provinces. You don’t necessarily have to join in their rush, but you need to get in your share of {{VP}} before the game ends. | What this means is that the strategies that other people pursue become critically important. If you see the three people in front of you in a 4p game open with Ironworks on a Gardens board, you really aren’t going to have much time on Provinces. You don’t necessarily have to join in their rush, but you need to get in your share of {{VP}} before the game ends. | ||
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== Trivia == | == Trivia == | ||
− | + | [[Guilds]] is the only set which does not contain an Alt-VP Kingdom card. Along with [[Prosperity]], they are also the only sets not to contain any Kingdom cards specifically of Victory type, though Prosperity does contain {{Card|Colony}} as a [[Basic cards|basic card]]. | |
{{Navbox card categories}} | {{Navbox card categories}} | ||
− | [[Category: | + | |
+ | [[Category:Card categories]] | ||
+ | [[Category:Strategies]] |