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A '''pin''' is a strategy for two-player Dominion in which one player causes the other player to be permanently stuck with zero cards in hand and unable to do anything except buy {{Card|Curse|Curses}} or {{Card|Copper|Coppers}}.  
 
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A '''pin''' is a strategy for two-player Dominion in which one player causes the other player to be permanently stuck with zero usable cards in hand and unable to do anything except buy {{Card|Curse|Curses}} or {{Card|Copper|Coppers}}.  
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== The classic [[Masquerade]] pin ==  
 
== The classic [[Masquerade]] pin ==  
 
''Masquerade has since been revised for second edition to end this pin combo.''
 
  
 
''This section is based on the [http://dominionstrategy.com/2011/03/18/combo-of-the-day-24-kings-courtgoonsmasquerade/ strategy article] originally written by Theory.''
 
''This section is based on the [http://dominionstrategy.com/2011/03/18/combo-of-the-day-24-kings-courtgoonsmasquerade/ strategy article] originally written by Theory.''
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== Other Pins ==
 
== Other Pins ==
=== [[Bureaucrat]] pin ===
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=== Bureaucrat pin ===
  
 
Repeated plays of {{Card|Bureaucrat}} can force an opponent to draw the same five victory cards every turn, and then put them back as you play 5 Bureaucrats.  
 
Repeated plays of {{Card|Bureaucrat}} can force an opponent to draw the same five victory cards every turn, and then put them back as you play 5 Bureaucrats.  
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Though discussed [http://forum.dominionstrategy.com/index.php?topic=1854.0 here] and [http://forum.dominionstrategy.com/index.php?topic=1948.msg30811 here], this pin is entirely impractical in a serious game. The Silver-gaining from Bureaucrat gets in the way of setting the pin up and maintaining it, and can prevent the pin from ever being set up. Tricks with {{Card|Rabble}} or {{Card|Minion}} can make the pin better, but at the cost of providing alternative strategies that are themselves better than this weak pin.  
 
Though discussed [http://forum.dominionstrategy.com/index.php?topic=1854.0 here] and [http://forum.dominionstrategy.com/index.php?topic=1948.msg30811 here], this pin is entirely impractical in a serious game. The Silver-gaining from Bureaucrat gets in the way of setting the pin up and maintaining it, and can prevent the pin from ever being set up. Tricks with {{Card|Rabble}} or {{Card|Minion}} can make the pin better, but at the cost of providing alternative strategies that are themselves better than this weak pin.  
  
=== [[Cutpurse]] pin (with Masquerade) ===  
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=== [[Card|Cutpurse]] pin (with Masquerade) ===  
  
 
''This pin was proposed on the [http://forum.dominionstrategy.com/index.php?topic=4676.msg107253 forums] by jomini.''
 
''This pin was proposed on the [http://forum.dominionstrategy.com/index.php?topic=4676.msg107253 forums] by jomini.''
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* 5 Masquerades, 5 Cutpurses, 2 Beggars.  
 
* 5 Masquerades, 5 Cutpurses, 2 Beggars.  
  
Play the Beggars to gain 6 Coppers. Then play the following sequence 5 times: Masquerade (pass Copper) -> Cutpurse (opponent discards a Copper). This leaves you with your opponent’s hand to play (or trash). As long as your engine keeps hitting, you can keep giving your opponent unplayable Copper and stealing ever more of his deck. Worst case scenario is that you add one copper to your deck (you can’t keep any of your opponent’s cards and can’t trash the last copper gained from the beggars). Eventually, you will run out of copper, but by then your opponent has nothing but copper in their deck (usually), which you can just Cutpurse out.
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Play the Beggar’s to gain 6 Coppers. Then play the following sequence 5 times: Masquerade (pass Copper) -> Cutpurse (opponent discards a Copper). This leaves you with your opponent’s hand to play (or trash). As long as your engine keeps hitting, you can keep giving your opponent unplayable Copper and stealing ever more of his deck. Worst case scenario is that you add one copper to your deck (you can’t keep any of your opponent’s cards and can’t trash the last copper gained from the beggars). Eventually, you will run out of copper, but by then your opponent has nothing but copper in their deck (usually), which you can just Cutpurse out.
  
The question then became - do you really need the Beggars? Sure they make it easier and cleaner, but, in theory, you could just use 5 buys and a strong, reliable engine to still draw everything and play the 5 Masquerades. Playing on [[Goko]] with strong boards for it (Masquerade, Throne Room, {{Card|Nobles}}, {{Card|Worker's Village}}, {{Card|Quarry}}, {{Card|Native Village}}, {{Card|Courtyard}}), it took me around 15-18 turns to setup and was reasonably reliable with a Throne Room/Worker's Village/Nobles/Courtyard/Native Village engine. From there on out, it seemed like it would work most of the time with careful play. This suggests that the minimum needed to make this work is: a strong engine, lots of +actions, a source of copper (Beggars or +buys), Cutpurse, and Masquerade.
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The question then became - do you really need the Beggars? Sure they make it easier and cleaner, but, in theory, you could just use 5 buys and a strong, reliable engine to still draw everything and play the 5 Masquerades. Playing on [[Goko]] with strong boards for it (Masquerade, Throne Room, {{Card|Nobles}}, {{Card|Worker's Village}}, {{Card|Quarry}}, {{Card|Native Village}}, {{Card|Courtyard}})), it took me around 15-18 turns to setup and was reasonably reliable with a Throne Room/Worker's Village/Nobles/Courtyard/Native Village engine. From there are on out, it seemed like it would work most of the time with careful play. This suggests that the minimum needed to make this work is: a strong engine, lots of +actions, a source of copper (Beggars or +buys), Cutpurse, and Masquerade.
  
 
I’m not sure how this will play in real matchups and I don’t have time to try it myself heavily on Isotropic. So I’m posting this article in the hopes of getting feedback about viability and strategic implications.
 
I’m not sure how this will play in real matchups and I don’t have time to try it myself heavily on Isotropic. So I’m posting this article in the hopes of getting feedback about viability and strategic implications.
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* Secret chamber makes the pin more difficult and can require an additional 2 plays Masquerade (passing a Copper) to hit the pin.
 
* Secret chamber makes the pin more difficult and can require an additional 2 plays Masquerade (passing a Copper) to hit the pin.
  
=== [[Possession]] + [[Forge]] pin ===  
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=== [[Card|Possession]] + [[Card|Forge]] pin ===  
  
''This pin was proposed on the [http://forum.dominionstrategy.com/index.php?topic=6370.0 forums] by jonts26.''
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''This pin was proposed on the [http://boardgamestrategy.net/forum/index.php?topic=6370.msg170949#msg170949 forums] by jonts26.''
  
 
Masquerade? Discard attacks? Don't need them. What if I told you there exists a pin which requires you to increase your opponent's hand size? Crazy? Perhaps. True? Absolutely. Practical? Probably not.  
 
Masquerade? Discard attacks? Don't need them. What if I told you there exists a pin which requires you to increase your opponent's hand size? Crazy? Perhaps. True? Absolutely. Practical? Probably not.  
  
The key cards are {{Card|Possession}}, {{Card|Forge}}, and {{Card|Governor}}/{{Card|Council Room}}. A {{Card|King's Court}} won't hurt either. The pin works by a quirky little rule interaction involving Possession. A new 5 card hand is drawn during the clean-up phase. Cards trashed while possessed don't return until after your turn, AFTER you've drawn your 5 card hand. See it now? The idea is simple. Have your opponent draw their entire deck with Governor/Council room (that's where KC comes in handy). One of his cards has to be a Forge. Play possession. Forge away his entire deck. During his possessed clean up phase, he can only draw Forge. That's the only card in their deck. Only after clean-up is the rest of their deck returned to him. At best they can gain 2 Coppers.
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The key cards are {{Card|Possession}}, {{Card|Forge}}, and {{Card|Governor}}/{{Card|Council Room}}. A {{Card|King's Court}} won't hurt either. The pin works by a quirky little rule interaction involving Possession. A new 5 card hand is drawn during the clean-up phase. Cards trashed while possessed don't return until after your turn, AFTER you've drawn your 5 card hand. See it now? The idea is simple. Have your opponent draw his entire deck with Governor/Council room (that's where KC comes in handy). One of his cards has to be a Forge. Play possession. Forge away his entire deck. During his possessed clean up phase, he can only draw Forge. That's the only card in his deck. Only after clean-up is the rest of his deck returned to him. At best he can gain 2 Coppers.
  
 
This can also work with {{Card|Count}}.
 
This can also work with {{Card|Count}}.
  
=== Possession + [[Haunted Woods]] pin ===
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=== [[Card|Possession]] + [[Haunted Woods]] pin ===
 
Unlike the above pin, this does not require drawing your opponent's entire deck, and does not require your opponent having bought a certain card - you only need to make them draw 5 junk cards, then make them buy a card.  Since you played a {{Card|Haunted Woods}} during your turn, your opponent will be forced to [[Top decker|top-deck]] their hand, and you'll make sure the 5 worthless cards go on top, so that when they finally get their own turn, the most they'll be able to do is buy a {{Card|Copper}}.  Just make sure you don't make them play their own copy of Haunted Woods, or they'll be able to draw 3 possibly useful cards.
 
Unlike the above pin, this does not require drawing your opponent's entire deck, and does not require your opponent having bought a certain card - you only need to make them draw 5 junk cards, then make them buy a card.  Since you played a {{Card|Haunted Woods}} during your turn, your opponent will be forced to [[Top decker|top-deck]] their hand, and you'll make sure the 5 worthless cards go on top, so that when they finally get their own turn, the most they'll be able to do is buy a {{Card|Copper}}.  Just make sure you don't make them play their own copy of Haunted Woods, or they'll be able to draw 3 possibly useful cards.
 
=== Forced Draw + [[Villain]] pin ===
 
Villains attack is unique in that it forces your opponent to discard a card with a cost of 2 or higher. if your opponent has 5 or more coppers and curses in cases where there's little or no copper trashing, you can repeatedly play villain followed by [[Council Room]] or [[Governor]] and they will eventually reveal a hand with 5 coppers/curses. throne room and kings court varients would help a lot.
 
 
 
 
  
 
{{Navbox Intrigue}}
 
{{Navbox Intrigue}}
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{{Navbox Card combos}}
 
{{Navbox Card combos}}
  
[[Category:Strategic concepts]]
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[[Category:Strategies]]
 
[[Category:Combo]]
 
[[Category:Combo]]

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