Dominion: Industry alone:
Black Gold: Canal,
Oil Field, Land Run, Nomadic Traders, Pawn Broker, Pipeline, Railroad, Steam
Engine, Steel Town, Water Wheel
To start things off, this set is heavy on oil cards and has
a few cleanup cards, so you can learn the new mechanics in the set.
With Seaside:
Out of the Water, Into
the Fire: Ghost Ship, Lighthouse, Lookout, Pirate Ship, Smugglers / Dumping
Grounds, Luddites, Printing Press, Shrewd Merchant, Slumlord
This one is heavy on attacks. That is, heavy for this expansion, being that
it's light on attacks to begin with.
Coming off Dominion: After Dark, it's not too bad, of course, especially with
Lighthouse in there.
Sea Traders: Bazaar,
Caravan, Cutpurse, Merchant Ship, Wharf / Canal, Nomadic Traders, Steel Town,
Tariff, Textiles
This one is pretty big on money, as well as Seaside's Duration cards.
With Dark Ages:
The Rich & the
Poor: Beggar, Count, Counterfeit, Poor House, Vagrant / Automaton, Land
Run, Slumlord, Tariff, Travelling Market
The trick of this one is that there are no cards costing 3
or 4. Although there is a 1 and a 6! It's also low on cards that give extra
actions. This one might be the kind of
game where you spend your first five turns buying silvers. Play it and see what works.
Civil Savages: Band
of Misfits, Bandit Camp, Hermit, Hunting Grounds, Squire, / Clockwork, Machine
Tools, Park, Pawn Broker, Tycoon
This one has no attacks, but I think it offers a variety of
strategies to try. This one is well-rounded
in an odds-n-ends sort of way.
Test 'em out, see how they play, let me know!
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