Dominion Strategy Forum
Dominion => Dominion Online at Shuffle iT => Dominion General Discussion => Goko Dominion Online => Topic started by: Beyond Awesome on September 16, 2016, 04:56:57 am
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Since I don't feel like going to the MF forums, I will just post this here. I have come across two bugs with Summon.
The first bug happens if you Summon Death Cart, while you do gain DC and the Ruins, DC is not set aside.
The second bug happens if you summon Duplicate. Duplicate is not set aside and then put on your tavern mat the following turn. I don't know if this happens for other Reserve cards as well.
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Since I don't feel like going to the MF forums, I will just post this here. I have come across two bugs with Summon.
The first bug happens if you Summon Death Cart, while you do gain DC and the Ruins, DC is not set aside.
This is not a bug, it's just a bit confusing that they don't tell you what happens. Because the ruins end up on top of the Death Cart, Summon loses track of it.
Same thing would happen to Border Village.
The second bug happens if you summon Duplicate. Duplicate is not set aside and then put on your tavern mat the following turn. I don't know if this happens for other Reserve cards as well.
That actually does sound like a bug.
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Since I don't feel like going to the MF forums, I will just post this here. I have come across two bugs with Summon.
The first bug happens if you Summon Death Cart, while you do gain DC and the Ruins, DC is not set aside.
This is not a bug, it's just a bit confusing that they don't tell you what happens. Because the ruins end up on top of the Death Cart, Summon loses track of it.
Same thing would happen to Border Village.
The second bug happens if you summon Duplicate. Duplicate is not set aside and then put on your tavern mat the following turn. I don't know if this happens for other Reserve cards as well.
That actually does sound like a bug.
I see. I thought with Death Cart, you could choose which gain effect happens first, choosing to set it aside and then gain the ruins.
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Since I don't feel like going to the MF forums, I will just post this here. I have come across two bugs with Summon.
The first bug happens if you Summon Death Cart, while you do gain DC and the Ruins, DC is not set aside.
This is not a bug, it's just a bit confusing that they don't tell you what happens. Because the ruins end up on top of the Death Cart, Summon loses track of it.
Same thing would happen to Border Village.
The second bug happens if you summon Duplicate. Duplicate is not set aside and then put on your tavern mat the following turn. I don't know if this happens for other Reserve cards as well.
That actually does sound like a bug.
I see. I thought with Death Cart, you could choose which gain effect happens first, choosing to set it aside and then gain the ruins.
Setting it aside is not a when-gain trigger. It's a separate sentence on the Summon card, that happens after gain effects are resolved. That's why lose track comes into play here.
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This is really a spoiler for the newest expansion where summoning Bugs every turn pretty much ensures you win the game. They play a little bit like knights (not all bugs are the same) but you gain them like rats. I thought the concept was just ok, but Donald decided to go with it anyway
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Since I don't feel like going to the MF forums, I will just post this here. I have come across two bugs with Summon.
The first bug happens if you Summon Death Cart, while you do gain DC and the Ruins, DC is not set aside.
This is not a bug, it's just a bit confusing that they don't tell you what happens. Because the ruins end up on top of the Death Cart, Summon loses track of it.
Same thing would happen to Border Village.
Edge case: you Summon Border Village, gaining Nomad Camp. Nomad Camp goes directly to the top of your deck, so Border Village is never covered up and does get played next turn successfully.
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Since I don't feel like going to the MF forums, I will just post this here. I have come across two bugs with Summon.
The first bug happens if you Summon Death Cart, while you do gain DC and the Ruins, DC is not set aside.
This is not a bug, it's just a bit confusing that they don't tell you what happens. Because the ruins end up on top of the Death Cart, Summon loses track of it.
Same thing would happen to Border Village.
Edge case: you Summon Border Village, gaining Nomad Camp. Nomad Camp goes directly to the top of your deck, so Border Village is never covered up and does get played next turn successfully.
Would watchtower work?
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Since I don't feel like going to the MF forums, I will just post this here. I have come across two bugs with Summon.
The first bug happens if you Summon Death Cart, while you do gain DC and the Ruins, DC is not set aside.
This is not a bug, it's just a bit confusing that they don't tell you what happens. Because the ruins end up on top of the Death Cart, Summon loses track of it.
Same thing would happen to Border Village.
Edge case: you Summon Border Village, gaining Nomad Camp. Nomad Camp goes directly to the top of your deck, so Border Village is never covered up and does get played next turn successfully.
Would watchtower work?
No, Nomad Camp is special in that it does not "visit" the discard pile when gained. All stuff that reacts to gaining like Watchtower, Royal Seal, etc. does it after the card has been gained and is already in the discard pile. Villa also visits the discard pile, as I found out when I asked what happens when you Summon a Villa directly:
If I Summon a Villa, what happens? I am guessing this:
I gain Villa, which goes directly to my hand upon being gained, similar to Nomad Camp's ability.
I get +1 Action and return to my Action phase.
Summon tries to set Villa aside, looking for it in my hand.
At this point, I am not sure what should happen. On the one hand, maybe it succeeds, because even though my hand is not public information, everyone knows there is a Villa in my hand, and I am allowed to see all cards in my hand, so I can find it.
On the other hand, maybe it fails, because my hand is not public information, and in theory there could be some other ability that might trigger and cause me to discard or something, so in the interest of simplicity we consider it to immediately be lost track of when it enters my hand.
Edit: Actually, this seems similar to the situation where I Mine, say, Copper to Silver, and then reveal Watchtower to trash that Silver. We can do that, yes? In that case the Summon should succeed.
Nomad Camp specifically makes its wording an exception in the Hinterlands rulebook; Villa does not. So Villa goes to your discard pile and then moves to your hand, thus Summon loses track.
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Please, please don't summon any bugs.
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Please, please don't summon any bugs.
I cast Summon Bigger Fish.
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Please, please don't summon any bugs.
I cast Summon Bigger Fish.
There needs to be a card called "bigger fish" so we can summon it.
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https://www.youtube.com/watch?v=-1GadTfGFvU
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This title is really out of date, the current templating should be "Creature - Bugs".
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This title is really out of date, the current templating should be "Creature - Bugs".
FTFY
Also, it would probably be Insect instead.
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This title is really out of date, the current templating should be "Creature - Bugs".
FTFY
Also, it would probably be Insect instead.
While I knew that "bugs" would be a really weird creature type over "bug" or "insect", I hadn't realized that the old wording did use plurals in some places where the new wording was singular.