Dominion Strategy Forum

Archive => Archive => Dominion: Dark Ages Previews => Topic started by: WanderingWinder on August 08, 2012, 11:44:42 am

Title: How Dark Ages affects existing... things
Post by: WanderingWinder on August 08, 2012, 11:44:42 am
Mostly cards. For example, steward gets a lot better, chapel gets a lot better (every trasher seemingly gets a lot better), saboteur has a bunch more interesting interactions, scout is now the best card in the game....

But also other stuff - the simulators are going to have  lot of trouble, I think. Play rules are really complicated on a lot of stuff now. When do I trash stuff for the for-trash benefits? When do I cash my hermit in for a madman? When do I not play something? Which squire option do I take? When do I play poor house? What the heck am I doing with my graverobber? On and on, it seems. Which, hey, is sort of cool, because it means that the set is shaping up to be a lot more tactical than the ones that came before.
Title: Re: How Dark Ages effects existing... things
Post by: Qvist on August 08, 2012, 11:47:22 am
Like I posted in another thread, Watchtower becomes pretty powerful with all the on-trash effects. Because you can buy (or gain) cards just for the on-trash effect when you have a Watchtower in hand.
Title: Re: How Dark Ages effects existing... things
Post by: werothegreat on August 08, 2012, 11:55:53 am
Hinterlands made us buy things just for the buy effect, like Inn and IGG.

Dark Ages is making us buy things just to get rid of them.
Title: Re: How Dark Ages effects existing... things
Post by: RisingJaguar on August 08, 2012, 12:01:35 pm
Yeah I am thinking things could potentially get really confusing at first with Hinterland's on-gain abilities and the trashing benefits from Dark Ages.  I hope there is not something that loops constantly with Border village, a card from DA that allows you to gain a card that cost more when trashed, and watchtower. 

I'm also really really excited to see what boost develop gets.  It is going to be a much different card after the whole set is released.
Title: Re: How Dark Ages effects existing... things
Post by: Beyond Awesome on August 08, 2012, 12:02:13 pm
Develop is now an essential card on some boards if it is the only trasher available.
Title: Re: How Dark Ages effects existing... things
Post by: Robz888 on August 08, 2012, 12:03:02 pm
WW, you know which part of your post the +1 was for.
Title: Re: How Dark Ages effects existing... things
Post by: eHalcyon on August 08, 2012, 12:05:07 pm
scout is now the best card in the game....

I would never have realized this if not for Robz.
Title: Re: How Dark Ages effects existing... things
Post by: WanderingWinder on August 08, 2012, 12:09:28 pm
Swindler is, I think, an interesting case. At first I was thinking it got a lot stronger, and stuff like madman definitely helps it (can you imagine that happening to you?), as do ruins (though marginally). But I actually think it is going to be a good bit weaker now, with all of the 'when you trash this, get a benefit' cards. Like cultist->duchy will still hurt, but you're giving them THREE free labs. So I would guess steward actually is going to clearly edge it out now, with the bonuses from being able to trash all this stuff. Watchtower moves up too, as do things like upgrade, and lookout, and all the TFB cards.
Title: Re: How Dark Ages effects existing... things
Post by: werothegreat on August 08, 2012, 12:16:02 pm
Swindler is, I think, an interesting case. At first I was thinking it got a lot stronger, and stuff like madman definitely helps it (can you imagine that happening to you?), as do ruins (though marginally). But I actually think it is going to be a good bit weaker now, with all of the 'when you trash this, get a benefit' cards. Like cultist->duchy will still hurt, but you're giving them THREE free labs. So I would guess steward actually is going to clearly edge it out now, with the bonuses from being able to trash all this stuff. Watchtower moves up too, as do things like upgrade, and lookout, and all the TFB cards.

With Ruins, Ambassador is going to lose a little sting, at least in 3+ player games - it will become much more of a political card.
Title: Re: How Dark Ages effects existing... things
Post by: NoMoreFun on August 08, 2012, 12:17:44 pm
Rabble and Fortune Teller skip over ruins, making them marginally less effective in the role they're supposed to fill

Farming Village and Golem will pick them up, making them marginally less effective in the role they're supposed to fill
Title: Re: How Dark Ages effects existing... things
Post by: Beyond Awesome on August 08, 2012, 12:47:13 pm
Scheme also gets better on boards with Hermit/Madman because of the lose track rule.
Title: Re: How Dark Ages effects existing... things
Post by: Robz888 on August 08, 2012, 12:58:33 pm
I like that my first thought after we saw Poor House was, "Oh, hey, Upgrade and Remake took a big hit." Hardly! Upgrade is actually going to get a substantial boost from this set, and Remake may very well be the best $4 card in the game now.
Title: Re: How Dark Ages effects existing... things
Post by: Davio on August 08, 2012, 01:10:49 pm
Squire is the second card of the revealed 9 which mentions Silver.

Maybe that will be its least used effect, but I still wanted to mention it with Feodum around.
It seems that Dark Ages is going to offer a lot of possibilities to the players.
You can go mega fail/mega engine or you can play it close to the vest and try to put your money to good use.

In any case, it seems like it's going to be even more groundbreaking than Hinterlands.

It's a bit like Cosmic Encounter which has a set of rules, but even more cards and abilities that break those rules.
Title: Re: How Dark Ages effects existing... things
Post by: GendoIkari on August 08, 2012, 01:13:14 pm
I'm guessing that Develop becomes the preferred trasher on a lot of boards.
Title: Re: How Dark Ages effects existing... things
Post by: GendoIkari on August 08, 2012, 01:14:50 pm
scout is now the best card in the game....

I would never have realized this if not for Robz.

Yeah, I completely didn't see it either!
Title: Re: How Dark Ages effects existing... things
Post by: werothegreat on August 08, 2012, 01:18:41 pm
Squire is the second card of the revealed 9 which mentions Silver.

Maybe that will be its least used effect, but I still wanted to mention it with Feodum around.
It seems that Dark Ages is going to offer a lot of possibilities to the players.
You can go mega fail/mega engine or you can play it close to the vest and try to put your money to good use.

In any case, it seems like it's going to be even more groundbreaking than Hinterlands.

It's a bit like Cosmic Encounter which has a set of rules, but even more cards and abilities that break those rules.

Well, Donald X did say this is the Johnny expansion.
Title: Re: How Dark Ages effects existing... things
Post by: dor on August 08, 2012, 01:56:50 pm
Squire is the second card of the revealed 9 which mentions Silver.

Maybe that will be its least used effect, but I still wanted to mention it with Feodum around.
It seems that Dark Ages is going to offer a lot of possibilities to the players.
You can go mega fail/mega engine or you can play it close to the vest and try to put your money to good use.

In any case, it seems like it's going to be even more groundbreaking than Hinterlands.

It's a bit like Cosmic Encounter which has a set of rules, but even more cards and abilities that break those rules.

Well, Donald X did say this is the Johnny expansion.

Where does this term come from?
Title: Re: How Dark Ages effects existing... things
Post by: Insomniac on August 08, 2012, 01:57:56 pm
Squire is the second card of the revealed 9 which mentions Silver.

Maybe that will be its least used effect, but I still wanted to mention it with Feodum around.
It seems that Dark Ages is going to offer a lot of possibilities to the players.
You can go mega fail/mega engine or you can play it close to the vest and try to put your money to good use.

In any case, it seems like it's going to be even more groundbreaking than Hinterlands.

It's a bit like Cosmic Encounter which has a set of rules, but even more cards and abilities that break those rules.

Well, Donald X did say this is the Johnny expansion.

Where does this term come from?

Magic the Gathering
Title: Re: How Dark Ages effects existing... things
Post by: theory on August 08, 2012, 01:59:40 pm
Squire is the second card of the revealed 9 which mentions Silver.

Maybe that will be its least used effect, but I still wanted to mention it with Feodum around.
It seems that Dark Ages is going to offer a lot of possibilities to the players.
You can go mega fail/mega engine or you can play it close to the vest and try to put your money to good use.

In any case, it seems like it's going to be even more groundbreaking than Hinterlands.

It's a bit like Cosmic Encounter which has a set of rules, but even more cards and abilities that break those rules.

Well, Donald X did say this is the Johnny expansion.

Where does this term come from?

Magic the Gathering

Specifically, it refers to this very famous article by Mark Rosewater. (http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr11b)
Title: Re: How Dark Ages effects existing... things
Post by: chwhite on August 08, 2012, 02:01:48 pm
I like that my first thought after we saw Poor House was, "Oh, hey, Upgrade and Remake took a big hit." Hardly! Upgrade is actually going to get a substantial boost from this set, and Remake may very well be the best $4 card in the game now.

I realized pretty quickly after I said it that Upgrade pretty much just gets a lot better.  Even with Poor House.

I think it's still true that Remake will be worse in the specific case that Poor House is on the board, because so much of its value is deck-thinning.  But it could still be something to pick up later in conjunction with other trashers, and it'll be helped by most of the other Dark Ages cards, probably.  I already had it as the second-best $4 card, so I don't think there's actually much room to improve, but yeah it'll be better on average.
Title: Re: How Dark Ages effects existing... things
Post by: werothegreat on August 08, 2012, 02:01:58 pm
dor, Insomniac, please duel to the death so only one of you has a Cultist avatar.
Title: Re: How Dark Ages effects existing... things
Post by: Insomniac on August 08, 2012, 02:04:35 pm
dor, Insomniac, please duel to the death so only one of you has a Cultist avatar.

Then get all the other duplicates to stop having duplicates. :P

I grabbed my avatar at 8am PDT shortly after the previews went up
Title: Re: How Dark Ages effects existing... things
Post by: dor on August 08, 2012, 02:04:53 pm
dor, Insomniac, please duel to the death so only one of you has a Cultist avatar.

I believe I used it first. Insomniac, please trash your avatar and pick one from the three cards revealed today.
Title: Re: How Dark Ages effects existing... things
Post by: chwhite on August 08, 2012, 02:07:52 pm
We have multiple Alchemists, Bureaucrats, Lighthouses, and Philosopher's Stones.  And probably some other cards I can't recall right now.

It's only apropos we have multiple Cultists.  In fact, two is too few. 
Title: Re: How Dark Ages effects existing... things
Post by: werothegreat on August 08, 2012, 02:10:02 pm
We have multiple Alchemists, Bureaucrats, Lighthouses, and Philosopher's Stones.  And probably some other cards I can't recall right now.

It's only apropos we have multiple Cultists.  In fact, two is too few.

We should just have a Cultist day where everyone's avatar is a Cultist.
Title: Re: How Dark Ages effects existing... things
Post by: dor on August 08, 2012, 02:10:17 pm
Quote from: Donald X.
These guys stick together.
Title: Re: How Dark Ages effects existing... things
Post by: Robz888 on August 08, 2012, 02:10:35 pm
We have multiple Alchemists, Bureaucrats, Lighthouses, and Philosopher's Stones.  And probably some other cards I can't recall right now.

It's only apropos we have multiple Cultists.  In fact, two is too few.

We should all change our picture to Cultist, one by one.
Title: Re: How Dark Ages effects existing... things
Post by: werothegreat on August 08, 2012, 02:13:56 pm
We have multiple Alchemists, Bureaucrats, Lighthouses, and Philosopher's Stones.  And probably some other cards I can't recall right now.

It's only apropos we have multiple Cultists.  In fact, two is too few.

We should all change our picture to Cultist, one by one.

You first.
Title: Re: How Dark Ages effects existing... things
Post by: ftl on August 08, 2012, 02:29:57 pm
Swindler becomes a heck of a lot more swingy. On one hand, it can keep dishing out pain after curses are gone, transforming coppers into ruins.

On the other hand, it can hit cards you WANT trashed - trash a cultist for +3 cards, so what if you get a duchy if it matches up your KC with what you want KCed.
Title: Re: How Dark Ages effects existing... things
Post by: cayvie on August 08, 2012, 02:32:42 pm
We have multiple Alchemists, Bureaucrats, Lighthouses, and Philosopher's Stones.  And probably some other cards I can't recall right now.

It's only apropos we have multiple Cultists.  In fact, two is too few.

We should all change our picture to Cultist, one by one.

we should lynch the cultists now before they take over the town
Title: Re: How Dark Ages effects existing... things
Post by: GendoIkari on August 08, 2012, 02:33:10 pm
We have multiple Alchemists, Bureaucrats, Lighthouses, and Philosopher's Stones.  And probably some other cards I can't recall right now.

It's only apropos we have multiple Cultists.  In fact, two is too few.

We should just have a Cultist day where everyone's avatar is a Cultist.

Yesterday myself and 2 other friends changed our Facebook profile picture to the picture of another mutual friend of ours. Much confusion.
Title: Re: How Dark Ages effects existing... things
Post by: eHalcyon on August 08, 2012, 03:26:32 pm
We have multiple Alchemists, Bureaucrats, Lighthouses, and Philosopher's Stones.  And probably some other cards I can't recall right now.

It's only apropos we have multiple Cultists.  In fact, two is too few.

We should all change our picture to Cultist, one by one.

I considered making a power like this in RMMI...
Title: Re: How Dark Ages effects existing... things
Post by: KingsSkort on August 08, 2012, 04:47:42 pm
We have multiple Alchemists, Bureaucrats, Lighthouses, and Philosopher's Stones.  And probably some other cards I can't recall right now.

It's only apropos we have multiple Cultists.  In fact, two is too few.

We should just have a Cultist day where everyone's avatar is a Cultist.

This sounds like it would work in theory, but I'm pretty sure we'd get a bunch of people having Ruins avatars and it would gum everything up. You'd need heavy account deletion to make it practical.
Title: Re: How Dark Ages effects existing... things
Post by: ftl on August 08, 2012, 04:58:33 pm

I considered making a power like this in RMMI...

Nah, affecting avatars doesn't work as a Mafia power, it affects things outside the thread too much.
Title: Re: How Dark Ages effects existing... things
Post by: Schneau on August 08, 2012, 04:59:43 pm
Like I posted in another thread, Watchtower becomes pretty powerful with all the on-trash effects. Because you can buy (or gain) cards just for the on-trash effect when you have a Watchtower in hand.

Prediction: Watchtower will be in the top 7 cards that cost $3 next time they are polled. Well, of the pre-DA cards. There may be DA cards that push it back a few spots... to where it currently is at 10!
Title: Re: How Dark Ages effects existing... things
Post by: eHalcyon on August 08, 2012, 05:04:01 pm

I considered making a power like this in RMMI...

Nah, affecting avatars doesn't work as a Mafia power, it affects things outside the thread too much.

Yeah, that's why I didn't do it in the end.
Title: Re: How Dark Ages affects existing... things
Post by: theory on August 08, 2012, 05:07:54 pm
Topic title edited because it was really bothering my OCD.
Title: Re: How Dark Ages affects existing... things
Post by: eHalcyon on August 08, 2012, 05:10:26 pm
Topic title edited because it was really bothering my OCD.

I guess that error would affect your OCD.

:):):)
Title: Re: How Dark Ages affects existing... things
Post by: Thisisnotasmile on August 08, 2012, 05:41:41 pm
We wouldn't want to negatively effect you're OCD. That would just be mean.
Title: Re: How Dark Ages affects existing... things
Post by: eHalcyon on August 08, 2012, 05:47:41 pm
Topic title edited because it was really bothering my OCD.

I guess that error would affect your OCD.

:):):)

We wouldn't want to negatively effect you're OCD. That would just be mean.

Oh snap, TINAS' joke is what I meant to do but apparently I cannot think right now.  What fail.  :-[

Its not always easy to use affect/effect correctly.  Their tricky.
Title: Re: How Dark Ages affects existing... things
Post by: Insomniac on August 08, 2012, 05:49:28 pm
Topic title edited because it was really bothering my OCD.

I guess that error would affect your OCD.

:):):)

We wouldn't want to negatively effect you're OCD. That would just be mean.

Oh snap, TINAS' joke is what I meant to do but apparently I cannot think right now.  What fail.  :-[

Its not always easy to use affect/effect correctly.  Their tricky.

I believe its there tricky ;)
Title: Re: How Dark Ages affects existing... things
Post by: Robz888 on August 08, 2012, 05:50:39 pm
Topic title edited because it was really bothering my OCD.

I guess that error would affect your OCD.

:):):)

We wouldn't want to negatively effect you're OCD. That would just be mean.

Oh snap, TINAS' joke is what I meant to do but apparently I cannot think right now.  What fail.  :-[

Its not always easy to use affect/effect correctly.  Their tricky.

I believe its there tricky ;)

Your all wrong, it's not that hard.
Title: Re: How Dark Ages effects existing... things
Post by: chesskidnate on August 08, 2012, 05:53:00 pm
dor, Insomniac, please duel to the death so only one of you has a Cultist avatar.

I believe I used it first. Insomniac, please trash your avatar and pick one from the three cards revealed today.
If he trashes his avatar, shouldn't he get all 3 cards revealed today  :P
Title: Re: How Dark Ages affects existing... things
Post by: werothegreat on August 08, 2012, 05:53:07 pm
Topic title edited because it was really bothering my OCD.

I guess that error would affect your OCD.

:):):)

We wouldn't want to negatively effect you're OCD. That would just be mean.

Oh snap, TINAS' joke is what I meant to do but apparently I cannot think right now.  What fail.  :-[

Its not always easy to use affect/effect correctly.  Their tricky.

I believe its there tricky ;)

Your all wrong, it's not that hard.

I'm trying very hard not to beat my monitor senseless right now.
Title: Re: How Dark Ages affects existing... things
Post by: Insomniac on August 08, 2012, 05:55:31 pm
I will try harder to affectively not use the wrong homophones while posting to you're forum
Title: Re: How Dark Ages affects existing... things
Post by: ftl on August 08, 2012, 06:03:40 pm
Speaking of which, a friend of mine recently posted to facebook that he'd finally succeeded, with help, in finding a sentence where they're, there, and their would all work, albeit with slightly different meanings.

Find the kids, the dogs, and [they're/there/their] toast!
Title: Re: How Dark Ages affects existing... things
Post by: Robz888 on August 08, 2012, 06:11:10 pm
Speaking of which, a friend of mine recently posted to facebook that he'd finally succeeded, with help, in finding a sentence where they're, there, and their would all work, albeit with slightly different meanings.

Find the kids, the dogs, and [they're/there/their] toast!

Does "there" work there? I'm not sure it does.
Title: Re: How Dark Ages affects existing... things
Post by: Donald X. on August 08, 2012, 06:23:18 pm
Topic title edited because it was really bothering my OCD.

I guess that error would affect your OCD.

:):):)

We wouldn't want to negatively effect you're OCD. That would just be mean.

Oh snap, TINAS' joke is what I meant to do but apparently I cannot think right now.  What fail.  :-[

Its not always easy to use affect/effect correctly.  Their tricky.

I believe its there tricky ;)

Your all wrong, it's not that hard.
that's what she said
Title: Re: How Dark Ages affects existing... things
Post by: ftl on August 08, 2012, 06:32:48 pm
Does "there" work there? I'm not sure it does.

Well, you find the kids and the dogs, and in the place you found them, say a toast! To their health or something.

OK it's a stretch.
Title: Re: How Dark Ages affects existing... things
Post by: Grujah on August 08, 2012, 07:13:33 pm
Each RL night, Ins PMs one of us, and that one must change avatar to Cultist. That would be awesome :D
Title: Re: How Dark Ages affects existing... things
Post by: Cuzz on August 08, 2012, 08:02:19 pm
Topic title edited because it was really bothering my OCD.

I guess that error would affect your OCD.

:):):)

We wouldn't want to negatively effect you're OCD. That would just be mean.

Oh snap, TINAS' joke is what I meant to do but apparently I cannot think right now.  What fail.  :-[

Its not always easy to use affect/effect correctly.  Their tricky.

I believe its there tricky ;)

Your all wrong, it's not that hard.
that's what she said

God this is an awesome community. Not only does the creator of the frickin' game post on the forums to answer questions and give previews and teasers, he even occasionally pops in with a well-timed d*** joke.
Title: Re: How Dark Ages affects existing... things
Post by: greatexpectations on August 08, 2012, 08:34:42 pm
God this is an awesome community. Not only does the creator of the frickin' game post on the forums to answer questions and give previews and teasers, he even occasionally pops in with a well-timed d*** joke.

donald also dropped this (http://forum.dominionstrategy.com/index.php?topic=3246.msg60476#msg60476) gem of a post on us a couple of weeks back.
Title: Re: How Dark Ages affects existing... things
Post by: Saucery on August 08, 2012, 08:36:32 pm
Develop can lead to a cosmic explosion of cards in this set, from squire to feodum to cultist/border village. Even the existence of poor house will make develop more (or less?) interesting.
Title: Re: How Dark Ages effects existing... things
Post by: Young Nick on August 08, 2012, 08:39:58 pm
We have multiple Alchemists, Bureaucrats, Lighthouses, and Philosopher's Stones.  And probably some other cards I can't recall right now.

It's only apropos we have multiple Cultists.  In fact, two is too few.

I was the first Lighthouse. clb is a Thief! Err.. that's what he should switch his to. Actually, I think someone is a Thief already. If I knew that the community didn't care about duplicates, I would totally be the second Wharf with michaeljb.
Title: Re: How Dark Ages effects existing... things
Post by: werothegreat on August 08, 2012, 08:44:15 pm
We have multiple Alchemists, Bureaucrats, Lighthouses, and Philosopher's Stones.  And probably some other cards I can't recall right now.

It's only apropos we have multiple Cultists.  In fact, two is too few.

I was the first Lighthouse. clb is a Thief! Err.. that's what he should switch his to. Actually, I think someone is a Thief already. If I knew that the community didn't care about duplicates, I would totally be the second Wharf with michaeljb.

Apparently we have three Alchemists.  Something tells me they just got to the end of the initially viewable part of the avatar scroll and said "fuck it".
Title: Re: How Dark Ages affects existing... things
Post by: engineer on August 08, 2012, 09:27:42 pm
Okay, I was the last one on the alchemist bandwagon, so I changed mine.  This is a picture I took, so it's unique...unless somebody steals it from me.
Title: Re: How Dark Ages affects existing... things
Post by: Varsinor on August 08, 2012, 09:32:52 pm
saboteur has a bunch more interesting interactions

Only theoretical interactions, though. I mean, Saboteur is already really weak overall before Dark Ages. The fact that trashing cards of the opponent can actually give him a considerable benefit makes Saboteur *much* worse (if there are many cards with on-trash-benefits as there seem to be).
So no person who has any grasp of the game will buy a Saboteur with on-trash-benefit cards floating around. Except in veeeery few cases.

Could Saboteur become the new $5 Scout? 8)

Well, seeing that it was already the next-to-last $5 card in the last poll (http://forum.dominionstrategy.com/index.php?topic=3698.0), there probably shouldn't be much doubt about that... :'(

At least Scout gives an action and doesn't dish out goodies to your opponent...
Title: Re: How Dark Ages affects existing... things
Post by: engineer on August 08, 2012, 09:39:28 pm
Well, saboteur could be really good against cards that trash themselves but activate on other things: for example, the hermit.  Catching a hermit with saboteur would be a good get.  On the other hand, the saboteur would pass right by the madman...so...that pretty much sucks.

Also, I once again have to give Donald credit for careful, forward-looking wording.  I looked back at the saboteur card, because if you trash your opponent's card, then you should get the benefit.  Alas, the wording says "Each other player reveals cards from the top of his deck until revealing one costing $3 or more.  He trashes that card..."
Title: Re: How Dark Ages effects existing... things
Post by: clb on August 08, 2012, 11:11:32 pm
We have multiple Alchemists, Bureaucrats, Lighthouses, and Philosopher's Stones.  And probably some other cards I can't recall right now.

It's only apropos we have multiple Cultists.  In fact, two is too few.

I was the first Lighthouse. clb is a Thief! Err.. that's what he should switch his to. Actually, I think someone is a Thief already. If I knew that the community didn't care about duplicates, I would totally be the second Wharf with michaeljb.
Thief I am, though unwittingly. When I went looking through the avatars, I didn't remember having seen a lighthouse, and I liked the way it looked. Sorry, Young Nick. Tell you what - you tell me how to make an avatar out of one of the new cards (or convince Theory to add them to the drop-down), and I will quickly pick something new. Next time around I can be the one crying foul when someone else takes my same avatar.
Title: Re: How Dark Ages effects existing... things
Post by: werothegreat on August 08, 2012, 11:37:40 pm
We have multiple Alchemists, Bureaucrats, Lighthouses, and Philosopher's Stones.  And probably some other cards I can't recall right now.

It's only apropos we have multiple Cultists.  In fact, two is too few.

I was the first Lighthouse. clb is a Thief! Err.. that's what he should switch his to. Actually, I think someone is a Thief already. If I knew that the community didn't care about duplicates, I would totally be the second Wharf with michaeljb.
Thief I am, though unwittingly. When I went looking through the avatars, I didn't remember having seen a lighthouse, and I liked the way it looked. Sorry, Young Nick. Tell you what - you tell me how to make an avatar out of one of the new cards (or convince Theory to add them to the drop-down), and I will quickly pick something new. Next time around I can be the one crying foul when someone else takes my same avatar.

Which new card do you want as your avatar?  I can tell you exactly how to do it - you just have to pick one.
Title: Re: How Dark Ages affects existing... things
Post by: clb on August 08, 2012, 11:38:54 pm
Sweet! Thanks Wero - let's go with hermit.
Title: Re: How Dark Ages affects existing... things
Post by: werothegreat on August 08, 2012, 11:49:43 pm
Sweet! Thanks Wero - let's go with hermit.

Profile->Modify Profile->Forum Profile->Specify Avatar by URL:

http://3.bp.blogspot.com/-G52BLxjFHck/UCMzDEWhVaI/AAAAAAAAAi8/meY8sNj0WaY/s400/hermit.jpg
Title: Re: How Dark Ages affects existing... things
Post by: clb on August 08, 2012, 11:55:07 pm
Sweet! Thanks Wero - let's go with hermit.

Profile->Modify Profile->Forum Profile->Specify Avatar by URL:

http://3.bp.blogspot.com/-G52BLxjFHck/UCMzDEWhVaI/AAAAAAAAAi8/meY8sNj0WaY/s400/hermit.jpg
So you saved the image to an online location (blogspot lets you do that? Is it semi-permanent?) and then point to that? thanks, Wero, the Great.
Young Nick, welcome back to your solitude lighthouse-ness. I will be a solitary hermit, for now.
Title: Re: How Dark Ages affects existing... things
Post by: werothegreat on August 08, 2012, 11:56:27 pm
Sweet! Thanks Wero - let's go with hermit.

Profile->Modify Profile->Forum Profile->Specify Avatar by URL:

http://3.bp.blogspot.com/-G52BLxjFHck/UCMzDEWhVaI/AAAAAAAAAi8/meY8sNj0WaY/s400/hermit.jpg
So you saved the image to an online location (blogspot lets you do that? Is it semi-permanent?) and then point to that? thanks, Wero, the Great.
Young Nick, welcome back to your solitude lighthouse-ness. I will be a solitary hermit, for now.

It should be as permanent as blogspot itself is.
Title: Re: How Dark Ages affects existing... things
Post by: CaptainNevada on August 09, 2012, 12:49:17 am
Mining Village got better.  Maybe a lot better if you have Gravedigger in hand, as in many cases there is little downside to trashing the MV for the coin and Gravedigging it back.  I can only wonder what kind of village this set has that would work even better.  We'll know soon.



Mostly cards. For example, steward gets a lot better, chapel gets a lot better (every trasher seemingly gets a lot better), saboteur has a bunch more interesting interactions, scout is now the best card in the game....

But also other stuff - the simulators are going to have  lot of trouble, I think. Play rules are really complicated on a lot of stuff now. When do I trash stuff for the for-trash benefits? When do I cash my hermit in for a madman? When do I not play something? Which squire option do I take? When do I play poor house? What the heck am I doing with my graverobber? On and on, it seems. Which, hey, is sort of cool, because it means that the set is shaping up to be a lot more tactical than the ones that came before.
Title: Re: How Dark Ages affects existing... things
Post by: PitzerMike on August 09, 2012, 03:38:18 am
Mining Village got better.  Maybe a lot better if you have Gravedigger in hand, as in many cases there is little downside to trashing the MV for the coin and Gravedigging it back.  I can only wonder what kind of village this set has that would work even better.  We'll know soon.

I don't think it's that big a deal. The two cards combined basically turn the Mining Village into a 2$ Oasis. Sure you can topdeck the MV but how many Graverobbers would you need to do this consistently? You could add Scheme into the mix but even then it's kind of meh.

But it's true that Dark Ages makes self trashers like MV at least slightly better when there's a Gravedigger around. In the absence of Gravedigger though I don't see any change to them.
Title: Re: How Dark Ages affects existing... things
Post by: Hks on August 09, 2012, 04:59:20 am
saboteur has a bunch more interesting interactions

Only theoretical interactions, though. I mean, Saboteur is already really weak overall before Dark Ages. The fact that trashing cards of the opponent can actually give him a considerable benefit makes Saboteur *much* worse (if there are many cards with on-trash-benefits as there seem to be).
So no person who has any grasp of the game will buy a Saboteur with on-trash-benefit cards floating around. Except in veeeery few cases.

Could Saboteur become the new $5 Scout? 8)

Well, seeing that it was already the next-to-last $5 card in the last poll (http://forum.dominionstrategy.com/index.php?topic=3698.0), there probably shouldn't be much doubt about that... :'(

At least Scout gives an action and doesn't dish out goodies to your opponent...
Squire should've costed $3. Then you could've played Saboteur (no other attacks on board) and hit your opponent's Squire and force them to gain a Saboteur. Super effective!
Title: Re: How Dark Ages affects existing... things
Post by: werothegreat on August 09, 2012, 08:08:54 am
saboteur has a bunch more interesting interactions

Only theoretical interactions, though. I mean, Saboteur is already really weak overall before Dark Ages. The fact that trashing cards of the opponent can actually give him a considerable benefit makes Saboteur *much* worse (if there are many cards with on-trash-benefits as there seem to be).
So no person who has any grasp of the game will buy a Saboteur with on-trash-benefit cards floating around. Except in veeeery few cases.

Could Saboteur become the new $5 Scout? 8)

Well, seeing that it was already the next-to-last $5 card in the last poll (http://forum.dominionstrategy.com/index.php?topic=3698.0), there probably shouldn't be much doubt about that... :'(

At least Scout gives an action and doesn't dish out goodies to your opponent...
Squire should've costed $3. Then you could've played Saboteur (no other attacks on board) and hit your opponent's Squire and force them to gain a Saboteur. Super effective!

Squire at $3 would have discouraged Saboteur play, where most players don't like Saboteur anyway.  At $2 it still discourages Swindler play, which is overused anyway.
Title: Re: How Dark Ages affects existing... things
Post by: Davio on August 09, 2012, 08:12:19 am
I'm still waiting for the Battlestar Galactica card to match my avatar.
Title: Re: How Dark Ages affects existing... things
Post by: Kuildeous on August 09, 2012, 10:22:40 am
Speaking of which, a friend of mine recently posted to facebook that he'd finally succeeded, with help, in finding a sentence where they're, there, and their would all work, albeit with slightly different meanings.

Find the kids, the dogs, and [they're/there/their] toast!

Does "there" work there? I'm not sure it does.

I could see how "there" would work. It's not conventional, but I believe you can use "there noun" in a way similar to "that noun." Although, I cannot say that without thinking of Young Frankenstein. "There castle!"

I'm not so convinced on "they're." If you use that, then the sentence becomes awkward. If you drop the second part of the compound sentence, then you're left with, "Find the kids, the dogs." As two objects, that just doesn't work.

On the other hand, if the kids were actually dogs, then that's valid. Perhaps if it were reworded to say, "Find my children, the dogs, and they're toast." From that point of view, it's not really more valid than "the kids, the dogs," but it does become something that is likely to be said.

Or better yet, maybe you're talking to your children. "Find the dogs, my children, and they're toast."

Using "there" is a bit shaky, but if you can accept sentences like, "I'm going to sit in this here chair" (and maybe you don't), then I could see "there" being used in such a way.

Interesting little bit on this here: http://www.grammarphobia.com/blog/2012/06/this-here.html

Title: Re: How Dark Ages affects existing... things
Post by: zahlman on August 09, 2012, 11:07:24 am
Squire should've costed $3. Then you could've played Saboteur (no other attacks on board) and hit your opponent's Squire and force them to gain a Saboteur. Super effective!

Squire at $3 would have discouraged Saboteur play, where most players don't like Saboteur anyway.  At $2 it still discourages Swindler play, which is overused anyway.

Psst... I think it was a joke...
Title: Re: How Dark Ages affects existing... things
Post by: Varsinor on August 09, 2012, 11:17:58 am
Well, saboteur could be really good against cards that trash themselves but activate on other things: for example, the hermit.  Catching a hermit with saboteur would be a good get.

Why? As far as I can see it would be just as disappointing as trashing most other $3 cards like Silver with it so far (pre-Dark Ages). Your opponent can buy a new Hermit quite easily for $3 if he wants one (or gain one from another Hermit, Workshop, etc.).

On the other hand, the saboteur would pass right by the madman...so...that pretty much sucks.

Actually, I guess that is one of the few and tiny benefits of Saboteur - the ability to actually discard a good card for your opponent (Prizes, Madmen). Most of the times, it helps him by discarding Estates, Curses and Coppers.
Title: Re: How Dark Ages affects existing... things
Post by: Varsinor on August 09, 2012, 11:22:33 am
Squire should've costed $3. Then you could've played Saboteur (no other attacks on board) and hit your opponent's Squire and force them to gain a Saboteur. Super effective!

Squire at $3 would have discouraged Saboteur play, where most players don't like Saboteur anyway.  At $2 it still discourages Swindler play, which is overused anyway.

Psst... I think it was a joke...

Yeah... That and Saboteur was certainly not the reason for making Squire only cost $2. Dark Ages and all its on-trash-benefits (on cards costing more than $2) obviously declared Saboteur mostly irrelevant anyway - it doesn't matter much if there had been one more card to make it even worse.
Which obviously happened to be able to invent a cool new mechanism which I don't complain about! :D
Title: Re: How Dark Ages affects existing... things
Post by: philosophyguy on August 09, 2012, 12:18:51 pm
Forge just became an explosive card. Before, it was great for cleaning up your deck while getting a high value card. Now, Forge can be the engine component of a game. Trash Cultists and Rats for +Cards, Squires for attack cards,…

Actually, how does the timing work here? Let's say I trash a Cultist and a Squire with a Forge, and KC and Mountebank are on the table. Can I specify the order to be a) Gain MB from trashing the Squire, b) gain KC from the Forge effect, c) draw from trashing the Cultists, conveniently pulling in the KC and MB that are shuffled into my deck (because I already drew my whole deck from a Madman or something earlier)?
Title: Re: How Dark Ages affects existing... things
Post by: mnavratil on August 09, 2012, 12:24:19 pm
The trashing happens first, so you resolve all those actions at the same time. In your example this means that gaining the Mountebank and drawing 3 cards happens at the same time, so you get to choose the order. Once those are resolved, only then do you get the KC.
Title: Re: How Dark Ages affects existing... things
Post by: clb on August 09, 2012, 03:59:10 pm
Speaking of which, a friend of mine recently posted to facebook that he'd finally succeeded, with help, in finding a sentence where they're, there, and their would all work, albeit with slightly different meanings.

Find the kids, the dogs, and [they're/there/their] toast!

Does "there" work there? I'm not sure it does.

I could see how "there" would work. It's not conventional, but I believe you can use "there noun" in a way similar to "that noun." Although, I cannot say that without thinking of Young Frankenstein. "There castle!"

I'm not so convinced on "they're." If you use that, then the sentence becomes awkward. If you drop the second part of the compound sentence, then you're left with, "Find the kids, the dogs." As two objects, that just doesn't work.

On the other hand, if the kids were actually dogs, then that's valid. Perhaps if it were reworded to say, "Find my children, the dogs, and they're toast." From that point of view, it's not really more valid than "the kids, the dogs," but it does become something that is likely to be said.

Or better yet, maybe you're talking to your children. "Find the dogs, my children, and they're toast."

Using "there" is a bit shaky, but if you can accept sentences like, "I'm going to sit in this here chair" (and maybe you don't), then I could see "there" being used in such a way.

Interesting little bit on this here: http://www.grammarphobia.com/blog/2012/06/this-here.html

I think if you remove the punctuation from the sample sentence, and allow it to have variable punctuation to support the three meaning, then it works very well.
Find the kids (the dogs!), and they're toast! (the dogs is in interjected bit of name calling)
Find the kids, the dogs, and their toast. (easy peasy)
Find the kids (the dogs!), and there, toast! (two paired commands, with an interjected insult)

Maybe it would just be simpler to dissallow all contractions in written English....
Title: Re: How Dark Ages affects existing... things
Post by: chwhite on August 10, 2012, 12:39:51 pm
I like that my first thought after we saw Poor House was, "Oh, hey, Upgrade and Remake took a big hit." Hardly! Upgrade is actually going to get a substantial boost from this set, and Remake may very well be the best $4 card in the game now.

I think the existence of $1 Shelters deals Remake a pretty substantial blow.  Yes, its trashing synergizes with a whole host of Dark Ages cards, but not being able to turn Estates into Silver-or-better hurts bad.  And if you get all these trashing synergies, you're likely to be stuck with Estate.  I have tended to think of Remake as a card I'd nearly always pick up over Steward and sometimes over Chapel, but if Shelters are in the game (and a lack of income-granting $2s like Lighthouse or Fool's Gold) that is obviously not true anymore.
Title: Re: How Dark Ages affects existing... things
Post by: zahlman on August 10, 2012, 12:41:56 pm
I like that my first thought after we saw Poor House was, "Oh, hey, Upgrade and Remake took a big hit." Hardly! Upgrade is actually going to get a substantial boost from this set, and Remake may very well be the best $4 card in the game now.

I think the existence of $1 Shelters deals Remake a pretty substantial blow.  Yes, its trashing synergizes with a whole host of Dark Ages cards, but not being able to turn Estates into Silver-or-better hurts bad.

Yeah, the Remake-FV-PH strategy just evaporated. Now it's Remake-Hamlet/NV-PH at best. :/
Title: Re: How Dark Ages affects existing... things
Post by: Davio on August 10, 2012, 12:49:30 pm
I like that my first thought after we saw Poor House was, "Oh, hey, Upgrade and Remake took a big hit." Hardly! Upgrade is actually going to get a substantial boost from this set, and Remake may very well be the best $4 card in the game now.

I think the existence of $1 Shelters deals Remake a pretty substantial blow.  Yes, its trashing synergizes with a whole host of Dark Ages cards, but not being able to turn Estates into Silver-or-better hurts bad.  And if you get all these trashing synergies, you're likely to be stuck with Estate.  I have tended to think of Remake as a card I'd nearly always pick up over Steward and sometimes over Chapel, but if Shelters are in the game (and a lack of income-granting $2s like Lighthouse or Fool's Gold) that is obviously not true anymore.
That's true, but it's not something I mind. You just need to rethink all the strategies that have been etched in your skull.

Remake's on the board: Yay!
Oh no, we're playing with shelters.
Maybe I'll open double terminal which I've been too afraid of earlier.
Title: Re: How Dark Ages affects existing... things
Post by: Kuildeous on August 10, 2012, 02:14:50 pm
Yeah, the Remake-FV-PH strategy just evaporated. Now it's Remake-Hamlet/NV-PH at best. :/

It's not like the existence of these cards deals a deathblow to these cards. Just like any card, their efficacy is improved or lessened based on the kingdom.

Sea Hag is a pretty powerful card, but you probably wouldn't buy it if Lookout was available. Remake is still pretty good…you just  might be less likely to buy it if Shelters are out there.
Title: Re: How Dark Ages affects existing... things
Post by: WanderingWinder on August 10, 2012, 02:15:21 pm
Yeah, the Remake-FV-PH strategy just evaporated. Now it's Remake-Hamlet/NV-PH at best. :/

It's not like the existence of these cards deals a deathblow to these cards. Just like any card, their efficacy is improved or lessened based on the kingdom.

Sea Hag is a pretty powerful card, but you probably wouldn't buy it if Lookout was available. Remake is still pretty good…you just  might be less likely to buy it if Shelters are out there.

You skip Sea Hag just because lookout is available? ???
Title: Re: How Dark Ages affects existing... things
Post by: werothegreat on August 10, 2012, 02:26:45 pm
If Poor House and Squire are on the board (even without an Attack), I'd be comfortable opening Remake with Shelters in my deck.
Title: Re: How Dark Ages affects existing... things
Post by: Kuildeous on August 10, 2012, 03:08:23 pm
You skip Sea Hag just because lookout is available? ???

I'm making things up. I don't play nearly enough to get all the combos and counters.

Replace with "X may be a powerful card, but you probably wouldn't buy it if Y was available."

In reality, when I buy Sea Hag depends more on whether I'm filled with enough schadenfreude to harass my friends, whether it's a good move or not.
Title: Re: How Dark Ages affects existing... things
Post by: Beyond Awesome on August 10, 2012, 03:10:59 pm
The only time I skip Sea Hag is if Jack is on the board or a better curser, and I have a 5/2 split.
Title: Re: How Dark Ages affects existing... things
Post by: Qvist on August 10, 2012, 03:22:04 pm
You skip Sea Hag just because lookout is available? ???

I'm making things up. I don't play nearly enough to get all the combos and counters.

Replace with "X may be a powerful card, but you probably wouldn't buy it if Y was available."

In reality, when I buy Sea Hag depends more on whether I'm filled with enough schadenfreude to harass my friends, whether it's a good move or not.

Wow, I was really surprised to read a German word in your last sentence. I didn't know that it is one of the German words English speaking people use. Nice, you learn something everyday.
Title: Re: How Dark Ages affects existing... things
Post by: Kuildeous on August 10, 2012, 03:29:30 pm
Wow, I was really surprised to read a German word in your last sentence. I didn't know that it is one of the German words English speaking people use. Nice, you learn something everyday.

What I lack in Dominion strategy I make up for in chutzpah.

Also, schadenfreude makes for an amusing song (Avenue Q). Believe it not, I actually knew the word before I saw the show. I have my moments.
Title: Re: How Dark Ages affects existing... things
Post by: ftl on August 10, 2012, 04:26:00 pm
I'd skip Sea Hag in a masq game pretty often, I think?
Title: Re: How Dark Ages affects existing... things
Post by: CaptainNevada on August 10, 2012, 10:05:27 pm
Each set adds a layer of complexity.  Shelters make Remake a worse opening card.  However, it's still a great card with many of the Dark Ages cards (trashing two Rats is going to net you two $5 cards as well as drawing two cards; trashing two Squires is going to give you two attack cards plus two $3 cards).  The Shelters may check the power of the the card, as I could see somebody going crazy with a board with Remake, Village, and Poor House available. 

Still, Remake may be the right opening move depending on the board (try a kingdom set that has Hamlet, Poor House, and Remake on it).


Yeah, the Remake-FV-PH strategy just evaporated. Now it's Remake-Hamlet/NV-PH at best. :/

It's not like the existence of these cards deals a deathblow to these cards. Just like any card, their efficacy is improved or lessened based on the kingdom.

Sea Hag is a pretty powerful card, but you probably wouldn't buy it if Lookout was available. Remake is still pretty good…you just  might be less likely to buy it if Shelters are out there.
Title: Re: How Dark Ages affects existing... things
Post by: AJD on August 10, 2012, 10:56:56 pm
I'd skip Sea Hag in a masq game pretty often, I think?

Also often in an Ambassador game?
Title: Re: How Dark Ages affects existing... things
Post by: Cuzz on August 10, 2012, 11:27:53 pm
You skip Sea Hag just because lookout is available? ???

I'm making things up. I don't play nearly enough to get all the combos and counters.

Replace with "X may be a powerful card, but you probably wouldn't buy it if Y was available."

In reality, when I buy Sea Hag depends more on whether I'm filled with enough schadenfreude to harass my friends, whether it's a good move or not.

Wow, I was really surprised to read a German word in your last sentence. I didn't know that it is one of the German words English speaking people use. Nice, you learn something everyday.

That's an incredibly useful word, with no good English translation. Though after seeing Avenue Q I can't hear or read it without the song playing in my head.

http://www.youtube.com/watch?v=nCQGQ5qBQTA
Title: Re: How Dark Ages affects existing... things
Post by: CaptainNevada on August 10, 2012, 11:28:00 pm
Trading Post is another card that provides silver and trashes two cards at once.  I can imagine the exchange...

I'll trade you this Squire and a Hermit for quick Silver in Hand, a Madman, and a Bureaucrat. 

Are you sure you want a Bureaucrat?  We have a nice selection of Pirate Ships?

Positive.  I need him to administrate my Feodum. 
Title: Re: How Dark Ages affects existing... things
Post by: Squidd on August 10, 2012, 11:38:25 pm
You only get Madman if Hermit trashes itself from play, not if you trash it as a result of some other card.
Title: Re: How Dark Ages affects existing... things
Post by: ftl on August 10, 2012, 11:41:55 pm
Play an Upgrade, Upgrade a Squire to a Silver (gaining a goons), play a hermit (gaining a silver) and not buying anything (gaining a madman).

2 silvers (though none in hand), a goons, and a madman.
Title: Re: How Dark Ages affects existing... things
Post by: Coone on August 11, 2012, 05:43:10 pm
Doublejack with Feodum becomes crazy.  The most expensive card that needs to be bought is 4 coins.  From the second reshuffle every hand can be buying a feodum. On the off chance that you have too many feodums and not enough silvers, use a Jack to trash one of them to improve the rest.

I was curious about how he said shelters games would only have one Victory Card pile (I'm assuming not counting random kingdom cards).  Any predictions on how that will play out?
Title: Re: How Dark Ages affects existing... things
Post by: ftl on August 11, 2012, 05:46:21 pm
No, that's not what he said. He said DARK AGES (the set) had only one victory card, and it's Feodum. Dark Ages games will still have estate/duchy/province like normal.
Title: Re: How Dark Ages affects existing... things
Post by: werothegreat on August 11, 2012, 05:54:26 pm
Doublejack with Feodum becomes crazy.  The most expensive card that needs to be bought is 4 coins.  From the second reshuffle every hand can be buying a feodum. On the off chance that you have too many feodums and not enough silvers, use a Jack to trash one of them to improve the rest.

The same principle applies to Gardens (and to a lesser extent, Silk Road) games.

I was curious about how he said shelters games would only have one Victory Card pile (I'm assuming not counting random kingdom cards).  Any predictions on how that will play out?

It's not one Victory pile - the Estates, Duchies and Provinces will still be there.  You just don't start with Estates in your deck - you start with these Shelters instead.  And there aren't any piles for the Shelters - they're not from the supply.  You only have the ones you start with.
Title: Re: How Dark Ages affects existing... things
Post by: Coone on August 11, 2012, 06:45:12 pm
Oh OK thanks for the correction.

And ya, double-jack does do the same for Garden/ Silk Road strategies, but I just think it's cool how the on-gain silver directly ties into feodum.
Title: Re: How Dark Ages affects existing... things
Post by: Eevee on August 11, 2012, 08:10:24 pm
Bishop got quite a boost here I think?
Title: Re: How Dark Ages affects existing... things
Post by: eHalcyon on August 11, 2012, 08:19:59 pm
Bishop got quite a boost here too I think?

I'm kind of interested in Bishop-Rats.
Title: Re: How Dark Ages affects existing... things
Post by: ashersky on August 13, 2012, 07:29:20 am
Which, hey, is sort of cool, because it means that the set is shaping up to be a lot more tactical than the ones that came before.

Off topic, but, does anyone else get the sense that WW is actually DXV?  Makes sense, right?  Sounds like him, plays the most Dominion, etc.  I mean, that sentence is vintage DXV.
Title: Re: How Dark Ages affects existing... things
Post by: Geronimoo on August 13, 2012, 08:05:30 am
Nah, I've played against Donald on the beta and WW on iso. Donald is very chatty and plays quite a bit slower than WW. They're both exceptionally good at this game (I'd guess Donald would be top 10 on iso).
Title: Re: How Dark Ages affects existing... things
Post by: werothegreat on August 13, 2012, 08:46:02 am
Which, hey, is sort of cool, because it means that the set is shaping up to be a lot more tactical than the ones that came before.

Off topic, but, does anyone else get the sense that WW is actually DXV?  Makes sense, right?  Sounds like him, plays the most Dominion, etc.  I mean, that sentence is vintage DXV.

>.<

That would mean you're suggesting that DXV is the most self-obsessed individual on the planet.  This would mean he's the most prolific poster on a forum about his own game.  That he has his own YouTube channel detailing plays of HIS OWN GAME.  That would be pathetic.  I always got the sense that DXV was a lot more relaxed than that.  And besides, we all know that DXV is DougZ (which would still make him self-obsessed, but eh).
Title: Re: How Dark Ages affects existing... things
Post by: Grujah on August 13, 2012, 08:47:27 am
Bishop got quite a boost here too I think?

I'm kind of interested in Bishop-Rats.

Same.
Title: Re: How Dark Ages affects existing... things
Post by: Donald X. on August 13, 2012, 11:27:29 am
Nah, I've played against Donald on the beta and WW on iso. Donald is very chatty and plays quite a bit slower than WW. They're both exceptionally good at this game (I'd guess Donald would be top 10 on iso).
You say this after you beat me two out of three, first by buying a better number of Stewards and then okay the second game was close at least but I couldn't tell you why I didn't buy that last City. I guess I can claim that I'm better at multiplayer since I won the three-player game.
Title: Re: How Dark Ages affects existing... things
Post by: Geronimoo on August 13, 2012, 07:30:06 pm
Nah, I've played against Donald on the beta and WW on iso. Donald is very chatty and plays quite a bit slower than WW. They're both exceptionally good at this game (I'd guess Donald would be top 10 on iso).
You say this after you beat me two out of three, first by buying a better number of Stewards and then okay the second game was close at least but I couldn't tell you why I didn't buy that last City. I guess I can claim that I'm better at multiplayer since I won the three-player game.
I extrapolated those 3 games to a thousand in my mind and you won 450 of them  ;)
Title: Re: How Dark Ages affects existing... things
Post by: zahlman on August 13, 2012, 09:51:46 pm
I extrapolated those 3 games to a thousand in my mind and you won 450 of them  ;)

Well, you *did* write a simulator, after all...
Title: Re: How Dark Ages effects existing... things
Post by: John Thacker on December 08, 2012, 07:51:50 pm
Swindler becomes a heck of a lot more swingy. On one hand, it can keep dishing out pain after curses are gone, transforming coppers into ruins.

You want to talk about Swindler being swingy? Am I correct to assume that Swindler is capable of turning hard-won Mercenaries into Curses and Ruins?
Title: Re: How Dark Ages effects existing... things
Post by: werothegreat on December 08, 2012, 09:43:10 pm
Swindler becomes a heck of a lot more swingy. On one hand, it can keep dishing out pain after curses are gone, transforming coppers into ruins.

You want to talk about Swindler being swingy? Am I correct to assume that Swindler is capable of turning hard-won Mercenaries into Curses and Ruins?

And Madmen and Spoils.  And Prizes.
Title: Re: How Dark Ages affects existing... things
Post by: Beyond Awesome on December 09, 2012, 02:03:47 am
And most often, it turns Shelters into nothing and actually gives your opponent +1 card if that Overgrown Estate is trashed. But, who am I kidding, Swinder is swingy and even worth playing when Shelters are out.
Title: Re: How Dark Ages affects existing... things
Post by: Stealth Tomato on May 06, 2013, 01:02:42 pm
I find it interesting that Ambassador wasn't really mentioned. There are two interesting things about Ambassador with DA:

1. It can't return Shelters, which don't have a Supply pile. Ambassadoring a Shelter has no effect. This DRAMATICALLY weakens it.
2. It can typically return only one Ruins, and only give one to the player to your left, since the second Ruins will usually be a differently-named card.