Dominion Strategy Forum
Dominion => Puzzles and Challenges => Topic started by: AJD on October 25, 2011, 12:36:45 am
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Not really a puzzle so much as a game. I occasionally enjoy constructing analogies based on Dominion cards, in the "A is to B as X is to Y" form. Sometimes this can be done through exact shuffling around of vanilla bonuses—the most trivial examples I can think of are
Village:Worker's Village :: Peddler:Market
Village:Bazaar :: Market:Grand Market
Similarly precise analogies are
Highway:Bridge :: Peddler:Woodcutter
Laboratory:Smithy :: Familiar:Witch
Laboratory:Caravan :: Bazaar:Fishing Village
Apprentice:Laboratory :: Salvager:Woodcutter (if you ignore Apprentice's effect on Potion costs)
Contraband:Gold :: Envoy:Smithy (think about it)
However, it's hard to come up with pairs of cards that match up quite so precisely as those. Are there any other good ones?
That said, there are some almost-perfect analogies that are pretty good:
Scheme:Golem :: Herbalist:Adventurer
Apprentice:Bishop :: Laboratory:Monument
Walled Village:Village :: Treasury:Peddler
For the following analogies to work, you have to ignore some of the details of the effects of the cards involved, but the analogies are based on the main interesting things about the cards:
Followers:Torturer :: Trusty Steed:Pawn
Silk Road:Scout :: Vineyard:Scrying Pool
Scrying Pool:Apothecary : Throne Room:Coppersmith
Minion:Cellar :: Horse Traders:Secret Chamber
Crossroads:Menagerie :: Scout:Hunting Party :: Silk Road:Fairgrounds
Scout:Rabble :: Farming Village:Fortune Teller
Moat:Lighthouse :: Horse Traders:Caravan
Outpost:Possession :: Workshop:Smugglers
And here are a few card pairs that I think must have some other pair of cards with the same relationship, but I just can't think of any good comparisons. Thoughts?
Courtyard:Mandarin :: ??
Upgrade:Remake :: ??
Conspirator:Peddler :: ??
Border Village:Haggler :: ??
What good card analogies have I missed?
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(Maybe Border Village:Haggler :: Nomad Camp:Royal Seal?)
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Margrave:Council Room::Goons:Grand Market
Almost perfect. If not for the goons VP chip gain.
Alternatively -
Margrave:Council Room::Militia:Grand Market
If militia had a +buy.
Edit: Militia and Goons are also missing the +action. So not quite almost perfect.
Edit2: Ghost Ship:Smithy works maybe a little better. Only difference is cards go on deck, not discard.
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Upgrade:Remake::Market:Woodcutter ?
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Upgrade:Remake::Market:Woodcutter ?
Hmm, that's not bad. Another possibility I thought of is Upgrade:Remake::Spy:Oracle, though Oracle's +2 cards breaks it down.
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Pretty close one:
Alchemist:Laboratory::Treasury:Peddler
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Courtyard:Mandarin::Smithy:Gold
Conspirator(activated):Peddler::Grand Market:Market
Border Village:Haggler::Village:Silver
The first and third ones work except for the action to treasure conversion.
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Not perfect, but I really think it fits:
Venture:Adventurer::Bank:Coppersmith
Perhaps a bit of a stretch, but just ignore Upgrade's +Action and it sort of works:
Upgrade:Remake::Jack of All Trades:Trading Post
EDIT: I think this might be my favorite, though you have to ignore SC's (rarely useful) Reaction effect:
Vault:Secret Chamber::Gold:Silver
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Vault:Secret Chamber::Gold:Silver
Wouldn't that be Gold:Copper since Vault gives 2 more coin than SC?
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Scheme:Throne Room::Caravan:Laboratory
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Pretty close one:
Alchemist:Laboratory::Treasury:Peddler
Yeah, though I think Walled Village:Village is closer—WV is a Village you can topdeck if you didn't "use" the extra action; Treasury is a Peddler you can topdeck if in some sense you didn't "use" the extra money for increasing your score. The equivalent for a Laboratory would be something like "If this is in play at the beginning of your cleanup phase, you may discard a card from your hand; if you do, when you discard this card from play put it on top of your deck." (Actually, that sounds kind of cool but way more powerful than Alchemist.)
Conspirator(activated):Peddler::Grand Market:Market
Border Village:Haggler::Village:Silver
Hmm, so what I was thinking of for Conspirator:Peddler was Conspirator is easier to play after you play several actions, whereas Peddler is easier to buy after you play several actions—I wasn't actually thinking of their effect when played, though of course your analogy works for that. ...What do you think of Conspirator:Peddler :: Throne Room:Talisman? (Easier to play:easier to buy :: play something twice:buy something twice?)
I'm not convinced by Border Village:Haggler :: Village:Silver; Border Village is "gain something cheaper when you buy this, and Haggler is "gain something cheaper when this is in play".... maybe Farmland:Remodel?
Not perfect, but I really think it fits:
Venture:Adventurer::Bank:Coppersmith
Perhaps a bit of a stretch, but just ignore Upgrade's +Action and it sort of works:
Upgrade:Remake::Jack of All Trades:Trading Post
I kind of like the Jack of All Trades one. I don't really get the Adventurer one?
Scheme:Throne Room::Caravan:Laboratory
I like it! Or maybe even better, Wharf:Council Room?
Two more from me:
Gardens:Philosopher's Stone :: Estate:Silver
Courtyard:Ghost Ship :: Horse Traders:Militia, except the numbers of cards don't match up right
And another conundrum: Ill-Gotten Gains:Embargo :: ??
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Not perfect, but I really think it fits:
Venture:Adventurer::Bank:Coppersmith
Perhaps a bit of a stretch, but just ignore Upgrade's +Action and it sort of works:
Upgrade:Remake::Jack of All Trades:Trading Post
I kind of like the Jack of All Trades one. I don't really get the Adventurer one?
The idea is that Venture and Adventurer both dig for Treasure cards, whereas Bank and Coppersmith both essentially give you an extra +Coin for each Treasure you have. Venture and Bank, however, are both Treasures as opposed to Actions, and happen to be much better cards in general (you can chain Ventures, Bank works on all Treasure and not just Copper).
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I'm not convinced by Border Village:Haggler :: Village:Silver; Border Village is "gain something cheaper when you buy this, and Haggler is "gain something cheaper when this is in play".... maybe Farmland:Remodel?
I guess it's a matter of what properties we want to compare. If you just look at the effects of actually playing the cards coupled with somehow related to gaining a cheaper card, mine works. If we focus on the specific methods of card gaining, and not the card effects, I think yours is pretty spot on.
As for this one
Ill-Gotten Gains:Embargo :: Embassy:Jack of all Trades?
or maybe just Ill-Gotten Gains:Embargo::Embassy:Silver makes more sense.
I don't know. Why am I still awake?
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Vault:Secret Chamber::Gold:Silver
Wouldn't that be Gold:Copper since Vault gives 2 more coin than SC?
Hm, true. It's a closer analogue of their relative power, too. :P
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How about this one
Pirate Ship:Thief::Pirate Ship:Trade Route
Taking the two pirate ships to be the two possible actions.
And along those lines
Minion:Silver::Minion:Margrave?
The attacks aren't exactly the same, but probably comparable in power.
Ok I'm done now for real.
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Courtyard:Mandarin :: cellar:secret chamber :: lab:peddler
Anything where you replace "cards" with "coins"...
Border Village:Haggler :: Estate:Goons ?
Estate increments your score when you buy it. Goons increments your score when you buy something while it's in play.
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Courtyard:Mandarin :: cellar:secret chamber :: lab:peddler
Anything where you replace "cards" with "coins"...
Of course! Cellar:Secret Chamber is exactly the kind of thing I was trying and failing to come up with. (I guess you could make a case for Lab:Silver also, though of course it's not quite right.)
Border Village:Haggler :: Estate:Goons ?
Estate increments your score when you buy it. Goons increments your score when you buy something while it's in play.
That's kind of clever.
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Cutpurse:Apothecary :: Militia:Laboratory?
Smithy:Council Room :: Steward:Governor?
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I have nothing to contribute here, at least for now, but I wanted to post anyway to say how much I like this idea and have enjoyed reading what you're all coming up with. Great stuff.
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Roughly, Salvager:Woodcutter :: Trader:Explorer.
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I don't like using different functions of the same card for different terms in the same analogy, but Mandarin:Mint :: Mandarin:Trade Route is not too far off target.
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Warehouse : Embassy :: Laboratory : Council Room
(Roughly)
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Warehouse : Embassy :: Laboratory : Council Room
(Roughly)
Governer might fit better than Lab (when used for +3 Card) for the benefit to the opponent, even though it doesn't preserve the difference in # of cards drawn.
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Kinda, if you think about it:
Peddler:Highway :: Conspirator:Bazaar
(reduces its own cost when you play other things : reduces the cost of other things when you play it :: becomes non-terminal when you play other things : makes other things non-terminal when you play it)
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Venture:Peddler :: Farming Village::Village
sort of?
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In a very different spirit:
Horse Traders : Stables :: Trader : Market
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In a very different spirit:
Horse Traders : Stables :: Trader : Market
I see what you did there!
But in terms of actual card behaviors, I think Horse Traders : Stables :: Trading Post : Spice Merchant is fairly on-target.
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Minion : Dominion :: Rabble : Scrabble ;D
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I wand to do something that says Fool's Gold : Treasure Map :: ? : ??, but I can't think of a good companion pair.
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Feast: Trader?
Feast lets you get 1 silver, 2 Traders give you 4 silvers.
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Inn:Counting House::Golem:Adventurer
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bag of gold : fool's gold :: lab : horse traders
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Cache:Ill-Gotten-Gains :: Workshop:Ambassador
(when you buy it / play it, you / they gain something)
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Cache:Ill-Gotten-Gains :: Workshop:Ambassador
(when you buy it / play it, you / they gain something)
How about Cache:Ill-Gotten Gains :: Ill-Gotten Gains:Torturer?
(when you buy::play it, you:they gain::may-gain copper:curse)
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King's Court: Throne Room : : Smithy : Moat with no attacks : : Witch: Young Witch ? Maybe?
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King's Court: Throne Room : : Smithy : Moat with no attacks : : Witch: Young Witch ? Maybe?
I'd say no to Witch : Young Witch, but:
King's Court : Throne Room :: Smithy : Moat with no attacks :: Expand : Remodel :: Gold : Silver ;)
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Workshop:Woodcutter :: Remodel:Salvager!
I'm surprised it took this long to notice this one; it's really exact.
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^You're right, but I think it should be Workshop:Remodel::Woodcutter:Salvager. There is no real relationship between Workshop and Woodcutter per se.
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This doesn't quite work, but it's close:
Library:Smithy :: Watchtower:Moat
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^Looks good to me.
This ones a bit more a stretch:
Swindler:Saboteur::Embassy:Envoy
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^Looks good to me.
This ones a bit more a stretch:
Swindler:Saboteur::Embassy:Envoy
...Oh, I see what you mean there—player chooses what to gain/discard vs. opponent chooses what to gain/discard? That's not bad.
Here's a similarly inexact one: Swindler:Saboteur :: Salvager:Remodel.
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Workshop:Woodcutter :: Remodel:Salvager!
I'm surprised it took this long to notice this one; it's really exact.
I guess I'm not seeing it as exact. Close but not exact...
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^The way I see it, when the trashers trash Estates (or any other $2 card), they provide an ability identical to the other cards, which is pretty exact.
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Workshop:Woodcutter :: Remodel:Salvager!
I'm surprised it took this long to notice this one; it's really exact.
I guess I'm not seeing it as exact. Close but not exact...
Trash 0 cards. Gain a card costing up to ($2 + $2). : Trash 0 cards. +1 Buy. +$2. ::
Trash 1 card. Gain a card costing up to ($2 + cost of trashed card). : Trash 1 card. +1 Buy. +(cost of trashed card).
It's super-exact! Add "trash 1 card" and replace "$2" with "cost of trashed card", and you map the cards to each other perfectly.
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I guess Salvager ignores potion costs and Remodel doesn't, but apart from that they're exact analogues, anyway.
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Forge : Secret Chamber :: Remake : Horse Traders?
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Fairly close:
Witch : Familiar :: Smithy : Alchemist
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Fairly close:
Witch : Familiar :: Smithy : Alchemist
Witch : Familiar :: Smithy : Lab is exact, though, in terms of card behavior (though less so in terms of price).
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Jack of all Trades : Pirate Ship :: Secret Chamber : Trusty Steed
(Works if Secret Chamber gave a buy)
Did I get you to think about it? =D
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Did I get you to think about it? =D
You got me to stare at the monitor in confusion...
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Copying from another thread:
Bazar:Festival ::
Lab:Market
How can Festival be ranked higher than Bazaar?? I don't think the watchtower/library combo is enough to justify that.
Scheme:Apprentice ::
Herbalist:Salvager
That one kinda blew my mind when I first realized it.
In particular, Bazaar:Festival :: Lab:Market is a non-obvious but totally exact vanilla analogy which I really like.
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Copying from another thread:
Bazar:Festival ::
Lab:Market
How can Festival be ranked higher than Bazaar?? I don't think the watchtower/library combo is enough to justify that.
Scheme:Apprentice ::
Herbalist:Salvager
That one kinda blew my mind when I first realized it.
In particular, Bazaar:Festival :: Lab:Market is a non-obvious but totally exact vanilla analogy which I really like.
Scheme:Apprentice ::
Herbalist:Salvager
is a perfect analogy, because the price differences between the cards are the same. The only flaw is that Apprentice factors in Potions, whereas Salvager doesn't.
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Here's an automatically-generated list of every vanilla Dominion analogy (so ONLY vanilla cards are included). Treasure cards are treated as non-terminals, because analogies involving basic treasure can be fun. Every analogy will appear twice in this list (because a : b :: c : d is the same as a : c :: b : d), so it's up to you which version you prefer.
Smithy : Grand Market :: Laboratory : Festival
Village : Festival :: Laboratory : Grand Market
Village : Silver :: Bazaar : Gold
Laboratory : Bazaar :: Market : Festival
Peddler : Gold :: Worker's Village : Festival
Copper : Woodcutter :: Village : Market :: Bazaar : Grand Market
Laboratory : Market :: Bazaar : Festival
Grand Market : Gold :: Market : Silver
Village : Copper :: Bazaar : Silver :: Market : Woodcutter
Festival : Gold :: Worker's Village : Peddler
Grand Market : Silver :: Market : Copper
Peddler : Silver :: Laboratory : Peddler
Grand Market : Festival :: Smithy : Laboratory :: Laboratory : Village
Worker's Village : Market :: Village : Peddler
Grand Market : Woodcutter :: Bazaar : Copper
Platinum : Gold :: Gold : Copper
Bazaar : Market :: Silver : Woodcutter
Grand Market : Market :: Gold : Silver :: Bazaar : Village :: Silver : Copper
Worker's Village : Village :: Market : Peddler
Edit: To clarify, this is looking at Cards, Actions, Buys, and $, according to what you get when you play the card.
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Scheme:Apprentice ::
Herbalist:Salvager
is a perfect analogy, because the price differences between the cards are the same. The only flaw is that Apprentice factors in Potions, whereas Salvager doesn't.
That one is pretty obvious though! ;)
Also, if there is a flaw, then it isn't perfect! ;D
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Smithy : Grand Market :: Laboratory : Festival
This is a great example that could be used in Rinkworks' card-design thread for how vanilla bonuses don't have a constant value. The difference in effect between Laboratory and Festival is exactly the same as the difference between Smithy and Grand Market, but Lab and Festival are both the same cost and approximate power level, whereas Smithy is a middle-of-the-road $4 and Grand Market a super-powered $6 that's really worth more than $7—and that's because the value of adding or removing a +buy, +card, or +action depends intricately on what other features the card already has.
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Smithy : Grand Market :: Laboratory : Festival
This is a great example that could be used in Rinkworks' card-design thread for how vanilla bonuses don't have a constant value. The difference in effect between Laboratory and Festival is exactly the same as the difference between Smithy and Grand Market,
I suppose a simpler way to put this would be to phrase it as Lab:Smithy :: Festival:Grand Market. So the concise description is: "If we start with Lab and replace its +action with a +card, the value drops from $5 to $4. But if you start with Festival and do the same thing, replacing a +action with a +card, the value increases from $5 to super-$6."
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Woodcutter:Nomad Camp::Worshop:Armory
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Feast:Altar::Embargo:Moneylender
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Cellar:Storeroom::Moat:Vault (ignoring the buy and the reaction)
Catacombs:Smithy::Oracle:Moat (ignoring the attack and the reaction)
Workshop:Ironworks::Spy:Ironmonger (ignoring the attack)
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Adventurer : Golem :: Counterfeit : Procession ? (well, almost)
(Venture would be better replacement for Adventurer's spot, but there is no single card Golem)
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Adventurer : Golem :: Counterfeit : Procession ? (well, almost)
(Venture would be better replacement for Adventurer's spot, but there is no single card Golem)
But Adventure doesn't actually play the treasures, so I think it's closer with Venture.
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Upgrade:Remake::Spy:Oracle
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Jack of all Trades : Band of Misfits :: Masquerade : Steward
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Jack of all Trades : Band of Misfits :: Masquerade : Steward
...You're gonna have to unpack that a bit, I think.
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King's Court : Copper :: Scout : Platinum
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Estate : Silver :: Duchy : Harem
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Hunting Grounds : Smithy :: Smithy : Moat
Ironworks : Ironmonger :: Workshop : Mongerhop(?)
EDIT: Oops. Accidentally Edited instead of replying... Not sure what I originally had here...
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Ironworks : Ironmonger :: Workshop : Mongerhop(?)
Bank : Bankerfeit :: Count : Mountecount
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Ironworks : Ironmonger :: Workshop : Mongerhop(?)
Clearly Mongerhop is a $3 card that gives +1 card/+1 action. Reveal the top card of your deck, you may discard it. It's coming out in a future expansion. Dominion: Analogies.
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A couple obvious ones:
Colony : Province :: Province : Duchy
Hermit : Madman :: Urchin : Mercenary (totally ignoring any of the effects of the cards other than upgrading and kingdom inclusion)
and a couple looser ones:
Ironmonger : Tribute :: Courtyard : Ghost Ship (ignoring the standard +whatevers)
Spoils : Gold :: Madman : Tactician (more of a feel thing...)
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Rebuild : Mine :: Duke : Feodum?
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Estate : Greathall :: Copper : Peddler
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Estate : Greathall :: Copper : Peddler
I would say:
Estate : Greathall :: Copper : Bazaar
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I don't see why. GH isn't a village.
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I don't see why. GH isn't a village.
Because copper is a treasure so it's sort of like an action that's +$1 +1 Action, already. Thus adding a card/action gives a bazaar.
Something like
Estate:Great Hall::Abandoned Mine:Peddler might be more accurate.
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Something like
Estate:Great Hall::Abandoned Mine:Peddler might be more accurate.
Oh, I'm surprised no one has done any Ruins analogies yet. There's a ton of low-hanging fruit there...
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Something like
Estate:Great Hall::Abandoned Mine:Peddler might be more accurate.
Oh, I'm surprised no one has done any Ruins analogies yet. There's a ton of low-hanging fruit there...
Ruined Market:Market::Ruined Village:VillageBazaar
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Bishop : Gardens :: Counterfeit : Philosopher's Stone?
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Sage:Scheme :: Golem:Throne Room
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A weak one, but
Coppersmith:Bank::Moneylender:Counterfeit
In each pair, the first one is an action that does something with copper, while the second one is a more expensive treasure that does the same action with every treasure, that's also slightly better for copper (+1 buy with counterfeit, +$1 with bank)
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Something like
Estate:Great Hall::Abandoned Mine:Peddler might be more accurate.
Oh, I'm surprised no one has done any Ruins analogies yet. There's a ton of low-hanging fruit there...
Ruined Market:Market::Ruined Village:VillageBazaar
Ruined Library:Laboratory::Ruined Village:Village
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Oracle : Spy :: Survivors : Duchess
(It's off a bit, though)
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Altar : Feast :: Oasis : Copper !
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Altar : Feast :: Oasis : Copper !
Altar and Feast gain a $5 card.
Oasis and Copper give +$1?
Altar trashes another card, Feast trashes itself. Oasis discards another card, Copper uses itself?
It's a stretch. :P
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Altar : Feast :: Oasis : Copper !
Altar and Feast gain a $5 card.
Oasis and Copper give +$1?
Altar trashes another card, Feast trashes itself. Oasis discards another card, Copper uses itself?
It's a stretch. :P
It's simpler if you think of it this way: Altar turns a card in your hand into a Feast; Oasis turns a card in your hand into a Copper.
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Graverobber : Rogue :: Expand : Saboteur
(a bit weak - GR and R are both restricted in the cards they can target when not gaining from trash, but in different ways)
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Moneylender:Steward::Mine:Squire
When you trash a copper with the former card, it essentially performs one of the 3 options of the latter card
EDIT: If you make the same logic into a ratio, then Spice Merchant:Pawn for the same reason.
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Hamlet : Worker's Village :: Oasis : Peddler
...kinda.
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Mine : Mint :: Fairgrounds : Farmland
(I'm surprised it hadn't been done before)
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Scout : Curse :: Colony : Colony
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Scout : Curse :: Colony : Colony
But I buy Curse much more often than Scout...
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Not particularly strong, but
Envoy:Advisor::Hunting Grounds:Laboratory
Sir Vander:Soothsayer::Cultist:Council Room
Forager:Candlestick Maker::Junk Dealer:Baker
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Woodcutter:Nomad Camp::Herald:Herald(overpay 1, top deck a previous herald)
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Marauder:Soothsayer::Smithy:Council room ?
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How about...
Goons : Merchant Guild :: Followers : Noble Brigand ?
This one's a bit more of a stretch:
Monument : Baker :: Baron : Stables
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Remodel : Expand :: Market : Grand Market
This one is more of an arbitrary or conceptual analogy than a pragmatic one.
Duke : Duchy :: Gardens : Copper
Am I right? ;) These are just what immediately came to my mind.
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Duke : Duchy :: Gardens : Copper
Or slightly more accurately:
Duke : Duchy :: Feodum : Silver
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Here's an interesting one. Bazaar : Worker's Village :: Gold : Woodcutter.
Bazaar has +1 treasure where Worker's Village has +1 buy, they both have +1 card +2 actions.
Likewise Gold has +1 treasure where Woodcutter lacks 1 treasure but has +1 buy.
It's kind of a stretch since Gold isn't an action card, but oh well.
Edit: I'm sure there are a couple more precise analogies here :3
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Thought of this one watching one of WW's videos:
Activated Conspirator : Gold :: Cantrip : Copper
(Had to do with what he was choosing to discard for an opponent's Advisor)
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Here's an interesting one. Bazaar : Worker's Village :: Gold : Woodcutter.
Bazaar has +1 treasure where Worker's Village has +1 buy, they both have +1 card +2 actions.
Likewise Gold has +1 treasure where Woodcutter lacks 1 treasure but has +1 buy.
It's kind of a stretch since Gold isn't an action card, but oh well.
Edit: I'm sure there are a couple more precise analogies here :3
Peddler:Market Square
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Courtyard:Advisor :: Ghost Ship:Pillage
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Salvager:Remodel::Woodcutter:Workshop
http://forum.dominionstrategy.com/index.php?topic=863.msg75682#msg75682
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Golem:Herald::Venture:Tournament
Laboratory:Market::Bazaar:Festival
Unactivated Menagerie:Activated Menagerie:: Necropolis/Unactivated Shanty Town:Activated Shanty Town
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Golem:Herald::Venture:Tournament
When you say Tournament, do you mean Peddler?
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Laboratory:Market::Bazaar:Festival
Copying from another thread:
Bazar:Festival ::
Lab:Market
Thread is getting too long to search for repeats :(
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Necropolis : Laboratory :: Laboratory : Hunting Grounds
Crossroads(no draw) : Village :: Village : Laboratory :: Laboratory : Smithy
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Golem:Herald::Venture:Tournament
When you say Tournament, do you mean Peddler?
Kind of, but Tournament fits even better, because there is a condition which can prevent you from the peddler effect, like Herald with its action condition.Laboratory:Market::Bazaar:Festival
Copying from another thread:
Bazar:Festival ::
Lab:Market
Thread is getting too long to search for repeats :(
Definitely
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Pawn : Market :: Necropolis : Bazaar
Pawn : Laboratory :: Smithy : Hunting Grounds
Pawn : Bazaar :: Woodcutter : Festival
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Ferry : Quarry :: Embargo : Swamp Hag?
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Port : Village :: Talisman : Copper
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Caravan Guard : Caravan :: Peddler : Laboratory
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Port : Village :: Talisman : Copper
I dunno about that, but Port : Border Village :: Talisman: Haggler.
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Port : Village :: Talisman : Copper
I dunno about that, but Port : Border Village :: Talisman: Haggler.
How about Port : Village :: Distant Lands : island?
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Save : Haven :: Scouting Party : Cartographer
Sort of...
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Vagrant : Magpie :: Scout : Adventurer
sort of... a more exact analogy:
Haven : Gear :: Spy : Oracle
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Port : Village :: Talisman : Copper
I dunno about that, but Port : Border Village :: Talisman: Haggler.
That doesn't seem right to me either.
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Port : Village :: Talisman : Copper
I dunno about that, but Port : Border Village :: Talisman: Haggler.
That doesn't seem right to me either.
Well, the difference is that Talisman is a Treasure instead of an Action and gives $1 instead of $2, but for the gaining part, it's right.
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Port : Village :: Talisman : Copper
I dunno about that, but Port : Border Village :: Talisman: Haggler.
That doesn't seem right to me either.
Well, the difference is that Talisman is a Treasure instead of an Action and gives $1 instead of $2, but for the gaining part, it's right.
OK, I see it.
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Workshop : Artificer :: Poor House : Vault
Barring a couple vanilla bonuses and some coin subtraction ;)
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I'm surprised no one posted this one.
Province:Tournament::Curse:Montebank
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Caravan (http://wiki.dominionstrategy.com/index.php/Caravan) : The Sea's Gift (http://wiki.dominionstrategy.com/index.php/The_Sea's_Gift) :: Dungeon (http://wiki.dominionstrategy.com/index.php/Dungeon) : The Wind's Gift (http://wiki.dominionstrategy.com/index.php/The_Wind's_Gift) :: Fishing Village (http://wiki.dominionstrategy.com/index.php/Fishing_Village) : The Field's Gift (http://wiki.dominionstrategy.com/index.php/The_Field's_Gift)
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Candlestick Maker : Ducat : Plan :: Monument : Plunder : Lost Arts
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Apprentice : Research :: Laboratory : Den of Sin
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Lurker : Treasurer :: Procession : Counterfeit
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Hideout:Junk Dealer :: Village:Peddler
Pouch:Spices :: Copper:Silver