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Dominion General Discussion / Re: Neat card interactions that were useful in the game you found them in.
« on: February 26, 2024, 03:03:34 am »
I'm sure this has been said before, but Collection + Experiment goes crazy
Cohort
Action
Look at the top 3 cards of your deck, plus an additional card for each empty supply pile. You may set aside any number of Actions and/ or Treasures from among them, and put the rest back in any order. Play the set aside cards.
Name
Action $5
Look at the top 3 cards of your deck, plus an additional card for each empty supply pile. You may set aside any number of them, and put the rest back in any order. You may play any number of Actions and/or Treasures set aside this way, then discard the rest.
I'm not sure why Ballroom would really need that change, but admittedly I have been out of the loop for a while. Ballroom doesn't emulate another card, it actually gains it and can only play it if that succeeds. I suppose one could rule out Command cards just to be sure, though: "Gain a non-Command Action from the Supply and play it."
Question: Are States inherently limited to one per player at any given time? E.g., if there's a card that says "Take [X] state", would it automatically fail if you already have the State, or could you take a 2nd copy of that State, assuming there's one available?
unclear. We've only got a couple states as-is, so canonwise there's not a ton to go off of. I think for simplicity's sake, having a default rule be "you can't stack multiple of the same state" is fine.
QuoteEmbark
Event
You may set aside an Action card from your hand. At the start of your next turn, play it.
I might be missing something (and believe me, it's been happening a lot to me lately), but isn't this just Delay, except it now costs $3?
You aren't, it is exactly just Delay for instead of .
Clarification question: What happens when you play this with Throne Room or Golem?
Great for early gaining of golds or $5 cards. Terrible for engines later on. Can't tell if this is way too good or terrible, so I'm hoping that means it's just right.
Good question. Logically, I would say it fails to play the second time. IDK how that translates to the actual rules of confusing situations in Dominion though. What I had in mind was it's the end of your turn, period. Anything still resolving gets ended. I'll try to think of an elegant wording to portray this, unless someone has a good suggestion that makes sense.
QuotePort of Call
Landmark
At the end of your action phase, if you have at least 2 unspent actions, take 2VP from here.
Setup: Put 6VP here per player.
just a suggestion, since Villa exists and can always hit this: "at the end of your first action phase in a turn"
Port of Call
Landmark
At the end of your action phase, if you have at least 2 unspent actions, take 2VP from here.
Setup: Put 6VP here per player.
this card in its current form does not qualify for the contest, as it is not a Kingdom card.
Extortionist
Action - Attack - Reserve [$5]
+$2
+1 Buy
Each other player gains a curse to thier hand. Put this on your tavern mat.
When another player gains a card costing [$4] or more, you may call this to gain a Gold.
I almost missed the call line; maybe you could see about making it not as long?
Extortionist
Action - Attack - Reserve
+
+1 Buy
Each other player gains a curse to their hand. Put this on your tavern mat.
When another player gains a card costing or more, you may call this to gain a Gold.