Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Dwhit

Filter to certain boards:

Pages: [1]
1
Dominion Articles / Re: Cathedral
« on: January 17, 2019, 12:00:58 pm »
for turn 2 you will never be forced to trash copper over estate. If you have 5 coppers in hand on turn 2 you couldn't buy cathedral because of only 2 coppers

Baker in supply used my coffer with my opening 2 copper to buy cathedral

2
Rules Questions / Innovation wording
« on: January 16, 2019, 03:06:29 pm »
The first time you gain an action card in each of your turns, you may set it aside. If you do, play it.

My question is why do you set it aside first, and what does this change? Or how does setting it aside first make it play differently?

Is it just so you can't play tricks like gain an action play it (innovation) reveal trader to gain silver instead or watchtower to trash it?

3
Rules Questions / Re: Innovation and Haggler
« on: January 16, 2019, 01:46:14 pm »
I bought Innovation.

While a Haggler is in play, I bought Province. I gained and set aside another Haggler. I played it.

Do I gain another card cheaper than Province?
Yes.

When you're in the window for resolving effects that trigger on a particular thing, new things that show up also work. This goes back to Secret Chamber / Moat - I play Militia, you use Secret Chamber, you get Moat from it, you use the Moat on the Militia.

The part I don't follow is hagglers text says "while this is in play when you gain a card" how can the it be in play before the province is gained?

I can kind of follow the secret chamber most reasoning, but I still struggle with it.

4
Dominion: Renaissance Previews / Re: Capitalism Questions
« on: December 28, 2018, 11:37:03 pm »
Does capitalism always make city a treasure? Or only once 2 piles are empty?

5
Dominion General Discussion / Re: Why is Possession hated so much?
« on: December 14, 2018, 08:12:14 am »
Still $15
Gold costs $6
Platinum costs $9
=15

6
Crypt - Raider
Crypt all your coppers so that raider can hit a better card

7
Nightfeast gain to your hand would be less interesting than feast imo

8
Dominion Articles / Re: Guildhall and Masterpiece
« on: November 19, 2018, 11:46:41 am »
Guildhall and conquest, +coffers and +VP on every silver you got with your masterpiece

9
Let's Discuss ... / Re: Let's Discuss Cornucopia Prize: Trusty Steed
« on: November 18, 2018, 08:25:29 pm »
If your watchtower trashes the silvers do you still get +VP?

10
Let's Discuss ... / Re: Let's Discuss Renaissance Cards: Inventor
« on: November 10, 2018, 04:58:29 pm »
If I thrown room my inventor I get a $4 cost card and a $5 cost card correct?

11
Variants and Fan Cards / Reaction cards
« on: October 03, 2018, 09:47:45 pm »
We need a reaction card that cares about being revealed (as by a bandit or a scrying pool) another good one would be reacting to gaining coppers, gain coffers instead (similar to trader)

12
Innovation, when your first gain is in your buy phase can you use the coin supplied by the purchased and played card? What about coffers? I'm pretty sure it's a no for coffers. If you buy a crown and innovation plays it does it have to be played as an action?

13
If I trash my last two cards in hand with a trading post can sewers then trash the silver I gain to hand?

14
Come to think of it, I will have to think about which Villager-giving cards count as 'Villages' in my random kingdom generator.

I think it’s a case-by-case thing. Acting Troupe and Recruiter count as villages. Sculptor and Silk Merchant don’t.

I think they should all count. They all enable more than one terminal action to be played in the same turn.

For pedantic purposes, sure. For a kingdom generator, no.

Isn't the purpose of "always include a Village" in a Kingdom generator more or less to "always provide me with a way to play multiple terminals per turn"?

To borrow an old saying: Knowledge is knowing that Silk Road is a village. Wisdom is not trying to use it as one.
...and true mastery is realizing that Silk Road isn't an action at all!

(sorry, sorry)

Mountain Village is an obvious yes.
Sculptor is a no as it only provides at most one Villager on each play.

Acting Troupe and Recruiter are harder, they can provide more than one action on each play, but Acting Troupe's actions are limited by the Acting Troupe piles and Recruiter's actions are limited by every pile with a value of $1 or more. Although, looking at what my program already has, Procession has the 'village' tag, and it requires an action sacrifice to do so, so Recruiter would be a 'yes'.
By the same reasoning Recruiter should be a village, even if there's only ten of them.

Silk Merchant is hardest, as it doesn't give Villagers on play, but on gain/trash. With Lurker or a gainer + Watchtower it can be. Intuitively I would say 'no', but I want a better reason.

Isn't the purpose of "always include a Village" in a Kingdom generator more or less to "always provide me with a way to play multiple terminals per turn"?

Yes. With the inclusion of 'assuming there's cards with +1 action', so Throne Room variants and Teacher/Lost Arts also count.

Although in my generator there's a bunch of properties, like 'village', and you give it a minimum and maximum for those kinds of cards, so I can say 'I want 1 to 3' villages and it will give a kingdom with one of those amounts (if possible).

If you classify tactician as a village then sculptor should be as well.

Pages: [1]

Page created in 0.081 seconds with 20 queries.