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Topics - hockeysemlan

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1
Rules Questions / Tokens on ruins?
« on: May 08, 2015, 03:45:45 am »
I should probably just get home and read through the rulebook now since I got it, but anyway: Can you put tokens on the ruins pile? The events just state an Action pile, not a Kingdom action pile so just going by that it should be legal, right?

Feels odd though..

(Sorry if already been taken up and so forth..) 

2
Dominion General Discussion / Divide by Cardtypes
« on: July 20, 2013, 03:00:33 pm »
(Ehm, I don't feel comfortable posting a new topic as only a herbalist, but whatever.. kill me if you must)

Since the wonderful debate about the overpay-cost-cards place in the Qvist-rankings I have been thinking seriously about trying to divide cards in what they do rather than in what they cost. It's awfully tricky of course and probably impossible to do totally satisfying, but still I think I caught a grasp of it to discuss further at least. I managed to get it down to 12 groups. Mostly of them with 15-25 cards and I guess that's quite decent. The awkward group is "the remodel" cards, which both is the only group with under 10 cards and also the only group with the same name as an actual card.  Still the remodel-effect is such a special mechanic that I don't really know wherelse to put them.

Hm. I don't think it's so smart of me to post the complete list right away since I don't even know if there's any interest or even if someone has done it here before in some way... Anyhow, I might present my categories and you can say what you think of them as such. *Hrm* here we go...

TREASURES
(Cards of the type Treasure)

Platinum
Bank
Gold
Venture
Fool’s Gold
Horn of Plenty
Hoard
Harem
Silver
Quarry
Loan
Counterfeit
Cache
Contraband
Copper
Royal Seal
Talisman
Philosopher’s stone
Stash
Masterpiece

JUNKERS
(Cards that in some way have the possibility of giving out zero-costing card, aka junk)

Cultist
Mountebank
Sea Hag
Ill-Gotten Gains
Marauder
Familiar
Ambassador
Young Witch
Torturer
Witch
Swindler
Soothsayer
Jester
Embargo
Band of Misfits

DECKHURTER
(Cards that in some way, other than giving junk, hurt the opponent deck)

Goons
Militia
Cutpurse
Pirate Ship
Knights
Urchin/Mercenary
Margrave
Ghost Ship
Saboteur
Minion
Fortune Teller
Noble Brigand
Rouge
Thief
Spy
Taxman
Pillage
Rabble

TRASHERS
(Cards that is garanteed to trash more cards in the deck than it gain by itself)

- I must say that this kinda odd clause is due to Death Cart which is neither a gainer, nor a proper trasher.

Chapel
Masquerade
Hermit
Remake
Apprentice
Forge
Forager
Count
Steward
Junkdealer
Bishop
Spice Merchant
Lookout
Trading Post
Salvager
Mint
Moneylender
Trade Route
Trader
Doctor

REMODELS
(Cards that trash one of your cards for another in the supply)

Rebuild
Mine
Upgrade
Remodel
Graverobber
Expand
Develop
Transmute
Butcher
Rats
Altar

VILLAGES
(Cards that gives you the possibility to play at least two more actions)

Border Village
Fishing Village
Bandit Camp
City
Wandering Minstrel
Fortress
Worker’s Village
Festival
University
Golem
King’s Court
Procession
Throne Room
Native Village
Crossroads
Farming Village
Mining Village
Hamlet
Bazaar
Village
Inn
Shanty Town
Walled Village
Village

NON-TERMINAL DRAWERS
(Cards that has the possibility to increase your hand size, with at least one action left to play)

Hunting Party
Scrying Pool
Tactician
Governor
Labaratory
Alchemist
Caravan
Mystic
Stables
Menagerie
Wishing Well
Apothecary
Possession
Tribute
Outpost
Vagrant
Haven
Advisor
Herald
Scout
Conspirator

TERMINAL DRAWERS
(Cards that increases your hand size)

Wharf
Watchtower
Embassy
Hunting Grounds
Vault
Nobles
Courtyard
Envoy
Library
Smithy
Catacombs
Council Room
Moat
Oracle
Journeyman
Counting House
Adventurer
 
SIFTERS
(Cards that have the possibility to improve your deckorder)

Scheme
Warehouse
Storeroom
Cartographer
Scavenger
Cellar
Sage
Navigator
Herbalist
Chancellor
Pearl Diver
Mandarin

GAINERS
(Cards that have the possibility to gain you cards by themselves, when you play them, outside of the buyphase)

Ironmonger
Haggler
Smugglers
Bureaucrat
Treasure Map
Armory
Ironworks
Beggar
Workshop
Feast
Explorer
Stonemason
Jack of All Trades
Squire
Tournament
Tunnel
Market Square

MONEY CARERS
(Cards that produces virtual money)

Non-terminal
Grand Market
Peddler
Market
Pawn
Oasis
Treasury
Candlestick Maker
Baker
Lighthouse
Highway
Terminal
Monument
Woodcutter
Merchant Guild
Death Cart
Bridge
Poor House
Baron
Horse Traders
Merchant Ship
Nomad Camp
Coppersmith
Harvest
Secret Chamber
Duchesse

VICTORY
(Cards of the type Victory)

Colony
Province
Feodum
Duke
Silk Road
Fairgrounds
Duchy
Island
Gardens
Great Hall
Farmland
Estates
Vineyard

This is how it works. The catagories goes in priority, so if a card, i.e Witch, fits in "Junkers" they can't go further down even if it's indeed also is a drawer. The big problem comes with cards as Band of Misfits or Governor which do completely different things from a time to another...

The group I most dissapointed with, except remodel, is Money Carers. Too many different kind of cards is there, but if I don't want another meaningless subgroup I found it impossible to touch it really.. 

I don't know. Is this somehow interesting categories? If it is I might post the complete list. I do by the way not at all intend them to replace any other ranking system, it was only a fun mind exercise for my own good. If someone of you found this fun too, it's just a bonus.

Cheers.   

Edit: The cards are included now. Again, this is tricky, and just a personal mindgame. Feel free to argue as you wish, but with the words of Manuel (and nowadays John Snow): I know nothing. I'm just a herbalist... 
 
The order of the cards? There is no order. Don't try to find one. I said don't. 
 

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