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1
Rules Questions / Hasty Territory
« on: March 05, 2024, 03:58:25 pm »
Suppose a Hasty trait is set on the Clash pile. I am buying a Territory, which is a Victory card without any other type.
Do I understand correctly that Territory will stay aside indefinitely, as there is no way to "play" it?

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Hasty: "When you gain a Hasty card, set it aside, and play it at the start of your next turn."

Territory: Worth 1 VP per differently named Victory card you have.
When you gain this, gain a Gold per empty Supply pile.

2
Rules Questions / Voyage + Possession order
« on: April 20, 2022, 08:15:56 pm »
1. If you have played Voyage and Possession in one turn, what is the order of turns after that?
2. If you have played two Voyages, and then Possession during the first Voyage turn, what is the order of turns after that?

3
Rules Questions / Elder + Mouse (Amulet)
« on: March 27, 2022, 04:14:47 pm »
Setup: Way of the Mouse points to Amulet

When I play Elder and a card using Way of the Mouse, should I be able to trigger two options of Amulet?

Quote
u plays an Elder.
u gets +$2.
u plays a Merchant Camp using Way of the Mouse.
u plays an Amulet.
u trashes a Curse.

4
Rules Questions / Duration next turn effect + Way of the Chameleon
« on: July 29, 2020, 02:41:13 am »
Suppose I play Gatekeeper with Way of the Chameleon. Will Chameleon affect the next turn effect and I get +3 Cards?
What about Chameleoned Hireling, will it give +$1 each subsequent turn?

To my understanding, the answer is yes, and it means that dominion.games has a bug

5
Variants and Fan Cards / Computer generated cards
« on: June 14, 2020, 12:35:28 am »
I ran a GPT-2 text generation model (https://github.com/minimaxir/gpt-2-simple/) against the list of official cards.to see what happens. Many cards are nonsensical or just cloning the existing ones, but some appear to be interesting. Nothing was edited, so most of the names come from the existing cards. I've just helped a little with formatting.

Quote
Bandit Fort
Project
$4
At the start of your turn, +2 Cards, then discard 2 cards.
This is a very nice sifter project idea, underpriced to the level that everyone would buy one on first turns.
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Madman
Action
$7
+3 Cards
You may play a Madman from your hand.
This super-Cultist looks quite playable, though way too expensive.
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Haunted Woods
Action - Attack
$3
+3 Cards
Each other player draws a card.
It's a very friendly attack similar to Council Room. The opponents still can react on it as it's a real attack
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Sauna
Action
$5
+1 Card
+1 Action
You may discard a non-Victory card costing up to $2. If you do, +$1 per unused Action you have (Action, not Action card).
Unexpected Diadem effect for a cantrip. In baseline scenario it would gain $1 for discarding a Copper. I would consider buying it for $2.
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Walled Village
Action
$5
+1 Card
+2 Actions
At the start of your next turn, +1 Card.
The machine even correctly named this Village-Caravan hybrid as a Village. It forgot to mark it as Duration, but nobody's perfect.
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Dame Anna
Action - Attack
$5
+2 Cards
Each other player discards down to 3 cards in hand.

When you gain this, each other player gains a Gold.
I like the idea of compensation on buy of the Attack card. Probably should cost $3.
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Swashbuckling
Action
$2
Do you have a card that you would like to be treated with a degree of skepticism? +1 Villager.
The engine's approach to inventing its own card name was treated with a degree of skepticism :)
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Fortune
Treasure
$5
Worth $2
+1 Buy per empty Supply pile.

When you gain this, gain a Silver.
Wow, a Silver+ that comes with another Silver!
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Chariot Race
Action - Reaction
$3
+1 Buy
Trash a card from your hand. If it costs $1 or more, each other player gains a Curse and discards down to 3 cards in hand.

When you discard this from play, you may exchange it for a Chariot.

Setup: Add an extra Card pile costing $3 or $4 to the Supply. Cards from that pile are Chariot cards.
This is an impressive mechanics - an extra pile you card can be turned into.
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Butcher
Action
$4
+2 Coffers

When you discard this from play, you may put this onto your deck.
Vanilla coffer gainer which may return to top of the deck. It's situational, but cool.
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Diadem
Treasure - Attack
$3
Worth $2

When you play this, each other player receives the next Hex.
With $5 cost, it would be a reasonable variant Idol.
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Labyrinth
Landmark
When you gain a 3rd card, take a screenshot.
WAT?

6
Game Reports / Captain + Canal + Recruiter + Rats
« on: December 04, 2019, 01:57:38 pm »
Got a very thematic interaction in one of recent games:
With a little help of Canal, Captain calls Recruiter to trash Rats.
The kingdom also included Giant, which made Captains extremely efficient

7
Other Games / Kids games
« on: September 28, 2019, 01:28:49 am »
Any suggestion for young (5-6 y) but advanced children. They like Carcassonne and Ticket to ride Jr.

8
I have much less points than my opponent, and we both don't have many leaves.  Suppose I apply a dogma of Self Service on Globalization:

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...If no player has more (LEAF) icons than (FACTORY) icons on their boards, the single player with the most points wins

The question is, will my opponent be affected by this clause? Is it possible for him to win automatically?

9
Variants and Fan Cards / 2x2 team game
« on: June 25, 2011, 04:30:45 am »
Anyone tried team games 2 vs 2 players - like in bridge, North and South against East and West?

The rules are basically the same, but your attack does not affect your teammate, only opponents. The final VPs are added up. And there should be 20 Curses in setup.

We've tried a couple of times, but I still don't understand well how it differs from a 1 vs 1 game.

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