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Topics - AJD

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1
Dominion Online at Shuffle iT / Nothing there?
« on: Today at 03:21:11 am »
I just played a game to see if the Renaissance previews would be in it (they weren't). After the game ended, I reloaded Dominion.games and got nothing but a blank page with the castle icon on it.


2
Dominion General Discussion / Only attack once with Legionary
« on: April 11, 2018, 02:08:37 pm »
It's well-known that, after you've played Margrave once, subsequent Margraves actually benefit your opponent, since you're helping them cycle and sift toward a better three-card hand. The same is true of Legionary, to a lesser extent—once someone already has a three-card hand, making them discard one and draw one is more likely to help them than hurt them. The difference between Legionary and Margrave is that with Legionary, the attack is optional: if you play multiple Legionaries, you don't actually have to reveal the Gold multiple times. Reveal the Gold once for the attack, but don't give your opponent free cycling by revealing it again for additional Legionaries.

I won a game last night where my opponent had a much better engine than I did, and I think the reason I won it was because my opponent was revealing Golds for like three or four Legionary plays a turn. (Well, and because I built up a VP lead before their engine really kicked in.) Without the free sifting I never would have been able to maintain my lead.

3
Rules Questions / Blocking Hexes
« on: February 24, 2018, 01:28:48 am »
If I play a Doom–Attack and everyone has a Guardian (or Lighthouse, Champion, or Moat), do we reveal and discard the next Hex anyway and no one is affected by it? Or do we leave the Hex pile unchanged?

4
Each card on the list has an ability that cannot be executed in a game where the card is in the Black Market deck.

This set of cards has expanded a lot since I originally made this list! The original list was:

Cultist
Duchess
Knights
Rats
Transmute
Treasure Map

(Honorable mention: Fool's Gold, Peddler)

But now there's also:

Avanto
Bustling Village
Changeling
Encampment
Farmers' Market
Fortune
Gladiator
Idol
Magpie
Page
Peasant
Port
Sauna
Small Castle
Temple
Vampire
Villa
Wild Hunt

(I'm assuming that you can't have both cards from a split pile in the Black Market deck in the same game—I guess I'm not sure if that's true though.)

(Edited to fill in the ones I missed.)

5
Dominion General Discussion / How thematic are card names?
« on: January 20, 2018, 04:07:59 am »
Something I've been thinking about cataloguing for a while: my opinions on how thematic the names of Dominon cards are—that is, how well do the names of the cards correspond to what the cards do? I'm largely going by gut feeling here, but my rough standard is this:

*: No particular relationship between card effect and name.

**: You can tell a reasonable story that kind of justifies it ("a village has a lot of people who can do things for you at once")

***: There's an intuitively clear relationship between the name of the card and its ability ("a workshop is where you make stuff"), or there's a fairly detailed, even if non-obvious, story that makes sense ("I get it, the bureaucrat slows you down with red tape and takes bribes").

****: You can describe the main effect of the card in a way that also makes perfect sense to someone who doesn't know you're talking about Dominion ("a thief steals your treasures").

Here are my card name thematicity ratings for the base set (first edition). Expansions to follow!

*:
Chancellor
Woodcutter

*½:
Feast
Gardens
Library

**:
Chapel
Village
Smithy
Throne Room
Festival
Laboratory
Adventurer

**½:
Cellar
Council Room

***:
Workshop
Bureaucrat
Remodel
Market
Mine

***½:
Militia
Moneylender
Spy

****:
Moat
Thief
Witch

Now you can debate how wrong my opinions are!

6
Rules Questions / Competing gain locations
« on: November 23, 2017, 09:15:45 pm »
Okay so:

Nomad Camp: "This is gained onto your deck."
Cobbler: "Gain a card to your hand."
Rule book: If you gain a Nomad Camp with Cobbler it goes to your hand.

Ghost Town: "This is gained to your hand."
Armory: "Gain a card onto your deck."

If you gain a Ghost Town with Armory, where does it go?

7
Dominion General Discussion / Words in card names
« on: November 17, 2017, 12:20:26 pm »
Okay, with Nocturne out it's time for this again: here's a list of the words (well, content morphemes) that appear in the names of more than one card or card-shaped thing. With the 12 Boons, gift shoots to the top of the pack. Any errors are my own fault.

12:
Gift
Village       (or 13: Villa, if you consider village to be decomposable into villa + -age)

8:
Castle

6:
Market
Trade

5:
Dame
Merchant
Sir

4:
Haunt
House
Hunt
Man
Treasure
Work

3:
Art          (counting art as a constituent of artificer and artisan)
Bandit
Camp
City
Court
Curse
Duke       (assuming duchy and duchess are decomposable into duke + -y, -ess)
Farm
Ghost
Gold
Ground
Land        (counting land as a constituent of island)
Lose
Mine
Misery      (counting misery as a constituent of miserable)
Royal
Room
Ruin
Sea
Secret
Ship
Smith
Wood
Zombie


2:
Apprentice
Black
Bridge
Caravan
Coin
Copper
Count     (not really; the nobleman count and the verb count as in counting house are unrelated homonyms)
Cut
Delude
Den
Envy
Estate
Fair
Fool
Fort        (assuming fort as a constituent of fortress)
Fortune
Grand
Guard
Hag
Hero
Iron
Keep
King
Library
Make
Mason
Mountain
Necro
Noble
Party
Pass
Post
Prince
Raid
Rat
Road
Scout
Shop
Spy
Stone
Swamp
Tax
Tell
Tower
Town
Triumph
Wall
Watch
War
Way
Wish
Witch
Wolf
Yard


And function words:
15: the
6: of
2: out, over

8
Game Reports / Okay, call it a comeback
« on: September 16, 2017, 01:11:24 pm »
I'm just proud very proud of this one because I came back from a 6-Province-to-nothing deficit. Wall was on the board; Catapult was the Young Witch bane. I opened Young Witch / Catapult, and my opponent opened double Catapult, so they trashed faster and blocked most of my Curses. By the time my opponent was drawing their deck and had a six-Province lead, I was still building my engine and figured I didn't have a chance. I pulled it off by finally King's-Courting my Young Witch to hand out the Curses when Horist couldn't be assured of having a Catapult in hand every turn, and making up the score difference with Plunder and Duchies.

I guess Horist should have gotten a Young Witch at some point, or used Catapult more judiciously, to stop me from being able to hand out 9 out of 10 Curses. A double-bane opening without ever buying a Young Witch just delays you getting the Curses; it doesn't actually prevent it.

Code: [Select]
Game #6920076, rated.
AJD: 54.95
Horist: 60.67

A starts with 7 Coppers and 3 Estates.
A shuffles their deck.
A draws 4 Coppers and an Estate.
H starts with 7 Coppers and 3 Estates.
H shuffles their deck.
H draws 5 cards.

Turn 1 - AJD
A plays 4 Coppers.
A buys and gains a Young Witch.
A draws 3 Coppers and 2 Estates.

Turn 1 - Horist
H plays 3 Coppers.
H buys and gains a Catapult.
H draws 5 cards.

Turn 2 - AJD
A plays 3 Coppers.
A buys and gains a Catapult.
A shuffles their deck.
A draws 3 Coppers, an Estate and a Catapult.

Turn 2 - Horist
H plays 3 Coppers.
H buys and gains a Catapult.
H shuffles their deck.
H draws 5 cards.

Turn 3 - AJD
A plays a Catapult.
A trashes a Copper.
H discards a card and an Estate.
A plays 2 Coppers.
A buys and gains a Silver.
A draws 3 Coppers and 2 Estates.

Turn 3 - Horist
H plays 2 Coppers.
H buys and gains an Encampment.
H draws 5 cards.

Turn 4 - AJD
A plays 3 Coppers.
A buys and gains an Encampment.
A shuffles their deck.
A draws 3 Coppers, a Young Witch and a Catapult.

Turn 4 - Horist
H plays a Catapult.
H trashes a Copper.
A discards a Copper and a Catapult.
H plays 3 Coppers.
H buys and gains an Advisor.
H shuffles their deck.
H draws 5 cards.

Turn 5 - AJD
A plays a Young Witch.
A draws a Copper and an Estate.
A discards a Copper and an Estate.
H blocks with a Catapult.
A plays 2 Coppers.
A buys and gains an Encampment.
A draws 2 Coppers, a Silver, an Estate and an Encampment.

Turn 5 - Horist
H plays a Catapult.
H trashes an Estate.
H plays 3 Coppers.
H buys and gains an Advisor.
H draws 5 cards.

Turn 6 - AJD
A plays an Encampment.
A shuffles their deck.
A draws a Copper and an Estate.
A sets an Encampment aside.
A plays 3 Coppers and a Silver.
A buys and gains a Market.
A returns an Encampment to the Encampment pile.
A draws 2 Coppers, an Estate, an Encampment and a Catapult.

Turn 6 - Horist
H plays an Encampment.
H draws 2 cards.
H sets an Encampment aside.
H plays an Advisor.
H shuffles their deck.
H reveals 2 Coppers and a Catapult.
H discards a Catapult.
H puts 2 Coppers into their hand.
H plays 5 Coppers.
H buys and gains a Market.
H returns an Encampment to the Encampment pile.
H shuffles their deck.
H draws 5 cards.

Turn 7 - AJD
A plays an Encampment.
A draws a Copper and a Young Witch.
A sets an Encampment aside.
A plays a Young Witch.
A shuffles their deck.
A draws 2 Coppers.
A discards 2 Coppers.
H blocks with a Catapult.
A plays a Catapult.
A trashes an Estate.
A plays 3 Coppers.
A buys and gains an Advisor.
A returns an Encampment to the Encampment pile.
A draws a Copper, a Silver, 2 Estates and a Market.

Turn 7 - Horist
H plays an Advisor.
H reveals a Copper, an Estate and a Market.
H discards a Market.
H puts a Copper and an Estate into their hand.
H plays a Catapult.
H trashes an Estate.
H plays 3 Coppers.
H buys and gains an Advisor.
H draws 5 cards.

Turn 8 - AJD
A plays a Market.
A shuffles their deck.
A draws a Copper.
A plays 2 Coppers and a Silver.
A buys and gains an Advisor.
A draws 3 Coppers, an Advisor and a Catapult.

Turn 8 - Horist
H plays an Advisor.
H shuffles their deck.
H reveals a Copper, a Market and an Advisor.
H discards an Advisor.
H puts a Copper and a Market into their hand.
H plays a Market.
H draws a card.
H plays a Catapult.
H trashes a Copper.
A discards 2 Coppers.
H plays 4 Coppers.
H buys and gains a Gold.
H shuffles their deck.
H draws 5 cards.

Turn 9 - AJD
A plays an Advisor.
A shuffles their deck.
A reveals a Copper, a Silver and a Young Witch.
A discards a Silver.
A puts a Copper and a Young Witch into their hand.
A plays a Catapult.
A trashes a Copper.
H discards a card and a Copper.
A plays a Copper.
A buys and gains an Encampment.
A draws 3 Coppers, a Market and an Advisor.

Turn 9 - Horist
H plays an Advisor.
H reveals a Copper, a Market and an Advisor.
H discards an Advisor.
H puts a Copper and a Market into their hand.
H plays a Market.
H draws a card.
H plays an Advisor.
H reveals a Copper, a Gold and a Catapult.
H discards a Gold.
H puts a Copper and a Catapult into their hand.
H plays a Catapult.
H trashes a Copper.
A discards 2 Coppers.
H plays 2 Coppers.
H buys and gains 2 Encampments.
H shuffles their deck.
H draws 5 cards.

Turn 10 - AJD
A plays an Advisor.
A reveals a Copper and 2 Estates.
A discards a Copper.
A puts 2 Estates into their hand.
A plays a Market.
A shuffles their deck.
A draws a Copper.
A plays 2 Coppers.
A buys and gains an Encampment.
A draws 2 Coppers, a Young Witch, an Encampment and a Catapult.

Turn 10 - Horist
H plays an Encampment.
H draws 2 cards.
H sets an Encampment aside.
H plays an Advisor.
H reveals a Copper, a Gold and an Advisor.
H discards a Gold.
H puts a Copper and an Advisor into their hand.
H plays an Advisor.
H reveals a Market, an Encampment and a Catapult.
H discards a Catapult.
H puts a Market and an Encampment into their hand.
H plays a Market.
H draws a card.
H plays an Advisor.
H shuffles their deck.
H reveals a Gold and a Catapult.
H discards a Catapult.
H puts a Gold into their hand.
H plays an Encampment.
H shuffles their deck.
H draws a card.
H reveals a Gold.
H plays a Catapult.
H trashes an Estate.
H plays a Catapult.
H trashes a Copper.
A discards 2 Coppers.
H plays 3 Coppers and a Gold.
H buys and gains an Encampment and a Plunder.
H returns an Encampment to the Encampment pile.
H shuffles their deck.
H draws 5 cards.

Turn 11 - AJD
A plays an Encampment.
A draws a Copper and an Advisor.
A sets an Encampment aside.
A plays an Advisor.
A shuffles their deck.
A reveals a Copper, a Silver and an Advisor.
A discards an Advisor.
A puts a Copper and a Silver into their hand.
A plays a Young Witch.
A draws a Copper and an Estate.
A discards a Copper and an Estate.
H gains a Curse.
A plays a Catapult.
A trashes a Copper.
H discards a card and a Copper.
A plays a Copper and a Silver.
A buys and gains an Advisor.
A returns an Encampment to the Encampment pile.
A draws 2 Coppers, an Estate, a Market and an Encampment.

Turn 11 - Horist
H plays an Encampment.
H draws 2 cards.
H reveals a Gold.
H plays an Encampment.
H draws 2 cards.
H reveals a Gold.
H plays an Advisor.
H reveals an Advisor and 2 Catapults.
H discards a Catapult.
H puts an Advisor and a Catapult into their hand.
H plays an Advisor.
H shuffles their deck.
H reveals a Curse and 2 Coppers.
H discards a Copper.
H puts a Curse and a Copper into their hand.
H plays an Advisor.
H shuffles their deck.
H reveals 2 Coppers and a Catapult.
H discards a Catapult.
H puts 2 Coppers into their hand.
H plays a Market.
H shuffles their deck.
H draws a card.
H plays a Catapult.
H trashes a Curse.
H plays a Catapult.
H trashes a Copper.
A discards a Copper and an Estate.
H plays a Plunder.
H gets 1 VP.
H plays 2 Coppers and a Gold.
H buys and gains a Bank and an Encampment.
H shuffles their deck.
H draws 5 cards.

Turn 12 - AJD
A plays a Market.
A shuffles their deck.
A draws a Catapult.
A plays an Encampment.
A draws a Young Witch and an Advisor.
A sets an Encampment aside.
A plays an Advisor.
A reveals a Copper, a Silver and an Estate.
A discards a Silver.
A puts a Copper and an Estate into their hand.
A plays a Young Witch.
A draws a Copper and an Advisor.
A discards a Copper and an Estate.
H blocks with a Catapult.
A plays an Advisor.
A reveals a Copper, an Estate and an Advisor.
A discards an Advisor.
A puts a Copper and an Estate into their hand.
A plays a Catapult.
A trashes an Estate.
A plays 3 Coppers.
A buys and gains a Market.
A returns an Encampment to the Encampment pile.
A shuffles their deck.
A draws a Copper, an Estate, 2 Markets and a Catapult.

Turn 12 - Horist
H plays an Advisor.
H reveals a Gold, a Plunder and a Catapult.
H discards a Gold.
H puts a Plunder and a Catapult into their hand.
H plays an Encampment.
H draws 2 cards.
H reveals a Plunder.
H plays an Advisor.
H reveals a Bank, an Advisor and an Encampment.
H discards an Encampment.
H puts a Bank and an Advisor into their hand.
H plays an Advisor.
H shuffles their deck.
H reveals a Copper, a Gold and an Encampment.
H discards a Gold.
H puts a Copper and an Encampment into their hand.
H plays a Market.
H shuffles their deck.
H draws a card.
H plays an Encampment.
H reveals a Gold.
H plays an Encampment.
H reveals a Gold.
H plays a Catapult.
H trashes a Copper.
A discards a Copper and an Estate.
H plays a Plunder and a Copper.
H gets 1 VP.
H plays a Gold and a Bank.
H buys and gains a Bank and an Encampment.
H shuffles their deck.
H draws 5 cards.

Turn 13 - AJD
A plays a Market.
A draws a Silver.
A plays a Market.
A draws an Advisor.
A plays an Advisor.
A reveals a Copper, a Young Witch and an Advisor.
A discards an Advisor.
A puts a Copper and a Young Witch into their hand.
A plays a Catapult.
A trashes a Copper.
H discards a card and a Gold.
A plays a Silver.
A buys and gains an Advisor.
A shuffles their deck.
A draws 2 Coppers, a Market, a Young Witch and an Advisor.

Turn 13 - Horist
H plays an Encampment.
H draws 2 cards.
H reveals a Plunder.
H plays an Encampment.
H draws 2 cards.
H reveals a Plunder.
H plays an Advisor.
H reveals a Copper, an Advisor and an Encampment.
H discards an Encampment.
H puts a Copper and an Advisor into their hand.
H plays an Advisor.
H reveals a Bank, an Advisor and a Catapult.
H discards a Bank.
H puts an Advisor and a Catapult into their hand.
H plays an Encampment.
H shuffles their deck.
H draws 2 cards.
H reveals a Plunder.
H plays an Advisor.
H reveals a Gold and an Encampment.
H discards a Gold.
H puts an Encampment into their hand.
H plays a Market.
H shuffles their deck.
H draws a card.
H plays a Catapult.
H trashes a Catapult.
A gains a Curse.
H plays a Plunder.
H gets 1 VP.
H plays a Copper, a Gold and 2 Banks.
H buys and gains 2 Provinces.
H shuffles their deck.
H draws 5 cards.

Turn 14 - AJD
A plays an Advisor.
A reveals a Market, an Advisor and a Catapult.
A discards an Advisor.
A puts a Market and a Catapult into their hand.
A plays a Market.
A draws an Advisor.
A plays an Advisor.
A reveals a Copper, an Estate and an Advisor.
A discards an Advisor.
A puts a Copper and an Estate into their hand.
A plays a Market.
A draws a Silver.
A plays a Catapult.
A trashes an Estate.
A plays 3 Coppers and a Silver.
A buys and gains a King's Court.
A shuffles their deck.
A draws a Copper, a Market, a King's Court, a Young Witch and an Advisor.

Turn 14 - Horist
H plays an Advisor.
H reveals a Bank, an Advisor and an Encampment.
H discards an Encampment.
H puts a Bank and an Advisor into their hand.
H plays an Advisor.
H reveals a Copper, a Gold and a Province.
H discards a Gold.
H puts a Copper and a Province into their hand.
H plays an Advisor.
H reveals a Market, a Bank and an Encampment.
H discards a Bank.
H puts a Market and an Encampment into their hand.
H plays a Market.
H draws a card.
H plays an Encampment.
H shuffles their deck.
H draws 2 cards.
H reveals a Plunder.
H plays an Encampment.
H draws 2 cards.
H reveals a Plunder.
H plays an Encampment.
H reveals a Plunder.
H plays a Plunder and a Copper.
H gets 1 VP.
H plays a Gold and 2 Banks.
H buys and gains 2 Provinces.
H shuffles their deck.
H draws 5 cards.

Turn 15 - AJD
A plays a King's Court.
A plays an Advisor.
A reveals a Copper, a Silver and a Catapult.
A discards a Silver.
A puts a Copper and a Catapult into their hand.
A plays an Advisor again.
A reveals a Curse, a Copper and an Advisor.
A discards an Advisor.
A puts a Curse and a Copper into their hand.
A plays an Advisor a third time.
A reveals a Market and 2 Advisors.
A discards an Advisor.
A puts a Market and an Advisor into their hand.
A plays an Advisor.
A shuffles their deck.
A reveals a Silver and 2 Advisors.
A discards a Silver.
A puts 2 Advisors into their hand.
A plays a Market.
A shuffles their deck.
A draws a Silver.
A plays a Young Witch.
A discards 2 Coppers.
H gains a Curse.
A plays a Market.
A shuffles their deck.
A draws a Copper.
A plays a Catapult.
A trashes a Curse.
A plays 2 Coppers and a Silver.
A buys and gains a King's Court.
A shuffles their deck.
A draws 2 Coppers, a King's Court, an Advisor and a Catapult.

Turn 15 - Horist
H plays an Advisor.
H reveals a Province, a Market and an Encampment.
H discards an Encampment.
H puts a Province and a Market into their hand.
H plays a Market.
H draws a card.
H plays an Advisor.
H reveals a Copper, a Province and a Catapult.
H discards a Catapult.
H puts a Copper and a Province into their hand.
H plays an Encampment.
H draws 2 cards.
H reveals a Gold.
H plays an Encampment.
H draws 2 cards.
H reveals a Gold.
H plays an Advisor.
H shuffles their deck.
H reveals an Encampment, a Plunder and a Catapult.
H discards an Encampment.
H puts a Plunder and a Catapult into their hand.
H plays a Plunder, a Copper and a Gold.
H gets 1 VP.
H plays 2 Banks.
H buys and gains 2 Provinces.
H shuffles their deck.
H draws 5 cards.

Turn 16 - AJD
A plays a King's Court.
A plays an Advisor.
A reveals a Market, a King's Court and a Young Witch.
A discards a Market.
A puts a King's Court and a Young Witch into their hand.
A plays an Advisor again.
A reveals a Silver and 2 Advisors.
A discards an Advisor.
A puts a Silver and an Advisor into their hand.
A plays an Advisor a third time.
A reveals a Copper, a Market and an Advisor.
A discards an Advisor.
A puts a Copper and a Market into their hand.
A plays a King's Court.
A plays a Young Witch.
A shuffles their deck.
A draws 2 Advisors.
A discards 2 Coppers.
H gains a Curse.
A plays a Young Witch again.
A shuffles their deck.
A draws a Copper and a Market.
A discards 2 Coppers.
H gains a Curse.
A plays a Young Witch a third time.
A shuffles their deck.
A draws 2 Coppers.
A discards 2 Coppers.
H gains a Curse.
A plays an Advisor.
A shuffles their deck.
A reveals 3 Coppers.
A discards a Copper.
A puts 2 Coppers into their hand.
A plays an Advisor.
A shuffles their deck.
A reveals a Copper.
A discards a Copper.
A plays a Market.
A shuffles their deck.
A draws a Copper.
A plays a Market.
A plays a Catapult.
A trashes a Copper.
H discards a card and a Curse.
A plays 2 Coppers and a Silver.
A buys and gains a King's Court.
A shuffles their deck.
A draws a Copper, a Silver, a King's Court, a Young Witch and an Advisor.

Turn 16 - Horist
H plays an Encampment.
H draws 2 cards.
H reveals a Plunder.
H plays an Encampment.
H draws 2 cards.
H reveals a Plunder.
H plays an Encampment.
H draws 2 cards.
H reveals a Plunder.
H plays an Advisor.
H reveals 2 Provinces and an Advisor.
H discards an Advisor.
H puts 2 Provinces into their hand.
H plays an Advisor.
H reveals a Gold, a Province and an Encampment.
H discards an Encampment.
H puts a Gold and a Province into their hand.
H plays a Plunder.
H gets 1 VP.
H plays a Copper and a Gold.
H buys and gains an Encampment.
H shuffles their deck.
H draws 5 cards.

Turn 17 - AJD
A plays a King's Court.
A plays an Advisor.
A reveals a Copper, a King's Court and an Advisor.
A discards an Advisor.
A puts a Copper and a King's Court into their hand.
A plays an Advisor again.
A reveals a King's Court, an Advisor and a Catapult.
A discards an Advisor.
A puts a King's Court and a Catapult into their hand.
A plays an Advisor a third time.
A reveals 2 Markets and an Advisor.
A discards an Advisor.
A puts 2 Markets into their hand.
A plays a King's Court.
A plays a King's Court.
A plays a Young Witch.
A shuffles their deck.
A draws 2 Advisors.
A discards 2 Advisors.
H blocks with a Catapult.
A plays a Young Witch again.
A shuffles their deck.
A draws 2 Advisors.
A discards 2 Advisors.
H blocks with a Catapult.
A plays a Young Witch a third time.
A shuffles their deck.
A draws 2 Advisors.
A discards 2 Advisors.
H blocks with a Catapult.
A plays a King's Court again.
A plays a Market.
A draws an Advisor.
A plays a Market again.
A shuffles their deck.
A draws an Advisor.
A plays a Market a third time.
A draws an Advisor.
A plays a King's Court a third time.
A plays a Market.
A plays a Market again.
A plays a Market a third time.
A plays a Catapult.
A trashes a Copper.
H discards a card and a Province.
A plays a Copper and a Silver.
A buys and gains 2 Plunders.
A shuffles their deck.
A draws a Market, a King's Court, 2 Advisors and a Plunder.

Turn 17 - Horist
H plays a Catapult.
H trashes a Curse.
H draws 5 cards.

Turn 18 - AJD
A plays a King's Court.
A plays an Advisor.
A reveals a Copper, a Plunder and a Catapult.
A discards a Plunder.
A puts a Copper and a Catapult into their hand.
A plays an Advisor again.
A reveals a Silver, a Market and a King's Court.
A discards a King's Court.
A puts a Silver and a Market into their hand.
A plays an Advisor a third time.
A reveals a King's Court, a Young Witch and an Advisor.
A discards a King's Court.
A puts a Young Witch and an Advisor into their hand.
A plays an Advisor.
A shuffles their deck.
A reveals a King's Court, an Advisor and a Plunder.
A discards a King's Court.
A puts an Advisor and a Plunder into their hand.
A plays a Market.
A draws a King's Court.
A plays a King's Court.
A plays a Market.
A shuffles their deck.
A draws a King's Court.
A plays a Market again.
A plays a Market a third time.
A plays a Catapult.
A trashes a Copper.
H discards a card and a Province.
A plays a King's Court.
A plays a Young Witch.
A discards 2 Advisors.
H gains a Curse.
A plays a Young Witch again.
A shuffles their deck.
A draws 2 Advisors.
A discards 2 Advisors.
H gains a Curse.
A plays a Young Witch a third time.
A shuffles their deck.
A draws 2 Advisors.
A discards 2 Advisors.
H gains a Curse.
A plays a Plunder.
A gets 1 VP.
A plays a Plunder and a Silver.
A gets 1 VP.
A buys and gains 2 Plunders.
A shuffles their deck.
A draws a Silver, a Young Witch, an Advisor, a Plunder and a Catapult.

Turn 18 - Horist
H plays an Advisor.
H reveals a Curse, an Advisor and an Encampment.
H discards an Encampment.
H puts a Curse and an Advisor into their hand.
H plays an Advisor.
H reveals a Gold, a Province and a Market.
H discards a Market.
H puts a Gold and a Province into their hand.
H plays an Encampment.
H draws 2 cards.
H reveals a Gold.
H plays an Encampment.
H draws 2 cards.
H reveals a Gold.
H plays an Encampment.
H draws 2 cards.
H reveals a Gold.
H plays an Advisor.
H reveals a Curse, an Encampment and a Plunder.
H discards an Encampment.
H puts a Curse and a Plunder into their hand.
H plays a Plunder, a Copper and a Gold.
H gets 1 VP.
H buys and gains an Advisor.
H shuffles their deck.
H draws 5 cards.

Turn 19 - AJD
A plays an Advisor.
A reveals a King's Court, an Advisor and a Plunder.
A discards an Advisor.
A puts a King's Court and a Plunder into their hand.
A plays a Catapult.
A trashes a Young Witch.
H gains a Curse.
A plays a Plunder and a Silver.
A gets 1 VP.
A plays a Plunder.
A gets 1 VP.
A buys and gains a Duchy.
A draws a Market, 2 King's Courts and 2 Advisors.

Turn 19 - Horist
H draws 5 cards.

Turn 20 - AJD
A plays a King's Court.
A plays a King's Court.
A plays an Advisor.
A reveals a Market and 2 Plunders.
A discards a Market.
A puts 2 Plunders into their hand.
A plays an Advisor again.
A shuffles their deck.
A reveals a Market, a King's Court and a Plunder.
A discards a Market.
A puts a King's Court and a Plunder into their hand.
A plays an Advisor a third time.
A reveals a Silver, a Duchy and a Catapult.
A discards a Silver.
A puts a Duchy and a Catapult into their hand.
A plays a King's Court again.
A plays a King's Court.
A plays a Market.
A draws an Advisor.
A plays a Market again.
A draws an Advisor.
A plays a Market a third time.
A draws a Plunder.
A plays a King's Court again.
A plays an Advisor.
A shuffles their deck.
A reveals a Silver and a Market.
A discards a Market.
A puts a Silver into their hand.
A plays an Advisor again.
A shuffles their deck.
A reveals a Market.
A discards a Market.
A plays an Advisor a third time.
A shuffles their deck.
A reveals a Market.
A discards a Market.
A plays a King's Court a third time.
A plays a King's Court a third time.
A plays a Catapult.
A trashes a Silver.
H discards a card and a Curse.
A plays a Plunder.
A gets 1 VP.
A plays a Plunder.
A gets 1 VP.
A plays a Plunder.
A gets 1 VP.
A plays a Plunder.
A gets 1 VP.
A buys and gains 2 Duchies and a Vagrant.
A shuffles their deck.
A draws a Duchy, 2 Advisors and 2 Plunders.

Turn 20 - Horist
H draws 5 cards.

Turn 21 - AJD
A plays an Advisor.
A reveals a King's Court, a Plunder and a Catapult.
A discards a King's Court.
A puts a Plunder and a Catapult into their hand.
A plays an Advisor.
A reveals a Duchy, a King's Court and an Advisor.
A discards a King's Court.
A puts a Duchy and an Advisor into their hand.
A plays an Advisor.
A reveals a Duchy, a Market and a King's Court.
A discards a King's Court.
A puts a Duchy and a Market into their hand.
A plays a Market.
A draws a Plunder.
A plays a Plunder.
A gets 1 VP.
A plays a Plunder.
A gets 1 VP.
A plays a Plunder.
A gets 1 VP.
A plays a Plunder.
A gets 1 VP.
A buys and gains a King's Court and a Vagrant.
A shuffles their deck.
A draws a Market, a Vagrant, 2 Advisors and a Plunder.

Turn 21 - Horist
H plays an Advisor.
H reveals a Curse, a Gold and a Province.
H discards a Gold.
H puts a Curse and a Province into their hand.
H plays an Encampment.
H draws 2 cards.
H sets an Encampment aside.
H plays an Advisor.
H reveals an Advisor, an Encampment and a Catapult.
H discards an Encampment.
H puts an Advisor and a Catapult into their hand.
H plays an Advisor.
H reveals an Advisor, an Encampment and a Plunder.
H discards an Encampment.
H puts an Advisor and a Plunder into their hand.
H plays an Advisor.
H shuffles their deck.
H reveals 3 Encampments.
H discards an Encampment.
H puts 2 Encampments into their hand.
H plays an Encampment.
H draws 2 cards.
H reveals a Plunder.
H plays an Encampment.
H draws 2 cards.
H reveals a Plunder.
H plays a Market.
H draws a card.
H plays a Catapult.
H trashes a Curse.
H plays a Plunder and a Copper.
H gets 1 VP.
H plays a Bank.
H buys and gains a Province.
H returns an Encampment to the Encampment pile.
H draws 5 cards.

Turn 22 - AJD
A plays an Advisor.
A reveals a Duchy and 2 King's Courts.
A discards a King's Court.
A puts a Duchy and a King's Court into their hand.
A plays a King's Court.
A plays an Advisor.
A reveals a Duchy, a Market and a Catapult.
A discards a Market.
A puts a Duchy and a Catapult into their hand.
A plays an Advisor again.
A reveals a Duchy, a King's Court and a Plunder.
A discards a King's Court.
A puts a Duchy and a Plunder into their hand.
A plays an Advisor a third time.
A reveals a King's Court and 2 Advisors.
A discards a King's Court.
A puts 2 Advisors into their hand.
A plays an Advisor.
A reveals a Vagrant and 2 Plunders.
A discards a Vagrant.
A puts 2 Plunders into their hand.
A plays a Vagrant.
A shuffles their deck.
A draws a Vagrant.
A reveals a King's Court.
A topdecks a King's Court.
A plays a Vagrant.
A draws a King's Court.
A reveals a Market.
A topdecks a Market.
A plays a King's Court.
A plays a Market.
A draws a Market.
A plays a Market again.
A draws a King's Court.
A plays a Market a third time.
A draws a King's Court.
A plays a King's Court.
A plays a Market.
A plays a Market again.
A plays a Market a third time.
A plays a Plunder.
A gets 1 VP.
A plays a Plunder.
A gets 1 VP.
A plays a Plunder.
A gets 1 VP.
A plays a Plunder.
A gets 1 VP.
A buys and gains 2 Duchies, a Vagrant and an Encampment.
A shuffles their deck.
A draws 2 Duchies, a Market, a King's Court and an Advisor.

Turn 22 - Horist
H plays an Encampment.
H draws 2 cards.
H reveals a Gold.
H plays a Gold.
H shuffles their deck.
H draws 5 cards.

Turn 23 - AJD
A plays a King's Court.
A plays an Advisor.
A reveals a Duchy, a King's Court and a Vagrant.
A discards a King's Court.
A puts a Duchy and a Vagrant into their hand.
A plays an Advisor again.
A reveals a King's Court, a Plunder and a Catapult.
A discards a King's Court.
A puts a Plunder and a Catapult into their hand.
A plays an Advisor a third time.
A reveals a Market and 2 Plunders.
A discards a Market.
A puts 2 Plunders into their hand.
A plays a Vagrant.
A draws a Vagrant.
A reveals a King's Court.
A topdecks a King's Court.
A plays a Vagrant.
A draws a King's Court.
A reveals an Advisor.
A topdecks an Advisor.
A plays a King's Court.
A plays a Market.
A draws an Advisor.
A plays a Market again.
A draws a Plunder.
A plays a Market a third time.
A draws an Advisor.
A plays an Advisor.
A reveals 2 Duchies and a Vagrant.
A discards a Vagrant.
A puts 2 Duchies into their hand.
A plays an Advisor.
A shuffles their deck.
A reveals a Market, an Advisor and an Encampment.
A discards an Encampment.
A puts a Market and an Advisor into their hand.
A plays an Advisor.
A reveals 2 King's Courts and a Vagrant.
A discards a King's Court.
A puts a King's Court and a Vagrant into their hand.
A plays a Vagrant.
A shuffles their deck.
A draws an Encampment.
A reveals a King's Court.
A topdecks a King's Court.
A plays an Encampment.
A draws a King's Court.
A reveals a Plunder.
A plays a King's Court.
A plays a Market.
A plays a Market again.
A plays a Market a third time.
A plays a Plunder.
A gets 1 VP.
A plays a Plunder.
A gets 1 VP.
A plays a Plunder.
A gets 1 VP.
A plays a Plunder.
A gets 1 VP.
A buys and gains a Province.
A buys and gains a Duchy.

9
Variants and Fan Cards / Convert coin into coin tokens, but...
« on: May 19, 2017, 02:25:09 am »
Rainy-Day Fund
+1 Card
+1 Action
While this is in play, when you buy a Copper,  you may overpay for it. If you do, take a coin token per $ you overpaid.


Is this balanceable, do you think? Cost of $3 seems plausible to me, but I dunno.

10
Game Reports / Love conquers all
« on: May 01, 2017, 01:09:11 am »
In which Prince–Princess beats Prince–Followers.

(In retrospect, if it took till turn 19 to get that going, we could probably have both played a faster strategy, but it was loads of fun.)

Code: [Select]
Game #3233858, rated.
AJD: 57.03
biionicle: 56.75

A starts with 7 Coppers, a Hovel, a Necropolis and an Overgrown Estate.
A shuffles their deck.
A draws 3 Coppers, a Hovel and an Overgrown Estate.
b starts with 7 Coppers, a Hovel, a Necropolis and an Overgrown Estate.
b shuffles their deck.
b draws 5 cards.

Turn 1 - AJD
A plays 3 Coppers.
A buys and gains a Tournament.
A draws 4 Coppers and a Necropolis.

Turn 1 - biionicle
b plays 4 Coppers.
b buys and gains a Tournament.
b draws 5 cards.

Turn 2 - AJD
A plays 4 Coppers.
A buys and gains a Tournament.
A shuffles their deck.
A draws 4 Coppers and a Tournament.

Turn 2 - biionicle
b plays a Necropolis.
b plays 3 Coppers.
b buys and gains a Black Market.
b shuffles their deck.
b draws 5 cards.

Turn 3 - AJD
A plays a Tournament.
A draws a Copper.
A plays 5 Coppers.
A buys and gains a Gold.
A draws 2 Coppers, a Hovel, a Necropolis and an Overgrown Estate.

Turn 3 - biionicle
b plays a Black Market.
b reveals a Moneylender, a Throne Room and a Rats.
b plays 2 Coppers.
b gains a Rats.
b puts a Moneylender and a Throne Room on the bottom of the Black Market Deck.
b draws 5 cards.

Turn 4 - AJD
A plays 2 Coppers.
A buys and gains a Squire.
A shuffles their deck.
A draws a Copper, a Gold, 2 Tournaments and an Overgrown Estate.

Turn 4 - biionicle
b plays a Tournament.
b draws a card.
b plays 4 Coppers.
b buys and gains a Baker.
b shuffles their deck.
b draws 5 cards.

Turn 5 - AJD
A plays a Tournament.
A draws a Squire.
A plays a Tournament.
A draws a Copper.
A plays a Squire.
A plays 2 Coppers and a Gold.
A buys and gains a Province.
A draws 4 Coppers and a Hovel.

Turn 5 - biionicle
b plays a Black Market.
b reveals a Spice Merchant, a Mystic and a Giant.
b puts a Spice Merchant, a Mystic and a Giant on the bottom of the Black Market Deck.
b plays 2 Coppers.
b buys and gains a Tournament.
b draws 5 cards.

Turn 6 - AJD
A plays 4 Coppers.
A buys and gains a Black Market.
A shuffles their deck.
A draws 3 Coppers, a Necropolis and a Squire.

Turn 6 - biionicle
b plays a Baker.
b draws a card.
b plays a Tournament.
b draws a card.
b plays a Rats.
b draws a card.
b trashes an Overgrown Estate.
b draws a card.
b plays 5 Coppers.
b buys and gains a Province.
b shuffles their deck.
b draws 5 cards.

Turn 7 - AJD
A plays a Squire.
A plays 3 Coppers.
A buys and gains a Tournament.
A draws 3 Coppers, a Tournament and a Black Market.

Turn 7 - biionicle
b plays a Necropolis.
b plays 3 Coppers.
b buys and gains a Black Market.
b draws 5 cards.

Turn 8 - AJD
A plays a Tournament.
A draws a Hovel.
A plays a Black Market.
A reveals a Harbinger, a Plaza and a Relic.
A gains a Harbinger.
A puts a Plaza and a Relic on the bottom of the Black Market Deck.
A plays 3 Coppers.
A buys a Black Market.
A takes 2 VP from Colonnade.
A gains a Black Market.
A draws a Copper, a Gold, a Province, a Tournament and an Overgrown Estate.

Turn 8 - biionicle
b plays a Baker.
b draws a card.
b plays a Rats.
b draws a card.
b trashes a Copper.
b plays a Tournament.
b reveals a Province.
b discards a Province.
A reveals a Province.
b gains a Followers.
b plays 2 Coppers.
b buys and gains a Squire.
b shuffles their deck.
b draws 5 cards.

Turn 9 - AJD
A plays a Tournament.
A reveals a Province.
A discards a Province.
A gains a Trusty Steed.
A draws a Trusty Steed.
A plays a Trusty Steed.
A shuffles their deck.
A draws a Copper and a Black Market.
A plays a Black Market.
A reveals a Harem, a Navigator and a Remake.
A plays a Copper.
A gains a Remake.
A puts a Harem and a Navigator on the bottom of the Black Market Deck.
A plays a Copper and a Gold.
A buys a Tournament.
A takes 2 VP from Colonnade.
A gains a Tournament.
A draws 3 Coppers, a Province and a Tournament.

Turn 9 - biionicle
b plays a Tournament.
A reveals a Province.
b plays a Rats.
b draws a card.
b trashes a Copper.
b plays a Followers.
b draws 2 cards.
b gains an Estate.
A gains a Curse.
A discards 2 Coppers.
b draws 5 cards.

Turn 10 - AJD
A plays a Tournament.
A reveals a Province.
A discards a Province.
A gains a Princess.
A draws a Princess.
A plays a Princess.
A plays a Copper.
A buys a Tournament.
A takes 2 VP from Colonnade.
A gains a Tournament.
A buys and gains a Settlers.
A draws 2 Coppers, a Necropolis, a Squire and a Black Market.

Turn 10 - biionicle
b plays a Tournament.
b draws a card.
b plays a Baker.
b draws a card.
b plays a Black Market.
b reveals a Courtier, a Venture and a Fortune.
b plays 3 Coppers.
b puts a Courtier, a Venture and a Fortune on the bottom of the Black Market Deck.
b buys and gains a Prince.
b shuffles their deck.
b draws 5 cards.

Turn 11 - AJD
A plays a Necropolis.
A plays a Squire.
A gains a Silver.
A plays a Black Market.
A reveals an Artisan, an Upgrade and a Wandering Minstrel.
A plays 2 Coppers.
A gains an Upgrade.
A puts an Artisan and a Wandering Minstrel on the bottom of the Black Market Deck.
A shuffles their deck.
A draws a Harbinger, 2 Tournaments, a Hovel and a Settlers.

Turn 11 - biionicle
b plays a Black Market.
b reveals a Vassal, a Port and a Ratcatcher.
b puts a Vassal, a Port and a Ratcatcher on the bottom of the Black Market Deck.
b plays a Copper.
b buys a Black Market.
b takes 2 VP from Colonnade.
b gains a Black Market.
b draws 5 cards.

Turn 12 - AJD
A plays a Harbinger.
A draws a Squire.
A plays a Settlers.
A draws a Tournament.
A plays a Tournament.
A draws a Copper.
A plays a Tournament.
A draws a Copper.
A plays a Tournament.
A draws a Copper.
A plays a Squire.
A plays 3 Coppers.
A buys a Tournament.
A takes 2 VP from Colonnade.
A gains a Tournament.
A buys a Settlers.
A takes 2 VP from Colonnade.
A gains a Settlers.
A draws 2 Coppers, a Gold, a Remake and an Overgrown Estate.

Turn 12 - biionicle
b plays a Baker.
b draws a card.
b plays a Tournament.
b draws a card.
b plays a Followers.
b draws 2 cards.
b gains an Estate.
A gains a Curse.
A discards a Copper and a Gold.
b plays 3 Coppers.
b buys and gains a Baker.
b shuffles their deck.
b draws 5 cards.

Turn 13 - AJD
A plays a Remake.
A trashes an Overgrown Estate.
A draws a Princess.
A gains a Settlers.
A trashes a Copper.
A draws a Copper, a Province, an Upgrade, a Tournament and a Trusty Steed.

Turn 13 - biionicle
b plays a Tournament.
A reveals a Province.
b draws 5 cards.

Turn 14 - AJD
A plays a Trusty Steed.
A draws a Curse and a Silver.
A plays an Upgrade.
A draws a Copper.
A trashes a Curse.
A plays a Tournament.
A reveals a Province.
A discards a Province.
b reveals a Province.
A gains a Diadem.
A plays a Silver and 2 Coppers.
A buys and gains a Settlers.
A draws a Diadem, a Tournament, a Necropolis and 2 Black Markets.

Turn 14 - biionicle
b plays a Tournament.
b reveals a Province.
b discards a Province.
b gains a Bag of Gold.
b draws a card.
b plays a Bag of Gold.
b gains a Gold.
b plays a Black Market.
b reveals a Watchtower, a Horse Traders and an Archive.
b puts a Watchtower, a Horse Traders and an Archive on the bottom of the Black Market Deck.
b buys and gains a Storeroom.
b draws 5 cards.

Turn 15 - AJD
A plays a Necropolis.
A plays a Black Market.
A reveals a Moat, a Sea Hag and a Duchess.
A plays a Diadem.
A gains a Sea Hag.
A puts a Moat and a Duchess on the bottom of the Black Market Deck.
A plays a Tournament.
A shuffles their deck.
A draws a Tournament.
A plays a Tournament.
A draws a Copper.
A plays a Black Market.
A reveals a Counting House, a Catacombs and a Sage.
A puts a Counting House, a Catacombs and a Sage on the bottom of the Black Market Deck.
A plays a Copper.
A buys and gains a Baker.
A draws a Copper, an Upgrade, a Tournament, a Squire and a Settlers.

Turn 15 - biionicle
b plays a Rats.
b draws a card.
b trashes a Copper.
b plays a Baker.
b draws a card.
b plays a Followers.
b draws 2 cards.
b gains an Estate.
A gains a Curse.
A discards a Copper and a Squire.
b plays 3 Coppers and a Gold.
b buys and gains a Gold.
b shuffles their deck.
b draws 5 cards.

Turn 16 - AJD
A plays a Settlers.
A draws a Gold.
A looks at 2 Tournaments, 2 Coppers, a Curse, a Baker, a Necropolis, a Diadem, a Squire and 2 Black Markets.
A puts a Copper into their hand.
A plays an Upgrade.
A draws a Tournament.
A trashes a Copper.
A plays a Tournament.
A draws a Hovel.
A plays a Tournament.
A draws a Copper.
A plays a Copper and a Gold.
A buys and gains a Gold.
A draws a Curse, 2 Coppers, a Province and a Remake.

Turn 16 - biionicle
b plays a Baker.
b draws a card.
b plays a Black Market.
b reveals a Festival, a Secret Passage and a Rebuild.
b plays a Copper and a Gold.
b gains a Secret Passage.
b puts a Festival and a Rebuild on the bottom of the Black Market Deck.
b draws 5 cards.

Turn 17 - AJD
A plays a Remake.
A trashes a Curse and a Copper.
A draws a Silver, a Tournament and 3 Settlers.

Turn 17 - biionicle
b plays a Baker.
b draws a card.
b plays a Squire.
b gains a Silver.
b draws 5 cards.

Turn 18 - AJD
A plays a Settlers.
A draws a Trusty Steed.
A looks at 4 Tournaments, a Hovel, a Curse, 2 Golds, an Upgrade, a Baker, a Diadem, a Settlers, a Remake, a Province, 3 Coppers, a Necropolis, a Squire and 2 Black Markets.
A puts a Copper into their hand.
A plays a Settlers.
A draws a Tournament.
A looks at 4 Tournaments, a Hovel, a Curse, 2 Golds, an Upgrade, a Baker, a Diadem, a Settlers, a Remake, a Province, 2 Coppers, a Necropolis, a Squire and 2 Black Markets.
A puts a Copper into their hand.
A plays a Settlers.
A draws a Copper.
A looks at 4 Tournaments, a Hovel, a Curse, 2 Golds, an Upgrade, a Baker, a Diadem, a Settlers, a Remake, a Province, a Copper, a Necropolis, a Squire and 2 Black Markets.
A puts a Copper into their hand.
A plays a Tournament.
b reveals a Province.
A plays a Trusty Steed.
A draws a Harbinger and a Sea Hag.
A plays a Harbinger.
A draws a Princess.
A looks at 4 Tournaments, a Hovel, a Curse, 2 Golds, an Upgrade, a Baker, a Diadem, a Settlers, a Remake, a Province, a Necropolis, a Squire and 2 Black Markets.
A topdecks a Baker.
A plays a Sea Hag.
b discards a Storeroom.
b gains a Curse.
A plays a Princess.
A plays a Silver and 4 Coppers.
A buys and gains a Settlers and a Prince.
A shuffles their deck.
A draws a Silver, a Harbinger, a Princess, a Tournament and a Baker.

Turn 18 - biionicle
b draws 5 cards.

Turn 19 - AJD
A plays a Tournament.
A draws a Settlers.
A plays a Harbinger.
A draws a Settlers.
A plays a Settlers.
A draws a Black Market.
A plays a Baker.
A draws a Tournament.
A plays a Tournament.
A draws a Copper.
A plays a Settlers.
A draws a Tournament.
A plays a Tournament.
A draws a Prince.
A plays a Prince.
A sets a Princess aside with Prince.
A plays a Silver and a Copper.
A buys and gains a Gold.
A draws 2 Coppers, a Diadem, a Tournament and a Black Market.

Turn 19 - biionicle
b plays a Rats.
b draws a card.
b trashes a Curse.
b plays a Tournament.
b draws a card.
b plays a Prince.
b sets a Followers aside with Prince.
b plays a Gold.
b buys and gains a Baker.
b shuffles their deck.
b draws 5 cards.

Turn 20 - AJD
A starts their turn.
A plays a Princess.
A plays a Tournament.
A draws a Hovel.
A plays a Black Market.
A reveals a Swindler, a Vagrant and a Distant Lands.
A plays 2 Coppers and a Diadem.
A gains a Vagrant.
A puts a Swindler and a Distant Lands on the bottom of the Black Market Deck.
A buys a Province.
A trashes a Hovel.
A gains a Province.
A sets a Princess aside.
A draws a Curse, a Province, a Sea Hag, a Remake and a Settlers.

Turn 20 - biionicle
b starts their turn.
b plays a Followers.
b draws 2 cards.
b gains an Estate.
A gains a Curse.
A discards a Curse and a Remake.
b plays a Bag of Gold.
b gains a Gold.
b plays a Baker.
b draws a card.
b plays a Tournament.
A reveals a Province.
b plays a Squire.
b plays a Black Market.
b reveals a Nomad Camp, an Oasis and a Miser.
b puts a Nomad Camp, an Oasis and a Miser on the bottom of the Black Market Deck.
b plays a Copper and a Gold.
b buys a Province.
b trashes a Hovel.
b gains a Province.
b sets a Followers aside.
b draws 5 cards.

Turn 21 - AJD
A starts their turn.
A plays a Princess.
A plays a Settlers.
A draws a Gold.
A looks at 4 Tournaments, a Harbinger, a Gold, 2 Curses, a Baker, a Diadem, 2 Settlers, a Vagrant, a Silver, a Province, a Remake, 3 Coppers and 2 Black Markets.
A puts a Copper into their hand.
A plays a Sea Hag.
b discards a Copper.
b gains a Curse.
A plays a Copper and a Gold.
A buys and gains a Bustling Village.
A sets a Princess aside.
A draws a Copper, a Gold, 2 Tournaments and a Trusty Steed.

Turn 21 - biionicle
b starts their turn.
b plays a Followers.
b draws 2 cards.
b gains an Estate.
A gains a Curse.
A discards a Copper and a Tournament.
b plays a Rats.
b draws a card.
b trashes a Curse.
b plays a Tournament.
b draws a card.
b plays a Baker.
b draws a card.
b plays a Secret Passage.
b draws 2 cards.
b topdecks a card.
b plays a Necropolis.
b plays a Silver, a Copper and a Gold.
b buys and gains a Province.
b sets a Followers aside.
b draws 5 cards.

Turn 22 - AJD
A starts their turn.
A plays a Princess.
A plays a Trusty Steed.
A draws a Squire and a Settlers.
A plays a Settlers.
A draws a Settlers.
A looks at 5 Tournaments, a Harbinger, 2 Golds, 3 Curses, a Baker, a Diadem, 3 Settlers, a Vagrant, a Silver, 2 Provinces, a Remake, 4 Coppers, a Sea Hag, a Bustling Village and 2 Black Markets.
A puts a Copper into their hand.
A plays a Settlers.
A draws an Upgrade.
A looks at 5 Tournaments, a Harbinger, 2 Golds, 3 Curses, a Baker, a Diadem, 3 Settlers, a Vagrant, a Silver, 2 Provinces, a Remake, 3 Coppers, a Sea Hag, a Bustling Village and 2 Black Markets.
A puts a Copper into their hand.
A plays an Upgrade.
A draws a Necropolis.
A trashes a Necropolis.
A gains a Silver.
A plays a Tournament.
b reveals a Province.
A plays a Squire.
A plays 2 Coppers and a Gold.
A buys and gains 2 Estates, a Province and a Humble Castle.
A sets a Princess aside.
A shuffles their deck.
A draws a Copper, an Estate, 2 Tournaments and a Black Market.

Turn 22 - biionicle
b starts their turn.
b plays a Followers.
b draws 2 cards.
b gains an Estate.
A gains a Curse.
A discards a Copper and an Estate.
b plays a Baker.
b draws a card.
b plays a Storeroom.
b discards 3 other cards and a Black Market.
b plays a Copper and a Gold.
b buys and gains a Crumbling Castle.
b gains a Silver.
b buys and gains a Small Castle.
b sets a Followers aside.
b shuffles their deck.
b draws 5 cards.

Turn 23 - AJD
A starts their turn.
A plays a Princess.
A plays a Tournament.
A draws a Curse.
A plays a Tournament.
A draws a Province.
A plays a Black Market.
A reveals a Salvager, a Treasury and a Royal Blacksmith.
A puts a Salvager, a Treasury and a Royal Blacksmith on the bottom of the Black Market Deck.
A buys and gains a Haunted Castle.
A gains a Gold.
b topdecks 2 cards.
A sets a Princess aside.
A draws 2 Tournaments, a Squire and 2 Settlers.

Turn 23 - biionicle
b starts their turn.
b plays a Followers.
b draws 2 cards.
A gains a Curse.
A discards a Tournament and a Squire.
b sets a Followers aside.
b draws 5 cards.

Turn 24 - AJD
A starts their turn.
A plays a Princess.
A plays a Settlers.
A draws a Vagrant.
A looks at 3 Tournaments, a Province, a Copper, 3 Curses, a Gold, an Estate, a Squire, a Black Market and a Haunted Castle.
A puts a Copper into their hand.
A plays a Vagrant.
A draws a Humble Castle.
A reveals a Baker.
A topdecks a Baker.
A plays a Settlers.
A draws a Baker.
A looks at 3 Tournaments, a Province, 3 Curses, a Gold, an Estate, a Squire, a Black Market and a Haunted Castle.
A plays a Tournament.
b reveals a Province.
A plays a Baker.
A draws a Tournament.
A plays a Tournament.
b reveals a Province.
A plays a Humble Castle and a Copper.
A buys and gains a Duchy.
A sets a Princess aside.
A draws a Silver, 2 Golds, a Settlers and a Bustling Village.

Turn 24 - biionicle
b starts their turn.
b plays a Followers.
b draws 2 cards.
A gains a Curse.
A discards a Silver and a Settlers.
b plays a Bag of Gold.
b gains a Gold.
b plays a Storeroom.
b discards an Estate.
b draws a card.
b discards a card and a Province.
b plays a Silver, a Copper and a Gold.
b buys and gains an Opulent Castle.
b sets a Followers aside.
b draws 5 cards.

Turn 25 - AJD
A starts their turn.
A plays a Princess.
A plays a Bustling Village.
A draws a Tournament.
A looks at 5 Tournaments, 4 Curses, a Gold, a Duchy, a Baker, 3 Settlers, a Haunted Castle, a Vagrant, a Province, a Humble Castle, a Silver, a Copper, an Estate, a Squire and a Black Market.
A puts a Settlers into their hand.
A plays a Settlers.
A draws a Copper.
A looks at 5 Tournaments, 4 Curses, a Gold, a Duchy, a Baker, 2 Settlers, a Haunted Castle, a Vagrant, a Province, a Humble Castle, a Silver, a Copper, an Estate, a Squire and a Black Market.
A puts a Copper into their hand.
A plays a Tournament.
A draws a Remake.
A plays 2 Coppers and 2 Golds.
A buys and gains a Duchy and a Province.
A sets a Princess aside.
A draws a Copper, a Gold, a Harbinger, a Sea Hag and a Diadem.

Turn 25 - biionicle
b starts their turn.
b plays a Followers.
b draws 2 cards.
A discards a Copper and a Sea Hag.
b plays a Necropolis.
b plays a Black Market.
b reveals a Royal Seal, a Journeyman and an Overlord.
b puts a Royal Seal, a Journeyman and an Overlord on the bottom of the Black Market Deck.
b plays a Small Castle.
b trashes a Small Castle.
b gains a Sprawling Castle.
b gains a Duchy.
b plays a Gold.
b buys and gains a Duchy.
b sets a Followers aside.
b draws 5 cards.

Turn 26 - AJD
A starts their turn.
A plays a Princess.
A plays a Harbinger.
A draws an Estate.
A looks at 6 Tournaments, 4 Curses, 3 Golds, 2 Duchies, a Baker, 3 Settlers, a Haunted Castle, a Vagrant, 2 Provinces, a Humble Castle, a Silver, a Remake, 3 Coppers, a Sea Hag, an Estate, a Squire, a Bustling Village and a Black Market.
A topdecks a Tournament.
A plays a Gold and a Diadem.
A buys and gains a Province.
A sets a Princess aside.
A draws 2 Curses, a Copper, a Province and a Tournament.

11
Dominion General Discussion / How do you handle Keep
« on: April 07, 2017, 02:31:18 am »
Man, I have no idea how to play around Keep. I just lost a game because my opponent played Explorer on their last turn and suddenly I was down 5 points. What's a good way to prioritize the Treasure race relative to engine building? Should you trash Coppers?

12
Game Reports / Transmute open into Vineyards
« on: April 05, 2017, 08:00:15 pm »
I don't know if Transmute—Rats—Duchess—Vineyard was actually the optimal strategy on this board, but it sure was fun to have a reason to open Village/Potion into Transmute. We three-piled on Village, Transmute, and Duchy, and I think my Vineyards were worth 5 or 6 points at the end.

Code: [Select]
Game #2598469, rated.
Usgirls: 44.17
AJD: 58.04

U starts with 7 Coppers and 3 Estates.
U shuffles their deck.
U draws 5 cards.
A starts with 7 Coppers and 3 Estates.
A shuffles their deck.
A draws 4 Coppers and an Estate.

Turn 1 - Usgirls
U plays 3 Coppers.
U buys and gains a Village.
U draws 5 cards.

Turn 1 - AJD
A plays 4 Coppers.
A buys and gains a Potion.
A draws 3 Coppers and 2 Estates.

Turn 2 - Usgirls
U plays 4 Coppers.
U buys and gains a Potion.
U shuffles their deck.
U draws 5 cards.

Turn 2 - AJD
A plays 3 Coppers.
A buys and gains a Village.
A shuffles their deck.
A draws 3 Coppers, an Estate and a Potion.

Turn 3 - Usgirls
U plays a Village.
U draws a card.
U plays 2 Coppers.
U buys and gains a Courtyard.
U draws 5 cards.

Turn 3 - AJD
A plays a Potion and 3 Coppers.
A buys and gains a Transmute.
A draws 3 Coppers, an Estate and a Village.

Turn 4 - Usgirls
U plays 5 Coppers.
U buys and gains a Baker.
U shuffles their deck.
U draws 5 cards.

Turn 4 - AJD
A plays a Village.
A draws an Estate.
A plays 3 Coppers.
A buys and gains a Village.
A shuffles their deck.
A draws 3 Coppers, an Estate and a Transmute.

Turn 5 - Usgirls
U plays a Potion.
U buys and gains a Transmute.
U draws 5 cards.

Turn 5 - AJD
A plays a Transmute.
A trashes an Estate.
A gains a Gold.
A plays 3 Coppers.
A buys and gains a Village.
A draws 2 Coppers, an Estate, a Village and a Potion.

Turn 6 - Usgirls
U plays a Village.
U draws a card.
U plays a Courtyard.
U draws 3 cards.
U topdecks a card.
U plays a Baker.
U draws a card.
U plays 3 Coppers.
U buys and gains a Rats.
U shuffles their deck.
U draws 5 cards.

Turn 6 - AJD
A plays a Village.
A draws a Copper.
A plays a Potion and 3 Coppers.
A buys and gains a Transmute.
A shuffles their deck.
A draws a Copper, a Gold, an Estate, a Village and a Potion.

Turn 7 - Usgirls
U plays a Rats.
U draws a card.
U gains a Rats.
U trashes a Copper.
U plays a Village.
U draws a card.
U plays 3 Coppers.
U buys and gains a Village.
U draws 5 cards.

Turn 7 - AJD
A plays a Village.
A draws a Copper.
A plays a Potion, a Gold and 2 Coppers.
A buys and gains a Baker.
A draws 2 Coppers, 2 Villages and a Transmute.

Turn 8 - Usgirls
U plays a Baker.
U draws a card.
U plays a Transmute.
U trashes an Estate.
U gains a Gold.
U plays a Potion.
U buys and gains a Transmute.
U shuffles their deck.
U draws 5 cards.

Turn 8 - AJD
A plays a Village.
A draws a Copper.
A plays a Village.
A draws an Estate.
A plays a Transmute.
A trashes an Estate.
A gains a Gold.
A plays 3 Coppers.
A buys and gains a Rats.
A shuffles their deck.
A draws 4 Coppers and a Transmute.

Turn 9 - Usgirls
U plays a Rats.
U draws a card.
U gains a Rats.
U trashes a Copper.
U plays a Transmute.
U trashes an Estate.
U gains a Gold.
U plays 2 Coppers.
U buys and gains a Village.
U draws 5 cards.

Turn 9 - AJD
A plays a Transmute.
A trashes a Copper.
A gains a Transmute.
A plays 3 Coppers.
A buys and gains a Village.
A draws a Copper, an Estate, a Village, a Transmute and a Baker.

Turn 10 - Usgirls
U plays a Baker.
U draws a card.
U plays a Village.
U draws a card.
U plays a Courtyard.
U draws 3 cards.
U topdecks a card.
U plays a Rats.
U draws a card.
U gains a Rats.
U trashes a Copper.
U plays a Village.
U draws a card.
U plays a Transmute.
U trashes an Estate.
U gains a Gold.
U plays a Potion, a Gold and a Copper.
U buys and gains a Baker.
U shuffles their deck.
U draws 5 cards.

Turn 10 - AJD
A plays a Village.
A draws a Gold.
A plays a Baker.
A draws a Rats.
A plays a Rats.
A draws a Village.
A gains a Rats.
A trashes a Copper.
A plays a Village.
A draws a Potion.
A plays a Transmute.
A trashes an Estate.
A gains a Gold.
A plays a Potion and a Gold.
A buys and gains a Village.
A shuffles their deck.
A draws 2 Coppers, a Gold, a Village and a Rats.

Turn 11 - Usgirls
U plays a Village.
U draws a card.
U plays a Transmute.
U trashes a Potion.
U gains a Transmute.
U plays a Transmute.
U trashes a Copper.
U gains a Transmute.
U draws 5 cards.

Turn 11 - AJD
A plays a Village.
A draws a Transmute.
A plays a Rats.
A draws a Village.
A gains a Rats.
A trashes a Copper.
A plays a Village.
A draws a Rats.
A plays a Rats.
A draws a Copper.
A gains a Rats.
A trashes a Copper.
A plays a Transmute.
A trashes a Copper.
A gains a Transmute.
A plays a Gold.
A buys and gains a Potion.
A draws 2 Golds, 2 Villages and a Baker.

Turn 12 - Usgirls
U plays 2 Golds and 2 Coppers.
U buys and gains a Province.
U draws 5 cards.

Turn 12 - AJD
A plays a Village.
A draws a Transmute.
A plays a Village.
A draws a Potion.
A plays a Baker.
A draws a Village.
A plays a Village.
A draws a Copper.
A plays a Transmute.
A trashes a Copper.
A gains a Transmute.
A plays a Potion and 2 Golds.
A buys and gains a Vineyard.
A shuffles their deck.
A draws a Copper, 3 Transmutes and a Baker.

Turn 13 - Usgirls
U plays a Baker.
U draws a card.
U plays a Village.
U draws a card.
U plays a Village.
U draws a card.
U plays a Baker.
U draws a card.
U plays a Courtyard.
U shuffles their deck.
U draws 3 cards.
U topdecks a card.
U plays 2 Golds and a Copper.
U buys and gains a Province.
U draws 5 cards.

Turn 13 - AJD
A plays a Baker.
A draws a Gold.
A plays a Transmute.
A trashes a Transmute.
A gains a Duchy.
A gains a Duchess.
A plays a Copper and a Gold.
A buys and gains a Baker.
A draws a Village, 2 Transmutes and 2 Rats.

Turn 14 - Usgirls
U plays a Transmute.
U trashes a Rats.
U draws a card.
U gains a Duchy.
U plays a Gold.
U buys and gains a Village.
U shuffles their deck.
U draws 5 cards.

Turn 14 - AJD
A plays a Village.
A draws a Potion.
A plays a Transmute.
A trashes a Rats.
A draws a Gold.
A gains a Duchy.
A gains a Duchess.
A plays a Transmute.
A trashes a Rats.
A draws a Gold.
A gains a Duchy.
A gains a Duchess.
A plays a Potion and 2 Golds.
A buys and gains a Vineyard.
A draws 2 Villages, a Potion and 2 Rats.

Turn 15 - Usgirls
U plays a Village.
U draws a card.
U plays a Rats.
U draws a card.
U gains a Rats.
U trashes a Copper.
U plays a Transmute.
U trashes a Copper.
U gains a Transmute.
U plays a Copper and a Gold.
U buys and gains a Baker.
U draws 5 cards.

Turn 15 - AJD
A plays a Village.
A draws a Village.
A plays a Village.
A draws a Village.
A plays a Village.
A draws a Vineyard.
A plays a Village.
A shuffles their deck.
A draws a Duchy.
A plays a Potion.
A buys and gains a Vineyard.
A draws a Copper, a Duchy, a Vineyard, a Duchess and a Baker.

Turn 16 - Usgirls
U plays a Baker.
U draws a card.
U plays a Baker.
U draws a card.
U plays a Village.
U draws a card.
U plays a Courtyard.
U draws 3 cards.
U topdecks a card.
U plays a Transmute.
U trashes a Rats.
U draws a card.
U gains a Duchy.
U plays a Gold.
U buys and gains a Village.
U draws 5 cards.

Turn 16 - AJD
A plays a Baker.
A draws a Gold.
A plays a Duchess.
A looks at a Potion.
U shuffles their deck.
U looks at a card.
A plays a Copper and a Gold.
A buys and gains a Province.
A draws a Gold, a Village, a Potion, a Transmute and a Duchess.

Turn 17 - Usgirls
U plays a Village.
U draws a card.
U plays a Village.
U draws a card.
U plays a Transmute.
U trashes a Rats.
U draws a card.
U gains a Duchy.
U plays a Transmute.
U trashes a Rats.
U draws a card.
U gains a Duchy.
U plays a Village.
U draws a card.
U plays a Gold.
U buys and gains an Estate.
U draws 5 cards.

Turn 17 - AJD
A plays a Village.
A draws a Duchy.
A plays a Transmute.
A trashes a Duchess.
A gains a Duchy.
A gains a Duchess.
A plays a Potion and a Gold.
A buys and gains a Vineyard.
A draws 3 Transmutes, a Duchess and a Baker.

13
Game Reports / Knights / Native Village beats Ironworks/Gardens
« on: March 19, 2017, 11:11:10 pm »
The board:
Native Village
Chapel
Vagrant
Ironworks
Gardens
Trader
Knights
Outpost
Ghost Ship
Merchant Ship

My opponent went for the Ironworks/Gardens rush on this board without noticing how vulnerable to Knights the combo is. That said, I/G is still pretty fast, so I figured the only way to beat it would be to go all in on Knights at the expense of trying to do anything else with my deck. I opened Merchant Ship / Chapel, but after that I more or less just got as many Knights and Native Villages as I could as fast as I could. The Ironworks and Gardens piles were empty before I started making a serious attempt to enable my deck to do anything other than attack, but by the end of the game, not only was my opponent's deck size below 30, but all but one of the Gardens were in the trash.

Code: [Select]
Turn 1 - AJD
A plays 5 Coppers.
A buys and gains a Merchant Ship.
A draws 2 Coppers and 3 Estates.

Turn 1 - worldhouse
w plays 4 Coppers.
w buys and gains an Ironworks.
w draws 3 Coppers and 2 Estates.

Turn 2 - AJD
A plays 2 Coppers.
A buys and gains a Chapel.
A shuffles their deck.
A draws 3 Coppers and 2 Estates.

Turn 2 - worldhouse
w plays 3 Coppers.
w buys and gains a Silver.
w shuffles their deck.
w draws 4 Coppers and an Estate.

Turn 3 - AJD
A plays 3 Coppers.
A buys and gains a Native Village.
A draws 3 Coppers, an Estate and a Merchant Ship.

Turn 3 - worldhouse
w plays 4 Coppers.
w buys and gains an Ironworks.
w draws 2 Coppers, a Silver and 2 Estates.

Turn 4 - AJD
A plays a Merchant Ship.
A plays 3 Coppers.
A buys and gains a Dame Sylvia.
A shuffles their deck.
A draws 3 Coppers, an Estate and a Chapel.

Turn 4 - worldhouse
w plays 2 Coppers and a Silver.
w buys and gains an Ironworks.
w shuffles their deck.
w draws 2 Coppers, a Silver, an Estate and an Ironworks.

Turn 5 - AJD
A starts their turn.
A gets +2 Coins (Merchant Ship).
A plays a Chapel.
A trashes 3 Coppers and an Estate.
A buys and gains a Native Village.
A draws 3 Coppers and 2 Estates.

Turn 5 - worldhouse
w plays an Ironworks.
w gains an Ironworks.
w plays 2 Coppers and a Silver.
w buys and gains an Ironworks.
w draws 4 Coppers and an Estate.

Turn 6 - AJD
A plays 3 Coppers.
A buys and gains a Native Village.
A shuffles their deck.
A draws a Copper, a Merchant Ship, 2 Native Villages and a Dame Sylvia.

Turn 6 - worldhouse
w plays 4 Coppers.
w buys and gains an Ironworks.
w shuffles their deck.
w draws a Copper, a Silver, an Estate and 2 Ironworks.

Turn 7 - AJD
A plays a Native Village.
A sets an Estate aside with Native Village.
A plays a Native Village.
A sets a Copper aside with Native Village.
A plays a Dame Sylvia.
w reveals an Estate and an Ironworks.
w trashes an Ironworks.
w discards an Estate.
A plays a Merchant Ship.
A plays a Copper.
A buys and gains a Sir Vander.
A draws 2 Coppers, an Estate, a Chapel and a Native Village.

Turn 7 - worldhouse
w plays an Ironworks.
w gains an Ironworks.
w plays an Ironworks.
w gains a Gardens.
w draws a Copper.
w plays 2 Coppers and a Silver.
w buys and gains an Ironworks.
w draws 3 Coppers and 2 Ironworks.

Turn 8 - AJD
A starts their turn.
A gets +2 Coins (Merchant Ship).
A plays a Native Village.
A shuffles their deck.
A sets a Native Village aside with Native Village.
A plays a Chapel.
A trashes 2 Coppers and an Estate.
A buys and gains a Native Village.
A shuffles their deck.
A draws a Copper, a Merchant Ship, a Native Village, a Dame Sylvia and a Sir Vander.

Turn 8 - worldhouse
w plays an Ironworks.
w gains an Ironworks.
w plays an Ironworks.
w gains a Gardens.
w draws a Copper.
w plays 4 Coppers.
w buys and gains an Ironworks.
w shuffles their deck.
w draws 3 Coppers, an Estate and an Ironworks.

Turn 9 - AJD
A plays a Native Village.
A puts a Copper, an Estate and a Native Village into their hand.
A plays a Native Village.
A sets a Native Village aside with Native Village.
A plays a Merchant Ship.
A plays a Dame Sylvia.
w reveals 2 Ironworks.
w trashes an Ironworks.
w discards an Ironworks.
A plays a Sir Vander.
w reveals 2 Ironworks.
w trashes an Ironworks.
w discards an Ironworks.
A plays 2 Coppers.
A buys and gains a Gold.
A shuffles their deck.
A draws a Copper, a Chapel, 2 Native Villages and a Dame Sylvia.

Turn 9 - worldhouse
w plays an Ironworks.
w gains a Gardens.
w draws a Gardens.
w plays 3 Coppers.
w buys and gains a Silver.
w draws 2 Coppers, a Silver, an Estate and an Ironworks.

Turn 10 - AJD
A starts their turn.
A gets +2 Coins (Merchant Ship).
A plays a Native Village.
A puts a Native Village into their hand.
A plays a Native Village.
A sets a Copper aside with Native Village.
A plays a Native Village.
A sets a Sir Vander aside with Native Village.
A plays a Dame Sylvia.
w reveals 2 Ironworks.
w trashes an Ironworks.
w discards an Ironworks.
A plays a Chapel.
A trashes a Copper.
A buys and gains a Sir Martin.
A shuffles their deck.
A draws a Gold, an Estate, 2 Native Villages and a Dame Sylvia.

Turn 10 - worldhouse
w plays an Ironworks.
w gains a Gardens.
w draws a Copper.
w plays 3 Coppers and a Silver.
w buys and gains an Outpost.
w shuffles their deck.
w draws a Copper, an Estate, a Gardens, an Ironworks and an Outpost.

Turn 11 - AJD
A plays a Native Village.
A sets a Native Village aside with Native Village.
A plays a Native Village.
A puts a Copper, a Native Village and a Sir Vander into their hand.
A plays a Native Village.
A sets a Merchant Ship aside with Native Village.
A plays a Sir Vander.
w reveals a Copper and a Silver.
w trashes a Silver.
w discards a Copper.
A plays a Dame Sylvia.
w reveals a Copper and an Ironworks.
w trashes an Ironworks.
w discards a Copper.
A plays a Gold and a Copper.
A buys and gains a Sir Bailey.
A shuffles their deck.
A draws a Chapel, 2 Native Villages, a Dame Sylvia and a Sir Martin.

Turn 11 - worldhouse
w plays an Ironworks.
w gains a Trader.
w plays an Outpost.
w buys and gains a Copper.
w draws 2 Coppers and an Ironworks.

Turn 11 - worldhouse [Outpost]
w starts their turn.
w plays an Ironworks.
w gains a Gardens.
w draws a Silver.
w plays 2 Coppers and a Silver.
w buys and gains a Gardens.
w draws a Copper, an Estate, a Gardens and 2 Ironworks.

Turn 12 - AJD
A plays a Native Village.
A sets a Copper aside with Native Village.
A plays a Native Village.
A puts a Copper and a Merchant Ship into their hand.
A plays a Dame Sylvia.
w reveals a Gardens and an Ironworks.
w trashes an Ironworks.
w discards a Gardens.
A plays a Sir Martin.
w reveals a Copper and a Gardens.
w trashes a Gardens.
w discards a Copper.
A plays a Merchant Ship.
A plays a Copper.
A buys and gains an Outpost.
A draws a Gold, an Estate, a Native Village, a Sir Bailey and a Sir Vander.

Turn 12 - worldhouse
w plays an Ironworks.
w gains a Trader.
w plays an Ironworks.
w gains a Gardens.
w draws an Estate.
w buys and gains a Copper.
w shuffles their deck.
w draws 2 Coppers, an Estate and 2 Gardens.

Turn 13 - AJD
A starts their turn.
A gets +2 Coins (Merchant Ship).
A plays a Sir Bailey.
A draws a Native Village.
w reveals a Copper and an Estate.
w discards a Copper and an Estate.
A plays a Native Village.
A shuffles their deck.
A sets a Copper aside with Native Village.
A plays a Native Village.
A sets a Chapel aside with Native Village.
A plays a Sir Vander.
w reveals a Copper and a Silver.
w trashes a Silver.
w discards a Copper.
A plays a Gold.
A buys and gains a Dame Anna.
A draws 2 Native Villages, an Outpost, a Dame Sylvia and a Sir Martin.

Turn 13 - worldhouse
w plays 2 Coppers.
w buys and gains an Estate.
w draws 4 Coppers and an Ironworks.

Turn 14 - AJD
A plays a Native Village.
A shuffles their deck.
A sets a Dame Anna aside with Native Village.
A plays a Native Village.
A sets a Gold aside with Native Village.
A plays an Outpost.
A plays a Sir Martin.
w reveals a Gardens and a Trader.
w trashes a Trader.
w discards a Gardens.
A plays a Dame Sylvia.
w reveals a Copper and a Gardens.
w trashes a Gardens.
w discards a Copper.
A buys and gains a Native Village.
A draws an Estate, a Native Village and a Sir Bailey.

Turn 14 - AJD [Outpost]
A starts their turn.
A plays a Native Village.
A puts a Copper, a Gold, a Chapel and a Dame Anna into their hand.
A plays a Sir Bailey.
A draws a Sir Vander.
w reveals a Gardens and an Ironworks.
w trashes an Ironworks.
w discards a Gardens.
A plays a Dame Anna.
A trashes a Copper and an Estate.
w reveals a Gardens and an Outpost.
w trashes an Outpost.
w discards a Gardens.
A plays a Sir Vander.
w reveals an Estate and an Ironworks.
w trashes an Ironworks.
w discards an Estate.
A plays a Gold.
A buys and gains a Silver.
A shuffles their deck.
A draws a Silver, a Merchant Ship and 3 Native Villages.

Turn 14 - worldhouse
w plays an Ironworks.
w gains a Gardens.
w draws a Trader.
w plays 4 Coppers.
w buys and gains a Trader.
w shuffles their deck.
w draws 3 Coppers, a Gardens and an Ironworks.

Turn 15 - AJD
A plays a Native Village.
A sets a Sir Martin aside with Native Village.
A plays a Native Village.
A sets a Chapel aside with Native Village.
A plays a Native Village.
A puts a Chapel and a Sir Martin into their hand.
A plays a Merchant Ship.
A plays a Sir Martin.
w reveals an Estate and a Gardens.
w trashes a Gardens.
w discards an Estate.
A plays a Silver.
A buys and gains a Silver.
A draws a Gold, a Native Village, a Dame Sylvia, a Sir Bailey and a Sir Vander.

Turn 15 - worldhouse
w plays an Ironworks.
w gains a Trader.
w plays 3 Coppers.
w buys and gains an Estate.
w draws 2 Coppers, 2 Gardens and a Trader.

Turn 16 - AJD
A starts their turn.
A gets +2 Coins (Merchant Ship).
A plays a Sir Bailey.
A draws an Outpost.
w reveals a Copper and an Estate.
w discards a Copper and an Estate.
A plays a Native Village.
A sets a Dame Anna aside with Native Village.
A plays an Outpost.
A plays a Dame Sylvia.
w reveals 2 Coppers.
w discards 2 Coppers.
A plays a Gold.
A buys and gains a Gold.
A shuffles their deck.
A draws 3 Native Villages.

Turn 16 - AJD [Outpost]
A starts their turn.
A plays a Native Village.
A sets a Native Village aside with Native Village.
A plays a Native Village.
A sets a Gold aside with Native Village.
A plays a Native Village.
A puts a Gold, a Native Village and a Dame Anna into their hand.
A plays a Native Village.
A sets a Silver aside with Native Village.
A plays a Dame Anna.
w reveals an Estate and a Gardens.
w trashes a Gardens.
w discards an Estate.
A plays a Gold.
A buys and gains a Silver.
A draws a Silver, a Chapel, a Merchant Ship, a Native Village and a Dame Sylvia.

Turn 16 - worldhouse
w plays 2 Coppers.
w buys and gains an Estate.
w draws a Copper, an Estate, a Gardens, an Ironworks and a Trader.

Turn 17 - AJD
A plays a Native Village.
A puts a Silver into their hand.
A plays a Merchant Ship.
A plays a Dame Sylvia.
w shuffles their deck.
w reveals a Copper and a Trader.
w trashes a Trader.
w discards a Copper.
A plays 2 Silvers.
A buys and gains a Province.
A shuffles their deck.
A draws a Gold, a Native Village, a Sir Bailey, a Sir Martin and a Sir Vander.

Turn 17 - worldhouse
w plays an Ironworks.
w gains a Trader.
w plays a Trader.
w trashes an Estate.
w gains 2 Silvers.
w buys and gains a Copper.
w draws 2 Coppers, an Estate, a Gardens and a Trader.

Turn 18 - AJD
A starts their turn.
A gets +2 Coins (Merchant Ship).
A plays a Sir Bailey.
A draws a Native Village.
w reveals a Copper and an Estate.
w discards a Copper and an Estate.
A plays a Native Village.
A sets a Dame Sylvia aside with Native Village.
A plays a Native Village.
A puts a Dame Sylvia into their hand.
A plays a Sir Martin.
w reveals 2 Coppers.
w discards 2 Coppers.
A plays a Sir Vander.
w reveals an Estate and a Gardens.
w trashes a Gardens.
w discards an Estate.
A plays a Dame Sylvia.
w reveals a Gardens and an Ironworks.
w trashes an Ironworks.
w discards a Gardens.
A plays a Gold.
A buys and gains a Gold.
A draws 2 Silvers, a Province, a Native Village and a Dame Anna.

Turn 18 - worldhouse
w plays a Trader.
w trashes an Estate.
w gains 2 Silvers.
w plays 2 Coppers.
w buys and gains an Estate.
w shuffles their deck.
w draws 3 Coppers and 2 Estates.

Turn 19 - AJD
A plays a Native Village.
A sets a Gold aside with Native Village.
A plays a Dame Anna.
w reveals a Silver and a Gardens.
w trashes a Silver.
w discards a Gardens.
A plays 2 Silvers.
A buys and gains a Native Village.
A draws a Silver, a Chapel, 2 Native Villages and an Outpost.

Turn 19 - worldhouse
w plays 3 Coppers.
w buys and gains an Estate.
w draws 2 Coppers, an Estate, a Gardens and a Trader.

Turn 20 - AJD
A plays a Native Village.
A shuffles their deck.
A sets a Gold aside with Native Village.
A plays a Native Village.
A puts 2 Golds into their hand.
A plays an Outpost.
A plays 2 Golds and a Silver.
A buys and gains a Province.
A draws 2 Native Villages and a Dame Anna.

Turn 20 - AJD [Outpost]
A starts their turn.
A plays a Native Village.
A sets a Sir Martin aside with Native Village.
A plays a Native Village.
A puts a Sir Martin into their hand.
A plays a Dame Anna.
w reveals a Copper and an Estate.
w discards a Copper and an Estate.
A plays a Sir Martin.
w reveals a Copper and a Trader.
w trashes a Trader.
w discards a Copper.
A draws a Silver, a Province, a Native Village, a Dame Sylvia and a Sir Bailey.

Turn 20 - worldhouse
w plays a Trader.
w trashes an Estate.
w gains 2 Silvers.
w plays 2 Coppers.
w buys and gains an Estate.
w draws a Copper, 3 Silvers and a Gardens.

Turn 21 - AJD
A plays a Sir Bailey.
A draws a Merchant Ship.
w reveals an Estate and an Ironworks.
w trashes an Ironworks.
w discards an Estate.
A plays a Native Village.
A sets a Silver aside with Native Village.
A plays a Dame Sylvia.
w reveals 2 Coppers.
w discards 2 Coppers.
A plays a Merchant Ship.
A plays a Silver.
A buys and gains a Duchy.
A shuffles their deck.
A draws a Silver, 2 Golds, a Native Village and a Sir Vander.

Turn 21 - worldhouse
w plays a Copper and 3 Silvers.
w buys and gains a Duchy.
w shuffles their deck.
w draws a Copper, a Silver, a Duchy and 2 Traders.

Turn 22 - AJD
A starts their turn.
A gets +2 Coins (Merchant Ship).
A plays a Native Village.
A sets a Sir Bailey aside with Native Village.
A plays a Sir Vander.
w reveals a Silver and a Gardens.
w trashes a Silver.
w discards a Gardens.
A plays 2 Golds and a Silver.
A buys and gains a Province.
A draws a Duchy, a Chapel, 2 Native Villages and a Dame Sylvia.

Turn 22 - worldhouse
w plays a Trader.
w trashes a Trader.
w gains 4 Silvers.
w plays a Copper and a Silver.
w buys and gains a Silver.
w draws 2 Coppers, a Silver and 2 Estates.

Turn 23 - AJD
A plays a Native Village.
A sets a Native Village aside with Native Village.
A plays a Native Village.
A puts a Silver, a Native Village and a Sir Bailey into their hand.
A plays a Sir Bailey.
A draws an Outpost.
w reveals an Estate and a Gardens.
w trashes a Gardens.
w discards an Estate.
A plays a Native Village.
A sets a Sir Martin aside with Native Village.
A plays a Dame Sylvia.
w reveals 2 Coppers.
w discards 2 Coppers.
A plays an Outpost.
A plays a Silver.
A buys and gains an Estate.
A draws a Province and 2 Native Villages.

Turn 23 - AJD [Outpost]
A starts their turn.
A plays a Native Village.
A sets a Province aside with Native Village.
A plays a Native Village.
A puts a Province and a Sir Martin into their hand.
A plays a Sir Martin.
w reveals an Estate and a Gardens.
w trashes a Gardens.
w discards an Estate.
A shuffles their deck.
A draws a Silver, a Gold, a Native Village, a Dame Anna and a Sir Vander.

Turn 23 - worldhouse
w plays 2 Coppers and a Silver.
w buys and gains a Trader.
w draws 2 Coppers, 2 Silvers and an Estate.

Turn 24 - AJD
A plays a Native Village.
A sets a Native Village aside with Native Village.
A plays a Sir Vander.
w reveals a Copper and an Estate.
w discards a Copper and an Estate.
A plays a Dame Anna.
w reveals 2 Coppers.
w discards 2 Coppers.
A plays a Gold and a Silver.
A buys and gains an Estate.
A draws a Gold, a Province, a Merchant Ship and 2 Native Villages.

14
Game Reports / Hybrid engine/slog
« on: March 18, 2017, 05:06:27 pm »
Harbinger
Familiar
Herald
Island
Conspirator
Throne Room
Mint
Margrave
Treasury
Lost City
Seaway
Colony/Platinum

This game was an interesting hybrid of a slog and an engine. The very limited trashing meant we were both swimming in curses we couldn't do much about, but the abundant cheap engine components meant you didn't have to be able to hit $5 regularly to build an engine. I got one Margrave, grabbed Mint when I happened to draw up to 5 Coppers with Margrave, and put the Seaway token on Herald. There was only one turn (the last one) where either of us had more than $8, and the game ended on piling out Curse, Island, and Harbinger with two Provinces in my deck.

15
Game Reports / Hilarious board with Advance
« on: March 18, 2017, 03:55:56 am »
I just played the following hilarious board:
Peasant
Watchtower
Rats
Nomad Camp
Goons
Grand Market
four cards no one paid any attention to, but no other nonterminals or trashing
...and Advance.

Code: [Select]
Turn 1 - AJD
A plays 4 Coppers.
A buys and gains a Rats.
A draws 3 Coppers and 2 Estates.

Turn 1 - Badewell
B plays 4 Coppers.
B buys and gains a Nomad Camp.
B draws 2 Coppers, 2 Estates and a Nomad Camp.

Turn 2 - AJD
A plays 3 Coppers.
A buys and gains a Watchtower.
A shuffles their deck.
A draws 3 Coppers, an Estate and a Watchtower.

Turn 2 - Badewell
B buys an Advance.
B trashes a Nomad Camp.
B gains a Goons.
B shuffles their deck.
B draws 4 Coppers and a Goons.

Turn 3 - AJD
A plays 3 Coppers.
A buys and gains a Watchtower.
A reacts with a Watchtower.
A topdecks a Watchtower.
A draws a Copper, 2 Estates, a Watchtower and a Rats.

Turn 3 - Badewell
B plays a Goons.
A discards a Copper and an Estate.
B plays 4 Coppers.
B buys a Goons.
B gets 1 VP from Goons.
B gains a Goons.
B draws 3 Coppers and 2 Estates.

Turn 4 - AJD
A plays a Rats.
A draws a Copper.
A gains a Rats.
A reacts with a Watchtower.
A trashes a Rats.
A draws a Copper.
A trashes an Estate.
A plays a Watchtower.
A draws a Copper.
A shuffles their deck.
A draws 2 Coppers and a Watchtower.
A buys an Advance.
A trashes a Watchtower.
A gains a Goons.
A shuffles their deck.
A draws 3 Coppers and 2 Estates.

Turn 4 - Badewell
B plays 3 Coppers.
B buys and gains a Peasant.
B shuffles their deck.
B draws 2 Coppers, an Estate, a Goons and a Peasant.

Turn 5 - AJD
A plays 3 Coppers.
A buys and gains a Peasant.
A draws 3 Coppers, a Goons and a Rats.

Turn 5 - Badewell
B plays a Goons.
A discards 2 Coppers.
B plays 2 Coppers.
B buys an Advance.
B trashes a Peasant.
B gains a Grand Market.
B buys a Nomad Camp.
B gets 1 VP from Goons.
B gains a Nomad Camp.
B draws 3 Coppers, a Goons and a Nomad Camp.

Turn 6 - AJD
A plays a Rats.
A draws a Copper.
A gains a Rats.
A trashes a Copper.
A plays a Goons.
B discards 2 Coppers.
A plays a Copper.
A buys a Watchtower.
A gets 1 VP from Goons.
A gains a Watchtower.
A shuffles their deck.
A draws 2 Coppers, an Estate, a Watchtower and a Peasant.

Turn 6 - Badewell
B plays a Goons.
A discards a Copper and an Estate.
B plays a Copper.
B buys an Advance.
B trashes a Nomad Camp.
B gains a Grand Market.
B buys a Peasant.
B gets 1 VP from Goons.
B gains a Peasant.
B shuffles their deck.
B draws 2 Coppers, 2 Estates and a Goons.

Turn 7 - AJD
A plays a Peasant.
A plays a Copper.
A buys an Advance.
A trashes a Watchtower.
A gains a Grand Market.
A buys and gains a Peasant.
A returns a Peasant.
A receives a Soldier.
A draws 4 Coppers and a Rats.

Turn 7 - Badewell
B plays a Goons.
A discards 2 Coppers.
B plays 2 Coppers.
B buys a Peasant.
B gets 1 VP from Goons.
B gains a Peasant.
B buys a Peasant.
B gets 1 VP from Goons.
B gains a Peasant.
B draws 3 Coppers and 2 Grand Markets.

Turn 8 - AJD
A plays a Rats.
A draws a Goons.
A gains a Rats.
A trashes a Copper.
A plays a Goons.
B discards 2 Coppers.
A plays a Copper.
A buys a Watchtower.
A gets 1 VP from Goons.
A gains a Watchtower.
A shuffles their deck.
A draws a Copper, an Estate, a Watchtower and 2 Rats.

Turn 8 - Badewell
B plays a Grand Market.
B draws a Peasant.
B plays a Grand Market.
B draws a Copper.
B plays a Peasant.
B plays 2 Coppers.
B buys and gains a Nomad Camp and a Peasant.
B returns a Peasant.
B receives a Soldier.
B shuffles their deck.
B draws 2 Coppers, an Estate, a Goons and a Nomad Camp.

Turn 9 - AJD
A plays a Rats.
A draws a Watchtower.
A gains a Rats.
A reacts with a Watchtower.
A trashes a Rats.
Watchtower loses track of Rats (it moved).
Watchtower loses track of Rats (it moved).
A draws a Goons.
A trashes an Estate.
A plays a Rats.
A draws an Estate.
A gains a Rats.
A reacts with a Watchtower.
A trashes a Rats.
Watchtower loses track of Rats (it moved).
Watchtower loses track of Rats (it moved).
A draws a Grand Market.
A trashes an Estate.
A plays a Grand Market.
A draws a Copper.
A plays a Goons.
B discards a Copper and an Estate.
A plays 2 Coppers.
A buys an Advance.
A trashes a Watchtower.
A gains a Grand Market.
A reacts with a Watchtower.
A topdecks a Grand Market.
A buys an Advance.
A trashes a Watchtower.
A gains a Goons.
A buys a Watchtower.
A gets 1 VP from Goons.
A gains a Watchtower.
A draws a Copper, a Grand Market, a Rats, a Peasant and a Soldier.

Turn 9 - Badewell
B plays a Goons.
A discards a Copper and a Peasant.
B plays a Copper.
B buys an Advance.
B trashes a Nomad Camp.
B gains a Grand Market.
B buys a Peasant.
B gets 1 VP from Goons.
B gains a Peasant.
B draws a Copper, an Estate, a Grand Market, a Goons and a Peasant.

Turn 10 - AJD
A plays a Grand Market.
A draws a Copper.
A plays a Rats.
A draws a Copper.
A gains a Rats.
A trashes a Copper.
A plays a Soldier.
B discards an Estate.
A plays a Copper.
A buys and gains a Watchtower and a Peasant.
A returns a Soldier.
A receives a Fugitive.
A shuffles their deck.
A draws 2 Coppers, a Grand Market and 2 Peasants.

Turn 10 - Badewell
B plays a Grand Market.
B draws a Copper.
B plays a Goons.
A discards 2 Coppers.
B buys an Advance.
B trashes a Peasant.
B gains a Grand Market.
B buys a Peasant.
B gets 1 VP from Goons.
B gains a Peasant.
B buys a Peasant.
B gets 1 VP from Goons.
B gains a Peasant.
B draws 2 Coppers, an Estate and 2 Peasants.

Turn 11 - AJD
A plays a Grand Market.
A draws a Watchtower.
A plays a Peasant.
A buys an Advance.
A trashes a Peasant.
A gains a Grand Market.
A reacts with a Watchtower.
A topdecks a Grand Market.
A buys and gains a Watchtower.
A reacts with a Watchtower.
A topdecks a Watchtower.
A returns a Peasant.
A receives a Soldier.
A draws a Grand Market, 2 Goons and 2 Watchtowers.

Turn 11 - Badewell
B plays a Peasant.
B plays 2 Coppers.
B buys an Advance.
B trashes a Peasant.
B gains a Grand Market.
B buys and gains a Peasant.
B returns a Peasant.
B receives a Soldier.
B shuffles their deck.
B draws a Copper, an Estate, a Grand Market, a Peasant and a Soldier.

Turn 12 - AJD
A plays a Grand Market.
A draws a Rats.
A plays a Rats.
A draws a Copper.
A gains a Rats.
A reacts with a Watchtower.
A trashes a Rats.
Watchtower loses track of Rats (it moved).
Watchtower loses track of Rats (it moved).
A draws a Rats.
A trashes a Copper.
A plays a Rats.
A draws a Rats.
A gains a Rats.
A reacts with a Watchtower.
A trashes a Rats.
Watchtower loses track of Rats (it moved).
Watchtower loses track of Rats (it moved).
A draws a Rats.
A trashes a Watchtower.
A plays a Goons.
B discards a Copper and an Estate.
A buys an Advance.
A trashes a Rats.
A draws a Copper.
A gains a Grand Market.
A reacts with a Watchtower.
A topdecks a Grand Market.
A buys an Advance.
A trashes a Rats.
A draws a Grand Market.
A gains a Grand Market.
A reacts with a Watchtower.
A topdecks a Grand Market.
A buys a Nomad Camp.
A gets 1 VP from Goons.
A gains a Nomad Camp.
A reacts with a Watchtower.
A trashes a Nomad Camp.
A shuffles their deck.
A draws 3 Grand Markets, a Watchtower and a Fugitive.

Turn 12 - Badewell
B plays a Grand Market.
B draws a Copper.
B plays a Soldier.
A discards a Grand Market.
B plays a Copper.
B buys an Advance.
B trashes a Peasant.
B gains a Goons.
B buys and gains a Watchtower.
B returns a Soldier.
B receives a Fugitive.
B draws 2 Coppers, 2 Peasants and a Soldier.

Turn 13 - AJD
A plays a Grand Market.
A draws a Watchtower.
A plays a Grand Market.
A draws a Rats.
A plays a Fugitive.
A draws a Grand Market and a Soldier.
A discards a Watchtower.
A plays a Grand Market.
A draws a Copper.
A plays a Rats.
A draws a Grand Market.
A gains a Rats.
A reacts with a Watchtower.
A trashes a Rats.
A draws a Goons.
A trashes a Copper.
A plays a Grand Market.
A draws a Goons.
A plays a Goons.
B discards 2 Coppers.
A buys a Province.
A gets 1 VP from Goons.
A gains a Province.
A buys a Peasant.
A gets 1 VP from Goons.
A gains a Peasant.
A buys an Advance.
A trashes a Watchtower.
A gains a Peasant.
A buys an Advance.
A trashes a Soldier.
A gains a Watchtower.
A buys an Advance.
A trashes a Goons.
A gains a Watchtower.
A buys a Copper.
A gets 1 VP from Goons.
A gains a Copper.
A returns a Fugitive.
A receives a Disciple.
A shuffles their deck.
A draws 2 Coppers, a Grand Market, a Rats and a Peasant.

I opened Rats/Watchtower, for the trashing; my opponent opened Nomad Camp and then Advanced it into Goons on turn 2. No villages meant it was easy to get lots of dead terminals in hand, but copious +buy meant those dead terminals were easily Advanced into Grand Markets and Goons, and piles emptied fast. It was a Colony game, but I won on turn 13 with $10 by buying one Province and then using the remaining $2 plus three Advances to empty the Peasant and Watchtower piles. I think it was the Rats that won it for me; with no trashing my opponent couldn't get enough Grand Markets together on one turn to have enough buy to control endgame.

16
Rules Questions / Basilica/overpay
« on: March 14, 2017, 09:13:26 pm »
So if you have $5, and you buy (for example) a Doctor, you can pay $3 for the Doctor leaving you with $2, take your VP from Basilica, and then overpay the Doctor, thus using up all your money but still scoring Basilica points?

17
Dominion General Discussion / Words in card names, again
« on: February 22, 2017, 11:52:34 am »
So as if I had nothing better to do, here are the words (actually free morphemes) that appear in multiple card/event/landmark names. Any errors are my own.

10:
Village       (or 11: Villa, if you consider village to be decomposable into villa + -age)

8:
Castle

6:
Market
Trade

5:
Dame
Merchant
Sir

4:
House
Hunt
Treasure

3:
Art          (counting art as a constituent of artificer and artisan)
Bandit
Camp
City
Court
Duke       (assuming duchy and duchess are decomposable into duke + -y, -ess)
Farm
Ground
Land        (counting land as a constituent of island)
Man
Mine
Royal
Room
Ruin
Ship
Smith
Work


2:
Black
Bridge
Caravan
Copper
Count     (not really, the nobleman count and the verb count as in counting house are unrelated homonyms)
Cut
Estate
Fair
Fort        (assuming fort as a constituent of fortress)
Fortune
Gold
Grand
Hag
Haunt
Iron
Keep
King
Library
Lose
Make
Noble
Party
Pass
Post
Prince
Rat
Road
Scout
Sea
Secret
Stone
Tax
Tell
Tower
Triumph
Wall
Way
Witch
Wood
Yard


EDIT: Oh, and I guess function words too:
5: of
2: out, over, the

18
Variants and Fan Cards / Transmogrifying pseudo-cantrip
« on: February 18, 2017, 01:44:01 pm »
Has anyone tried something like this?

Augment
Action: $3
+1 Action
Trash the top card of your deck. You may gain into your hand a card costing up to $1 more than the trashed card.


(Various tweaks are possible to adjust power level, such as removing the "you may", or having it return to the supply instead of trashing.)

19
Dominion Online at Shuffle iT / Naming cards
« on: January 26, 2017, 12:12:48 am »
How do I name a card not in the supply? E.g. if I want to try to trash Overgrown Estate with Doctor, or what have you.

20
Game Reports / Rabble / Fairgrounds board
« on: December 23, 2015, 05:01:19 pm »
So I started playing this game the other day, and then my friend had to leave so we never finished it:

Hamlet (bane)
Fortune Teller
Watchtower
Young Witch
Hunting Party
Jester
Rabble
Royal Seal
Venture
Fairgrounds
King's Court
...with Colonies

What strategy would you recommend? With Young Witch and Colonies it's not too hard to get 8-point Fairgrounds, making Fairgrounds a much cheaper source of VP than Colonies ($12 for 16 points instead of $11 for 10 points). And there are good components for an engine (even with no trashing)—but it looks like the engine would be really fragile once you start greening. While you're building the engine you can dodge your opponent's Rabble etc. by top-decking engine components with Watchtower and Royal Seal, but once you're buying green you have less opportunity to do that, you have more targets for Rabble to begin with, and your Hunting Party is less likely to skip dead cards. We didn't get to the greening phase of the game before my friend had to leave, so I'm not sure if my engine would have been able to stand up to it. Thoughts?

21
Puzzles and Challenges / Round the mulberry bush
« on: December 08, 2015, 12:47:21 pm »
I play Action X from my hand.

Once Action X is finished resolving, the gamestate is exactly the same—it is as if Action X had been an Action card that said "do nothing". All cards are in the same places they were when I put Action X in my play area, I have no more (or fewer) coins, actions, or buys, etc.

But! Action X didn't actually do nothing! During the course of resolving Action X, a single card ran around the mulberry bush, passing through four distinct locations and stopping in the fourth, right back where it started.

How did this happen?

22
Puzzles and Challenges / What's missing?
« on: November 06, 2015, 02:41:45 am »
Here are some Action cards! There's one that should be on the list but isn't. Which one?

Coppersmith
Haunted Woods
Outpost
Possession
Swamp Hag

23
Variants and Fan Cards / Battle of Wits
« on: August 09, 2015, 01:49:14 pm »
Inspired by something from Really Bad Card Ideas:

Which? - Action/Attack - $5
+2 Cards
Each other other play gains a Curse card or any other card of your choice.  You must make them guess which card.

I think this is kind of a fun idea for an Attack. It'd have to be online-only, I suppose:

Battle of Wits
Action–Attack: $4
+$2
Choose a card in the supply. Each other player simultaneously guesses what card you chose. Anyone who guessed wrong gains a copy of the chosen card.


Obviously you want to make them gain a Curse. But they know that, so they should guess Curse to protect themselves. But that means you don't want to pick Curse; you should pick Copper or Estate if they're going to guess Curse. But they know you know that, so if you're not going to pick Curse, they should guess something else. But if they're going to guess something else, maybe you should choose Curse after all….

24
Inheritance gives "your Estates" the abilities of some other card in the supply. What are "your Estates"? The rules say:

"An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with Masquerade. An Estate stops being yours if you trash it, return it to the Supply, pass it with Masquerade, or are stopped from gaining it due to Possession or Trader."

What situations are exceptions to these rules? That is, under what circumstances can an Estate meet the stated qualifications for being "yours", and yet not be yours, or vice verse?

I can think of a couple.

25
Rules Questions / Prince and Reserves
« on: April 29, 2015, 04:06:40 pm »
Ordinarily using Prince on a Reserve would strand the Prince, since the Reserve isn't discarded from play the turn it's played. But—if you Prince a Duplicate or a Royal Carriage, then…
…at the beginning of your turn you play the Reserve card, putting it on the Tavern mat;
…then once you gain or play another card, you could call the Reserve card to repeat it and put the Reserve back in play;
…and then discard the Reserve in the Cleanup phase of the same turn, triggering Prince to set it aside once more.

In other words, you can successfully Prince a Duplicate or Royal Carriage as long as you call the Reserve card back every turn, right?

Does the lose-track rule kick in because the Reserve has moved itself to the Tavern mat and back before being discarded? I don't think it does, since Prince isn't trying to keep track of it; it's just checking to see if it's discarded from play or not.

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