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Rules Questions / Which cost does Wayfarer actually look at?
« on: June 24, 2021, 08:09:43 pm »
 I'm sure this has been answered before, but it came up in an IRL game today and I couldn't find the answer. Does Wayfarer look at the current cost of the card, or the cost of the card at the time it was gained?

The example from the game today:
I have an empty discard pile and buy Fisherman for $2. Fisherman then goes to my discard pile and now costs $5. Does Wayfarer cost $2, or $5?

Dominion General Discussion / Dominion Paradoxes
« on: March 27, 2020, 12:24:57 am »
So, whilst working on the whole "number of possible kingdoms thing," specifically Black Market, I realized that when Young Witch is in the Black Market deck, there is one or card that can never be the bane: Black Market itself. But what if it was? Just for giggles, I mean. Generate a normal kingdom, then add Black Market, put Young Witch in the deck, and say Black Market is the bane. You have a paradox: You can't have a Black Market deck without Black Market, but Black Market wouldn't have been in the kingdom without the Young Witch in the Black Market deck, which wouldn't have been there without Black Market.....

Can anyone think of any other paradoxes in Dominion? Or is this the only one?

Dominion General Discussion / How many possible kingdoms are there?
« on: March 23, 2020, 02:50:05 am »
I know this has been posited before, but that was a while ago (before Renaissance, and I think before Nocturne). I'm also too lazy to hunt down the thread. Dominion setup rules have gotten pretty complex over the years, so I'm going to do this in parts. As I keep the running totals, I'll be correcting rounding errors by just adding the formulas together in Wolfram Alpha, rather than adding the rounded numbers. With all that out of the way, let's do some math!

First, let's do just the kingdom cards. There's a total of 376 kingdom cards (including the removed cards, since they are still techincally possible dominion games). So, without any landscapes, and excluding different possibilities for Young Witch's bane card or shenanigans with the Black Market deck, that gives us 376!/(10! * 366!), or 13.8 quintillion kingdoms, rounded to the nearest 100 quadrillion.

Now, for each of them that has prosperity, there's actually two kingdoms, one with platinum/colony and one without. So how many have prosperity? If we subtract the 25 prosperity kingdom cards from the 376, that leaves us with 351 cards. Using that, we calculate the number of games that don't have prosperity (351!/(10! * 341!)) and subtract that from our 13.8 quintillion to get 6.9 quintillion kingdoms that include platinum/colony.
Running total: 20.7 quintillion kingdoms

Now we add shelters. We do the same thing we did for prosperity, but with dark ages. 376 total cards - 35 Dark Ages cards = 341 non-Dark-Ages cards. 13.8 quintillion kingdoms - (341!/10! * 331!) kingdoms without Dark Ages gives us 8.7 quintillion kingdoms with shelters.
Running total: 29.4 quintillion kingdoms

Now the math starts to get weird, because we need to add the kingdoms that have both platinum/colony and shelters. If we take the number of games without Prosperity and subtract the number of games without Dark Ages or Prosperity, that leaves us with the number of games with Dark Ages and not Prosperity. Subtract that from the 8.7 quintillion total kingdoms with Dark Ages, and we get 4.2 quintillion kingdoms with both.
Running Total: 33.5 quintillion kingdoms

Now we start with landscapes. Each of those kingdoms could be paired with any one of the 115 landscapes. So we multiply that 33.5 quintillion by 116 (adding one for the "no landscape option).
Running Total: 3.9 sextillion kingdoms (rounded to the nearest 100 quintillion)

Now because ways are weird, there's gonna be two parts to having two landscapes. First, we go back to the 33.5 quintillion and multiply that by all the possible combinations of two non-Way landscapes (95!/2 * 93!), giving us 149.8 sextillion kingdoms. That's quite a jump!
Running Total: 153.7 sextillion kingdoms
Note: At this point, Wolfram Alpha broke when I tried to have it run and add all the formulas. So much for correcting rounding error.

Finally, two landscapes, one is a Way. We take our 33.5 quintillion again, multiply by 20 Ways, and then multiply by 95 other landscapes, giving 63.7 sextillion kingdoms.

Grand Total: 217.4 sextillion possible kingdoms

Rules Questions / Way of the Mouse and Setup Rules
« on: March 20, 2020, 07:44:14 am »
Way of the Mouse. Wacky card. Do I perform Setup instructions for the card set aside for this? Like, if I set aside Trade Route, for example, do I get out the mat and put coin tokens on the victory piles?

Edit: Damn, cardImage tags from the extension didn't work on Way of the Mouse.

Rules Questions / Piazza and Duration cards
« on: May 29, 2019, 02:17:03 pm »
If I reveal and play a duration with Piazza, it's still the start of my turn when it resolves, right? If so, does that mean I get the start-of-turn bonus of the duration card?

Weekly Design Contest / Weekly Design Hall of Fame
« on: November 19, 2018, 03:15:01 am »
Welcome to the Hall of Fame for the Weekly Design Contest. Each contest's winners and runners up will be shown, along with the challenge. There may be occasional delays in updates due to my school, but I promise I'll get around to it eventually. Edit: Many thanks to Spineflu for taking over and keeping this up to date

Challenge #1: Design a Treasure - Reaction
Winner: Ransom by LostPhoenix. Runner Up: Molten Gold by Chappy7.

Challenge #2: Simple and Elegant Design a card with 12 words or less on it (name, numbers, types, etc. do not count).
Winner: Backstreet by faust. Runner Up: Secluded Village by Doom_Shark.

Challenge #3: Design a Reserve card with a call trigger that is distinct from any other
Winner: Wine Cellar by ConMan. Runners Up: City Founders by Erick648 and Bailey by fragasnap

Challenge #4: Design a card with a variable cost.
Winner: Rare Earth by Tejayes. Runners Up: Sunken Village by Kudasai, Outskirts by Asper, and Royal Retreat by Aquila.

Challenge #5: This is a two-fold challenge. First, create a new use for the standard coin tokens used for Coffers and Villagers. Give it a name, describe when you can spend these tokens, and describe what happens when each token is spent. Second, create at least one card (up to three) that allows for gaining these tokens. (The format for presenting this and the next challenge will be slightly different from the rest due to the nature of the challenge)
Winner: VioletCLM's Mutineers
Mutineers may be spent during your Action phase at any time when you might spend an action instead, i.e. when no cards are currently resolving. Spending a Mutineer discards a card from your hand. At the end of the game, each unspent Mutineer is worth -1VP.

Runner Up: Kudusai's Stores.
When you gain a card, you can spend a stores to put it onto your stores mat.

Challenge #6: Design a card-shaped object in some way inspired by the rules of a board or card game other than Dominion.
Winner: Asper's Power Grid inspired cards

Runner Up: Kudusai's Takenoko inspired cards

Challenge #7: Make an Action-Attack card
Winner: Cursed Tome by GazBag. Runners Up: Regicide by hypercube and Sorcerer by Fly-Eagles-Fly.

Challenge #8: Design new non-supply card and a card (or cards) that showcases that non-supply card. It's strictly one non-supply card, so no Travellers and no Heirloom/Shelters type things.
Winner: Architect/Redevelop by Aquila. Runners Up: Consorts/Royal Favor by NoMoreFun and Sail Boat/Passenger by Chappy7

Challenge #9: Design a split pile with a cheaper Treasure and a more expensive Action.
Winner: Cobalt/Kobold by hypercube. Runner Up: Pheasant/Chef by Fragasnap.

Challenge #10: Design a Victory card. Bonus points if it would fit in Renaissance.
Winner: Tulip Field by NoMoreFun Runner-up: Parliament by Gubump

Challenge #11: Each player (including you)
Winner: Mason's Guild by faust. Runners Up: Potlatch by hypercube and Philosopher by scott_pilgrim.

Challenge #12: Create a card that utilizes an existing State or Artifact
Winner: Scrooge by Asper. Runner Up: Voyager by scott_pilgrim.

Challenge #13: Design a card that uses set-exclusive mechanics from two expansions.
Winner: Bacchanal by Dsell. Runner Up: Homestead by Commodore Chuckles.

I think this is the best place to ask this, so....

I'm trying to compile a comprehensive list of every weird rules interaction in the game to try to fit as many as possible in one kingdom (apparently I am actively trying to lose friends). I'll start a list below, and try to update it as people add things. So, here we go. What are the weirdest rules interactions you guys can think of?

Weekly Design Contest / Weekly Design Contests #1 - #100
« on: September 17, 2018, 01:21:20 pm »
Hall of Fame

The rules:

1. A challenge will have a set of requirements for the entries; entries must conform to the challenge

2. When not restricted by the challenge, custom card types and mechanics are allowed, provided that they are explained in the same post as the entry.

3. After roughly one week, the person who posted the challenge judges the entries, declaring a winner and one or two runners up.

4. The winner of a challenge posts the next challenge.

5. If the winner does not post within a reasonable amount of time, a runner-up may post the next challenge

6. It shouldn't need saying, but I'll say it anyway: a person may not post an entry to a challenge they set, and a person may only submit one entry to a challenge

7. Discussion of other entries is permitted, as well as changing your entries. If you change your entry, please do so as an edit to the post with your original entry and keep a changelog

With all of that out of the way:
Challenge #1: Design a Treasure - Reaction card! Keep in mind that if a reaction stays in your hand, you could, theoretically, reveal it again and again indefinitely

Variants and Fan Cards / Weekly Card Design Contest
« on: September 14, 2018, 09:33:25 pm »
So, we've had the mini set design contest, and even that has been dead for a few years now. So, I suggesr we have a weekly (ish) design contest. Basically, someone posts a few criteria, then the following posts will be designs that fit those criteria. After a week or so, the person who posted the challenge will come back and judge the entries, declaring a winner and a runner-up. The winner then posts a new set of criteria. If the winner doesn't post within the next few days, then the runner-up is authorized to set and judge the next challenge. In this thread, I'm just trying to see if people are interested. If it looks like a thing that will take off, I'll make the contest thread. So discuss away!

Introductions / I'm back, though I doubt anyone noticed I was gone
« on: September 20, 2017, 09:36:37 pm »
Hey, It's me, Doom_Shark, I've been dead (figuratively speaking) for the past 6 or 7 months, but here I am now. Did I miss anything important?

Rules Questions / Cost reducers and alternate resources
« on: February 17, 2017, 11:26:16 pm »
I'm pretty sure I know the answer, just bringing this up because there could be other overly logical people here. Cost reducers include a clause stating that cards cannot cost less than zero. However potions and debt are neither more nor less than zero coin. So, by a strict reading of the rules, would it be possible to make, say, transmute cost $-1P?

Dominion Online at Shuffle iT / Internet Explorer?
« on: January 03, 2017, 03:59:49 pm »
So my dad comes up to me complaining that the new dominion online doesn't support Internet Explorer. He and I have both had unpleasant experiences with Edge, and he has had bad experiences with most other browsers. As I understand it, many people still use internet explorer. Is there a specific reason as to why it is no longer supported?

Game Reports / Don't buy just one of anything
« on: December 11, 2016, 11:15:46 pm »
Played an IRL game today, don't remember the exact lineup, but the interesting part was that we had both Wolf's Den and Orchard, as well as Duplicate. We somehow both forgot to get duplicate until later in the game, despite both opening 3-4 and both mentioning it during setup. I freaked out towards endgame, buying everything I knew I had one of, and my opponent just tried to ignore wolf's den and rush for green. I ended up winning, but only by a couple points. No one got anything from orchard. It was interesting l, to say the least.

Game Reports / (Finally) Trying out one of the 2nd Ed. Cards
« on: October 23, 2016, 05:22:25 pm »

So, last night, I finally got the 2nd Editions, so naturally, I had to play at least one game. But unlike others, I want them to last as long as possible, so we only chose one to use. It was interesting, to say the least.

I put my +Action token on Embassy. Well, my friend decided to put it on oracle, which turned out to be a much better choice for 2 reasons: 1) Buying Embassy hands out Keep points 2) Oracle attacks (although it is trivial). This same friend got venture several times, with me forgetting that it was worth points until he had already guaranteed that he would win the split (he had already bought six) I think that if it weren't for Keep, putting +Action on Poor House then using transmogrify to create a treasurless Poor house deck might have worked...*Shrug*

Rules Questions / Possession and Fools Gold
« on: October 21, 2016, 06:01:25 pm »
If I am possessing my opponent, and my opponent, controlled by me, buys a province, I can still trash a fools gold contained in my own hand, right?

Dominion General Discussion / The most missed removed card.
« on: October 01, 2016, 01:29:02 am »
I will definitely miss Coppersmith. Already predicting Roadrunner's vote. As a side note, shouldn't the removed cards now go under Variants and Fan Cards due to no longer being official cards?

Dominion General Discussion / The future of expansions
« on: August 03, 2016, 04:22:14 am »
So, one day, I was talking to another IRL dominion enthusiast who does not visit these forums, and I was talking about the reasons for the half expansions, specufically the greman publishers wanting a small expansion. What ended up coming out of that discussion was a very simple design idea for continuing dominion.
The concept is this: pre-packaged kingdoms. All donald would have to do is design ten cards at a time, package them with a little booklet equivalent to the card descriptions section of the rulebooks, and bam! You have one kingdom ready to play, with all sorts of tricks you can try to figure out, then mix them in with the rest of your collection. Thoughts?

Introductions / My story of (mostly) Dominion
« on: June 23, 2016, 07:53:58 pm »
So...I've been on the forum for about a month, and then I read one of those introduction threads, and I thought, hey, I should do one of those. So here's my story of dominion.

It started sometime a few years ago. I was invited to a friend's house, and was told I would be trying a new card game. Needless to say, I was surprised by the kind of game I experienced. I did surprisingly well, despite only buying duchies for points. But enough about the gameplay. I was informed of the existence of the expansions but didn't get a chance to play again for a while.

Flash forward to Christmas 2013. My dad got Dominion for Christmas because he had heard that unlike most card games, the players start on an even playing field. I recognized the game, and kicked butt by being the first in my family to figure out smithy-village. Then never got it to work again.

Flash forward again to Adventures. It, Intrigue, and some promos are the only cards we don't have. Meanwhile, my dad is pretty much the only person other than me that plays dominion anymore. Around a month ago, between my father and I, we had all cards but summon, and I joined the forums. Since, I have been posting in random topics and being weird (as per usual). I tend to have unorthodox ideas about how certain cards should be used, and this forum has already helped me to become a better player. I just wish there were some way I wouldn't have to buy everything twice to get the expansions online as well as IRL.

Rules Questions / Inheriting Gtamd Market
« on: June 19, 2016, 02:12:22 am »
If I were to cost reduce my way into inheriting Grand Markets, I would be able to buy Estates even with copper in play, since the estates aren't mine yet, right?

Dominion General Discussion / Rats and Vineyard
« on: June 10, 2016, 08:27:54 pm »
So I recently played the following kingdom:

Colony/Platinum and Shelters were included. For the first game (My family plays every kingdom twice) we mostly went for Forager and Prosperity stuff. I crushed them, and since I felt bad, the second time I tried something that was talked about when we started but nobody tried: using the Rats self-gaining ability to enable a Vineyard strategy. I waited to buy Potions until others started greening, so as to focus on getting my actions until then. I surprisingly hit fairly often, and as such got Rogues, to dig more actions out of the trash (e.g. Hermit), and Vaults, to make use of the many, many Rats as Coppers. Somehow managed to buy a Grand_Market. Even got a couple Platinums and a Province! Ended up one action short for each Vineyard to be worth 7 (20 actions in deck). Ended up skipping over Gold entirely. Ended up with 7 Vineyards, one Province, and I think one Estate, for a grand total of 49. I lost, of course, but the question is, is this a viable strategy elsewhere?

Variants and Fan Cards / Doom_Shark's Unnamed Set
« on: February 28, 2016, 07:26:50 pm »
At one point my sister and I were going to create our own cards, but then decided against it. Later, I came across this forum, and did my failed alchemy: the second half. Well, then my sister decided that we could indeed do those card ideas. We haven't totally figured out the theme, but a lot of the cards include choice and/or player interaction. Many of these cards are as yet unnamed, and only one has ever been playtested. And even then only once. So with that out of the way, here's what we've come up with:

Secluded Township
Action $4
+1 Card
+2 actions
When you buy this, you may gain a curse. If you do, put this on top of your deck.
Every set needs a village, right? Upon further review, I think this would do better at $3, but the original idea is set at four.

Action-Reaction $4
When you would trash a card, you may reveal this card in your hand. If you do, discard that card instead. Then discard this card.
We wanted something different that hadn't been done. So here it is. I think the top could be better to warrant the $4, though.

Toll Booth
Action-Duration $4
Until your next turn, during each other player's turn, cards in the supply cost $2 more.

(Unnamed 2)
Treasure-Attack $4
Worth $1
When you gain this, each other player may gain a curse. If no one does, gain a Gold.
This was the only card to be playtested. Seemed fine at four, but further playtesting may or may not change that.

Action $5
+2 Cards
+1 Action
Choose one: Trash a card from your hand, or discard two cards.
This one's interesting. It's not strictly better than lab, but it isn't strictly worse either. It all really depends on how you want to use it and when.

(Unnamed 3)
Action $6
+2 cards
+1 coin
Choose one: either all cards cost $1 less this turn, or gain a gold.
The gold was originally a duchy, but I wasn't sure about that on posting and changed it here.

(Unnamed 4)
Action-Attack $5
+1 card
+1 coin
Choose 1: Each other player gains a curse, or each other player discards down to three cards in hand.
It's strictly better than militia, and around the same as witch, since it can still attack after the curses are out, but you would usually rather have the second card than the coin.
(Unnamed 5)
Action-Attack $6
+2 cards
Each other player gains a curse. You may gain a curse. If you do, each other player gains a second curse.
Appears strictly better than witch, so it can't cost $5. Not sure how that will work out in playtesting though.

Action-Attack $6
Each other player gains a curse. Any player may gain a second curse. For each player who does not, gain a treasure card costing up to $6
This originally got you silver, but then I thought that people would almost never take the curse unless there were feodums (never figured out how that was pronounced) or gardens. However, there are situations where people want silver or even copper (ex. Counting House and/or Coppersmith engines) over gold, so I just added variable cost, which also allows for the gaining of kingdom treasures as well. sot sure if I should just limit it to the base cards though. My sister came up with the original effect, I just tweaked it a bit and gave it an awesome, flavorful name.

Action-Duration $5
Until the start of your next turn, once during each player's buy phase, that player may have +$3. At the start of your next turn, for each player who did, gain a gold, putting it on top of your deck.
We were looking for interesting things to do with durations, and I really liked the name bribe, so we put them both into one card.

There was another attack that was going to be here, but after reading the fan card creation guide, ( I decided against it since it gave no benifit to the attacker, and we have plenty of attacks already. Please help name the unnamed cards, and feedback is welcome. Also, if anyone is wiling to do the images for me or knows of what happened to the Magic Set Editor Dominion template (or even both), that would really be appreciated. Discuss!

Variants and Fan Cards / A second half to Alchemy
« on: December 26, 2015, 05:00:53 am »
Before I go into anything, there are some MASSIVE DISCLAIMERS to get through. First, I use the masculine pronouns in the card text here. This is not due to sexism, I'm just trying to stay with the standards set by the official cards. Second, This is intended to be a half-set. (For anyone who hasn't figured out the system yet, that means 13 kingdom cards) Third, this is still a WIP. At the time of posting, I have only 9 of 13 cards semi-finished, and those have not been play-tested. Fourth, I am open to feedback, including ideas for the four final cards, but please do not just instantly shoot down my ideas. Give it some thought, then give me some CONSTRUCTIVE criticism. Help me fix issues. You can play-test it yourself even, if you want. So with that out of the way, on to the topic at hand.

After having Alchemy for a couple of years, my family and I have noticed it lacks a couple things. It could use an alternate source of potion currency, and cards that cost multiple potions, or some other incentive to get more than one of those things. So here's what I came up with (Note: P represents potion):

Treasure, $2PP
When you play this, +1 coin for every two actions you have in play

Fountain of Youth
Action, $1PP
Play an action again that you already have in play. Then choose one: either +1 Card per P in its cost; or +$1 per P in its cost.

Alchemist's Lab (I'm looking for a different name for this one)
Action, 2P
Reveal the top 2 cards of your deck, then put them into your hand. If either of those cards has at least one P in its cost, +1 Action

ActionóAttack, $3PP
Each other Player reveals cards from the top of their deck until they reveal one that costs from 3 to 6PP. Trash it and discard the rest. If the discarded cards include at least one:
Action, +2 Actions
Treasure, +$2
Victory, +2 Cards

Alchemist's Seal
(I got the line for the reaction by using a bunch of spaces w/ strike-through)
ActionóReaction, $2P
Reveal the top card of your deck. If it is an action or treasure, play it. Otherwise, discard it.
When another player plays an attack card, you can reveal this card to set it aside, then set aside the top card of your deck face-down. (You may look at the card.) At the start of your next turn, reveal the face-down card. If it is an Action or Treasure, play it. Otherwise discard it. Then discard this card.

Alchemical Notes
Action, $5
+1 Card
+1 Action
While this is in play, all cards in the supply cost P less.

Research Grant
Action, $5
+1 Buy
While this is in play, when you buy a card, you may trash this card. If you do, gain a card costing less than the card you bought.

Test Subject
Action, $3P
Trash a potion. If you do, reveal your hand. Gain a card costing up to twice the number of P in the cost of the cards in your hand. If a card in your hand has more than one P in its cost, +$1.

Enlightened Township
Victory, PP
Worth 2 Victory for every 3 cards in your deck that have one or more P in their cost.

So there's my ideas. Feedback, as well as ideas for the four other cards is appreciated. please note that the 6PP in werewolf is intended to allow it to trash cards that cost potions, and does not mean I plan to include a card costing 6PP. However, I am not entirely opposed to that idea either.

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