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Messages - AJD

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1
Star Trek: Deep Space Nine

Captain
Militia
Doctor
Engineer
Spy
Wharf
Changeling
Outpost
Tunnel
Ducat

2
Necromancer/Way of the Horse is basically a $4 Lab.

3
Dominion General Discussion / Re: Homage to the Best Card
« on: May 18, 2020, 10:33:47 pm »

4
Variants and Fan Cards / Re: Non-Supply Junk Card
« on: April 19, 2020, 02:37:19 am »
I'm not sure, but I think "choose one: +$1 or return this to its pile" might be a simpler way to get the idea across.

5
went hard on cultists.
didn't notice ruins were the obelisk pile until it was empty.

Whoa, I didn't even realize that could happen.

6
Improve/Rats is definitely a "potentially useful" card interaction. If there are a lot of good $5s, it's great, but once the $5s you want run out you're going to be stuck turning your Rats into a lot of Duchies or Counting Houses or whatever.

7
Variants and Fan Cards / Re: Really bad card ideas
« on: April 08, 2020, 06:28:04 pm »
All right! I just wondered about possible snow cards, like;

Snoworkshop

Gain a card costing up to 4$.
reveal a snow from your hand; +1 Action

4$ Action - Snow

this is somehow specific, but an example that would work by itself..

Never the less, had you ever some thoughts about modifying the base card supplies? Not talking about tokens but cards!

Clearly "Snoworkshop" should be "gain 4 cards costing up to $4; you can't gain any more cards this turn".

8
Dominion General Discussion / Re: Dominion: Menagerie
« on: March 30, 2020, 12:55:16 pm »
If you play an action, then return to your buy phase spending coin of the realm, then buy cavalry, are you supposed to be able to call coin from your mat? Or is that not "directly after you play an action"?

What do you mean by "return to your buy phase"? Do you just mean move onto your buy phase? It is definitely too late to call CotR; you cannot do anything between playing the action and calling CotR other than something else that triggers on finishing playing an action, like calling another CotR. Even if you already had CotR on your Tavern Mat and didn't involve any buying Calvary and returning to your action phase shenanigans, you can't play an action, then move to your buy phase, then call CotR. You can only call CotR in the same phase in which you played the action you are triggering off of.

@underlined: yes

Okay, that makes sense. I think was mostly expecting it to work because I had thought of CotR as "whenever I'm in my action phase, I can call it to make actions" which was basically correct until villa and cavalry and it only matters for cavalry.

Why would Cavalry be different than Villa there? The key is that CotR is a normal triggered ability just like Tunnel or Moat... you can only use the ability exactly when it says you can.

The question never came up with Villa, because Villa also gives you +1 Action when you gain it, but Cavalry can return you to your Action phase but without the ability to actually play any Action cards.

9
Worst: Ill Gotten Gains

Your Ill Gotten Gains curse everyone else, rather than you.

Nono, that's why they're ill-gotten. It's money that you get through immoral means. Cursing everyone else is the immoral means, the card itself is the gains.

10
Dominion General Discussion / Re: Words in card names
« on: March 27, 2020, 05:11:49 pm »
I counted 3 with Count - Count, Counting House and Counterfeit.

"Counterfeit" doesn't contain a morpheme "count".

11
Sanctuary is great on a Fountain board: exiling Copper gets it out of your deck without losing Fountain points, and it provides +Buy to pick up the extra Copper you need.

12
Dominion General Discussion / Words in card names
« on: March 27, 2020, 03:55:44 am »
With a new expansion coming out, it's time for a new edition of the most boring list: words (well, content morphemes) that occur in multiple card (well, card-shaped thing) names! A morpheme may count as the same even if it's spelled and/or pronounced differently in the card names it appears in.

23:
way

15:
village (16 if you count "villa")

12:
gift

8:
castle

6:
hunt
market
merchant
trade
treasure

5:
dame
man
sir
work

4:
city
fair
gold
haunt
house
ship

3:
art (if you count "artificer" and "artisan")
bandit
black
camp
court
curse
duke (if you count "duchy" and "duchess")
farm
ghost
goat
ground
horse
keep
lose
mine
misery (4 if you count "miser")
mountain
rat
road
room
royal
ruin
sea
secret
sheep
smith
witch
wood
zombie

2:
apprentice
border
bridge
camel
capital
caravan
coin
copper
count (not really, they're two different words)
cut
delude
den
earth
envy
estate
explore
field
fish
flag
fool
fort (if you count "fortress")
fortune
gate
grand
guard
guild
hag
hall
herd
hero
horn
iron
king
land (3 if you count "island")
library
make
mason
master
necro
noble
party
pass
place
port
post
prince
raid
scout
seal (not really;  notwithstanding the pun, they're different words)
shop
silk
spice
spy
stone
swamp
tax
tell
tower
town
train
triumph
wall
war
watch
wind
wish
wolf
yard

function words
36: the
27: of
3: out
2: over

13
Dominion General Discussion / Re: How thematic are card names?
« on: March 26, 2020, 10:42:05 pm »
*
Way of the Otter


Supplies
Groom
Falconer
Reap
Way of the Monkey
Way of the Sheep

**
Sleigh
Sheepdog
Fisherman
Wayfarer
March
Way of the Mule
Way of the Ox
Way of the Seal
Way of the Worm

**½
Camel Train
Cardinal
Village Green
Displace
Hunting Lodge
Sanctuary
Commerce
Demand
Way of the Camel
Way of the Mouse
Way of the Owl
Way of the Pig
Way of the Rat

***
Horse
Black Cat
Goatherd
Scrap
Snowy Village
Stockpile
Bounty Hunter
Hostelry
Barge
Gatekeeper
Kiln
Livery
Paddock
Destrier
Animal Fair
Desperation
Pursue
Enhance
Transport
Enclave
Alliance
Populate
Way of the Frog
Way of the Horse
Way of the Mole
Way of the Squirrel
Way of the Turtle

***½
Cavalry
Coven
Mastermind
Gamble
Toil
Banish
Bargain
Seize the Day
Way of the Chameleon
Way of the Goat

****
Delay
Ride
Stampede
Way of the Butterfly

14
Rules Questions / Re: Looking at cards as you draw them
« on: March 25, 2020, 12:53:29 pm »
I was considering this puzzle. I wondered: could the Road Network Project establish a chain of events that resulted in one acquiring VP?

Answer: no.

Opponent gains Victory card. Road Network draws me +1 card. The card I draw is Black Cat. I play that Black Cat in reaction to the opponent's gain, but I play it according to the Way of the Mole. I discard a Tunnel and gain a Gold, which increases the value of my Fairgrounds and Gardens. Thereby I acquire VP as a result of a chain of events set off by Road Network. Bingo-bongo.

15
Dominion General Discussion / Re: Way of the Mouse with Durations
« on: March 23, 2020, 02:27:52 am »
Uh, wait a sec, if your Goons are in play when an opponent buys something, do they get points for it?

No, because "you" in the below-the-line text refers to the person who played Goons. Or possibly the person who has Goons in their in-play area, one of those (those will always be the same person no matter what*). I'm not sure I can point to a rule or ruling that proves that, but it seems like the most natural way to read the text; and I would be very surprised if it worked otherwise.

Okay I guess Lighthouse already has to work this way, forcing the interpretation that "you" in a while-in-play clause specifically refers to the person whose play area it's in. That's a relief.

16
Dominion General Discussion / Re: Way of the Mouse with Durations
« on: March 22, 2020, 10:32:15 pm »
Uh, wait a sec, if your Goons are in play when an opponent buys something, do they get points for it?

17
Dominion General Discussion / Mouse as other Ways
« on: March 21, 2020, 02:29:50 pm »
Okay so Way of the Mouse / Watchtower is the same as Way of the Owl
Way of the Mouse / Herbalist (or Peasant) is the same as Way of the Monkey
Way of the Mouse / Page (or Great Hall) is the same as Way of the Pig
Way of the Mouse / Embargo is the same as Way of the Sheep?
Way of the Mouse / Moat (or a bunch of other small draw cards) is the same as Way of the Otter

But Way of the Mouse / Experiment isn't the same as Way of the Horse.

Did I miss any?

18
Dominion General Discussion / Re: Way of the Mouse/Acting Troupe
« on: March 20, 2020, 12:44:22 pm »
I mean, you still have to use Way of the Mouse to get those villagers, which means passing up using the actual abilities of one of the Actions you presumably bought because you wanted to use it. I mean Way of the Mouse / Acting Troupe gives you way more free actions than Way of the Ox, sure, but I think it’s just creating an unconventional game with different strategic choices than usual—which is what Dominion is all about.

19
Variants and Fan Cards / Re: Really bad card ideas
« on: March 18, 2020, 04:16:12 pm »
Hors de Combat
Action - Attack

Until your next turn, other players cannot play Horses.

Horse de Combat
+2 Cards
+1 Action
Return this to its pile.
Each other player discards down to 3 cards in hand.

20
Rules Questions / Durable Mouse
« on: March 18, 2020, 01:13:03 pm »
If I play Necropolis according to the Way of the Mouse, and the way of the mouse is to play, say, Fishing Village, does the Necropolis stay in play through the next turn?

21
Rules Questions / Ferry/Wayfarer
« on: March 15, 2020, 10:22:31 pm »
Okay does Ferry on Wayfarer do anything (after a card has been gained)?

22
Dominion General Discussion / Re: Menagerie Bonus Previews
« on: March 13, 2020, 01:57:07 pm »
Personally I like "a card played according to the Way of the Horse".

23
Dominion General Discussion / Re: Menagerie Bonus Previews
« on: March 13, 2020, 11:16:12 am »
If you play a Horse as a Horse instead of as a Horse, that is probably a metaphor for something.

Unless, of course, the Way of the Horse is the famous Mr. Ed!

24
Dominion General Discussion / Re: Menagerie Bonus Previews
« on: March 10, 2020, 03:04:10 am »
I understand why it isn't, but given this it's kind of a shame that Populate is gain one from each Action pile, rather than just from each Kingdom pile.

(and uh I guess I'm glad that Alliance doesn't give you a Curse as well, although that would be cute for completeness's sake)

25
I would predict that Way of the Squirrel has some way of setting a card from your hand aside for the next turn (a different card, not itself), fitting the theme of a squirrel storing nuts away for the future.  Or maybe it turns a card into a duration card.  That would be cool, like "This turn, do nothing.  At the start of your next turn, follow the directions on this card"

Isn't that one already the Way of the Turtle?

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