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Simulation / Re: Mountain Pass: guess the bid
« on: June 10, 2016, 02:50:27 pm »
18, to stop liopoil from winning by The Price is Right rules.
Note that this ruling is actually consistent for the concept of "paying": to [over]pay, you spend/deduct resources from the pool of resources you've produced that turn. Debt is not a resource that you produce and spend, so you cannot pay it.
But I'd argue that doesn't make sense. You have Stonemason on board. You decide to 'Overpay' with 5 Debt. You gain 5 Debt tokens, and, uh.. fail to gain anything, because nothing costs 5 Debt. (I should mention there are no 'Debt cost' cards on the board.) But now you have 5 Debt, which I guess you can go ahead and spend 5 Coin to pay off, if you had it. Or keep it around to prevent yourself from buying something.
This kind of weirdness doesn't exist with Potion. You add Potion to your currency by playing a certain card (namely, Potion). You spend those Potions as you do Coins. If you can't generate Potion, then you can't spend it.
If Debt worked like this, it would be the same:
"I take a number of red hexagons, and for each one I take, I get one element of "Debt" currency for each one. Then I pay that currency to buy cards that cost Debt."
But that isn't how it works.
Even if overpaying with debt is strange, it's stranger still that debt acts like an alternate cost similar to potion in all ways except for overpay cards -- where you can overpay with potions but not debt. Yes, you can justify it by making some sort of distinction (ie, potions are something you have but debt is something you gain), but it would be far easier to remember a consistent rule. Either you can overpay with any "currency" or you can only overpay with currency that the card originally cost. For example, for Stonemason you should be allowed to overpay with both debt and potions or with neither.
That, and consistency is important if we ever have more overpay cards or alternate currencies in the future.
Seems like the correct thing to do is simply not consider Debt to be 'currency' like Coins and Potions are. And they are different. Debt it something that affects your play in a specific way: you cannot buy cards when you have nonzero amounts, and you may spend Coin to reduce Debt. You don't really 'spend' Debt like you do Coin and Potion.
Edit: Like, you can't 'Overpay' with Debt because you don't 'pay' with Debt. Debt is just something that you gain when you buy certain cards:QuoteThat reddish hexagon means you don't pay for City Quarter or Royal Blacksmith up front. Instead you take some tokens that say how much you owe.
Battlefield does.
Whoooops. You (and the others) are right. Slip of the mind.Why is that? is it said in rules?
The rules specify what you can do, not what you can't; for anything game-related, you can't do it unless the rules allow you to.Now, the one with a good memory becomes a strictly better player than the one with the bad, isn't it?
Yes. Fortunately you can play online with a point-counter, or you can agree to play a variant with your friends where you are all allowed to write down notes.
Well, better memory doesn't make for a strictly better player because you still need to know what to do with that information. There's more to being a good player than knocking what's in your deck, though it certainly helps.
I always find it odd when people try to use the "loophole" of, "well the rulebook doesn't say you can't". Rules are permissive, not restrictive, because they can't cover ever possible real life scenario. Some other things that the rule book doesn't explicitly forbid:
- rigging your shuffle so key cards are more likely to be near the top (there was actually a big thread years ago where somebody tried to argue that this was acceptable)
- secretly marking the cards so you can tell what's in your opponent's hand
- setting fire to your opponent's deck
Dominion is a game that rewards many skills and talents, memory included. As it is, plenty of Dominion players prefer testing their ability to find strategies and make tactical decisions and aren't as keen on the memory aspect, so they like to play with VP counters or even full-blown deck trackers. And that's fine if it's what you like, and if all the players agree.
Totally agree with kn1tt3r here. Also, we want to evaluate the strength of a particular card.
Let's say Masterpiece is the worst $3 card, the third worst $4 card, the 43th best $5 card, and the 6th best $6+ card (just examples), what does it say about its strength? (Nearly) Nothing!
As written, can't I buy four in a row and end up with my whole deck in my hand?
+1 Card
+1 Action
You may trash a treasure other than copper from your hand.
If you do, +coin equal to it's cost.
If you trashed a Gold, +1 buy.
— gc2's turn (possessed by Tadashi) —
gc2 does nothing.
(gc2 reshuffles.)