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Topics - AJD

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1
Rules Questions / No Boons
« on: August 20, 2021, 01:03:04 am »
I suppose, in the unlikely event that the Boons deck and discard pile are both totally empty when you're supposed to receive a Boon, nothing happens?

2
Puzzles and Challenges / Early Conspirator activation
« on: August 05, 2021, 02:47:36 pm »
Hey, someone just added something to a rules-clarification section on the wiki, which I thought seemed like an oddball enough scenario to make a good puzzle. If you've seen the wiki edit, don't answer!

On a given turn, I carry out exactly three plays of Action cards. The second and third Actions I play are both "activated" Conspirators—i.e., they're both Conspirators that give me +1 Card / +1 Action in accordance with the text on Conspirator, stipulating that that happens if you've played three or more Actions this turn.

How on earth can this happen?

3
Rules Questions / Another absurd scenario
« on: July 03, 2021, 10:48:14 pm »
Encampment is supposed to be returned to the supply "at the start of Clean-up". If an Encampment is somehow played during the Clean-up phase (uhhhhh Hermit --> gain Madman --> play Sheepdog / Way of the Mouse / Vassal --> Encampment) and set aside, is it returned to the supply at the start of Clean-up during the next player's turn? On my next turn? Some other time?

4
Dominion General Discussion / Citadel errata?
« on: June 20, 2021, 03:42:43 am »
On the wiki, someone wrote:

Quote
Citadel is getting errata to "The first time you play an Action card during each of your turns, play it twice instead," because the current wording isn't actually playing the card twice. In other words, the current Citadel is less like Throne Room and more like Royal Carriage, and it is getting errata to be the former.

Can someone explain the difference in meaning between the two wordings ("play it twice instead" vs. "play it again afterward")? How is acting like Throne Room different from acting like Royal Carriage?

5
Rules Questions / Someone else's Inheritance
« on: June 11, 2021, 03:31:51 am »
Okay okay so. I buy Inheritance. On my turn, Estates are Actions.

So on my turn, I play an Attack; my opponent plays Caravan Guard, but for whatever reason they play it according to Way of the Mouse as Vassal and hit Estate. The Estate is an Action, since it's my turn; what happens when they play it?

(a) they play the card with my Estate token on it.
(b) they play the card with their Estate token on it, if any.
(c) nothing happens (even if they've bought Inheritance).

I really can't figure this one out.

6
Rules Questions / Throne/Duration redux
« on: June 02, 2021, 10:27:00 am »
We keep saying "if you use Throne Room on a Duration card, the Throne Room stays in play as long as the Duration does."

Does that literally mean "as long" as the Duration does, or is "until Cleanup" implied? That is, if you Throne Room –> Haven / Way of the Horse, Haven leaves play immediately. Does Throne Room therefore also get discarded immediately, in the middle of your Action phase, or does it stick around till the Cleanup phase the way it would if you just Throned a Horse?

7
Rules Questions / Sleigh gained to hand
« on: May 29, 2021, 11:20:51 am »
The wiki says:

Quote
If you gain a Sleigh to your hand (with e.g. Sculptor), and it's the only Sleigh in your hand, you cannot discard the Sleigh to put itself onto your deck.

Is this because of the stop-moving rule? Like, you gain the Sleigh, you discard the Sleigh by its reaction; it fails to move to your deck because it's already moved to your discard pile? Or can you not discard it at all? If not, why?

8
Rules Questions / Throne Room + Durable Mouse
« on: May 14, 2021, 04:46:45 am »
I'm not sure if this has come up before. Let us suppose Way of the Mouse has Fishing Village. Here goes.

We know this:

Throne Room -> Necropolis. Both cards discarded at Cleanup this turn.

Throne Room -> Wharf. Wharf does something next turn, stays in play. Throne played a Duration, stays in play till Wharf leaves play.

Overlord -> Wharf. Wharf doesn't enter play. Wharf does something next turn, would stay in play if it were in play. Overlord played a Duration, stays in play until Wharf would have been discarded.

Throne Room -> Overlord -> Wharf. Overlord played a Duration, stays in play until Wharf would have been discarded next turn. Throne Room didn't play a Duration, discarded from play this turn.

Wharf / Way of the Otter. Not scheduled to do anything next turn, Wharf discarded from play this turn.

Throne Room -> Wharf / Way of the Otter. Throne played a Duration, is discarded from play when the Duration is. Wharf is discarded from play this turn; so is Throne Room.

Necropolis / Way of the Mouse -> Fishing Village. Necropolis played a Duration, remains in play until Duration would have left play next turn.

Okay, so here's the question:

Throne Room -> Necropolis / Way of the Mouse -> Fishing Village. Necropolis played a Duration card which acts next turn; Necropolis stays in play. Throne did not play a Duration card, is discarded this turn.

Throne Room -> Wharf / Way of the Mouse -> Fishing Village. Wharf played a Duration card which acts next turn; Wharf stays in play. Throne did play a Duration card (Wharf), stays in play until Wharf is discarded, next turn.

...Right?

In other words, Throne on a Duration card played according to a durable Way of the Mouse behaves differently than Throne on a non-Duration card played according to a durable Way of the Mouse.

9
Dominion General Discussion / Card types and Hinterlands
« on: May 12, 2021, 12:58:06 am »
To my surprise, this sentence I wrote in 2013 appears to still be true:

Quote
Hinterlands... is the only expansion to contain more than one Treasure, more than one Reaction, and more than one Victory card among its Kingdom cards.

To wit:

Base: 0 Treasure, 1 Reaction, 1 Victory
Intrigue: 1 Treasure, 1 Reaction, 4 Victory
Seaside: 0 Treasure, 0 Reaction, 1 Victory
Alchemy: 1 Treasure, 0 Reaction, 1 Victory
Prosperity: 8 Treasure, 1 Reaction, 0 Victory
Cornucopia: 1 Treasure, 1 Reaction, 1 Victory
Hinterlands: 3 Treasure, 3 Reaction, 3 Victory
Dark Ages: 1 Treasure, 2 Reaction, 2 Victory
Guilds: 1 Treasure, 0 Reaction, 0 Victory
Adventures: 3 Treasure, 1 Reaction, 1 Victory
Empires: 7 Treasure, 0 Reaction, 8 Victory (counting the Castles separately)
Nocturne: 1 Treasure, 1 Reaction, 1 Victory
Renaissance: 3 Treasure, 1 Reaction, 0 Victory
Menagerie: 2 Treasure, 5 Reaction, 0 Victory

...and even if we include non-Kingdom cards I think Dark Ages is the only other one to have more than one of each.

10
Dominion Strategy Wiki Feedback / Wiki update project
« on: April 22, 2021, 02:31:58 am »
The folks at the Dominion Discord have undertaken a major project to revamp the Dominion Strategy Wiki. A lot of this is really beneficial—providing updated strategy outlines for cards which don't have strategy advice already in the wiki, or about which the existing strategy advice is out of date because our thinking about strategy has evolved; adding new articles for strategic concepts that didn't have in-depth articles before; etc. Other changes planned may be more controversial, such as deleting the existing articles for combos and synergies of specific cards.  Once a page has been updated, it's semi-protected so new accounts can't edit it, with the note "this page has been edited to the satisfaction of the dominion discord. please come engage with us before editing this page!"

I have mixed feelings about this project, personally (and I'm not involved in it, not being a Discord user); but I certainly think the Dominion Strategy Forum should at least be notified about the ongoing renovation of the Dominion Strategy Wiki.

11
Rules Questions / Duration draw with no draw
« on: April 15, 2021, 11:39:56 am »
Okay so we all know that if you have only five cards in your entire deck, and one of them is a Caravan, then when you play the Caravan it stays in play till the next turn even though there won't be any cards in your deck to draw when your next turn comes around. And I know the intuitive reason for that—anything can happen, maybe by the time you get to your next turn you'll have gained more cards and have something to draw. But I can't figure out how this is compatible with the rules as stated: if the card can't do anything on the next turn, it's not supposed to stay in play. We could say "trying to give you +Cards (and not finding any)" still counts as the card doing something, but then why isn't "trying to give you the set-aside cards (and not finding any)" enough to keep a Gear in play with nothing set aside?

Maybe I'm overthinking this.

12
Rules Questions / Develop + Wayfarer
« on: July 27, 2020, 08:25:37 pm »
Okay so it's the start of your turn, Wayfarer costs $6. There are no $7 cards on the board.

Play Develop, trash Wayfarer. I'm supposed to gain two cards "in either order". So it seems like I have two choices:

1. First, gain a card costing $1 less than Wayfarer—i.e., $5. (Wayfarer now costs $5 as well.) Next, gain a card costing one more than Wayfarer—i.e., $6.
OR
2. First, (try to) gain a card costing $1 more than Wayfarer—i.e., $7. No such card exists; the gain fails. (Wayfarer still costs $6). Now gain a card costing one less than Wayfarer—i.e., $5.

In other words, it seems like I can choose between gaining a $5 and a $6 or just gaining a $5.

Is this correct—do I actually have a choice? Or is one of these two scenarios actually mandatory?

13
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

14
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?

15
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?

16
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)?

17
Dominion Online at Shuffle iT / Trader/Changeling interaction bug?
« on: August 25, 2019, 12:43:25 am »
From Game #29975499:

Quote
Turn 4 - AJD
A plays a Swamp Hag.
...

Turn 4 - lightbulb
...
l buys an Urchin.
l gains a Curse.
l reacts with a Trader.
l gains a Silver.
l returns a Silver.
l receives a Changeling.
...

Turn 6 - AJD
A plays an Urchin.
A draws a Copper.
A gets +1 Action.
l discards a Curse.

Lightbulb shouldn't have ended up with a Curse in their deck after turn 4, right? But it seems that they did. Is this a bug?

18
Dominion Online at Shuffle iT / Nothing there?
« on: September 24, 2018, 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.


19
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.

20
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?

21
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.)

22
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!

23
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?

24
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

25
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.

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