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101
Game Reports / Unusual pivot: Ambassador into Gardens
« on: December 21, 2012, 01:33:04 am »
http://dominion.isotropic.org/gamelog/201212/20/game-20121220-215759-66d317cd.html

So, this game started out as an Ambassador war between me and tat. We both had the same idea: use Mining Village and Throne Room to play multiple Ambassadors a turn and reduce the price of Peddler. Peddler was particularly attractive because it was the best source of virtual money on a Pirate Ship board. Between Ambassador for deck-thinning and no source of +buy, Gardens didn't look very interesting. As a result of some $3 hands early on, I had a couple of Silvers, which got me some early Provinces; but the Silvers and Provinces left my deck a little more clogged, while tat's engine speeded up and outraced me in the Ambassador war, reaching the point where he was Ambassadoring me two or three times a turn, putting a serious stop to my engine for good. This is when I started eyeing Gardens—there was no +buy, but the junk coming into my deck from tat's Ambassadors could serve as a substitute, and I could easily still make $4 a hand. Tat saw what I was doing, of course, but couldn't stop using Ambassador because he needed to keep his deck thin in order to be able to afford Provinces—I was still using Ambassador on him! (I think Ambassadoring me an Ambassador might have been a bad idea in that respect.) I lost the Province split 2–6, but made up for it by the fact that tat's attacking pushed my Gardens' value to 4 points each, and I won 45–38. I wonder if what tat really should have grabbed before it got too late was a Saboteur—but Saboteur's risky when your opponent has Peddlers, too.

Anyway, it's not too often you see a two-player game where both players do aggressive deck-thinning and then someone wins on Gardens. I had fun.

To make up for it, ten minutes later we played another Ambassador game, and again tat won the Ambassador war, and this time there was no way for me to recover from it:

http://dominion.isotropic.org/gamelog/201212/20/game-20121220-222039-3bd1ac9b.html

102
Game Reports / Miscalculation
« on: December 17, 2012, 01:18:27 am »
So, I was playing NV/Bridge in this game and miscalculated the endgame:

http://dominion.isotropic.org/gamelog/201212/16/game-20121216-220545-5ce6b7dc.html

When I went for the megaturn, it turned out I didn't quite have enough Bridges to either empty the Provinces or three-pile. What's the right move in that situation? I bought all but one Province and an Island; and my opponent resigned, so I guess it worked well enough. But there was enough alt-VP on the board that he could perhaps have made a go of it—especially given that pulling the trigger on my Native Village mat and buying six Provinces wrecked my deck up enough that I wasn't going to be buying that last Province any time soon anyway. Was there a better move available to me than buying as many Provinces as I could and hoping for the best?

103
Puzzles and Challenges / Eight clues, nine answers
« on: December 11, 2012, 08:43:01 pm »
Who likes cryptic crossword clues?

Here are eight cryptic clues. The answer to each is a Dominion card. There is also a secret ninth card, which I haven't provided a separate clue for.

Treacherous dangers in cultivated lands
Sibyl stands in for a cleric
Confused naive dry wine producer
Grow—and beyond the exponential function
Doggone pests
No halfway blessing for lords and ladies
Distant location not in mail system
Film a new version of a movie take where the lead exits after deep sleep

104
Game Reports / Early trashing beats Familiar
« on: December 10, 2012, 02:42:51 pm »
http://dominion.isotropic.org/gamelog/201212/10/game-20121210-111846-935831e4.html

This game had a board with a lot of things going on: good trashing, Familiar, Tournament, Highway/Ironworks combo, and more. Instead of opening Potion, I opened Remake/Lookout, with the aim of getting my deck thin enough that by the time I actually got a Familiar I'd have a cycling advantage and be able to catch up on cursing and trash curses faster. It seems to have worked out—although I bought Familiar late and trashed my Potion immediately afterward, I ended up winning by a large margin and had fewer Curses in my deck at the end of the game than my opponents did. Secret Chamber was a key card for me with my opponents using Familiar a lot: it enabled me to line up Province with Tournament and Remake with Curse and so on. I was the first to win a Tournament and gained Princess, hoping to line it up with my Highways, but that never happened (neither did my Ironworks, I think); I just didn't have enough Highways in my deck for that to work out.

All in all an interesting game with an interesting board, I think.

105
Dominion General Discussion / Silver or Spoils?
« on: December 09, 2012, 05:53:38 pm »
Which is better?

E.g., suppose you play Marauder and have Trader in hand. Do you take the Spoils the Marauder gives you, or trade it for a Silver?

(Depends on the board! But how?)

106
Rules Questions / It probably doesn't work this way: Possession and Trader
« on: December 08, 2012, 12:01:41 pm »
So, as we know, when two cards resolve at the same time, you choose the order to resolve them in. And even if resolving the first one eliminates the condition that triggered the second, you still do the second. For example, if you have Royal Seal in play and gain Mandarin, each wants to top-deck the other; and if you choose to resolve Mandarin first and top-deck Treasures, you can still top-deck Mandarin afterward even though Royal Seal is no longer in play when you do, because its ability was already activated.

So here's the conundrum:

If Alex plays Possession, and then on Betty's possessed turn she has Trader in hand and is about to gain, I dunno, a Province or something, two things happen simultaneously:

(a) Possession triggers: Alex gains the Province.
(b) Trader triggers: Betty may reveal it and gain Silver instead of Province.

Suppose Alex decides to resolve them in that order. First, Alex gains the Province. Then the triggering event for (b) no longer applies—Betty is no longer about to gain anything—but, by the Royal Seal example above, Betty should still be able to reveal Trader. Does Alex gain a Silver if she does? Why or why not?

107
Game Reports / Ill-Gotten Gains vs. Fool's Gold
« on: December 01, 2012, 05:29:31 pm »
So I played a game today against someone who started by rushing the Fool's Gold with no +buy support. It seemed a little silly to me (if nothing else, she could have gotten a Margrave fairly early and made up for it by buying multiple Fool's Golds on a later turn). I sniped a few to keep her from having all 10, but mostly I was rushing the Ill-Gotten Gains. By the time I'd bought seven IGG, she already had two Provinces, and suddenly I'm like, uh-oh, if I finish rushing the IGGs she wins because that's three piles. And I was building a deck organized to rush Duchies, not compete for Provinces. I picked up an Embassy, but so did she, and though I was able to grab a couple of Provinces, she ended up winning by two points.

108
Dominion General Discussion / Shall we rank the Mint openings?
« on: November 27, 2012, 09:53:41 pm »
Everyone knows the power of the Mint / Fool's Gold opening. And Eevee posted here about a successful Mint / Secret Chamber opening into Jack. So I got to thinking—what Mint openings are viable, under what circumstances, and which aren't? Which ones are the best of the ones that are viable?

I don't have time right now to actually write up a ranking by my own opinion; perhaps I will later tonight if time permits. So instead I'll just list the reasonable candidates (e.g., not Mint/Vagrant or Mint / Pearl Diver) and maybe some thoughts, and I'll see what everyone else has to say.

Candidates:
Beggar (seems like a dumb idea, but might depend on Attacks)
Chapel (trying this with Big Money got me 8 provinces around turn 20)
Duchess (could be worse, but not very inspiring)
Embargo (not a good choice for building up your money)
Fool's Gold (best thing ever)
Herbalist (probably pretty weak)
Lighthouse (maaaybe)
Mandarin (decent but probably not as good as it sounds)
Pawn (not worth the trouble)
Poor House (antisynergizes with Mint but guarantees you a $4 on the first reshuffle—good for Jack, Remake, Hermit)
Secret Chamber (also guarantees you a $4)
Squire (likely good; with shuffle luck could gain 2 Silvers a turn)

Thoughts?

109
Consider a card like Goons. It's a discard attack, it gives +buy, and it gives +VP. These last two features of the card synergize very well with each other: you get VP per buy you use, and it gives you an extra buy in order to get the most out of that capability. On the other hand, the discard-attack portion just seems like an unrelated thing that the card does—the presence of the attack on Goons doesn't make the other components of the card more effective.

I've been thinking about cards with multiple effects, and when those multiple effects support and reinforce each other and when they seem irrelevant to each other.

Inn is another good example of a card whose effects synergize: on-gain, it bunches a lot of Action cards together in your deck; on-play, it gives you the +Actions to play all of them. University's effects synergize in a similar way. Ill-Gotten Gains self-synergizes differently: its on-gain effect depletes two piles rapidly, and its on-play effect makes it easy for you to make Duchies the third.

Horse Traders' various effects are complementary to each other: its Reaction defends against discard attacks, while its Action defends against cursing attacks (since you can discard curses for +$). Secret Chamber is similar.

On the other hand, Market Square seems to be a card whose different effects don't seem to have anything to do with each other—indeed, I think Donald X has written elsewhere that it's basically just a combination of an Action that was kind of bland by itself plus a Reaction that needed an Action to be attached to. They actually kind of anti-synergize: having a self-discarding Reaction on a cantrip can cause tough decisions where you're like, do I want to gain this Gold at the cost of reducing my handsize, or do I want to hang on to the Market Square and maybe draw with it the Copper that'll push me up to $8 for this hand? Which can make using Market Square optimally an interesting strategic challenge! But it's very different from cards like Inn and Horse Traders, in that the different effects of the card interfere with each other rather than supporting each other.

110
Game Reports / Count/Rebuild
« on: November 24, 2012, 08:58:41 pm »
Played a Count/Rebuild game today where the strategy was very successful. I didn't buy anything for more than $5 all game; just Counts, Rebuilds, and Duchies, gaining more Duchies with the Counts, and used the Rebuilds to convert them to Provinces. Opponents were using Mercenaries, but this strategy is very robust against handsize attacks since you just need one card to gain a Duchy and one card to gain a Province. I opened Scavenger/Silver, and picked up another Scavenger later; these helped me cycle fast back to my payload actions, choosing Count or Rebuild to top-deck depending on how many Duchies I had in my deck at the time. Often found myself taking advantage of Count's built-in resolution for clashing terminals when I drew them together with Scavengers. All in all, I'm pretty pleased with how smoothly this deck operated.

Should the Count/Rebuild combo get a strategy article?

111
Dominion Strategy Wiki Feedback / Repeated material
« on: November 16, 2012, 01:12:40 am »
I really don't think we need the entire Secret History of Knights, for example, on the page for each Knight. Any comments specific to that Knight (or Ruins or Shelter or whatever) can go on that page, and then there can be an overall link to "see also the overall Secret History of Knights". Same applies to FAQs and rule clarifications.

112
Dominion Strategy Wiki Feedback / Potion
« on: November 14, 2012, 01:53:01 am »
Well, I meant to just add some detail to the Potion article so it wouldn't be a stub anymore, but I seem to have written a whole thing about it.

113
Dominion Strategy Wiki Feedback / Spam
« on: November 13, 2012, 02:45:39 am »

114
Rules Questions / Insight about buying, derived from Talisman
« on: November 03, 2012, 06:59:43 pm »
The "Buy" operation doesn't target a specific card. It targets a specific card name in the supply. In other words, what you do when you buy a card isn't this:

(1a) Choose a card in the supply
(1b) Pay for it
(1c) Gain the chosen card

It's this:

(2a) Choose a card name of which there is a copy in the supply
(2b) Pay for it
(2c) Gain a copy of the chosen card

We can tell by means of Talisman, whose relevant effect is:

"When you buy a card... gain a copy of it."

As we know, things that trigger on-buy take place before the gain that is the result of the buy. So if you buy a Pearl Diver with Talisman in play, you gain a copy of Pearl Diver before you gain the one that you're actually buying. Naturally you gain the Pearl Diver on top of the pile.

So: if the Buy operation targets a specific card—again necessarily the top one of the pile—then in the case of Talisman, by the time you get around to gaining the bought card, you've already gained it, through Talisman's on-buy effect, and there's nothing left to gain through the actual Buy operation. If the Buy operation targets a card name, then it doesn't care that the Pearl Diver you were trying to buy is already gone from the supply by the time you get around to gaining it; there's no specific Pearl Diver you were trying to buy, and any card named "Pearl Diver" will do.

115
Rules Questions / Unexpected (to me) ruling on Smugglers
« on: October 03, 2012, 05:24:03 pm »
In <a href="http://boardgamegeek.com/thread/863415/can-you-smuggle-a-mercenary-or-spoils-via-smuggler">this BGG thread</a>, Donald makes the following ruling:

If your opponent gained multiple $6-or-less cards on their previous turn, some of which have no copies available in the Supply (because the pile is empty, or because the wrong Ruins is on top, or because they gained Spoils or Prizes or whatever), and you play Smugglers, you're not required to gain a card. You can instead choose to gain a copy of the unavailable card, and fail to do so. So e.g. if you buy a Cache from the Black Market, and I Golem into a Smugglers, I don't have to gain a Copper; I can try to smuggle the Cache and gain nothing.

This means Smugglers differs from Workshop in this respect (if the Estate pile is empty, you can't play Workshop, choose Estate, and gain nothing) and resembles Tournament (if the Duchy pile is empty, you can play Tournament, discard Province, choose Duchy instead of Prize, and gain nothing).

I dunno, this ruling surprised me, anyway. Figured I'd post it here in case people hadn't seen it yet.

116
Variants and Fan Cards / Quacksalver/Quicksilver
« on: October 01, 2012, 12:54:40 pm »
So werothegreat suggested the card name "Quacksalver" over in this thread, and I decided a card named "Quacksalver" would have to be paired with a card called "Quicksilver". Here's what I came up with:

Quacksalver
Action-Attack: $4
Each other player trashes a Silver from his hand (or reveals a hand containing no Silver). If he does, he gains a Quicksilver from the Quicksilver pile, putting it into his hand. You may gain any or all of the trashed Silvers.

Quicksilver
Treasure: $0*
Worth $2
When you play this, return it to the Quicksilver pile.
(This is not in the Supply.)

...So essentially it's a Thief that can only steal Silver, but searches five cards rather than two and doesn't cycle your opponent's deck for them. It's even kind of thematic: the phony doctor takes your money and in exchange gives you a vial of a mysterious fluid that turns out to be mercury (which, despite being highly toxic, was actually used as a medicinal agent for centuries).

Thoughts? Is searching 5 cards overpowered for a Thief variant like this, even if it can't take Gold? If the Quicksilver pile is empty this becomes much more dangerous.

117
Puzzles and Challenges / A probably easy What's Missing?
« on: September 28, 2012, 08:18:52 pm »
What one Kingdom card is missing from this list?

Cultist
Knights
Rats
Transmute
Treasure Map

Honorable mention: Fool's Gold, Peddler

...and what card would be a Dishonorable Mention?  ;)

(hope I haven't missed any....)

118
Rules Questions / Looters in Black Market
« on: September 28, 2012, 05:26:48 pm »
The rules don't state this, but presumably if a Looter is in the Black Market deck, the Ruins are in the supply from the beginning of the game—same way Young Witch works.

119
Game Reports / I beat Marin and I'm not sure why
« on: September 18, 2012, 07:44:57 pm »
So in this game—

http://dominion.isotropic.org/gamelog/201209/18/game-20120918-162353-8ca13e53.html

Marin goes for a Scrying Pool engine with multiple Barons as payload. I go for Scrying Pools also, but I make some apparent engine-building errors like buying a Mandarin at a perhaps inopportune time, I lose the Pool split, and I start greening relatively early. I end up winning the game with a double-Province buy on turn 16—a turn during which I made three successful longshot Wishing Well wishes that delivered the exact card I needed to keep my engine going each time. I'm assuming that my win here was basically dumb luck, but I was wondering if anyone might have any other comments on this game—whether my choices were better than Marin and I thought they were, or whether I really should have lost.

120
Dominion General Discussion / When do cards do things
« on: September 12, 2012, 01:42:50 pm »
So okay, Dominion has about 206 differently-named cards that do things when you play them, and 17 cards that affect your score at the end of the game. But of course there are lots of cards that have effects at other times, that can be triggered by a variety of different causes, sometimes when the cards themselves whose effects are being triggered are otherwise just sitting there minding their own business. For instance, whenever any player plays an attack card, in order to resolve all relevant effects, the gamestate (i.e., the players, or Isotropic or Goko or any other implementation) has to check whether they have Urchin in play and whether anyone else has Moat, Horse Traders, Secret Chamber, or Beggar in hand or Lighthouse in play. When anyone reshuffles, the gamestate has to check whether they have Stash in their deck. And so on.

I thought it might be interesting to make a list of all the different times, other than on-play, at which a card can have an effect. I don't promise I didn't miss any triggers, or just plain miscount (and some of the triggers are rephrased a bit with respect to how they actually appear on the cards). But this list gives a general idea of just how often the game, in principle, requires you to stop and check whether something is going to happen.

How many cards act...?

Before the start of the game: 5
When you shuffle: 1
At the start of your turn: 8
When you would play this: 1
When you play an attack card: 6
When you discard this other than during a clean-up phase: 1
When you trash...
...this: 9
...another card: 2
When you buy...
...this: 7
...another card: 7
When you would gain...
...this: 1
...another card: 2
When you gain...
...this: 7
...another card: 4
At the start of your clean-up phase: 2
When you discard from play...
...this: 4
...another card: 1
When you would draw during your cleanup phase: 1
At the end of your turn: 1
After the end of your turn: 2

While this is in the supply: 1
While this is in play: 12
While something else is in play: 1
Once this has been played, until the end of the game: 1
During your buy phase: 1

121
Dominion General Discussion / Wikipedia needs a reference
« on: September 09, 2012, 02:23:29 am »
Hey, all—the Wikipedia article on Dominion <a href="http://en.wikipedia.org/wiki/Dominion_(card_game)#Online_Play">still has a "citation needed" tag</a> on 'Isotropic and other unofficial online implementations will go down once Goko is finally active'. Can anyone point me to a good non–message-board (ideally third-party) reference to cite for that?

122
Rules Questions / Is Fortress like Nomad Camp
« on: September 08, 2012, 11:15:05 pm »
When you gain a Nomad Camp, it goes direct to your deck—you don't gain it to your discard pile and then, following its instructions, move it to your deck.

What happens with trashing Fortress? Does it go to the trash for an instant and then into your hand, or does the act of "trashing" a Fortress consist of moving it to your hand instead of the trash?

I'm not sure if there are any cases where this could make a difference, I guess.

123
Puzzles and Challenges / Card name concordance quiz
« on: September 02, 2012, 12:44:30 am »
Another Dominion card memory quiz, like the recent "maximum +$" quiz.

By my count, there are 16 words* that appear in the names of three or more Dominion cards. Your task: from memory, name as many of these 16 words as you can, and state the number of cards they appear in the names of. (This is list 1).

There are also at least 21 words that appear in the names of exactly two cards. For bonus points, name as many of these as you can too. (List 2.)

Again, don't look anything up!

Scoring:
For each word on list 1 that appears on 2 or more cards, you'll score 10 points minus the difference between the number of cards it appears in the name of and the number of cards you say it appears in the name of, to a minimum of 1 point. (For instance, if you guess that "Brush" appears in 5 card names, and it actually appears in 3, you'll score 8 points.)

For each word on list 2 that appears on 2 or more cards, you'll score 1 point.

Scores so far:
Chester: 133
Grujah: 125
Schneau: 117
Jonts26: 114
GendoIkari: 60

*Fine print about "words":
When I say "word", I actually mean 'free morpheme'. A morpheme is the smallest building block that contributes to the meaning of a word it appears in. A free morpheme is one that is capable of standing alone as a word. For instance, "Remodel" contains two morphemes, re-, which means 'again', and model; but model is the only one that's a free morpheme, which is what this challenge is concerned with. So for example, if there were cards called Washing Machine and Washerwoman, they would count as sharing the same "word" wash: wash is a free morpheme and can stand on its own as a word, even though it doesn't happen to be doing so in either of those card names. Note that the same morpheme can sometimes be spelled and pronounced slightly differently in different words; cards called Receiving Line and Reception both would count as sharing the word receive, even though the pronunciation of the morpheme changes in the word reception. And on the other hand, it's possible for two different morphemes, or parts thereof, to have the same spelling or pronunciation: if there were cards called Cornstalk and Stalker, or Nickel and Pumpernickel, they would not count as having a word in common; you can tell that the two different stalks are separate and unrelated words that just coincidentally happen to sound the same, because their meanings have nothing to do with each other.

Now updated for Guilds!

Here are my lists of the correct answers.
Words in the names of three or more cards:
Dame (5: Anna, Josephine, Molly, Natalie, Sylvia)
Duke (3: Duke, Duchess, Duchy)
Gold (3: Gold, Bag of Gold, Fool's Gold)
House (4: Counting, Poor, Lighthouse, Warehouse)
Of (4: Band Misfits, Jack All Trades, Horn Plenty, Bag Gold)
Man (3: Journey-, Mad-, Tax-)
Market (5: Market, Black, Grand, Square, Ruined)
Merchant (3: Guild, Spice, Ship)
Mine (3: Mine, Mining Village, Abandoned Mine)
Room (3: Throne Room, Council Room, Storeroom)
Ruin (3: -ed Library, -ed Market, -ed Village)
Ship (3: Pirate Ship, Ghost Ship, Merchant Ship)
Sir (5: Bailey, Destry, Martin, Michael, Vander)
Trade (5: -er, -ing Post, Route, Jack of all, Horse Traders)
Village (9: V, Mng, Ntv, Fish, Wkr, Frm, Wal, Bord, Ruin)
Work (3: Workshop, Ironworks, Worker's Village)


Words in the names of 2 cards:
Camp (Nomad, Bandit)
Copper (Copper, -smith)
Court (-yard, King's)
Cut (-purse, Woodcutter)
Estate (Estate, Overgrown)
Farm (-ing Village, -land)
Ground (Fair-, Hunting)
Hunt (-ing Party, -ing Grounds)
Iron (-works, -monger)
Library (Library, Ruined)
Make (Candlestick, Re-)
Noble (-s, Brigand)
Out (Look-, -post)
Post (Out-, Trading)
Road (Cross-, Silk)
Stone (Philosopher's, -mason)
Smith (-y, Copper-)               
Treasure (-y, Map)
Venture (Venture, Adventurer)
Witch (Witch, Young)
Yard (Court-, Vine-)

124
Dominion: Dark Ages Previews / Opening Estate
« on: August 29, 2012, 02:06:56 am »
Say, I guess with Dark Ages we're way more likely to see someone buying Estate on a 5/2 opening than we're historically accustomed to, aren't we?

125
Dominion General Discussion / Paradigm shifts
« on: August 29, 2012, 01:25:27 am »
So, the thread <a href="http://forum.dominionstrategy.com/index.php?topic=3880.0">"What card design rules are left?"</a> in the Dark Ages forum got me thinking. It's not just Dark Ages that has broken rules that we might have thought were fundamental design principles of Dominion. Every expansion has violated fundamental-seeming rules of how the game works. I think it might be interesting to look at how our understanding of the possibilities of Dominion has changed with each expansion, in terms of the rules that were broken. (Rules that seemed really fundamental are in bold.)

Intrigue:
Victory cards are dead in your hand.
Every card is exactly one of Action, Victory, Treasure, or Curse.
The content of everyone's deck is in principle public information (you can remember what they've gained and trashed).
The costs of cards do not change.
The effect of playing a card is independent of the circumstances in which is it played.
There are no Kingdom Treasure cards.

Seaside:
The game includes no components other than cards.
All cards in play are discarded at the end of your turn.
The effect of playing a card takes place immediately when it is played.
The only card types are Action, Treasure, Victory, Curse, Attack, and Reaction.
Cards that belong to a player do not exist for the long term outside the player's deck and discard pile.
Once a card has been gained, it cannot return to the supply.
You cannot take two consecutive turns.

Alchemy:
The only form of currency needed to buy cards is coins.
The basic cards in the supply are the same in every game.
A Treasure card produces the same amount of money every time it's played.
On your turn, you choose what cards to play, what to buy, etc.
The player who buys a card is the one who gains it.

Prosperity:
The basic cards in the supply are deterministically set by the Kingdom cards in use.
The only effect of Treasure cards is to give money to spend.
The effect of Treasure cards is independent of the order in which they're played.
Reaction cards react to Attacks being played.
Victory points only exist in the form of cards.
If you have enough money to buy a card in the supply during your Buy phase, you may do so.
You can't remove cards from your discard pile until your next reshuffle.
Buying a card has no effect other than gaining it.
No kingdom cards cost more than $6.
The cost of a card does not depend on whether it is your Action phase or your Buy phase.
No cards cost more than $8.
The game ends only when Provinces or three (or four) other piles are depleted.

Cornucopia:
All cards are either Kingdom cards or basic cards.
All cards at least in principle can be in the supply.
No card has more than two types.
There are 10 piles of Kingdom cards in the supply.
If no one gains a card, its presence in the kingdom has no effect on gameplay.
All treasure cards produce money (at least, usually).
The number of actions you have is irrelevant in your Buy phase.

Hinterlands:
Reaction cards are Action cards.
Reaction cards are revealed from your hand to have an effect.
All openings are 5/2, 2/5, 4/3, or 3/4.
Cards that instruct players to gain Curses are Attacks.

Dark Ages:
A card's name does not change.
Trashing a card removes it from the game, if it stays in the trash after the resolution of the effect that put it there.
No cards cost $1.
No cards give negative coins.
All Action card piles in the supply begin with 10 cards.
All the cards in a supply pile are identical.
No card has more than three types.
All the cards in a supply pile have the same cost.
No basic cards are Actions.
You begin the game with three Estates in your deck.
All cards can in principle be gained.
All cards are at least one of Action, Treasure, Victory, and Curse.
Every Victory card can be worth at least 1 VP.
Every Dominion expansion contains a card that distributes Curses.

Promotional cards:
Cards may only be bought from the supply.
You can play Treasures and buy cards only during your Buy phase.
There are at least eight copies of all cards in the game.
All kingdom cards in a game start in the supply.
All cards have the same back.
You may not deliberately manipulate the outcome of your shuffles.

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