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Messages - AJD

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101
Rules Questions / Re: Urchin "while in play"?
« on: July 17, 2022, 09:23:47 pm »
Does it even need "this turn"? "When you play another Attack card, you may trash this from play" would seem to have it covered.
Yes, it does. “This turn” tells you how long the ongoing trigger is in effect for.

In what circumstance would the presence of absence of "this turn" make a difference, though? (I agree that the version without "this turn" would probably want a dividing line, but I'm not asking about whether the dividing line would make a difference just the "this turn".)

102
Rules Questions / Re: Urchin "while in play"?
« on: July 17, 2022, 04:25:50 pm »
Does it even need "this turn"? "When you play another Attack card, you may trash this from play" would seem to have it covered.

103
Rules Questions / Re: Wiki - Storyteller
« on: July 14, 2022, 10:09:05 am »
Right.

104
Rules Questions / Re: Wiki - Storyteller
« on: July 14, 2022, 09:51:53 am »
The current order of operations for Storyteller is:
0. You get +1 Action
1. You play Treasures
2. You get +1 Card
3. You spend your money
4. You get additional +Cards

That FAQ note is saying you can spend coffers between steps 2 and 3. It's poorly worded, because you don't get +1 card from playing the Treasures.

105
Dominion General Discussion / Re: How thematic are card names?
« on: July 05, 2022, 07:08:37 pm »
*˝:
Astrolabe
Sailor
Trail

**:
Sea Chart
Clerk
Collection
War Chest
Weaver
Souk
Wheelwright

**˝:
Monkey
Anvil
Cauldron

***:
Blockade
Tide Pools
Pirate
Tiara
Charlatan
Crystal Ball
Magnate
Guard Dog
Witch's Hut

***˝:
Corsair
Sea Witch
Berserker

106
Rules Questions / Re: Weaver
« on: July 03, 2022, 08:56:26 am »
The Stop Moving Rule says: “If a card isn't where the effect would expect it to be, or has moved away from there and then back, it can't move the card.” It does not say “can’t play the card”. So I think the Weavers still can be “played” meaning execute the discard function.

There's a recent rule modification from Donald X. io the effect that if you can't move a card into play, you can't play it (with a carve-out exception for Throne/Horse-type situations, because everybody loves Throning their Horses).

107
Dominion General Discussion / Re: Words in card names
« on: June 30, 2022, 05:46:56 pm »
If I'd known there was a Hinterlands update coming, I would have waited! Guard, dog, nomad, and witch each move up a slot.

24:
way

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

12:
gift

8:
castle

7:
hunt
market
merchant
treasure

6:
city
guild
man
trade
witch
work

5:
dame
keep
sea
sir
town

4:
black
camp
fair
gold
haunt
house
mountain
royal
sheep
ship
smith
war
wood

3:
art (if you count "artificer" and "artisan")
bandit
capital
court
curse
duke (if you count "duchy" and "duchess")
farm
fort (if you count "fortress")
ghost
goat
ground
guard
herd
horse
lose
mason
master
mine
misery (4 if you count "miser")
nomad
old (if you count "elder")
port
rat
road
room
ruin
secret
shop
zombie

2:
apprentice
astro
ball (not really, they're two different words)
bank
band
battle
border
bridge
camel
caravan
cave
chart
chest
coin
copper
count (also two different words)
cult
cut
delude
den
distant
dog
dwell
earth
envy
estate
explore
field
fish
flag
folk
fool
forest
fortune
gate
grand
guide
hag
hall
haven
herb
hero
high
horn
inn
invent
invest
iron
island
king
land
league
library
lodge
lord
make
map
mill
monkey
necro
noble
order
party
pass
pirate
place
plan
pool
post
prince
raid
scout
seal (not really; notwithstanding the pun, they're different words)
silk
sorcery
spice
spy
stone
swamp
tax
tell
tower
train
triumph
wall
watch
wind
wish
wolf
yard

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


108
Dominion General Discussion / Re: Hinterlands 2E Preview 3
« on: June 30, 2022, 01:40:22 am »
Is Berserker's "if you have an action in play" condition primarily there to stop it from screwing people over in the first 1-2 turns?
Yes.

My fiancé just played Necropolis using Way of the Owl and pulled it off anyway. 😁

109
Dominion General Discussion / Re: Hinterlands 2E Preview 3
« on: June 29, 2022, 06:52:49 pm »
I don't know how I feel about the fact that playing a card from the Trash automatically means that the card is now part of your deck. We know from many other Command card examples that playing a card, leaving it there, does not cause the card to become part of your deck. It seems somewhat counterintuitive that "leaving it there" now means not only that the card doesn't move, but it also has an extra meaning that the card doesn't become part of your deck. I guess there's a new rule that any card that ends up in your play area automatically becomes part of your deck?

That's not an "extra meaning" for "leaving it there"; that's the entire meaning of "leaving it there"—you leave it where it is, instead of putting it in your play area. Trail doesn't say "leaving it there" (i.e., in the Trash), and the text of Trail specifies that the card may be in the Trash, so Trail self-playing from the trash moves it into the play area for the same reason that Golem playing a card moves it into the play area from set-aside-cards land. The stop-moving rule doesn't apply the way it would for say, Throne/Horse because Throne doesn't know to look for the Horse in its pile; but Trail does know to look for itself in the trash.

110
Dominion General Discussion / Re: Prosperity 2E Preview 3
« on: June 29, 2022, 02:13:22 pm »
(@jomini, I think you're misusing the word "zugzwang". Zugzwang properly is a situation where all options available to you leave you in a worse position than doing nothing; but in Dominion doing nothing is almost always an available option. You're talking about a situation where ending the game leaves you in a worse position than prolonging it, but that's not zugzwang; it's just stalemate.)

111
Dominion General Discussion / Re: 2022 Additional Errata
« on: June 28, 2022, 04:51:37 pm »
Play card X, buy Bonfire, trash card X from play, buy Gamble, play Graverobber, regain card X from trash, buy Gamble, replay card X... I haven't thought it through but I bet this can probably turn into an infinite loop.

112
Oops. Meant Clerk. Don't know why I was thinking "Cleric" for that card's name

Well, they are etymologically the same word.

113
Rules Questions / Re: Not enough Banes
« on: June 10, 2022, 12:17:04 am »
If you roll up to game night with just Cornucopia and Alchemy, the probability of this happening is about 1 in 200. :)

114
Rules Questions / Re: Not enough Banes
« on: June 06, 2022, 10:56:38 am »
Here in the Rules Questions subforum, we do not concern ourselves with whether the scenarios we discuss will ever actually arise!

115
Rules Questions / Re: Not enough Banes
« on: June 06, 2022, 01:38:27 am »
Why was this not asked back when Cornucopia first came out?

Cornucopia first came out before the Base Cards product, and so in order to play a game with Young Witch you would have to have at least Cornucopia plus Dominion or Intrigue, which would give you a total of 10 or more $2–$3 cards, so if you had a Kingdom of Young Witch plus nine cards there would always be at least one more $2–$3 card to add.

Also, I didn't think of it till today.

116
Rules Questions / Not enough Banes
« on: June 05, 2022, 02:20:11 pm »
If someone playing IRL only owns, for example, Guilds and Cornucopia plus the Base Cards product, they only have access to seven Kingdom cards costing $2 or $3. If they deal out a random kingdom containing those seven cards plus Young Witch, there isn't an additional card to add to be the Bane. What should they do in that case? Add an eleventh card, and select one of the $2–$3 cards they do have to be the Bane, I assume?

117
Variants and Fan Cards / Re: Fan Mechanics week 39: Snowy Mac-snow
« on: June 02, 2022, 08:18:23 am »
Quote
Santa's Workshop
$4 Action

Gain a non-Victory card.
For each $1 it costs more than $4, gain a Snow.
For each $1 it costs less than $4, gain a Horse.

Gaining some Overlords with this...

118
Dominion General Discussion / Re: Words in card names
« on: June 01, 2022, 11:53:08 pm »
Update! Several new 2s (astro, chart, chest, invest, monkey, pirate, pool), and a few repeated words have moved up the ranks (sea, war, witch).

24:
way

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

12:
gift

8:
castle

7:
hunt
market
merchant
treasure

6:
city
guild
man
trade
work

5:
dame
keep
sea
sir
town
witch

4:
black
camp
fair
gold
haunt
house
mountain
royal
sheep
ship
smith
war
wood

3:
art (if you count "artificer" and "artisan")
bandit
capital
court
curse
duke (if you count "duchy" and "duchess")
farm
fort (if you count "fortress")
ghost
goat
ground
herd
horse
lose
mason
master
mine
misery (4 if you count "miser")
old (if you count "elder")
port
rat
road
room
ruin
secret
shop
zombie

2:
apprentice
astro
ball (not really, they're two different words)
bank
band
battle
border
bridge
camel
caravan
cave
chart
chest
coin
copper
count (also two different words)
cult
cut
delude
den
distant
dwell
earth
envy
estate
explore
field
fish
flag
folk
fool
forest
fortune
gate
grand
guard
guide
hag
hall
haven
herb
hero
high
horn
inn
invent
invest
iron
island
king
land
league
library
lodge
lord
make
map
mill
monkey
necro
noble
nomad
order
party
pass
pirate
place
plan
pool
post
prince
raid
scout
seal (not really; notwithstanding the pun, they're different words)
silk
sorcery
spice
spy
stone
swamp
tax
tell
tower
train
triumph
wall
watch
wind
wish
wolf
yard

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

119
Rules Questions / Re: War Chest
« on: May 31, 2022, 12:26:21 pm »
2-players game. It's my turn.
I play a Witch.
Alice plays a Sheepdog and a Vassal (Way of the Mouse).
She discards and plays a Crown.
She plays a War Chest from her hand.

Q1. Do I contraband, or does she?

In that specific scenario Alice actually can't play her War Chest because Crown has no effect when played on someone else's turn. But whatever, let's suppose instead of a Crown she played a Storyteller or something. Then Alice plays the War Chest, you name a card, Alice gains something other than the card you named.

Quote
Duchy is banned.
After that, I play another War Chest from my hand.

Q2. Can I gain Duchy if she names another named card?

I'm pretty sure you can't.

120
Rules Questions / Re: Sorcerer attack with empty deck
« on: May 27, 2022, 07:32:01 pm »
Bounty Hunter's "undefined" thing here produces: Bounty Hunter does not give +$3; Sorceress fails to Curse; Sorcerer does not Curse; Giant does not Curse. That's not so bad.

I have to beg to differ with this part. "Otherwise" is essentially shorthand for "if that if-statement was not true." In Giant, that if-statement was evaluated to be undefined, which is in fact not true, thus Giant curses.

"Undefined" is not "false". But we had exactly this discussion in the thread already, so I refer you to that.

Gubump didn't say "undefined" is "false"; he said it isn't "true".

121
Rules Questions / Re: Lich + Duration Attacks
« on: May 27, 2022, 08:47:23 am »
Oops! I forgot that Blockade is "on their turn", not "not on your turn".

122
Rules Questions / Re: Lich + Duration Attacks
« on: May 26, 2022, 09:51:50 am »
Correct. You don't get a turn when you normally would, so "your next turn" is after each opponent has had 2.

Interesting. This can make for very strong Lich combos on boards where the Attack cannot be mitigated (e.g. Swamp Hag with no trashing available).


Step 1, play Swamp Hag (with an extra actions).
Step 2, play Blockade, gaining a Curse.
Step 3, play King's Court-King's Court-Lich-Lich-Lich

Step 4, enjoy as your opponents choose to either do nothing for 10 turns in a row, or gain every Curse. Works best in a 3-4 player game, where gaining all the Curses is far worse than a 2-player game, and forces your opponents into a game of chicken where no one wants to buy a card because it helps every other opponent way too much.

Quote
I assume this is a general rule and the "skipped turns" are ignored by all duration cards in play, not just attack durations? E.g. playing a Wharf and a Lich in the same turn still gives you Wharf's duration effect on your next actual (non-skipped) turn.

Yeah, the "Start of your next turn" just doesn't happen until your actual next turn.

Thanks for confirming. :)

In your scenario, the other players can't buy anything for 10 turns, but they can still gain cards with Blockade or other gainers (SH only triggers on buying a card). And if there's another curser on the board, they can still curse you (and each other) undisturbed for 10 turns. ;)

If there's another curser on the board, they can curse each other for one turn.

123
Dominion General Discussion / Re: Seaside 2E Preview 1
« on: May 17, 2022, 07:29:58 pm »
I really hate to say this, but... Astrolabe looks like Woodcutter 2.0. There doesn't seem to be a reason to buy it over Silver unless you need the +Buy.

Astrolabe : Woodcutter :: Fishing Village : Silver

124
The same thing happened to my fiancé; it seems to be a result of playing in an earlier version of the browser.

125
Rules Questions / Re: Blockade
« on: May 17, 2022, 09:47:44 am »
The pin is much worse if player 1 has a way to reliably trash the Curses (which is easier than usual to set up, since the Curses to right into their next hand), or they're doing this at the cost of junking up their own deck pretty bad. And at least it depletes the Curse pile, so it only lasts for a limited number of turns.

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