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Messages - AJD

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26
Dominion General Discussion / Am I a slow player
« on: May 12, 2023, 08:18:26 pm »
Someone on Dominion.games said something and it's gotten into my head. Do I have a reputation as a slow player? Do people recommend blocking me? I think more than likely this person was just trying to mess with me but I'm really worried about it now.


27
General Discussion / Re: Dominion terms
« on: May 05, 2023, 11:05:33 am »
In early stages of English, only c was used, even in native Germanic-origin words: consider Old English cynd (modern kind), cyning (king), cepan (keep). The letter k was introduced to English writing in the Middle English period, i.e., after the 11th century.

Old High German, on the other hand, seems to have used both k and c interchangeably, before standardizing on k in the modern period.

(Disclaimer: I am a linguist, but this isn't my area of expertise; I don't know much detail about the history of writing systems in the Germanic languages and I could be mistaken here.)

28
Rules Questions / Re: discarding to foray doesn't trigger patron
« on: April 23, 2023, 10:39:48 pm »
As of the 2022 errata, Patron's reaction is only triggered during the action phase.

29
Dominion General Discussion / Re: How thematic are card names?
« on: April 22, 2023, 02:20:34 am »
*:
Figurine
Puzzle Box

*½:
Taskmaster
Gondola
Rope
Swamp Shacks
First Mate
Pendant
Trickster
Amphora
Hammer
Foray

**:
Stowaway
Abundance
Flagship
Harbor Village
Tools
Crew
Longship
Mining Road
Figurehead
Orb
Peril

**½:
Shaman
Secluded Shrine
Landing Party
Pilgrim
King's Cache
Insignia
Jewels
Journey
Friendly
Nearby
Pious

***:
Cage
Grotto
Siren
Cabin Boy
Crucible
Mapmaker
Cutthroat
Frigate
Pickaxe
Wealthy Village
Doubloons
Sextant
Spell Scroll
Staff
Deliver
Launch
Scrounge
Maelstrom
Invasion
Cursed
Fated
Fawning
Reckless
Rich
Shy

***½:
Jewelled Egg
Search
Fortune Hunter
Maroon
Enlarge
Quartermaster
Silver Mine
Endless Chalice
Prize Goat
Sword
Mirror
Prepare
Prosper
Inherited
Inspiring
Patient
Tireless

****:
Buried Treasure
Sack of Loot
Shield
Bury
Avoid
Rush
Looting
Cheap
Hasty

30
Game Reports / Re: Dear My Opponent: I am Sorry
« on: April 20, 2023, 06:45:59 pm »
I don't blame my opponent for resigning after I gave them a Curse on each of the first six turns of the game.

(The board had Siren and Rush and I opened with $5.)

31
General Discussion / Re: Airplane wifi
« on: April 10, 2023, 07:58:44 am »
Thanks! Also the problem only existed while the plane was over Canada and the Great Lakes; once we were over land in the US, https access was available.

32
General Discussion / Airplane wifi
« on: April 08, 2023, 05:21:11 pm »
I'm on an airplane that supposedly has free wifi, but so far the only website that I've been able to access using the free wifi is dominion strategy dot com. The browser times out trying to reach Google, Facebook, Wikipedia, Twitter... but you guys I can reach. Hello everybody! How's it going?

33
Rules Questions / Re: Rush Siren, no need to trash?
« on: April 02, 2023, 01:24:25 pm »
The relevant fact is that once a card has been moved from Point A to Point B, it can't also be moved from Point A to Point C. So the situation for Rush/Siren is as follows:

Buy Rush.
Gain a Siren. It goes to your discard pile.
Two on-gain events trigger. You can choose what order to activate them in.
Choose to activate Rush first: play the Siren, which involves moving it from the discard pile to the play area.
Now Siren's on-gain effect activates. It tells you to trash the Siren, but it's expecting to do so from the discard pile.
Since the Siren isn't in the discard pile anymore, its self-trashing effect can't activate.

34
How so? Tireless doesn't say "end of your turn"; it just says "end of turn".

35
Rules Questions / Re: Harbor Village and Inspiring
« on: February 23, 2023, 11:42:01 am »
Harbor Village's on-play instructions do give you the +$1; they just give it to you at a time other than when you play it. This is no different from the next-turn draw being part of Caravan's on-play instructions, which is why Throne Room / Caravan gives you +2 cards on your next turn. (Harbor Village doesn't "look for things that trigger after we're done with the 'resolving on-play instructions' phase of playing the card", but only because Harbor Village usually triggers before those things happen.)

36
Variants and Fan Cards / Re: Dominion: Gridiron
« on: February 15, 2023, 08:06:13 pm »
I was thinking, Young Witch is like Witch but you have to discard, so Colt ( = Young Horse) should be like Destrier but you have to discard. Whereas a Bronco is harder to get under your control unless you "bust" it (by trashing cards).

But, you know, they're your cards, and overall I think the theming is very impressive, especially given the raw material you had to work with!

37
Variants and Fan Cards / Re: Dominion: Gridiron
« on: February 15, 2023, 12:40:07 am »
I think Colt and Bronco should be swapped.

(Also overall I'm impressed by the amount of work and attention you put into this, though I don't think I have any ability to evaluate the design of most of them.)

38
Variants and Fan Cards / Re: Card Fusions
« on: February 09, 2023, 09:50:40 pm »


Surely "Gain a card costing up to 4; you may reveal a copy of it from your hand," right?

39
Rules Questions / Landing Party / someone else's turn
« on: February 08, 2023, 12:44:17 am »
In the unlikely event that you can play a Treasure on someone else's turn (uhhh Caravan Guard / Capitalism I guess), that allows you to recover your Landing Parties, right?

40
Rules Questions / Re: Harbor Village and Inspiring
« on: February 06, 2023, 10:05:42 am »
I think I have another way two consecutive Harbor Villages can give you +$1:

1. Play Kiln.
2. Play Harbor Village 1.
3. Before resolving Harbor Village 1, gain Harbor Village 2.
4. Play HB2 with Innovation, and resolve it.
5. Resolve HB1. (This is not "the next Action you play" for HB2, because HB1 had already been played.)
6. Play Militia. Both HB1 and HB2 give you +$1.

Weeeeird. You're right, of course; it's like the bizarre Conspirator interaction. But weeeeird.

41
Rules Questions / Re: Lantern, Elder, Harbor Village, Moat
« on: January 29, 2023, 04:46:43 pm »
Jeebus, can you unpack how your interpretation works in the case of a simple card like Steward? If I play one Steward and choose +2 coins, and another Steward and choose to trash 2 cards, it seems clear to me that the two Stewards made me do different things (your sentence #1 is true of the second one but not the first one), but that they have the same instructions. Do you disagree with that? Based on your statement, it seems like you must—if "what the card makes you do" is synonymous with "the card’s instructions", then two cards with the same instructions can’t make you do different things. So… would you say that Steward #2 didn’t make me trash? That the two copies of Steward have different instructions as a result of my choice? What’s your analysis of this situation?

42
Rules Questions / Re: Replaying Durations that aren't in play
« on: January 28, 2023, 05:30:49 pm »
Gotta edit some stuff on the wiki, I guess

43
Rules Questions / Re: Lantern, Elder, Harbor Village, Moat
« on: January 28, 2023, 05:15:55 pm »
So does anyone have a suggestion for a short, not necessarily technical, description of what Ways, Enchantress and Reckless actually do - so that Harbor Village and Moat work as intended? (Of course without mentioning Harbor Village or Moat.)

Using "give" doesn't work, since Moat doesn't say that, but I guess something with "make you"?

How about, they change what a card's effect is?

(In addition to Ways, Enchantress, and Reckless, I suppose Highwayman and the late lamented Coppersmith also do that.)

(Also, I suppose, things like making a choice when you play Steward changes what its effect is. Sometimes the effect of Steward is +2 cards, sometimes it's +$2, sometimes it's trashing, even though Steward's instructions never change.)

44
Rules Questions / Re: Lantern, Elder, Harbor Village, Moat
« on: January 28, 2023, 10:02:33 am »
So does anyone have a suggestion for a short, not necessarily technical, description of what Ways, Enchantress and Reckless actually do - so that Harbor Village and Moat work as intended? (Of course without mentioning Harbor Village or Moat.)

Using "give" doesn't work, since Moat doesn't say that, but I guess something with "make you"?

How about, they change what a card's effect is?

(In addition to Ways, Enchantress, and Reckless, I suppose Highwayman and the late lamented Coppersmith also do that.)

45
Rules Questions / Re: Harbor Village and Inspiring
« on: January 27, 2023, 10:28:54 am »
I meant, the fact that they have the same timing shows that it's something that triggers after you played and completely finished resolving the played card, so it's not something that would be seen as "gotten from playing the card".

I'm not quite sure what the "it" in this sentence refers to. If you get +$1 from Harbor Village, it's "gotten from playing" Harbor Village, not from playing the Action card after Harbor Village (even though you don't get it till after playing that next Action). Similarly, Merchant, not Silver, gives you +$1 after you play a Silver.

Quote
Example with Inspiring on Sycophant:

Play Harbor Village (+1 Card, +2 Actions)
Play Sycophant (+1 Action, don't discard)
..Harbor Village, Royal Carriage, League of Shopkeepers and Inspiring all trigger.
....Resolve Royal Carriage (replay Sycophant, this time discard and get +$3)
....Resolve League of Shopkeepers (get +$1)
....Resolve Inspiring (play Guildmaster and get +$3)
....Resolve Harbor Village (You didn't get +$ from playing Sycophant the first time)

Why would Inspiring be different from Royal Carriage and League of Shopkeepers here? They all trigger and are resolved after you have finished resolving Sycophant.

I don't see how this example is relevant? Inspiring isn't different from Royal Carriage and League of Shopkeepers here. None of them cause (the first play of) Sycophant to give you +$ and activate Harbor Village. But the question is about Inspiring Harbor Village, not Inspiring Sycophant. And it is possible for Inspiring on Harbor Village to cause the Harbor Village to give you +$, precisely because Inspiring causes you to play another Action and Harbor Village's +$ cares about whether you play another Action. Sycophant's +$ does not depend on whether you play another Action after it or not, so in your example above, Inspiring has no bearing on whether Sycophant gives you +$ (and therefore on whether the preceding Harbor Village gives you +$).

46
Rules Questions / Re: Harbor Village and Inspiring
« on: January 27, 2023, 09:21:42 am »
Harbor Village also has the same timing as Inspiring, Royal Carriage, etc.—i.e., "after" you play an Action—so you can also choose in which order to resolve it and Inspiring. So I guess formally, what this ruling should say is that you may receive the +$1 from the first Harbor Village in that scenario, if you choose to order them properly. Here's how it works:

Play Harbor Village [1].
..Get +1 card and +2 Actions.
..Inspiring triggers: you may play a card you don't have a copy of in play. Decline to do so.
Play Harbor Village [2].
..Get +1 card and +2 Actions.
..Inspiring and Harbor Village [1] both trigger.
....Choose to resolve Inspiring first.
......Play Guildmaster
........Get +$3.
........Harbor Village [2] triggers.
..........Did Guildmaster give you +$? Yes it did. Therefore, Harbor Village [2] gives you +$1.
....Resolve Harbor Village [1] second.
......Did Harbor Village [2] give you +$? Yes it did. Therefore, Harbor Village [1] gives you +$1.

I guess your comment about Royal Carriage has to do with, if you play Harbor Village, Steward for+cards, call Royal Carriage, Steward for +$, then Harbor Village doesn't give you +$ for the second play of Steward? That reason you don't get the +$ there doesn't have anything to do with the timing; you're right that the timing is the same as the Inspiring scenario above. It's because what Harbor Village cares about (apparently) is whether the first act of playing an Action card after it gave you +$, not whether additional acts of playing the same card give +$.

This interpretation of Harbor Village is comparable to that of Conspirator, which says "If you’ve played 3 or more Actions", but actually means 'if you've played Actions three or more times'. This is why Throne Room / Conspirator gives you a cantrip effect from the replaying of Conspirator, even though you've only actually played two Action cards. Similarly, the "it" in Harbor Village's "if it gave you +$" doesn't actually mean 'that Action card', but rather 'that time playing the Action card'.

47
Rules Questions / Re: Questions regarding buy phase
« on: January 26, 2023, 10:27:25 am »
Because Villa doesn't give you a new turn. The extra Action phase that Villa gives you is an Action phase that happens in the middle of your turn, not at the beginning of your turn. Just because the start of your turn happens during an Action phase, that doesn't necessarily mean that all Action phases begin at the start of your turn.

48
Rules Questions / Re: Questions regarding buy phase
« on: January 26, 2023, 01:05:53 am »
1. Villa ( the one that allows you to return to your action phase) ,official FAQ says it does not trigger "Start of turn " abilities 

Since there are cards that trigger on "Start of turn" and "End of turn" , then should there not be 2 extra phases in a turn?

Like a Start of turn phase and End of turn phase?

So it would like something like this:

Start of turn Phase
Action phase
Buy phase
Clean up phase
End of turn phase

Would this make sense? If not why would it not?

Thoughts regarding this?

It kind of makes sense, and it can be helpful to think of it that way when you're keeping track of when things happen; however, it's important to remember that the "start-of-turn phase" is technically part of the Action phase, and the "end-of-turn phase" is technically part of the Clean-up phase. For example, Patron gives you a Coffers token if you reveal it during the Action phase; if something causes you to reveal a Patron during the start of your turn (e.g., Piazza), you do get the Coffers token. It's not a separate phase.

Quote
Question 2. The buy phase in Dominion states something about once you buy something , you can't play anymore treasures from your hand. 
             
      Does this only include spending coins  on cards , events and projects? ( basically anything with a cost on it in the Supply) or is there other things?

Well, you don't always have to spend coins in order to buy something. If you buy Overlord, you don't spend any coins, and you can buy Animal Fair without spending any coins as well. But basically, the answer to your question is yes; those are the only things that count as "buying" something, and therefore that end the portion of your Buy phase when you can play Treasures.

Quote
Question 3. 
Example
   
 I am in the buy phase with 1 copper in hand.  I buy a card that returns me to my action phase (like Villa ), still having the copper in my hand , then I return to my Buy phase again in the same turn.   

Since I am at the start of the buy phase again in the same turn , can I play the copper from my hand now? 

Yes, it's now the beginning of a new Buy phase, so you can play Treasures again until you buy something.

Quote
Question 4. If I can't play any more treasures from my hand once I buy a card , can I still play Action cards from my hand during the buy phase even after I bought one card already?

Ordinarily you can't play Action cards from your hand during the Buy phase at all. You can only play an Action card from your hand during the Buy phase if something specifically instructs you that you may do so. If something happens after you buy a card that instructs you to play an Action card from your hand (for instance, if you gain a Gondola), then you can play an Action card at that time.

49
Rules Questions / Re: Lantern, Elder, Harbor Village, Moat
« on: January 23, 2023, 01:28:11 pm »
That's exactly what Chameleon does too, and you ruled that the opposite way: that you got the effects from Chameleon, not from the played card

Hmm, is this right? Although the question was never asked before this thread, it was always assumed to be the ruling that Moat protected you from Chameleon'd Militia, (which has the advantage of being a very realistic game-play scenario). The only way that Moat could protect you is if you were getting the effects from Militia, right? I guess the point is that even if it was ruled that way in the past, I think that ruling would have been "fixed" a while ago if Moat had been brought up back then.

Yes, Donald X. ruled that Chameleon worked exactly like other Ways and like Enchantress, so Lantern and Elder don't do anything on a Chameleoned card. Nobody thought about Moat though, and yes, I think it would have been "fixed" somehow if brought up.

Yeah I'm with you that I can't think of any good way for Moat to protect you from Chameleon while Lantern and Elder don't work; not without some completely new concept of how Moat works.

I think the difference is that Moat (unlike Lantern and Elder) don't tell the person playing a card to do something other than follow the card's instructions. The person playing the card is still all like "now I get to make my opponents discard", and the person with the Moat is like "not including me! :) "

...whereas Lantern and Elder both tell the player to do something other than exactly follow the instructions on the card, but Way of the Chameleon comes in and says "actually you do have to follow the instructions on the card (with the following minor modifications)", so that overrules the Lantern and Elder effects.

That said, I think ruling Lantern and Elder the other way would also be consistent with other rulings and probably more intuitive.

50
Rules Questions / Re: Frigate discarding
« on: January 17, 2023, 10:57:06 am »
That still means it can't be discarded at the usual time in Cleanup before, as you then may not know what kind of turn by what player will happen next. Island Folk makes that possible, effects like Lich can "eat" a turn. I think it would be counterproductive to try any kind of prediction at discard-during-cleanup time what will happen, even if Island Folk didn't exist.

Sure, by all means. Just like Outpost, I suppose.

Why like Outpost? You discard Outpost in the Outpost turn, right?

Right, but Outpost doesn't actually do anything on the Outpost turn.

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