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Messages - chipperMDW

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276
Adventures Previews / Re: Preview: Messenger
« on: April 02, 2015, 11:58:57 am »
I think I can see how this combos with Scout.

277
  Wharf doesn't resolve until I've gotten my +2 Cards/+1 Buy on my next turn.

This is wrong. Wharf is completely resolved right after you play it. The thing it does when it resolves is to give you 2 cards and a buy now, and to give you 2 cards and a buy at the start of your next turn. It's not still being resolved on your next turn.

Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm.
Think of it like this: the game has these event-triggered "thingies" that say "When X happens, do Y."

Sometimes, one of those thingies lives on a card and it's always there.  Like with Border Village.  "When you gain this, gain something cheaper."  That's easy.

But, sometimes, something creates one of those thingies out of thin air, and, since the thingy doesn't live on a card, it kinda floats around waiting to be triggered. That's what Wharf does.  When you play it, it gives you +2 Cards and +1 Buy, then it creates a floating thingy that says, "At the start of your next turn, +2 Cards and +1 Buy."  Then Wharf is done; it's resolved (and you can Coin of the Realm it), but the thingy it made is still floating around. Later, an event (the start of your next turn) makes that floating thingy trigger (giving you +2 Cards and +1 Buy).  And, since that event can only happen once (you only have one "next" turn), the thingy can't trigger anymore, so it's effectively gone.

(That's why duration cards usually stay out, by the way: as a courtesy to remind you that they made an invisible floating thingy that's still hanging around waiting to be taken care of.)

Prince also makes one of those floating thingies.  But, unlike Wharf's thingy, Prince's thingy triggers on an event that can recur (the start of each of your turns), so it sticks around (potentially) forever.  But, similar to the Wharf case, Prince was finished resolving after he initially created the perpetual thingy, so you can Coin of the Realm him, too.

278
Variants and Fan Cards / Re: Dominion: Adventures^^
« on: March 09, 2015, 06:27:41 pm »
Events are things you can buy that are not cards.
I'm still quite confident in what I guessed. ... Events can be bought like the other cards ...
This is the contradiction I can't reconcile.

But maybe I'm just being pedantic and we're actually all on the same page, i.e. we think Events will be printed on cards and the playtesters are just emphasizing that they aren't "compatible" with cards we've seen before.
I figure Events will be cards only in the sense that the Trash Pile Card is a card. They won't be cards in the sense of things that go into your deck during a game. I'm guessing they'll be printed with different backs, too.

By the way, the Adventures blurb actually says that Event cards give you something to buy besides cards. Which isn't confusing at all.

279
Dominion General Discussion / Re: List of card art avatars
« on: March 09, 2015, 03:48:45 pm »
I thought about claiming the artwork of some guys working in a cave, but I figured everyone else would just say, "Hey, that's Mine!"

280
Puzzles and Challenges / Re: Easy Puzzles
« on: March 09, 2015, 03:21:50 pm »
Play Highway, Play Haggler, Play Gold, Play Talisman.

Buy Sir Michael.
Choose to resolve Talisman's on Buy effect first.
Gain Sir Michael. (reveal Sir Martin)
Resolve Haggler's on Buy effect.
Gain Sir Martin.
Yup, that's it!

(And the buy does indeed "fizzle.")

281
Some relevant older quotes on this topic:

Silver isn't awful, and the game has this "only play one action per turn" rule. Those both seem like good things, but together they lead to, sometimes you can do well without many actions. Not playing many actions is just one of the basic solutions to only being able to play one per turn. There are other solutions though, and the main set has them: I can play lots of +1 action cards like Lab, I can play Village and more terminals, I can play Remodels and Remodel Remodel, I can go for Gardens and just live with lots of terminals.

Playing one action per turn is extremely simple and opens the door for making cards like Village and Spy (and less obviously, Remodel and Vault and Bank and Gardens).

282
Puzzles and Challenges / Re: Easy Puzzles
« on: March 09, 2015, 02:43:43 pm »
Okay so, buy Dame Anna or whoever with Haggler, gain Squire from Haggler, trash Squire with Watchtower, gain… no, Dame Anna is still on top, so you gain her from the Squire and then your buy… fizzles? I'm actually not sure what happens in this situation, but the buy fizzling seems more likely than it being transferred to the next Knight down.
Then play 2 Hagglers.
That works!

There's a trickier solution that doesn't use Squire, though.

283
"Spammable Terminals" isn't quite right.
How about "Soft Terminals"? Like, they can collide, but it's not too bad.

And the other ones would be "Hard Terminals."

284
Puzzles and Challenges / Re: Easy Puzzles
« on: March 09, 2015, 09:30:29 am »
Buying a non-Martin knight with Haggler in play, revealing Martin, gaining Martin off Haggler.
That's a partial solution, but not quite sufficient. You'd resolve the Haggler's effect before you gained the top Knight, so Sir Martin wouldn't be available to gain yet. You need a component or two more to make it work.

285
Puzzles and Challenges / Re: Easy Puzzles
« on: March 09, 2015, 02:35:51 am »
During my buy phase, I buy one Knight and, as a result, I gain the top two cards from the Knights pile.

How?

286
Variants and Fan Cards / Re: Village of Smithies
« on: March 07, 2015, 01:56:24 pm »
Why are you phrasing it that way instead of as a "choose one"?
You need an "if you do" to prevent you from getting the +3 Cards if you choose not to discard an action card. It's pretty awkward to put the "if you do" part in there if you also use the "choose one" phrasing. It'd have to be "Choose one: You may discard a card and, if you do, +3 Cards; or +1 Action."

The "You may ... If you do ... Otherwise" phrasing is also consistent with Baron and Explorer.

287
Variants and Fan Cards / Re: Village of Smithies
« on: March 05, 2015, 07:56:49 pm »
Instead of playing an action card without it doing anything, isn't it simpler to put an action card into the play area without playing it?

Perhaps:

+1 Action
+$1
You may put an action card from your hand into play. If you did, +3 Cards. Otherwise, +1 Action.

Maybe a (parenthetical) "without playing it" if you want to further clarify.

That's basically the same as the "set aside" version (ignoring Peddler, etc.), but it doesn't need the extra wording about when to discard it.

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