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Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: September 26, 2019, 04:43:23 pm »This is obsolete because errata, right?
Yes, this situation is no longer semi-interesting.
This is obsolete because errata, right?
5. Costs don't go below $0.
The cost in $ of a card can't go below $0.
In designing which choices are worthwhile to have in a game, my document states:Quote
Can captain play as a card from an empty supply pile?
I never said anything claiming the opposite..."Leaving it there" doesn't stop the Captain from being trashed when you use it to play a one-shot.
I wasn't as precise as you but my claim was correct, i.e. Captain stays where he is. That the card he copies also stays where it is is less relevant, except for piling and covering up (for example if Encampment would get set aside, you could pull off tricks like getting at Plunders) issues.
What you mainly care about is that you kill off your BoM if you play it as Death Cart whereas your Captain survives if you play it as Death Cart. Whether the Death Cart in the Supply that you copied gets trashed or not is of secondary relevance.
You focus on mechanical details, I focus on practical implications and comparisons with existing cards. In my opinion both perspectives are useful but you seemingly think otherwise.
Because if the bolded text is taken literally, then people who didn't buy Fleet simply aren't a part of the game any more; they don't exist. Similar to a multi-player Magic game when one player loses.
But, we know that the bolded text is NOT to be taken literally, because those people in fact are still participating in the game. They gain Curses when someone plays Witch, etc. It's not that they don't participate in it, it's that they don't get an extra turn from Fleet's effect.
Nothing at all indicates that players without Fleet do extra turns. How should the average player (or a translator) guess that? ... just for players with this. seems simple and straightforward. I don't know of a rule which could enlarge that specified group. Without knowledge of this thread tasked to write a FAQ i would have writtenHey, Donald wrote something sounding just so:
- players without Fleet get no turns during Fleet round. Especially can't such player get possessed.
- players with Fleet execute other extra turns pending from before Fleet round or initiated in Fleet round as usual.
Fleet doesn't create extra turns; it creates an extra round of turns, and then only some people participate in it. That's how I read it.bold by me
The two new promos are expected in August.
Advance
Arena
(There are others you could choose from for these two, Training, Conquest, Dominate, Triumph)
Well I've made a bunch of mistakes, but Quarry isn't one of them.You got ninety-nine problems, but a ditch ain't one.
One could argue that the existence of the supernatural, such as Werewolf, Witch, etc; dictates that it must be set in some other fantasy world, similar to Middle Earth.
I think this is covered by the lose track rule: Gladiator A expects Gladiator B on top of its pile, but Gladiator B is in the middle, so Gladiator A loses track and cannot trash Gladiator B.
10 years of IRL. I started Dominion in early 2009 (I did not know it was 'new' then)So after years of IRL
Are we talking about the 10 years or the 5 years here?
5 years here? I have been on this forum for 5 years?? My first post was in 2017... odd for me not to post for the first 3 years.
Duration doesn't have any meaningful rules associated with it; all cards are cleaned up on that last turn in which they do something. It just so happens that for regular actions, that's the same turn they were played.
You wouldn't be calling Coin of the Realm after a Mining Village or Experiment.You're about to move to the Buy Phase and play Diadem?
QuotePlaying this during another player's turn is similar to playing it during your own turn - you put Caravan Guard into play, get +1 Card and +1 Action, and will get + at the start of your next turn - the very next turn you take. However getting +1 Action during someone else's turn does not do anything for you; it does not let you play other Action cards during that player’s turn.
t. rules
The part that is 'confusing' to me is the
"... get ... +1 Action, ... the very next turn you take ..." It makes it sound like you get ANOTHER "+1 Action" on top of your default ABC "+1 Action" on the very next turn you take (like an unspent +1 Villager token on your mat.. it is waiting for you to 'use' ... on 'the very next turn you take'. It seems opposite of the fact that you get you use the +1 Coin on your next turn, but you cannot use the +1 Action?
At the risk of diving deeper down a semantic rabbit hole, "X has no effect" and "the effect of X is nothing" are synonymous.Those are synonymous, but those aren't the two things we're talking about. We're talking about "the action has no effect" vs. "the act of giving you an action has no effect." The former means off-turn-CG gives you 1 action, and that action has no effect (whatever that might mean); the latter means off-turn-CG gives you 0 actions.
You can get something that has no effect.Sure, but the card doesn't say you get an action that can't be used for anything; it says that "+1 Action" has no effect, where that instruction usually has the effect of giving you an action.
Duplicate, Groundskeeper, Academy, etc, are in another category. They only trigger when a specific kind of card is gained. They never look back at what a card was.
Generally, card wordings refer to the "current state" of a card (itself or another), with minimal exceptions (I mentioned Ritual, Jeebus added Treasure Map).
Duplicate looks for a card costing up to $6 being gained, which didn't happen, so you can't use it.