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Messages - Buggz

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76
Simulation / Re: Dominiate: a Dominion simulator that runs on the Web
« on: September 12, 2011, 05:56:11 am »
This value should be increased whenever a VP card is bought.
..that hasn't been bought before. You'll need to specifically keep track of which VP cards have been used to increase TRs value.

EDIT: A Trade Route object containing current value and an array of the cards used should suffice, but I haven't had the chance to look at the code yet and how things are implemented.

77
Game Reports / Re: Just a little bit embarrassing...
« on: September 06, 2011, 11:59:32 am »
Oh, I overlooked that part. Carry on then.. :P

78
Game Reports / Re: Just a little bit embarrassing...
« on: September 06, 2011, 11:05:43 am »
Second brainwave: I'm going to buy the Fishing Villages BEFORE I buy the Colony.
This struck me as odd as I was under the impression that you're able to play your turn to the end before the game "stops". So I checked again in the Main Set rules, which says (emphasis mine):
Quote from: Game rules
The game ends at the end of any player’s turn when either:
1) the Supply pile of Province cards is empty or
2) any 3 Supply piles are empty.
The game shouldn't be over until you've reached the cleanup phase, meaning using up your buys before discarding everything and theoretically even drawing five useless cards.

Would this then be a bug in Isotropic (assuming you played your game there)?

79
Dominion General Discussion / Re: Dominion Vault iPhone Randomizer
« on: August 26, 2011, 02:33:51 pm »
DominionShuffle is a nice and customizable Android app for shuffling purposes.

80
Dominion General Discussion / Re: recommended decks for base + Seaside
« on: August 25, 2011, 04:42:12 pm »
Take the randomizer cards from both sets. Shuffle them. Deal 10. That's a great set to play with!

No really, that's basically what they did when writing the "recommended sets of 10" in the instruction manuals. That's what always has me come back for more, the game works great with just about any random 10 cards.

81
Rules Questions / Re: Another rules quandary
« on: August 22, 2011, 12:33:43 pm »
In my mind it's the plus sign that makes the difference. It could say "Gain one VP chip when you buy a card", but the "+1" tells me it's cumulative in the same way markets are cumulative. You don't play two of them and say "Now I definitely have an extra coin and an extra buy".

82
Puzzles and Challenges / Re: What's missing?
« on: August 22, 2011, 08:57:52 am »
I'm struggling myself, mostly because I fail to see a connection where King's Court fits but Throne Room doesn't.

83
Puzzles and Challenges / Re: What's missing?
« on: August 21, 2011, 10:01:23 am »
Right, I was thinking Watchtower for some reason..

84
Puzzles and Challenges / Re: What's missing?
« on: August 21, 2011, 09:07:24 am »
I'm seeing trash-from-hand (Chapel), trash-on-buy (Mint) and trash-on-gain (SC). Is it Feast, trash-on-play?

85
Dominion Isotropic / Re: Can anyone not log into isotropic right now?
« on: August 19, 2011, 09:06:10 am »
Witha green monstar running away with a routerlike thingy.
Had to check myself just because of this. Love it.

So no, no dice here either.

86
Dominion General Discussion / Re: Any Gossip About Fall 2011 Expansion?
« on: August 19, 2011, 06:13:37 am »
I quoted the wrong part, he amended his card so gainers would have more trouble gaining it. Lookie here:

Edit: Okay, that's going to be too good for workshop/ironworks etc

Antipeddler V2
Action $0*
+1 Action
+1 Card
+1 Coin
This card costs $2 more per card you have in you hand and $1 more per card you have in play.
(Even more crazy than Peddler)

Edit 2: Typo

An estate on hand means $2 more to the cost, and any treasure will add another $1. Thus, only a gold or better could "counter" an estate. I think this type of cost will get no love as it's incredibly hard to actually obtain the card and it also doesn't do anything that other cards don't already do.

You could get it with a chapel and a silver, trashing the other three cards, but that's a bit too niche.

87
Dominion General Discussion / Re: Any Gossip About Fall 2011 Expansion?
« on: August 19, 2011, 03:35:54 am »
Antipeddler
Action $0*
+1 Action
+1 Card
+1 Coin
This card cost $1 more per card you have in play.

Edit: Okay, that's going to be too good for workshop/ironworks etc
Interesting idea.  Whereas Peddlers make it easier to buy Peddlers, this is just the opposite:  buy enough Anti-Peddlers, and you'll likely have to purposely withhold them to buy more.
Playing an antipeddler gives you a coin and raises the antipeddler cost by $1, so the net effect is zero. If you've played at least one action card (that doesn't make you richer) you couldn't buy this even with every copper in the game. In the early game any estate is going to make it almost impossible to buy it as you'd need a gold to make up for the extra card in your hand. Late game you usually have quite a couple of cards in play and the card won't be attractive anymore anyway.

88
Rules Questions / Re: Reaction Quandaries
« on: August 16, 2011, 09:59:32 am »
Exactly. When you buy a card in the buy phase you subsequently gain it. Since Mint says "when you buy this", you're unable to use Royals Seals "when you gain"-ability.

EDIT: Oh my, I ignored that Talisman.  :-[

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