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76
Dominion Articles / 2 Big Money Combos
« on: February 06, 2013, 04:46:56 am »
I noticed a few days ago 2 Combos that I never saw here on the forums, AFAIR, at least not in detail.
I admit, I never played any of these, so I don't know if these are actually a thing. So I'm not sure if this is correct in the Articles subforum, but I have a pretty clear idea of those combos and how they are played and looking for simulation results and other feedback. I'm also not best in playing Big Money, so please correct me where I'm wrong.

1.) Trader / Noble Brigand

Trader BM is decent, Noble Brigand BM is weak against engines and stronger against Big Money mirror matches.
On boards where Noble Brigand BM is valid, Trader is a pretty good addition.

How to play:
You want to start Trader BM and then transition into Noble Brigand BM.
Start Trader/Silver and trash your Estates. In the next shuffles get a Noble Brigand and another Trader and a second Noble Brigand soon afterwards.
The thing is the following. You soon get hands like Trader / Noble Brigand / 3x Copper. You can now play Noble Brigand and attack and have $4 to buy another Noble Brigand and attack again. Then you can reveal Trader to get a Silver instead of a Noble Brigand. When your deck is growing you might want a 3rd Noble Brigand. At that point you should also have many Silvers and a few Golds in your deck to get to Provinces easily. If a Trader collides with a Gold or Province early you could even trash it and gain a lot of Silvers what means you could buy Noble Brigands in this thick deck in hands where you don't have enough for a Province.

Why i think it's strong:
You don't worry about colliding NB and Trader, so you can use the benefit of both BM enablers. 2 Noble Brigand attacks in one turn is pretty strong and what makes NB a strong BM strategy, but can easily substitute the NB and get even more Silvers. I'm pretty sure this beats straight forward NB BM.

Other synergies and notes:
This is also pretty resilient to strong attacks like Cursers and especially Mountebank and Swindler. Discard attacks on the other hand hurt you.


2.) Watchtower / Feodum
Watchtower BM is weak. But using its on-trash and top-deck-ability with Feodum is pretty nice.

How to play:
Open Double Watchtower as you don't care about colliding. The goal is to have $4 with a Watchtower in hand. Then you can buy a Feodum, trash it and top-deck 3 Silvers, almost guaranteeing you a Province next turn.
- If you have 2 Watchtower in hand: Play one and you'll likely have at least $4 to do the above described thing.
- If you have 1 Watchtower in hand: Play it if you have $6 or more in hand for a likely Province, otherwise just buy another Feodum and top-deck 3 Silvers.
- If you have no Watchtower in hand: Buy a Watchtower with less than $6 (after your second reshuffle) otherwise a Gold
Normally you want to "rush" the Provinces. But, what's nice is, depending on your opponent (e.g. when it's 3/3 on Provinces), you can in the later game (if your opponent didn't contest the Feoda) easily buy Feoda as they will be worth 4-6VPs each.

Other synergies and notes:
Because you open Double Watchtower, this is very resilient against Cursers. Also, some Curses don't hurt you that much because you can continue to top-deck 3 Silvers regularly for a good economy and nearly-guaranteed Provinces. Discard attacks don't hurt you either that much. You then have to play the Watchtower to draw and can't use it for trashing the Feoda, but maybe you draw Watchtower dead, so you can do that. On a side note: I the case where you have $6-7 and draw a Watchtower dead, I guess 3 top-decked Silvers are preffered to 1 top-decked Gold.

77
Dominion: Dark Ages Previews / Dark Ages Speculation Analysis
« on: January 29, 2013, 12:07:25 pm »
I was reading this: http://forum.dominionstrategy.com/index.php?topic=2652.0 and it was fun to read all the speculation. Let's see who did correct guesses, or who was very close.

So, does that mean we can expect "Trash a card from your hand. Each other player gains a curse Ruin"? Or perhaps "Trash this card. Each other player gains a curse Ruin"?

There was no Attack that needs trashing as pre-requisite. But there is Cultist which has an effect when it gets trashed.

I don't know about Ruins, but I'm pretty sure Shelter will be a Victory card worth 0 VP.
Why? Other than it having the victory type, this would make it functionally equivalent to Confusion.
I'm going to guess it has some other functionality. Like, it has some drawback compared to estate, but protects you from ruins?

werothegreat was right: Overgrown Estate. WanderingWinder wasn't.

Ruins are probably just going to be the old Confusion idea, now that there are spare cards to print them, though probably with more bells and whistles, like other cards counting how many Ruins (or Shelters, for that matter) are in the trash. I'm almost sure there is going to something about Shelters in the trash, since why else would they have to be in your starting deck?

Correct guess, HME, at least the "Ruins similar to Confusion" idea, especiall Ruined Village.

I would imagine that there will be a card that can gain from the trash, and it could also be a card that could Upgrade itself (or is tied to such a card, a la Young Witch and its bane).  Upgrading would be "trash this, gain that (not in the supply)."  And then you could use a "gain from trash" to re-gain an upgradable card.  Maybe a card could upgrade into one of multiple things, so you would actually NEED to gain it from the trash in order to get more copies of something else.

A lot of correct guesses here. There is Graverobber and Rogue that can gain from the trash. Upgrading works like described, but with some requirements.

Really excited to see what shelters are as they can replace estates (they obviously dont have to because that would be a rules change, or maybe they have a prosperity rule attached to them or a young witch rule attached to them)

Yes. All 3 Shelters replace Estates and it's a Prosperity like rule.

I guess it also means a card that says:

Something - reaction
something something..
-----
If you trash this card, AWESOME EFFECT.

Correct Grujah. I think Squire, Feodum, Catacombs and Cultist have the most awesome effect.

I'd be unpleasantly surprised if a card allows for gaining cards from the trash pile.

I am ok with something akin to a phil stone that counts the trash pile or the number of different types of cards in the trash pile but I like the explicit what goes in the trash stays in the trash rule.

I'm interested to hear from PPS now if he thinks so. And Forager is the card he described in the second part.

One of the major problems with gaining from the trash is that usually, the trash has nothing of value, but this set apparently has a focus on "upgrading" and so will have, I bet, a lot of ways to trash cards, making the trash more usable.

Exactly. Rogue and Graverobber both can trash and get things out of it.

My prediction: There will be a card costing $1.
My prediction: There will not be a card costing $1.

play2draw has no upvotes. greatexpectations has 3 upvotes. That was funny to read and a bold and correct guess from play2draw.
And the following comments :D

I sure hope nothing costs $1!
I don't think there will be a $1
I can't think of any Action that would justify a $1 cost.

But then there was this comment:

Too many people assume $1 must be something extremely bad, worse than something costing $2. That doesn't really have to be the case. It could be something to reward extra buys (e.g. I had a card that cost $1 in a fan expansion which gave you an extra turn and skipped your cleanup phase when bought, and a few other things), to mess with upgrade effects, or various other possible reasons.

It could well be that Shelters are a $1 card, you know.

Two great comments. Poor House isn't bad, it rewards extra buys: Correct. And Shelters indeed cost $1. Correct.

Joe Childers (MainiacJoe) on BGG mentioned Baron, which is really good point. Assume Donald knew about Shelter's when he made Baron, I thought of several "solutions":

1. Baron is a bad card when playing with shelters instead of estates
2. Shelters are actually named "Estate Shelter" or "Estate - Shelter".
3. You get to choose whether to start with 3 Estates or 3 Shelters in your deck, both are in the supply :D

(I see to remember Shelters replace Estates in your starting deck" sometimes, it'd be quite cool if you got the choice)

It's indeed 1.)

Something is going to get reconsidered, probably trash for benefit cards (e.g. Bishop), mass trashers (e.g. Chapel), or upgraders (e.g. Remake).

Counterfeit, Count, Graverobber. So we have all of those.

There might not be a Curser in this game, what with Ruins and all.  Hard to say!

Another correct guess from eHalcyon.

I will guess that Ruins will be a medium-dark grey or a drab green.

I would call them more brown-ish.

Poorhouse
Cost: 4
+2 Actions
+1 Coin
Each other player discards a card and gains a copper, putting it into his hand

Or even get rid of the discard and make it cheaper. The complete opposite of stacking.
I predict (or maybe would just like to see?) something like:
Junk Dealer - Reaction
When an opponent trashes a card, you may reveal this and gain a silver (or a card costing up to X)

Just look at the proposed card names.  :o

78
Here's the video link:



The Best $4 Cards - Part 1/5
Link to the win rates on Councilroom
Link 2 to the win rates on Councilroom

#53 Scout (Intrigue) Weighted Average: 1.7% ▲0.3pp / Median: 0% =0pp / Standard Deviation: 5.2% ▼1.3pp
Highest Value(s): 23.1% (1x), 19.2% (1x), 16.7% (1x) / Lowest Value(s): 0% (35x)

Scout is the worst $4 card again. There's no doubt about it. It has the lowest deviation in this list and it has a similar bad result als last time: Everyone voted it in the lower fourth and more than the half voted it last.

Scout has its uses. You don't need to spend an action, but it isn't a cantrip, so it really can hurt your deck. If you're massively going green this can be nice as it makes your next turn better, but is still not good. It has a nice synergy with Wishing Well (making it a cheap Lab) and of course it's great with dual-type-victory cards like Harem, Great Hall and Nobles, making Scout a Lab or even better. There might be more edge cases when Scout shines, but what makes Scout really bad is that even when it's good you often do better skipping Scout, because you waste a turn marginally improving your deck.
#52 Thief (Base) Weighted Average: 3.1% ▼0.9pp / Median: 1.9% ▼0.5pp / Standard Deviation: 6.6% ▼0.8pp
Highest Value(s): 42.3% (1x), 25.0% (1x), 14.3% (1x) / Lowest Value(s): 0% (8x)

So, Thief is still as bad as before. And again, there's no doubt. It has the second lowest deviation, it was voted 8 times last and only 3 players voted it above 10%.

An attack on such a low position may seem strange, but Thief has the big problem helping your opponent in the early game. It's a free trasher for your opponent and even later it's so risky hitting the Coppers of your opponent. Its only use may be in thin Chapel decks or if you manage to play it multiple times per turn. And it gets better in 3- or 4-player games, where you can minimize the risk of getting nothing and hitting Coppers. In these games it can be very good with Gardens for example. It can be a nice counter against a Ill-Gotten-Gains rush dealing out curses with it, but it is still swingy and still a bad card. You don't want it early and in the later game it's almost never worth a buy.
#51 Coppersmith (Intrigue) Weighted Average: 12.6% ▲3.4pp / Median: 9.6% ▲2.5pp / Standard Deviation: 11.0% ▼2.3pp
Highest Value(s): 71.4% (1x), 36.5% (1x), 32.7% (1x) / Lowest Value(s): 3.8% (5x), 0% (1x)

We're making now a big jump of nearly 10pp what shows that the last two cards were obvious. Coppersmith got more points than last time, but is still third last. It has the fifth lowest deviation, but one big outlier.

Yes, Coppersmith is very hard to rank, because it's either clearly the worst card on the board or it's very dominating. As a opener you may get to $6 or even $8, but you also can draw only one Copper, so it's very swingy as a opener and gets worse later. On the other hand King's Court + Coppersmith can become brutal and it has some nice synergy with Apothecary, Counting House and Tactician. The cases where it shines may occur more rarely than with any other card, but then it's a must-buy.
#50 Spy (Base) Weighted Average: 12.9% ▼3.2pp / Median: 11.5% ▼2.8pp / Standard Deviation: 12.4% ▼3.8pp
Highest Value(s): 65.4% (1x), 42.3% (1x), 38.5% (1x) / Lowest Value(s): 1.9% (3x), 0% (2x)

Spy is one rank worse than last year. It has two last ranks and one outlier with an above average vote. It lost also consensus.

An attack that is a cantrip, that seems nice at the first look. But Spy is an attack with a pretty bad attack and little benefit. It's very swingy as you can discard your victory card (or even your Tunnel) and discard the only Witch of your opponent, but you can hit a victory card of your opponent too that you put back. That's no change for your opponent and he even may use that additional info for the next turn. You can add a Spy in your drawing engine if you have a buy and money left and don't want more Silver, but is really rarely worth a buy. It's a cantrip that doesn't hurt your engine and can really shine in an engine with Jester (or any other engine that takes profit from knowing the top card of the opponent's deck), but the benefit it gives you is marginal, similar to Scout. And regarding the benefit of knowing your own top card, you rather have a Cartographer for that.
#49 Talisman (Prosperity) Weighted Average: 13.0% ▼1.3pp / Median: 11.5% ▼2.8pp / Standard Deviation: 12.5% ▼1.4pp
Highest Value(s): 61.5% (1x), 53.8% (1x), 51.9% (1x) / Lowest Value(s): 1.9% (1x), 0% (2x)

Talisman switched places with Spy, but it was close. So, it's one rank higher, but still it lost points. It has even 3 votes above average, but also 2 last ranks.

There are very few cards for $4, you want in masses. Silk Road and Gardens may be a exception, but Talisman doesn't work with victory cards. So there are even less cards you want for free with Talisman. Fool's Gold, Caravan and in some cases Throne Room, Conspirator and Tournament came to my mind being the only cards which makes Talisman a good buy, especially as a opener. You can build a Village + Smithy/Envoy engine quicker too, but this is rarely worth a Talisman buy since you need money too. But it shines especially with cost reducers like Quarry, Bridge and especially Highway. Play Highway, play Talisman, buy Highway, get one for free, that's nice. Talisman is also nice for a quick 3-pile ending. This works well with Bishop for example: get many Talismans and then Bishops, trash Talismans for 3VP and try to three-pile. But Talisman also can hurt very badly since the free extra card is not optional, so only buy Talisman if you really want cheap card in masses. And don't forget: if you're buying more expensive cards you've spent $4 for a Copper.
#48 Treasure Map (Seaside) Weighted Average: 15.4% ▼2.8pp / Median: 13.5% ▼3.2pp / Standard Deviation: 15.2% ▲0.4pp
Highest Value(s): 98.1% (1x), 53.8% (1x), 46.2% (1x) / Lowest Value(s): 3.8% (2x), 0% (1x)

Treasure Map is also on the same rank as last year, ignoring Dark Ages. It has one really big outlier on the second rank, but also one last rank vote. In the unweighted ranking, it would be one rank higher.

Treasure Map's power is undeniable. An early enabling can already decide a game. But you can hardly call it strategy going for Treasure Map. You really need enablers for that, like Warehouse, Chapel, Tactician or the Watchtower/Talisman combo. If you go for Treasure Map without such enablers, you totally rely on your luck. And losing against a totally luck-based enabling can really be frustrating. Of course it's strong, but it's hard to make it work, what makes it weak in general.
#47 Navigator (Seaside) Weighted Average: 17.1% ▼1.5pp / Median: 15.4% ▼1.3pp / Standard Deviation: 12.3% ▼0.9pp
Highest Value(s): 67.3% (1x), 51.9% (1x), 38.5% (1x) / Lowest Value(s): 1.9% (2x), 0% (2x)

Navigator lost a rank, but is only slightly worse than last time. It was voted two times last and two times above average. In the unweighted ranking it would be below Treasure Map.

Scout is at least non-terminal. Top-decking the next 5 cards in a specific order is only nice if you have still an action left to draw a few of them. Because if you don't do that, you draw all 5 cards no matter in what order you put them back. The discarding option is nice to minimize shuffle luck and to get a half Chancellor effect, but still it is terminal and most of the time there are better terminal cards on the board. At least it gives you $2. The best use still may be to enable Tunnel's reaction.
#46 Rats (Dark Ages) Weighted Average: 18.7% / Median: 17.3% / Standard Deviation: 18.9%
Highest Value(s): 78.8% (1x), 69.2% (1x), 59.6% (1x) / Lowest Value(s): 1.9% (3x), 0% (1x)

This is the first Dark Ages card and therefore it has still a high deviation. It was 4 times voted above average and would be one rank higher in the unweighted ranking.

Rats is DXV's favourite card. It can replace bad cards with... bad cards. So why do you want them? If there are trash for benefit cards, Rats trash the Copper, Estates and Curses while the TfB cards can trash the Rats . But you really have to evaluate if it isn't still better ignoring the Rats and go straight for the Trash-for-Benefit card. But this is still the trap card for Beginners. Just don't play a Rats if you don't want to trash anything!! Rats is also good with cards than benefit from having many action cards, like Scrying Pool, Vineyard and Death Cart.
#45 Bureaucrat (Base) Weighted Average: 20.3% ▼1.7pp / Median: 19.2% ▼2.2pp / Standard Deviation: 12.9% ▲1.9pp
Highest Value(s): 66.7% (1x), 51.9% (1x), 50.0% (1x) / Lowest Value(s): 5.8% (5x), 4.8% (1x), 1.9% (1x)

Bureaucrat is 2 ranks worse than last time, but lost not that much points. It's the first card that wasn't voted last. In the unweighted ranking, it's below Rats.

The attack of Bureaucrat is weak. Your opponent loses one card that he don't need anyway for him getting another 4 card hand in the next turn. And he might even be able to counter that easily by playing Farming Village for example. The attack gets better in multiplayer games, especially if there are dual-type victory cards like Nobles or Harem on the board. The benefit on the other side still isn't good either. Top-decked silvers are nice, especially in the beginning and you can get to $8 with 4 silvers too, but it's not easy. So it seems Bureaucrat is nice where you don't want to get to $8 and Silver is a good card, like in Duke / Silk Road / Feodum and especially Gardens games, but then Bureaucrat is a good counter too. And you can play your Bureaucrat less frequently if your deck is already flooded with silvers. Bureaucrat + Big Money is not bad. On the other side as it doesn't seem to have synergies with other cards.
#44 Pirate Ship (Seaside) Weighted Average: 20.8% ▲2.4pp / Median: 16.7% =0pp / Standard Deviation: 20.3% ▼2.4pp
Highest Value(s): 90.4% (1x), 76.2% (1x), 75.0% (2x) / Lowest Value(s): 3.8% (3x)

Pirate Ship is two ranks higher than last year and has a pretty high deviation with some really high votes in the upper fourth.

There's the next attack that trashes treasures. Again, hitting Coppers even helps your opponent. And when there are cards with virtual coin, you can defend pretty well. The high ranks may result from players mainly playing 3 or 4-player games where Pirate Ships can be devastating because if 3 players go for it in a 4-player game you really are forced to get those too. In 2-player games it's too slow most of the times. And, with Pirate Ship you really want to buy as many as you can, so you can play them multiple times, and with Throne Room or King's Court and +Buy this card is really great.

79
Game Reports / Bureaucrat+Explorer+Feodum+Gardens = Fun
« on: January 20, 2013, 02:43:06 pm »
One of the most fun games I had in a while. I won on a Colony board with Bureaucrat+Explorer going for Feodum and later transition into Gardens for both worth 5 in the end

Sadly I didn't record this game.



http://dominionlogs.goko.com//20130120/log.505f02b651c333114368f787.1358710746673.txt

80
Dominion General Discussion / Weak and strong boards
« on: January 13, 2013, 01:28:57 am »
My post regarding Black Market got me thinking.
I mean you do this stuff intuitively. But I like to have this formulate in words.

1.) How do you define a weak or a strong board? What prerequisites must be there that a board is strong?

2.) What do you think how many percentage of real random boards are strong and how many are weak?

I like to hear you opinions first before I answer these question myself...

81
Non-Mafia Game Threads / Pandemic IV - Legendary (Game over, Players win)
« on: January 11, 2013, 07:27:49 am »
Time for some real challenge, the Legendary difficulty. I never tried it before, but I guess you'll all fail.  :P
Even if you don't participate, send me a PM with the number of turns you think they survive or if they'll even win. The closest submission wins and may choose from a selection of games I provide the next game I moderate. Isn't that something?

Here are the rules for the base game: http://files.boardgamegeek.com/file/download/2ccgb5zbx6/Pandemic_Rules.pdf?
Here are the rules for the expansion: http://files.boardgamegeek.com/file/download/4oxrcf4len/PandemicOTB_rules.pdf?

Pandemic is a cooperative game. You and your fellow players are members of a disease control team, working together
to research cures and prevent additional outbreaks. Each of you will assume a unique role within the team, with special
abilities that will improve your team’s chances if applied wisely. The object is to save humanity by discovering cures to
four deadly diseases (Blue, Yellow, Black, and Red) that threaten to overtake the planet.
If you and your team aren’t able to keep the diseases contained before finding the necessary cures, the planet will be
overrun and the game will end in defeat for everyone... Do you have what it takes to save humanity?


Setup:
This is a 4 player base game with randomized roles.
We're playing only the base game, but with roles, events rules (8 event cards) and events from the expansion.
Difficulty level: Legendary, so there will be 7 Epidemic cards.
Player cards are not visible to everyone, they will be sent via PM.

Short Rules Summary:
1.) On your turn make 4 of the following 8 availiable Actions:
a.) Drive/Ferry Move your pawn to an adjacent city.
b.) Direct Flight Play a card from your hand and move your pawn to the pictured city.
c.) Charter Flight Play the card corresponding to your pawn’s current location, and move to any city on the board.
d.) Shuttle Flight If your pawn is in a city with a Research Station, move it to any other city with a Research Station.
e.) Build A Research Station Play the card corresponding to the city your pawn currently occupies, then place a Research Station in that city.
f.) Discover A Cure If your pawn is in a city with a Research Station, discard 5 cards of the same color to cure the corresponding disease.
g.) Treat Disease Remove a disease cube from the city your pawn occupies. If the cure of that color is already discovered, remove all disease cubes from that city.
h.) Share Knowledge If your pawn and another player’s pawn are in the same city, you may transfer the card of the city that you are in together to this player.

2.) Draw 2 Player Cards
Hand Limit is 7 cards. Special Event cards can be played at any time.

3.) Infector
Draw cards from the Infection Draw Pile equal to the current Infection Rate and add one cube to the pictured cities, using a cube of the same color as each card. If a city already has 3 cubes in it of the color being added, instead of adding a cube to the city, an Outbreak occurs in that color. That means that you move the Outbreaks Marker up one space on the Outbreak Indicator. And any adjacent city gets a cube of that color instead what may cause another Outbreak and more and more chain reactions.

Winning/Losing conditions:
a.) There aren’t enough cards in the Player Draw Pile to draw.
b.) There aren’t enough cubes left of any color in the supply.
c.) The eighth outbreak occurs.

Roles:
The Dispatcher may move other player’s pawns on his turn (Basic actions a-d) as if they were his own pawn. He may also move a pawn to any city that contains another pawn.
The Operations Expert may build a Research Station without discarding the corresponding card of the city he's standing on. Once per turn, for an action, while his pawn is at a research station, he may discard any city card to move to any city.
The Scientist only needs 4 cards of a color to discover the cure of the corresponding disease.
The Researcher may give a player any card from his hand when involved in a Share Knowledge action even on another player's turn.
The Medic may remove all the cubes of a single color when performing the Treat Disease action. If the cure of the city he's standing on is already discovered, all disease cubes from that city are automatically removed without spending an action.
The Archivist's hand limit is 8 cards. Once per turn, for an action, you may draw the city card matching the city your pawn currently occupies from the Player Discard Pile.
The Generalist gets 5 actions to spend each turn.
When the Containment Specialist enters a city, if 2 or more cubes of the same color are present, 1 of them is removed.
The Epidemiologist may take a non-matching city card from a player whose pawn is in the city you are in.
The Troubleshooter At the start of your turn, peek at the number of cards equal to the current infection rate on top of the Infection Draw Pile. When moving to a city via a Direct (not Charter) Flight, the utilized city card doesn't get discarded.
The Field Operative may once per turn, for an action, take 1 cube from a city he is in to his Role card. He may cure a disease at a research station by turning in 3 cubes and 3 cards, all of the same color.

Event Cards:
Airlift: Move a pawn (yours or another player's) to any city. You must have a player's permission to move their pawn.
Borrowed Time: The current player may take 2 additional actions this turn.
Commercial Travel Ban: The Infection Rate becomes 1 until the start of the current player's next turn.
Forecast: Examine the top 6 cards of the Infection Draw Pile, rearrange them in the order of your choice, then place them back on the pile.
Government Grant: Add a Research Station to any city for free.
Mobile Hospital: The current player may remove 1 cube from every city he Drives/Ferries to during this turn.
New Assignment: Any player (including the current player) may discard their current Role card and select a new one from the unused ones in the box.
One Quiet Night: The next player to begin the Playing the Infector phase of their turn may skip that phase entirely.
Rapid Vaccine Deployment: Play immediately after a cure is discovered to remove up to 5 cubes of the cured disease. These cubes must come from connected cities.
Re-examined Search: The current player may draw any one city card from the Player Discard Pile and add it to his hand.
Remote Treatment: Remove any two cubes from the board. Play at any time during any turn before the infection phase of that turn begins.
Resilient Population: Take a card from the Infection Discard Pile and remove it from the game.
Special Orders: During this turn, the current player may move one other player's pawn (with permission) as if it were his own.

Forum Rules:
Please try to look in this thread at least once per day.
I don't think we need a move deadline. But try to make a move within 2 days.
I'll then update the map regularly.
Communication isn't only allowed, it's demanded.
In your turn, write all your 4 player actions in bold (The terrorist send his move via PM).

Example:
Charter Flight to Essen (discard Santiago)
Build a Research Station (discard Essen)
Discover the blue Cure (discard Paris, Madrid, London, Atlanta, San Francisco)
Treat Disease


Sign-up:
Please post here if you want to sign-up. This is no newbie game, so experienced players are preferred. Signup closes when 4 players have signed up.
Even if you don't participate, send me a PM with the number of turns you think they survive or if they'll even win. The closest submission wins and may choose from a selection of games I provide the next game I moderate. Isn't that something?

Signed up (4/4):
shraeye
TheMunch
theorel
Tables

82
http://councilroom.com/game?game_id=game-20130108-190902-123f117c.html
City, Conspirator, Governor, Hamlet, Haven, Horn of Plenty, Ironworks, Rabble, Scheme, and Trade Route

I think this board is really interesting. How would you have opened here on a 4/3?

----

I mean in a vacuum power level wise Governor is the strongest card here, but I decided to build up an engine by getting the pieces with Ironworks to setup a Scheme / Conspirator engine and then get other stuff for a HoP mega turn. Get Hamlets for +buy and actions and then Rabbles. I didn't play very well, should have gotten a Trade Route earlier I think, to get a thinner deck probably. At some point I empty the Conspirators to activate the few Cities I have for a Horn of Plenty semi mega turn. I think I could have waited one more turn for a full mega turn, but I wanted to play savely.

I think this game shows that you should never blindly get Governor on every board because it is such a power card. You have to see the whole board and the Horn of Plenty possibility and Ironworks/Scheme/Conspirator interaction for building up some economy was better.

83
Here's the video link:


The Best $3 Cards - Part 1/3
Link to the win rates on Councilroom
Link 2 to the win rates on Councilroom

#32 Chancellor (Base) Weighted Average: 4.4% ▼3.3pp / Median: 3.2% ▼0.8pp / Standard Deviation: 8.6% =0
Highest Value(s): 48.4% (1x), 23.3% (1x), 22.6% (1x) / Lowest Value(s): 0% (24x)

Chancellor is without a doubt again the worst $3 card this year. It even lost over 3pp and has the second least devation in this list. It has only one high outlier and 24 last ranks.

Being in the Base Set, most players (like me) didn't got the use of Chancellor at first. Yes, it costs $3 like Silver and gives also 2 coins, but it costs an action for what? To put your deck into your discard pile? Why do I want to do that? You can get your recently bought great cards faster! Yeah, that sounds great. But those great cards are mostly terminals and then Chancellor becomes a dead card. I think it would be a better card if it wasn't terminal. So it only shines in rare scenarios like Stash or maybe Counting House and can be good in Potion games. But if you want to get your recently bought cards earlier, use cards that put these cards on top of your deck like Royal Seal, Watchtower or Armory.
#31 Woodcutter (Base) Weighted Average: 13.8% ▼2.2pp / Median: 9.7% ▼6.3pp / Standard Deviation: 12.5% ▼0.2pp
Highest Value(s): 58.1% (2x), 36.0% (1x) / Lowest Value(s): 0% (4x)

Another card from the base set, and it lost a rank comparing to last year. It got 4 last places and has still a pretty high consensus.

It is mostly worse than Silver as its only use is its +Buy. Sure, +Buy can be pretty important, especially in engine games, but still that makes it no power card as you still only buy it when there's no other card that provides that +Buy. You can use it very well for a Gardens rush, but beside of that, there's not really much to say about that simple card.
#30 Develop (Hinterlands) Weighted Average: 15.6% ▲5.5pp / Median: 9.7% ▲5.7pp / Standard Deviation: 19.1% ▼6.1pp
Highest Value(s): 80.6% (1x), 77.4% (1x), 64.0% (1x) / Lowest Value(s): 0% (9x)

Develop climbed up another rank as it switched places with Woodcutter. It gained a lot of points, but there seems still to be a lot of disagreement about its placement. It has 9 last ranks on one side, but on the other side some really high ranks in the upper third.

A good trasher mostly has to be a good start buy. Develop can only trash one copper at a time without benefit. You get a Silver for a trashed Estate, which can be put on top of your deck. That's at least really nice. Later in the game you get 2 cards for trashing one. This is something you only want if there are a lot of really good cards in the supply and most important in a specific price range because you have to gain a card which cost exactly one more and one less than the trashed card. Those cases are rare, but when it is one of those cases, Develop can be pretty good. It's good with good $5s and $7s like developing a Gold into a King's Court and a Wharf putting both on top of the deck. In the end of the game you want victory cards. Developing a Silver in an Estate and a Silk Road can be really nice for example. But you have to put them on your deck, really nasty, so be sure to end the game this turn. So it often fails in being a good trasher, you have to see it as a gainer instead. That's something that makes it tricky to play. It's really good in engines with many power cards, but is otherwise often ignorable.
#29 Workshop (Base) Weighted Average: 19.1% ▼1.6pp / Median: 16.1% ▼1.9pp / Standard Deviation: 14.7% ▼0.2pp
Highest Value(s): 61.3% (1x), 60.0% (1x), 45.2% (1x) / Lowest Value(s): 3.2% (4x), 0% (1x)

And there's already the third card from the base set with only one card left to come in this list. It lost one rank in comparism to last year. It got one last rank and two above average votes.

You must ask yourself: How many $3 or $4 cards do I want in my deck? With Gardens in the supply, you may answer "as many I can get". Silver, Gardens, Estates and more Workshops are all good cards. But in all other situations you want $5 cards and Gold. And in comparism to Ironworks where you get at least a benefit and which isn't terminal if you gain action cards, it's a "wasted" action. The only cards that you want as many you can get may be Tournament, Caravan, Conspirator and any Village + card drawer like Smithy. But for all you have to spend your action and you have to be sure there isn't another terminal action you want to play too.
#28 Great Hall (Intrigue) Weighted Average: 21.4% ▼8.6pp / Median: 22.6% ▼13.4pp / Standard Deviation: 17.8% ▼0.9pp
Highest Value(s): 100% (1x), 58.1% (1x), 56.0% (1x) / Lowest Value(s): 3.3% (2x), 3.2% (1x), 0% (1x)

Great Hall went down one rank and lost a lot of points. It got last once and, wow, it even got first once. Beside that really big outlier, there were 2 more above average votes. Taking the unweighted ranking into account, it would have been one rank higher.

There is not much to say to Great Hall beside how difficult it is to rank. It's often a consolation prize over an Estate as it is 1 point that doesn't hurt your deck (as long as you don't draw it dead), so that's really nice. But it might even sort of hurt with Golem or Wandering Minstrel in your deck. You can buy it early if you have an additional buy and $3 left and don't need another Silver. It also supports Silk Road strategies nicely. You can even use Throne Room or King's Court with it for additional benefit if you're really desperate. It can enable Conspirator chains and other rare cases where another cantrip is useful. The best combo might be with Ironworks where you can pick it up and get a cantrip bonus. But it's never a card you use for your strategy, instead you buy it if you have $3 left and don't need more money, then you're glad to pick another VP. And you often buy Estates in the end game, Estates you will may never see in your hand. In those cases it doesn't even matter if you pick up a Great Hall or an Estate.
#27 Fortune Teller (Cornucopia) Weighted Average: 23.1% ▲3.2pp / Median: 19.4% ▲3.4pp / Standard Deviation: 17.6% ▼1.6pp
Highest Value(s): 87.1% (1x), 64.0% (1x), 54.8% (1x) / Lowest Value(s): 0% (4x)

Fortune Teller is one of the worst attacks in the game and the first attack of all lists so far. But it at least went up 2 ranks compared to last year. But it still has 4 votes for the last rank. Like said before it would have been one rank lower if we wouldn't weight this list.

In games with trashers you want your Estates in hand and get rid of them, especially with Lookout Fortune Teller is bad. If you've trashed them, Fortune Teller just cycles through your deck, so your opponent mostly profits from your attack. In Tournament and Tunnel games you help your opponent even more. And in all other occasions there are mostly cards that soft counter top-decked victory cards or get profit from them by discarding. If those cases all don't exist, Fortune Teller might be a good buy, but those cases are very rare too. It gets better in the end game, but in the end game mostly you don't waste your buy for a Fortune Teller. And in comparism to Rabble which can be very nasty, Fortune Teller doesn't even get more benefit if you play twice or more in one turn.
#26 Smugglers (Seaside) Weighted Average: 27.5% ▼4.4pp / Median: 24.0% ▼8.0pp / Standard Deviation: 21.3% ▲1.2pp
Highest Value(s): 80.6% (1x), 76.7% (1x), 71.0% (2x) / Lowest Value(s): 3.2% (6x), 0% (1x)

Smugglers stayed where it was, but lost a lot of points. It gained a little bit of consensus, but is still the card with the third highest deviation in this list. This shows the 8 above average votes. It is overrated by newer players because it would be one place higher in the unweighted ranking.

Why this high deviation? First, its strenth depends of the board. Second, with Smugglers the luck factor is high. If your opponent has bought a card which you don't want, it's a dead card, especially later in the game where he buys only Provinces. And with Smugglers in your deck, you have to commit to the strategy of your opponent and have a hard time getting better than him. Smuggle a Gold early or smuggle an additional Duchy (especially with Duke) in the late game is really nice, but with a supply with many terminals, you rather buy the good terminals and money instead of wasting your action for getting another Silver or another terminal you won't be able to play. But if there are many cantrips and you're going to build a neat engine, Smugglers can be a good buy. And if you're not going first you can compensate this disadvantage. King's Courting a Smugglers can also be very strong in a good running engine. We can say, Smugglers is very board-dependant and can be a very good buy on some boards, especially if you're not going first.
#25 Loan (Prosperity) Weighted Average: 28.8% ▼6.5pp / Median: 25.8% ▼10.2pp / Standard Deviation: 17.3% ▼0.1pp
Highest Value(s): 64.5% (1x), 60.0% (1x), 58.1% (1x) / Lowest Value(s): 0% (4x)

Loan lost a rank and even more points than Smugglers. Its Median dropped more than 10pp! Its deviation on the other side pretty much stayed the same. It was voted 10 times above average and 4 times last. Like said before, it would be even one rank lower in the unweighted ranking.

You can trash without spending an action, that's always great. It also gives at least one coin which is no big deal, but is still better than Trade Route early. And you don't need to trash a card from your hand, so you have still 4 cards in your hand you can play. Seems great so far, right? But this is also a problem: That involves a luck factor as it may find every time your only Silver in your deck which you even can't play in your next turn (and may discard all your good power terminals at the same time). Also it's limited to treasure cards and therefore basically to Copper. So it has advantages and disadvantages and some may evaluate the advantages higher while others seem to do it vice versa. Masquerade / Loan is better than Masquerade / Silver on #63 of the best openings.
#24 Wishing Well (Intrigue) Weighted Average: 34.8% ▼2.2pp / Median: 32.3% ▼3.7pp / Standard Deviation: 18.0% ▼0.9
Highest Value(s): 80.0% (1x), 71.0% (1x), 64.0% (1x) / Lowest Value(s): 6.5% (2x), 0% (1x)

We make a bigger gap of 6pp and come to the Medium level cards where 3 cards are very close together. The first one is Wishing Well. It lost even 2 ranks, but not so much points. It was voted 7 times above average and got one last rank.

Wishing Well is both a high skill and a high luck-dependent card. How is that possible? First, it's a cantrip, so it rarely hurts. But if you don't guess correctly it does you no good and you rather buy a Silver. One problem is that you have to guess the second card, so that cards like Spy, Lookout that seem to synergize don't work. But with cards like Apothecary or Cartographer it works really well. Then it can be a guaranteed cheap Laboratory. In Colony games where you don't want to have many Silvers and especially when your money average is higher than $2, Wishing Well is a good choice. And in some decks you only buy a few different cards, so you can maximize your probability. And if you're really good with card counting, this is really a good card if there are few cards left in your draw pile. It's also a very good counter against Ghost Ship. Young Witch / Wishing Well is even better than Young Witch / Silver on #93 ▲27 of the best openings.
#23 Trade Route (Prosperity) Weighted Average: 34.9% ▼0.7pp / Median: 35.5% ▼0.5pp / Standard Deviation: 20.1% ▼3.6pp
Highest Value(s): 96.8% (1x), 80.0% (1x), 80.6% (1x) / Lowest Value(s): 9.7% (3x), 4.0% (1x)

There's a gap of only 0.1pp until the next card. Trade Route is on the same rank as last year and has also a similar rating. But it lost a lot of consensus. It has on one side 13 above average votes (one voted it even on the second place) and some really low votes. But it's the first card with no last place so far. In the unweighted ranking it would have been one rank higher.

It's not a very good trasher as an opening buy as you don't get enough benefit until the end of the game unless you're building an engine with low cost cards and you desperately need the trashing or the +buy. It's better if there are additional victory cards in the supply, especially action/victory cards like Island or Nobles that get bought earlier, but still, as a trasher it's no good opening buy. Buying green cards earlier just to get more benefit is rarely a good decision as your opponent may buy Trade Routes too and get the same benefit without clogging up his own deck. Mostly you buy it if it's the only source of +Buy and you really need that +Buy and later in the game where you're going green and it's really a neck-and-neck-race, so Trade Routes are now worth $3, $4 or even more. Then they can be really powerful. The difference in strength through the game may be the reason for the disagreement in the votes.
#22 Shanty Town (Intrigue) Weighted Average: 35.1% ▲1.6pp / Median: 32.3% ▲0.3pp / Standard Deviation: 17.1% ▼0.5pp
Highest Value(s): 68.0% (2x), 67.7% (2x) / Lowest Value(s): 12.9% (1x), 6.5% (2x)

And there's the best card of the 3 ones that are clumped together. Only 0.2pp more and there's Shanty Town. It's 3 ranks better than last year, but has only a slightly better rating. It was voted 11 times above average with a lot of them in the 60% range. In the unweighted ranking it would be below Trade Route.

Shanty Town is a very problematic village. If you want villages you have many terminals and want to build an engine. Shanty Town is bad as it only gives you +2 Actions and is actually a Necropolis. If you want the +2 Cards for a Big Money strategy, the +2 Actions are wasted. And if you have multiple Shanty Towns in hand and no terminals, it's even worse. The best use is to minimize bad draw luck, when you have many terminals, but have the bad luck to not draw them with your village. Then you have a second shot to draw them with your +2 Cards. And if you have 2 Shanty Towns and 1 terminal in hand, it's not bad after all. Play your first Shanty Town, then your terminal and then you can play the second one and hopefully draw more terminals. But the raw benefit is in this case the same as you would get out of a "normal" Village. And even if you play basically Big Money, Shanty Town serves like a Laboratory for you.

To Part 2

84
Non-Mafia Game Threads / Small World (Game over, Davio wins)
« on: January 05, 2013, 09:15:37 pm »
Rules Summary

Each player starts with 5 Victory points. The game lasts 8 turns.
In each turn you:

1a.) Pick a Race and Special Power Combo
Select 1 race and special power combo from among the 6 visible. The first combo at the top of the column is free. Each of the others, as you move down the column, costs 1 additional Victory coin. Pay the cost by putting 1 of your coins on each of the combos situated above the combo you wish to pick. If the combo you select contains some coins, take them.
Pick a number of matching race tokens equal to the sum of the values on the race banner and its special power. A new combo then is added.

or 1b.) Ready Your Troops
Leaving in place 1 race token in each region they occupy, you may take all your other active race tokens from the map back in hand and use them to conquer new regions. Only those race tokens taken back in hand may be used to conquer new regions. If you wish to free up more race tokens, you may opt to entirely empty some, or all, regions, leaving no tokens there. These now abandoned regions will no longer be considered yours, nor bring you any coins. You may abandon all your occupied regions.

or 1c.) Put a Race In Decline
You may choose to put your race in decline by selecting a new race and special power combo from those available on the table at the start of your next turn. Flip your race banner to the in decline side and discard the special power associated with it (it is no longer in effect, unless noted otherwise). Then flip a single race token onto its in decline side in each region they occupy, and remove all other tokens of the race from the map and back into the tray. Each player can only have a single race in decline on the map at a time. Tokens from an earlier declined race are all immediately removed from the map and back into the tray, before flipping the new tokens into decline. The race banner of the vanished race is placed at the bottom of the stack of banners (or in the lowest empty slot in the banner column). The same is done when the last token of a declined race is taken off the map as the result of their last region being conquered. You can attempt no conquests during the turn your race goes into decline; your turn ends immediately after scoring.

2.) Conquer Regions
A race deploying on the map for the first time must enter by conquering a border region (adjacent to the board edge, or whose shore is on a sea adjacent to the board edge). To conquer a region, you must have 2 race tokens available to deploy; +1 per additional race token for each Encampment, Fortress, Mountain, or Troll’s Lair; + 1 per additional race token for each Lost Tribe or other player’s race token already present in the region. Regardless of a race and/or special power benefit, a player must always have at least 1 race token available to initiate a new conquest. Seas and lakes cannot usually be conquered. If another player’s race tokens occupied the region prior to its conquest, that player must immediately take all of them back in hand, permanently discard 1 race token back into the tray and keep the other tokens in hand, and redeploy them in any other region(s) still occupied by his race (if any) as
the final action of the current player’s turn. If all of a player’s regions were attacked this turn, leaving him with some race tokens in hand but none on the board, he may redeploy these as if he was doing a First Conquest, on his next turn. You may repeat this process to conquer as many new regions as you wish during your turn, provided you have enough race tokens left. Each of the newly conquered regions must be sharing a border with a region already occupied by your active race tokens, unless permitted otherwise by your combo. During the final conquest attempt of your turn, if you still have at least 1 unused race token, you may attempt 1 final conquest by selecting a region that you would normally be 3 or less race tokens short to conquer. Once the region is selected, roll the Reinforcement Die once. If the sum of the die rolled and the number of race token(s) you have left is high enough to conquer the region, deploy your remaining race token(s) there. Otherwise, deploy your remaining token(s) in one of the regions you have already occupied. Your conquests for the turn then immediately end.

3.) Redeployment
You may now freely redeploy the race tokens you have on the board, moving them from one region to any other region occupied by your race, provided that at least one race token remains in each region you control.

4.) Score
Take 1 coin from the coin pool for each region your race tokens occupy. You may also collect additional coins as a result of your race and/or special power benefit. Regions that your in decline tokens occupy also each contribute 1 coin; though the race and special power benefits no longer contribute coins, unless noted.

Forum Rules
All points are visible to everyone as you can easily track it anyway.
Please post your move in bold. If you conquer regions, name the numbers of the regions in that order you want to conquer them. I will then roll the die on the last region you want to conquer.

Sign-ups (5/5)
Jimmmmm
Archetype
Tables
TheMunch
Davio

85
Council Room Feedback / Issue: Game Search not working
« on: January 04, 2013, 10:50:40 am »
I'm not sure if it was mentioned somewhere, but I couldn't find an issue on github, so there you go.

I wanted to do a search of game that had Saboteur and Highway in them because of this thread,
but I got an internal server error:

http://councilroom.com/search_result?p1_name=Qvist&p2_name=&kingdom=Highway%2C+Saboteur

Thanks for all your hard work.

86
Here's the video link:


For reference, if anybody is wondering: I defined lower deviation as "better" because it means "more agreement" and for difference in percentage I use percentage points (pp). I also removed the mode as it made less sense with percentage values now.

The Best $1-$2 Cards (Part 1/2)
Link to the win rates on Councilroom
Link 2 to the win rates on Councilroom

#20 Secret Chamber (Intrigue) Weighted Average: 9.2% ▲1.8pp / Median: 5.3% ▼1.4pp / Standard Deviation: 13.1% ▼2.4pp
Highest Value(s): 55.6% (1x), 53.3% (1x), 47.4% (1x) / Lowest Value(s): 0% (23x)

Secret Chamber is the worst $2 card again. Nearly the half of all lists ranked it on the last place. But it lost consensus; over 2.4 percentage points worse than last time. This resulted in being 1.8pp better than last time.

The action part seems not so bad. You can discard cards for money and in decks with many victory cards or curses it's guaranteed $4. But first: What do you want to buy with $4? As a opener it's bad, because mostly you want to get to $5 and later in the game you need $5 too to get at least a Duchy. So, basically it's a very bad Vault and you better buy a Silver. But there are rare cases, especially you can use it when you need virtual money like in Tactician turns, or you draw your whole deck with Scrying Pools discard all action cards with Secret Chamber for money just to draw them again, or when you want to buy Grand Markets. It's reaction part is really bad. It has nearly no effect against the best attacks: Cursers and Handsize-Reducers, but you can use it against cards that mess up the top of your deck or trash cards from your deck, like Swindler, Pirate Ship or Knights. But most of them (like Thief) are already bad. Why buy a reaction card against Thief? Yes, it's nice against Minion, but that's all.
#19 Duchess (Hinterlands) Weighted Average: 11.9% ▲1.0pp / Median: 6.7% =0pp / Standard Deviation: 11.4% ▼1.1pp
Highest Value(s): 57.9% (1x), 26.7% (2x) / Lowest Value(s): 0% (14x)

Duchess is second last, the same as last year. About one fourth rated it last. Similar to Secret Chamber it lost a little bit of consensus (and still has the third least), but has a better rating than last year.

It's a terminal silver with a spy-effect that has even a benefit for your opponents. Yeah, it's even so bad that it needs a clause to get it for free when you buy a Duchy.
And mostly that are the only cases you want a Duchess. Rarely you want to spend $2 to buy one. Once in a while you want it for free, especially when you are trying to make a "green card rush" with Duke or Silk Road and want to maintain the buying power and emptying the third pile as fast as possible. Getting it for free is probably the only reason that it isn't ranked last. That means: A Duchess for free is even better than a Secret Chamber for $2.
#18 Pearl Diver (Seaside) Weighted Average: 13.3% ▼4.2pp / Median: 10.5% ▼2.8pp / Standard Deviation: 11.9% ▲1.3pp
Highest Value(s): 47.4% (1x), 40.0% (1x), 36.8% (2x) / Lowest Value(s): 0% (10x)

Pearl Diver lost a lot of percentage points, but is still third last. It was voted last 10 times and even gained consensus.

Pearl Diver mostly don't hurt in your deck as it is a cantrip. So, if you got $2 early and you don't want to buy an Estate, you can buy a Pearl Diver. Buying too much Duchesses or Secret Chambers hurts much more than too many Pearl Divers. But the benefit of Pearl Diver is lower than those cards. It's only use is to minimize draw luck a little bit and to let cards shine which interact with the top card of your deck (Native Village comes into my mind). Since Cornucopia it might got a little boost as it can add more diversity into your deck and cards like Menagerie, Fairgrounds, Horn of Plenty can profit from it. It can also be essential for a Conspirator chain, but Pearl Diver never really shines, it only hurts less.
#17 Herbalist (Alchemy) Weighted Average: 20.8% ▲1.1pp / Median: 20.5% ▲0.5pp / Standard Deviation: 12.7% ▼1.4pp
Highest Value(s): 57.9% (1x), 52.6% (1x), 42.1% (1x) / Lowest Value(s): 0% (3x)

After the last three cards, there is now the first bigger gap in this list. Herbalist is clearly better than the last 3 cards. So it's fourth last, same as last time. It has 2 above average votes and 3 last places.

Herbalist is a terminal copper. How bad is that! So, mostly it hurts. But "scheming" your treasures is really nice. In the beginning you can use your newly bought Gold or even Platinum twice if you have the luck to draw it with Herbalist. And even putting back a Silver is not so bad in the beginning. But especially if you're going for Potion (because of that it's in Alchemy) you can use it twice early on. The most important combo might be Alchemist+Herbalist. And - mostly forgotten - it's one of three $2 cards that gives the important +Buy and it's the only one which gives the +Buy without taking a disadvantage (either discarding one card or forfeiting an option). The +Buy and putting back Treasure cards makes Herbalist + Philosopher's Stone a very powerful combo. But otherwise this card is mostly not worth buying.
#16 Moat (Base) Weighted Average: 23.9% ▼0.1pp / Median: 21.1% ▼2.2pp / Standard Deviation: 17.9% ▼2.3pp
Highest Value(s): 77.8% (1x), 73.7% (1x), 60.0% (1x) / Lowest Value(s): 5.3% (4x), 0% (2x)

Moat has the fourth highest deviation mainly because it has 7 above average votes, but on the other hand 2 last places. The last year it was 5th last too.

Moat is very situational. It highly depends on the cards on the board and - more important - on the number of players. If there's Mountebank in the supply and you're playing a 4-player-game, Moat is generally a must-buy. It can prevent getting 3 coppers and 3 curses in one turn. But if you're playing a 2-player game, buying Moat is mostly superfluous. Buying a trasher more against Cursers or Library/Watchtower/Menagerie against hand-size-reducing is mostly the better alternative. Even worse, if there's no attack card on the board, +2 cards with no other benefit is so weak, because that means a raw benefit of +1 card. Maybe only if your going for Big Money with bad other cards and you're getting unlucky and hit $2 early, this might be worth considering. As most players play 2-player games here, it got last places.
#15 Vagrant (Dark Ages) Weighted Average: 26.7% / Median: 21.1% / Standard Deviation: 16.1%
Highest Value(s): 78.9% (1x), 57.9% (1x), 52.6% (1x) / Lowest Value(s): 5.3% (3x), 0% (1x)

Here is the first new Dark Ages card, it's Vagrant. It has only one big outlier and only 3 votes above average, so most agree that's in general no really good $2 card.

Vagrant is the new Scout. It has the advantage over Scout that it is at least a cantrip, so it never hurts as long as you don't draw it dead. Also it can put Shelters, Ruins and Curses in hand while Scout can't. But on the other hand, it's at best only a Laboratory where one of the two cards is dead anyway. You basically just have a chance to make your next hand better. So, in essence it's similar to Pearl Diver, a nice card for engines if you have spare buys which will occasionally help you but is never a real Power House. It can only shine in heavy Curse/Ruins games where you have a lot of $2 hands anyway and in situations where you want those cards in hand, especially dual-type Victory cards like Great Hall, Nobles and Harem. It could also work as a defense against Ghost Ship.
#14 Beggar (Dark Ages) Weighted Average: 34.8% / Median: 31.6% / Standard Deviation: 19.8%
Highest Value(s): 89.5% (1x), 73.7% (2x) / Lowest Value(s): 10.5% (5x), 5.6% (1x), 0% (1x)

Now we make the next bigger gap of over 8pp and there's already the next Dark Ages card. It has the highest deviation in this list as it got 10 above average votes, it was even voted at #3 once.

As gaining Coppers is generally bad, this card is very situational as the high deviation suggests. Beggar/Gardens is the new power combo. With Beggar you can green very early and are still likely to hit $4 and gain 4 cards in a turn with Beggar in hand. As Copper is no bad cards for alternative Victory cards in general, it works also decent with Silk Road, Duke and Feodum (if your opponent is going to attack you a lot). Beggar also helps you to get to $5 and then Counting House might be a decent option to buy especially in slogs. It even helps you to get to $6 or $7, but of all the expensive cards Bank might be the only one worth it as Beggar + Bank gives you already $7 guaranteed. It might also work well in decks that like Coppers, like Philosopher's Stone and Apothecary. But in general the 3 Coppers really slow you down and a big disadvantage, but near the end a terminal Gold isn't that bad. The reaction part is not so strong in general and depends on the attack card. It's great against Pillage and is also nice against Jester/Swindler/Saboteur/Knights as they don't want to hit Silver.
#13 Cellar (Base) Weighted Average: 37.0% ▲1.2pp / Median: 36.8% ▲3.5pp / Standard Deviation: 16.2% ▲0.2pp
Highest Value(s): 84.2% (1x), 73.3% (2x) / Lowest Value(s): 13.3% (1x), 10.5% (1x), 5.3% (1x)

Ignoring the new Dark Ages cards it's also on the same rank as last year. It has a little higher value and is the first card which didn't get voted last. And it was voted 10 times above average.

There are many cards that take profit from bad cards like Estate or Curses. Secret Chamber fails - as mentioned earlier - by just getting $1 per card. Cellar let you discard them and get you get your good cards in hand. Of course Warehouse is better in most cases as it let you draw your cards before discarding, but Cellar can even discard more than 3 cards if you wish. If you want compare Cellar with another $2 card, Crossroads comes into your mind. Crossroads also lets you draw more cards for useless cards. But it is limited to green cards, so you get no benefit for Curses and Coppers. But you don't have to discard them and it gives you +3 Actions the first time. So it highly depends which card is better. In cursing games Cellar's great. And of course with Tunnel. The problem is often the opportunity cost; when do you want to spend your money on a $2 mediocre card?
#12 Poor House (Dark Ages) Weighted Average: 46.3% / Median: 47.4% / Standard Deviation: 18.1%
Highest Value(s): 78.9% (1x), 73.7% (1x), 68.4% (5x) / Lowest Value(s): 11.1% (1x), 10.5% (1x), 5.3% (1x)

This is the only card costing $1 and it's even that high in this list. It follows Cellar after a big 9pp gap. It was also not voted last and only voted second last once. As it being new and highly board dependant it has the third highest deviation in this list.

Poor House is the new shiny $1 card that let you look different at Remake and Upgrade as you can't trash Coppers without having to gain a card anymore when it's on the board. Poor House looks really complicated, but is similar to Secret Chamber in that manner that it guarantees $4 in a 5-card hand. But it's only useful in treasure-less decks where it is a terminal $4. A hand of 2 Poor Houses and Hamlet basically guarantees a Province. So, it loves engines with virtual coins and of course it loves +buy as you can pick up multiple Poor Houses in one turn. Mint/Poor House might also be a really good opening. But in Big Money decks or Draw Engines without trashing Poor House is horrible. A 2-card hand of King's Court and Poor House even guarantees a Colony.
#11 Embargo (Seaside) Weighted Average: 48.0% ▲3.6pp / Median: 47.4% ▲0.7pp / Standard Deviation: 15.4% ▲0.8pp
Highest Value(s): 80.0% (1x), 73.7% (2x) / Lowest Value(s): 21.1% (1x), 20.0% (1x), 13.3% (1x)

Embargo is also on the same rank as before - ignoring Dark Ages cards, but it has gained points and consensus. Also it's the first card with no rank below 10%.

First, it's a terminal silver. Basically that's bad. But it's a one-shot. So if you get unlucky and hit $2 early you can buy it without much thinking as it only interferes once. But Embargo can be a game-changer, especially if you and your opponent(s) are taking different strategies. And it really shines if your opponent buys a Potion and you decide not to go for Potion. Just embargo the Potion-cost card and you are turns ahead. And especially you can shut down strategies that want a lot of a single card, like Hunting Party, Alchemist or alternative victory cards. So, it's nearly never bad, but only shines situation-wise.

To the second part

87
Dominion General Discussion / The Dominion Cards Lists 2013 Edition: Ruins
« on: December 31, 2012, 10:21:15 pm »
2013, a new year began. And a new edition of the "Best Dominion Card Lists" gets published.
(I'm sorry for mistakes with the English language as I'm no native speaker.)

I'm starting with a small list which I can publish quickly to already generate some discussion while you are waiting for the first bigger list.
And as I proceed from $1 to $8* cards, it's obvious to start with $0 cards, right?
And, as you will notice, I changed the values to percent as it will make possible to compare each list position to last year and make it possible for you this year to rate cards even though not having played all different sets.
I have received 39 lists for the Ruins.

SURPRISE: If you don't want to spoil yourself, now also in video format:

The Ruins

#5 Ruined Village (Dark Ages) Weighted Average: 4.9% / Median: 0% / Mode: 0% / Standard Deviation: 11.3%
Highest Value(s): 50% (1x), 25% (5x) / Lowest Value(s): 0% (33x)

There is no doubt. This is the worst Ruin you can possibly get. Almost everyone voted it last.

This Ruin is the card which is closest to Confusion, a dead card with no effect which DXV wanted to publish originally. This card gives also mostly no benefit and there is mostly no need to play it beside some edge cases e.g. when you want to lower the cost of Peddler, activate a Conspirator, lower the hand size for Watchtower/Library or raise the value of Horn of Plenty. You could also play Throne Room or King's Court on it if you are in desperate need for a village to play other Action cards, but often you just better play Throne Room or King's Court on these Action cards.
#4 Ruined Library (Dark Ages) Weighted Average: 43.8% / Median: 50% / Mode: 25% / Standard Deviation: 24.6%
Highest Value(s): 100% (1x), 75% (9x) / Lowest Value(s): 0% (3x)

All other Ruins were really close together. This one is still clearly deserved on #4 with 14 times a value of 25%.

Ruined Libary itself also doesn't give you any benefit. You just only draw the card you would have drawn anyway. And if you have only 1 Action left you could also draw that Action dead. So this is only worth playing if you have a spare Action left. Then you have at least mitigated the bad effect of this Ruin. Of course you could also play Throne Room or King's Court on it to draw multiple cards if you're really desperate.
#3 Survivors (Dark Ages) Weighted Average: 61.7% / Median: 50% / Mode: 100% / Standard Deviation: 30.3%
Highest Value(s): 100% (13x) / Lowest Value(s): 25% (10x)

The battle for the least worst Ruin was really close. Survivors is only third despite being the only Ruin not getting once 0%. Even it's mode is 100% with 13 players voted it there.

Survivors is the only not +1 X Ruin. In a hand with one of all 5 Ruins, this is probably the one you want to play as this turn is dead anyway, so you can at least prepare the next one. So, it can be quite handy. Imagine you normally - without this Ruin - would have drawn an Estate, but now you can discard that Estate and maybe even a second one which you normally would have drawn next turn. This means it isn't the worst Ruin to have, but still the benefit is often only marginal. Like with Scout you have to be lucky to draw 2 bad cards you want to discard or have the rare case you put the cards back and have Actions left and the order in which you put the cards back really matters like with Wishing Well. The problem here therefore is that it only helps in really junked decks, but then you're gonna probably lose anyway.
#2 Ruined Market (Dark Ages) Weighted Average: 68.5% / Median: 75% / Mode: 100% / Standard Deviation: 30.5%
Highest Value(s): 100% (12x) / Lowest Value(s): 25% (6x), 0% (2x)

Especially the battle for #1 was really close. Ruined Market is only second with 12 times 100%.

Contrary to Survivors which helps most in bad decks, this helps probably most in still relatively good decks. This might even help a lot if you miss your Action card this turn which normally would give you the much needed buy for building up your engine. In the late game you could even use this for Double Estate or Duchy/Estate, especially on a board with otherwise no other +Buys. This might even be a card you want to buy/gain on purpose. I could even imageine open with Ruined Market on a board with Peddler and no other +Buys :). You see the benefit of this Ruin is really board dependant, but having a much needed +Buy from this Ruin could really save you the day.
#1 Abandoned Mine (Dark Ages) Weighted Average: 71.1% / Median: 75% / Mode: 75% / Standard Deviation: 27.2%
Highest Value(s): 100% (13x) / Lowest Value(s): 25% (4x), 0% (1x)

It got 100% and 75% each 13 times what gives Abandoned Mine the win.

Abandoned Mine is in games with Ruins mostly better than Ruined Library as you have a junked deck and don't want to draw your Action cards dead and have a low money average either way. But what makes it better than Survivors or Ruined Market? Money is really important in Ruins games as your struggling your way up to $5 or $6. While Curses don't give you this opportunity you often get to $5 or $6 with Abandoned Mine. But it's still a close call between Ruined Market and Abandoned Mine. And, BTW, this might be now really the only Ruin worth playing Throne Room or King's Court on it.

88
Dominion General Discussion / The Dominion Cards Lists 2013 Edition
« on: December 19, 2012, 12:42:05 pm »
One year passed since the first Dominion Card Lists were compiled, the skill level of all players raised and a lot of new knowledge is gained. Also Dark Ages came out. Many have few knowledge about the new cards, but others have already a lot of experience with them. That means it's time for the 2013 edition of the Dominion Card List(s). In my signature you'll find the links to the last year lists. The most important changes are in red.

What do you have to do?
If you like to contribute, send me a PM for one or the other list (or both) or fill in the respective online form.
Please be sure that you put each card in order and don't miss any. If you don't know a expansion (e.g. Dark Ages) very well you can choose to leave it out. But be sure that if you want to include a card of a specific expansion, you have ro rank all cards of the expansion. There are no restriction with Promo cards, so if you don't know Governor very well, you can leave it out. (As I see now, the interface has changed on the polls. You cannot leave out cards now. Just put them all on the bottom and leave a note in the comment.)
Cards are only counted if they are kingdom cards, so no Copper, Silver, Gold, Platinum, Potion, Estate, Duchy, Province, Colony, Curse, Prizes, Shelters, Ruins, Spoils, Madman, Mercenary or individual Knights are allowed.
If you want to look up the card texts and also the last year's lists, just go to our new wiki. http://wiki.dominionstrategy.com
If you submit your list, you also agree that I may give this to third party, like rrenaud. If you don't agree leave a comment or send me a PM.

If you've submitted last year, I will not take your last submission into account.
But if you didn't save your last year's submission and you need it, feel free to PM me and I will send it to you.


1.) The best cards of each price level

Best Cards
Just arrange the cards for your ranking with the best card going first and the worst on the last position.
I included extra lists for Prizes, individual Knights and Ruins. These are optional, you don't have to rank them if you don't want.
And like written above, you don't have to rank all cards, but if you leave cards out, you have to leave the whole expansion out.

If you want PM me, this list should be subdivided into several lists, containing:
20 $1-$2 cards, 32 $3 cards, 53 $4 cards, 61 $5 cards, 16 $6+ cards, 10 Potion cards = 192

Usual disclaimer: This list should cause discussion not hassle. Of course it's difficult to compare some of the cards because pretty much every card has some situations where it shines and situations where it doesn't. This isn't a scientific list, just a compiled list of the community's opinion of the best cards.

Card List:
Code: [Select]
20 $1-$2 cards
Cellar (Base)
Chapel (Base)
Moat (Base)
Courtyard (Intrigue)
Pawn (Intrigue)
Secret Chamber (Intrigue)
Embargo (Seaside)
Haven (Seaside)
Lighthouse (Seaside)
Native Village (Seaside)
Pearl Diver (Seaside)
Herbalist (Alchemy)
Hamlet (Cornucopia)
Crossroads (Hinterlands)
Duchess (Hinterlands)
Fool's Gold (Hinterlands)
Beggar (Dark Ages)
Poor House (Dark Ages)
Squire (Dark Ages)
Vagrant (Dark Ages)


32 $3 cards
Chancellor (Base)
Village (Base)
Woodcutter (Base)
Workshop (Base)
Great Hall (Intrigue)
Masquerade (Intrigue)
Shanty Town (Intrigue)
Steward (Intrigue)
Swindler (Intrigue)
Wishing Well (Intrigue)
Ambassador (Seaside)
Fishing Village (Seaside)
Lookout (Seaside)
Smugglers (Seaside)
Warehouse (Seaside)
Loan (Prosperity)
Trade Route (Prosperity)
Watchtower (Prosperity)
Fortune Teller (Cornucopia)
Menagerie (Cornucopia)
Develop (Hinterlands)
Oasis (Hinterlands)
Oracle (Hinterlands)
Scheme (Hinterlands)
Tunnel (Hinterlands)
Forager (Dark Ages)
Hermit/Madman (Dark Ages)
Market Square (Dark Ages)
Sage (Dark Ages)
Storeroom (Dark Ages)
Urchin/Mercenary (Dark Ages)
Black Market (Promo)


53 $4 cards
Bureaucrat (Base)
Feast (Base)
Gardens (Base)
Militia (Base)
Moneylender (Base)
Remodel (Base)
Smithy (Base)
Spy (Base)
Thief (Base)
Throne Room (Base)
Baron (Intrigue)
Bridge (Intrigue)
Conspirator (Intrigue)
Coppersmith (Intrigue)
Ironworks (Intrigue)
Mining Village (Intrigue)
Scout (Intrigue)
Caravan (Seaside)
Cutpurse (Seaside)
Island (Seaside)
Navigator (Seaside)
Pirate Ship (Seaside)
Salvager (Seaside)
Sea Hag (Seaside)
Treasure Map (Seaside)
Bishop (Prosperity)
Monument (Prosperity)
Quarry (Prosperity)
Talisman (Prosperity)
Worker's Village (Prosperity)
Farming Village (Cornucopia)
Horse Traders (Cornucopia)
Remake (Cornucopia)
Tournament (Cornucopia)
Young Witch (Cornucopia)
Jack of all Trades (Hinterlands)
Noble Brigand (Hinterlands)
Nomad Camp (Hinterlands)
Silk Road (Hinterlands)
Spice Merchant (Hinterlands)
Trader (Hinterlands)
Armory (Dark Ages)
Death Cart (Dark Ages)
Feodum (Dark Ages)
Fortress (Dark Ages)
Ironmonger (Dark Ages)
Marauder (Dark Ages)
Procession (Dark Ages)
Rats (Dark Ages)
Scavenger (Dark Ages)
Wandering Minstrel (Dark Ages)
Envoy (Promo)
Walled Village (Promo)


61 $5 cards
Council Room (Base)
Festival (Base)
Laboratory (Base)
Library (Base)
Market (Base)
Mine (Base)
Witch (Base)
Duke (Intrigue)
Minion (Intrigue)
Saboteur (Intrigue)
Torturer (Intrigue)
Trading Post (Intrigue)
Tribute (Intrigue)
Upgrade (Intrigue)
Bazaar (Seaside)
Explorer (Seaside)
Ghost Ship (Seaside)
Merchant Ship (Seaside)
Outpost (Seaside)
Tactician (Seaside)
Treasury (Seaside)
Wharf (Seaside)
Apprentice (Alchemy)
City (Prosperity)
Contraband (Prosperity)
Counting House (Prosperity)
Mint (Prosperity)
Mountebank (Prosperity)
Rabble (Prosperity)
Royal Seal (Prosperity)
Vault (Prosperity)
Venture (Prosperity)
Harvest (Cornucopia)
Horn of Plenty (Cornucopia)
Hunting Party (Cornucopia)
Jester (Cornucopia)
Cache (Hinterlands)
Cartographer (Hinterlands)
Embassy (Hinterlands)
Haggler (Hinterlands)
Highway (Hinterlands)
Ill-Gotten Gains (Hinterlands)
Inn (Hinterlands)
Mandarin (Hinterlands)
Margrave (Hinterlands)
Stables (Hinterlands)
Bandit Camp (Dark Ages)
Band of Misfits (Dark Ages)
Catacombs (Dark Ages)
Counterfeit (Dark Ages)
Count (Dark Ages)
Cultist (Dark Ages)
Graverobber (Dark Ages)
Junk Dealer (Dark Ages)
Knights (Dark Ages)
Mystic (Dark Ages)
Pillage (Dark Ages)
Rebuild (Dark Ages)
Rogue (Dark Ages)
Governor (Promo)
Stash (Promo)


16 $6+ cards
Adventurer (Base)
Harem (Intrigue)
Nobles (Intrigue)
Goons (Prosperity)
Grand Market (Prosperity)
Hoard (Prosperity)
Bank (Prosperity)
Expand (Prosperity)
Forge (Prosperity)
King's Court (Prosperity)
Peddler (Prosperity)
Fairgrounds (Cornucopia)
Border Village (Hinterlands)
Farmland (Hinterlands)
Altar (Dark Ages)
Hunting Grounds (Dark Ages)


10 Potion cards
Transmute (Alchemy)
Vineyard (Alchemy)
Apothecary (Alchemy)
Scrying Pool (Alchemy)
University (Alchemy)
Alchemist (Alchemy)
Familiar (Alchemy)
Philosopher's Stone (Alchemy)
Golem (Alchemy)
Possession (Alchemy)

2.) The favourite cards

Favourite Cards (ordered version)
Favourite Cards (rating version)
You can rank the cards, based on whatever you like: strength/weakness, originality in design, fun and "no-fun" factor, whatever.
As ordering 192 cards can be very painful, I included a second option to rate the cards. I used the finest rating which was available (0-14) but you can also use 0-5 or 10-5 as long as the highest value means that you like it more. You can also send me a PM with a rating from 0-20 or any scale you like. Or just arrange the cards for your ranking with the favourite card going first and the least favourite on the last position. No matter what version you choose, all 192 cards need to be in the list. And like written above, you don't have to rank all cards, but if you leave cards out, you have to leave the whole expansion out.


What else?
Submission deadline is the 31st of December 11:59pm UTC.
Each card will get a percentage value based on the rank. So your favourite or best card gets 100% and your least favourite or worst gets 0%. This will result in a compiled list of all of your lists.
Then I will post the rankings in 10-15 card blocks from worst to best to raise the tension.
I will also include the ususal statistic data. And I will also update the comments to each card if necessary.

Let's see how many submissions we get this time. The more we get the better the rankings will be. I can't wait to get your submissions. If you see any errors or have any questions, ask them here.

Best Ruins
Best $1-$2 Cards Part I / Part II
Best $3 Cards Part I / Part II / Part III
Best $4 Cards Part I / Part II / Part III / Part IV / Part V
Best $5 Cards Part I / Part II / Part III / Part IV / Part V / Part VI
Best Knights
Best $6 Cards
Best Potion Cards
Best Prizes

89
Non-Mafia Game Threads / Non-Mafia Games Queue
« on: December 14, 2012, 09:32:43 am »
This is a Queue and Overview of all non-Mafia games, not including mini games (one submission games).

Ongoing games:

Acquire I (Archetype)
Agricola  III (michaeljb) / IV (AHoppy)
Battlestar Galactica I (Tables)
Can't Stop I (Tables)
Cards of Xearth [Playtesting] I (XerxesPraelor)
Cosmic Encounter III (Axxle) / IV (Axxle)
Diplomacy III (Galzria)
Dixit II (Grujah)
Dungeons & Dragons I (WinterSpartan)
Flash Point: Fire Rescue II (Tables)
Ground Floor I (Kirian)
Le Havre II (ghostofmars)
Nomic I-1 / I-2
Pirates' Treasure I (Jimmmmm)
Power Grid II (theorel)
Puerto Rico II (liopoil)
Resistance X (Archetype)
Stratego I (Archetype)
Survivor I (Robz888)
Witch's Brew II (Kuildeous)

Finished:

2 rooms and a boom II (mail-mi)
7 Wonders I (Tables) / II (Tables) / Teams I
Agricola I (michaeljb) / II (michaeljb)
Castles of Burgundy (on BAJ) I / II / III
Conspiracy I (Archetype)
Cosmic Encounter I (Axxle) / II (Axxle)
Diplomacy I (Davio) / II (shraeye)
Dixit I (Kuildeous)
Dominant Species I (liopoil)
Flash Point: Fire Rescue I (Drab Emordnilap)
Gauntlet of Fools I (Insomniac) II (Insomniac) / III (Galzria) / IV (Galzria) / V (Jorbles) / VI (Insomniac) / VII (Insomniac)
Hanabi I (theory) / II (theory)
Le Havre I (AHoppy)
Lords of Waterdeep I (theorel)
Love Letter I (Thisisnotasmile)
Mage Knight I (Qvist) / II (Qvist)
Modular Crazy Golf (Beta) I (Ozle)
Ozle Map Challenges I-VI (Ozle)
Pandemic I (Qvist) / II (Qvist) / III (Qvist) / IV (Qvist)
Power Grid I (theorel)
Puerto Rico I (bozzball)
Red November I (Kuildeous)
Resistance I (Tables) / II (Tables) / III (O) / IV (Insomniac) / V (Tables) / VI (Jimmmmm) / VII (Twistedarcher) / VIII (Jimmmmm) / IX (WalrusMcFishSr)
Roll through the Ages I (Insomniac)
Room 25 I (Kuildeous) / II (Kuildeous)
Shadows Over Camelot I (Qvist)
Small World I (Qvist)
Tash Kalar I / II / III / IV / V / VI / VII / VIII / IX / X / DM I
Terra Mystica I (Watno) / II (Watno) / III (Watno) / IV (Watno)
Through the Ages I (Tables) / II (Watno) / III (Tables) / IV (Tables) / V (Tables) ... and several on BGO
Tzolk'in: The Mayan Calendar I (Tables)
Witch's Brew I (Kuildeous)

If you have any suggestions to this list or a wish for a game, you can post it here...

90
Non-Mafia Game Threads / Shadows Over Camelot I (Game over, everyone wins)
« on: December 13, 2012, 07:19:54 am »
Shadows Over Camelot is a semi-cooperative game where each player is a knight of Artus' Round Table. They try to accomplish several quests, but the evil forces try to prevent that and - even worse - one knight is a traitor.

Rules Summary:

One Page Rules Summary on BGG

At the start of the game each person is assigned one of the following characters. Each of them has a special ability.

Sir Gawain If you choose to draw White cards at the Round Table, draw 3 instead of 2.
Sir Percival During the Progression of Evil, you may peek at the top Black card before deciding whether to draw it or select another Evil Action.
Sir Tristan For you, departing from the Round Table is a free Move.
King Arthur Once per turn you may exchange 1 White Card face down with another Knight of your choice.
Sir Kay If you are on a Quest when Combat ends, you may play 1 additional White card after the Black cards have been revealed.
Sir Palamedes For each victorious Quest you are on when the Quest ends, gain 1 additional Life point.
Sir Galahad Once per turn during your Heroic Action phase, you may play 1 Special White card for free.

Each Knight starts with 4 Life Points and 1 Merlin card. Also you get a PM with a hand of 5 White cards and you see your alignment. I will randomly draw one of 8 alignment cards, 7 loyals and 1 traitor. So, it might be possible that no traitor is in the game at all.

At your turn you have to do:
1.) Progression of Evil
Choose one:
a.) Draw a Black card and play it I will do this for you. A Special Black card can be cancelled if you and/or your fellow Knights collectively play 3 Merlin cards. A Standard Black card cannot be cancelled and is played face up on its corresponding Quest. If the card has a value like a Black Knight or a Lancelot/Dragon card I will send this to the active player via PM. These cards might be played face down to hide its value. This allows the player to draw a free White card. If the Quest on the card is no longer in play, a Siege Engine is added to Camelot instead.
b.) Add 1 Siege Engine to Camelot You lose the game if Camelot is surrounded by 12 Siege Engines.
c.) Lose 1 Life Point Points can never go below 0 or above 6. Please do not reveal your Loyalty if you die. You lose the game if all Loyal Knights are dead.

2.) Heroic Action
Choose one:
a.) Move to a new Quest
b.) Perform the Quest's Heroic Action Quests are explained in detail below.
c.) Play 1 Special White card
d.) Discard 3 identical White cards to gain 1 Life Point
e.) Accuse a Knight This can only be done if there are at least 6 Siege Engines or at least 6 Swords in Camelot. Each Knight may choose this Action
only once during the entire game. I will reveal the Loyalty card. If it was a Loyal Knight, a white Sword will become black. If it was the Traitor, a white Sword will be added at the Round Table. The Traitor now discards all his White cards and - if he has one of them - removes the Holy Grail and Excalibur from the game. On the Traitor's turn he now removes a random White card from a Loyal Knight of his choice and either adds a Siege Engine to Camelot or plays the top Black card.
You may perform a second different Heroic Action if you choose to sacrifice 1 Life Point.

Quests
If a Quest's End Conditions are met, move all Knights on the Quest back to the Round Table (at no cost) and discard the cards played on the Quest.
If a Quest is won,
a.) a specific amount of White Swords are added to the Round Table
b.) a specific amount of White Cards are revealed which can be distributed to all Knights participating to the quest
c.) every knight participating to the quest, gains a specific amount of Life Points
d.) at some Quests the player finishing it, gains a Relic (see below)
If a Quest is lost,
a.) a specific amount of Black Swords are added to the Round Table
b.) every knight participating to the quest, loses a specific amount of Life Points

You must play specific combinations of cards to win Combat Quests. This Quest ends if the last White or Black Card slot is occupied. The fight value of all cards are compared. You win the Quest if the sum fight value of the White cards is higher than of the Black cards. If it is a Solo Quest, only one Knight may stay at the Quest. If it is abandoned all White cards played so far are discarded. If a Perpetual Quest is completed, it starts again.

Tournament vs the Black Knight Perpetual, Solo, Combat Quest 4 Black card slots, 2 Pairs of Fight cards must be played (Outcome: 1 Sword, 3 Cards, 1 Life Point)
Quest for Lancelot Solo, Combat Quest 5 Black card slots, a Full House of Fight cards must be played (Outcome: 1 Sword, 4 Cards, 1 Life Point, Lancelots' Armour) Lancelot's Armour: When drawing a Black card, the owner may draw the top two and keep one, placing the other at the bottom of the deck. Unlike other relics, Armour remains with the Traitor even if unmasked.
Dragon's Quest Combat Quest (Appears only after Lancelot's Quest has been finished.) 5 Black cards slots, 3 times three of a kind of Fight cards must be played (Outcome: 2 Swords, 7 Cards, 2 Life Points)
Quest for Excalibur A path of 11 steps, Excalibur starts on the middle one. PM me a White card you want to discard. This moves Excalibur one step closer to the Knight's side. The quest is won, if Excalibur reaches the Knights and is lost if it reaches the dark side.(Outcome: 2 Swords, 7 Cards, 1 Life Point, Excalibur) Excalibur: Adds +1 to the outcome of any combat quest (including vs Siege Engines) the owner is on. At any point the owner may choose to sacrifice it to cancel ANY Black card drawn.
Quest for the Holy Grail A row of 7 card slots. White Grail cards are added from the left, Black Despair cards from the right. One Black and one White card cancel each other out. The Quest is won when 7 White Cards are on this quest and is lost when there are 7 Black Cards. (Outcome: 3 Swords, 7 Cards, 1 Life Point, Holy Grail) Holy Grail: If a Knight falls to 0 Life Points and is about to die, the owner may restore him to 4 points. The Grail then vanishes.
Pict Wars Quest White Fight cards have to be played in ascending order from 1 to 5 before 4 Picts are on this quest. (Outcome: 1 Sword, 4 Cards, 1 Life Point, if lost: 2 siege Engines to Camelot)
Saxon Wars Quest the same as Pict Wars
Camelot No quest per se. As the Quest's Heroic Action you may draw 2 White cards or try to remove a Siege Engine by playing as many Fight Cards as desired and then rolling a D8. If the roll is equal or greater, the Knight loses a Life Point, otherwise a Siege Engine is removed.

Win and Lose Conditions
The Loyal Knights lose (the Traitor wins) if one of the following criteria is met:
a.) Camelot is surrounded by 12 Siege Engines
b.) All Loyal Knights are dead
c.) 7 Black Swords are at the Round Table
They win (and the Traitor loses) if there are at least 12 Swords at the Round Table with the majority of them White. If the Traitor still alive and undetected he is revealed and 2 White Swords are turned to Black.

Signups
Please post here if you want to sign-up. Signup closes when 7 players have signed up.

Signups (5/7):
Tables
Eevee
bozzball
Kuildeous
Jorbles

91
Let's get semi-cooperative and introduce the Bio-Terrorist.

Here are the rules for the base game: http://files.boardgamegeek.com/file/download/2ccgb5zbx6/Pandemic_Rules.pdf?
Here are the rules for the expansion: http://files.boardgamegeek.com/file/download/4oxrcf4len/PandemicOTB_rules.pdf?

Pandemic is a cooperative game. You and your fellow players are members of a disease control team, working together
to research cures and prevent additional outbreaks. Each of you will assume a unique role within the team, with special
abilities that will improve your team’s chances if applied wisely. The object is to save humanity by discovering cures to
four deadly diseases (Blue, Yellow, Black, and Red) that threaten to overtake the planet.
If you and your team aren’t able to keep the diseases contained before finding the necessary cures, the planet will be
overrun and the game will end in defeat for everyone... Do you have what it takes to save humanity?


Setup:
This is a 4 player base game with randomized roles.
And we're playing with the Bio-Terrorist.
Difficulty level: Standard, so there will be 5 Epidemic cards.
Player cards are not visible to everyone, they will be sent via PM.

Short Rules Summary:
1.) On your turn make 4 of the following 8 availiable Actions:
a.) Drive/Ferry Move your pawn to an adjacent city.
b.) Direct Flight Play a card from your hand and move your pawn to the pictured city.
c.) Charter Flight Play the card corresponding to your pawn’s current location, and move to any city on the board.
d.) Shuttle Flight If your pawn is in a city with a Research Station, move it to any other city with a Research Station.
e.) Build A Research Station Play the card corresponding to the city your pawn currently occupies, then place a Research Station in that city.
f.) Discover A Cure If your pawn is in a city with a Research Station, discard 5 cards of the same color to cure the corresponding disease.
g.) Treat Disease Remove a disease cube from the city your pawn occupies. If the cure of that color is already discovered, remove all disease cubes from that city.
h.) Share Knowledge If your pawn and another player’s pawn are in the same city, you may transfer the card of the city that you are in together to this player.

2.) Draw 2 Player Cards
Hand Limit is 7 cards. Special Event cards can be played at any time.

3.) Infector
Draw cards from the Infection Draw Pile equal to the current Infection Rate and add one cube to the pictured cities, using a cube of the same color as each card. If a city already has 3 cubes in it of the color being added, instead of adding a cube to the city, an Outbreak occurs in that color. That means that you move the Outbreaks Marker up one space on the Outbreak Indicator. And any adjacent city gets a cube of that color instead what may cause another Outbreak and more and more chain reactions.

Bio-Terrorist
The Bio-Terrorist gets Infection Cards instead of the Player cards. After the setup he chooses any city. This is the city he will begin the game in.
The Bio-Terrorist takes his turn after each other player's turn after the Infection phase. He submits his move via PM to me. His pawn won't be on the board as he's hidden.
On his turn he can make 2 of the following 8 available Actions:
a.) Drive/Ferry Move your pawn to an adjacent city. Once per turn you can do this without spending an action.
b.) Direct Flight Play a card from your hand and move your pawn to the pictured city. I will anounce that he has been spotted in the new city.
c.) Charter Flight Play the card corresponding to your pawn’s current location, and move to any city on the board. I will anounce that he has been spotted in the old city.
d.) Draw a card (Same hand limit of 7 cards)
e.) Pass Do nothing.
f.) Infect locally Place a purple cube in your current city.
g.) Infect remotely Discard an Infection card to place a purple cube in the pictured city.
h.) Sabotage Remove a search station from your current city by discarding an Infection of the matching color to this location.
Per turn each of the actions f.) to h.) can be chosen only once per turn and only if he's hidden

If the Bio-Terrorist gets spotted and is on the same location as another player, his pawn will be put on that location and the player gets a ninth available action:
i.) Capture The Bio-Terrorist must discard all his Hand cards.
The other players still submit their whole turn and I will interrupt if the terrorist is spotted mid-turn.
While captured the Bio-Terrorist can only perform these actions:

a.) Escape Dicard an Infection card to escape via an Direct Flight to the pictured city. He's now hidden again.
b.) Draw a card (Same hand limit of 7 cards)
c.) Pass Do nothing.

During the infection phase, if an Infection card is drawn for a city with at least 1 purple cube on it, both 1 purple cube and 1 cube of the indicated color are added. When drawing a card from the bottom of the Infection Draw Pile to resolve step 2 of an Epidemic, a purple cube isn't placed even if one is already in the pictured city. The purple disease can be cured if a player, for an action, discards 5 city cards (in any combination of colors) at a research station. At least one of these cards must depict a city which currently contains one or more purple cubes. Purple Outbreaks are different. They flare out, leaving the cities they break out from with just one purple cube.

Winning/Losing conditions:
You win if you have cured all 5 diseases or the 4 basic diseases and fully treated the purple disease.
You lose if
a.) there aren’t enough cards in the Player Draw Pile to draw.
b.) there aren’t enough cubes left of any color in the supply.
c.) the eighth outbreak occurs.

The Bio-Terrorist wins if the players lose and there is at least 1 purple cube on the board.
The Bio-Terrorist immediately loses (and is out of the game) if the players eradicate the purple disease.
Everyone loses if the players lose and there are no purple cubes on the board, or if they lose after eradicating the purple disease.

Roles:
The Dispatcher may move other player’s pawns on his turn (Basic actions a-d) as if they were his own pawn. He may also move a pawn to any city that contains another pawn.
The Operations Expert may build a Research Station without discarding the corresponding card of the city he's standing on. Once per turn, for an action, while his pawn is at a research station, he may discard any city card to move to any city.
The Scientist only needs 4 cards of a color to discover the cure of the corresponding disease.
The Researcher may give a player any card from his hand when involved in a Share Knowledge action even on another player's turn.
The Medic may remove all the cubes of a single color when performing the Treat Disease action. If the cure of the city he's standing on is already discovered, all disease cubes from that city are automatically removed without spending an action.
The Archivist's hand limit is 8 cards. Once per turn, for an action, you may draw the city card matching the city your pawn currently occupies from the Player Discard Pile.
The Generalist gets 5 actions to spend each turn.
When the Containment Specialist enters a city, if 2 or more cubes of the same color are present, 1 of them is removed.
The Epidemiologist may take a non-matching city card from a player whose pawn is in the city you are in.
The Troubleshooter At the start of your turn, peek at the number of cards equal to the current infection rate on top of the Infection Draw Pile. When moving to a city via a Direct (not Charter) Flight, the utilized city card doesn't get discarded.
The Field Operative may once per turn, for an action, take 1 cube from a city he is in to his Role card. He may cure a disease at a research station by turning in 3 cubes and 3 cards, all of the same color.

Event Cards:
Airlift: Move a pawn (yours or another player's) to any city. You must have a player's permission to move their pawn.
Borrowed Time: The current player may take 2 additional actions this turn.
Commercial Travel Ban: The Infection Rate becomes 1 until the start of the current player's next turn.
Forecast: Examine the top 6 cards of the Infection Draw Pile, rearrange them in the order of your choice, then place them back on the pile.
Government Grant: Add a Research Station to any city for free.
Mobile Hospital: The current player may remove 1 cube from every city he Drives/Ferries to during this turn.
New Assignment: Any player (including the current player) may discard their current Role card and select a new one from the unused ones in the box.
One Quiet Night: The next player to begin the Playing the Infector phase of their turn may skip that phase entirely.
Rapid Vaccine Deployment: Play immediately after a cure is discovered to remove up to 5 cubes of the cured disease. These cubes must come from connected cities.
Re-examined Search: The current player may draw any one city card from the Player Discard Pile and add it to his hand.
Remote Treatment: Remove any two cubes from the board. Play at any time during any turn before the infection phase of that turn begins.
Resilient Population: Take a card from the Infection Discard Pile and remove it from the game.
Special Orders: During this turn, the current player may move one other player's pawn (with permission) as if it were his own.

Forum Rules:
Please try to look in this thread at least once per day.
I don't think we need a move deadline. But try to make a move within 2 days.
I'll then update the map regularly.
Communication isn't only allowed, it's demanded.
In your turn, write all your 4 player actions in bold (The terrorist send his move via PM). I may interrupt your move if the terrorist is spotted.

Example:
Charter Flight to Essen (discard Santiago)
Build a Research Station (discard Essen)
Discover the blue Cure (discard Paris, Madrid, London, Atlanta, San Francisco)
Treat Disease


Sign-up:
Please post here if you want to sign-up. Signup closes when 4 players have signed up. Please state if you want to randomize who the terrorist is or - if not - if you want to be the terrorist or not.

Signed up:
SwitchedFromStarcraft
Davio
mith
Tables

92
Help! / Another board which overwhelmed me
« on: December 10, 2012, 08:21:26 am »
I don't have the logs, but yesterday I played another game which overwhelmed me. One of my biggest weaknesses is that on boards with several power cards, I really have a hard time prioritizing the buys.
The board contained: University, Scheme, Salvager, Apprentice, Ghost Ship, Torturer, Wharf, Witch and 2 other cards I don't remember (which didn't get bought AFAIR)

How would you open here? In which order would you have bought the strong $5s?

93
Dominion Strategy Wiki Feedback / Tournament pages
« on: December 04, 2012, 09:13:57 am »
As currently the DS Championships are going on, I like to ask in what detail the tournament infos should look like?
Personally I like to have a page for each Championship with results, background info, stats and so on.
Regarding results, we could include tournament brackets (see: http://en.wikipedia.org/wiki/Template:64TeamBracket).
Is this too much work with little benefit or is it something you like to see? If it's the latter, this is the perfect time to do so, if you ask me.

94
Dominion General Discussion / The Dominion Cards Lists 2013 Preparing Stage
« on: December 02, 2012, 08:35:39 am »
It's about 1 year ago since the first Dominion card ranking list was compiled. It was a lot of fun and I received a lot of positive feedback. The second edition, half a year later, was even a way bigger success with double as much participants. Now it's basically time for the 2013 Edition, the first with Dark Ages, but ... as you all know Dark Ages cards aren't well known so far as isotropic hasn't the cards available, and Androminion and Goko released the full set only a few weeks ago. And not many of us have the physical copy at home. (I got mine yesterday, now I can play without fake cards, hurray).

So, the question is:
1.) Should we do it anyway?
2.) Should we do it anyway but without Dark Ages?
3.) Should we defer this a few months?

Comments are appreciated. This poll will run one week.

95
2012 / 2012 Kingdom Design Challenge
« on: December 02, 2012, 08:22:54 am »
Here is a thread about the Design Challenge.

I have a question: Is the deadline for this also today? Because then I have to hurry submitting some...

96
Dominion Strategy Wiki Feedback / Combos
« on: November 23, 2012, 05:32:47 am »
The Combo Category slowly starts filling. I just added Horn of Plenty + Mandarin as well as Highway + Market.

Before I continue, I have several questions:
Some combos work not only with one card but with several cards. So we have Chancellor and Stash and there we mention Scavenger and Stash. Should we create a redirect with Combo: Scavenger and Stash for that as you don't want several pages for that? But it's even more complicated when several cards could fall into this category such as Highway + Market/Grand Market/Market Square.
It is even more problematic when a whole card type fits, like Hunting Party + Terminal Silver. Should we actually create a Combo page for that or should that go into the Hunting Party main article. How about Torturer + Border Village/Fishing Village/Walled Village?`
I also gave the Golden Deck the Combo category as it basically means Combo: Bishop + Trasher. Similar a Masquerade Pin article should be created and added to the combo category. Do you agree? How about Double Tactician?

97
Game Reports / Fast Horns of Plenty
« on: November 15, 2012, 01:14:20 pm »
That was I game I was proud of.

or
http://dominion.isotropic.org/gamelog/201211/13/game-20121113-135151-f72eb8cd.html

My opponent was a little bit surprised and if I'm honest I was a little bit surprised too.
7 Provinces in Turn 11 is really great to pull off.
Do you think I was lucky?

98
Let's play Pandemic with its expansion "On the brink".
There are 3 new game modes, the possibility of playing with 5 players and the possibility to make it even harder with 7 Epidemic cards. There are also a few new roles and new Event cards.

Here are the rules for the base game: http://files.boardgamegeek.com/file/download/2ccgb5zbx6/Pandemic_Rules.pdf?
Here are the rules for the expansion: http://files.boardgamegeek.com/file/download/4oxrcf4len/PandemicOTB_rules.pdf?

Pandemic is a cooperative game. You and your fellow players are members of a disease control team, working together
to research cures and prevent additional outbreaks. Each of you will assume a unique role within the team, with special
abilities that will improve your team’s chances if applied wisely. The object is to save humanity by discovering cures to
four deadly diseases (Blue, Yellow, Black, and Red) that threaten to overtake the planet.
If you and your team aren’t able to keep the diseases contained before finding the necessary cures, the planet will be
overrun and the game will end in defeat for everyone... Do you have what it takes to save humanity?


Setup:
This is a 4 player base game with randomized roles (but without any roles from Pandemic I to show newer players the game).
And we're playing with Virulent Strain and Mutation.
Difficulty level: Standard, so there will be 5 Virulent Strain cards.
Player cards are visible to everyone.

Short Rules Summary:
1.) On your turn make 4 of the following 8 availiable Actions:
a.) Drive/Ferry Move your pawn to an adjacent city.
b.) Direct Flight Play a card from your hand and move your pawn to the pictured city.
c.) Charter Flight Play the card corresponding to your pawn’s current location, and move to any city on the board.
d.) Shuttle Flight If your pawn is in a city with a Research Station, move it to any other city with a Research Station.
e.) Build A Research Station Play the card corresponding to the city your pawn currently occupies, then place a Research Station in that city.
f.) Discover A Cure If your pawn is in a city with a Research Station, discard 5 cards of the same color to cure the corresponding disease.
g.) Treat Disease Remove a disease cube from the city your pawn occupies. If the cure of that color is already discovered, remove all disease cubes from that city.
h.) Share Knowledge If your pawn and another player’s pawn are in the same city, you may transfer the card of the city that you are in together to this player.

2.) Draw 2 Player Cards
Hand Limit is 7 cards. Special Event cards can be played at any time. Virulent Strain and Mutation Event cards must be immediately executed.
Virulent Strain:
When the first Virulent Strain comes up, the disease with the most cubes on the board is the Virulent Strain.
a.) The Infection Rate Indicator moves up by one on the Infection Rate Track.
b.) The bottom card from the Infection Draw Pile is placed on the Infection Discard Pile and 3 cubes to this city are added. This could cause an Outbreak (see below).
c.) The Infection Discard Pile gets shuffled and then placed on top of the remaining Infection Draw Pile.
d.) The Virulent Strain effect are applied. They may have a continuing effect.

3.) Infector
Draw cards from the Infection Draw Pile equal to the current Infection Rate and add one cube to the pictured cities, using a cube of the same color as each card. If a city already has 3 cubes in it of the color being added, instead of adding a cube to the city, an Outbreak occurs in that color. That means that you move the Outbreaks Marker up one space on the Outbreak Indicator. And any adjacent city gets a cube of that color instead what may cause another Outbreak and more and more chain reactions.

Mutation:
There is a 5th disease with half as much cubes, the purple mutations.
There are 2 Mutation cards starting on top of the Infection Discard Pile. If the get drawn, draw one Infection card from the bottom of the Infection Draw Pile and 1 purple cube goes to that city. There are also 3 Mutation Event cards in the Player card pile and they must be executed immediately when they get drawn. During the infection phase, if an Infection
card is drawn for a city with at least 1 purple cube on it, both 1 purple cube and 1 cube of the indicated color are added. The purple disease can be cured if a player, for an action, discards 5 city cards (in any combination of colors) at a research station. At least one of these cards must depict a city which currently contains one or more purple cubes.

Winning/Losing conditions:
You win if you have cured all 5 diseases or the 4 basic diseases and fully treated the purple disease.
You lose if
a.) there aren’t enough cards in the Player Draw Pile to draw.
b.) there aren’t enough cubes left of any color in the supply.
c.) the eighth outbreak occurs.

Roles:
The Dispatcher may move other player’s pawns on his turn (Basic actions a-d) as if they were his own pawn. He may also move a pawn to any city that contains another pawn.
The Operations Expert may build a Research Station without discarding the corresponding card of the city he's standing on. Once per turn, for an action, while his pawn is at a research station, he may discard any city card to move to any city.
The Scientist only needs 4 cards of a color to discover the cure of the corresponding disease.
The Researcher may give a player any card from his hand when involved in a Share Knowledge action even on another player's turn.
The Medic may remove all the cubes of a single color when performing the Treat Disease action. If the cure of the city he's standing on is already discovered, all disease cubes from that city are automatically removed without spending an action.
The Archivist's hand limit is 8 cards. Once per turn, for an action, you may draw the city card matching the city your pawn currently occupies from the Player Discard Pile.
The Generalist gets 5 actions to spend each turn.
When the Containment Specialist enters a city, if 2 or more cubes of the same color are present, 1 of them is removed.
The Epidemiologist may take a non-matching city card from a player whose pawn is in the city you are in.
The Troubleshooter At the start of your turn, peek at the number of cards equal to the current infection rate on top of the Infection Draw Pile. When moving to a city via a Direct (not Charter) Flight, the utilized city card doesn't get discarded.
The Field Operative may once per turn, for an action, take 1 cube from a city he is in to his Role card. He may cure a disease at a research station by turning in 3 cubes and 3 cards, all of the same color.

Forum Rules:
Please try to look in this thread at least once per day.
I don't think we need a move deadline. But try to make a move within 2 days.
I'll then update the map regularly.
Communication isn't only allowed, it's demanded.
In your turn, write all your 4 player actions in bold.

Example:
Charter Flight to Essen (discard Santiago)
Build a Research Station (discard Essen)
Discover the blue Cure (discard Paris, Madrid, London, Atlanta, San Francisco)
Treat Disease


Sign-up:
Please post here if you want to sign-up. On Sunday 18th, I will then choose 4 random players; players who haven't played in Pandemic I are prioritized,

Signed up:
Galzria
Tables
Voltgloss
bozzball

99
Non-Mafia Game Threads / Pandemic I (Finished, Players win)
« on: November 09, 2012, 09:04:10 am »
Hey, I really want to host a game too. But I like to host a game that I know well and have at home. So let's play Pandemic.
Especially newbies are welcome, but anyone can join.
Here are the rules: http://files.boardgamegeek.com/file/download/2ccgb5zbx6/Pandemic_Rules.pdf?

Pandemic is a cooperative game. You and your fellow players are members of a disease control team, working together
to research cures and prevent additional outbreaks. Each of you will assume a unique role within the team, with special
abilities that will improve your team’s chances if applied wisely. The object is to save humanity by discovering cures to
four deadly diseases (Blue, Yellow, Black, and Red) that threaten to overtake the planet.
If you and your team aren’t able to keep the diseases contained before finding the necessary cures, the planet will be
overrun and the game will end in defeat for everyone... Do you have what it takes to save humanity?


Short Rules Summary:
1.) On your turn make 4 of the following 8 availiable Actions:
a.) Drive/Ferry Move your pawn to an adjacent city.
b.) Direct Flight Play a card from your hand and move your pawn to the pictured city.
c.) Charter Flight Play the card corresponding to your pawn’s current location, and move to any city on the board.
d.) Shuttle Flight If your pawn is in a city with a Research Station, move it to any other city with a Research Station.
e.) Build A Research Station Play the card corresponding to the city your pawn currently occupies, then place a Research Station in that city.
f.) Discover A Cure If your pawn is in a city with a Research Station, discard 5 cards of the same color to cure the corresponding disease.
g.) Treat Disease Remove a disease cube from the city your pawn occupies. If the cure of that color is already discovered, remove all disease cubes from that city.
h.) Share Knowledge If your pawn and another player’s pawn are in the same city, you may transfer the card of the city that you are in together to this player.

2.) Draw 2 Player Cards
Hand Limit is 7 cards. Special Event cards can be played at any time. Epidemics card must be immediately executed.
Epidemics:
a.) The Infection Rate Indicator moves up by one on the Infection Rate Track.
b.) The bottom card from the Infection Draw Pile is placed on the Infection Discard Pile and 3 cubes to this city are added. This could cause an Outbreak (see below).
c.) The Infection Discard Pile gets shuffled and then placed on top of the remaining Infection Draw Pile.

3.) Infector
Draw cards from the Infection Draw Pile equal to the current Infection Rate and add one cube to the pictured cities, using a cube of the same color as each card. If a city already has 3 cubes in it of the color being added, instead of adding a cube to the city, an Outbreak occurs in that color. That means that you move the Outbreaks Marker up one space on the Outbreak Indicator. And any adjacent city gets a cube of that color instead what may cause another Outbreak and more and more chain reactions.

Losing conditions:
a.) There aren’t enough cards in the Player Draw Pile to draw.
b.) There aren’t enough cubes left of any color in the supply.
c.) The eighth outbreak occurs.

Roles:
The Dispatcher may move other player’s pawns on his turn (Basic actions a-d) as if they were his own pawn. He may also move a pawn to any city that contains another pawn.
The Operations Expert may build a Research Station without discarding the corresponding card of the city he's standing on.
The Scientist (white) only needs 4 cards of a color to discover the cure of the corresponding disease.
The Researcher may give a player any card from his hand when involved in a Share Knowledge action even on another player's turn.
The Medic may remove all the cubes of a single color when performing the Treat Disease action. If the cure of the city he's standing on is already discovered, all disease cubes from that city are automatically removed without spending an action.

Setup:
This is a 4 player base game with randomized roles.
Difficulty level: Standard, so there will be 5 Epidemic cards.
Player cards are visible to everyone.

Forum Rules:
Please try to look in this thread at least once per day.
I don't think we need a move deadline. But try to make a move within 2 days.
I'll then update the map regularly.
Communication isn't only allowed, it's demanded.
In your turn, write all your 4 player actions in bold.

Example:
Charter Flight to Essen (discard Santiago)
Build a Research Station (discard Essen)
Discover the blue Cure (discard Paris, Madrid, London, Atlanta, San Francisco)
Treat Disease


Sign-up:
I want to wait a little bit before starting.
So signup until Sunday 11/11 around 4pm UTC.
Please post if you are new to the game or not. I will then choose 4 out of the most newest players.
If we reach even 8 people I will eventually start an Expert game with higher difficulty.

Signed up:
Galzria
Jimmmmm
Schneau
shraeye
SwitchedFromStarcraft
Tables

100
Dominion General Discussion / Top 100 Games: People's Choice @ Tom Vasel
« on: November 07, 2012, 04:05:31 pm »
Guess what's No. 1? Again! With double the votes than No2!


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