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Dominion General Discussion / Re: old cards that have gotten better
« on: November 17, 2018, 05:20:10 pm »Beggar has gotten two new combos with Triumph and Monastery.
And more importantly, Guildhall.
Beggar has gotten two new combos with Triumph and Monastery.
Disclaimer: the riddle is very hard and the smallest correct numbers have 20+ digits. Far fewer than 5% of all people could solve this.
At what pace do you pace? Do you pace your pacing, or are your paces unpaced?Walk around the room.Well I pace a lot.Is that pace as in take things slowly, or pace as in walk around the room?
I remember when I asked Donald X. about it, he had at least 10 dimensions of complexity/simplicity that he considers (some of which would fall under your three), but I expect it's the additional things that Donald X. is trying to optimize that makes it near impossible to satisfy all the types of simplicity.
But seriously, you should ask him about it. The statement that you quoted from me is something I've seen him say many times.
Outside of that Futurama episode, I've never heard anyone use "horn" that way.
With that in mind, I think games would be interesting if players only had one Project Cube to use, forcing you to choose between two potential projects.
Also, Headhunter is like an interesting version of Borderguard which I find extremly bland.
What does patron do when revealed by Black Market? Does the player who play BM get the coffers?
Thumbs up for Minister being similar to Inventor!
Clerk - - ActionFunctionally, it's pretty much identical* to Inventor. And I wouldn't be surprised if this was an earlier Inventor, with the effects being reorganised to make the card more intuitive.
All cards cost less this turn, but not less than . Gain a card costing up to .
Because Scepter says "This does not let you play Actions in your buy phase (though Scepter itself replays one)."
Border Guard - - Action
+1 Action
Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.
Horn - Articaft
Once per turn, when you discard a Border Guard from play, you may put it onto your deck.
Lantern - Artifact
Your Border Guards reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)
Cargo Ship - - Action/Duration
+
Once this turn, when you gain a card, you may set it aside face up (on this). At the start of your next turn, put it into your hand.
Hideout - - Action
+1 Card
+2 Actions
Trash a card from your hand. If it’s a Victory card, gain a Curse.
Improve - - Action
+
At the start of Clean-up, you may trash an Action card you would discard from play this turn, to gain a card costing exactly more than it.
Inventor -
Gain a card costing up to , then cards cost less this turn (but not less than ).
Lackeys - - Action
+2 Cards
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When you gain this, +2 Villagers.
Old Witch - - Action/Attack
+3 Cards
Each other player gains a Curse and may trash a Curse from their hand.
Patron - - Action/Reaction
+1 Villager
+
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When something causes you to reveal this (using the word “reveal”), +1 Coffers.
Research - - Action/Duration
+1 Action
Trash a card from your hand. Per it costs, set aside a card from your deck face down (on this). At the start of your next turn, put those cards into your hand.
Scepter - - Treasure
When you play this, choose one: +; or replay an Action card you played this turn that’s still in play
Spices - - Treasuer
Worth
+1 Buy
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When you gain this, +2 Coffers.
Academy -
When you gain an Action card, +1 Villager
Barracks -
At the start of your turn, +1 Action
Canal -
During your turns, cards cost less, but not less than .
Capitalism -
During your turns, Actions with + amounts in their text are also Treasures.
Cathedral -
At the start of your turn, trash a card from your hand.
City Gate -
At the start of your turn, +1 Card, then put a card from your hand onto your deck.
Crop Rotation -
At the start of your turn, you may discard a Victory card for +2 Cards.
Exploration -
At the end of your Buy phase, if you didn’t buy any cards, +1 Coffers and +1 Villager.
Fleet -
After the game ends, there’s an extra round of turns just for players with this
Guildhall -
When you gain a Treasure, +1 Coffers.
Pageant -
At the end of your Buy phase, you may pay for +1 Coffers
Piazza -
At the start of your turn, reveal the top card of your deck. If it’s an Action, play it.
Road Network -
When another player gains a Victory card, +1 Card.
Sinister Plot -
At the start of your turn, add a token here, or remove your tokens here for +1 Card each.
C plays an Envoy.
C reveals a Copper and 4 Estates.
Should have had a Scout.
Goats used to be something that you would typically trade against other goods, like chickens, or camels in other countries, or eggs... Given the celtic theme of Nocturne, I'm enclined to let that slide. I never really thought about Pasture, but, uh, I guess you could say it describes both the land and the grass your sheep eat? Personally I'm much more offended by Amulet not being a Treasure.
Like Inheritance, Seaway, or Scouting Party?
This version gives you infinite tokens.
Fugitive as token looks sound except for Barrel, that is arguably a bit too cheap and thus too automatic if you have left-over Coins.Agreed. It could add diversity in playstyle despite being a must-buy, but I think it's a little too monolithic for my taste. Perhaps remove the buy and make it a 3 for 3 type of thing, or add some type of drawback:
Barrel -
+1 Buy
Discard any number of cards, then take a Mulligan token per card discarded.
Barrel -Also, it's an event. A barrel is not an event. This is a nitpick, but I always hate it when people name events after inanimate objects.
+1 Buy
Take a mulligan token, then put your -1 Card token onto your deck.
(Oh wait, Dominion Discord isn't cool.)
I kind of want to like this I guess, but I have no idea what is going on. It's like I just went to college anime night or something.
You should join Dominion Discord, then you'll never be out of the loop again