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Dominion General Discussion / Re: Best Uninteresting Moments in Dominion
« on: December 07, 2023, 04:44:41 pm »Had a game with Tireless Landing Party
To clarify, is Landing Party simply never discarded from play no matter what?
Had a game with Tireless Landing Party
Any news on the sun, that big ball of hydrogen and some other stuff that illuminates earth?
As things stand, I think there are only two ways that a night card can be one of the six for Magic Lamp:
1) The card is a Night-Action or Night-Treasure and it got played during the non-Night phase it can be played in. (At present, Werewolf is the only such official card.)
2) The card is a Night-Duration that was played in the previous turn, and it's still in play when you play Magic Lamp.
I am only about 100hrs in, been getting in and out of it over the past months. I admire your dedication though! Do you think you're done with TotK forever, or do you intend to replay it?
How do you track old maps? I think I have them all just based on my thorough exploration of the sky islands, but would be cool to know for sure.
For Candy we need to figure out how many copies of Copper (and all the other Treasures) there are in the world so we know the odds of getting each one. Same goes for virtual money with Capitalism. Also Chewbacca.
Possession and Avoid allows you to essentially pull the best three cards (and any Possessions they may have) out of their deck for a mere 2 coins.
Or are you saying there is some difference between Throne Room's "you may play a card from your hand" and Pirate's "you may play this from your hand"?
I don't see the difference between those two questions. Clearly, if you play Village, Smithy and Throne Room, you are not allowed an "extra" card play from Throne Room, since the card Throne Room lets you play counts towards the limit. (So you don't get to play any card from Throne Room.)
On a voyage turn, Sarah plays three coppers and buys a silver. She reveals Pirate from her hand. Can she play it?
Argument for Yes: Pirate says she can play Pirate from her hand right now, even though she normally couldn't.
Argument for No: Voyage says she can't play more than three cards from her hand this turn.
I would have guessed that "Yes" outweighs "No" based on other rules in the game, but the online implementation and the FAQ for Voyage on the Wiki say otherwise. Is there a general rule specific to resolving two cards that enable/disable certain actions?
https://forum.dominionstrategy.com/index.php?topic=14887.msg653497#msg653497
I think the upper discussion helps to understand it. The answer should be "No", because the card text is a permission to play Pirate directly (not you may reveal and if you did, you must play).
The rulebook says: "On a Voyage turn, if you Throne Room a card, both Throne Room and that card count as plays from your hand, but Throne Room replaying the card does not."
So the answer is no.
Yeah I was imprecise with "triggers" vs "resolves". I had been thinking that 2 Outposts both resolved at the same time; setting up 2 extra turns before either one happened.
Perhaps the question would be clearer with current Voyage, which lets you play multiple to take multiple extra turns after this... you play 2 Voyages on your turn. In between turns, what exactly happens? Do you resolve both Voyages to set up your next 2 extra turns? Or do you only resolve 1, taking that turn right away, then resolve the other, taking that turn?
It must be the latter.
I'm pretty sure the original scenario is simply:
1) After this turn, these two trigger:
* Outpost #1: "Take an extra turn if you haven't had more than one turn in a row"
* Outpost #2: "Take an extra turn if you haven't had more than one turn in a row"
2) You resolve the first Outpost: "Take an extra turn if you haven't had more than one turn in a row". So you get an extra turn.
3) When you would resolve that extra turn, Lich cancels it.
4) You resolve the second Outpost: "Take an extra turn if you haven't had more than one turn in a row". So you get an extra turn.
When you play 2 Outposts, do both trigger at the same time (in between turns)?
I am sure they do, but understanding is different.
"Between turns" window
Outpost #1 and #2 are waiting for being resolved
choose Outpost #1 to resolve
(Outpost #2 waits until #1 is fully resolved)
-- Outpost #1 checks if the extra turn wouldn't be the 3rd turn
-- Outpost #1 tries to create a turn(Lich can interrupt to cancel it)
---- Outpost #1 turn starts!
---- ....
---- Outpost #1 turn ends
---- end-game check
-- Outpost #1 is fully resolved
choose Outpost #2 to resolve
-- Outpost #2 checks if the extra turn wouldn't be the 3rd turn
-- Outpost #2 does nothing
-- Outpost #2 is fully resolved
"if the extra turn wouldn't be the 3rd turn" is clear; it actually checks "if the previous 2 turns are yours" because Outpost can't know the future
Outpost says "Take an extra turn after this one (but not a 3rd turn in a row)"; that can be read as "After this turn, if this wouldn't be a 3rd turn in a row, take an extra one."
Outpost is timed as "in-between turns"; Lich is timed as "when you're about to take a turn." If you play two Outposts and Lich on one turn, Lich can skip the first extra turn. The second Outpost still happens, since you haven't taken 2 turns in a row yet. If you play Outpost and Lich on an Outpost turn, Outpost doesn't generate an extra turn and Lich ends up skipping your next normal turn.
As noted this means that a superfluous Outpost gets discarded during another player's Clean-up. It doesn't know that the extra turn won't happen until we're right there failing to do it, which is after Clean-up.