Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - GendoIkari

Filter to certain boards:

Pages: 1 ... 344 345 [346] 347 348 ... 374
8626
Dominion: Dark Ages Previews / Re: What card design rules are left?
« on: August 08, 2012, 10:00:56 am »
If by "design rules" you mean "things that haven't been done yet but in theory could be done", then the answer is: lots.

I mean things that people have specifically talked about and said "no, you shouldn't do that on cards."

8627
Dominion: Dark Ages Previews / What card design rules are left?
« on: August 08, 2012, 09:55:51 am »
So this set has destroyed a few standard "rules"...

  • $1 cost card
  • Gaining cards from the trash
  • +2 buys (never really a rule, but it's never been done)
  • Alternative "Curse" cards
  • Victory card that counts money in your deck
  • Card that can give negative money when played

So what's left?
  • Don't trash cards from the supply
  • No more "vanilla" cards
  • ??

8628
What is this I don't even.

+2 Buys? Trashing from discard? Madmen? Gaining from trash? Negative money?

All the rules are broken!

You forgot $1 cost card!

8629
Unless I'm missing something... is there any practical difference between trashing a Madman and returning it to the pile? Because there are only 10 Hermits, you can only ever get 10 Madmen...

Thanks to Graverobber (and probably other cards), you can now have more than 10 Hermits.

Oh duh! Thanks.

8630
Unless I'm missing something... is there any practical difference between trashing a Madman and returning it to the pile? Because there are only 10 Hermits, you can only ever get 10 Madmen...

*Edit* Graverobber, duh!

8631
2 words: Squire, Goons.

8632
Ruins should give us a new Max Fairgrounds score, if anyone cares to calculate it. And Menagerie is gonna be a decent counter to ruins attacks.

No point to calculating Fairgrounds at the moment; in the middle of a new set being previewed. How many cards would you count from the new set? We don't yet know how many differently named cards Dark Ages has for sure.

8633
(3) "Three ways to gain Ruins" -> I'll bet it's not "Three cards that give Ruins", but rather "Three ways"
     Way #1: Other player gives them to you like a curse
     Way #2: You give them to yourself as a penalty for a card that would otherwise be too good (We've seen lots of fan cards like this before that have been poo-poo'd. Just like $1 cards and card that take from the trash were poo-poo'd)
     Way #3: Something else? Maybe you start with Ruins? Or cards get transformed into Ruins?


No, see my post above; Donald confirmed that there are 3 Looter cards.

Quote
And it would mean overall if you played randomly you would barely ever play with Ruins -> 3 cards in ~200?
According to the BGG thread, this gives you about a 15% chance of having Ruins in a completely random game. It's identical to the chance of needing VP tokens.

8634
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 12:43:57 pm »
Also! I noticed that Donald basically said that there were 3 looter cards in Dark Ages.  Yay.

I thought at first he meant there were 3 ways to get / give Ruins cards, one of which were Looters.. but he confirmed what you said on BGG:


Quote
There are three Looter cards.

8635
I think Ruined Village giving +2 Actions is just too good for a Ruins. In almost any Kingdom without a Village; you will be happy to get those.

Not in most games with junk-giving Attacks, you wouldn't. For instance, any game with Ruins.

Actually I would say the exact opposite! A +2 actions cards lets you play those Ruined Markets and Ruined Libraries; making them less painful to have in your deck.

8636
I'll take a shot at predicting the other Ruins.

Ruined Smithy: +1 Card.
Ruined Village: +2 Actions.
Ruined Woodcutter: +1 Coin.
Ruined Chapel: Trash a card from your hand.

Ruined Smithy might be +2 Cards and still be sufficiently bad.
Ruined Village could be +1 Action, but that's a card you almost never have any incentive to play. It's incredibly uninteresting. I'd prefer +2 Actions; Discard a card.
Ruined Chapel seems like it would be much more powerful than the others, especially in a Dark Ages-heave setup, so it's the least likely.

Ruined Chapel: Gain a card from the Trash costing $0.

Wouldn't that be a Ruined Graverobber?

8637
I'll take a shot at predicting the other Ruins.

Ruined Smithy: +1 Card.
Ruined Village: +2 Actions.
Ruined Woodcutter: +1 Coin.
Ruined Chapel: Trash a card from your hand.

Ruined Smithy might be +2 Cards and still be sufficiently bad.
Ruined Village could be +1 Action, but that's a card you almost never have any incentive to play. It's incredibly uninteresting. I'd prefer +2 Actions; Discard a card.
Ruined Chapel seems like it would be much more powerful than the others, especially in a Dark Ages-heave setup, so it's the least likely.

I think Ruined Smithy will be called Ruined Library. And if it is, perhaps it will actually say "draw until you have at least 5 cards in hand."

I think Ruined Village giving +2 Actions is just too good for a Ruins. In almost any Kingdom without a Village; you will be happy to get those.

8638
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 11:31:49 am »
Indeed. Upgrade and Lookout will both be great here; because they are the (so far) non-terminal trashers.

Also apprentice.

Oh man, how could I forget Apprentice! Especially since that's going to be an awesome use for Cultists! It's as good as trashing a Province, without the loss of points!

8639
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 11:28:29 am »
Upgrade a Cultist into a Gold, Watchtower it, draw it along with 2 other cards.

I'm not sure if you can do that, actually... I think that when you play Upgrade, first you trash the Cultist. At that moment you have to choose to draw 3 cards; before you have gained anything from Upgrade. Then you gain a card, then you can reveal Watchtower.

Still, you get 3 extra cards, and an Action to use them with!

Indeed. Upgrade and Lookout will both be great here; because they are the (so far) non-terminal trashers.

8640
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 11:24:30 am »
Upgrade a Cultist into a Gold, Watchtower it, draw it along with 2 other cards.

I'm not sure if you can do that, actually... I think that when you play Upgrade, first you trash the Cultist. At that moment you have to choose to draw 3 cards; before you have gained anything from Upgrade. Then you gain a card, then you can reveal Watchtower.

8641
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 10:53:17 am »
Rules question! I play village cultist cultist. Do I have an action available to me? The ways I see it are

1)No you played 2 actions.
2) Yes village gave you 2 you played a cultist for one and as part of cultists resolution you got to play another

2)

Yes, you have an action. You did not spend an action to play the second Cultist.

Pedantic man is here!

It depends on how you choose to play it. When you play the first Cultist, you now have the option to play another Cultist, as a part of resolving the first Cultist. If you do, then afterwards you will still have an action remaining from your Village. But, you could also choose to not play the Cultist as a part of the "you may" clause, and then play a Cultist because you have an extra action from Village. In other words, simply saying "I play Village, Cultist, Cultist" is not enough information to know if you have another action.

8642
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 10:50:49 am »
Don't have time to read the whole thread, so apologies if this was already brought up, but:

With Feodum around, will we get a rule clarification on whether Silvers (and, by extension, other money cards) are a pile that can/cannot be emptied?

This is clarified in the rules for the Base set of Dominion; Treasures have always counted as a pile that can be emptied, just like every other supply pile.

8643
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 10:40:09 am »
So, Cultist looks really strong. Really, it's a Laboratory with a bunch of other benefits, including a Curse variant attack. It's a Laboratory because you can keep playing copies of it (provided you have them, sort of like Lab), which is easier because it's drawing cards. It's not completely equivalent to Lab, because you can't play any other Actions, but then it has the benefit of giving your opponents these mostly useless cards. Oh, and you can trash it for a nice pay off.

Yeah, but I don't see this being that viable, usually.  By the time you're chaining at least 3 in one play, or by the time you're pretty much guaranteed to get 2 in one play, ruinses are gonna be gone.  Especially considering you're going to be getting ruinses as well.  And then they're just worse labs, except for the trashing bit.

It seems like you need such a good cultist density.  Maybe if the board had chapel/university.

Sure, but if you do get that density quickly, probably with a nice early trasher or something, the snowball effect is going to be so huge.

Prediction: Cultists are going to be pretty decent, but not to the level of Witch or Mountebank. Probably somewhere around #6 in the best $5 cards list.

8644
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 10:20:05 am »
Yes! KC-Cultist means that you are three times allowed to play another Cultist (no, not allowed to play three times, I see that).  That's a really flippin' allowed choice

Outside of Feoda being an awesome word, Donald has verified that the plural of Ruins is Ruinses.  Brilliant.

Looking forward to all the threads on the rules forum of newbies asking if when you KC a Cultist, if you get to draw 6 cards and then play another Cultist 3 times.

8645
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 10:12:11 am »
Oh, Feodum and Trusty Steed.

And the long-awaited buff to Explorer.

A situation where you would choose NOT to reveal a Province?

There already were situations though. ;) Fairgrounds and Horn of Plenty come to mind for the simple ones. For more convoluted ones... Forge, Upgrade, and Governor you might really need a Silver in hand instead of a Gold. There might only be 1 Gold left and you are losing. There might only be 1 Silver left and you are winning. There might be 0 Golds left and you want to gain something. There might be some kind of fear of Thief/Noble Brigand/Jester. Ok, I'm done.

8646
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 10:00:19 am »
Have you guys thought about the fact that cards with a Trash clause on the bottom could potentially turn up in sets with no trasher?

This has been discussed a good bit at BGG... But it's no different than Tunnel showing up in a set with no discarder.

8647
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 09:54:53 am »
What could the weird one be?

Ruined Monument - +.1 VP
Ruined Gardens - Worth one VP for every 30 cards in your deck.
Ruined Golem - Play one action from your deck
Ruined Library - Draw up to five cards in hand
Ruined Militia - Opponent discards down to five cards in hand
Ruined Pawn - Choose 1: +1 Buy
Ruined Island - 1 VP. You may set this aside with another card, but they will NOT be returned to your deck at the end of the game.

This game deserves its own thread, with a prize for the right guess.

Ruined Scout: +1 Action. Reveal the top 4 cards of your deck. Put any victory cards revealed into your hand, and put the rest on top of your deck, in any order.

8648
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 09:48:47 am »
Answer to the Ruins / Ambassador question, from Donald:


Quote
The Ruins pile, when present, is a supply pile. You can only buy/Workshop/etc. the top card. If it's empty that counts towards game end.

You can only Ambassador two Ruins at once if they have the same name. When you Ambassador a Ruined Market, you return it to the top of the pile. Then the player to your left gains one. Then the player to their left may or may not gain one, depending on whether or not the next Ruins is a Ruined Market.

8649
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 09:32:52 am »
Ok, so the Ruined Lab variant is obvious: +1 Card
And, the ruined terminal Silver (no idea which one he'll pick) is going to be +$1.
The interesting question is: will the Ruined Village be +2 Actions or just +1 Action? I'm guessing +2 because outside of some Conspirator niche cases, an action that does nothing has no redeeming quality.

+1 card has no redeeming qualities, either.

Sure it does. As long as you have an action to spare, you can play it; and the result is as if it had never been in your deck in the first place.

8650
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 09:25:44 am »
I wonder what the other "ruined" cards are going to be?

Ruined Village: +1 Action
Ruined Laboratory: +1 Card
Ruined Wodcutter: + $1

That would seem to be what Donald implied. But Ruined Village seems way worse than all the others. With Market and Woodcutter; you may find yourself glad you have that card in hand. With Laboratory, at least you can replace it with another card if you have an action lying around. But Ruined village is just as bad as a Curse/Estate (confusion card), unless you happen to have Horn of Plenty, Conspirator, or Peddler.

Pages: 1 ... 344 345 [346] 347 348 ... 374

Page created in 0.126 seconds with 18 queries.