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Messages - werothegreat

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7226
I'm not sure where to put this, I just write it here.

Quote from: donaldx@BGG
Dark Ages has zero blanks.
Hurray!
Now you can start counting!

As I mentioned in that thread, it begs the question of what all the extra cards will be used for. So far we know there will be:

At least 352 Kingdom cards (35 different ones, at least one of which is a Victory card)
Between 20 and 22 cards like Madman that can be gained by trashing another card
Exactly 50 Ruins cards
Exactly 35 randomizers

That leaves as many as 43 cards unaccounted for. Shelters could be any number of those cards. Perhaps there are 30 of them that you randomize, like Ruins.

Donald X has confirmed there are only 35 kingdom cards.  However, he has said that he refuses to say how many differently named cards there are.  So I don't think there will be 40 different Shelters.  I think we may have some more Tournament-ish cards, or something like that.

7227
Dominion: Dark Ages Previews / Re: What card design rules are left?
« on: August 08, 2012, 12:20:54 pm »
I'm sorry - which of those is strictly better than the other? Council room gives you more cards. Margrave has the attack. So, the attack is USUALLY better, but not always.
Hence, the word STRICTLY is important here.

This is the point at which, if we were discussing Magic, and a strictly better card actually existed, some asshat would point to Possession and say "nuh-uh, it's not strictly better because if you were possesed, you'd rather have the worse version."

But, yeah, there has yet to be a Dominion card that's strictly better than another Dominion card.  Well, except Scout, which is strictly better than Smithy because you can draw 4 cards with it and get +1 Action.

I'd say Copper is strictly better than Curse.

7228
Swindler is, I think, an interesting case. At first I was thinking it got a lot stronger, and stuff like madman definitely helps it (can you imagine that happening to you?), as do ruins (though marginally). But I actually think it is going to be a good bit weaker now, with all of the 'when you trash this, get a benefit' cards. Like cultist->duchy will still hurt, but you're giving them THREE free labs. So I would guess steward actually is going to clearly edge it out now, with the bonuses from being able to trash all this stuff. Watchtower moves up too, as do things like upgrade, and lookout, and all the TFB cards.

With Ruins, Ambassador is going to lose a little sting, at least in 3+ player games - it will become much more of a political card.

7229
Hinterlands made us buy things just for the buy effect, like Inn and IGG.

Dark Ages is making us buy things just to get rid of them.

7230
Dominion: Dark Ages Previews / Re: Sage Jokes
« on: August 08, 2012, 11:19:12 am »
You missed the most obvious duchess joke..

Sage skips Duchess, but hits Duke.

Again, the Sage is gay.  See the Sea Hag.

7231
Is Feodom pronounced Feeodum or Fyodum?

FEY-oh-dum.

7232
Dominion: Dark Ages Previews / Re: Sage Jokes
« on: August 08, 2012, 11:08:11 am »
Sages aren't known for their exquisite taste in women

They ignore Princesses and Duchesses, but have no problem picking up Young Witches and Sea Hags.

Sages stop for Sea Hags - every gay needs a Hag.

7233
Dominion: Dark Ages Previews / Re: Puzzle: The Four Mysterious Ruins
« on: August 08, 2012, 11:06:19 am »
All this talk of Ruined Smithies reminds me that I used to play Dominion with a Cantonese fellow.  His accent was rather thick, and he'd insist on pronouncing it "Smiffly."

7234
Oh my gosh, Chapel/Squire or Remake/Squire with Possession on the board... talk about your degenerate games.

Possession isn't an attack, so unless there are other attack cards available, this wouldn't be so bad.

Never before have I been so happy to be wrong.

Let's imagine Possession is an Attack for a second.

Both players open Chapel/Squire, get a Possession.

I Possess you.  Oh.  You only have an Estate in your deck.  <.<

7235
Dominion: Dark Ages Previews / Re: What card design rules are left?
« on: August 08, 2012, 11:01:39 am »
Don't make a card which is strictly better/worse than another card.

Better Scout
Action
$4

+1 Action
+1 Card
The word 'strictly' is incredibly important in my statement.

Well, that already happened with Council Room and Margrave.
I'm sorry - which of those is strictly better than the other? Council room gives you more cards. Margrave has the attack. So, the attack is USUALLY better, but not always.
Hence, the word STRICTLY is important here.

Murr.  I was just trying to make a Scout joke.

7236
Yeah, this is a craaazy ability for only $3.  Trash any card from your discard?? I never worry about drawing my coppers/curses with my trasher, and I never have the dilemma of whether to trash a copper because it's long-term good when I have exactly $5 in hand.

You cant trash treasures.

Good point, but still to trash Estates, Ruins, and Curses this is wonderful.  I still declare it a craaazy ability.

Also trash Squires and Feoda.

7237


Goons, however, is an Attack.

7238
Dominion: Dark Ages Previews / Re: What card design rules are left?
« on: August 08, 2012, 10:49:26 am »
I really most want to see the Attack Village, just so I can play one crazy game with all Attacks.

7239
And now for the third installment of But How Do They Combo With Scout?

Squire/Scout is just obvious combo territory. Scout let's you know what's on top of your deck. Squire benefits from this knowledge, because then you know to choose Actions or Buys. And you know what your next hand looks like. Great!

With Hermit, here's the scenario: Oh no, Silvers are Embargoed! Well, you just buy Scout, and then you buy Hermit, and then you use Hermit to dig Scout out of the discard pile and trash it, and you can gain the Silver. Then, repeat for more Silvers.

Madman doubles your handsize. With so many cards in hand, you'll probably have an Estate or something left in your draw pile. And Scout is there to save the day. He makes sure you get that Estate right now.

Actually, Scout - Madman do have potential. Draw things with scout, increase your draw output with Madman (more cards in hand).

This made me just realize that Madman is a Crossroads variant.

7240
Dominion: Dark Ages Previews / Re: What card design rules are left?
« on: August 08, 2012, 10:32:42 am »
Don't make a card which is strictly better/worse than another card.

Better Scout
Action
$4

+1 Action
+1 Card
The word 'strictly' is incredibly important in my statement.

Well, that already happened with Council Room and Margrave.

7241
Dominion: Dark Ages Previews / Re: What card design rules are left?
« on: August 08, 2012, 10:29:59 am »
Don't make a card which is strictly better/worse than another card.

Better Scout
Action
$4

+1 Action
+1 Card

7242
Squire + Watchtower?

Any attack you want...for 2!  (As long as you have Watchtower in hand.)

Whoa, yeah. Watchtower definitely boosts some cards in Dark Ages. At minimum it opens up tons of new options (like gaining 3 Silvers instead of Feodum).

Tired of University not drawing cards?  Well, just University a Cultist with a Watchtower in hand!  University turns into a mega-super-Lab-Village-thing!  Ruins?  Pssh.  Real men use Cultists for +Cards.

7243
Now, I think I know the answer to this, but I just want to make sure - can a Scheme save a Hermit from Madness?

Scheme says: "If you discard it from play, put it on your deck."

Hermit says: "When you discard this from play..."

Scheme does not say "if you WOULD discard", so I'm assuming this means you have to discard it from play, then put it on your deck, which means it would trigger Hermit in a turn without a Buy, and Scheme can do nothing to save it.

Not that I'd really want to save the Hermit from madness; this is purely academical.
Even though Scheme says "if" rather than "when," it's the same timing as "when" - both cards do something when Hermit is discarded from play. So you pick what order to resolve the effects. If you resolve Hermit first, Scheme will be unable to find Hermit in the trash, due to the lose track rule (which is in the Dark Ages rulebook). If you resolve Scheme first, Hermit will be unable to trash itself, but will still gain you a Madman (there's no "if you do" there).

In other words, instead of causing insanity, Scheme just causes Multiple-Personality disorder.

7244
Dominion: Dark Ages Previews / Re: What card design rules are left?
« on: August 08, 2012, 10:00:44 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.

He means things we've told ourselves should never be done on a Dominion card.

7245
Does anyone else get the image from Hermit of some dirty old man poking through your trash, grunting?  Sort of like Yoda going through Luke's camp when they first meet on Dagobah.  Finding the flashlight turns him into a Madman.

7246
Dominion: Dark Ages Previews / Re: What card design rules are left?
« on: August 08, 2012, 09:58:01 am »
Blood Money.

7247
Waaaait.

Does Warehouse/Cellar + Hermit work? Like, to turn them into Madmen?

No.  "When you discard this FROM PLAY"

7248
A random thought occurred to me overnight. For the poor-man's province rush (trashing, poorhouse, some card draw, sifting, etc all at <=3) that has been mentioned on this thread, it would seem, that saboteur becomes devastating against that deck. It will be guaranteed to hit either a province or the duchy from the last saboteur strike.

I hope you realize what that looks like.

7249
Now, I think I know the answer to this, but I just want to make sure - can a Scheme save a Hermit from Madness?

Scheme says: "If you discard it from play, put it on your deck."

Hermit says: "When you discard this from play..."

Scheme does not say "if you WOULD discard", so I'm assuming this means you have to discard it from play, then put it on your deck, which means it would trigger Hermit in a turn without a Buy, and Scheme can do nothing to save it.

Not that I'd really want to save the Hermit from madness; this is purely academical.

7250
Dominion: Dark Ages Previews / Re: Sage Jokes
« on: August 08, 2012, 09:37:58 am »
Sage skips Madman - I'm a doctor, not a psychiatrist, Jim!

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