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26
Dominion General Discussion / Re: Interview with Donald X.
« on: December 23, 2022, 01:59:25 pm »
How do you feel when someone takes something you've said about a Dominion card, and then puts it onto the wiki, where it will stay forever? I'd personally be creeped out.

What are the best and worst parts of writing secret histories?

So far it seems like the most controversial Plunder cards are Shaman and Frigate. What are your thoughts on them?

Some Plunder Durations seem like better fits for Allies (specifically Crew and Taskmaster, which are both recursive). If you had a magic wand and could move cards into previous sets, would you put them in Allies?

27
Rules Questions / Gaining to hand + discarding from hand
« on: December 22, 2022, 06:48:07 pm »
Is this even "new" information? Idk. But people asked on discord, so here we go:

You're under Gatekeeper's attack. You Silver Mine a Cage to your hand. That lets you play a Falconer and gain a Dungeon. You play the Dungeon with Innovation and discard 2 cards. Does Gatekeeper exile the Cage?

Now if you discard the Cage, then for sure Gatekeeper is blocked there. But the tricky part is that the other players can't see what you discarded. So if you discard the gained Cage and a Copper, no one will know anything about where Cage is. So since no one can verify where it is, the Gatekeeper shouldn't be able to exile it.

But wait, what if you didn't discard the Cage, and left it in your hand? The Cage didn't move, so Gatekeeper should exile the Cage, right? But again, we don't know what Dungeon discarded, so who can say where the Cage actually is? Because of that, I think we have to say that the Cage is lost. So instead of moving a gained card to invoke the stop moving rule, we moved a different card and invoked that rule. So that's funny.

Also what if instead of Innovating Dungeon, you Innovated Oasis and discard a Copper? In that case, we know what got discarded, there's no ambiguity where the Cage is. So I think here, Cage should get exiled.

So tldr: If you gain a card to your hand, but then something moves card(s) from your hand - and we don't know what got moved - then we have to say, the gained card is lost. At least that's my suggestion.

EDIT: Donald X. has (tentatively) stated that, if a Cage isn't discarded from your hand, then "you" know where it is, so Gatekeeper can still exile it, and the other players will just have to trust you to be honest. Feel free to argue against it!

28
Rules Questions / Re: Reckless
« on: December 20, 2022, 11:29:31 am »
I guess I should mention that, for now, I'm ignoring Way of the Chameleon, and just focusing on Reckless. It's also worth noting that the online implementation of Reckless is kinda broken right now, so let's not use it.

Firstly, card abilities go in this order:
1. When you play, first...(Moat)
2. When you would follow a card's instructions, instead...(Enchantress)
3. Modify a card's instructions (Reckless)
4. After playing a card (Royal Carriage)

There's only one instance where you can use Royal Carriage on a Reckless card: after you finish both (uh how do you say it concisely, I guess iterations) of the card. I don't see how the wording suggests a traditional "afterwards" that you see on Royal Carriage.

I also think that, a single attack block will block both iterations of the attack. So you only need to reveal Moat once, and Lighthouse will always keep you safe. Reckless simply works differently than Throning an attack.

Finally, Donald X. told m_knox who told me that: "Reckless happens whenever you follow the card's instructions, so it happens with Way of the Chameleon." So unlike other Ways, Reckless Chameleon will have 2 iterations. Make of that what you will.

29
Dominion General Discussion / Plunder is online
« on: December 18, 2022, 02:11:15 pm »
All of Dominion: Plunder is online (hey it's Monday somewhere)! Here's the other half of the set (the full rulebook is out, but I included the card FAQs in parentheses) https://www.riograndegames.com/wp-content/uploads/2022/08/DomPlunder.pdf

20 more Kingdom cards:

Cage
$2; Treasure-Duration
Set aside up to 4 cards from your hand face down (on this). The next time you gain a Victory card, trash this, and put the set aside cards into your hand at end of turn.

(The cards go to your hand after drawing your regular hand of 5 cards for next turn. For example you might set aside two Estates and two Coppers on a Cage on an early turn; then on a late turn, buy a Province, trash the Cage, and add the two Estates and two Coppers to your hand at end of turn.)

Grotto
$2; Action-Duration
+1 Action
Set aside up to 4 cards from your hand face down (on this). At the start of your next turn, discard them, then draw as many.

(For example you could set aside 3 cards from your hand, and at the start of your next turn, discard those 3 cards, then draw 3 cards.)

Search
$2; Action-Duration
+$2
The next time a Supply pile empties, trash this and gain a Loot.

(If you Throne Room a Search, Throne Room will stay out with Search until a pile empties, and then you'll trash Search once but gain two Loots (and discard Throne Room that turn).)

Cabin Boy
$4; Action-Duration
+1 Card
+1 Action
At the start of your next turn, choose one: +$2; or trash this to gain a Duration card.

(You can trash a Cabin Boy to gain another Cabin Boy.)

Crucible
$4; Treasure
Trash a card from your hand. +$1 per $1 it costs.

(For example if you trash an Estate, which costs $2, you get +$2. If you trash a card with debt or potion in its cost (from other expansions), you get nothing for those symbols.)

Fortune Hunter
$4; Action
+$2
Look at the top 3 cards of your deck. You may play a Treasure from them. Put the rest back in any order.

(Completely resolve playing the Treasure before putting the other cards back on top; for example if the Treasure is a Figurine, the two cards you draw won't be the other ones you looked at with Fortune Hunter.)

Gondola
$4; Treasure-Duration
Either now or at the start of your next turn, +$2.
[dividing line]
When you gain this, you may play an Action card from your hand.

(When playing Gondola, choose whether to get +$2 immediately, or at the start of your next turn. If you choose "immediately," Gondola will be discarded in the same turn’s Clean-up; if you choose "next turn," Gondola will be discarded that turn. If you play Gondola multiple times, such as with King's Cache, you choose each time whether to get the +$2 now or next turn, and Gondola only stays in play if at least one of the plays was for next turn (in which case the King's Cache also stays in play).)

Harbor Village
$4; Action
+1 Card
+2 Actions
After the next Action you play this turn, if it gave you $, +$1.

(This only cares if the Action itself gave you +$1 not if you otherwise got +$1 due to playing it (such as due to Training, from Adventures, or due to receiving Forest's Gift, from Nocturne). It's okay if you no longer have the $ (such as due to Storyteller). +Coffers (from Guilds and Renaissance) is not +$. +$0 doesn't get you the bonus. Using a Way (from Menagerie) to get +$ (e.g. Way of the Sheep) does get you the bonus. If you Throne Room a Harbor Village and then play a Militia, you played Harbor Village, then Harbor Village, then Militia, so you get nothing for the first play of Harbor Village and +$1 for the second play of it.)

Mapmaker
$4; Action-Reaction
Look at the top 4 cards of your deck. Put 2 into your hand and discard the rest.
[dividing line]
When any player gains a Victory card, you may play this from your hand.

(If you have fewer than four cards (after shuffling), you just look at what's left. You may play this when someone (including you) gains a Victory card due to buying it, or some other way. When you play Mapmaker in response to someone gaining a Victory card, you can immediately play another Mapmaker afterwards - even one you just got via the first Mapmaker.)

Maroon
$4; Action
Trash a card from your hand. +2 Cards per type it has (Action, Attack, etc.)

(Types are the words on the bottom banner of cards - Action, Attack, and so on. For example if you trash a Cage with Maroon, you'll draw 4 cards, since it's a Treasure and a Duration, 2 types.)

Crew
$5; Action-Duration
+3 Cards
At the start of your next turn, put this onto your deck.

(Putting this onto your deck isn't optional.)

Cutthroat
$5; Action-Duration-Attack
Each other player discards down to 3 cards in hand. The next time anyone gains a Treasure costing $5 or more, gain a Loot.

(Loot itself is a Treasure costing $5 or more, so a player gaining one will trigger Cutthroats.)

Enlarge
$5; Action-Duration
Now and at the start of your next turn: trash a card from your hand, and gain one costing up to $2 more.

(Once you've played Enlarge, trashing a card at the start of your next turn is mandatory.)

Figurine
$5; Treasure
+2 Cards
You may discard an Action for +1 Buy and +$1.

(This is a Treasure, and so is played in your Buy phase, but draws cards. This means that usually if it draws you an Action card, that card won't be useful that turn, except that Figurine itself lets you discard one Action card for +1 Buy and +$1.)

Frigate
$5; Action-Duration-Attack
+$3
Until the start of your next turn, each time another player plays an Action card, they discard down to 4 cards in hand afterwards.

(This applies each time another player plays an Action, until your next turn. That includes later on during your turn, if they manage to play an Action then (for example a Stowaway). They completely resolve playing the Action before discarding.)

Longship
$5; Action-Duration
+2 Actions
At the start of your next turn, +2 Cards.

(Playing this gives you +2 Actions then, and +2 Cards at the start of your next turn.)

Pilgrim
$5; Action
+4 Cards
Put a card from your hand onto your deck.

(The card you put on top doesn't have to be one of the 4 you just drew.)

Quartermaster
$5; Action-Duration
At the start of each of your turns for the rest of the game, choose one: gain a card costing up to $4, setting it aside on this; or put a card from this into your hand.

(Quartermaster stays in play for the rest of the game. Each turn you either gain a card and put it on the Quartermaster, or take one of the cards you've already gained with that Quartermaster and put it into your hand. If you play two Quartermasters, they each have their own set of cards. However if you Throne Room a Quartermaster, you just have one set of cards for it, and twice on each of your turns, either add one or take one.)

Silver Mine
$5; Treasure
Gain a Treasure costing less than this to your hand.

(This can gain Silver, but also other Treasures costing less than Silver Mine, when in the Supply: Gondola, Jewelled Egg, and so on.)


Trickster
$5; Action-Attack
Each other player gains a Curse. Once this turn, when you discard a Treasure from play, you may set it aside. Put it into your hand at end of turn.

(This is cumulative; if you play two Tricksters, then you can set aside up to two Treasures you discard from play and put them into your hand at end of turn, after drawing.)

7 more Traits:

Fated
When shuffling, you may look through the cards and reveal Fated cards to put them on top or bottom.

(Each time you shuffle, you can choose to put Fated cards on the top or bottom of your deck, while shuffling the other cards normally. If for example you had five Fated cards, you could put two on top, one on the bottom, and leave the other two to be shuffled in. In games with Fated, you can look through your deck before shuffling, even if you're sure you don't have any Fated cards.)

Friendly
At the start of your Clean-up phase, you may discard a Friendly card to gain a Friendly card.

(You may only discard one Friendly card per turn this way.)!

Inspiring
After playing an Inspiring card on your turn, you may play an Action from your hand that you don't have a copy of in play.

(When you play an Inspiring card, after resolving it, you can play an Action card from your hand, provided that you don't have a copy of that card in play. Duration cards that you played on previous turns that are still in play, are in play; cards that have left play somehow, like a Mining Village (from Intrigue) trashing itself, are not in play. An Inspiring card can sometimes play a different Inspiring card (when Inspiring is on a split pile, like those in Empires and Allies), but can't normally play another copy of itself.)

Nearby
When you gain a Nearby card, +1 Buy.

(Each time you gain a Nearby card, you get +1 Buy.)

Reckless
Follow the instructions of played Reckless cards twice. When discarding one from play, return it to its pile.

(Reckless does two things, at different times. When you play a Reckless card, you follow its instructions an extra time - follow them entirely, then follow them again - and when you discard one from play, you return it to its Supply pile. With Duration cards those may not happen on the same turn. If you skip following the instructions of the card - for example by using a Way (from Menagerie) instead - then you don't follow them an extra time, but still return the card when discarding it from play.)

Rich
When you gain a Rich card, gain a Silver.

(Each time you gain a Rich card, you also gain a Silver.)

Tireless
When you discard a Tireless card from play, set it aside, and put it onto your deck at end of turn.

(This is mandatory. You draw your next hand before putting the card onto your deck.)

8 more Events:

Avoid ($2)
+1 Buy
The next time you shuffle this turn, pick up to 3 cards to put into your discard pile.

(If you don't end up shuffling this turn, this does nothing. If you do shuffle, you first look through the cards and pick up to 3 to put into your discard pile. Shuffle the other cards normally, but don't shuffle those 3 in. Avoid is cumulative; if you Avoid 3 times, you will pick up to 9 cards to not shuffle in. You might leave so many cards in your discard pile that you don't have enough to draw; this does not trigger another shuffle, you just draw what you can.)

Deliver ($2)
+1 Buy
This turn, when you gain a card, set it aside, and put it into your hand at end of turn.

(Buying this more than once doesn't do anything extra. The set aside cards go into your hand after drawing your usual 5 cards.)

Foray ($3)
Discard 3 cards, revealing them. If they have 3 different names, gain a Loot.

(If you didn't have 3 cards to discard, you don't gain a Loot.)

Launch ($3)
Once per turn: Return to your Action phase. +1 Card, +1 Action, and +1 Buy.

(This ends your Buy phase and returns you to your Action phase. This does not cause "start of turn" abilities to repeat; however when your Buy phase happens again after that, "start of Buy phase" abilities can repeat.)

Mirror ($3)
+1 Buy
The next time you gain an Action card this turn, gain a copy of it.

(This is cumulative; if you buy Mirror three times and then buy an Action, you'll gain three extra copies of it.)

Scrounge ($3)
Choose one: trash a card from your hand; or gain an Estate from the trash, and if you did, gain a card costing up to $5.

(You may either trash a card from your hand, or may gain an Estate from the trash. If you gained an Estate, you then also gain a card costing up to $5 from the Supply.)

Looting ($6)
Gain a Loot.

(You simply gain a Loot.)

Invasion ($10)
You may play an Attack from your hand. Gain a Duchy. Gain an Action onto your deck. Gain a Loot; play it.

(You do the four things in that order. Playing an Attack card is optional; the rest are mandatory.)

Phew, 35 cards is a lot. Enjoy!

30
Dominion General Discussion / Re: * Plunder Previews #4: Next Time *
« on: December 15, 2022, 09:32:25 am »
Any particular reason Flagship doesn't say "afterwards" like Citadels and Landing Party? I assume it has the same timing?

Yes Flagship is a Royal Carriage.

For the wording, well I can't speak for Donald X., but I'll just assume that, no playtester was ever confused by it and there were other things to work on. And these other things include that command clause.

The command clause exists because Band of Misfits / Overlord would have generated infinite money with Flagship. At the same time, Flagship working with other Flagships would probably confuse too many people (I think people are still confused/annoyed by Mastermind Mastermind? not sure). So the command thing was the simplest solution (other than, killing the card).

And I'll just answer this here:
-If you play Flagship and then BoM, Flagship replays the card that BoM plays.
-If you play Flagship and then Necromancer, Flagship replays the Necromancer (so you have a pick a different action in the trash).

31
There have been 2 very common rules questions in the discord:

1. Can Ruins get Traits?

No. Part of the confusion, I think, is because Populate can gain Ruins. But Donald X. didn't say Action supply pile, they said kingdom Action/Treasure pile (rip Night cards).

2. How/why can you dodge Siren's restriction?

it seems like most people aren't familiar enough with the stop moving / no visiting rules to understand tricks for dodging Siren's restriction. So here's my quick explanation:

(All of the following also applies to dodging Gatekeeper; it's just that uh no one buys that card)

There are 3 different categories of cards that are relevant for the no visiting rule:
1. gain a card directly to a location (Armory, Sculptor)
2. when you gain a card, move it (Siren, Travelling Fair)
3. gain a card. then move it (Replace, Summon)

(For more examples of cards within these categories, http://wiki.dominionstrategy.com/index.php/No_Visiting_rule)

When you have multiple effects at the same time (i.e. category 2), you can order them. So if you buy a Siren, you can choose to topdeck it with Travelling Fair first. And then you resolve the Siren's effect, except that the Siren is no longer where it was gained to (your discard pile), so the Siren fails to trash itself.

32
Dominion General Discussion / Re: Dominion: Plunder Teaser
« on: December 09, 2022, 09:59:08 am »
In a span of ~7hrs, we already figured out over half of the card names. So I'm just gonna repost the list here (if you're the first person to find any of these yourself, pat yourself on the back, cause I didn't find any lol):

Update: The hackers have cracked it, and they found a bunch of the names. Shoutouts to BigFarm on discord and dlareh- on reddit.

People:
Cabin Boy, Crew, Cutthroat, Fortune Hunter, Figurehead, First Mate, Landing Party, Mapmaker, Pilgrim, Quartermaster, Shaman, Siren, Stowaway, Taskmaster, Trickster

Locations:
Grotto, Harbor Village, Mining Road, Secluded Shrine, Silver Mine, Swamp Shacks, Wealthy Village

Verbs:
Avoid, Bury, Deliver, Enlarge, Launch, Maroon, Prepare, Prosper, Rush, Scrounge, Search

Boats:
Flagship, Frigate, Gondola, Longship

Objects:
Amphora, Buried Treasure, Cage, Crucible, Doubloons, Endless Chalice, Figurine, Hammer, Insignia, Jewels, Jewelled Egg, King's Cache, Mirror, Orb, Pendant, Prize Goat, Pickaxe, Puzzle Box, Rope, Sack of Loot, Sextant, Shield, Spell Scroll, Staff, Sword, Tools

Adjectives:
Cheap, Cursed, Fated, Fawning, Friendly, Hasty, Inherited, Inspiring, Nearby, Patient, Pious, Reckless, Rich, Shy, Tireless

Misc:
Abundance, Foray, Invasion, Journey, Looting, Maelstrom, Peril

33
Dominion General Discussion / Dominion: Plunder
« on: August 28, 2022, 06:21:56 pm »
https://www.riograndegames.com/games/dominion-plunder/

Across the sea, they have so much stuff. And it’s so much better than your stuff. Finer craftsmanship. Better quality materials. Shinier. They have crowns, tiaras, and diadems – and that’s just the hats. It’s time to get some of that stuff. You want an easy life, and you’re prepared to work hard for it. So you’ve rounded up some old salty dogs, plus a sourpuss and a bitter goldfish. And set sail. The sea is a harsh mistress, but a good cook, at least if you like everything really salty. There are red skies tonight, so they’ll be making a batch of Sailor’s Delight, which you understand to have tuna fish in it. And soon you’ll be attacking merchant ships and taking their treasure. But the real treasure is the happy memories you’ll be making.

This is the 15th expansion to Dominion. It has 500 cards, with 40 new Kingdom cards. It has lots of Treasures and Durations, with cards that give you Loot, and Traits that modify piles. Events return.

When will it come out? Wait I can link you a post by Donald X., from the TGG discord: https://discord.com/channels/609163450077151233/1001235513635782777/1012989961357758584

"New expansion now expected in November, to be announced in September.

I "finish" the expansion whenever; it's completely random, based on when I started and how much I focused on it. It's not actually done because it can keep changing until it's sent to the printer, so it does. RGG doesn't so much wait to put them out; they pick some convenient date in the future. October is especially appealing because that's when Spiel happens, the big gaming convention in Essen, Germany. So it's very common for expansions to come out in... November. They're planned for October and then get delayed. We put in the work to get this one done early and it's still looking like November. Allies was especially delayed, we thought it would come out last year.

For sure it was obvious that we had Allies and the 2E's this year; should the new expansion therefore wait? RGG decided no, and tried to get it to come out in October."

34
Variants and Fan Cards / 3 Fancards Up For Sale
« on: August 03, 2022, 04:04:10 pm »
In the past, I thought that I would never make my own Dominion cards. I'm sure I could come up with an entire expansion if I tried, but I had no interest, and I would rather work on my own games. Then last year, I had to make a Dominion card as a homework assignment, which was a funny experience. And then over 2022 I randomly came up with 2 more ideas, which are basically 2 existing cards smashed together.

I still have no interest in playtesting / fixing these 3 cards. Which is why I never shared them, because any feedback would be completely useless. Then I thought, maybe someone else would want to work on these, so here you go, feel free to steal these ideas. In fact I would prefer if you don't credit me.

Cathedral Grounds
$6; Action-Attack
+4 Cards
Each other player with 5 or more cards in hand trashes a card from their hand.

+4 Cards is great, but it cleans up their Coppers and Estates. But maybe later they'll have to lose something good.

Mountain Fort
$5; Action
Gain a card costing up to $4. Then look through your discard pile and put a card from it into your hand.

Hill Fort is my least favorite Allies card; this is what I would have preferred instead.

Sailord
$4; Action-Duration-Attack
+1 Action
At the start of your next turn, +$2 and you may trash a card from your hand. Until then, each other player can't trash more than 2 cards each turn.

It's Sailor, but it shuts down Chapel and Donate, and restricts decks that rely on TFB. The wording causes a rules question with Count, but meh that's not my problem.

Feel free to discuss the cards here, but don't expect me to reply. I won't even read the discussion.

35
Rules Questions / Re: Complete Dominion rules document
« on: July 23, 2022, 01:45:40 pm »
-There's a typo under Order of Masons. "you keep so mange cards"
-For Market Towns, I'm not sure why you're listing all the other start-of-Buy-phase Allies when you can only use 1 Ally per game. In my opinion, if anyone is playing with multiple Allies and is running into problems, that's their problem, not yours.
-I think Swashbuckler can mention something about using Order of Masons to leave cards in your discard pile after shuffling. Or spending coffers to avoid the Treasure Chest.
-Since Merchant has the Sauna/Catacombs/Innovation ruling, you can add a similar ruling to Cauldron (gain a Herb Gatherer as your third action, then play a Cauldron to give out a Curse).
-Sorcerer/Giant says that if they get no card, the player gets a Curse, which seems outdated? http://forum.dominionstrategy.com/index.php?topic=21240.msg891965#msg891965

Ofc it's up to you what you want to add. After all, I only add what I feel like adding to the wiki.

36
Rules Questions / Scheme / Highwayman
« on: July 21, 2022, 04:15:40 pm »


If I play a Scheme at the start of my turn (e.g. Royal Galley), and then I discard my Highwayman from play, can I use my Scheme to put the Highwayman on my deck (and immediately draw it)? Or does Scheme only apply to clean-up?

This question technically also applies to 2022 Herbalist, although I'm pretty sure there's no way to discard a treasure prematurely.

37
Rules Questions / Tactician / Coastal Haven
« on: July 15, 2022, 02:45:23 am »


During Clean-up, I gain a Tactician (with Improve) and play it (with e.g. Sailor). Since Tactician is making me discard my hand during Clean-up, do I get to use Coastal Haven to keep some of those cards in my hand?

I can see this as either "yeah duh you can use Coastal Haven" or "no Coastal Haven only applies for the regular discarding part of clean-up." And if it's the former, would it literally need to be "discard your hand," or would other discard effects (like an Innovated Capital City) also let you use Coastal Haven?

I could totally see Donald X. ruling that it's the latter, to eliminate this edge case. And I can get behind that, no one's doing this kind of stuff anyway. However, Tunnel and friends have been ruled so that if you discard them at the start of clean-up, you don't get to react, meaning that their "during clean-up" clause doesn't just apply to the regular discarding part of clean-up (man that's an annoying phrase). So uh I dunno.

Anyways, if Coastal Haven/Tactician worked, what if you kept all the cards in your hand? For 2022 Tactician, it seems clear that Tactician would succeed, as it only checks if you had at least 1 card in hand. And for 2009 Tactician (man that old wording is so bad), it seems clear that it would fail, as you didn't actually discard anything.

38
Dominion General Discussion / Re: Interview with Donald X.
« on: July 13, 2022, 03:27:47 pm »
Would you reword Guardian/Ghost Town/Night Watchman/Den of Sin to match Berserker? I think this change would have more upsides than downsides (other than the downside of needing errata)?
"To hand" is simpler in that maybe something messes the situation up, and if that means it's not in your hand that's no problem, and if it means you don't have the card to put it into play, well it used to be that that was a problem. These days however, we don't play the card if you lost it, so, aside from needing to know that, they would work with "play this." It does seem like I would have done that, and just lived with not being able to Exorcist those cards (as usual Dominion doesn't need any particular cute combo).

But, this doesn't seem like the kind of change I'd make with errata.

Actually, I think Villa might be the most deserving of the Berserker wording. We can get rid of the "put this into your hand, +1 Action" middleman and just play it.

Villa
+2 Actions
+1 Buy
+$1
----
When you gain this, you may play it, and if it's your Buy phase return to your Action phase.

Anyways, more things I'm curious about (and/or want to put on the wiki):

Why did Urchin not get errata (to line up with Hermit)? Is it because Urchin getting "exchange" doesn't make enough of a difference to justify errata?

Why do Tax, Defiled Shrine Messenger need to be "in your buy phase" and not "during your turn"? Of all the when-buy to when-gain changes, those are the only ones which I think may be unnecessarily conservative.

What do you think of the concept of cards that "bundle" a bunch of other cards (like Tournament and Page)? Other than being intimidating for casual players, I think they (usually) have the problem of one bad apple spoiling the rest (e.g. Warrior)?

The secret history says that Trail got its when-trash ability late. And from what I've seen, Trail jumping out of the trash was unintuitive for a lot of people (fortunately it's in the rulebook). Was this a concern at all (I can't really think of a better wording to solve this though)?

Do you think that 3-cost cards are the most likely to go wrong? It seems like raising Urchin/Ambassador/Stockpile to 4 would solve (not all, but most) of their problems.

In general, how good are you at predicting "a lot of casuals will hate this card" and "a lot of experts will hate this card"?

39
Dominion General Discussion / Re: 2022 Additional Errata
« on: July 02, 2022, 03:16:01 pm »
Once we get something that triggers when you put a card on top of your deck, we're in trouble.

That new Donate sounds sweet. I didn't think "Donate when you buy it" could work, but that wording nails it. And I am 100% against adding non-Duration to Donate, there's nothing wrong with current Bonfire.

Cargo Ship does have the problem of creating an "invisible" effect if you Improve it. Of the tracking issues in the game, that one isn't the worst though, since you still have the gained card set aside.

Why not have a rule that says something like, "If an effect would remove a Duration or a card tracking a Duration (such as a Throne or Command) from play before it's 'done,' that effect fails."? Obviously, there are edge cases, like Cargo Ship and Highwayman (which has an effect that discards itself).

This change has been suggested before, and it'd be ideal if that rule always existed. It also doesn't require any errata to Counterfeit etc because the rulebook handles it. Nowadays it's probably not happening.

40
Dominion General Discussion / Re: Interview with Donald X.
« on: July 01, 2022, 01:45:33 pm »
Do you say zee or zed?

It seems that Menagerie hasn't gotten any of the errata? (Supplies/Stockpile should drop "when you play this", and Destrier/Fisherman should match Peddler.) Anyways, what are the plans for Turtle/Horse/Butterfly being able to remove Durations? Add "if this isn't a Duration card...?"

Also will Summon and Reap be reworded to match Blockade?

Monkey seems like a great solution to having to memorize how many cards your opponent gained. Would you prefer to do Goatherd the same way too?

Why did the Guard Dog that-could-react-to-your-own-attacks not work out?

Would you reword Guardian/Ghost Town/Night Watchman/Den of Sin to match Berserker? I think this change would have more upsides than downsides (other than the downside of needing errata)?

41
Dominion General Discussion / Re: Interview with Donald X.
« on: June 29, 2022, 04:06:45 pm »
Statement and not a question: the 2Es and errata have been great, shrug off any online protestors.

Were there concerns that for some Allies (specifically Trappers Lodge and Family of Inventors), you would only use the starting favor, and then ignore it for the rest of the game?

Why does Territory have its when-gain? Especially with Warlord, it feels quite rare to be able to gain Golds from it.

Were you surprised that Clashes have gotten a lot of hate? And what are your thoughts on them now?

In your experience, which published non-removed cards are the most annoying irl? Honestly Triumph just seems impossible irl (both in keeping track of number of cards gained and running out of tokens).

Were there concerns that the reworded Butcher is too concise? Granted, it's a difficult ability to phrase, but it still seems easy to misunderstand.

42
Dominion General Discussion / Re: Hinterlands 2E Preview 3
« on: June 29, 2022, 03:28:55 am »
Oops I forgot to do this yesterday. Well for some reason Nomads doesn't have a FAQ in DomBot yet, but I think that card isn't too difficult to figure out.

Guard Dog:
• When you play this, you draw 2 cards, then count the cards in your hand; if it's 5 or fewer, you draw 2 more cards.
• When another player plays an Attack card, you may play this before that Attack resolves; then the Attack still happens (unless you stop it another way, such as with a Moat you just drew).
• So if another player plays Berserker, and you respond with Guard Dog, you'll first draw 2 cards, then discard down to 3 cards in hand.
• As usual playing it means putting it into play and following its instructions.
• If you play this during another player's turn, you discard it from play during that turn's Clean-up.

Souk:
• For example, if you play Souk and have 3 other cards left in your hand, you'd get +$7 (and +1 Buy), and then lose $3 for a net gain of +$4
• You can't go below $0 but might end up with less $ than you started with.
• When you gain Souk, trash up to 2 cards from your hand; you don't have to trash any.

Berserker:
• When you gain a Berserker, if you have an Action card in play you play the Berserker; this means it will go into play, and you'll gain a cheaper card and then the other players will discard down to 3 cards in hand.
• They can still use cards like Moat then.
• If you gain a Berserker with no Actions in play, however, you don't play it.

Cauldron:
• If you gain three Actions before playing Cauldron that turn, then it won't give out a Curse.
• It doesn't matter how many non-Action cards you gained; the third time you gain an Action, each other player gains a Curse.
• This is cumulative if you play multiple Cauldrons.
• This a Treasure, so you play it in your Buy phase, but also an Attack, so cards like Guard Dog and Moat can be used in response to it.

Trail:
• When you play this, you simply get +1 Card and +1 Action.
• When you gain, trash, or discard this, other than in Clean-up, you may play it; see the When Discarded section.
• As usual playing it means putting it into play and following its instructions.
• If you play Trail on another player's turn, the +1 Action won't be useful, and you discard Trail from play in that turn's Clean-up.
• If you trash Trail, playing it means you get the Trail back; it will go into play, and be discarded into your discard pile in that turn's Clean-up.
• This still counts as trashing it; if you Remodel a Trail you can play it and then gain a Gold from Remodel, and so on.

(Additional ruling: If you gain or trash Trail during Clean-up (with Improve), you can't use its reaction.)

And even though these wordings don't change anything, here's a summary of those "non-functional changes" in Ingix's post.

-Philosopher's Stone/Diadem/Horn of Plenty: Dropped "when you play this."
-Young Witch: "Cards from that pile are Bane cards" -> "Its cards are Banes."
-Butcher: Simplified down to "You may trash a card from your hand, to gain a card, costing up to $1 more than it per Coffers you spend."
-Caravan Guard: Dropped reminder text.
-Hireling/Champion: Dropped "this stays in play" (although they obviously still stay in play forever).
-Champion: Clarifies that you get +1 Action "first."
-Mission: Clarifies that you can still buy Events.
-Encampment/Farmers Market/Temple/Wild Hunt/Experiment: "the Supply" -> "its pile"
-Settlers/Bustling Village: Dropped "look through your discard pile".
-Guardian: Now worded like most Duration effects now ("at start of next turn...until then..."). Don't worry about the wording on Monkey.
-Haunted Castle: "puts 2 cards from their hand onto their deck" -> "puts 2 of them onto their deck"

43
Dominion General Discussion / Re: Hinterlands 2E Preview 1
« on: June 27, 2022, 03:18:28 am »
I'm back with more FAQs.

Weaver:
• You either gain 2 Silvers, or a card costing up to $4 (which might be a Silver).
• You can play this when you discard it; see the When Discarded section. (Oops we can't read it yet. Well you already know Tunnel/Faithful Hound/Village Green.)
• As usual playing it means putting it into play and following its instructions.
• If you play it on another player's turn, it's discarded in that turn's Clean-up.

(Additional ruling: This doesn't work with Elder.)

Wheelwright:
• You may discard any type of card, but can only gain an Action card.
• If you discard an Action card, you can gain a copy of it.

(Additional ruling: if you do discard, you have to gain an Action card if there is one to gain)

Witch's Hut:
• You reveal the discarded cards even if they aren't both Actions.
• If they're both Actions - even if they also have other types - each other player gains a Curse.

(Additional ruling: Yes this reveals Patron.)

44
Rules Questions / Re: Emissary and Order of Masons
« on: June 07, 2022, 02:52:01 pm »
It's true that Emissary should work the same for Star Chart, Order of Masons and Order of Astrologers.

I always thought of Stash as triggering after you shuffle. You take out the Stashes and reposition them. Stash said "when you shuffle", so that made sense, and worked technically.

(Stash v.2 says "when shuffling," but the card is not supposed to have changed functionally. Star Chart says "when you shuffle", the Orders say "when shuffling". I don't think these wording differences mean anything.)

Then Star Chart came out. It had to trigger before shuffling, unlike Stash. If you use it then (before shuffling), picking a card, it sets up the effect that you place the card on top after shuffling.

The Orders are of course similar to Star Chart.

Stash can also be interpreted in the same way. For Stash it makes to difference, both ways work (unlike for the other 3 cards). But now with Emissary, of course it does make a difference when Stash triggers.

If you look at the latest Renaissance rulebook, Star Chart now says "when shuffling." That rulebook still has outdated wordings for Citadel and Patron, and well we can just ignore that.

I'm not so convinced that Stash is an exception. I think Donald X. always intended that Stash isn't being shuffled, and you just Secret Passage the Stashes into the shuffled cards.

Notice that this wording that's supposed to maintain Stash 1E's functionality says "set this aside." (And the reason this wording wasn't used is because it's just so wordy for no real gain.)

To maintain the old functionality, [Stash] would be something silly like

$2
Before shuffling cards that include this, set this aside, look at any cards not being shuffled but about to be seen, and after shuffling, put this anywhere in the shuffled cards.

I'd argue that Stash 1E and 2E aren't actually different from each other (just like how Nomad Camp in 2011 is the same as Nomad Camp in 2017), but it's pretty hard to put effort into figuring out how Stash works.

45
Rules Questions / Re: Emissary and Order of Masons
« on: June 07, 2022, 12:29:44 pm »
I think if Order of Masons shenanigans means that you shuffled nothing, then that should also apply to Astrologers, Star Chart, and Stash too. It seems clear to me that you're not shuffling the Stash, you're just Secret Passaging it into the cards you're shuffling.

46
Rules Questions / Re: Emissary and Order of Masons
« on: June 05, 2022, 12:23:36 pm »
This is even less relevant than my previous post, but the topic of replacement effects reminded me of this. In the past I didn't have a great way of explaining Lantern/Chameleon (which I once deemed as the funniest Dominion ruling). But now I have a new way of explaining it.

Remember the blue dog rule? I guess most people here either 1) stopped caring about that ruling when Trader got its errata; or 2) never knew about the old Trader. (If the mention of this rule brings you good memories, you're rad and I'm proud of you.) Anyways that rule is still relevant because Possession still exists, and I'll show that it's relevant here as well, so go learn about it: http://wiki.dominionstrategy.com/index.php/Blue_dog_rule

The blue dog rule basically states that: when Card A cares about Event A, but Card B makes you do Event B instead, Card A has no effect. In the classic scenario, Ironworks checks the types of the card it gained, but revealing Trader means that you didn't gain a card, so you get no bonuses.

As for Lantern Chameleon...
Card A: Lantern
Event A: follow the instructions on Border Guard
Card B: Chameleon
Event B: follow the instructions on Chameleon

Fortunately with most Ways, it's pretty clear that Lantern does nothing if you Way the Border Guard. The oddball is Chameleon, which makes it look like you're still doing Event A (since it says "follow [Border Guard's] instructions." But that can't be the case, because Ways create an Event B. So even though Chameleon still makes you follow the instructions on Border Guard, that's an Event B, and Lantern has no idea about that happening.

47
Rules Questions / Re: Emissary and Order of Masons
« on: June 04, 2022, 03:09:33 pm »
This isn't so relevant for Emissary but there was a discord conversation about Order of Masons.

Context: The question asked was, if you have an empty deck, play Smithy, and use Order of Masons to leave out all cards in your discard pile, does Smithy make you shuffle again, or do you draw nothing? And when I said that Smithy should draw 0, DXV said this:

https://discord.com/channels/212660788786102272/285903840660946954/967465442073509938
Quote from: Donald X.
My initial thought is strongly the other way. You play Smithy. Oops, gotta shuffle. You put 2 cards into your discard pile with Order of Masons. Where were we? Oops, gotta shuffle. You shuffle, you draw the 2. That seems "natural" to me, for this case that can only be a Possession scenario. I don't know what rulings I've made here but hope they aren't all over the place.

I see the beauty of not providing a way to endlessly loop here; maybe that's the thought. If I made e.g. a project with "every time you shuffle, pick two cards to not shuffle in" then oops you never finish that Smithy. That doesn't sound on the surface like something I'd just know "obviously that locks up the game" and avoid doing.

I write the rulebooks but not the wiki. People have accumulated rulings I guess? I don't know where the non-rulebook part of that came from. But I mean, the intention is probably just to use my posts there.

Library locks up for non-existent Project any which way. So I guess I can rule out that Project.

"If you have to do anything with your deck - for example draw, look at, reveal, set aside, discard, or trash cards - and you need more cards than are left in your deck, first shuffle your discard pile and put it under your deck, then do the thing.

If there are still not enough cards, you do the thing with however many cards you can. If when shuffling there are no cards in your deck, the shuffled discard pile simply becomes your new deck.

When your deck is empty, you do not shuffle until you need to do something with cards from your deck.

If you have to put a card on top of your deck when it is empty, that card becomes the only card in your deck."

(let's guess that that's actual quoted rulebook text; it's sure easier to dig this up than the rulebook, which will be a .pdf I can't just paste from)

That text does suggest that you don't get a second shot at providing the cards for Smithy. You have to draw and need more cards; you shuffle and put it under your deck; then you draw. There are still not enough cards, so you do the thing with the number of cards you can, zero in this case.

For that matter, the game doesn't lock up if you play Smithy and have no cards left in deck / discard. And I mean that's why.

So. You play Smithy. You have two cards in your discard pile or deck, whatever. You Order of Masons them away. Smithy fails to draw; the cards aren't set aside, they're in your discard pile, but you don't try again to get them into your deck for this operation.

As usual I don't care at all about what happens in situations that are never happening. Why am I using Order of Masons when Smithy will draw the cards? It's a rhetorical question; don't answer. Everyone is getting it right every time because no-one is ever doing it. It's only a problem for programmers and people who like to think about these things. And for them I need an answer; I'm not dodging it. But you know. What's important about the answer is that it follows from the rules in a precise way, not what the answer is. I like answers to be intuitive but again, unreal situation, and anyone would have to look in the rules anyway here.

The rulebooks intentionally do not cover weird edge cases at this point. Still the rules for shuffling are straightforward and there they are.

Library somehow doesn't lock the game up, since it has to. It isn't explicit about this, but for sure it can fail to draw cards and get on with life, and the -1 token doesn't do that by itself.

48
Dominion General Discussion / Re: Prosperity 2E Preview 3
« on: June 01, 2022, 03:14:04 am »
Goons and Talisman are some of the worst cards in the game and their deaths will be celebrated. Well, at least by me.

DomBot doesn't have the faq's for errata'ed Lighthouse/Treasury/Mint/Quarry/Hoard yet, but I think you can figure out the differences. So instead you get the faq for the 3 new cards.

Tiara:
• If you gain multiple cards later in the turn after playing Tiara, you may put any or all of them onto your deck.
• This applies both to cards gained due to being bought, and to cards gained other ways, such as with War Chest.
• If you play a Tiara with a Tiara, you will be able to play two Treasures from your hand twice each - you don't play one Treasure four times.

Anvil:
• Discarding a Treasure is optional.
• If you discard one, you gain a card costing up to $4 which comes from the Supply and goes to your discard pile.

Collection:
• You get +1VP for each Action card you gain, whether bought, or gained some other way.
• Multiple copies of this are cumulative; if you have two Collections in play and buy a Village, you'll get +2VP.

I shared my expansion tier list on discord to uh mixed reactions, so I thought, why not share it here too. Honestly it feels bad to put those 3 expansions in B tier, cause I really like them. On the other hand, I do not feel bad at all about where Dark Ages ended up.

S Tier: Prosperity 2E, Menagerie, Allies, Empires
A Tier: Intrigue 2E, Renaissance, Seaside 2E
B Tier: Nocturne, Adventures, Dominion 2E
[there is a very large gap between B and C tier]
C Tier: Prosperity 1E, Guilds, Intrigue 1E, Dominion 1E
D Tier: Seaside 1E, Dark Ages, Hinterlands
F Tier: Cornucopia, Alchemy, Promos

49
Dominion General Discussion / Re: Prosperity 2E Preview 2
« on: May 31, 2022, 03:22:59 am »
These 3 cards are pretty normal in terms of rules, but I'm posting their faqs anyway, in case anyone wants to read them. Really the only question you can ask is, if I Crown an Investments and trash it for VP, can I get VP on the 2nd play? No, you can't.

Actually since this is the last chance I'll have before it's too late, I will make the bold prediction that tomorrow, people will complain about how their favorite card died, and how their least favorite card survived.

Magnate:
• For example, if your hand had two Coppers and a Silver, you'd draw 3 cards.

War Chest:
• The first War Chest you play in a turn can't gain whatever card they name; the second can't gain the card they name, or the card they previously named, and so on.
• The gained card comes from the Supply and is put into your discard pile.
• You can still gain the named cards other ways, just not via War Chests.
• They do not have to name a card in the Supply; however War Chest gains a card from the Supply, and puts it into your discard pile.

Crystal Ball:
• If you don't choose to do any of those things, you leave the card on your deck.
• If this plays an Action during your Buy phase that gives you +Actions, that doesn't let you play more Action cards in your Buy phase; if it draws Treasure cards, you can still play them.

Investment:
• You trash a card no matter what; it's okay if Investment was your last card in hand, you just fail to trash a card then.
• Then you choose either to get +$1 or to trash Investment.
• If you trash it, you reveal your hand and get +1VP per differently named Treasure there; for example if you reveal two Coppers and a Silver, you get +2VP.
• You can still play the revealed Treasures after resolving Investment.

Clerk:
• A player with no cards in their deck will have the card they put on top become the only card in their deck.
• At the start of your turn, you may play any number of Clerk cards from your hand, one at a time, without using up your regular Action play.

50
Dominion General Discussion / Re: Prosperity 2E Preview 1
« on: May 30, 2022, 02:54:37 pm »
Since the only card here that will require a nontrivial amount of rulings is Charlatan, here's the FAQ and other rulings:

This turns Curses into Treasures for the entire game and in all situations; it's just like the bottom bar says "Curse - Treasure." They may be played for +$1 in the Buy phase. They are trashed from play when gaining Mint, Magnate counts them in your hand, Courtier (from Intrigue) gives you two choices when revealing one, and so on. They are still Curses and still worth –1VP at the end of the game.

-I don't this will be ambiguous, but all Curses everywhere are affected. So your Bandit can trash their Curses for them, and Curses in the trash count for Forager.
-Unlike Capitalism, Curses remain as Treasures when scoring, which matters for Keep. This ruling technically applies to Family of Inventors as well, but I say technically because nothing makes that matter.
-DXV confirmed it on discord: if you put Charlatan in the Black Market deck, Curses will be Treasures (and of course the recommendation is to not put it in the deck).

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