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Messages - Jeebus

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2251
Dominion General Discussion / Re: Translations
« on: February 05, 2015, 11:29:22 am »
Sidsel, Jeebus, can either of you post images of the cards in question?

I don't have the Norwegian cards. The Norwegian Dominion rules are available online, but it's the first printing, so Tyv and Park have the wrong text. I'm including it (just the section with the card FAQ).

I rememberd that three of the promos have also been published: Stash (Skjult reserve), Walled Village (Befestet landsby) and Governor (Guvernør). Images here:
http://www.spillskrinet.no/show.php?spillid=551
http://www.spillskrinet.no/show.php?spillid=646
http://www.spillsjefen.no/popup_image.php?pID=54430

2252
Dominion General Discussion / Re: Translations
« on: February 04, 2015, 03:04:15 pm »
Treasure = Mynt (Lit. coin, which makes cards like Harem make even less sense)

I would have preferred another word for Treasure, but it actually doesn't create confusion in practice, because the cards are referred to as "Myntkort". Actually the term "Action" in the English original, referring sometimes to Action card and sometimes to Action is worse (see Diadem).

Quote
Action = Befaling (Lit. decree, as in "The king made a decree that..")

I've heard a lot of people complain about this. "Action" in Norwegian would have been "handling". The trouble is that "handling" also means "shopping". So not a good idea. I have a lot of other complaints about the Norwegian translation, but I actually think using "befaling" ("command") is a good idea.

Quote
Laboratory = Laboratorie

No, it's "Laboratorium", thankfully, since that's the correct singular.

Quote
Courtyard = Slottshage (Lit. Castle garden. We don't actually have a word for yard as in 'space between buildings' as such. 'Tun' could have worked for a farmyard, but not for the one pictured.)

"Gård" is a word for the space between buildings. And my dictionary gives "borggård" as a translation of "courtyard". That would have been better.

Quote
Secret Chamber = Lønnkammer (a term probably otherwise only used in fantasy novels and biblical stories)
Conspirator = Renkesmed (unusual as a noun. The verb 'smi renker' means pretty much to scheme or conspire)

I know that the translator wanted a little bit of an old fashioned feeling to the words used, since it has a medieval setting. "Lønnkammer" and "renkesmed" are both perfectly normal (not even archaic) words, although of course not in use colloquially, and very good translations.

Quote
Mining village = Bergstad (Lit. Mountain place)

If you break it up, yes. But the meaning of the word is actually "mining town".

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Torturer = Skarpretter (Lit. executioner)

Yeah, that one is way off.

Quote
Duke = Greve
Duchy = Grevskap

These are plain wrong. "Duke" should be "hertug", and "duchy" should be "hertugdømme". "Hertugdømme" is a bit long, but hey, the Swedes did it that way.
"Greve" means "count". Of course Dark Ages was never translated, but I wonder how he would have translated Count.

Mistakes in the first printing was that Gardens/Park had the card type Action in addition to Victory. The rules were also altered so that Kingdom cards were all referred to as Action cards ("befalingskort") instead. Gardens was the only non-Action Kingdom card, so he thought that would make everything simpler. Oh boy.

Another grave mistake, which was not corrected until the third printing (because I let him know), was that Thief said that you may trash.

For the publishing of Intrigue I was consulting and corrected a lot of stuff on the cards and in the rules before the game was published. I didn't bother meddling with card names though, which were mostly good anyway. I was more concerned that the cards play right, and as I said there was a lot of wrong or confusing text there.

2253
Rules Questions / Re: Black Market + Trader
« on: February 03, 2015, 02:04:57 pm »
Revealing or looking at a card is the same, the only difference is who gets to see the card.

Revealed/looked at cards stay where they are, except if they are in your deck. In that case you technically set them aside while they are revealed/looked at. (See paragraph 15 in the FAQ in my sig, Donald explained this.) Then return them to where they came from unless instructed otherwise (per the printed rules). This is important because if the revealed/looked at cards were still in your deck, you would get weird situations with Lookout etc as has been brought up in this thread, and also Golem.


2254
Rules Questions / Re: Goko Prince Scheme bug?
« on: December 04, 2014, 10:32:16 am »
I'll just claim you genuinely misunderstood me, so, yes, i know that. I wonder why that text had to limit it to "The turn you play it". It's not like it was necessary for Scheme (where lose track is the reason Prince may fail) or one-shots (which will not be discarded afterwards - unless you gain them back from the trash, where Prince loses track again). So was it just because Donald didn't want cards being played every second turn?

What you're saying is in essence to remove the whole parenthesis. Keeping just "Stop playing it if you fail to set it aside" doesn't make much sense. Removing the last part ("on a turn you play it") seems to only make the conditions (for Prince stopping to play it) happen more often, since there is now less restrictions on when. But actually it just makes everything less clear.

So what you actually mean is to remove the whole sentence. What you're saying is that Prince should not ever stop playing the card on purpose, but rather that losing track will take care of it. But actually losing track will not prevent a card from being played. Without a proper way of knowing when Prince should stop playing a card, it will be played no matter where it is. A Feast will keep giving you a $5 card every turn for the rest of the game, for the same reason as Throning a Feast gives you two cards. With a Fishing Village, like LastFootnote said (with a slight correction): The turn after you set aside Fishing Village, you get [+2 Actions; +$1]. Every turn after that, you'd get [+3 Actions; +$2].


2255
Rules Questions / Re: Wandering Minstrel, draw/discard mechanics
« on: December 04, 2014, 09:26:39 am »
When you're resolving a Wandering Minstrel, you're revealing three cards. These cards are set aside as you're revealing them. This means that if you have to shuffle to reveal three cards, you don't shuffle in the set-aside cards. For instance, if your deck has only two cards in it, you reveal those two, then shuffle in order to reveal the third one, not shuffling in the two revealed cards. Maybe this is where your friend's confusion stems from.

When you've revealed the three cards, you discard to your discard pile as normal. So by the time you play your next Wandering Minstrel, there are no cards set-aside.

2256
Goko Dominion Online / Re: Goko Dominion Salvager Discussion
« on: November 28, 2014, 11:47:15 am »
I don't know if this has been reported, but Counterfeit on Horn of Plenty creates problems in the log. The problem seems to be that the log reports "trashes Horn of Plenty" twice, even though you only trash it once of course. (This is a problem from the Goko log I guess.) So the "inventory" on the right side lists one Horn of Plenty too few. See this game: http://www.gokosalvager.com/static/logprettifier.html?/20141128/log.50fd569ae4b0f82020d83fac.1417191792298.txt
The problem starts at turn 11. Drab Emordnilap actually has four HoP's after that turn.


2257
Goko Dominion Online / Re: Is playing with bots broken?
« on: October 08, 2014, 04:29:11 pm »
Ok, it works in Firefox, but not in Chrome. Weird.

2258
Goko Dominion Online / Re: Is playing with bots broken?
« on: October 08, 2014, 04:04:02 pm »
I don't know but I tried doing that exact same thing and it worked fine just now.
How is it supposed to work? Is it supposed to be a list of bots below the "Find" box?

2259
Goko Dominion Online / Is playing with bots broken?
« on: October 08, 2014, 03:46:29 pm »
I'm trying to play a game with a bot, but I'm not able to add the bot. When I click "Add bot" I get a popup with the caption "Find:" and an input box, but whatever I write there, nothing happens. The only other option is the "X" for closing the popup.
Am I doing something wrong? Did Goko change something? I haven't played with a bot in a long time, but I just wanted to test something.

2260
Nifty! Some quibbles, though—at least, Possession can't both set cards aside from the trash and move cards from trash to discard.

I thought there might be some questions about Possession. :)
The thing is that Possession can gain you cards. The when-would-gain ability cancels the gain and gains the possessor the card instead. Those cards can be gained from supply, a non-supply pile, trash (via Graverobber, Noble Brigand, Rogue or Thief), or set-aside (via Black Market). So then Possession moves a card to your discard.
Possession sets aside cards from trash when cards are trashed.
Possession also moves set-aside cards to discard at the end of the turn, namely the cards that were trashed.

2261
I've been looking at the different card movements.
Some fun facts:

Cards moving themselves:
There are 2 cards that discard themselves from your hand: Beggar, Market Square.
The only card that sets itself aside from your hand: Horse Traders.
There are 2 cards that trash themselves from your hand: Hovel, Fool's Gold.
The only card that moves itself from play to your deck: Walled Village.
There are 3 cards that set themselves aside from play: Encampment, Island, Prince.
There are 22 cards that trash themselves from play: Death Cart, Embargo, Engineer, Farmers' Market, Feast, Horn of Plenty, Mining Village, Pillage, Raze, Small Castle, Treasure Map, Urchin, all Knights.
There are 9 cards that move themselves from play to your Tavern mat: all Reserve cards.
There are 2 cards that move themselves from play to a non-supply pile: Madman, Spoils.
The only card that moves itself from your deck to your hand: Villa.
The only card that moves itself from discard to your hand: Villa.
There are 2 cards that move themselves from discard to your deck: Alchemist, Treasury.
There are 2 cards that move themselves from discard to supply: Page, Peasant.
The only card that trashes itself from discard: Hermit.
There are 6 cards that move themselves from discard to to a non-supply pile: Disciple, Fugitive, Hero, Soldier, Treasure Hunter, Warrior.
The only card that moves itself from set-aside to your hand: Horse Traders.
The only card that moves itself from set-aside to Supply: Encampment.
The only card that moves itself from supply to discard (gaining): Duchess.
The only card that moves itself from trash to your hand: Fortress.
There are 7 cards that move themselves from your Tavern mat to play: Coin of the Realm, Duplicate, Guide, Ratcatcher, Royal Carriage, Teacher, Transmogrify.
The only card that discards itself from your Tavern mat: Wine Merchant.

Cards moving other cards from your hand:
The only card that moves cards from your hand to another player's hand: Masquerade.
There are 11 cards that play cards from your hand: Avanto, Black Market, Counterfeit, Crown, Cultist, Disciple, King's Court, Procession, Sauna, Storyteller, Throne Room.
There are 14 cards that move cards from your hand to your deck: Artisan, Bureaucrat, Count, Courtyard, Donate, Ghost Ship, Haunted Castle, Haunted Woods, Mandarin, Royal Seal, Secret Chamber, Secret Passage, Travelling Fair, Watchtower.
There are 44 cards that discard cards from your hand.
There are 6 cards that set cards aside from your hand: Gear, Haven, Island, Library, Prince, Save.
The only card that moves cards from your hand to supply: Ambassador.
There are 51 cards that trash cards from your hand.
The only card that moves cards from your hand to your Tavern mat: Miser.

Cards moving other cards from play:
There are 2 cards that move cards from play to your deck: Herbalist, Mandarin.
There are 4 cards that trash cards from play: Bonfire, Counterfeit, Mint, Procession.

Cards moving other cards from your deck:
There are 134 cards that draw cards from your deck to your hand.
There are 8 cards that move cards from your deck to discard: Chancellor, Jester, Messenger, Scavenger, Sea Hag, Trusty Steed, Vassal, Warrior.
There are 61 cards that set cards aside from your deck. (They all do it as part of revealing or looking at cards, except Archive and Native Village.)
There are 2 cards that trash cards from your deck: Swindler, Watchtower.

Cards moving other cards from discard:
There are 4 cards that move cards from discard to your hand: Bustling Village, Counting House, Donate, Settlers.
The only card that plays cards from discard: Vassal.
There are 10 cards that move cards from discard to your deck: Annex, Harbinger, Herald, Inn, Replace, Royal Seal, Scavenger, Scheme, Travelling Fair, Watchtower.
There are 2 cards that set cards aside from discard: Prince, Summon.
There are 3 cards that trash cards from discard: Hermit, Warrior, Watchtower.

Cards moving other set-aside cards:
There are 20 cards that move set-aside cards to your hand. (They all move cards that are revealed or looked-at, except Archive, Gear, Haven and Save.)
There are 5 cards that play set-aside cards: Golem, Herald, Prince, Summon, Venture. (They all play cards that are revealed, except Prince and Summon.)
There are 28 cards that move set-aside cards to your deck. (They all move cards that are revealed or looked-at.)
There are 49 cards that discard set-aside cards. (They all discard cards that are revealed or looked-at.) In addition there are 2 cards that move set-aside cards to discard (gaining): Black Market, Possession. (Possession also does this without gaining.)
There are 22 cards that trash set-aside cards: Bandit, Doctor, Giant, Loan, Lookout, Noble Brigand, Pirate Ship, Rebuild, Rogue, Sentry, Saboteur, Thief, all Knights. (They all trash cards that are revealed or looked-at.)
The only card that moves set-aside cards to a non-supply pile: Black Market.

Cards moving other cards from supply:
There are 9 cards that move cards from supply to your hand (gaining): Artisan, Beggar, Explorer, Ill-Gotten Gains, Mine, Rocks, Torturer, Trading Post, Transmogrify.
There are 12 cards that move cards from supply to your deck (gaining): Armory, Artificer, Bag of Gold, Beggar, Bureaucrat, Develop, Fool's Gold, Rocks, Sea Hag, Taxman, Tournament, Treasure Map.
There are 101 cards that move cards from supply to discard (gaining).
The only card that sets cards aside from supply: Inheritance.
There are 3 cards that trash cards from supply: Gladiator, Lurker, Salt the Earth.

Cards moving other cards from trash:
The only card that moves cards from trash to your deck (gaining): Graverobber.
There are 5 cards that move cards from trash to discard (gaining): Lurker, Noble Brigand, Possession, Rogue, Thief.
The only card that sets cards aside from trash: Possession.

Cards moving other cards from a non-supply pile:
The only card that moves cards from a non-supply pile to your deck (gaining): Tournament.
There are 14 cards that move cards from a non-supply pile to discard (gaining, except Traveller cards): Bandit Camp, Hermit, Marauder, Pillage, Possession, Urchin, all Traveller cards.
The only card that sets cards aside from a non-supply pile: Black Market.

EDIT 2015-04-08: Found a couple of mistakes, and changed how Library works. Also added info on which movements are gaining.
EDIT 2015-05-06: Updated for Dominion: Adventures. Events are listed as cards. Tokens are not included, but they are: +1 Card token moves cards from deck to hand, Trashing token trashes cards from hand.
EDIT 2016-01-26: Updated for Summon (promo).
EDIT 2017-09-19: Updated for Empires.

2262
I've now updated the card list with the cards from Guilds plus Prince. Correspondingly I've updated the rules post with the following changes:
"Terms and symbols": Defined +x Coin tokens. Defined Cost $x+.
"Set-up": Set-up for Baker.
"Buy phase": Spending Coin tokens.

I've also updated Pirate Ship because of the coin token confusion.

Here's a list of the new cards (you can also find them in the original card list):

EDIT 2017-09-19: Removed the list, since it's outdated after I changed several codes for ability triggers. See the main list instead.

2263
I made a few minor changes that seemed to have been forgotten.
In the first post (with the rules), I removed "+x VP" (it wasn't in use), changed the phrasing of putting set-aside cards in your deck at the end of the game (see earlier in this thread), and corrected the lose track rule (the definition of "expected location" was not accurate).
In the second post (the card list) I did some very minor corrections in Noble Brigand and Possession, and changed Library according to my subsequent post.
I'll get working on adding the new cards now.

EDIT: More minor changes made: In the rules, under "Your turn", I removed "you may" a number of places where it already said "do this any number of times". The generic event trigger Dx is removed, and I added D* instead (in use for Scheme and Prince). I defined $0* under "Terms and Symbols".
Also some very minor changes for Black Market, Vineyard and a few others. Governor and Procession are now a bit more streamlined. Scheme is changed according to the new event trigger D*. Sea Hag and Pearl Diver had a little mistake.

2264
Jeebus, would you consider updating your specifications/rules and adding the Guilds expansion? I hope you can update it as I found it very useful for implementing a Dominion program and helped me to understand Dominion better.  :) Thank you for your hard work!

Wow, I didn't see this until now. I guess I should turn on the setting for getting an email when somebody replies.
I'll get to updating this for Guilds soon.

2265
Rules Questions / Re: Inn + Watchtower top-deck reveal
« on: August 20, 2014, 05:09:36 pm »
1. Move Actions, not including Inn, from discard to deck and shuffle.
2. Reveal Watchtower.
...Trash or top-deck Inn.

Is it clear that this is valid? Meaning, "looking through the discard" does not make WT to lose track of Inn? I remember that covering and then uncovering the discard (through BV/Haggler gains and WT trashes) implies a lost of track. I am not sure how the tracking on the discard works after a "look through the discard" takes place. It does matter because it changes whether or not you can effectively top-deck Inn (for trashing, you can always reveal WT before activating Inn's on-gain, so it is not important).

Yes, it's valid. Check the FAQ here. It's at the very bottom of the FAQ, with a link to Donald's ruling.

2266
Dominion General Discussion / Re: Homage to the Best Card
« on: August 13, 2014, 11:06:59 am »
Does it go to the bottom of your deck even if it is in your hand? I think the way worded now, yes.

No, because it's worded the same as Stash. If you were completely literal in the reading of Stash, it also fails to say "if this is in your discard pile", but it's clear that that's what it means. As I mentioned in some other thread recently; a completely literal reading of Stash would allow you to just take them from the supply whenever you shuffle.

While the Stash ruling applies to the Supply out of necessity (otherwise you can just gain all of them at once for free), it does not work as precedent for moving from hand.  Stash says "you may", which means that it doesn't automatically get pulled out of your hand.  The question is, can you choose to move them out of your hand and into your deck when you reshuffle?  You may want to when playing a draw-to-X card.  I don't think the FAQ covers this, actually.  The answer to that determines the answer to whether Staches in hand get pulled into the deck when you reshuffle.

This FAQ covers it, with a link to a post from Donald about it: http://boardgamegeek.com/wiki/page/Complete_and_All-Encompassing_Dominion_FAQ

2267
Rules Questions / Re: gain prohibition with Knights
« on: August 13, 2014, 10:25:33 am »
Can you choose to buy a Grand Market when you have a Copper in play, and then fail at it?

It doesn't matter.

Suppose the answer is yes. In that case: you play your Copper, you've got $6 and one buy, and you choose to buy a Grand Market, and you fail at it. Since you failed at it, you haven't bought a Grand Market (or anything else). Thus you haven't used up your buy and haven't spent your $6, and may buy something else instead.

When you're in the Buy Phase and choosing to buy cards (or not), you can always just, you know, not buy the Grand Market, so in this situation I really can't see that it matters at all.

The only time it would matter, is if there existed a card instructing you to buy a card. Compare with gaining. Let's say you Upgrade a Copper and don't want a Poor House. You can use Trader and gain a Silver instead. As we know the original gain never happened. "When you would gain" the Poor House, "instead, gain a Silver." The gain was cancelled and something else happened instead (which happened to be another gain). Upgrade never gained you a card, but you used up the gain anyway, you don't have to gain anything per Upgrade's gain instruction now. Upgrade told you to gain a card, but didn't track whether you succeeded.

Suppose there's a card Shopping: "Buy a card costing up to $6" (allowing you to play Treasures a la Black Market).
Grand Market would effectively say, "If you have any Coppers in play, when you would buy Grand Market, instead, you buy nothing." So if you Golemed into Shopping, you could play Coppers, choose to buy Grand Market, and by the same logic as with Trader, cancel the buy without having to buy anything else.

What about the coins though? I guess they're not used up.

Anyway, there are no mandatory buys in Dominion. If there were, trying to gain a Grand Market could be a tactic if you're required to buy a card but don't want to. With the current ruling (Grand Market isn't even choosable) that would be impossible. But as there are no mandatory buys, it (still!) doesn't matter.

2268
Dominion FAQ / Re: Kings Court Timing & Trashing nonreal cards
« on: August 12, 2014, 11:05:30 am »
Rrwoods is correct. It's funny that people now say that Throne Room/Mining Village doesn't need lose-track, because Throne Room/Mining Village was the actual card interaction (with just those two cards) that forced Donald to reveal the lose-track rule in the first place, back in the classic BGG thread. And it was not the "you can't trash a card that's already in the Trash" part. That part was explained without the need of lose-track. It wasn't until someone pointed out that playing a card causes it to be placed in the play area, thereby making the movement of the card to the Trash possible, that Donald brought up lose-track. Lose-track is the reason the card doesn't go back in play.

2269
Rules Questions / Re: gain prohibition with Knights
« on: August 11, 2014, 05:59:58 pm »
Can you choose to buy a Grand Market when you have a Copper in play, and then fail at it?

I'm pretty sure not. I believe "can't buy" means you can't choose to buy it at all. Normally you can buy any card as long as you have enough Coins to pay for it. Contraband and Grand Market remove some of those options. Similarly, you can't play 4 Coppers and "buy" a Mint to get the on-buy effect and then just not gain it.

We're talking about a when-would-buy effect, so the buy wouldn't happen if you chose a Contraband'ed Mint, so you would not get the when-buy effect. As I said, there are no when-would-buy effects, so it doesn't matter in practice.
Of course you can buy a Mint and then not gain it because of Trader or Possession, still getting the when-buy effect.
(Anyway, Donald already answered that it's not a when-would-buy effect.)

2270
Rules Questions / Re: gain prohibition with Knights
« on: August 11, 2014, 02:51:24 pm »
Can you choose to buy a Grand Market when you have a Copper in play, and then fail at it?

It depends on how Grand Market's restriction is supposed to work. Is it a when-would-buy effect? Same goes for Contraband. If course it doesn't matter, since nothing happens on when-would-buy, and there are no mandatory buys in the game.

2271
Rules Questions / Re: Remake/Fortress and the "Lose Track Rule"
« on: August 11, 2014, 01:24:28 pm »
I guess it's okay if a card only cares about itself.

Tunnel can always find itself, no matter where it is.

It just irks me that you have to deliberately mess with your discard pile to do so, which seems against the rules if you interpret them strictly. You can't count the number of cards in your discard pile, you can't look through it, but you can pull Tunnel out of it.

This thread analyzes the way Tunnel is resolved in as much details as anybody would probably care to: http://boardgamegeek.com/thread/854026/playing-multiple-reaction-cards/page/1

2272
Rules Questions / Re: Possession question
« on: August 11, 2014, 12:04:23 pm »
I don't think the question has been answered. Both the turns waiting to happen (P2's turn and P3's turn) are Possession turn.
To answer the question, yes this is a "timing conflict". There are two turns happening at the same time. So P2's second turn being Possessed happens first, then P3's turn being Possessed.

2273
Rules Questions / Re: Discarding down to X cards
« on: August 11, 2014, 11:18:42 am »
I think it's more natural to discard one at a time to Militia, given the phrasing; especially considering it lines up with Library etc. This could give you an infinite loop with "when you discard this, +1 card" and well that card doesn't exist. I'd rather not have a special ruling and with no special ruling and nothing in the rulebooks, "discard down to 3" sounds to me like I keep discarding until I have 3 (or fewer dammit). However you don't need to reveal the cards below the top one because somehow the rulebook says this.

Other discards are all at once; but the cards are discarded in a particular order, since, being cards, they have to be.

Yes my proposal for the online version for Militia etc. doesn't work the same way; to be correct it would need a special case for hands with both Tunnel and Watchtower. Or to be safe (in case a future card interacted with this stuff), it should do "down to" discarding one at a time but the others in a lump.

Hmm, I thought you always discarded cards from your hands all at once (although you can choose the order first). See this post: http://forum.dominionstrategy.com/index.php?topic=1004.msg15441#msg15441

If you discard one card at a time to Militia, it means you can discard a Tunnel, reveal it, gain a Gold, reveal Watchtower to topdeck the Gold, and then discard the Watchtower as the second Militia card. So is this allowed? To me that would be a little wonky, because then you'd be allowed to do this Tunnel-Watchtower trick with Milita, but not with Minion.

2274
Rules Questions / Re: gain prohibition with Knights
« on: August 11, 2014, 11:03:40 am »
Consider a duration card called Barricade.  While you have a Barricade in play, you cannot gain Curses or Ruins.

If you buy a Poor House while you have a Haggler in play, you follow Haggler's instructions. Because you can't gain Ruins or Curses and the Copper pile is empty, you are not able to do everything Haggler tells you to do.

A more interesting question is this:
What if the Copper pile isn't empty? Can you choose to gain a Curse, and fail to gain it because of Barricade, effectively gaining nothing? Or do you have to choose Copper?

Normally, if a card says, "gain a card costing $4", you're only allowed to choose cards costing $4. You can't choose a card costing $3 and then fail to gain it because it doesn't cost $4. You have to gain a card costing $4 if one is in Supply. You could say the same thing here, you have to choose a card in Supply which conforms to the current restrictions, so you can't choose Curse.

However, since the best wording, and the way Donald explained would be the way to handle this kind of restrictions, is, "when you would gain a Curse or a Ruins, you don't", the answer is clear. You can choose a Curse, and then fail to gain it, effectively gaining nothing.


2275
Goko Dominion Online / Re: Goko Dominion Salvager Discussion
« on: February 04, 2014, 10:41:45 pm »
Recently the after-game log stopped working. The normal Goko log shows up instead. I'm using Chrome on Windows 7. It used to work before.
I tested it now on my old computer, which still runs Windows XP, and for some reason the log works there in Chrome.

Anybody else experience this?

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