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Dominion General Discussion / Re: Fleet vs Seize the Day
« on: March 25, 2020, 01:33:03 pm »
Maybe it's to give players more of a possibility of taking the extra turn early in the game? 

Dominion General Discussion / Re: Menagerie Bonus Previews
« on: March 08, 2020, 04:29:52 pm »
I really like how well-balanced these Ways seem, a lot of thought must have gone into them. Like, you're usually not going to use them most of the time you're playing an action, but they still add something interesting to a game.

Turtle, Chameleon, and Rat are extra cool here. With all Ways; thereís an interesting balance problem to solve... the Way can be used with an action that cost $2, or with an action that cost $5. So it canít give a $5 strength effect; otherwise itís way too good when used with a $2 cost action. But those three (so far) give you a better effect when you use a better card with it. Whereas the other 2 revealed Ways give you the same effect no matter what; making them much better if used with a worse/cheaper action.

I kind of feel it would be even more interesting if you could only use a Way once per turn.  You couldn't Turtle your Chapel away as an effective Exile forever, unless you wanted to forgo using it on another action card.  (It would also save on some really annoying clicking, "No, I don't want to reconsider whether I want to use the Way on this card".)

Dominion General Discussion / Re: Menagerie Previews 1: 5 Cards
« on: March 02, 2020, 06:03:41 pm »
d plays a Throne Room.
  d plays a Kiln.
    d gets +$2.
  d plays a Kiln again.
    d gains a Kiln.
       d reacts with a Sheepdog.
       d plays a Sheepdog.
       d draws a Sentry and a Kiln.
    d gets +$2.

 I wasn't prompted as to whether I want to gain a Sheepdog.  Should I have been?

Dominion Online at Shuffle iT / Re: AIís whims
« on: October 12, 2019, 04:18:26 pm »
L plays a Laboratory.
L draws 2 cards.
L gets +1 Action.
L plays a Chapel.
L trashes 2 Curses and 2 Provinces.
L plays a Silver. (+$2)
L shuffles their deck.
L draws 5 cards.

Can't have those victory cards clogging up your deck!

Rules Questions / Re: Shepherd draws more Victory Points
« on: December 17, 2018, 09:38:07 pm »

In general, you play a card, you resolve its text in order, and then that card stops doing stuff. Resolving Shepherd in order means you o through the steps, and the steps as detailed on the card are:

1. discard Victory cards
2. draw 2 cards per discarded card.

So you first discard. Then you go to 2, drawing cards. You cannot go back to 1 again, since you already finished resolving that part. Thus you may not discard any of the Victory cards that you drew.

... but, interestingly enough, you could draw some of the Victory cards that you discarded. 

Solo Challenges / Re: Minimum Possible Points (without Wall)
« on: November 24, 2018, 09:52:26 am »
7. Leprechaun brings 2 uniques (wish, again otherwise have to trash something unrecoverable) and can give you twice miserable.
8./9. lurker and necromancer bring in 5 total uniques for an average of 2.5

As far as I can remember, no other card brings in more than 3 uniques not already covered (except castles, which counters itself with VP). So add in a 2 unique pile of choice.

I just stumbled on this thread.  I think you're missing one possibility here: Replace Leprechaun and your last 2-unique pile with Vampire and Secret Cave.  Vampire gets you Bat and can give you twice miserable.  Secret Cave gives you Magic Lamp.  There's also a pile of Wishes.  That's one more unique. 

You are about to argue that you don't want to get a Wish by trashing the Lamp, since you can't get your Lamp back.  This is quite true.  Don't trash your Lamp.  However, your opponent can trash her Lamp and get Wishes, and then trash a Wish, which you can use Lurker to gain. 

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