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Messages - ashersky

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20901
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 09:55:22 am »
I think it has to make sense word wise.

How does one ruin an Island? Other than the Dharma guys fom Lost I find it hard.
And how do you ruin a Pawn?!?

I also think they will all be base set cards.

Ruined Moat could be the +1 card.  When another player plays an Attack card, you may reveal this from your hand. If you do, you are still affected by that Attack.

20902
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 09:50:31 am »
What could the weird one be?

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

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

20903
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 09:46:30 am »
So would you buy a Ruined Market if there's no other +Buy in the kingdom?  Assuming it was the one on top, you'd have to overspend for it.

On the flip side, if the ruins pile is out, so is a Looter, so you'll probably get one whether you want it or not.  But given shuffle luck, maybe you just keep getting Ruined Scouts instead and you really need that buy...

I could see it happening.

20904
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 09:29:44 am »
SO you can actually buy ruins if you want, right? Like in a Goons or Garden deck? Could this make Goons-Scrying Pool viable?

 Ruins are Actions so they're much worse than curses in any of the following decks: Golem, Farming Village, Hunting Party (imagine having 5 different kinds of ruins thrown at your HP deck!)

They cost 0, like curses, so I see them as a viable 3-pile option.  As actions, they are also Graverobber-able to a 3-cost action (or silver), which helps remove them.

20905
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 09:28:14 am »
Looters and Ruins - the design space for fan cards just got much bigger!

Somebody tell Rinkworks.  His mini-set just got two new categories!

20906
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 09:25:31 am »
I see, thanks for the clarification. 1 action is required to play the 1st Cultist but all subsequent cultists from the same turn consume no further actions, right?

As long as they are played in a row, I believe.  I think once you played another action, you've "finished" the Cultists' orders and if you subsequently drew a Cultist, you'd need an action to play it.

20907
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 09:21:31 am »
I am confused about why it was necessary to put verbiage on the card explicitly giving me permission to play another Cultist. I suppose the real question is why would I think that i couldn't?

Without needing another action...so you can chain them if you play one and keep drawing them.

20908
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 09:20:00 am »
Ok, so the Ruined Lab variant is obvious: +1 Card
And, the ruined terminal Silver (no idea which one he'll pick) is going to be +$1.
The interesting question is: will the Ruined Village be +2 Actions or just +1 Action? I'm guessing +2 because outside of some Conspirator niche cases, an action that does nothing has no redeeming quality.

How about a Ruined Workshop?  Only gain a card costing up to 1...

20909
Dominion: Dark Ages Previews / Re: Dark Ages Preview #2
« on: August 07, 2012, 09:17:45 am »
I like the idea of Feodum -- with 40 silvers, they max out at 13 VP each, but rarely if ever reach that.

Trader seems like the ideal way to gain lots of silvers, of course, and you'll always have enough to buy more silvers/Feodums...is it fast enough to beat provinces/colonies?  You need 18 silvers in your deck to equal provinces, which is almost half the supply...

20910
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 07, 2012, 09:05:19 am »
About an hour left!

Dunno...it's 5 minutes after and still no preview...can't...take it...

20911
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 09:12:00 am »
Graverobber a Graverobber for a Province, then graverob it out of the trash.  Repeat.

Could you do conceivable do that all in a hand with KC or TR?  These look fun!

20912
Does the card have to leave you with exactly one fewer card in hand before you played it, or at least one fewer card?

I'll second this question.  If it's one exactly, I'll need to revise...

20913
Of general interest on the topic of "you may," see below a list of all the cards using the phrase from the respective sets (taken from dominionstrategy.com).  Interesting to note where strategic options are added when you look at the list as a whole.  Also, Hinterlands take the cake for using it the most--sensibly I suppose, if it is seen as the "complex" set.

Base (4/25):

Moat (...you may reveal this from your hand...)
Chancellor (...you may immediately put your deck...)
Thief (...you may gain any or all of these trashed...)
Library (...you may set aside...)

Intrigue (5/25):

Secret Chamber (...you may reveal this...)
Masquerade (...you may trash a card...)
Baron (...you may discard an Estate...)
Mining Village (...you may trash this card immediately...)
Saboteur (...He trashes that card and may gain...)

Seaside (4/26):

Native Village (...you may look at the cards on your mat...)
Pearl Diver (...you may put it on top...)
Explorer (...you may reveal a Province...)
Treasury (...you may put this on top...)

Alchemy (3/12):

Herbalist:  (...you may put one of your Treasures...)
University:  (...you may gain an Action card...)
Alchemist:  (...you may put this on top...)

Prosperity (5/25):

Watchtower:  (...you may reveal this...)
Mint:  (...you may reveal...)
Mountebank:  (...each other player may discard a curse...)
Royal Seal:  (...you may put that card on top...)
King's Court:  (...you may choose an Action card...)

Cornucopia: (4/13)

Hamlet:  (...you may discard...)
Horse Traders:  (...you may set this aside...)
Tournament:  (...each player may reveal...)
Young Witch:  (...each other play may reveal...)

Hinterlands: (8/26)

Fool's Gold:  (...you may trash this from your hand...)
Scheme:  (...you may choose an Action card...)
Tunnel:  (...you may reveal it...)
Jack of All Trades:  (...you may trash a card...)
Spice Merchant:  (...you may trash a Treasure...)
Trader:  (...you may reveal this...)
Ill-Gotten Gains:  (...you may gain a Copper...)
Stables:  (...you may discard a Treasure...)

Promo (4/5):

Black Market:  (...you may buy one of them...)
Walled Village:  (...you may put this on top...)
Governor:  (...each player may trash a card...)
Stash:  (...you may put this anywhere...)

20914
Dominion Isotropic / Re: Putting Your Opponent Out of His/Her Misery
« on: June 08, 2012, 02:20:05 pm »
I appreciate all the commentary on the topic, and see the valid viewpoints from many here.  The type of situation I was asking about on particular resemble games like:

http://councilroom.com/game?game_id=game-20120606-130506-13ac44d7.html

I was clearly beaten, so I bought the Penultimate Border Village after having bought the last card in two other piles to open the door to a final victory for my opponent.  Instead of ending it, he/she bought another colony, which padded the lead, sure, but was unnecessary since the game could have ended there.

I seem to run into that a lot and have to lose the game myself so I can move on to another.

20915
Dominion Isotropic / Putting Your Opponent Out of His/Her Misery
« on: June 07, 2012, 09:45:38 am »
I have a feeling this has been answered somewhere (most likely in the mega-civility declination tread), but a scan of topics going back six months didn't yield an answer, so...

Is it poor form to not end the game when you are assured of the win?

The situation would be when you are able to buy the last province/colony/third-pile card, and either already have the lead or would be ahead after the purchase, but don't.  Whether the point counter is on/off would play into this, I suppose, since not everyone is good at keeping track of points without it.

I run into this very often--I do not like to resign and will play a game out even though I'm way behind or even mathematically eliminated.  That said, I will help move a game to conclusion buy buying out piles when I can, so when I buy the penultimate province/colony/third pile card, I am ensuring my opponent's victory.  These generally aren't cases where acheivements are in play, either.  And yet, another another Gold instead of the final Village/Estate/Curse?

Is there a community consensus on this?

20916
Dominion Articles / Re: Transmute
« on: June 03, 2012, 04:04:47 am »
-I was hoping to see strong evidence that there are times where you want transmute when there are no other cards in the kingdom that require Potion (like Familiar or Scrying Pool), but I'm still not convinced. The Potion/Loan game looked like a lot of fun, but I still believe it's safer for most players to always avoid Transmute except for cursed Colony games or games where you want Potion for a good card.

My one and only "good" use of Transmute (and it was the only potion cost card) came in an IGG game where I was able to trash coppers to 3-pile with curses, IGG, and Transmutes.  Plenty of coppers coming in from IGGs anyway, and it only took the one Transmute to get rolling.

20917
When I say half the cards were gone by the 3rd turn, I mean the other player literally had a few of most of the cards, including golds. Probably at least 10 total that would have been impossible to buy under any circumstances in your first two turns.

Using the totally random assumption that this would lead to the opponent having at least 5 golds in their finishing deck (obviously ignoring the Governor/Remodel/etc. effect), I took a look at every game for the month of May in which your opponent ended with 5 or more golds.  As I mentioned, that was just a random filter I chose.

I skimmed the first ten turns of each of those games and didn't find any oddities.  Other ways  to limit the search would be useful, as mentioned in other posts.

Also, Star Dogg defeated the 2011 Champion: http://councilroom.com/game?game_id=game-20120512-143932-d4ede689.html

20918
Solo Challenges / Re: Request - Maximalist Garden
« on: May 21, 2012, 09:48:18 am »
That's impressive.

I wonder how many more turns it takes without the KC.  Probably many, many more?

20919
Solo Challenges / Request - Maximalist Garden
« on: May 21, 2012, 09:30:10 am »
I am a challenge watcher, not a creator or solver, so this is more of a request to the challenge gurus out there.

A throwaway line in WW's latest missive (on the 4th ending condition) about gardens got me thinking about actual outer limits on things.  Gardens is limited by the number of cards you can have in a deck.  So here's my question:

How long would it take to have every single card in your deck?  Every treasure, victory, curse, and kingdom card, given various restraints.  Such as:

--with or without colony/platinum
--with or without King's Court/Throne Room (can you even buy the last card of every pile on your last turn without KC?)
--with or without Black Market/Young Witch

Obviously Gardens is required.  A secondary query would be the maximum point total, with or without other alternate VP cards, with or without Goons, etc.

If this has been done or figured out already, just point me to the thread.  I was wondering just how quickly it could be done, though, and how.

20920
Variants and Fan Cards / Re: House Rule: Sea Hagoteur
« on: April 08, 2012, 10:07:13 am »
You have arguably the most powerful $4 card, tempered only by the fact it hurts for a short time, and make it become arguably even more powerful halfway through the game?

To be clear, we implemented this only for fun, with no regard to balance.  It's painfully silly, or sillily painful, or both.

One plus is that it forces us to come up with alternate strategies to combat the ridiculousness.

20921
Variants and Fan Cards / House Rule: Sea Hagoteur
« on: April 08, 2012, 03:58:49 am »
I wanted to share a house rule we use when playing IRL:

In games with Sea hag available, if there are no curses in the supply when you play the Sea Hag, it is a Saboteur.  We figured Sea Hag wasn't painful enough...

For the time being, that's the only change.  As it makes for a 4-cost Saboteur starting in the mid-game, we contemplated upping the cost of Sea Hag after curses were gone, but decided to leave it since by that point the price didn't make that big a difference.

I would note that we only do this if we have three or more players.

20922
Puzzles and Challenges / Re: The BMU kingdom
« on: March 05, 2012, 07:33:09 am »
Big Money = Buy Province, if you can't, buy Gold, if you can't, buy Silver
Big Money Ultimate = Big Money + buy Duchy over Gold when 5 Provinces left in supply and Estate over Gold when 2 Provinces left in supply

Perfecting the BMU algorithm has been a favorite subject of the simulators: http://forum.dominionstrategy.com/index.php?topic=1427.0

Thank you!

I assume for BM and BMU, after "buy Silver" there is an implied "...,if you can't, buy nothing" added?

Also, for Colony/Platinum games, does BM ignore Provinces and BMU slides up the VP/treasure card scale (that is: BM + buy Province over Platinum when 5 Colonies left and Duchy over Platinum when 2 Colonies left)?

20923
Puzzles and Challenges / Re: The BMU kingdom
« on: March 05, 2012, 07:12:12 am »
Possibly, slightly off-topic, but a clarification, if possible:

Can I get a quick, succinct definition of BMU?  I know it stands for "Big Money Ultimate" from other threads, but I couldn't find an actual, explanatory article.  I know what the "big money" idea is, but how does it differ from "Big Money Ultimate"?  Clearly there's no card known as "Ultimate" so it must signify something else.  I've seen references to "Smithy/BMU" and "Chapel/BM" and other such variations with other cards all over the forums--what's the difference in a BM+card deck and a BMU+card deck?

That is, what's the difference between Big Money and Big Money Ultimate (two terms mentioned in this thread, and many others)?  What makes BMU "ultimate"?  Or is there no difference between BM and BMU?

20924
Dominion General Discussion / Re: Shuffle Definition
« on: February 28, 2012, 02:48:23 am »
I generally just push all my cards together during clean-up and slap them on top of my discard, so it's possible to do it in a non-deliberate way. That said, you are allowed to be deliberate about the top card of your discard. That's all. The order of the rest does not... and should not... and will not, provided you shuffle adequately... matter.

Agreed here.  I would say, though, that not only can you be deliberate about the top card (the one "shown" to your opponent), but you are able to be just as deliberate about what remains hidden (the cards in your hand when clean-up begins, as there's no requirement to show those to your opponent).  For a simple example: hand starts as Witch-CCCE, play Witch and unluckily draw Witch and C, play 4xC and buy Remodel.  Remodel is currently the top card of your discard pile since it was gained before clean up begins.  I could put my played cards into the discard pile, then my hand, covering up the Witch with the Estate so you didn't know I burned through both that hand.

Other people in the thread were saying that they moved cards around in their discard because they believed it would result in better hands later. I suppose its fine to do this if you really, really, really, really, really shuffle well. But it's sort of in bad taste, because if you bother ordering your cards in such a way, it implies that you believe that ordering the discard matters, and if you believe ordering the discard matters, it implies you believe your shuffling will be less than adequate.

Lack of good shuffling is the issue, not ordering the discard. But if you order the discard with much deliberation--other than the top card--it suggests a lack of good shuffling is about to occur.

If you are deliberately using your discard order during clean-up to try and give yourself better hands post-shuffle, that's lame.  If you have a way of making it work, that's cheating.  So we agree there.

But I think we can agree there is at least one legitimate, and legal, reason for manipulating the discarding portion of clean-up: deciding what will show and what will remain hidden to your opponent.

20925
Dominion General Discussion / Re: Shuffle Definition
« on: February 28, 2012, 01:56:39 am »
Right. I don't think people here were disagreeing with that. You are allowed to put your clean-up cards on top of your deck in any order. You may even do this to strategically "hide" cards from your opponents, because they can only see the top card.

What others, including myself, are saying, is that you shouldn't deliberately space out your terminals, or something, because you don't want to draw them together. How you arranged them shouldn't matter, because you are obligated to shuffle your deck thoroughly. So a discard arrangement that seeks to take advantage of your own bad shuffling is tantamount to cheating.

That makes sense, sort of, but seems to have an inherent contradiction built in.  I can clean up my cards in any order <i>I choose</i> but I should not <i>deliberately</i> do anything to affect the order in which they go into the discard pile, because any discard pre-arrangement could be advantageous.  So what order is the correct non-order of discarding during clean-up?  Isn't placing my cards on top of my discard pile going to be a deliberate act, no matter the order?  The question then becomes "how I can discard my cards without doing something that may be cheating, even accidentally?"

No one wants to draw their terminals together (generally), which is why we shuffle so much and hope for the best.  Whether the terminals start out next to each other in the discard pile before shuffling has no real affect if shuffling is adequate (as has been pointed out often).  So how could discarding them in any order (including far apart) within one clean-up matter, or be called cheating?

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