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Author Topic: Neat and potentially useful card interactions  (Read 504254 times)

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Commodore Chuckles

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Re: Neat and potentially useful card interactions
« Reply #1425 on: March 02, 2019, 09:23:20 am »
+2

If you have market and smith, the market gives +1 action that lets u play the smith and get +four cards. Then if you draw gold that will give you money so you can buy province. This combo is strong because the market ALSO gives money, and lets u buy more money (free!!): but problem is sometimes you dont draw market and smith together  >:(

Guess I'll have to be the one to ask: What's your other account name, and why have you decided to start trolling us?
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crj

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Re: Neat and potentially useful card interactions
« Reply #1426 on: March 02, 2019, 11:03:46 am »
0

I wondered that, but it doesn't smell entirely like trolling.
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Commodore Chuckles

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Re: Neat and potentially useful card interactions
« Reply #1427 on: March 02, 2019, 12:50:37 pm »
0

No, this is absolutely a troll. Not even beginner players are that clueless.
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LostPhoenix

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Re: Neat and potentially useful card interactions
« Reply #1428 on: March 02, 2019, 02:57:05 pm »
+1

No, this is absolutely a troll. Not even beginner players are that clueless.

I'm usually hesistant to call out people as trolls; often they are just very young players. I doubt a troll would be this obvious.
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crj

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Re: Neat and potentially useful card interactions
« Reply #1429 on: March 02, 2019, 04:07:11 pm »
+1

If they are, in fact, a troll, the "smith" instead of "Smithy" is an inspired touch.
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Gherald

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Re: Neat and potentially useful card interactions
« Reply #1430 on: March 03, 2019, 09:20:33 pm »
0

From their post history, the first two only had me like 60% convinced they're trolling, but "i think the best card is harbinger" puts it over the top..

No one would seriously claim that, whereas a troll would ::)
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hhelibebcnofnena

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Re: Neat and potentially useful card interactions
« Reply #1431 on: March 03, 2019, 09:33:04 pm »
0

From their post history, the first two only had me like 60% convinced they're trolling, but "i think the best card is harbinger" puts it over the top..

No one would seriously claim that, whereas a troll would ::)

Actually, the first game I played with Harbinger I think also had Mystic, which is a pretty nice synergy, so I overestimated Harbinger for a while until I realized that Mystic was pulling most of the weight in that synergy. I never would have called it the best card though.
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exek

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Re: Neat and potentially useful card interactions
« Reply #1432 on: March 03, 2019, 11:46:54 pm »
+2

sory i am not good @ the english what is troll??  ???
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Dingan

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Re: Neat and potentially useful card interactions
« Reply #1433 on: March 05, 2019, 07:34:27 pm »
+1

sory i am not good @ the english what is troll??  ???

The following is something a troll would do:

sory i am not good @ the english what is troll??  ???

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ospond

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Re: Neat and potentially useful card interactions
« Reply #1434 on: March 17, 2019, 12:34:25 am »
+11

Ironworks + Experiment + Triumph

This was fun. Aim for a deck with as many experiments as possible and maybe 4 ironworks. Each turn you play all the experiments, gain them all back with the 4 ironworks, and buy triumph for ~9 VP.
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Chappy7

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Re: Neat and potentially useful card interactions
« Reply #1435 on: March 30, 2019, 11:09:35 pm »
+3

Innovation+duplicate.  Just learned that you can buy duplicate, set it aside and play it, then call it to gain a copy of itself.  Pretty cool
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hhelibebcnofnena

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Re: Neat and potentially useful card interactions
« Reply #1436 on: May 24, 2019, 09:58:02 am »
+7

Priest + Watchtower + Extra buys

Basically, Watchtower gives you a 1 Buy --> x coin conversion option in your buy phase, where x is 2 times the number of Priests you've played this turn. You may want to keep some of the Coppers you buy, though, to fuel the Priests for next turn.
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jomini

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Re: Neat and potentially useful card interactions
« Reply #1437 on: June 02, 2019, 06:00:41 pm »
0

Priest + Watchtower + Extra buys

Basically, Watchtower gives you a 1 Buy --> x coin conversion option in your buy phase, where x is 2 times the number of Priests you've played this turn. You may want to keep some of the Coppers you buy, though, to fuel the Priests for next turn.

In a similar vein, you can convert Loans into very high value cards (e.g. Plats with 2 Priests in play and 2 extra buys). Rarely, I might consider getting a 2nd Loan if I have 2 or more Priest/+buys to play around with, but it is pretty nice way to spike cash in the midgame with a +buy.
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Aquila

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Re: Neat and potentially useful card interactions
« Reply #1438 on: June 15, 2019, 03:53:21 pm »
+5

Hideout + Watchtower

Trash the Estates revealing Watchtower to trash the Curses. You also get a village that reduces handsize for Watchtower's draw.
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mail-mi

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Re: Neat and potentially useful card interactions
« Reply #1439 on: June 22, 2019, 03:16:03 am »
+3

Black Market / Coin of the Realm

Out of actions? No fear, just play black market, then your CotR, then bam more actions for you.
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GendoIkari

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Re: Neat and potentially useful card interactions
« Reply #1440 on: June 22, 2019, 09:49:45 am »
0

Black Market / Coin of the Realm

Out of actions? No fear, just play black market, then your CotR, then bam more actions for you.

But you need an action to play Black Market... so this could work if you have 1 action, Black Market, CotR, and 2 other terminals that you want to play, all in hand. But man is that a really bad Village.
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Gazbag

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Re: Neat and potentially useful card interactions
« Reply #1441 on: June 22, 2019, 02:17:03 pm »
+1

Black Market / Coin of the Realm

Out of actions? No fear, just play black market, then your CotR, then bam more actions for you.

But you need an action to play Black Market... so this could work if you have 1 action, Black Market, CotR, and 2 other terminals that you want to play, all in hand. But man is that a really bad Village.

Black Market and Storyteller let you play and call coin of the Realm in the same turn, which you can't normally do.
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mail-mi

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Re: Neat and potentially useful card interactions
« Reply #1442 on: June 22, 2019, 03:45:09 pm »
+1

Black Market / Coin of the Realm

Out of actions? No fear, just play black market, then your CotR, then bam more actions for you.

But you need an action to play Black Market... so this could work if you have 1 action, Black Market, CotR, and 2 other terminals that you want to play, all in hand. But man is that a really bad Village.

Black Market and Storyteller let you play and call coin of the Realm in the same turn, which you can't normally do.

Which is what helped me in the game I was just playing. In fact, I actually purchased COTR out of the black market.
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Commodore Chuckles

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Re: Neat and potentially useful card interactions
« Reply #1443 on: June 22, 2019, 05:01:12 pm »
+1

Hideout + Watchtower

Trash the Estates revealing Watchtower to trash the Curses. You also get a village that reduces handsize for Watchtower's draw.

On the downside, this makes Hideout lose its usefulness faster.
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hhelibebcnofnena

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Re: Neat and potentially useful card interactions
« Reply #1444 on: October 01, 2019, 08:11:14 pm »
0

Scheme + Citadel

Playing Scheme as the first card every turn after buying Citadel gives you a nice Lost City effect, as well as letting you topdeck the Scheme for next turn in addition to some other key card.
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William Howard Taft

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Re: Neat and potentially useful card interactions
« Reply #1445 on: November 29, 2019, 04:27:18 pm »
+2

Normally I hate Capital but I just played a kingdom where Mission was on the board too and it made the debt considerably less annoying.
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markusin

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Re: Neat and potentially useful card interactions
« Reply #1446 on: December 22, 2019, 11:30:59 pm »
+4

Thanks to the errata, Band of Misfits can now collect the 4VP off the Farmers' Market pile without trashing themselves.
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Honkeyfresh

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Re: Neat and potentially useful card interactions
« Reply #1447 on: December 28, 2019, 10:28:05 pm »
+2

This may be too set specific, but it was kinda neat.  Had mill, ironmonger and capitalism.  Hitting a golden mill was a pretty nice play. discard the mill get a coin an action and a new card card, or keep the mill if needed.
« Last Edit: December 28, 2019, 10:29:23 pm by Honkeyfresh »
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Iridium

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Re: Neat and potentially useful card interactions
« Reply #1448 on: December 30, 2019, 03:40:37 pm »
+1

Transmogrify+Silk Merchant

You can Transmogrify a Silk Merchant into itself for a free Villager and Coffer!
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Honkeyfresh

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Re: Neat and potentially useful card interactions
« Reply #1449 on: December 31, 2019, 12:57:42 am »
0

This may be too specific to e a combo, put since it's a golden deck that was oh so fire I gotta put it in here. It's a pirate ship Prince x2 , 3 bandit camps and a Ghost ship.  Trashing was key (here it was forge) as it is in any real golden deck (sans counting house or guildhall, maybe goons?)  But really any coin producing draw, with trashing and discards could work in here. but my opponent (the names have been changed to not shame anyone-- but he was a 52+ rated player)  raced off to a 18-0 lead taking provies on t 13/14/17. So firing 2 pirate ships (never for pay just to take al his coins away.  he even tried to prince a church in order to keep the cards out of my pirate ships reach  At first he was even trashing coppers so not to feed my ships until he realized that I was drawing my 3 spoils and recruiter every hand (which was only relevant at beginning, was just never worth getting rid of. Kept it in case i needed to maybe trash a spoils to draw enough) Expedition helped to get early forge and once to keep spoils out of my pile (he had on pirate ship at that point.  he even tried to get silk roads and estates  to sneak under the cannons of my mighty Princed Pirate Party , and even coppers at end at end to get out of the pin. but it was no use. And this happened literally at midnight so happy dominion NYE to me lol.

Non Colony Board: Church, Pirate Ship, Silk Road, Bandit Camp, Ghost Ship, Recruiter, Swashbuckler, Werewolf, Forge, Prince, Expedition, Plan
At end

honkeyfresh:
5 Provinces, a Ghost Ship, 2 Pirate Ships, 3 Bandit Camps, a Spoils, a Recruiter and 2 Princes

Lord Rattington:
a Copper, a Gold, 4 Estates, 3 Provinces, a Silk Road, a Bandit Camp, a Spoils, a Recruiter, a Swashbuckler, a Prince and 2 Churches

[quote]Game #34177283,
Turn 1 - honkeyfresh
h plays 4 Coppers. (+$4)
h buys an Expedition.
h shuffles their deck.
h draws 4 Coppers and 3 Estates.

Turn 1 - Lord Rattington
L plays 3 Coppers. (+$3)
L buys and gains a Church.
L draws 5 cards.

Turn 2 - honkeyfresh
h plays 3 Coppers. (+$3)
h buys and gains a Silver.
h shuffles their deck.
h draws 5 Coppers.

Turn 2 - Lord Rattington
L plays 4 Coppers. (+$4)
L buys and gains a Silver.
L shuffles their deck.
L draws 5 cards.

Turn 3 - honkeyfresh
h plays 5 Coppers. (+$5)
h buys and gains a Recruiter.
h draws 2 Coppers, a Silver and 2 Estates.

Turn 3 - Lord Rattington
L plays 5 Coppers. (+$5)
L buys and gains a Swashbuckler.
L draws 5 cards.

Turn 4 - honkeyfresh
h plays 2 Coppers and a Silver. (+$4)
h buys an Expedition.
h shuffles their deck.
h draws 5 Coppers, a Silver and an Estate.

Turn 4 - Lord Rattington
L plays a Copper and a Silver. (+$3)
L buys and gains a Silver.
L shuffles their deck.
L draws 5 cards.

Turn 5 - honkeyfresh
h plays 5 Coppers and a Silver. (+$7)
h buys and gains a Forge.
h draws 2 Coppers, 2 Estates and a Recruiter.

Turn 5 - Lord Rattington
L plays a Church.
L gets +1 Action.
L sets 2 cards aside with Church.
L plays a Copper and a Silver. (+$3)
L buys and gains a Church.
L draws 5 cards.

Turn 6 - honkeyfresh
h plays a Recruiter.
h shuffles their deck.
h draws 2 Coppers.
h trashes an Estate.
h gets +2 Villagers.
h plays 4 Coppers. (+$4)
h buys an Expedition.
h shuffles their deck.
h draws 4 Coppers, a Silver, an Estate and a Forge.

Turn 6 - Lord Rattington
L starts their turn.
L puts 2 cards in hand (Church).
L trashes a Copper.
L plays 4 Coppers and a Silver. (+$6)
L buys and gains a Gold.
L shuffles their deck.
L draws 5 cards.

Turn 7 - honkeyfresh
h plays a Forge.
h trashes 4 Coppers, a Silver and an Estate.
h gains a Bandit Camp.
h draws 3 Coppers, an Estate and a Recruiter.

Turn 7 - Lord Rattington
L plays a Swashbuckler.
L draws 3 cards.
L plays 4 Coppers. (+$4)
L buys an Expedition.
L draws 7 cards.

Turn 8 - honkeyfresh
h plays a Recruiter.
h shuffles their deck.
h draws a Forge and a Bandit Camp.
h trashes a Copper.
h uses 1 Villager.
h plays a Bandit Camp.
h gets +2 Actions.
h gains a Spoils.
h plays 2 Coppers. (+$2)
h buys and gains an Estate.
h shuffles their deck.
h draws a Copper, 2 Estates, a Forge and a Recruiter.

Turn 8 - Lord Rattington
L plays a Church.
L gets +1 Action.
L sets 2 cards aside with Church.
L plays a Copper, 2 Silvers and a Gold. (+$8)
L buys and gains a Prince.
L shuffles their deck.
L draws 5 cards.

Turn 9 - honkeyfresh
h plays a Recruiter.
h draws a Copper and a Spoils.
h trashes an Estate.
h gets +2 Villagers.
h plays 2 Coppers. (+$2)
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h buys and gains a Bandit Camp.
h shuffles their deck.
h draws a Copper, an Estate, 2 Bandit Camps and a Recruiter.

Turn 9 - Lord Rattington
L starts their turn.
L puts 2 cards in hand (Church).
L trashes a Copper.
L plays a Church.
L gets +1 Action.
L sets 3 cards aside with Church.
L plays a Silver and a Gold. (+$5)
L buys and gains a Bandit Camp.
L draws 5 cards.

Turn 10 - honkeyfresh
h plays a Bandit Camp.
h draws a Forge.
h gets +2 Actions.
h gains a Spoils.
h plays a Bandit Camp.
h draws a Copper.
h gets +2 Actions.
h gains a Spoils.
h plays a Recruiter.
h shuffles their deck.
h draws 2 Spoils.
h trashes an Estate.
h gets +2 Villagers.
h plays 2 Coppers. (+$2)
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h buys and gains a Prince.
h shuffles their deck.
h draws 2 Coppers, a Bandit Camp, a Recruiter and a Prince.

Turn 10 - Lord Rattington
L starts their turn.
L puts 3 cards in hand (Church).
L trashes a Copper.
L plays a Swashbuckler.
L draws 3 cards.
L gets +1 Coffers.
L plays 4 Coppers and a Silver. (+$6)
L buys and gains a Recruiter.
L shuffles their deck.
L draws 5 cards.

Turn 11 - honkeyfresh
h plays a Bandit Camp.
h draws a Bandit Camp.
h gets +2 Actions.
h gains a Spoils.
h plays a Bandit Camp.
h draws a Forge.
h gets +2 Actions.
h gains a Spoils.
h plays a Recruiter.
h shuffles their deck.
h draws 2 Spoils.
h trashes a Forge.
h gets +7 Villagers.
h plays 2 Coppers. (+$2)
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h buys and gains a Pirate Ship.
h shuffles their deck.
h draws a Pirate Ship, 2 Bandit Camps, a Recruiter and a Prince.

Turn 11 - Lord Rattington
L plays a Church.
L gets +1 Action.
L sets a card aside with Church.
L plays 2 Coppers and a Silver. (+$4)
L buys and gains a Pirate Ship.
L draws 5 cards.

Turn 12 - honkeyfresh
h plays a Bandit Camp.
h draws a Copper.
h gets +2 Actions.
h gains a Spoils.
h plays a Bandit Camp.
h draws a Spoils.
h gets +2 Actions.
h gains a Spoils.
h plays a Recruiter.
h shuffles their deck.
h draws a Copper and a Spoils.
h trashes a Copper.
h plays a Prince.
h sets a Pirate Ship aside with Prince.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h plays a Copper. (+$1)
h buys and gains a Pirate Ship.
h shuffles their deck.
h draws a Copper, a Bandit Camp, 2 Spoils and a Recruiter.

Turn 12 - Lord Rattington
L starts their turn.
L puts a card in hand (Church).
L plays a Prince.
L sets a Church aside with Prince.
L plays a Silver. (+$2)
L buys and gains an Estate.
L draws 5 cards.

Turn 13 - honkeyfresh
h starts their turn.
h plays a Pirate Ship.
L shuffles their deck.
L reveals 2 Estates.
L discards 2 Estates.
h plays a Bandit Camp.
h draws a Pirate Ship.
h gets +2 Actions.
h gains a Spoils.
h plays a Recruiter.
h shuffles their deck.
h draws a Bandit Camp and a Spoils.
h trashes a Copper.
h plays a Bandit Camp.
h gets +2 Actions.
h gains a Spoils.
h plays a Pirate Ship.
L reveals a Church and a Pirate Ship.
L discards a Pirate Ship and a Church.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h buys and gains a Prince.
h sets a Pirate Ship aside.
h shuffles their deck.
h draws a Pirate Ship, a Bandit Camp, a Spoils, a Recruiter and a Prince.

Turn 13 - Lord Rattington
L starts their turn.
L plays a Church.
L gets +1 Action.
L sets a card aside with Church.
L plays a Bandit Camp.
L draws a card.
L gets +2 Actions.
L gains a Spoils.
L plays a Recruiter.
L draws 2 cards.
L trashes a Copper.
L plays a Swashbuckler.
L draws 3 cards.
L gets +1 Coffers.
L plays a Copper, 2 Silvers and a Gold. (+$8)
L buys and gains a Province.
L shuffles their deck.
L draws 5 cards.

Turn 14 - honkeyfresh
h starts their turn.
h plays a Pirate Ship.
L reveals a Copper and an Estate.
L trashes a Copper.
L discards an Estate.
h plays a Bandit Camp.
h draws a Bandit Camp.
h gets +2 Actions.
h gains a Spoils.
h plays a Bandit Camp.
h shuffles their deck.
h draws a Spoils.
h gets +2 Actions.
h gains a Spoils.
h plays a Recruiter.
h shuffles their deck.
h draws a Spoils.
h trashes a Spoils.
h plays a Prince.
h sets a Pirate Ship aside with Prince.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h buys and gains a Ghost Ship.
h sets a Pirate Ship aside.
h shuffles their deck.
h draws a Ghost Ship, 2 Bandit Camps and a Recruiter.

Turn 14 - Lord Rattington
L starts their turn.
L puts a card in hand (Church).
L plays a Pirate Ship.
L plays 2 Coppers and a Gold. (+$5)
L plays a Spoils. (+$3)
L returns a Spoils to the Spoils pile.
L buys and gains a Province.
L draws 5 cards.

Turn 15 - honkeyfresh
h starts their turn.
h plays a Pirate Ship.
L reveals a Church and a Swashbuckler.
L discards a Swashbuckler and a Church.
h plays a Pirate Ship.
L reveals a Silver and an Estate.
L trashes a Silver.
L discards an Estate.
h plays a Bandit Camp.
h gets +2 Actions.
h gains a Spoils.
h plays a Bandit Camp.
h shuffles their deck.
h draws a Spoils.
h gets +2 Actions.
h gains a Spoils.
h plays a Ghost Ship.
h shuffles their deck.
h draws a Spoils.
L topdecks 2 cards.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h buys and gains a Bandit Camp.
h sets 2 Pirate Ships aside.
h shuffles their deck.
h draws a Ghost Ship, 3 Bandit Camps and a Recruiter.

Turn 15 - Lord Rattington
L plays a Bandit Camp.
L draws a card.
L gets +2 Actions.
L gains a Spoils.
L plays a Recruiter.
L shuffles their deck.
L draws 2 cards.
L trashes a Silver.
L gets +3 Villagers.
L draws 5 cards.

Turn 16 - honkeyfresh
h starts their turn.
h plays a Pirate Ship.
L reveals a Copper and a Swashbuckler.
L trashes a Copper.
L discards a Swashbuckler.
h plays a Pirate Ship.
L reveals a Province and a Church.
L discards a Province and a Church.
h plays a Bandit Camp.
h gets +2 Actions.
h gains a Spoils.
h plays a Bandit Camp.
h shuffles their deck.
h draws a Spoils.
h gets +2 Actions.
h gains a Spoils.
h plays a Bandit Camp.
h shuffles their deck.
h draws a Spoils.
h gets +2 Actions.
h gains a Spoils.
h plays a Ghost Ship.
h shuffles their deck.
h draws a Spoils.
L topdecks 2 cards.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h buys and gains a Province.
h sets 2 Pirate Ships aside.
h shuffles their deck.
h draws a Province, 3 Bandit Camps and a Recruiter.

Turn 16 - Lord Rattington
L plays a Church.
L gets +1 Action.
L sets 2 cards aside with Church.
L shuffles their deck.
L draws 5 cards.

Turn 17 - honkeyfresh
h starts their turn.
h plays a Pirate Ship.
L reveals a Bandit Camp and an Estate.
L discards an Estate and a Bandit Camp.
h plays a Pirate Ship.
L reveals a Province and an Estate.
L discards an Estate and a Province.
h plays a Bandit Camp.
h draws a Ghost Ship.
h gets +2 Actions.
h gains a Spoils.
h plays a Bandit Camp.
h shuffles their deck.
h draws a Spoils.
h gets +2 Actions.
h gains a Spoils.
h plays a Bandit Camp.
h shuffles their deck.
h draws a Spoils.
h gets +2 Actions.
h gains a Spoils.
h plays a Ghost Ship.
h shuffles their deck.
h draws a Spoils.
L topdecks 2 cards.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h buys and gains a Province.
h sets 2 Pirate Ships aside.
h shuffles their deck.
h draws a Province, 3 Bandit Camps and a Recruiter.

Turn 17 - Lord Rattington
L starts their turn.
L puts 2 cards in hand (Church).
L trashes a Copper.
L plays a Pirate Ship.
h reveals a Province and a Ghost Ship.
h discards a Province and a Ghost Ship.
L uses 2 Coffers. (+$2)
L plays a Gold. (+$3)
L plays a Spoils. (+$3)
L returns a Spoils to the Spoils pile.
L buys and gains a Province.
L draws 5 cards.

Turn 18 - honkeyfresh
h starts their turn.
h plays a Pirate Ship.
L shuffles their deck.
L reveals a Church and a Bandit Camp.
L discards a Bandit Camp and a Church.
h plays a Pirate Ship.
L reveals a Province and an Estate.
L discards an Estate and a Province.
h plays a Bandit Camp.
h shuffles their deck.
h draws a Ghost Ship.
h gets +2 Actions.
h gains a Spoils.
h plays a Bandit Camp.
h draws a Province.
h gets +2 Actions.
h gains a Spoils.
h plays a Bandit Camp.
h shuffles their deck.
h draws a Spoils.
h gets +2 Actions.
h gains a Spoils.
h plays a Ghost Ship.
h shuffles their deck.
h draws 2 Spoils.
L topdecks 2 cards.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h buys and gains a Province.
h sets 2 Pirate Ships aside.
h shuffles their deck.
h draws 2 Provinces, a Ghost Ship and 2 Bandit Camps.

Turn 18 - Lord Rattington
L plays a Church.
L gets +1 Action.
L sets a card aside with Church.
L plays a Swashbuckler.
L draws 3 cards.
L gets +1 Coffers.
L shuffles their deck.
L draws 5 cards.

Turn 19 - honkeyfresh
h starts their turn.
h plays a Pirate Ship.
L reveals a Bandit Camp and an Estate.
L discards an Estate and a Bandit Camp.
h plays a Pirate Ship.
L reveals a Province and a Swashbuckler.
L discards a Province and a Swashbuckler.
h plays a Bandit Camp.
h draws a Recruiter.
h gets +2 Actions.
h gains a Spoils.
h plays a Bandit Camp.
h draws a Province.
h gets +2 Actions.
h gains a Spoils.
h plays a Ghost Ship.
h shuffles their deck.
h draws a Bandit Camp and a Spoils.
L topdecks 2 cards.
h plays a Bandit Camp.
h draws a Spoils.
h gets +2 Actions.
h gains a Spoils.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h buys an Expedition.
h sets 2 Pirate Ships aside.
h shuffles their deck.
h draws a Province, 3 Bandit Camps, 2 Spoils and a Recruiter.

Turn 19 - Lord Rattington
L starts their turn.
L puts a card in hand (Church).
L plays a Recruiter.
L draws 2 cards.
L trashes a Pirate Ship.
L gets +4 Villagers.
L plays a Gold. (+$3)
L uses 1 Coffers. (+$1)
L buys and gains a Silk Road.
L shuffles their deck.
L draws 5 cards.

Turn 20 - honkeyfresh
h starts their turn.
h plays a Pirate Ship.
L reveals 2 Estates.
L discards 2 Estates.
h plays a Pirate Ship.
L reveals a Recruiter and a Swashbuckler.
L discards a Recruiter and a Swashbuckler.
h plays a Bandit Camp.
h draws a Ghost Ship.
h gets +2 Actions.
h gains a Spoils.
h plays a Bandit Camp.
h draws a Province.
h gets +2 Actions.
h gains a Spoils.
h plays a Bandit Camp.
h draws a Province.
h gets +2 Actions.
h gains a Spoils.
h plays a Ghost Ship.
h shuffles their deck.
h draws 2 Spoils.
L topdecks 2 cards.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.
h buys and gains a Province.
h sets 2 Pirate Ships aside.
h shuffles their deck.
h draws 2 Provinces, a Bandit Camp and 2 Spoils.

Turn 20 - Lord Rattington
L plays a Bandit Camp.
L draws a card.
L gets +2 Actions.
L gains a Spoils.
L plays a Church.
L gets +1 Action.
L sets 2 cards aside with Church.
L buys and gains a Copper.
L draws 5 cards.

Turn 21 - honkeyfresh
h starts their turn.
h plays a Pirate Ship.
h gets +$3.
h plays a Pirate Ship.
L shuffles their deck.
L reveals a Province and an Estate.
L discards an Estate and a Province.
h plays a Bandit Camp.
h draws a Ghost Ship.
h gets +2 Actions.
h gains a Spoils.
h plays a Ghost Ship.
h draws a Province and a Recruiter.
L topdecks 2 cards.
h plays a Spoils. (+$3)
h returns a Spoils to the Spoils pile.[/quote]


« Last Edit: December 31, 2019, 01:14:26 am by Honkeyfresh »
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