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Author Topic: Let's Discuss Adventures Cards: Haunted Woods  (Read 17728 times)

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werothegreat

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Let's Discuss Adventures Cards: Haunted Woods
« on: February 25, 2016, 09:19:01 am »
+4


Stay close to me, Scooby!  There might be G-G-G-GHOSTS in there!

-How does this compare to Wharf and Rabble?
-What's the best way to play around its Attack?
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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #1 on: February 25, 2016, 09:40:57 am »
0

This is one of my favorite cards in the game!  It kind of feels like a soft terminal to me (although it technically isn't) because you never draw anything dead when you play it. The attack is really interesting to play against, and it isn't always an attack.  I find the best defense to be cards like Inn or Dungeon, and especially Oasis, to get those dead cards out of your hand.  Also, Haunted Woods acts as a country to itself, drawing more cards past the ones you put on your deck.  The attack can actually be really helpful when trying to line things up, such with Tournament or Treasure map.

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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #2 on: February 25, 2016, 10:01:09 am »
0

I ran some simulations of haunted woods bm vs. wharf bm.
I don't remember exactly but I think wharf bm was a whole lot better.
It is slow to draw your deck with this because
 A you need to get twice as many
 B You have to wait a turn before you draw cards.
 Having all ten of these is pretty amazing because you can draw deck before your turn is started.
It is kind of like a mini tac without the downsides.
I think it is really good against a slog because not being able to buy anything every other turn kills a slog.
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Roadrunner7671

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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #3 on: February 25, 2016, 10:36:38 am »
+1

I think it's great that you can't pin a player with this.
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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #4 on: February 25, 2016, 10:41:50 am »
+1

I think it's great that you can't pin a player with this.

Let me introduce you to a card named Possession :)

It's not the 100% reliable, but it can be pretty bad nonetheless. I have only played with the two cards once and it got pretty bad for the losing side.
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werothegreat

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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #5 on: February 25, 2016, 11:22:31 am »
0

I think it's great that you can't pin a player with this.

All it takes is drawing one hand of five Curses.
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ben_king

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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #6 on: February 25, 2016, 11:25:57 am »
+2

I think it's great that you can't pin a player with this.

All it takes is drawing one hand of five Curses.

But you don't have to buy a card, just skip your buy and draw 5 new cards. (unless Possession is involved)
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werothegreat

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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #7 on: February 25, 2016, 11:50:29 am »
0

I think it's great that you can't pin a player with this.

All it takes is drawing one hand of five Curses.

But you don't have to buy a card, just skip your buy and draw 5 new cards. (unless Possession is involved)

True.  I guess it would be worse if it were "...at the end of each other player's Buy phase, they put their hand on top of their deck."
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Willvon

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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #8 on: February 28, 2016, 06:32:21 pm »
0

First of all, thanks so much for these discussions on the Adventures cards. It has been very informative.

Now in regard to the card we are discussing here, if there is a thrasher in the kingdom and no curser or looter, is the +3 cards a powerful enough incentive to buy it early in the game? Or is it only worth getting later in the game once the opponent has started greening, which by then may be too late to get much value from it?  We have played with it a few times, and it seemed rather ignorable.
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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #9 on: February 28, 2016, 07:06:45 pm »
0

I ran some simulations of haunted woods bm vs. wharf bm.
I don't remember exactly but I think wharf bm was a whole lot better.
It is slow to draw your deck with this because
 A you need to get twice as many
 B You have to wait a turn before you draw cards.
 Having all ten of these is pretty amazing because you can draw deck before your turn is started.
It is kind of like a mini tac without the downsides.
I think it is really good against a slog because not being able to buy anything every other turn kills a slog.

In an engine, I think this is often better to get, at least in the early game. If you have good trashing. Those 3 Cards at the start of the turn make a bigger difference than 2 cards. Now, mind you, Wharf drew you 2 cards earlier, but it is easier to set an engine off with an extra starting card. At least, that has been my experience.

I'm pretty sure though for BM, Wharf is better.
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ben_king

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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #10 on: February 29, 2016, 09:23:44 am »
0

I ran some simulations of haunted woods bm vs. wharf bm.
I don't remember exactly but I think wharf bm was a whole lot better.
It is slow to draw your deck with this because
 A you need to get twice as many
 B You have to wait a turn before you draw cards.
 Having all ten of these is pretty amazing because you can draw deck before your turn is started.
It is kind of like a mini tac without the downsides.
I think it is really good against a slog because not being able to buy anything every other turn kills a slog.

In an engine, I think this is often better to get, at least in the early game. If you have good trashing. Those 3 Cards at the start of the turn make a bigger difference than 2 cards. Now, mind you, Wharf drew you 2 cards earlier, but it is easier to set an engine off with an extra starting card. At least, that has been my experience.

I'm pretty sure though for BM, Wharf is better.

Also if you have trashing, the attack doesn't do much in the mid-game, since green cards are gone.  In the mid- to late game your opponent can actually use this to their advantage to put some cards in their next starting hand.
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ipofanes

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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #11 on: February 29, 2016, 09:46:34 am »
0

Cards like Artificer or Vault can counter HW too.
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werothegreat

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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #12 on: February 29, 2016, 10:03:43 am »
0

Cards like Artificer or Vault can counter HW too.

Both of those also synergize well with HW.
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Davio

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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #13 on: February 29, 2016, 01:32:42 pm »
0

Am I right in assuming that the hand during the buy phase only consists of left over VP cards like non-Inherited Estates and dead action cards?

Putting back dead action cards can be actually helpful, putting back VP cards isn't.
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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #14 on: February 29, 2016, 02:10:26 pm »
+2

Am I right in assuming that the hand during the buy phase only consists of left over VP cards like non-Inherited Estates and dead action cards?

Putting back dead action cards can be actually helpful, putting back VP cards isn't.

Also treasures you choose not to play.
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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #15 on: March 01, 2016, 02:33:54 am »
0

Am I right in assuming that the hand during the buy phase only consists of left over VP cards like non-Inherited Estates and dead action cards?

Putting back dead action cards can be actually helpful, putting back VP cards isn't.

Also treasures you choose not to play.
Yeah, but that could be a good thing, unless Grand Market.
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ackmondual

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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #16 on: April 30, 2016, 05:26:46 pm »
0

MOOOOAT!  Actually, given that the effect hits you in later turns, I'd imagine it doesn't work.

Barring that, there's also calling a Guide.  A Scout would be useful if you can top deck Victory cards
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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #17 on: April 30, 2016, 06:18:20 pm »
+1

MOOOOAT!  Actually, given that the effect hits you in later turns, I'd imagine it doesn't work.

???

If you reveal a Moat when Haunted Woods is played, you will be unaffected by it.
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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #18 on: April 30, 2016, 07:11:36 pm »
0

MOOOOAT!  Actually, given that the effect hits you in later turns, I'd imagine it doesn't work.

Barring that, there's also calling a Guide.  A Scout would be useful if you can top deck Victory cards

Well, you're only able to play a Scout after putting your victory card on top of your deck with Black Market. But then you would have to put the Scout back as well. Thinking about it, Haunted Woods is a pretty hard counter to Black Market, effectively nullifying its mid-turn gain ability.
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ackmondual

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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #19 on: May 01, 2016, 03:24:34 am »
0

MOOOOAT!  Actually, given that the effect hits you in later turns, I'd imagine it doesn't work.

???

If you reveal a Moat when Haunted Woods is played, you will be unaffected by it.
So on your turn, you'd need to remember that you played Moat when HW was played, and shouldn't put unplayed cards from hand back on top of your deck if you made a buy?
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Donald X.

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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #20 on: May 01, 2016, 04:18:25 am »
+5

So on your turn, you'd need to remember that you played Moat when HW was played, and shouldn't put unplayed cards from hand back on top of your deck if you made a buy?
Yes. And we didn't find this to be an issue.
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Seprix

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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #21 on: May 01, 2016, 10:55:39 am »
0

I don't imagine it's hard to remember when you escape an attack. :)
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ackmondual

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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #22 on: May 01, 2016, 05:41:01 pm »
+1

So on your turn, you'd need to remember that you played Moat when HW was played, and shouldn't put unplayed cards from hand back on top of your deck if you made a buy?
Yes. And we didn't find this to be an issue.

I disagreed with this at first.  It just seems "inelegant" to have to have a memory aspect.  Note that the memory aspect here is to PLAY the game.  WINNING the game is another thing entirely.  And yeah, you'd want to be keeping track of as much stuff as possible anyways (e.g. did I already use Gold for this shuffle?  How many Provinces does each player have?  Did my opponent already play that attack card, so I'm safe from it and can do something else instead?)

However, I do recall that Smugglers does force you to remember what a player before you gained.  And some turns, you have a whole mess of +actions and +coins to worry about, so it's not like you'd always be able to get around that.

In short, I digress!
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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #23 on: May 06, 2016, 07:58:21 am »
+3

I just got the Possession pin to work. It's hilarious to be on the winning side of this pin, I must say. Borrow was a nice support for this
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Re: Let's Discuss Adventures Cards: Haunted Woods
« Reply #24 on: May 06, 2016, 09:52:02 am »
+9

Let's take a minute to appreciate the consistency in flavor with Ghost Ship. 
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