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Author Topic: List of weird or potentially unintuitive rules interactions  (Read 2877 times)

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Doom_Shark

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List of weird or potentially unintuitive rules interactions
« on: September 27, 2018, 01:24:28 am »
+1

I think this is the best place to ask this, so....

I'm trying to compile a comprehensive list of every weird rules interaction in the game to try to fit as many as possible in one kingdom (apparently I am actively trying to lose friends). I'll start a list below, and try to update it as people add things. So, here we go. What are the weirdest rules interactions you guys can think of?
« Last Edit: September 27, 2018, 01:35:51 am by Doom_Shark »
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Doom_Shark

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Re: List of weird or potentially unintuitive rules interactions
« Reply #1 on: September 27, 2018, 01:35:20 am »
0

I) Inheritance. Nuff said.
II) Split piles/Castles as the bane card.
III) Nomad Camp (1st edition wording) and the lose track rule.
IV) Black Market and Setup Rules
V) Black Market and Travellers (felt like this needed its own entry separate from IV)
VI) Events and cost reducers
VII) Procession and Durations, especially Hireling/Champion (though the only good reasons to Procession a Champion are stupidity, Diadem, and the $7 actions)
VIII) Wine Merchant, Priest, and Monastery
IX) Prince and Durations
X) Uh... Possession!
XI) Throned Thrones and Durations
XII) Trader's "would gain"
XIII) Exactly when the game ends for after-turn abilities.
XIV) BoM/Overlord and Conspirator
XV) BoM/Overlord
XVI) Counterfeit Spoils
XVII) Adventures tokens and split piles
« Last Edit: September 27, 2018, 06:36:49 pm by Doom_Shark »
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crj

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Re: List of weird or potentially unintuitive rules interactions
« Reply #2 on: September 27, 2018, 05:04:08 am »
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Uh... Possession!

Throned Throne Throning a Duration.

Band of Misfits/Overlord.

Trader's "would gain".

Precisely when the game ends, in the face of cards being returned to piles, take-another-turn, at-end-of-turn and after-this-turn.
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Doom_Shark

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Re: List of weird or potentially unintuitive rules interactions
« Reply #3 on: September 27, 2018, 09:29:40 am »
+1

Uh... Possession!

facepalm
How could I forget possession in the initial list!
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William Howard Taft

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Re: List of weird or potentially unintuitive rules interactions
« Reply #4 on: September 27, 2018, 10:04:22 am »
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Counterfeit Spoils returning to the pile instead of going into the trash.
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Jeebus

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Re: List of weird or potentially unintuitive rules interactions
« Reply #5 on: September 27, 2018, 12:28:49 pm »
+3

You will find many in the document in my sig.

markusin

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Re: List of weird or potentially unintuitive rules interactions
« Reply #6 on: September 27, 2018, 12:39:10 pm »
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Plunder getting the token benefits from the Adventures tokens originally put on Encampment.
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guidobass

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Re: List of weird or potentially unintuitive rules interactions
« Reply #7 on: September 30, 2018, 03:07:44 pm »
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Counterfeit Spoils returning to the pile instead of going into the trash.

I disagree. Counterfeit trashes a cards from your hand. Spoils says "When you play this, return it to the Spoils pile." Spoils never gets played, so it is trashed.
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LostPhoenix

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Re: List of weird or potentially unintuitive rules interactions
« Reply #8 on: September 30, 2018, 03:18:54 pm »
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Counterfeit Spoils returning to the pile instead of going into the trash.

I disagree. Counterfeit trashes a cards from your hand. Spoils says "When you play this, return it to the Spoils pile." Spoils never gets played, so it is trashed.

Counterfeit does not trash cards from your hand. Counterfeit plays the card, then trashes it afterward. Since the spoils returns to its pile, Counterfeit loses track of it, and therefore cannot trash the spoils.
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William Howard Taft

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Re: List of weird or potentially unintuitive rules interactions
« Reply #9 on: September 30, 2018, 04:06:48 pm »
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Counterfeit does not trash cards from your hand. Counterfeit plays the card, then trashes it afterward. Since the spoils returns to its pile, Counterfeit loses track of it, and therefore cannot trash the spoils.

Yup. It's fine online, but it's one of those things I always get into an argument about when playing IRL with casual Dominion players. After explaining the lose track rule, it sometimes starts an argument about if the Spoils can even be played a second time. After all, it's been returned to the pile and Counterfeit has lost track of it, so how can it be played again?

Fortunately saying "well Donald X says so" eventually wins the argument, even though I still don't fully get it.
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crj

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Re: List of weird or potentially unintuitive rules interactions
« Reply #10 on: September 30, 2018, 04:13:54 pm »
+2

After explaining the lose track rule, it sometimes starts an argument about if the Spoils can even be played a second time.
The Lose Track rule is regrettably baroque. But if you want to make sense of things you really do have to read all of it.

In particular, the second part is "Losing track of a card prevents it from being moved, but does not stop anything else from happening." which is why Counterfeit succeeds in playing Spoils a second time, but fails to trash it.
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Asper

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Re: List of weird or potentially unintuitive rules interactions
« Reply #11 on: October 18, 2018, 11:18:46 am »
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Inheritance is neat with Crossroads and other cards that reference cards by name, such as Treasure Map or Cultist. Also Innovation + Crown/Werewolf.
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majiponi

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Re: List of weird or potentially unintuitive rules interactions
« Reply #12 on: October 18, 2018, 11:44:14 am »
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Lose track rule itself. (ex:scheming Hermit)
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