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Author Topic: Dark Ages Preview #2: Feodum, Cultist, Ruined Market  (Read 184402 times)

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theory

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Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« on: August 07, 2012, 09:12:29 am »
+5

This is the second preview by Donald X. Vaccarino, introducing the next Dominion expansion: Dark Ages.


Feodum is the victory card that counts treasures that you always knew I’d make. What you didn’t know is that it would only count Silvers. If Coppers count, man, that’s like a Gardens deck, we built that one already. I mean it’s different but whatever. If Golds count, man, I already wanted a deck with a lot of Gold. So it only counts Silvers. And to help that out, it’s a Silver piñata. You might even buy one just to crack it open, with no plan of really going for Feodums.

Feodum does something when you trash it. There are a bunch of cards like that in this set. There’s really only so much you can do with the trash directly, like Graverobber, but you can do tons of things based on cards getting trashed. And if you are the kind of person who likes card combos, these cards are for you. For example you can just Remodel a Feodum into a Feodum, for the 3 Silvers. Look at that.

Cultist also does something when you trash it. Those of you who were waiting for a Dominion expansion that let you sacrifice Cultists, finally, here it is. And hey you get three cards when you do it. When you play Cultist, you give people a Ruins, that sounds bad, and you draw two cards, and hey you can play another Cultist. These guys stick together. In fact if your deck’s only actions are Cultists, you can just string them together, like a line of hurtful Laboratories.

Ruinses, it turns out, are a pile of cards like Curses, with three ways to get them, besides just buying them or something. They only show up in games with a Looter, which is a word you may have been wondering about on Cultist. There are five different ones (ten copies each) and they’re shuffled together, I’m not making this up. As with Curses you only use ten total per opponent. Not two of each per opponent, just whatever random mix you got. So when you play Cultist, your opponent will get one of these five cards. You will know which one is on top of the Ruins pile, but not what’s under it. You won’t really care; even though some are worse than others, they’re all bad.

Ruined Market for example just gives +1 Buy. It’s as simple as Smithy! I am betting you can guess what three of the other Ruinses do. The last one will remain a small mystery until next week. Looking at the art, it appears that that Ruined Market was once Grand. It’s hard times for all of us.

Once you get given a Ruined Market, well, it’s pretty bad, but it does do something. You don’t usually want it – though it has a certain charm in a Fairgrounds deck – but who knows, maybe that +1 Buy will come in handy. So it’s like a Curse but more interesting. And really that’s the whole point to them.
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cooperaa

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Re: Dark Ages Preview #2
« Reply #1 on: August 07, 2012, 09:13:43 am »
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I guess an obvious combo is Trader/Feodum.

I'm not thrilled about the idea of a deck filled with Ruins.  There must be a lot of trashing to counteract that.  Here's hoping!
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Kuildeous

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Re: Dark Ages Preview #2
« Reply #2 on: August 07, 2012, 09:15:27 am »
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I'm thrilled that we have something that is the equivalent of varied curses. I know that I was pleased when Thunderstone had varied diseases.

Sounds like Ruins are not quite as bad as Curses, but you still want to be rid of them in general.

But, Fairgrounds just got really serious (apart from Black Market decks).
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Glooble

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Re: Dark Ages Preview #2
« Reply #3 on: August 07, 2012, 09:15:46 am »
+1

How many of us saw Feodum coming when Trader was released?
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Re: Dark Ages Preview #2
« Reply #4 on: August 07, 2012, 09:16:50 am »
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Not quite as bad as Curses, but still pretty bad! Boards with Cursing Attacks and Ruining Attacks are going to be interesting.
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jotheonah

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Re: Dark Ages Preview #2
« Reply #5 on: August 07, 2012, 09:17:25 am »
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I guess an obvious combo is Trader/Feodum.

I'm not thrilled about the idea of a deck filled with Ruins.  There must be a lot of trashing to counteract that.  Here's hoping!

Does it give you 7 silvers? Who really needs 7 silvers?
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Re: Dark Ages Preview #2
« Reply #6 on: August 07, 2012, 09:17:45 am »
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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...
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philosophyguy

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Re: Dark Ages Preview #2
« Reply #7 on: August 07, 2012, 09:18:57 am »
0

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.
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Re: Dark Ages Preview #2
« Reply #8 on: August 07, 2012, 09:19:01 am »
0

Not quite as bad as Curses, but still pretty bad! Boards with Cursing Attacks and Ruining Attacks are going to be interesting.
Yeah.  It's going to be interesting to have to choose between witch and cultist.  Maybe it comes down to: is my opponent going to be able to benefit from the ruins (because, maybe, fishing village is on the board). 

I have chapel and feodum in my hand.  Should I trash my feodum?  You should if you have
8 feodums in deck          < 21 silvers
7 feudums in deck          < 18 silvers
etc
« Last Edit: August 07, 2012, 09:21:18 am by carstimon »
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Re: Dark Ages Preview #2
« Reply #9 on: August 07, 2012, 09:19:44 am »
+2

I guess an obvious combo is Trader/Feodum.

I'm not thrilled about the idea of a deck filled with Ruins.  There must be a lot of trashing to counteract that.  Here's hoping!

Does it give you 7 silvers? Who really needs 7 silvers?
Someone with lots of feodums? ;-)
It's soo much fun, still got yesterday's post by someone in mind, saying "silvers just got worse"  ::)
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Re: Dark Ages Preview #2
« Reply #10 on: August 07, 2012, 09:19:53 am »
+3

Be careful when you buy an Embassy with Feodum on the board.
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Re: Dark Ages Preview #2
« Reply #11 on: August 07, 2012, 09:20:00 am »
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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...
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Re: Dark Ages Preview #2
« Reply #12 on: August 07, 2012, 09:20:08 am »
+6

I love that Ruined Market is what Donald X.'s first draft of the actual Market card was going to be, way back in the very beginning before he figured out what +1 Buy was worth.
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Re: Dark Ages Preview #2
« Reply #13 on: August 07, 2012, 09:20:25 am »
+2

I wonder what the other "ruined" cards are going to be?

Ruined Village: +1 Action
Ruined Laboratory: +1 Card
Ruined Wodcutter: + $1
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Re: Dark Ages Preview #2
« Reply #14 on: August 07, 2012, 09:20:53 am »
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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?
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ashersky

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Re: Dark Ages Preview #2
« Reply #15 on: August 07, 2012, 09:21:31 am »
+1

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.
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Re: Dark Ages Preview #2
« Reply #16 on: August 07, 2012, 09:21:44 am »
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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?

I think you have that wrong. You don't need another action to play another Cultist here--that's an ability of the card.
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Gansura

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Re: Dark Ages Preview #2
« Reply #17 on: August 07, 2012, 09:22:32 am »
0

EDIT: As the previous two posters posted the same answer as I did within less than a minute, I'm completely changing this post.

My guesses-
Ruined Smithy: +1 card
Ruined Woodcutter: +$1
Ruined Village: +1 action
Ruined Chapel: Trash a card. Gain a card with the same cost.
« Last Edit: August 07, 2012, 09:28:01 am by Gansura »
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jotheonah

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Re: Dark Ages Preview #2
« Reply #18 on: August 07, 2012, 09:22:59 am »
+3

 Warning - while you were reading 11 new replies have been posted. You may wish to review your post.

Guys, am I wrong or is this the most apeshit expansion yet? I don't even.
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Re: Dark Ages Preview #2
« Reply #19 on: August 07, 2012, 09:23:03 am »
0

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.

Yeah, I was wondering about that.  Maybe +2 Actions, -1VP; +2 Actions, -1 Coin; +2 Actions, discard 2 cards...
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Re: Dark Ages Preview #2
« Reply #20 on: August 07, 2012, 09:23:47 am »
+1

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?
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Grujah

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Re: Dark Ages Preview #2
« Reply #21 on: August 07, 2012, 09:24:57 am »
+6

Open - Feodum/Chapel.
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Re: Dark Ages Preview #2
« Reply #22 on: August 07, 2012, 09:25:03 am »
+1

To preempt an inevitable rules question: as far as I remember, Ruins are like Prizes when Ambassadored, in that they aren't "gained" or "returned" from the Supply in a normal sense.
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Re: Dark Ages Preview #2
« Reply #23 on: August 07, 2012, 09:25:21 am »
0

can you say "Peddler enablers"?
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Re: Dark Ages Preview #2
« Reply #24 on: August 07, 2012, 09:25:31 am »
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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.
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