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Author Topic: Dark Ages Preview #2: Feodum, Cultist, Ruined Market  (Read 185468 times)

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chesskidnate

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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #175 on: August 07, 2012, 12:19:29 pm »
0

Didn't check whole thread, I wouldn't be too surprised if Donald actually didn't make three of the other ruins as predictable as he implied but my guess for the mystery one is either a ruined chapel(as many others have posted) or a ruined workshop(gain a card costing up to 2$[poorhouse combo?])
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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #176 on: August 07, 2012, 12:19:55 pm »
0

Page 7 and no one has said it:

1. Buy Feodom
2. Reveal Watchtower
3. Trash Feodom
4. Profit!

You missed a step of revealing Watchtower a few more times to put all those silvers on top. ;)

Nope, got my edit in before your comment. But yeah, that should clearly be step 5.
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werothegreat

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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #177 on: August 07, 2012, 12:21:28 pm »
0

Bizarro question for the day:

Can Ruins show up in the Black Market deck?  That'd suck almost as bad as getting Treasure Map.

They can't, because they are not part of the kingdom cards, just as Curses, Potions and Platinums can't.

Nice avatar.  Think I may give mine a change, just for giggles...
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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #178 on: August 07, 2012, 12:21:54 pm »
0

I'll take a shot at predicting the other Ruins.

Ruined Smithy: +1 Card.
Ruined Village: +2 Actions.
Ruined Woodcutter: +1 Coin.
Ruined Chapel: Trash a card from your hand.

Ruined Smithy might be +2 Cards and still be sufficiently bad.
Ruined Village could be +1 Action, but that's a card you almost never have any incentive to play. It's incredibly uninteresting. I'd prefer +2 Actions; Discard a card.
Ruined Chapel seems like it would be much more powerful than the others, especially in a Dark Ages-heave setup, so it's the least likely.
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Voltgloss

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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #179 on: August 07, 2012, 12:23:00 pm »
0

Ruined Chapel: Reveal three other Ruins cards from your hand.  If you do, trash this and the revealed cards. 
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Dsell

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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #180 on: August 07, 2012, 12:23:13 pm »
0

Feodum is great with watchtower in hand. Buy feodum, trash it, gain 3 silvers, topdeck them all!

Edit: nooooo I was ninja'd a page ago.

Page 7 and no one has said it:

1. Buy Feodom
2. Reveal Watchtower
3. Trash Feodom
4. Profit!

EDIT: And the profit goes on top of your deck.
« Last Edit: August 07, 2012, 12:25:55 pm by Dsell »
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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #181 on: August 07, 2012, 12:23:29 pm »
0

I still don't know how these Ruins cards aren't going to completely screw up your deck.  Shelters seem like the most likely answer.

Others have suggested Shelters might allow you to trash Ruins or protect you from Ruins, but what if the Shelters simply give you actions so that you can play the Ruins?

Shelter - $2
Action / Victory
+ 2 Actions
0 VP
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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #182 on: August 07, 2012, 12:24:17 pm »
+1

I'll take a shot at predicting the other Ruins.

Ruined Smithy: +1 Card.
Ruined Village: +2 Actions.
Ruined Woodcutter: +1 Coin.
Ruined Chapel: Trash a card from your hand.

Ruined Smithy might be +2 Cards and still be sufficiently bad.
Ruined Village could be +1 Action, but that's a card you almost never have any incentive to play. It's incredibly uninteresting. I'd prefer +2 Actions; Discard a card.
Ruined Chapel seems like it would be much more powerful than the others, especially in a Dark Ages-heave setup, so it's the least likely.

Ruined Chapel: Gain a card from the Trash costing $0.
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Re: Dark Ages Preview #2
« Reply #183 on: August 07, 2012, 12:24:40 pm »
+2

How about opening Trader/Embargo, embargoing the Feoda (I just looked up the plural), picking up more Traders and then get a free Silver on most Feoda buys?

A free Silver? You want to buy the Feoda first, then Embargo the Silver pile 10 times, and then somehow get like $9 and 3 buys with Trader in hand.  Not exactly practical, but definitely awesome.

You're still thinking too small. Embargo the Copper or Curse pile so that you can gain multiple Silvers with each buy without having to spend $3 on each one.
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GendoIkari

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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #184 on: August 07, 2012, 12:24:43 pm »
+1

I'll take a shot at predicting the other Ruins.

Ruined Smithy: +1 Card.
Ruined Village: +2 Actions.
Ruined Woodcutter: +1 Coin.
Ruined Chapel: Trash a card from your hand.

Ruined Smithy might be +2 Cards and still be sufficiently bad.
Ruined Village could be +1 Action, but that's a card you almost never have any incentive to play. It's incredibly uninteresting. I'd prefer +2 Actions; Discard a card.
Ruined Chapel seems like it would be much more powerful than the others, especially in a Dark Ages-heave setup, so it's the least likely.

I think Ruined Smithy will be called Ruined Library. And if it is, perhaps it will actually say "draw until you have at least 5 cards in hand."

I think Ruined Village giving +2 Actions is just too good for a Ruins. In almost any Kingdom without a Village; you will be happy to get those.
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GendoIkari

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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #185 on: August 07, 2012, 12:25:50 pm »
0

I'll take a shot at predicting the other Ruins.

Ruined Smithy: +1 Card.
Ruined Village: +2 Actions.
Ruined Woodcutter: +1 Coin.
Ruined Chapel: Trash a card from your hand.

Ruined Smithy might be +2 Cards and still be sufficiently bad.
Ruined Village could be +1 Action, but that's a card you almost never have any incentive to play. It's incredibly uninteresting. I'd prefer +2 Actions; Discard a card.
Ruined Chapel seems like it would be much more powerful than the others, especially in a Dark Ages-heave setup, so it's the least likely.

Ruined Chapel: Gain a card from the Trash costing $0.

Wouldn't that be a Ruined Graverobber?
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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #186 on: August 07, 2012, 12:27:59 pm »
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I think Ruined Village giving +2 Actions is just too good for a Ruins. In almost any Kingdom without a Village; you will be happy to get those.

Not in most games with junk-giving Attacks, you wouldn't. For instance, any game with Ruins.
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werothegreat

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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #187 on: August 07, 2012, 12:28:15 pm »
0

I'll take a shot at predicting the other Ruins.

Ruined Smithy: +1 Card.
Ruined Village: +2 Actions.
Ruined Woodcutter: +1 Coin.
Ruined Chapel: Trash a card from your hand.

Ruined Smithy might be +2 Cards and still be sufficiently bad.
Ruined Village could be +1 Action, but that's a card you almost never have any incentive to play. It's incredibly uninteresting. I'd prefer +2 Actions; Discard a card.
Ruined Chapel seems like it would be much more powerful than the others, especially in a Dark Ages-heave setup, so it's the least likely.

Ruined Chapel: Gain a card from the Trash costing $0.

Wouldn't that be a Ruined Graverobber?

No.  It's doing the opposite of what you want Chapel to do.

By the way, I kind of really want Graverobber as my avatar.  Add these to the Avatar library, theory!
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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #188 on: August 07, 2012, 12:28:26 pm »
0

I still don't know how these Ruins cards aren't going to completely screw up your deck.  Shelters seem like the most likely answer.

Others have suggested Shelters might allow you to trash Ruins or protect you from Ruins, but what if the Shelters simply give you actions so that you can play the Ruins?

Shelter - $2
Action / Victory
+ 2 Actions
0 VP

Aren't there other cards that you can use to protect you from gaining Ruins though? Watchtower, Trader, Moat, etc. I'm kind of hoping Shelters are completely unrelated to Ruins and do their own thing.
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wrathofmine

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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #189 on: August 07, 2012, 12:29:31 pm »
+1

I still don't know how these Ruins cards aren't going to completely screw up your deck.  Shelters seem like the most likely answer.

Others have suggested Shelters might allow you to trash Ruins or protect you from Ruins, but what if the Shelters simply give you actions so that you can play the Ruins?

Shelter - $2
Action / Victory
+ 2 Actions
0 VP

Shelter - $2
Action / Victory
+ 1 action
Tou may play a Ruin from your hand

Would be more logical like that. You can play a ruin for free but not any other action
« Last Edit: August 07, 2012, 12:31:03 pm by wrathofmine »
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eHalcyon

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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #190 on: August 07, 2012, 12:30:30 pm »
0

I'll take a shot at predicting the other Ruins.

Ruined Smithy: +1 Card.
Ruined Village: +2 Actions.
Ruined Woodcutter: +1 Coin.
Ruined Chapel: Trash a card from your hand.

Ruined Smithy might be +2 Cards and still be sufficiently bad.
Ruined Village could be +1 Action, but that's a card you almost never have any incentive to play. It's incredibly uninteresting. I'd prefer +2 Actions; Discard a card.
Ruined Chapel seems like it would be much more powerful than the others, especially in a Dark Ages-heave setup, so it's the least likely.

Ruined Chapel: Gain a card from the Trash costing $0.

Wouldn't that be a Ruined Graverobber?

No.  It's doing the opposite of what you want Chapel to do.

By the way, I kind of really want Graverobber as my avatar.  Add these to the Avatar library, theory!

Ruined cards don't do the opposite of their unruined counterparts.  They are a much weaker version of another card.  Ruined Market doesn't say "you can't buy anything this turn."

Besides, those are cards which you would simply never play.  Ruined Market you could still use, sometimes.
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GendoIkari

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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #191 on: August 07, 2012, 12:30:47 pm »
+1

I think Ruined Village giving +2 Actions is just too good for a Ruins. In almost any Kingdom without a Village; you will be happy to get those.

Not in most games with junk-giving Attacks, you wouldn't. For instance, any game with Ruins.

Actually I would say the exact opposite! A +2 actions cards lets you play those Ruined Markets and Ruined Libraries; making them less painful to have in your deck.
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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #192 on: August 07, 2012, 12:31:07 pm »
0

Maybe shelters are like Native Villages for Ruins. Like if you get hit by a ruin, you can reveal a shelter to store it instead, and then use shelters to play them at will. Or maybe not.
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Dsell

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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #193 on: August 07, 2012, 12:34:22 pm »
0

Also, I predict:

Ruined Market: +1 Buy

Ruined Laboratory (Maybe Council Room): +1 Card

Ruined Village: +1 Action

Ruined Festival: +$1

The other is tricky, but I suppose I'll go with Ruined Workshop: Gain a card costing up to $2.
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werothegreat

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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #194 on: August 07, 2012, 12:34:29 pm »
0

Maybe shelters are like Native Villages for Ruins. Like if you get hit by a ruin, you can reveal a shelter to store it instead, and then use shelters to play them at will. Or maybe not.

No mats in this set.
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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #195 on: August 07, 2012, 12:36:52 pm »
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I wonder if there's a balance to the Ruins. If Ruined Village with only +1 action, then that would be the worst Ruin. The others at least give you something if you have extra actions in hand.
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Re: Dark Ages Preview #2
« Reply #196 on: August 07, 2012, 12:37:30 pm »
0

OHHHHHHHHHHHHHHHHH

IT JUST DAWNED ON ME

SHELTERS PROTECT YOU FROM LOOTERS
i.e.

Shelter
Victory-Reaction
$2
0 VP

When another player plays a Looter card, you may reveal this from your hand.  If you do, you are unaffected by that Looter.

This seems likely, but Shelter should still give 1VP. I don't know why it can't just be a strictly better estate that keeps the otherwise-OP looters in check.
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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #197 on: August 07, 2012, 12:39:33 pm »
+2

Ruined Treasure Map: Trash this card and another ruined treasure map from your hand. If you do gain an Island.
Ruined Mint: You may reveal a treasure card from your hand. If you do gain a copper.
Ruined Mine: Trash a treasure from your hand. Gain a treasure card costing up to $1 more than the it.
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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #198 on: August 07, 2012, 12:40:25 pm »
0

Page 7 and no one has said it:

1. Buy Feodom
2. Reveal Watchtower
3. Trash Feodom
4. Profit!

EDIT: And the profit goes on top of your deck.
I saw steps 1-3 in another thread.
It is a really interesting combo though, maybe as good (at least close) as the trader one.

It's like a mini-treasure map but a lot less work.
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Re: Dark Ages Preview #2
« Reply #199 on: August 07, 2012, 12:41:15 pm »
0

OHHHHHHHHHHHHHHHHH

IT JUST DAWNED ON ME

SHELTERS PROTECT YOU FROM LOOTERS
i.e.

Shelter
Victory-Reaction
$2
0 VP

When another player plays a Looter card, you may reveal this from your hand.  If you do, you are unaffected by that Looter.

This seems likely, but Shelter should still give 1VP. I don't know why it can't just be a strictly better estate that keeps the otherwise-OP looters in check.

Agreed.  Ruins are only used if a Looter is in play, right?  So how about: if a Looter is in play, the Estate stack is replaced with the Shelter stack.  (And starting Estates are replaced with starting Shelters.)
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