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Author Topic: Cards that literally depend on the Kingdom  (Read 15558 times)

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GendoIkari

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Cards that literally depend on the Kingdom
« on: May 20, 2013, 12:50:09 pm »
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The strengths and weaknesses of any card depend on the Kingdom, of course. But As was pointed out in another thread, Conspirator actually has a clause that flat-out might not work, depending on the Kingdom... if the Kingdom has only terminal actions (and no TR, KC, Procession, Golem), then it can't ever give +1 card +1 action... it will just be a terminal silver for $4.

What other cards are like that?

My list so far:

Tunnel (sometimes there's no possible way to discard except during cleanup phase).
Vagrant (can draw Ruins, but only in certain Kingdoms).
Apprentice (gives +2 cards for trashing potion-cost, but might not have any potion-cost cards in the Kingdom).
Lots of "when you trash" from Dark Ages that don't provide a way to trash themselves.
-Overgrown Estate
-Market Square
-Rats
-Squire
-Catacombs
-Feodum
-Hunting Grounds
-Cultist
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Schlippy

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Re: Cards that literally depend on the Kingdom
« Reply #1 on: May 20, 2013, 01:29:45 pm »
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Scout is pretty terrible except in very rare edge case games. Procession can only shine with specific cards at specific costs, and to an extent the same is true for develop. Cache is often relatively useless unless there are cards in the Kingdom that want extra cards in your deck or reactions like Trader or Watchtower. Saboteur actually does exceptionally well in some DA kingdoms (especially with Knights and/or Rebuild) but is a terrible card in most other kingdoms. Counting House, Stash, Treasure Map, Philosophers Stone and Peddler are relatively bad without certain other cards as enablers. Adventurer is usually bad without trashing. Curse is in every kingdom but is (usually) a pretty bad card without Curses or an Engine with Masquerade or Ambassador.
« Last Edit: May 20, 2013, 01:32:36 pm by Schlippy »
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shMerker

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Re: Cards that literally depend on the Kingdom
« Reply #2 on: May 20, 2013, 01:30:20 pm »
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Conspirator is interesting because without a way to get actions there really isn't a use for them (EC: dealing with treasure-trashing attacks? that still seeems incredibly hard to justify) but most of the ones you listed still do something significant for you even if you can't invoke all of their text. Apprentice and Vagrant in particular don't really change much when potions/ruins/shelters aren't present.

If you're just looking for cards which have potentially uninvokable text there's also Moat, Horse Traders, Beggar, Secret Chamber, Lighthouse(HM) and any other card that reacts to "when an attack is played" that I might have missed. It's also possible to have a kingdom in which there are no cards gainable by University.
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DG

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Re: Cards that literally depend on the Kingdom
« Reply #3 on: May 20, 2013, 01:39:06 pm »
+1

Procession, Throne, King's court, Golem, Scheme, and Graverobber can fail in kingdoms with only treasures and victory cards.
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Re: Cards that literally depend on the Kingdom
« Reply #4 on: May 20, 2013, 01:52:44 pm »
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Band of Misfits is another obvious one.
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yudantaiteki

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Re: Cards that literally depend on the Kingdom
« Reply #5 on: May 20, 2013, 02:02:11 pm »
+3

Scout is pretty terrible

The idea is to come up with cards that have text that might be literally useless given the "right" kingdom -- Scout's ability doesn't qualify because Estates, Duchies, and Provinces are always in the game so as bad as the ability is, it will never be impossible to use.
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Re: Cards that literally depend on the Kingdom
« Reply #6 on: May 20, 2013, 02:07:14 pm »
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Procession, Throne, King's court, Golem, Scheme, and Graverobber can fail in kingdoms with only treasures and victory cards.

Scheme can be used to put itself on the deck.  It's not useful, but you're still doing something.

Actually, for that matter, the first three can be played on themselves as well.
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

Schlippy

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Re: Cards that literally depend on the Kingdom
« Reply #7 on: May 20, 2013, 02:12:17 pm »
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Procession, Throne, King's court, Golem, Scheme, and Graverobber can fail in kingdoms with only treasures and victory cards.
Village, Fortress, Walled Village and Quarry too.
But except Quarry all of them are useful in a game with Vineyards. :p
Graverobber can do something when Farmland is in the Kingdom.
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Re: Cards that literally depend on the Kingdom
« Reply #8 on: May 20, 2013, 02:13:27 pm »
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Procession, Throne, King's court, Golem, Scheme, and Graverobber can fail in kingdoms with only treasures and victory cards.

Scheme can be used to put itself on the deck.  It's not useful, but you're still doing something.

Actually, for that matter, the first three can be played on themselves as well.
Graverobber too, and it's even useful.
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Re: Cards that literally depend on the Kingdom
« Reply #9 on: May 20, 2013, 02:15:33 pm »
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Procession, Throne, King's court, Golem, Scheme, and Graverobber can fail in kingdoms with only treasures and victory cards.

Scheme can be used to put itself on the deck.  It's not useful, but you're still doing something.

Actually, for that matter, the first three can be played on themselves as well.
Graverobber too, and it's even useful.

Well, I don't have Dark Ages yet so I don't quite know exactly what it does.  I know it has something to do with remodeling actions and gaining from the trash though.
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

shMerker

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Re: Cards that literally depend on the Kingdom
« Reply #10 on: May 20, 2013, 02:17:43 pm »
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I could see scheme being useful as an enabler for Horn of Plenty in a kingdom otherwise bereft of actions.
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Re: Cards that literally depend on the Kingdom
« Reply #11 on: May 20, 2013, 02:29:57 pm »
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Well, Moat without attacks seems pretty pointless.

I know it's not, because I think I've used it in games without attacks plenty of times (Menagerie, heavy-trashing and lots of Villages, etc), but it seems like you're just abusing it if you never get attacked.

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Re: Cards that literally depend on the Kingdom
« Reply #12 on: May 20, 2013, 02:38:15 pm »
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Well, I don't have Dark Ages yet so I don't quite know exactly what it does.  I know it has something to do with remodeling actions and gaining from the trash though.

Graverobber either Expands an Action, or gains a card from $3 to $6 from the Trash.  Both of those can be activated with only Graverobbers, so it doesn't fit here.
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Re: Cards that literally depend on the Kingdom
« Reply #13 on: May 20, 2013, 03:04:06 pm »
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Well, I don't have Dark Ages yet so I don't quite know exactly what it does.  I know it has something to do with remodeling actions and gaining from the trash though.

Graverobber either Expands an Action, or gains a card from $3 to $6 from the Trash.  Both of those can be activated with only Graverobbers, so it doesn't fit here.
And it's worth noting that it Expands an Action into anything. So you can gain Provinces if you buy tons of Graverobbers.
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Re: Cards that literally depend on the Kingdom
« Reply #14 on: May 20, 2013, 04:05:56 pm »
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In a given game, Fairgrounds has a maximum value, and that value depends on what other cards are in the kingdom (like whether Colony/Platinum and/or Shelters are being used, whether there are Ruins in the Supply, etc.)
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Re: Cards that literally depend on the Kingdom
« Reply #15 on: May 20, 2013, 04:39:51 pm »
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Scheme can be used to put itself on the deck.  It's not useful, but you're still doing something.

Scheme can be used for shuffle control in edge cases, e.g. the cards left in your deck at cleanup are GGG, so you topdeck two Schemes, then refuse to play them so you can buy a Province and reshuffle the Gold.

Judging from the list in the OP, Moat and any other reaction to Attacks counts, since one provision of the card is negated. Squire's gaining provision is also negated in such games.

University is a true example in setups without any other Action cards, as the only thing it grants is the ability to play another University.

A number of cards come close: Certain setups can make Upgrade's and Remake's gain provisions only applicable to Silver and Gold. Library's Action provision can apply only to other Libraries. Talisman can be made to apply only to itself, Silver, Copper, and Curse.

In the following Kingdom, Horn of Plenty can only gain Curse, Copper, Estate, Silver, or Potion:
Vineyard
Transmute
Horn of Plenty
Trading Post
Pillage
Duke
Altar
Fairgrounds
Farmland
Expand


e: Actually not true, although there are multiple Kingdoms where HoP can only gain Curse, Copper, Estate, Silver, or one other card. Just insert Mandarin instead of Vineyard, and any of the following for Transmute: Develop, Salvager, Remodel, Feast, Embargo, Treasure Map, Trade Route, Bishop, Remake, Horse Traders, Trader, Forager. The other gainable card will be that card.
« Last Edit: May 20, 2013, 04:57:02 pm by Stealth Tomato »
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Re: Cards that literally depend on the Kingdom
« Reply #16 on: May 20, 2013, 04:42:45 pm »
+1

In the following Kingdom, Horn of Plenty can only gain Curse, Copper, Estate, Silver, or Potion:

Copper/Silver/Gold/Potion/Horn of Plenty is enough for a $5.
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Stealth Tomato

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Re: Cards that literally depend on the Kingdom
« Reply #17 on: May 20, 2013, 04:47:26 pm »
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In the following Kingdom, Horn of Plenty can only gain Curse, Copper, Estate, Silver, or Potion:

Copper/Silver/Gold/Potion/Horn of Plenty is enough for a $5.

Damn, two cards short then.
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Re: Cards that literally depend on the Kingdom
« Reply #18 on: May 20, 2013, 04:48:30 pm »
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Procession, Throne, King's court, Golem, Scheme, and Graverobber can fail in kingdoms with only treasures and victory cards.
Graverobber can always trash other Graverobbers to gain Provinces. I think a straight Graverobber strategy is inefficient, but it is still technically not useless.
Also, Farmland can put cards into the trash which Graverobber can later dig back out.
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eHalcyon

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Re: Cards that literally depend on the Kingdom
« Reply #19 on: May 20, 2013, 04:48:44 pm »
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Scheme can be used to put itself on the deck.  It's not useful, but you're still doing something.

Scheme can be used for shuffle control in edge cases, e.g. the cards left in your deck at cleanup are GGG, so you topdeck two Schemes, then refuse to play them so you can buy a Province and reshuffle the Gold.

Judging from the list in the OP, Moat and any other reaction to Attacks counts, since one provision of the card is negated. Squire's gaining provision is also negated in such games.

University is a true example in setups without any other Action cards, as the only thing it grants is the ability to play another University.

A number of cards come close: Certain setups can make Upgrade's and Remake's gain provisions only applicable to Silver and Gold. Library's Action provision can apply only to other Libraries. Talisman can be made to apply only to itself, Silver, Copper, and Curse.

In the following Kingdom, Horn of Plenty can only gain Curse, Copper, Estate, Silver, or Potion:
Vineyard
Transmute
Horn of Plenty
Trading Post
Pillage
Duke
Altar
Fairgrounds
Farmland
Expand
That last list is false. If there is a potion cost card, HoP can gain itself. Copper, Silver, Gold, Potion, HoP is 5.
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SCSN

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Re: Cards that literally depend on the Kingdom
« Reply #20 on: May 20, 2013, 04:53:45 pm »
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Even without the Potion you can reach $5 via Expand or Altar -> Overgrown Estate/Copper/Silver/Gold/HoP.
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Re: Cards that literally depend on the Kingdom
« Reply #21 on: May 20, 2013, 04:58:27 pm »
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Even without the Potion you can reach $5 via Expand or Altar -> Overgrown Estate/Copper/Silver/Gold/HoP.

Not if you play with Estates.

Down to one card short--we're out Vineyard and Transmute, but Mandarin also meets the qualifications. Death Cart is close but introduces the Ruins.
« Last Edit: May 20, 2013, 05:03:54 pm by Stealth Tomato »
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SCSN

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Re: Cards that literally depend on the Kingdom
« Reply #22 on: May 20, 2013, 05:06:41 pm »
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You could add Gardens, Silk Road, Feodum, Tunnel, Remake, and, assuming you don't play with OE, Develop or Remodel.

Edit: Actually, playing without Shelters is a necessity for all of them, otherwise you could still have Necropolis/C/S/G/HoP.

Edit 2: This will actually make it into "gaining a card of cost at most $4", which isn't really a solution to the original puzzle.
« Last Edit: May 20, 2013, 05:33:56 pm by SheCantSayNo »
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Kirian

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Re: Cards that literally depend on the Kingdom
« Reply #23 on: May 20, 2013, 05:17:17 pm »
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Even without the Potion you can reach $5 via Expand or Altar -> Overgrown Estate/Copper/Silver/Gold/HoP.

Not if you play with Estates.

Any action or Treasure + C/S/G/HOP gains a $5.

----

I feel like this game needs a better definition:

Name a card X and a set Y, for which the presence of one member of set Y makes card X strictly better than, or strictly worse than, the same card X on a board without any member of that sets.

So, for instance, because Conspirator is the best example:

On a board with no cards that give +Action and no KC/TR/Procession, Conspirator is strictly worse than if those cards were on the board.
On a board with either no trashers or no attacks, Squire is strictly worse than if those cards were on the board.
On a board where no cards cause you to discard a card other than in the cleanup phase, Tunnel is strictly worse than if those cards were on the board.

By this criterion, Apprentice and Vagrant, for instance, do not qualify.
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yudantaiteki

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Re: Cards that literally depend on the Kingdom
« Reply #24 on: May 20, 2013, 05:31:39 pm »
+1

I thought the original idea was fairly simple -- parts of cards where, given certain kingdoms, that part will never activate.  For instance, a Moat in a game with no attacks:  the reaction part will never activate no matter what.
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Re: Cards that literally depend on the Kingdom
« Reply #25 on: May 20, 2013, 06:11:54 pm »
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Just for the fun of it, I tried to come up with a kingdom where University couldn't gain any cards but you'd still want to buy it as a 2+P costing Necropolis:

Transmute, Scrying Pool, University, Altar, Fairgrounds, Farmland, Goons, Hunting Grounds, Forge, Peddler

Example game: http://dom.retrobox.eu/?/20130520/log.505d732a51c359e6597efeb8.1369087591538.txt

Earlier attempt where even the bot initially goes for something similar: http://dom.retrobox.eu/?/20130520/log.505d732a51c359e6597efeb8.1369086680407.txt
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Re: Cards that literally depend on the Kingdom
« Reply #26 on: May 20, 2013, 07:42:59 pm »
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Even without the Potion you can reach $5 via Expand or Altar -> Overgrown Estate/Copper/Silver/Gold/HoP.

Not if you play with Estates.

Down to one card short--we're out Vineyard and Transmute, but Mandarin also meets the qualifications. Death Cart is close but introduces the Ruins.
Band of misfits?
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Re: Cards that literally depend on the Kingdom
« Reply #27 on: May 20, 2013, 08:13:50 pm »
+2

OK, here's my attempt - a list of all cards which have portions which literally cannot be used in some Kingdoms. Also mentioned cards which can't do anything but play more of themselves for no other benefit (assuming that cards that specifically care about cards played or card variety aren't in the Kingdom).

In the base game:

Moat's defense against attacks might be literally useless in a game without attacks.
Throne Room - might be considered useless in a game with no other actions.

Intrigue:
Secret Chamber - its reaction component might be literally useless in a game without attacks.

Seaside:
Lighthouse's defense against attacks might be literally useless in a game without attacks.

Alchemy:
In a kingdom with no potion-cost cards, Apprentice can't ever give +2 cards for trashing a card with potion in its cost.
Vineyard might be permanently worth 0 in a kingdom with no actions.
University might be unable to gain anything and it might be impossible to use its +2 actions in a game with no actions.
Golem might be unable to play any actions in a kingdom with no actions.

Prosperity:
KC can't target anything in a kingdom with no actions.
Quarry's ability does nothing in a kingdom with no actions.

Cornucopia:
Horse Traders could be in a kingdom with no attacks to activate its reaction ability.

Hinterlands:
Tunnel's reaction ability might be impossible to activate when the kingdom doesn't provide a way to discard it except during clean-up.

Dark Ages:
Squire has an ability that can't be used in Kingdoms without an attack card in them.
Overgrown Estate, Market Square, Fortress, Catacombs, Cultist, Rats, and Hunting Grounds all have abilities that may be literally impossible to activate on kingdoms without trashing.
Band of Misfits might be unplayable if there is no action card in the supply costing less than it.
Procession can't do anything in a kingdom with no other actions.
Necropolis does nothing in a kingdom with no actions.
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Re: Cards that literally depend on the Kingdom
« Reply #28 on: May 20, 2013, 08:19:28 pm »
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the second +action on card that give +2 actions is useless in a kingdom without terminals.
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Re: Cards that literally depend on the Kingdom
« Reply #29 on: May 20, 2013, 08:23:23 pm »
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Throne Room - might be considered useless in a game with no other actions.
KC can't target anything in a kingdom with no actions.
Procession can't do anything in a kingdom with no other actions.
Also, if the only action card is one that has no additional benefit when played twice, like Counting House.
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Re: Cards that literally depend on the Kingdom
« Reply #30 on: May 20, 2013, 09:02:14 pm »
+1

Throne Room - might be considered useless in a game with no other actions.
KC can't target anything in a kingdom with no actions.
Procession can't do anything in a kingdom with no other actions.
Also, if the only action card is one that has no additional benefit when played twice, like Counting House.

TR/KC/Procession/Golem/Counting House FTW.
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Re: Cards that literally depend on the Kingdom
« Reply #31 on: May 20, 2013, 10:31:32 pm »
+1

TR/KC/Procession/Golem/Counting House FTW.
Does the kingdom have +Buy?
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Re: Cards that literally depend on the Kingdom
« Reply #32 on: May 20, 2013, 10:59:58 pm »
+2

the second +action on card that give +2 actions is useless in a kingdom without terminals.

Edge case... Tournament into Diadem. ;D
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Re: Cards that literally depend on the Kingdom
« Reply #33 on: May 20, 2013, 11:38:27 pm »
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Ahhh, but that kingdom does have terminals! followers, princess, and potentially trusty steed!
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Re: Cards that literally depend on the Kingdom
« Reply #34 on: May 20, 2013, 11:57:41 pm »
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OK, here's my attempt - a list of all cards which have portions which literally cannot be used in some Kingdoms. Also mentioned cards which can't do anything but play more of themselves for no other benefit (assuming that cards that specifically care about cards played or card variety aren't in the Kingdom).

Intrigue:
Secret Chamber - its reaction component might be literally useless in a game without attacks.

You left out conspirator in a kingdom with no nonterminals.
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Re: Cards that literally depend on the Kingdom
« Reply #35 on: May 21, 2013, 12:21:50 am »
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Even without the Potion you can reach $5 via Expand or Altar -> Overgrown Estate/Copper/Silver/Gold/HoP.

Not if you play with Estates.

Down to one card short--we're out Vineyard and Transmute, but Mandarin also meets the qualifications. Death Cart is close but introduces the Ruins.
Band of misfits?

Has no effect when played, but is the 5th unique for Horn. The difficulty is finding another $5+ card that either (a) cannot be played, (b) reduces your handsize by more than itself when played, or (c) removes itself or another card from play to avoid counting for HoP.
« Last Edit: May 21, 2013, 12:22:53 am by Stealth Tomato »
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Re: Cards that literally depend on the Kingdom
« Reply #36 on: May 21, 2013, 12:24:09 am »
0

OK, here's my attempt - a list of all cards which have portions which literally cannot be used in some Kingdoms. Also mentioned cards which can't do anything but play more of themselves for no other benefit (assuming that cards that specifically care about cards played or card variety aren't in the Kingdom).

Intrigue:
Secret Chamber - its reaction component might be literally useless in a game without attacks.

You left out conspirator in a kingdom with no nonterminals.

Note: You have to be slightly more specific there, because Throne Room, Procession, and King's Court are not non-terminal but can activate Conspirator.
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Re: Cards that literally depend on the Kingdom
« Reply #37 on: May 21, 2013, 01:11:45 am »
0

Even in a kingdom with Actions, it's possible for the card-gain portion of Procession to have no way to function. The simplest case is if every action costs $4. The second-simplest is if all actions have an even-numbered cost ($2, $4, or $6, or maybe Peddler too). In general, if all actions are spaced out by more than $1, gaining a card from Procession is impossible.
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Re: Cards that literally depend on the Kingdom
« Reply #38 on: May 21, 2013, 01:40:31 am »
0

I guess the next question is, is there any kingdom with no non-terminal Actions in which Conspirator is a good buy?

I suppose you might want one copy of Conspirator in a kingdom with Fairgrounds and mostly Treasures.
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Re: Cards that literally depend on the Kingdom
« Reply #39 on: May 21, 2013, 02:08:46 am »
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the second +action on card that give +2 actions is useless in a kingdom without terminals.

Edge case: Diadem turns villages into $3 Peddlers

Edit: Just realized there's no such thing as a kingdom with no terminals that includes Diadem because of Followers.
« Last Edit: May 21, 2013, 02:10:56 am by shMerker »
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Re: Cards that literally depend on the Kingdom
« Reply #40 on: May 21, 2013, 02:32:29 am »
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TR/KC/Procession/Golem/Counting House FTW.
Do you mean all at once? Because Golem/CH would be a horribly inefficient way to get all the Coppers from your deck into your hand, but I'd love to see a Kingdom where it's a playable strategy.
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Re: Cards that literally depend on the Kingdom
« Reply #41 on: May 21, 2013, 03:52:41 am »
+1

Well, without a +Buy it's just a sad combo.

Slapping a +Buy on Counting House might have been a nice way to "fix" that card.
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Re: Cards that literally depend on the Kingdom
« Reply #42 on: May 21, 2013, 12:34:27 pm »
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Well, without a +Buy it's just a sad combo.

Slapping a +Buy on Counting House might have been a nice way to "fix" that card.

I don't want to derail this thread, but I'm pretty sure that with a built-in +buy, Counting House would be way too strong.
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Re: Cards that literally depend on the Kingdom
« Reply #43 on: May 21, 2013, 08:27:48 pm »
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Even in a kingdom with Actions, it's possible for the card-gain portion of Procession to have no way to function. The simplest case is if every action costs $4. The second-simplest is if all actions have an even-numbered cost ($2, $4, or $6, or maybe Peddler too). In general, if all actions are spaced out by more than $1, gaining a card from Procession is impossible.
One word: Bridge.
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Re: Cards that literally depend on the Kingdom
« Reply #44 on: May 21, 2013, 08:41:16 pm »
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Even in a kingdom with Actions, it's possible for the card-gain portion of Procession to have no way to function. The simplest case is if every action costs $4. The second-simplest is if all actions have an even-numbered cost ($2, $4, or $6, or maybe Peddler too). In general, if all actions are spaced out by more than $1, gaining a card from Procession is impossible.
One word: Bridge.

Two: Bridge, Highway

Drat, never mind, as Procession could gain the Highway...
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

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Re: Cards that literally depend on the Kingdom
« Reply #45 on: May 21, 2013, 08:45:46 pm »
0

Even in a kingdom with Actions, it's possible for the card-gain portion of Procession to have no way to function. The simplest case is if every action costs $4. The second-simplest is if all actions have an even-numbered cost ($2, $4, or $6, or maybe Peddler too). In general, if all actions are spaced out by more than $1, gaining a card from Procession is impossible.
One word: Bridge.

Two: Bridge, Highway

Drat, never mind, as Procession could gain the Highway...
That's what I thought at first, but then I was like "oh yeah, 5"
Guess we have to wait for guilds for a card that increases cards prices by 1.
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Re: Cards that literally depend on the Kingdom
« Reply #46 on: May 22, 2013, 12:22:43 am »
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Even in a kingdom with Actions, it's possible for the card-gain portion of Procession to have no way to function. The simplest case is if every action costs $4. The second-simplest is if all actions have an even-numbered cost ($2, $4, or $6, or maybe Peddler too). In general, if all actions are spaced out by more than $1, gaining a card from Procession is impossible.
One word: Bridge.
Ok yes, you're right that Bridge can't be one of the $4's. While the edge cases have edge cases, my main point still stands, though: it's quite possible to build a kingdom with a large number (even 11!) Action cards, where the gain clause of Procession can never succeed.
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Re: Cards that literally depend on the Kingdom
« Reply #47 on: May 22, 2013, 09:28:25 am »
0

I guess the next question is, is there any kingdom with no non-terminal Actions in which Conspirator is a good buy?

I suppose you might want one copy of Conspirator in a kingdom with Fairgrounds and mostly Treasures.

While I seriously doubt that it would actually be the best move; here's a couple cases where you might prefer Conspirator to Silver:

Thief
Noble Brigand
Pirate Ship
Menagerie
Governor (you want 4s for when your opponent remodels)
Jester (you'd rather your opponent hit Conspirator than Silver)
Fairgrounds (Buying a useless or inferior card for your 10th card is often the right move, but you wouldn't do it til the game is almost over)
« Last Edit: May 22, 2013, 10:59:51 am by GendoIkari »
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Re: Cards that literally depend on the Kingdom
« Reply #48 on: May 22, 2013, 10:12:41 am »
0

I guess the next question is, is there any kingdom with no non-terminal Actions in which Conspirator is a good buy?

I suppose you might want one copy of Conspirator in a kingdom with Fairgrounds and mostly Treasures.

While I seriously doubt that it would actually be the best move; here's a couple cases where you might prefer Conspirator to Silver:

Thief
Noble Brigand
Pirate Ship
Menagerie
Governor (you want 4s for when your opponent remodels)
Jester (you'd rather your opponent hit Conspirator than Silver)
Fairgrounds (Buying a useless or inferior card for your 10th card is often the right move, but you wouldn't do it til the game is almost over)

Menagerie and Governor are non-terminals.
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Re: Cards that literally depend on the Kingdom
« Reply #49 on: May 22, 2013, 11:46:28 am »
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While I seriously doubt that it would actually be the best move; here's a couple cases where you might prefer Conspirator to Silver:
[...]

Jester (you'd rather your opponent hit Conspirator than Silver)

Why? Because a Silver for their deck would be better? Well then it would also be better in your deck, because it doesn't collide with your own Jester.
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Re: Cards that literally depend on the Kingdom
« Reply #50 on: May 22, 2013, 12:38:18 pm »
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While I seriously doubt that it would actually be the best move; here's a couple cases where you might prefer Conspirator to Silver:
[...]

Jester (you'd rather your opponent hit Conspirator than Silver)

Why? Because a Silver for their deck would be better? Well then it would also be better in your deck, because it doesn't collide with your own Jester.

I meant if your opponent was going heavy Jester... presumably you are not. If he hits your Conspirator, it would be a tough decision whether to take it himself or give you one.
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Re: Cards that literally depend on the Kingdom
« Reply #51 on: May 22, 2013, 01:00:46 pm »
0

That kinda feels like the problem of hitting someone's Silver with Swindler. It probably messes with their deck composition more to give them the Swindler, but it's common to get worried that it will lead to getting attacked yourself. If you're hitting Conspirator in a kingdom with no non-terminals then you and your opponent probably already have as many terminal actions as you can support (or you would rather have another Jester than a Conspirator anyway) so the best move is to give it to them. I mean, it's not as bad as giving them a curse but it's still better than giving yourself another chance at a terminal collision.
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Re: Cards that literally depend on the Kingdom
« Reply #52 on: May 22, 2013, 01:10:24 pm »
0

Well, without a +Buy it's just a sad combo.

Slapping a +Buy on Counting House might have been a nice way to "fix" that card.
I played it once with Counterfeit in the kingdom. It worked beautifully.
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Re: Cards that literally depend on the Kingdom
« Reply #53 on: May 22, 2013, 02:49:41 pm »
0

Well, without a +Buy it's just a sad combo.

Slapping a +Buy on Counting House might have been a nice way to "fix" that card.
I played it once with Counterfeit in the kingdom. It worked beautifully.

I guess the easy +Buy is nice, but there is a bit of anti-synergy in that you should no longer use Counterfeit for its primary purpose of trashing Copper.  Also, they both compete at $5 and you should want plenty of both or else you won't be able to collide them.  That should make it pretty tough to play well with any consistency.
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Re: Cards that literally depend on the Kingdom
« Reply #54 on: May 22, 2013, 02:56:18 pm »
0

That kinda feels like the problem of hitting someone's Silver with Swindler. It probably messes with their deck composition more to give them the Swindler, but it's common to get worried that it will lead to getting attacked yourself.
If your opponent bought that Silver, it's the correct play to give him a Swindler, because he obviously prefers Silver over Swindler if he has bought it instead of Swindler. If he got it because you have previously Swindled some other $3 card into the Silver, it's the correct play to give him a Silver.
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Re: Cards that literally depend on the Kingdom
« Reply #55 on: May 22, 2013, 03:01:43 pm »
0

Well, without a +Buy it's just a sad combo.

Slapping a +Buy on Counting House might have been a nice way to "fix" that card.
I played it once with Counterfeit in the kingdom. It worked beautifully.

I guess the easy +Buy is nice, but there is a bit of anti-synergy in that you should no longer use Counterfeit for its primary purpose of trashing Copper.  Also, they both compete at $5 and you should want plenty of both or else you won't be able to collide them.  That should make it pretty tough to play well with any consistency.

I was talking about the golem/counting house combo that only needs one counting house.
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Re: Cards that literally depend on the Kingdom
« Reply #56 on: May 22, 2013, 03:04:27 pm »
0

Well, without a +Buy it's just a sad combo.

Slapping a +Buy on Counting House might have been a nice way to "fix" that card.
I played it once with Counterfeit in the kingdom. It worked beautifully.

I guess the easy +Buy is nice, but there is a bit of anti-synergy in that you should no longer use Counterfeit for its primary purpose of trashing Copper.  Also, they both compete at $5 and you should want plenty of both or else you won't be able to collide them.  That should make it pretty tough to play well with any consistency.

I was talking about the golem/counting house combo that only needs one counting house.

Ahh.  Well, that addresses the price conflict, though the trash-neutering is still valid!
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Re: Cards that literally depend on the Kingdom
« Reply #57 on: May 22, 2013, 03:06:03 pm »
0

Well, without a +Buy it's just a sad combo.

Slapping a +Buy on Counting House might have been a nice way to "fix" that card.
I played it once with Counterfeit in the kingdom. It worked beautifully.

I guess the easy +Buy is nice, but there is a bit of anti-synergy in that you should no longer use Counterfeit for its primary purpose of trashing Copper.  Also, they both compete at $5 and you should want plenty of both or else you won't be able to collide them.  That should make it pretty tough to play well with any consistency.

I was talking about the golem/counting house combo that only needs one counting house.

Ahh.  Well, that addresses the price conflict, though the trash-neutering is still valid!

If you don't have enough for double colony/province, just buy back the copper.
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Re: Cards that literally depend on the Kingdom
« Reply #58 on: May 22, 2013, 03:10:38 pm »
0

Well, without a +Buy it's just a sad combo.

Slapping a +Buy on Counting House might have been a nice way to "fix" that card.
I played it once with Counterfeit in the kingdom. It worked beautifully.

I guess the easy +Buy is nice, but there is a bit of anti-synergy in that you should no longer use Counterfeit for its primary purpose of trashing Copper.  Also, they both compete at $5 and you should want plenty of both or else you won't be able to collide them.  That should make it pretty tough to play well with any consistency.

I was talking about the golem/counting house combo that only needs one counting house.

Ahh.  Well, that addresses the price conflict, though the trash-neutering is still valid!

If you don't have enough for double colony/province, just buy back the copper.

Nah, most likely you want to just skip the trashing and get even more Copper.  The point was that Counterfeit's main use (Copper trashing) is nullified because you would prefer not to trash your Coppers at all.  Probably Counterfeit is still nice, if available.  But I think another +Buy card like Market Square would be almost as good, even though it means Golem+CH doesn't reliably flip the whole deck anymore.
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Re: Cards that literally depend on the Kingdom
« Reply #59 on: May 22, 2013, 03:24:40 pm »
+1

That kinda feels like the problem of hitting someone's Silver with Swindler. It probably messes with their deck composition more to give them the Swindler, but it's common to get worried that it will lead to getting attacked yourself.
If your opponent bought that Silver, it's the correct play to give him a Swindler, because he obviously prefers Silver over Swindler if he has bought it instead of Swindler.

This assumes your opponent is making correct strategic moves at all times. :)

(Also it assumes a bunch of other things—just because your opponent bought a Silver instead of a Swindler six turns ago because it was what their deck needed then doesn't mean it wouldn't be better for their deck for it to be a Swindler now.)
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Re: Cards that literally depend on the Kingdom
« Reply #60 on: May 22, 2013, 04:04:34 pm »
0

Yeah there's some more nuance in the timing than I went into. I was just trying to illustrate that Conspirator being a "good" card doesn't mean it won't be tantamount to dead weight under certain circumstances. Like I said I was going with the assumption that there are no +action cards and all players are skirting the safe edge of terminal density, which now that I think about it may not be the best move when your opponent can force you to gain more terminals.

Also the scenario where someone has a Conspirator and there are Jesters and no +actions in the kingdom is pretty far-fetched and probably means someone is screwing up pretty hard, so there's that.
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Re: Cards that literally depend on the Kingdom
« Reply #61 on: May 23, 2013, 11:08:16 am »
+3

It's a shame nobody has done this yet, so I must.

We're talking about synergies between COUNTing House and COUNTerfeit. Do you think this could be improved with a COUNT?

Anyone? Is this mic on?
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