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Author Topic: Whale - the Moby Dick card  (Read 7951 times)

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Jack Rudd

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Re: Whale - the Moby Dick card
« Reply #25 on: June 03, 2013, 11:04:55 am »
+1

WHALE
$6 - Action/Attack/Curse
-1VP

+3 Cards
Each other player may discard a Ghost/Merchant/Pirate Ship from his hand, or he gains a Curse. If any Curses are gained in this way, +$2.

My attempt to recast this so that it works normally:

WHALE
$6 - Action/Attack

+3 Cards
Each other player may discard a Ship card from his hand, or he gains a Curse. If any Curses are gained in this way, +$2.
---
When you gain this, each other player gains 1 VP.
---
Setup: Add an extra Kingdom card pile costing $4 or $5 to the supply. Cards from that pile are Ship cards.
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Warfreak2

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Re: Whale - the Moby Dick card
« Reply #26 on: June 03, 2013, 11:25:17 am »
0

Very interesting on-gain solution... you could end the game in a megaturn by Ambassadoring all 10 of them to your opponent, but that is the sort of interesting edge-case that Dominion players like.
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Gveoniz

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Re: Whale - the Moby Dick card
« Reply #27 on: June 03, 2013, 11:35:35 am »
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Very interesting on-gain solution... you could end the game in a megaturn by Ambassadoring all 10 of them to your opponent, but that is the sort of interesting edge-case that Dominion players like.

But would that be like ambassadoring 10 cures?
Even in a six player game it is you +60 vp, each other player +50 vp.

Warfreak2

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Re: Whale - the Moby Dick card
« Reply #28 on: June 03, 2013, 04:06:54 pm »
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Indeed, you can do both, but it's better to give out the Curses as early as possible, whereas these, you don't want your opponent to get to use them.
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