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Rules Questions / Re: Trickster + Capital
« on: May 07, 2024, 09:44:04 pm »
I think the point is, Trickster doesn't set Capital aside until after it's discarded.
Random, yes, but not swingy. Both players start out with the same Inherited card (with the exception of the Knight pile being chosen, which would indeed be very swingy), so there's no element of chance in getting it, unlike, say, certain strong $5 cards where a 5/2 or 2/5 opening can be a massive advantage. Inherited discard attacks can add an element of swinginess to the opening, but most Inherited cards are the opposite of swingy
The changes to Cornucopia/Guilds are on online Dominion.
Removed:
Doctor
Farming Village
Fortune Teller
Harvest
Horse Trader
Jester
Masterpiece
Taxman
Tournament
To my surprise, this sentence I wrote in 2013 appears to still be true:QuoteHinterlands... is the only expansion to contain more than one Treasure, more than one Reaction, and more than one Victory card among its Kingdom cards.
To wit:
Base: 0 Treasure, 1 Reaction, 1 Victory
Intrigue: 1 Treasure, 1 Reaction, 4 Victory
Seaside: 0 Treasure, 0 Reaction, 1 Victory
Alchemy: 1 Treasure, 0 Reaction, 1 Victory
Prosperity: 8 Treasure, 1 Reaction, 0 Victory
Cornucopia: 1 Treasure, 1 Reaction, 1 Victory
Hinterlands: 3 Treasure, 3 Reaction, 3 Victory
Dark Ages: 1 Treasure, 2 Reaction, 2 Victory
Guilds: 1 Treasure, 0 Reaction, 0 Victory
Adventures: 3 Treasure, 1 Reaction, 1 Victory
Empires: 7 Treasure, 0 Reaction, 8 Victory (counting the Castles separately)
Nocturne: 1 Treasure, 1 Reaction, 1 Victory
Renaissance: 3 Treasure, 1 Reaction, 0 Victory
Menagerie: 2 Treasure, 5 Reaction, 0 Victory
I'm still generally confused as to why "undo" is even a feature in online dominion. At least the way it's implemented. If you've seen new information, then undo should simply never be possible. That's how pretty much any group I know would play IRL. If you haven't seen new information, then undo should be automatic without needing to request it.