Dominion Strategy Forum
Archive => Archive => Dominion: Dark Ages Previews => Topic started by: WallyNate on August 16, 2012, 02:32:13 pm
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Sorry for the fuzziness. Hopefully you all can figure out what they say.
http://ddacards.imgur.com/all/
EDIT: Texts of cards here: http://dominionstrategy.com/2012/08/16/dark-ages-cards-revealed/
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Sorry for the fuzziness. Hopefully you all can figure out what they say.
http://ddacards.imgur.com/all/
Not publically available. Trolllled!
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Yes, thanks for the effort but please fix that.
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They're there now.
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Knights? KNIGHTS!!!!!!!!!!!!!!11 ;D ;D ;D ;D ;D
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Sorry for the fuzziness. Hopefully you all can figure out what they say.
http://ddacards.imgur.com/all/
Not publically available. Trolllled!
Sorry, fixed!
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Knights? KNIGHTS!!!!!!!!!!!!!!11 ;D ;D ;D ;D ;D
Ooh, the first quadruple-type card (Action-Attack-Knight-Victory).
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Really hard to read the Knights cards, but everything else looks great!
"Play it twice" looks like a sub-theme. ???
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I can't make out a dang thing! :'(
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Knights? KNIGHTS!!!!!!!!!!!!!!11 ;D ;D ;D ;D ;D
No, its 10, and that is the randomizer.
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(http://www.lolriot.com/wp-content/uploads/2012/07/Silly-cat-head-turned-sideways.jpg)
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Thanks!
Uploaded to a better site, and rotated it:
https://dl.dropbox.com/u/20240121/dark_ages/1.jpg
https://dl.dropbox.com/u/20240121/dark_ages/2.jpg
https://dl.dropbox.com/u/20240121/dark_ages/3.jpg
https://dl.dropbox.com/u/20240121/dark_ages/4.jpg
https://dl.dropbox.com/u/20240121/dark_ages/5.jpg
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Counterfeit loves HoP.
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Thanks!
Uploaded to a better site, and rotated it:
https://dl.dropbox.com/u/20240121/dark_ages/1.jpg
https://dl.dropbox.com/u/20240121/dark_ages/2.jpg
https://dl.dropbox.com/u/20240121/dark_ages/3.jpg
https://dl.dropbox.com/u/20240121/dark_ages/4.jpg
https://dl.dropbox.com/u/20240121/dark_ages/5.jpg
And there was much rejoicing!
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Begger Wan Kenobi
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My neck hurts.
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Death cart: +5$, but you have to trash actions, plus you gain ruins when you gain it. This is the perfect rats enabler
Rouge: That card that trashes cards in other people's hands that DXV has always said just didn't work. I guess the cost restrictions and the fact that you can't control what you gain balance it out?
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Death cart: +5$, but you have to trash actions, plus you gain ruins when you gain it. This is the perfect rats enabler
Or better yet, Fortress!
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Costing 3 to 6 is the new hip dominion phrase
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I believe we're still missing 6 cards.
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Wow, a counterfeit strategy with a powerful enabler like tactician/bank seems like it could get crazy.
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I believe we're still missing 6 cards.
Mercenaries?
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Forager $3
+1 Action
+ 1 Buy
Trash a card from your hand +$1 for each differently named card in the trash pile.
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Costing 3 to 6 is the new hip dominion phrase
Yep. And these knights sure make gravedigger look better.
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Urchin mentions the Mercenary pile. Excited to see these.
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I believe we're still missing 6 cards.
Yeah, 1 Looter still missing, plus Mercenary.
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Costing 3 to 6 is the new hip dominion phrase
Yep. And these knights sure make gravedigger look better.
Or Rogue
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where is Mercenary?
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Now thats a fun tournament
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So, what does everyone think of the Knights? Which one is best? Which one is the worst. Interesting that we get another +2 Buy card.
Also, we get another Village. This set is very village heavy.
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It seems that dark ages cards work really well together. I think all dark ages games would be super fun.
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We also get our first VP/Action card since Intrigue. I never thought we would see that concept again.
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Missing:
Market Square, Marauder, Rebuild (Mercenary)
I just LOOOVE Counterfeit.
Bank and HoP and Cache and other kingdom treasures just got a boost.
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What is the purpose of the "generic" Knights card? Is it just for directions and discarded when playing?
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Counterfeit looks cool. Turn a copper 2$ and trash it. Or late game sacrifice a gold/platinum for a mega-turn with and extra buy to make use of it.
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What is the purpose of the "generic" Knights card? Is it just for directions and discarded when playing?
It is the blue back randomizer card.
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Holy crap, wandering minstrel seems like it makes engine building pretty awesome.
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What is the purpose of the "generic" Knights card? Is it just for directions and discarded when playing?
Randomizer.
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Forager/Loan
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Missing:
Market Square, Marauder, Rebuild (Mercenary)
I just LOOOVE Counterfeit.
Bank and HoP and Cache and other kingdom treasures just got a boost.
Counterfeit is market without the card not counting its super cool ability, it will be useful even without kingdom treasures.
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Holy crap, wandering minstrel seems like it makes engine building pretty awesome.
It seems cool. Though, we have 3 regular Villages in this set. Plus, Necropolis and Squire. That's a lot of Villaging going on there.
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Wandering Minstrel = WW with an upside down second W?
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Wandering Minstrel = WW with an upside down second W?
So, that's what he looks like in real life. He is really the life of the party.
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yeah, but this one is a combination of a village and sifter, which seems awesome anytime you have a pure engine. Take for instance nothing but these things and goons. How easy will it be to find those goons? Plus you get to arrange the top, which makes any cantrip more powerful.
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So the Market Square doesn't turn into a Mercenary? Well that makes sense. :) Cool theme on the Urchin/Merc combo.
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A guy with a lute as a Village?
Counterfeit is pretty cool, finally a Throne Room for Treasures.
I like the Knight, the attack part is the same, but all have other benefits. Sir Michael seems the strongest.
Death Cart is interesting. You gain Ruins as a drawback, but can use them to trash and get a big benefit.
Forager is the card that everyone expected DXV to do, ...
Later more..
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The knights seem like so much fun conceptually. You're attacking each others' kingdoms, but if two knights meet up they both die. I also like the fact that the dames are wearing what looks like might be serviceable armor and not metal bikinis
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I am loving all of this Donald X Vaccarinonsense!
Best. Expansion. Evah.
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What is the purpose of the "generic" Knights card? Is it just for directions and discarded when playing?
It is the blue back randomizer card.
That makes much sense. I wasn't thinking Knights were a Kingdom Card but used in conjuction with one. I like it (a lot).
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We also get our first VP/Action card since Intrigue. I never thought we would see that concept again.
Actually, Seaside: Island. ;)
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As long as at least one treasure is trashed, Forager is a Peddler. Pretty nifty.
+1 buy not plus one card. Oops.
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We also get our first VP/Action card since Intrigue. I never thought we would see that concept again.
Island?
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The knights seem like so much fun conceptually. You're attacking each others' kingdoms, but if two knights meet up they both die. I also like the fact that the dames are wearing what looks like might be serviceable armor and not metal bikinis
Yeah, the single fantasy illustration cliche that I hate the MOST is sexy armor girls with no protection. :)
Also, I will warm inside about 2 knights clashing and dying. So awsome. ;D
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Missing:
Market Square, Marauder, Rebuild (Mercenary)
I just LOOOVE Counterfeit.
Bank and HoP and Cache and other kingdom treasures just got a boost.
Also missing: Junk Dealer
The 6 cards we haven't seen yet are Market Square, Marauder, Rebuild, Junk Dealer, Mercenary, and Mystic.
Although we haven't seen Mystic, the text was revealed to be:
$5
+1 Action
+$2
Name a card. Reveal the top card of your deck. If it's the named card, put it into your hand.
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Missing:
Market Square, Marauder, Rebuild (Mercenary)
I just LOOOVE Counterfeit.
Bank and HoP and Cache and other kingdom treasures just got a boost.
Also missing: Junk Dealer
The 6 cards we haven't seen pictures of are Market Square, Marauder, Rebuild, Mystic, Junk Dealer, and Mercenary
Although we haven't seen Mystic, Beyond Awesome revealed the card to be:
$5
+1 Action
+$2
Name a card. Reveal the top card of your deck. If it's the named card, put it into your hand.
Actually, I can't take credit for that. That is from another source.
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As long as at least one treasure is trashed, Forager is a Peddler. Pretty nifty.
Nope, Forager gives +1 Buy, not +1 Card. Not to mention that it requires that you trash a card. It's much closer to Trade Route, although it cares about treasures in trash, rather than victory cards gained. Unlike Trade Route, however, it does give +1 Action. Trashers with +1 Action can be nice, especially since even if you trash a Copper with it, it generates at least as much as the Copper would have normally given you.
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Missing:
Market Square, Marauder, Rebuild (Mercenary)
I just LOOOVE Counterfeit.
Bank and HoP and Cache and other kingdom treasures just got a boost.
Also missing: Junk Dealer
The 6 cards we haven't seen pictures of are Market Square, Marauder, Rebuild, Mystic, Junk Dealer, and Mercenary
Although we haven't seen Mystic, Beyond Awesome revealed the card to be:
$5
+1 Action
+$2
Name a card. Reveal the top card of your deck. If it's the named card, put it into your hand.
Actually, all pictures are spoiled here already :P
http://forum.dominionstrategy.com/index.php?topic=4099.0
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Ugh, I hate the wording on Catacombs...Gain a cheaper card. It would have been better if it said costing less.
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50 Members and 64 Guests are viewing this topic.
(Warning: while I typed that 5 new replies were posted.)
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Ugh, I hate the wording on Catacombs...Gain a cheaper card. It would have been better if it said costing less.
Unless somehow those don't mean the same thing.
I can't imagine how they wouldn't, but you never know.
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Wandering Minstrel/Scrying Pool, please!
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Mercenary
Cost 0*
You may trash 2 cards from your hand. If you do, +2 cards, +2 coins, and each other player discards down to 3 cards in hand.
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Ugh, I hate the wording on Catacombs...Gain a cheaper card. It would have been better if it said costing less.
Yeah, that seems...strange.
I love how all these cards trickled out.
First previews, for a week.
Then 1/3 of the set (for beta testers)
Then someone found Beggar and one of the Knights
then most of the cards (as seen here), but still some left
...and art for the cards leaking throughout the process.
Most dramatic revealing, in my mind. :)
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Mercenary
Cost 0*
You may trash 2 cards from your hand. If you do, +2 cards, +2 coins, and each other player discards down to 3 cards in hand.
Seems quite powerful! Does it return to the Mercenary pile?
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Nooo, there's no new "X Village" card?
I know a couple of the cards have village effects, but their names are different. I really wanted to build an all-village kingdom sometime once all the expansions are out, and we're missing two ... and I doubt Guilds will have two in it.
Village
Mining Village
Native Village
Fishing Village
Worker's Village
Farming Village
Border Village
Walled Village
(edit: fixed workers village)
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Nooo, there's no new "X Village" card?
I know a couple of the cards have village effects, but their names are different. I really wanted to build an all-village kingdom sometime once all the expansions are out, and we're missing two ... and I doubt Guilds will have two in it.
Village
Mining Village
Native Village
Fishing Village
Native Village
Farming Village
Border Village
Walled Village
We have Ruined Village.
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Nooo, there's no new "X Village" card?
I know a couple of the cards have village effects, but their names are different. I really wanted to build an all-village kingdom sometime once all the expansions are out, and we're missing two ... and I doubt Guilds will have two in it.
Village
Mining Village
Native Village
Fishing Village
Native Village
Farming Village
Border Village
Walled Village
We have Ruined Village.
But you can't get it in the kingdom by itself. You have to include a looter card, and that would break the theme. :'(
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Also you have Native Village twice.
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Nooo, there's no new "X Village" card?
I know a couple of the cards have village effects, but their names are different. I really wanted to build an all-village kingdom sometime once all the expansions are out, and we're missing two ... and I doubt Guilds will have two in it.
Village
Mining Village
Native Village
Fishing Village
Native Village Worker's Village
Farming Village
Border Village
Walled Village
FTFY
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I think that Dark Ages is gonna turn everyone into an engine player.
My initial impressions of the cards will change over time, but I don't see any cards that look like big-time BM enablers. On the other hand, this set has major themes of trashing, +Buy, and +Actions, which are all important for engines.
There aren't even any cursers in the set as far as we can tell, and I think that ruins will end up being much worse for BM players than for engine players. In big money, those ruins might as well be curses, but in an engine they're actually (semi) usable.
Even the shelters favor engines!
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Catacombs looks pretty good for BM, but yeah, otherwise I agree.
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Catacombs looks pretty good for BM, but yeah, otherwise I agree.
That's true, but part of the beauty of Oracle is the attack. This is stronger but I don't think it's going to be one of the best BM enablers out there.
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So storeroom looks amazing for any large hand size engine. I think it will be amazing in tactician games. It's like secret chamber/tact with a free cellar.
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So storeroom looks amazing for any large hand size engine. I think it will be amazing in tactician games. It's like secret chamber/tact with a free cellar.
Yes, it will be an amazing card in Double Tactitician games
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Odd wording on Catacombs... "a cheaper card"? I know it's less words than "a card costing less than this," but it's quite inconsistant from other things we've seen, even with some of the cards in Dark Ages.
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What was the hinted at rhyming card?
Also, Count looks crazy.
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Well the problem with storeroom-doubletac is you still need some nonterminal with +cards or +$
The rhyming card was procession.
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it was not
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What was the hinted at rhyming card?
Also, Count looks crazy.
Procession/Possession
You mean the guy on the right that looks like Palpatine?
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Ugh, I hate the wording on Catacombs...Gain a cheaper card. It would have been better if it said costing less.
Yeah, that seems...strange.
I love how all these cards trickled out.
First previews, for a week.
Then 1/3 of the set (for beta testers)
Then someone found Beggar and one of the Knights
then most of the cards (as seen here), but still some left
...and art for the cards leaking throughout the process.
Most dramatic revealing, in my mind. :)
Totally agree. It was so much more interesting than seeing the complete rules all at once.
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but there's no card called Procession!
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What was the hinted at rhyming card?
Also, Count looks crazy.
Procession/Possession
You mean the guy on the right that looks like Palpatine?
Also, Count and Duke are best friends, almost makes it Count Dooku. :D
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but there's no card called Procession!
There is.
Sigh.
It was spoiled few days ago on Goko.
Look here:
http://1.bp.blogspot.com/-WSmuBDe3jvE/UCwNkylfRgI/AAAAAAAAAj0/ES9Laq_SO2o/s1600/dark%2Bages%2Bpreviews.png
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Odd wording on Catacombs... "a cheaper card"? I know it's less words than "a card costing less than this," but it's quite inconsistant from other things we've seen, even with some of the cards in Dark Ages.
Yeah, and Wandering Minstrel says "Actions" instead of "Action cards".
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Well the problem with storeroom-doubletac is you still need some nonterminal with +cards or +$
The rhyming card was procession.
Well, yes, which is why i compared it to secret chamber and not vault. But is just needs so little help that it likely won't be an issue. Unlike just SC/tact you get a ton more cycling so you don't have to over invest in support cards.
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The topic title is full of lies. also havens?
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Ok, I'm going to make a prediction: Knights will substantially decrease the viability of Fairgrounds strategies. First, Knights are going to trash a lot of cards in the 3-6 cost range, which includes Fairgrounds. Provinces are immune to the Knight attack. Second, Fairgrounds decks depend on having lots of variety, which in practice means that you have one of a lot of cards. Those cards can be hit via the Knight attacks. The effect will be like going for Duke/Duchy in a Swindler game: the attack can both hit your point cards (Dukes and Fairgrounds) as well as the cards that give those cards value (Duchies and all the diverse cards).
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Well the problem with storeroom-doubletac is you still need some nonterminal with +cards or +$
The rhyming card was procession.
That really shouldn't be too hard to pull off.
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I'm going to edit all the card texts into the OP.
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The topic title is full of lies. also havens?
Probably meant "Shelters."
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So here are the cards, in a little easier to read format:
Altar
$6 - Action
Trash a card from your hand. Gain a card costing up to 5.
Armory
$4 - Action
Gain a card costing up to 4, putting it on top of your deck.
Band of Misfits
$5 - Action
Play this as if it were an action card in the supply costing less than it that you choose. This is that card until it leaves play.
Bandit Camp
$5 - Action
+1 Card
+2 Actions
Gain a spoils from the spoils pile.
Beggar
$2 - Action-Reaction
Gain 3 coppers, putting them into your hand
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When another player plays an attack card, you may discard this. If you do, gain two silvers, putting one on top of your deck.
Catacombs
$5 - Action
Look at the top 3 cards of your deck. Choose one: Put them into your hand, or discard them and +3 cards.
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When you trash this, gain a cheaper card.
Count
$5 Action
Choose one: Discard two cards, or put a card from your hand on top of your deck, or gain a copper.
Choose one: +$3, or trash your hand, or gain a duchy.
Counterfeit
$5 - Treasure
$1
+1 Buy
When you play this, you may play a treasure from your hand twice. If you do, trash that treasure.
Feodum
$4 - Victory
Worth 1 VP for every 3 silver in your deck (rounded down).
--------------------------------------------------
When you trash this, gain 3 silvers.
Rats
$4 - Action
+1 Card
+1 Action
Gain a rats. Trash a card from your hand that is not a rats, or reveal a hand that is all rats.
-----------------------------------------------------
When you trash this, +1 Card
Knights (Randomizer Card)
Shuffle the knight pile before each game with it. Keep it face down except for the top card, which is the only one which can be bought or gained.
The Knights
Dame Anna
$5 Action - Attack - Knight
You may trash up to 2 cards from your hand. Each other player reveals the top two cards of his deck, trashing one of them costing from $3 to $6 and discards the rest. If a knight is trashed by this trash this card.
Dame Josephine
$5 Action-Attack-Victory-Knight
Each other player reveals the top two cards of his deck, trashing one of them costing from $3 to $6 and discards the rest. If a knight is trashed by this trash this card.
---------------------------------------------------
2 VP
Dame Molly
$5 Action-Attack-Knight
+2 Actions
Each other player reveals the top two cards of his deck, trashing one of them costing from $3 to $6 and discards the rest. If a knight is trashed by this trash this card.
Dame Natalie
$5 Action-Attack-Knight
You may gain a card costing up to $3.
Each other player reveals the top two cards of his deck, trashing one of them costing from $3 to $6 and discards the rest. If a knight is trashed by this trash this card.
Dame Sylvia
$5 Action-Attack-Knight
+$2
Each other player reveals the top two cards of his deck, trashing one of them costing from $3 to $6 and discards the rest. If a knight is trashed by this trash this card.
Sir Bailey
$5 Action-Attack-Knight
+1 Card
+1 Action
Each other player reveals the top two cards of his deck, trashing one of them costing from $3 to $6 and discards the rest. If a knight is trashed by this trash this card.
Sir Destry
$5 Action-Attack-Knight
+2 Cards
Each other player reveals the top two cards of his deck, trashing one of them costing from $3 to $6 and discards the rest. If a knight is trashed by this trash this card.
Sir Martin
$4 Action-Attack-Knight
+2 Buys
Each other player reveals the top two cards of his deck, trashing one of them costing from $3 to $6 and discards the rest. If a knight is trashed by this trash this card.
Sir Michael
$5 Action-Attack-Knight
Each other player discards down to 3 cards in hand.
Each other player reveals the top two cards of his deck, trashing one of them costing from $3 to $6 and discards the rest. If a knight is trashed by this trash this card.
Sir Vander
$5 Action-Attack-Knight
Each other player reveals the top two cards of his deck, trashing one of them costing from $3 to $6 and discards the rest. If a knight is trashed by this trash this card.
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When you trash this, gain a gold.
/end knights
Cultist
$5 Action-Attack-Looter
Each other player gains a ruins. You may play another cultist from your hand.
----------------------------------------------------
When you trash this, +3 cards
Death Cart
$4 Action-Looter
+$5
You may trash an action card from your hand. If you don't, trash this.
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When you gain this, gain two ruins.
Forager
$3 Action
+1 Action
+1 Buy
Trash a card from your hand. +$1 per differently named treasure in the trash.
Fortress
$4 Action
+1 Card
+2 Actions
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When you trash this, put it into your hand.
Graverobber
$5 Action
Choose one: Gain a card from the trash costing $3 to $6, putting it on top of your deck, or trash an action card from your hand and gain a card costing up to $3 more than it.
Hermit
$3 Action
Look through your discard pile. You may trash a card from you hand or discard pile that is not a treasure.
Gain a card costing up to $3.
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When you discard this from play, if you did not buy any card this turn, gain a madman from the madman pile.
Hunting Grounds
$6 Action
+4 Cards
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When you trash this, gain a duchy or 3 estates.
Ironmonger
$4 Action
+1 Card
+1 Action
Reveal the top card of your deck; you may discard it.
Either way, if it is an...
Action- +1 Action
Treasure- +$1
Victory- +1 Card
Rogue
$5 Action-Attack
+$2
If there are any cards in the trash costing from $3 to $6, gain one of them. Otherwise, each player reveals the top two cards of his deck, trashes one of them costing from $3 to $6, and discards the rest.
Sage
$3 Action
+1 Action
Reveal cards from the top of your deck until you reveal one costing $3 or more. Put that card into your hand and discard the rest.
Scavenger
$4 Action
+$2
You may put your deck into your discard pile. Look through your discard pile and put one card from it on top of your deck.
Squire
$2 Action
+$1
Choose one: +2 Actions, +2 Buys, or gain a silver.
-----------------------------------------
When you trash this, gain an attack card.
Storeroom
$3 Action
+1 Buy
Discard any number of cards. +1 Card per card discarded.
Discard any number of cards. +1 $ per card discarded the second time.
Urchin
$3 Action-Attack
+1 Card
+1 Action
Each other player discards down to 4 cards.
------------------------------------
When you play another attack card with this in play, you may trash this. If you do, gain a Mercenary from the Mercenary pile.
Vagrant
$2 Action
+1 Card
+1 Action
Reveal the top card of your deck. If it's a curse, ruins, shelter, or victory card, put it into your hand.
Wandering Minstel
$4 Action
+1 Card
+2 Actions
Reveal the top 3 cards of your deck. Put the actions back on top and discard the rest.
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I'm going to edit all the card texts into the OP.
All sounds great
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I'm going to edit all the card texts into the OP.
Including the unspoiled cards? It hardly makes sense to have a few random cards left unspoiled.
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I'm going to edit all the card texts into the OP.
Oh gosh. Sorry for cluttering this up then, theory.
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Ok, I'm going to make a prediction: Knights will substantially decrease the viability of Fairgrounds strategies. First, Knights are going to trash a lot of cards in the 3-6 cost range, which includes Fairgrounds. Provinces are immune to the Knight attack. Second, Fairgrounds decks depend on having lots of variety, which in practice means that you have one of a lot of cards. Those cards can be hit via the Knight attacks. The effect will be like going for Duke/Duchy in a Swindler game: the attack can both hit your point cards (Dukes and Fairgrounds) as well as the cards that give those cards value (Duchies and all the diverse cards).
Also, the Knights will end up trashing each other. I imagine by the end of the game you will rarely have more than one or two knights.
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Cornucopia loves this set!!! I mean, that was already true before with Ruins and Shelters... but now with Knights too! So what's the new maximum Fairgrounds (non-Black Market) score? Menagerie + Knights!
Wishing Well hates Dark Ages though.
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We now have the text for the Mercenary (http://"http://www.boardgamegeek.com/article/9840831#9840831") that the Urchin turns into:
Mercenary
Cost 0*
You may trash 2 cards from your hand. If you do, +2 cards, +2 coins, and each other player discards down to 3 cards in hand.
So it seems that unlike Madman and Spoils, this one you actually get to keep.
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WallyNate just sent me last two pictures. Thanks! Now we have all:
https://dl.dropbox.com/u/20240121/dark_ages/6.jpeg
https://dl.dropbox.com/u/20240121/dark_ages/7.jpeg
Rebuild seems quite strong.
Market Square too.
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WallyNate just sent me last two pictures. Thanks! Now we have all:
https://dl.dropbox.com/u/20240121/dark_ages/6.jpg
https://dl.dropbox.com/u/20240121/dark_ages/7.jpg
Rebuild seems quite strong.
Market Square too.
404'd.
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Whoops. Fix'd.
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So what happens if the Knights randomizer card is in the Black Market deck?
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So what happens if the Knights randomizer card is in the Black Market deck?
I think.... you would get to buy the top card of the Knight deck. That is the only Knight that could ever be bought that game.
Alternatively, one could argue that Knights can be individually added to the Black Market....
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WallyNate just sent me last two pictures. Thanks! Now we have all:
https://dl.dropbox.com/u/20240121/dark_ages/6.jpeg
https://dl.dropbox.com/u/20240121/dark_ages/7.jpeg
Rebuild seems quite strong.
Market Square too.
The way Rebuild is worded, you can name any card, including a non-Victory card. I don't think Donald X. intended it that way. Also, Catacombs has a weird wording, and one Knight has a cost of $4. I wonder if the first printing of DA is misprinted.
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So junk dealer is the exact card I submitted for the first mini set design contest, except I had my card at $4.
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So Market Square's reaction triggers on 'When one of your cards is trashed'. Is this any different than 'When you trash a card'?
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So junk dealer is the exact card I submitted for the first mini set design contest, except I had my card at $4.
Congratulations! You and the Master of Disguise someone mentioned in another thread are the only two fan cards (so far) to have made correct predictions!
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So Market Square's reaction triggers on 'When one of your cards is trashed'. Is this any different than 'When you trash a card'?
Maybe only trashing attacks trigger it?
And Rebuild is like mine, but with Victory Cards.
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So Market Square's reaction triggers on 'When one of your cards is trashed'. Is this any different than 'When you trash a card'?
Yes, because if your opponent trashes your card, you still get the bonus.
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The way Rebuild is worded, you can name any card, including a non-Victory card. I don't think Donald X. intended it that way. Also, Catacombs has a weird wording, and one Knight has a cost of $4. I wonder if the first printing of DA is misprinted.
I thought that as well. However, it may be possible that he intended it that way. If you named a non-victory card, then the first victory card you run into you will rebuild. If you name a victory card, say estate, then you guarantee you will rebuild a victory card other than an estate.
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So Market Square's reaction triggers on 'When one of your cards is trashed'. Is this any different than 'When you trash a card'?
Yes, because if your opponent trashes your card, you still get the bonus.
Your opponents can never trash your cards. They can cause you to trash your own cards with various attacks, but they never trash your cards.
EDIT: Either it's just inconsistent wording, or there's a difference between trashing a card and a card being trashed. Perhaps you can trash a Fortress, but it's not actually trashed? I'm probably overthinking this.
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So Market Square's reaction triggers on 'When one of your cards is trashed'. Is this any different than 'When you trash a card'?
Yes, because if your opponent trashes your card, you still get the bonus.
Your opponents can never trash your cards. They can cause you to trash your own cards with various attacks, but they never trash your cards.
Possession's FAQ is going to get even longer....
What if I'm Possessed and my Mining Village is trashed by my opponent?
At this point, he can reveal a MS from my hand (instead of his) to gain a Gold which he receives.
And in the end, MV goes back to my discard.
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So junk dealer is the exact card I submitted for the first mini set design contest, except I had my card at $4.
Congratulations! You and the Master of Disguise someone mentioned in another thread are the only two fan cards (so far) to have made correct predictions!
That was me. I had it costing 6 though.
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1. Open double urchin
2. Let the collide within the first few turns
3. Get a mercenary (urchin can trigger itself, right? it doesn't say differently named)
4. Profit
Mercenary seems super strong, but I guess needing two cards to trash is the downside, you'll start running out of starting cruft pretty quickly. Even so, getting one early has got to be super dominating. Later it synergizes with cache, and anything else that fills your deck with trashable cards
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Anybody want to tell us the ruins other than ruined market? Particularly the hard-to-guess one?
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So junk dealer is the exact card I submitted for the first mini set design contest, except I had my card at $4.
Congratulations! You and the Master of Disguise someone mentioned in another thread are the only two fan cards (so far) to have made correct predictions!
That was me. I had it costing 6 though.
The cost was quite a controversy IIRC.
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Anybody want to tell us the ruins other than ruined market? Particularly the hard-to-guess one?
Where have you been? dominionstrategy.com (http://dominionstrategy.com) has the full card listing. I was right about Ruined Library (not Smithy). The hard-to-guess one lets you look at the top 2 cards of your deck, and either discard them or put them back in either order.
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Already posted, Ww, here:
http://1.bp.blogspot.com/-WSmuBDe3jvE/UCwNkylfRgI/AAAAAAAAAj0/ES9Laq_SO2o/s1600/dark%2Bages%2Bpreviews.png
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Hmm..
now that theory has linked pictures hosted by me on main page, I'll just change them to porn. ;D
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1. Open double urchin
2. Let the collide within the first few turns
3. Get a mercenary (urchin can trigger itself, right? it doesn't say differently named)
4. Profit
Mercenary seems super strong, but I guess needing two cards to trash is the downside, you'll start running out of starting cruft pretty quickly. Even so, getting one early has got to be super dominating. Later it synergizes with cache, and anything else that fills your deck with trashable cards
You don't have great odds of collision there, and if they don't collide, you don't have much to work with in your deck.
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Anybody want to tell us the ruins other than ruined market? Particularly the hard-to-guess one?
Where have you been? dominionstrategy.com (http://dominionstrategy.com) has the full card listing. I was right about Ruined Library (not Smithy). The hard-to-guess one lets you look at the top 2 cards of your deck, and either discard them or put them back in either order.
I've been here, looking at the picture scans, from which they are absent.
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Merc trashes 2 Rats for +4 Cards +2$. :o
Edit: 4 cards. Fixd.
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Counterfeit really likes Spoils
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Also, it likes Forager.
Edit: Can you Counterfeit a Counterfeit? is it like TRing a TR?
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It is a treasure, so the answer has to be yes.
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Anybody want to tell us the ruins other than ruined market? Particularly the hard-to-guess one?
Where have you been? dominionstrategy.com (http://dominionstrategy.com) has the full card listing. I was right about Ruined Library (not Smithy). The hard-to-guess one lets you look at the top 2 cards of your deck, and either discard them or put them back in either order.
I've been here, looking at the picture scans, from which they are absent.
They have been revealed earlier: http://forum.dominionstrategy.com/index.php?topic=4087.msg87701#msg87701
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Fortress looks like the one of the simplest cards in the set but I bet it opens up some of the craziest combinations.
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Re: Counterfeit: Donald X finds a way to make us pay 5 for a Copper.
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Don't think of it as a copper. Think of it as a throne room for treasure.
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it should get along well with Bank, especially with that +buy.
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The big issue with bank is if you play multiple counterfeits, you have to trash the treasures and they are no longer in play for bank to count.
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True, but a single counterfeit bank could be very good.
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1. Open double urchin
2. Let the collide within the first few turns
3. Get a mercenary (urchin can trigger itself, right? it doesn't say differently named)
4. Profit
Mercenary seems super strong, but I guess needing two cards to trash is the downside, you'll start running out of starting cruft pretty quickly. Even so, getting one early has got to be super dominating. Later it synergizes with cache, and anything else that fills your deck with trashable cards
You don't have great odds of collision there, and if they don't collide, you don't have much to work with in your deck.
Still, it's better than treasure map with the cantrip effect. And since the urchins are somewhat useful you could afford to get a third to increase your chances. I'll just have to see how it plays
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Don't think of it as a copper. Think of it as a throne room for treasure.
I know I've seen the concept floated in the forums before, but without the forced trash afterwards. The trashing actually helps a lot to smooth out the power. Counterfeiting Copper is relatively weak, but you get to trash that Copper. Counterfeiting Platinum is terrifying, but you have to trash that Plat.
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So playing counterfeit on a copper has the same effect as moneylender except it gives a buy and doesn't take an action. But I guess $5 vs $4 is a big difference.
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True, but it also works on silver, which you may want to also remove mid-game after an engine ramp-up.
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With FG its one-shot $6.
Edit: I guess its worse than FG/FG anyhow. :P
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Oh boy oh boy, I'm going to like Fortress. I was hoping Scavenger's picture would allude to Chancellor somehow, but Scavenger itself is pretty exciting too.
Squire and Goons in the same game is going to be hilarious. Squire, Goons and a trasher like Salvager in the same game is going to be terrifying.
Transmuting a Squire for a Duchy and a Scrying Pool or Familiar... that might be kind of neat.
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With FG its one-shot $6.
Edit: I guess its worse than FG/FG anyhow. :P
Also one-shot $6 with Bank, more if you have some other treasures in play.
Probably not worth it. :P
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Also one-shot $6 with Bank, more if you have some other treasures in play.
I count $5.
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Also one-shot $6 with Bank, more if you have some other treasures in play.
I count $5.
$6 is right, I think. You play the bank, its in play so the second play of it is $3 since there are two treasures in play. Then you trash it.
EDIT: actually no that makes no sense. There are only 2 treasures in play for each bank play. So $5.
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Also one-shot $6 with Bank, more if you have some other treasures in play.
I count $5.
$6 is right, I think. You play the bank, its in play so the second play of it is $3 since there are two treasures in play. Then you trash it.
Uh, wut? If there are 2 Treasures in play, Bank is worth $2.
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Also one-shot $6 with Bank, more if you have some other treasures in play.
I count $5.
$6 is right, I think. You play the bank, its in play so the second play of it is $3 since there are two treasures in play. Then you trash it.
Uh, wut? If there are 2 Treasures in play, Bank is worth $2.
Oops, "in play" vs. "played". You win... this round.
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I was thinking Bank counted treasures played, rather than treasures in play.
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So playing counterfeit on a copper has the same effect as moneylender except it gives a buy and doesn't take an action. But I guess $5 vs $4 is a big difference.
Yep, this is how I think of Counterfeit. It's like a much stronger Moneylender. Since Moneylender is already decent, Counterfeit should be really strong. (Although it is more expensive.)
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Counterfiet is a good way to get rid of your early game Contraband and get a $7 + 3 buys with 2 restrictions last hurrah in the process.
...or maybe notsomuch.
But a lot of special treasures are things you want early and then don't want later on - Quarry, Talisman. And both of those would be sort of nice to double in the process of getting rid of them.
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Well, Talisman/Querry actually suck when Counterfeited, as they are not left in play.
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Counterfeit/Horn of Plenty for gaining Victory cards? Or did someone already mention this?
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Man everything exciting about this card turns out to not work : (
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Counterfeit/Horn of Plenty for gaining Victory cards? Or did someone already mention this?
That one works!
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It makes a good early game copper trasher and a good final turn money boost. Also it gives a +buy. So that's cool.
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I love the interconnections with some of these cards: Little street Urchins grow up to be mercenaries. We get Spoils from all our Pillaging. And Hermits living alone out there can very easily turn into Madmen.
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The art on Mercenary might be my new favorite art.