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Messages - Compynerd255

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Danse Macabre
Types: Action
Cost: $4
You may play an Action from your hand for none of its effects. If you do, +4 Cards and +1 Action.

When you buy this, trash it.

When you trash this, gain 2 cheaper cards of different costs.
All right, with all its discussion, here's my take on Danse Macabre. It's probably my favorite card that's been submitted, simply because it's the one that's the most interesting without it being over- or under-powered, and the one with the most potential.

First, the trash-on-buy thing - where, if you buy the card, you trash it instead of gaining it, getting the Stonemason power. I can see why it's priced at $4, because if it were priced at $5 or otherwise allowed you to gather $4's, you could get really great engine components and end the game on piles. Perhaps so you aren't stuck with bad cards, you could either allow the cards to be the same cost (say, 2 Silvers) or allow the player to trash another card in hand and gain both a card costing less than Danse Macabre as well as it (for instance, I buy Danse Macabre as an opening, trashing it for a Silver and an Estate in hand for a Copper, shooting up my money density).

And then there's the on play effect, which you get from pure gaining. I really like that it also gets you to disable another Action card for its benefit, seems like a nice nerf. I agree that "set aside an Action card and discard at end of turn" is far, far better than play for no effects - it's less clunky, has clearer interactions, and keeps it out of the discard pile. As for the effect itself (two Labs), I think that it's pretty close to the effect we really want (since it has everything to do with plowing through cards and nothing to do with gaining them), but I would feel more comfortable if it was something like Level 1 City (+2 Cards, +2 Actions) rather than two Labs.

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Bargain
Types: Reaction
Cost: $1
When you would gain a card, you may discard this. If you do, instead, gain a card costing exactly $1 more than it.
Oh, and I really like this card, too. I know that it's just a Reaction, but it's a Reaction that's so universally useful that it's not a problem to have in hand. What would probably serve this card best is a name and/or art that suggests this card's power.

Not to mention that it deals with junk well. Mitigating $0 junk and getting more of these is exactly the kind of thing I want to do (which, of course, means that this will pile out extremely quickly in the presence of junkers) - and, in that case, I'd probably want extra copies of this in the Supply.

2
Well, here are my comments on these cards - I know I haven't said anything yet, but here goes!

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Cultivate
Types: Action – Victory
Cost: $5
+1 Action. Choose one: Trash a Victory card from your hand and gain a Treasure card costing up to $1 more; or trash a Treasure card from your hand and gain a Victory card costing up to $2 more.

This is worth 3 VP if there are at least 4 differently named Victory cards in the trash; otherwise it's worth 1 VP.
The top is interesting, especially due to the fact that it's nonterminal and self synergizes. I would be hard pressed, though, to like the variable Victory portion, simply because someone has to trash a Province to do it (although I will note that it's always possible). I would be more happy with the card if it depended on Treasures rather than Victory cards.

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Cemetery
Types: Victory
Cost: $5
Worth 2 VP plus 1 VP for every 2 differently named Action cards in the trash.

When you gain this, trash a card from your hand other than a Cemetery.
I like this one more - encouraging players to trash Action cards isn't nearly as bad, and you could well get the maximum value of Cemetery even without any other trashers on the board - in fact, I bet that most games would have that.

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Patrol
Types: Action – Reaction
Cost: $3
Discard any number of cards. Draw until you have 5 cards in hand.

When you discard a card from your hand other than during a Clean-up phase, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck.

Clarification: If you discard several cards at once, you can reveal a Patrol separately for each card discarded.
Allowing topdecking seems to make the card too powerful - it would kill all discard attacks. But allowing you to trash what you discard seems like a fantastic idea. The top portion seems good, too, if it drew you up to 4 instead of 5.

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Model Village
Types: Action
Cost: $4
+1 Card. +2 Actions.

When you trash this, you may trash a card from your hand. If you do, gain a card costing up to $2 more than it.
Doesn't seem all too interesting - Remodel is hard enough to use as it is.

Quote
Tribal Man
Types: Action
Cost: $5
Gain a Spoils from the Spoils pile. Reveal cards from your deck until you reveal an Action card. Choose one: Put the card into your hand; or play the Action, trash it, and gain a card costing less than it.

When you trash this, gain an Action card costing at most $5 that is not a Tribal Man.
I don't know why this one needs the Spoils, but I like the rest of the card: essentially, you can either choose to use up an extra Action to play the card unscathed, or take a free Action to downgrade the card.

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Disciple
Types: Action
Cost: $4
Look through your discard pile. You may reveal a Treasure from it and put it into your hand. You may trash this and another copy of Disciple from your hand. If you do trash two Disciples, gain a Savior from the Savior pile.

Savior
Types: Action
Cost: 0*
+1 Action. You may put your deck into your discard pile. Look through your discard pile and put a card from it into your hand. You may return this to the Savior pile. If you do, play an Action card from your hand three times. (This is not in the Supply.)
Too wordy - Savior tries to do too much. I do, however, love the way you get Savior - in a Treasure Map-esque fashion. Savior's on-return effect seems like it should be end-gamey, but I think it should be something that's easier to pull off and more balanced than King's Courting an Action (such as a $ or gain bonus).

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Renovate
Type: Action
Cost: $4
Trash a card from your hand. You may gain a card costing up to $1 more than the trashed card, putting it into your hand. If it is an Action card, play it.
This is fun. :) Get a free card to play - that always works.

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Brick
Types: Treasure
Cost: $5
Worth $1. When you play this, trash a card you have in play. Gain a card costing exactly $1 more than it.

When you trash this, gain a Copper, putting it into your hand.

Clarification: Under normal circumstances, you will be able to trash the Brick you just played.
I don't know what to say about this one - the fact that it costs $5 seems too strong to me, especially since Brick can trash itself.

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Bricklayer
Types: Action
Cost: $4
Trash any number of differently named cards from your hand. +1 Card per card trashed.
Don't like this name either. The "differently named" cards clause seems to do a good job of balancing it.

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Deathmonger
Types: Action – Reaction
Cost: $3
Trash the top card of your deck. You may trash the top card of your deck.

When any player (including you) trashes cards, you may reveal this from your hand. If you do, that player puts the trashed cards into his hand.
Basically, "trash one or two cards from the top of your deck" and "if you have this, you can sabotage the trash attempt and get them back in their hand". If we changed the Reaction to trigger on "a card" rather than "a set of cards", it'd make more sense. Another thing I see is that this becomes horrible with Cursers, since there's a chance that you can't trash them, though how likely is it that you're going to have this in your hand when they trash?

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Carpenter
Types: Action
Cost: $5
Trash a card from your hand and gain a cheaper card, putting it into your hand. +$ equal to the cost in coins of the gained card.

When you trash this during your Action phase, +1 Action.
I don't see why the gained card should go in your hand, but it seems all right, I guess.

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Necromancy
Types: Action – Attack
Cost: $5
Choose one: Gain an Action or Treasure card from the trash, putting it into your hand. Play it immediately. At the end of the turn, trash that card; or each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest.

When you gain this, you may trash a card costing up to $6 from the Supply if there is not a copy of it in the trash.
You wouldn't be able to play a Treasure immediately without ending your Action Phase, so that's an obvious problem. I also don't think that we need the Attack - the on-gain already does plenty for the card.

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Ravage
Types: Action – Attack – Looter
Cost: $5
You may discard a card. If you do, +1 Action. Each other player with 3 or more cards in hand reveals his hand and discards the card with the highest cost in coins (you choose in a tie). If he discarded a Victory card, he gains a Ruins, putting it into his hand.
Basically Pillage if it hits an Action card. Doesn't seem too interesting.

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Junkyard (A)
Types: Action – Looter
Cost: $5
+1 Action. You may gain a Ruins, putting it into your hand. Discard any number of cards. +1 Card per card discarded. +1 Card per Action card discarded. You may trash this.

When you trash this, +2 Cards.
Much too wordy, tries to do too much.

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Mortuary
Types: Action
Cost: $5
+1 Action. Look through your discard pile. You may trash a card from your discard pile or hand.

While this is in play, when you trash a card costing $2 or more, +1 Card.
This one seems legit - I especially like the benefit for trashing non-junk.

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Pact
Type: Treasure
Cost: $2
Worth $0. When you play this, trash it. For each Pact in the trash, gain a Spoils from the Spoils pile, putting it into your hand.

When you buy a Pact, each player gains a copy of it (you get 2 copies total).
I can't say I like what happens when all the Pacts get in the trash and the Spoils run out.

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Ferret
Types: Action
Cost: $4
You may trash this. If you do, +$ equal to the cost in coins of an Action card in the trash that you choose.

While this is in play, when you buy a card, gain a Ferret from the Supply or trash.
Interesting - the fact that it costs $4 almost always makes it a good play. I can't tell whether it would be better to say "while this is in play" as opposed to "in games using this" - I guess, thematically, that the Ferrets breed more of themselves in the former.

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Incendiarist
Types: Action – Attack – Looter
Cost: $5
You may trash a card from your hand. If it is an… Action card, each other player gains a Ruins; Treasure card, gain a Spoils from the Spoils pile; Victory card, each other player gains a Curse.
Ruins and Curse junkers, like many other people have said, seem too strong, since they run out the piles too quickly. This one seems especially bad, since the cards you'd most want to trash (Victory cards) give the best attack (Curses).

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Priestcraft
Types: Action – Attack
Cost: $5
+$2. Choose one: Trash a card from your hand; or choose a card in the trash and each other player gains a copy of that card, putting it on top of his deck.
Again, as others have said, this becomes scary with Curses in hand. If this is a production card, it would definitely need the Sea Hag fix (discard the top card first).

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Miser
Types: Action
Cost: $4
Choose two: +$2; gain a Spoils from the Spoils pile; gain a Silver. (The choices must be different.)
I'd probably want some other choice (such as +1 Buy), but other than that, the card seems to work fairly well.

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Charter (A)
Types: Action
Cost: $4
+1 Card. +1 Action. Trash the top card of your deck. You may gain a card from the trash.

When you trash this, +2 Cards.
This is the most interesting one to me, in terms of the potential it has. However, right now, all that it does is trash the top card (activating on trash) and simply lets you gain the best card from the trash, whatever it is. I can guarantee that a Province will likely never stay in the trash - I don't see a reason why you would leave one in there unless there was a really powerful card in the trash such as King's Court (and I don't know why one would be in there, either).

...And that's all I have time to say for now. I might say more later.

3
Variants and Fan Cards / Re: Really bad card ideas
« on: September 19, 2013, 11:24:34 am »
Memory Aid--$2
Action
----
+$1
While this is in play, you may scrawl notes on your belly using your own blood.

This card turned morbid fast.   :(

After playing Memory Aid, you may wish to play Band of Aids.

I expected to read "Band Aid"...
Edit: Or is that the same...? (non-native english speaker)

This is a joke that works on several levels...

This type of joke explanation was funny once, like a bad pun.  Now, every time it's posted, I want to ask theory to add a "punch user in the nuts" button next to the respect button.

Punch in the Nuts $6
Reaction
--------
Any time you freakin' like, you may reveal this from your hand.  If you do, discard this card, and punch another player in the nuts.
Fixed that for you.

Of course, what if you're playing against a girl?

4
Dominion Articles / Re: Request: Baker
« on: September 13, 2013, 05:10:47 pm »
Do you still think that the extra coin token available for the opening buy is worth discussing, or would that be part of general coin token strategy?
I think it's just way too big of a subject to do any justice to it with a single article (and Baker games are too rare to write the enormous series of articles that would be required.)

To name a similar situation, you couldn't ever really write a single article about how to choose the best opening when you have a 4/3 split. Aside from a few basic opening principles like "trashing is good," this topic belongs to the hundreds of individual card articles and individual Kingdom breakdowns and so forth. How to deal with the Baker coin is basically the same question, except three times as huge: "How do I choose the best opening out of all the available 4/4 and 5/3 openings, plus the 4/3 openings with a bonus Coin token saved for later?" Even if the writer had as much experience playing 5/3 openings as 4/3 openings, which they don't, where would they start?
Fair enough - openings are far too wide a topic to be covered in a single article. I just think that if we did want to say anything about openings, the most appropriate place would be a Baker article, since that's the only time that comes up. And while you can't cover the subject in depth, you can say some general things:
- If you get a 5/2, you can now get a $6 as an opening buy.
- You're now guaranteed a $5 in the opening, no matter what. That's really good if that $5 happens to be a curser.
If you want to cite more specific examples, we could write those as combo articles. For instance, the Treasure Map / Baker combo article is definitely worth writing about, because the only reason Donald X. priced TM at $4 is so you couldn't ever open double TM - but now, with the Baker, you sure can!

5
Game Reports / Beware the shuffle luck fairy
« on: September 12, 2013, 02:30:02 pm »
This is my first game report. I'm playing basic Dominion against my opponent on this board with Chapel, Festival and Lab. Both of us trashed our decks down and built up towards megaturn strategies. Both of us were doing quite well, each of us bought 3 Provinces on T18, but because he had distracted himself with cards that needed coupling (e.g. Throne Room), he got a bad hand on T19 and lost the game. He messaged "gg" to me as I churned through my deck. :)

And ain't Lab a fantastic card?

http://dom.retrobox.eu/?/20130912/log.516cac02e4b0ad3a8159f4e8.1379009814009.txt

6
Dominion Articles / Re: Request: Baker
« on: September 11, 2013, 08:40:40 pm »
For BM strategies (like double-jack) I suspect it's better to save the coin token either until you hit $5 when you wanted Gold, or $7 when you wanted Province. Two JOATs in a deck of 12 cards seems like you'd have about even chance of collision.
That's a good point - I would want JOAT, but probably not two JOAT. Baker/Treasure Map seems like a pretty dang good combo, though, as does Baker/Chapel with a 5/2 split.

The baker is extremely simple but coin token strategy is extremely complicated. It would be possible to write an article on coin tokens but the spending of coin tokens will still frequently depend upon turn by turn value judgments for the kingdom cards.
Do you still think that the extra coin token available on the opening buy is worth discussing, or would that be part of general coin token strategy?

7
Dominion Articles / Request: Baker
« on: September 11, 2013, 02:12:53 pm »
I know that there's a lot of discussion about Baker's Coin Token ability on the forums, but the wiki article does not yet have a strategy article on Baker. Do you think that someone who's played with Baker a lot could try writing one?

My main thought for such an article is that the most powerful aspect of Baker is it's extra Coin token. If used in the opening, it can turn a 5/2 into a 5/3 or 6/2, or a 4/3 into a 5/3 or 4/4. This permits a lot of new, powerful (almost broken, in some cases) openings:
6/2
- Chapel / Gold (Chapel / Silver on steroids)
- Goons
- Border Village
5/3
- Ensure purchase of $5 card on opening buy (chance does not decide whether you are stuck without the Witch)
- $5 curser / $3 cantrip
- Lab / Silver (or other $3)
- Scheme / $5 action to scheme
4/4
- Double Treasure Map
- DoubleJack

I haven't looked into what strategies you can take by saving the Coin Token - probably the same as other cards that grant them.

8
Variants and Fan Cards / Re: Really bad card ideas
« on: September 11, 2013, 12:03:46 pm »
The Princess Bride $8
Action
Watch The Princess Bride.  If you do, you win the game.

The Princess Bride
Action - Attack
Take a Curse and a Gold from the supply and without the other players seeing, set them aside face down. The player to your left chooses one of them, but not before having a long monologue about which card is probably which. He then gains it, while you gain the other card. If both are Curses, trash the card you gained.
Of course, you should call that one "Battle of Wits". :)

Another in the same vein:
---
R.O.U.S. - Cost $4 - Immediate
Trash a card from your hand. If it is a Fire Spurt, trash this and +10 VP.
---
(Immediate is a card type that must be played if it is ever revealed for any reason, whether it be revealed explicitly or if it is simply the top card of your discard pile. Fire Spurt is another Immediate that forces you to discard)

And another card that's completely different:
---
Chaos Orb - Cost $3 - Action
Throw this card from five feet away from the table. If it does one complete flip before it hits the table, trash all cards it landed on. Then trash this card.
---
And...
---
Chaos Confetti - Cost $3 - Action
Tear this card into pieces. Sprinkle the pieces from three feet above the table. Trash all cards the pieces landed on. Remove the pieces of this card when finished.
---

9
Variants and Fan Cards / Re: Really bad card ideas
« on: September 09, 2013, 12:19:33 pm »
The Game $1337
--
In games using this, you lose.

Catch-22 $?
---
If this card is in your deck at the end of the game, you win.  If you gain this card, the game ends and you lose.

(In before edge case, while you can obtain a card without gaining it, someone has to gain the card prior.)
What if you have it be a Shelter (replacing Hovel)? Then it's not technically gained. :)

10
Hmm... this is interesting. It's times like this that I wish I played Dominion more often.

Throne Room and King's Court. There's something satisfying about playing cards twice and three times, but it's even more satisfying when you can chain them together for megaturns (more so Throne Room than King's Court, which quickly gets out of hand). I always dream of a game with only Throne Room, King's Court, and terminals.

Forager when there are more Treasures than the basic three. One of the funnest games of Dominion I played was a Forager game with Talisman and Spoils on the board.

I will also second Watchtower because not only is it's draw-to-6 valuable, but also because trashing or topdecking cards is just so dang powerful.

And one more: Witch. The presence of Curses totally makes the game extremely interesting.

11
Variants and Fan Cards / Re: Really bad card ideas
« on: September 05, 2013, 12:17:23 pm »
Witch Doctor
$8+ - Action - Attack
+2 Cards
Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order. Each other player gains a Curse card.
--
When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
I'd put the +2 cards after the Doctor portion, so that you can immediately draw most of the cards you top-decked. And I'd honestly cost it at $7+, since it's a counter to itself.

12
So, how does the card look with those revisions?:
---
Treason - Cost $5 - Action / Attack
All other players reveal their hands. Choose one of the revealed Action cards that are not Treason cards. This card becomes a copy of that card until it leaves play. Follow the instructions on that card as if you had played it.
If no non-Treason Actions were revealed, +1 Card, +1 Action.
---

Looks good. I think I prefer the wording that matches BoM (this is that card, etc.) for consistency with an official card. It looks like you've fixed all the infinite loops successfully though. It still encourages the opponent to play an actionless deck, but I don't think it's so absurdly powerful as to cause someone to play BM when it otherwise wouldn't be viable. I also don't think it should have the attack type for the same reason others have pointed out (see Masquerade, Possession, and Tribute for cards that mess with your opponents deck/hand, but aren't actually attacks).
I do see wanting consistency with an official card, and I might consider rewording that. I still want to insist that it is an Attack because there is completely an incentive to block it: if your Actions don't get revealed, they don't get copied, which means that you can safely play them, which also partially fixes the Actionless deck problem.

In fact, I thought of a few other ways Treason could work:
- Each player either discards Treason or reveals a hand without Treason. You can choose from the hands that don't have Treason in them - in this way, Treason explicitly serves as a counter to itself, encouraging players to buy it even if they have no plan to copy Actions.
- Each player reveals one Action card from their hand (or a hand with no Actions) and you choose from those. In this way, not only are more valuable Actions protected from Treason, but Treason also serves as a counter to itself.

13
Two more things:

First, the card incentivizes other players to play an actionless deck, which is bad. As a fix for this, perhaps it should give +$3 (along with the +1 Action) if there are no Action cards revealed.

Second, I'm not certain this generates a loop even if played as itself or Band of Misfits. The two cards have no on-play effect, after all.
I totally see both points. I could probably include the +1 Action in with the "if no Actions were revealed" part of the card - it can do something useful when it can't copy, but does a fantastic job when it can.
Also, it would not generate a loop when played as Band of Misfits (unless it was forced to copy Treason) but it would create an infinite loop if it is forced to play as itself. Setting the cost to $5 fixes the first problem.

This is a little strange -- after you choose a card, you play this card as if it were that card. That is, when you play this card, something happens, then you play this card again.

I guess band of misfits does the same thing, but I've always read misfits to have text only "under the line" rather than reading its text as what happens when you play it.

I do think you should say "that is not a Treason card" here.
I guess it is a little strange, since you have to play the card twice. Perhaps it morphs and you follow the instructions explicitly, rather than actually playing it twice. Another thing you could do is actually play the opponent's card (as in take it from them or get a copy of it from the Supply) then return it to them when the effect resolves, but I don't like that as much.

So, how does the card look with those revisions?:
---
Treason - Cost $5 - Action / Attack
All other players reveal their hands. Choose one of the revealed Action cards that are not Treason cards. This card becomes a copy of that card until it leaves play. Follow the instructions on that card as if you had played it.
If no non-Treason Actions were revealed, +1 Card, +1 Action.
---

14
I think this would work very well in 3/4 people games - not sure it'd be worth the risk in 2 player.  Also possibly overpriced, given that you could have had you choice of 5/6 instead of buying this...
I would agree with that - much like the issue with Thief and Pirate Ship, this card only becomes good with a lot of other cards. And, thinking more about it, I would agree that it's overpriced, and would probably work better at $4. I only put it at such a high price because it can duplicate any card, including cost 6-7 cards and cards that cost Potion (Possession, anyone?).

Why is it an Attack? It's less attacky than Possession, certainly. Just because people don't want to have to reveal their hands?
The thing about Possession is that it only affects the player to your left, while Attack cards affect all other players. But it does make sense not to have to reveal your hand - you can give your opponent less to choose from. Also, other Reaction cards can protect you - for instance, if you have Secret Chamber, you can use it to topdeck cards that you don't want your opponent to play.

Perhaps also to avoid scaling issues you could have it check the player on your lefts hand instead of everyone's (at that point, $4 definitely sounds right).
It would probably work better if you look at the hand of the guy to your right - this is more of a defensive measure than an attacking one. But revealing everyone's hands has a certain amount of power to it, so that Treason isn't as dependent on a mirror game.

Oh, and another point I forgot - the card shouldn't let you choose another Treason. Otherwise, we could get an infinite loop if Treason was the only other Action card revealed.

15
Variants and Fan Cards / Treason - Another variation on the Wild Card theme
« on: September 01, 2013, 12:42:09 pm »
Quite a few of the card variants involve having "wild cards" like Band of Misfits, such as Master of Disguise (copy a card the last guy played) and Joker (take on any card while in hand for interaction with other cards). Here's another idea for such a card:

---
Treason - Cost $5 - Action / Attack
All other players reveal their hands. Play this card as one of the revealed Action cards other than Treason cards that you choose. This is that card until it leaves play.
---
FAQ / Clarifications:
- When you play this, all other players (who have not invoked Moat or Lighthouse) reveal their hands. Then, you choose any one of the Action cards that are revealed.
  - If a player reveals Moat, it can't be copied by Treason.
- Then, you play the card again as the Action you chose. Treason remains that card you chose until it leaves play. (Look at the Band of Misfits FAQ for clarification on this point).
- If there are no Actions revealed, Treason does nothing.
- You must choose an Action card if you can, even if it provides an undesirable effect.

Essentially, this is a variant on Band of Misfits, but instead of copying $4 or less cards from the Supply, it copies any card that any opponent happens to have in hand. This implies a few things:
- The card is more useful in the mid or endgame, when players have a lot of Action cards in hand. This plays especially well against Action-heavy or mirror players, since you have a lot of Actions to choose from.
- It can suffer the same weakness as Golem, in that it can force you to play cards that you don't want to play (such as a one-shot). Thus, this card combos extremely well with other cards that reveal opponent's hands, such as Pillage, Cutpurse, and Taxman.

What are your thoughts on this card?

EDIT (9-1-13): Changed card to cost $5 and not allow duplication of Treason (which is useless).

16
Variants and Fan Cards / Re: Really bad card ideas
« on: August 30, 2013, 12:03:41 pm »
On the same note, I'll just throw in a C# example:
Code: [Select]
public class Moat : Card
{
  private Game game;
  private Player owner;
  public Moat(Game game) : base(game)
  {
     Type = CardType.Action | CardType.Reaction;
     Cost = 2;
     this.game = game;
  }
 
  public override void OnGain(Player player)
  {
    owner = player;
    owner.OnAttack += Game_OnAttack;
  }

  public override void Play()
  {
     owner.DrawFromDeck(2);
  }

  private async void Game_OnAttack(object sender, OnAttackEventArgs e)
  {
     bool revealed = await player.OfferRevealAsync(this);
     if (revealed)
       e.Unaffected = true;
  }
}

Something I can read!

I don't know about Moat, but my Java class was a description of Island... you know... because Java is a programming language and an island...
At least this is not that rules thread about Alchemy that has become the forum's Math Lounge (not that there's anything wrong with that, i have friends who say they practice math).
As far as I know, this would be a pretty accurate description for Moat, except that the Game and Player references would belong to the abstract Card class (with virtual methods for the constructor, OnGain, Play, and the event listeners which are simply lists / chains of events). For the purposes of the discussion, here's one for Island:
Code: [Select]
public class Island : Card
{
  Card otherCard = null;
  public Island(Game game) : base(game)
  {
    Type = CardType.Action | CardType.Victory;
    Cost = 4;
  }

  public async override void Play()
  {
    // Owner is a protected property automatically populated
    // by the OnGain method on Card.
    // ChooseCardFromHandAsync takes a Predicate<Card>, which is a
    // reference to a method that takes a Card and returns a Boolean value
    // indicating which cards are eligible for choosing - in this case, any card.
    otherCard = await Owner.ChooseCardFromHandAsync((c) => { return true; });
    if (otherCard != null)
      Owner.SetAside(otherCard);
    Owner.SetAside(this);
  }

  public override void OnEndGame()
  {
    base.OnEndGame();
    if (otherCard != null)
      Owner.TopDeck(otherCard);
    Onwer.TopDeck(this);
    Owner.VP += 2;
  }
}

17
besides orange cards are the coolest looking
Yes, they are. Nothing says "Look at my powerful deck" like some orange cards out in front of you like construction signs. :) The color choices in Dominion are great - let's run through them:
  • Action: White - The card you'll be using the most, and thus the most generic looking
  • Treasure: Yellow - All that gold running through your fingers
  • Victory: Green - Plays very much into the idea of land, and victory in this game is quiet and unsuspecting, much like the color green itself
  • Reaction: Blue - Blue is unspoken, subverted, ready to jump from the shadows at a moment's notice
  • Curse: Purple - The color of evil and despair. 'Nuff said.
  • Ruins: Brown - Not evil, per se, so much as useless. Like dirt or ash.
  • Shelter: Red - I actually don't like this color choice as much...
  • Duration: Orange - Nothing says "permanence" like a nice bright construction zone color

18
Variants and Fan Cards / Re: Really bad card ideas
« on: August 27, 2013, 03:52:38 pm »
public void javaVillage(){
this.deck.drawCard(1);
this.remainingActions += 2;
}

Yes, Java looks a lot like C++, but I tasted both and Java is much simpler... but unfortunately (?) C++ is more widely used.

Code: [Select]
public Class Java extends Card{
int cost=4;
CardType[]={CardType.ACTION, CardType.VICTORY}
int vPWort=2;

public void play(){
putOnJavaMat(this);
Card revealedCard=revalFromHand(1);
if(revealedCard!=null){
putOnJavaMat(revealedCard);
}
}
On the same note, I'll just throw in a C# example:
Code: [Select]
public class Moat : Card
{
  private Game game;
  private Player owner;
  public Moat(Game game) : base(game)
  {
     Type = CardType.Action | CardType.Reaction;
     Cost = 2;
     this.game = game;
  }
 
  public override void OnGain(Player player)
  {
    owner = player;
    owner.OnAttack += Game_OnAttack;
  }

  public override void Play()
  {
     owner.DrawFromDeck(2);
  }

  private async void Game_OnAttack(object sender, OnAttackEventArgs e)
  {
     bool revealed = await player.OfferRevealAsync(this);
     if (revealed)
       e.Unaffected = true;
  }
}

19
Variants and Fan Cards / Re: Really bad card ideas
« on: August 24, 2013, 11:14:48 am »
French Vanillage

Reverse Polish Village

Card 1+
Actions 2+
Exponential Village - Cost $5 - Action
x2 Card
x2 Actions
(or, +1 Card per card in hand, +1 Action per Action remaining)

20

This dude is a Village Idiot. Plain and simple. And he called Chapel the worst card in the game, which is simply not true. It was hard for me to believe that this guy was actually serious about his strategy - how could he have gotten Colony in his hand if he bought nothing but Village?
(Soc Awk Peng)
OK, I looked at that again, and I realize that's a joke now - he breaks so many rules about the game (for instance, including the fact that you can buy Copper with 0) that it's obvious that he knows he's doing it. I know as well that I'm Autistic, and thus have trouble detecting sarcasm, especially if it's especially well masked like this was. In the future, I'd appreciate it if I wasn't Socially Awkward Pengined.

Of course, one of the things I hate the most is when people are dead serious or purposefully misleading about something that logic or math can prove is flat out wrong. I had to deal with that last night - my younger brother wanted to watch a marathon of a show with almost 24 hours of content, and he staunchly insisted, despite all the evidence clouding around him, that a 14-hour video of all the content was on Youtube. I have a particular hatred for these things because they just create too much confusion and can be extremely misleading to those who don't know.
I'm really really sorry about that; I read your previous post as having a somewhat condescending tone, so that's how I responded.  If you'd like, I can take it down.
Well, yes, I would agree that I was being condescending. When I initially saw the video (and I actually stopped when he said the worst card was Chapel and didn't even see the terrible strategy he did with it), I saw a guy who clearly didn't know how to play Dominion and yet hubristically pretended he did, and I didn't think that was funny at all and thought lower of him. You were right to call me out - but I felt that using a meme like that was a little too much. I forgive you for that. :)

21

This dude is a Village Idiot. Plain and simple. And he called Chapel the worst card in the game, which is simply not true. It was hard for me to believe that this guy was actually serious about his strategy - how could he have gotten Colony in his hand if he bought nothing but Village?

OK, I looked at that again, and I realize that's a joke now - he breaks so many rules about the game (for instance, including the fact that you can buy Copper with 0) that it's obvious that he knows he's doing it. I know as well that I'm Autistic, and thus have trouble detecting sarcasm, especially if it's especially well masked like this was. In the future, I'd appreciate it if I wasn't Socially Awkward Pengined.

Of course, one of the things I hate the most is when people are dead serious or purposefully misleading about something that logic or math can prove is flat out wrong. I had to deal with that last night - my younger brother wanted to watch a marathon of a show with almost 24 hours of content, and he staunchly insisted, despite all the evidence clouding around him, that a 14-hour video of all the content was on Youtube. I have a particular hatred for these things because they just create too much confusion and can be extremely misleading to those who don't know.

22

This dude is a Village Idiot. Plain and simple. And he called Chapel the worst card in the game, which is simply not true. It was hard for me to believe that this guy was actually serious about his strategy - how could he have gotten Colony in his hand if he bought nothing but Village?

23
Wow, this is a hard question. I love Villages in general because they enable powerful engines, which I'm quite good with and love to see in games.

From a pure Village standpoint, my favorite is Wandering Minstrel, because it ensures that you keep drawing useful Action cards with subsequent draws, as well as ensuring you can kick off your engine the next turn. Not to mention that the name of the card reminds me of the "Wandering Monster" card in Munchkin (which happens to be my favorite card in that game).

But from any card that provides plays of multiple terminals, I'd have to go with Throne Room or King's Court. Setting up massive chains of TR/KC has always felt really cool to me, not to mention that you are playing lots of good cards quite a few times. And playing them on actual villages gives you Actions to spare!

24
Dominion Articles / Re: Combo: Fool's Gold / Storeroom
« on: August 21, 2013, 10:45:12 pm »
Just had a Storeroom / FG game with ambassador on the board.

Vampyroteuthis vs Bama:
http://dom.retrobox.eu/?/20130821/log.50b8f6aee4b015dcbac5eee2.1377113759826.txt#Game Over

I won out against the ambassador deck in the end, but it was pretty close. If there had been a village on the board and more than one ambassador a turn was feasible, it would be a different story I think. But with one ambassador max per turn, storeroom/FG is still fast enough to be competitive.

Maybe a storeroom/ambassador opening would have been best.

This proves that Ambassador isn't the best $3 card, and therefore Lookout is.
Not really - it just proves that Ambassador can be beaten. If it was the best $3 period, winning against every non-mirror matchup, it would be broken and would not be in the game.

25
Variants and Fan Cards / Re: Really bad card ideas
« on: August 21, 2013, 04:06:57 pm »
Prohibitition $5 Action
When you play or buy this, each other player reveals their hand and trashes all revealed alchohol. Shuffle the trashed cards into the Black Market Deck
What cards in the game are alcoholic drinks? :)

Quote
Yeah, the wording I made for Spanish Inquisition was... bad. The idea was to have one in each pile of cards, including ones like Mercenary and Spoils, and players getting them randomly when they were trying for something else. Then I added something that fit the actual inquisition (punishing witches) and it kind of got out of hand.

Anyway, I like the all-different-reactions idea much better.
How about this one:
---
Spanish Inquisition - Cost $0 - Reaction (Only one in game)
- When you gain a card and this card becomes visible in the Supply, all players immediately gain a Curse and discard down to three cards in hand. Then shuffle it into a Supply pile with at least 1 card that you choose.
- Setup: Shuffle this into the Estate pile.
---
(When in doubt, type the card as a Reaction only)

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