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Dominion: Dark Ages Previews / Re: Bunch of Dark Ages Games
« on: August 20, 2012, 09:33:26 am »
I'm sorry I missed it! I was traveling this weekend but hope I can join you next time.
How can I download a batch of play logs for analysis?
As of now, http://dominionlogs.goko.com is public, though you'd need a script to scrape them.
I assume the tracking issues everyone is discussing have to do with that one card which trashes the other card three turns from now if you had more than 7 cards in your hand last turn? This is going to be really confusing with Outpost and the other card that can't be trashed unless your discard pile has no more than two types of cards in it. But good move making it cost $1 per victory card bought by the opponent to your right on her last two turns.
As far as I remember, we were all wrong about Ruins. Did anyone suggest anything close?
Ruins
Type: Victory-Reaction
Cost: $0
0 VP
When you buy a victory card, you may trash this from your hand.
OHHHHHHHHHHHHHHHHH
IT JUST DAWNED ON ME
SHELTERS PROTECT YOU FROM LOOTERS
i.e.
Shelter
Victory-Reaction
$2
0 VP
When another player plays a Looter card, you may reveal this from your hand. If you do, you are unaffected by that Looter.
Don't have time to read the whole thread, so apologies if this was already brought up, but:
With Feodum around, will we get a rule clarification on whether Silvers (and, by extension, other money cards) are a pile that can/cannot be emptied?
Also! I noticed that Donald basically said that there were 3 looter cards in Dark Ages. Yay.
Ruined Chancellor: You may put your hand into the discard pile.What could the weird one be?
Ruined Monument - +.1 VP
Ruined Gardens - Worth one VP for every 30 cards in your deck.
Ruined Golem - Play one action from your deck
Ruined Library - Draw up to five cards in hand
Ruined Militia - Opponent discards down to five cards in hand
Ruined Pawn - Choose 1: +1 Buy
Ruined Island - 1 VP. You may set this aside with another card, but they will NOT be returned to your deck at the end of the game.
This game deserves its own thread, with a prize for the right guess.
I could see Ruined Chancellor being the "+$1" Ruin, actually.
Ruined Chapel- "Trash a card from your hand", is probably too good to be a Ruin, but I wouldn't rule it out entirely.
Ruined Bureaucrat- "Gain a Copper, putting it on your deck."
Ruined Feast- "Trash this card."
Thirding or fourthing the sentiment that all the Ruins will be taken from base set cards.
(EDIT: "Warning. 11 new replies have been made." Yikes.)
Ruined Chancellor: You may put your hand into the discard pile.What could the weird one be?
Ruined Monument - +.1 VP
Ruined Gardens - Worth one VP for every 30 cards in your deck.
Ruined Golem - Play one action from your deck
Ruined Library - Draw up to five cards in hand
Ruined Militia - Opponent discards down to five cards in hand
Ruined Pawn - Choose 1: +1 Buy
Ruined Island - 1 VP. You may set this aside with another card, but they will NOT be returned to your deck at the end of the game.
This game deserves its own thread, with a prize for the right guess.
I'm not totally sure, and the FAQ obviously elaborates more on the issue, but it's because all the Ruins are in a single stack, and randomized. You don't necessarily give out Ruined Markets or Ruined ___ or Ruined ___, you just give out whatever is on top.
To preempt an inevitable rules question: as far as I remember, Ruins are like Prizes when Ambassadored, in that they aren't "gained" or "returned" from the Supply in a normal sense.
I'm fully expecting a stack of 60 cards each labeled "Undefined," with no art.
$5; City. As printed except for wording. The idea for this card came from the Seaside outtake that cared about the trash, and of course Trade Route. I needed cards in the set that interacted with other players but weren't attacks, so I could have fewer attacks overall (so that Colony would usually be reachable) but still have enough interaction. One thing to do is to look at shared data - the piles. Trade Route cares if a pile isn't full; this cares if a pile is empty. Those were just the two simplest things to check.
Gansura, my post was agreeing with you on the thematics.
If Shelter has any sort of mechanic (and I expect it will), it'll probably be worth 0 VP. Otherwise, it is strictly better than Estate... then again, Shelter replaces Estate, so maybe that doesn't matter at all. I'm going to guess that you can't buy them though -- they'll just be in your starting deck and that's it.
$4; Attack3: "Each other player reveals cards from the top of his deck until revealing a Duchy, Province, or Colony. He trashes it and gains a cheaper Victory card he chooses, and an Estate. He discards the other revealed cards." This was an attempt at an attack that only hit VP cards. Since that would be useless early on, it compensates by passing out Estates then. It doesn't just trash VP cards, it grinds them up into smaller cards. This was really perfect for Prosperity; I needed attacks that didn't make Colony look unattainable, and this makes you actually want to hold out until you can buy two Colonies in a turn if possible. As you know it did not survive. In the end, no-one liked it. That kills 'em every time. It seems kind of worth doing an attack that only hits VP cards someday, but it probably won't have space to do something else in the bargain, and I already know that no-one will be pleased to see it.