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Dominion League / Re: Season 7 - Results
« on: May 02, 2015, 11:44:19 am »
C2: 2 lehmacdj - gamesou 4
So maybe this is a Secret History question... but why isn't Swamp Hag "while this is in play"? It seems like it would be more natural to read that way. And then it wouldn't need "until your next turn". Of course the difference is that this way it works when Throne Room / Procession / King's Court... was it worded that way just to make it stronger with those?
It has to be for the Moat interaction right?
Hmm, not sure. I would think you could still reveal a Moat when it was played and be protected from it even if it were "while in play"...
So maybe this is a Secret History question... but why isn't Swamp Hag "while this is in play"? It seems like it would be more natural to read that way. And then it wouldn't need "until your next turn". Of course the difference is that this way it works when Throne Room / Procession / King's Court... was it worded that way just to make it stronger with those?
Royal ArmadaVery short secret history:
Types: Action – Duration
Cost: $5
+1 Card. +1 Action. You may choose an Action card in your hand and set it aside. At the start of your next turn, play it twice.
Star ChartsThis card seems to facilitate stupid amounts of gaining.
Types: Action – Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.
While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.
Shipwreck CoveI don't like cancelling durations.
Types: Action – Attack – Duration
Cost: $5
+2 Cards. Each other player chooses a card he has in play and discards it. If that card would do something at the start of that player's next turn, that effect is cancelled. At the start of your next turn, +1 Action.
HarbourmasterThis seems to me like it is just another smithy variant. In my opinion there are to many at $5 already for this to be worth it.
Types: Action – Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.
TariffToo political; shouldn't choose a player.
Types: Action – Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.
While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.
ClipperKind of an anti-embargo; I like it. Interesting interactions with some cards (like band of misfits) too.
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.
Cards cost $1 less per Coin token on their Supply pile, but not less than $0.
Ship of the LineThis seems too good. It would make the only viable strategy rushing these, duchies, and estates, I think.
Types: Action – Duration
Cost: $5
You may gain a Victory card costing less than a Province. At the start of your next turn, +3 Cards.
While this is in play, Victory cards cost $1 more.
InvestmentThis seems a little too good to me. Although a little hard to do it can turn every village into a bazaar. It just seems a little too good for engines.
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.
When you play an Action card, +$1 per copy of it on your Investment mat.
FishermanInteresting but perhaps a little weak.
Types: Action
Cost: $4
+1 Buy. +$1.
When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.
When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.
Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.
ThugsNo. Too much tracking, too good. Too much incentive for buying only one card.
Types: Action – Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.
CannonI don't like duration attacks in general.
Types: Action – Attack – Duration
Cost: $5
+1 Action. +1 Buy. At the start of your next turn, you may trash up to 2 cards that are not Curses. If you trash exactly 1 card, each other player discards down to 3 cards in hand. If you trash exactly 2 cards, each other player gains a Curse.
RecycleThis seems very interesting. I am a little concerned it seems to good.
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
KrakenI don't like that this can create a junk turn at the bottom of your shuffle. Otherwise this seems a little weak.
Types: Action – Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.
When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.
VesselThis is some interesting player interaction.
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.
While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.
Beacon (B)A little too vanilla for my taste; just a combo between watchtower and lighthouse.
Types: Action – Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.
While this is in play, when you gain a card, trash that card or put it on top of your deck.
DispatchInteresting. I am not so sure how much I like it.
Types: Action – Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.
ObservatoryAn interesting trash for benefit.
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
Treasure Fleet
Types: Action – Duration
Cost: $4
+1 Buy. +$2. When you buy a card this turn, gain a Treasure card costing less than it, setting it aside. At the start of your next turn, +1 Buy and put the set aside card into your hand.
CommuneI don't really like the buying off other players.
Types: Action – Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.
Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.
Customs OfficerI don't think this card stays in play or works as intended.
Types: Action – Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.
Supply ShipI like this card a lot. It has a lot of interesting interactions, which the more I think about them the more I like them.
Types: Action – Duration
Cost: $5
Gain an Action or Treasure card costing up to $4 and set it aside. At the start of your next turn, play it.
RaiderI don't like attack durations.
Types: Action – Attack – Duration
Cost: $5
+$2. Each other player discards down to 3 cards in hand. At the start of your next turn, +$1 and each other player discards down to 4 cards in hand.
Seafarer's CharmNot sure if this really fits for seaside. The setup rules aren't really what seaside needs. I kind of like the alternate coppers to mirror shelters though.
Types: Treasure – Reaction
Cost: $0
Worth $1.
When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.
Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.
When you shuffle, put this at the bottom of your deck.
Clarification: Seafarer's Charm and Sunken Treasure are not Kingdom Cards. Each player begins with one of each in place of two starting Coppers. Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back. When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.
Docks (A)Way too strong.
Types: Action – Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.
FishmongerBoring.
Types: Action – Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.
ConvoyThis seems like it is maybe too strong. Not sure this is needed in seaside either.
Types: Action – Duration
Cost: $5
+1 Action. Each other player may choose one: he draws a card; or he trashes a card from his hand. Now and at the start of your next turn, +2 Cards and +$1.
Dock (B)
Types: Action
Cost: $4
+2 Actions. +1 Buy.
While this is in play, when you gain an Action card during your Buy phase, you may put this and the gained card on top of your deck in either order.
HarbourI don't like permanent durations as a rule but it seems this one might be interesting enough. I like its condition for leaving play although it could also do so when you buy a victory card.
Types: Action – Duration
Cost: $4
+$1. You may trash this.
Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.
Shipyard (C)I like how if you really need the money you can use the extra buys to guarantee it next turn.
Types: Action – Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.
While this is in play, when you would gain a card, you may gain a Copper instead.
ExpeditionI don't like the interactions between this and other durations. I think it would be too hard to track.
Types: Action – Duration
Cost: $4
Gain an Action card, putting it on top of your deck. Put a copy of it on the Expedition mat. At the start of your next turn: +1 Action and return the copied card to the Supply.
While this is in play, at the start of each other player's turn, he may play a card from the mat, returning it to the mat from play or from the trash at the end of his turn.
VoyageNot sure the self trashing is necessary, although thematic. I agree with whoever said +1 action would be better.
Types: Action – Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.
When you would discard this from play, instead, trash this and gain a Voyage.
SettlementI don't like this as much as Harbour. Just seems a little less interesting than +1 card.
Types: Action – Duration
Cost: $5
Now and at the start of every turn this is in play: +2 Buys and +$2.
Do not discard this from play during your Clean-up phase. Instead, discard it from play when any player buys a Victory card.
Coastal RaidersAn attack duration which works by not attacking on the next turn. Seems too similar to militia.
Types: Action – Attack – Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.
Sea HarvestI don't like that the treasure gaining is more or less fixed to less than $5. Maybe if it gained to hand for a little self interaction. But that would probably be a little too powerful.
Types: Action – Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.
I see your point. I still think duration attacks are generally a little to confusing. I mean in the rules it says that anything that modifies a duration stays out and wouldn't a moat or a lighthouse modify that duration attack by making it affect the player. If this is the case should it stay in play as well? I don't think that the rules confusion really makes it so worth it (I don't really have to many good ideas for one though).Yeah, but there are all sorts of things like this that require you to go back to precise wording in Dominion, or even worse (Ironworks+Trader). Even if you're just talking about base Dominion, a lot of casual players find Throne Room+Feast to be confusing. If you have a good idea for a Duration-Attack I wouldn't kill it just because its interactions with Moat and Lighthouse might confuse some casual players. I can't see a Duration-Attack being anywhere near as crazy rules-wise as Possession or Band of Misfits.Similarly, I wouldn't think there's any ambiguity at all with Moat, even if you never read the FAQ. It very clearly says right on the card "When another players plays an attack card, you may reveal..." Did another player just play an attack card? If not, then you can't reveal it.Well, probably not everyone reads cards carefully. I'm sure some people play Dominion just as a family game and not at all competitively. Dominion really should try to thwart ambiguity that could confuse such people.
Similarly, I wouldn't think there's any ambiguity at all with Moat, even if you never read the FAQ. It very clearly says right on the card "When another players plays an attack card, you may reveal..." Did another player just play an attack card? If not, then you can't reveal it.Well, probably not everyone reads cards carefully. I'm sure some people play Dominion just as a family game and not at all competitively. Dominion really should try to thwart ambiguity that could confuse such people.
Schancevenger, 3$, Action - Reaction
+2$
You may put your deck in your discard. Look through your discard and put a card from it on top of your deck.
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When you put your deck in your discard and have no Schancevenger in play, you may discard this. If you do, gain a Duchy and a Gold.