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Dominion General Discussion / Re: Interview with Donald X.
« on: April 21, 2024, 12:51:05 pm »
What is the recommended way to mark which card is the bane?
It looks like the original rulebook had no such recommendation. I personally just put that pile next to the Young Witch pile on the table, and in my experience everyone will remember. If you need more you could mark it with the Young Witch randomizer card (or any randomizer card, since there aren't more of these).

Actullay, the original rulebook says: "mark its pile with the Young Witch randomizer card (underneath it, sideways)."
I just checked my file, not the physical rulebook, sorry. But there we go.

Dominion General Discussion / Re: Interview with Donald X.
« on: April 20, 2024, 01:48:08 pm »
The “Second edition” page mentions: Removed the Bane marker card.

Strange 🤔
Was it worth it to have 6 Rewards? Or, to have 2 of each Reward for multiplayer? If it meant losing this thing that I personally never had in the prototype? My feeling was, yes, yes it was.

Dominion General Discussion / Re: Interview with Donald X.
« on: April 20, 2024, 01:46:25 pm »
Why does C&G not have a colored outline on the top of the box like say prosperity 2e?
In the words of Wernher von Braun, "that's not my department." It's nothing I knew existed, would have known to proofread for, care about.

What is the recommended way to mark which card is the bane?
It looks like the original rulebook had no such recommendation. I personally just put that pile next to the Young Witch pile on the table, and in my experience everyone will remember. If you need more you could mark it with the Young Witch randomizer card (or any randomizer card, since there aren't more of these).

Dominion General Discussion / Re: Interview with Donald X.
« on: April 19, 2024, 01:47:55 pm »
Did you ever consider Traits to be applied to Night card piles as well?
I didn't want to single out Night, to name it in an expansion with no Night cards. I considered applying Traits to any kingdom card; the problem is that it limits what you can do on the Trait. There were always Traits that would do nothing on e.g. Gardens.

Rules Questions / Re: Can Rewards be returned to their pile?
« on: April 08, 2024, 02:50:27 pm »
Joust's faq says: "Rewards are not in the Supply, and can only be gained from their pile via playing Joust." So yes they have a pile, and you can return them with Way of the Horse.

Rules Questions / Re: Sorcerer attack with empty deck
« on: April 03, 2024, 03:56:34 pm »
Again a key issue for me is, to not make wordings worse in almost every case ever, just to have them be better in obscure edge cases. Aside from that, when each set gets reprinted I'll probably get a chance to tweak wordings to try to fix these things. Or to just mention the rulings in the FAQs.

Again it's not that I care which way it goes, whether you get the Curse or not in the obscure case; I just want a good wording for the card for almost every case ever, and then after that to have it be clear what happens in the obscure cases. It isn't clear and well you never see the mistakes I caught.

Dominion General Discussion / Re: Interview with Donald X.
« on: April 03, 2024, 03:54:07 pm »
From CoolKid1182 in the Discord: “Base having such poor payload is too bad because it sort of teaches the idea that you should buy treasures/golds as payload.” What do you think of that?

What’s your favorite April Fool’s DomBot feature so far?
The base game is doing its best, I mean my best; I'm trying to lead not mislead, etc. People start out buying all the pretty cards, then lose to money because they can't play their actions; it's a real problem that you have to see past that to building good decks. If there was a better way to mark that path well sorry; at least a few people got past money and had fun.

I don't want to look back at what all of the April Fools features have been. I put some work into one that hasn't happened, presumably because it's too much work for Cave; that one would have been great. I wrote the text you get evaluating your performance, so I'll pick that one. Hooray for me! Sometimes I'm that loser making the big money game; sometimes I write enigmatic paragraphs about bags of blood.

Rules Questions / Re: Sorcerer attack with empty deck
« on: April 02, 2024, 05:11:16 pm »
I see that the Temple Gates client has implemented these cards as follows:

Giant: if there's no card, you don't gain a curse.
Barbarian: if there's no card, you don't gain a curse.
Sorcerer: if there's no card, you don't gain a curse.
Sorceress: if there's no card, the other players don't gain a curse.
Bounty Hunter: if there's no card, you don't get +$3.

They all follow what I thought made the most sense in this thread.

But, the first three (Giant, Barbarian, Sorcerer) don't follow the last rulings that I'm aware of. Are they wrong in the client, or have you made new rulings, Donald X.?
Going from the wiki texts. Telling you my rulings for today, rather than e.g. what some particular software does or what my rulings would be with hypothetical wordings. And I haven't checked where this conflicts with the wiki or other posts.

If there's no card to do the thing with:

* Giant: Turn your Journey token over (it starts face up). Then if it's face down, +$1. If it's face up, +$5, and each other player reveals the top card of their deck, trashes it if it costs from $3 to $6, and otherwise discards it and gains a Curse.

They gain a Curse.

* Bounty Hunter: +1 Action. Exile a card from your hand. If you didn't have a copy of it in Exile, +$3.

You don't get the +$3.

* Barbarian: +$2. Each other player trashes the top card of their deck. If it costs $3 or more they gain a cheaper card sharing a type with it; otherwise they gain a Curse.

They gain a Curse. For this and Giant, it's all about how you think "otherwise" is interpreted.

* Sorcerer: +1 Card. +1 Action. Each other player names a card, then reveals the top card of their deck. If wrong, they gain a Curse.

No Curse. With a more written-out-for-clarity "if wrong" it would just match Bounty Hunter.

* Sorceress: +1 Action. Name a card. Reveal the top card of your deck and put it into your hand. If it's the named card, each other player gains a Curse.

No Curse.

Dominion General Discussion / Re: Interview with Donald X.
« on: March 31, 2024, 01:02:59 pm »
Cornucopia-Guilds 2E has a few more obscure or archaic names for cards - Footpad, Housecarl, Demesne, Coronet. Did you seek out lesser known words and is it something you'll be doing more moving ahead?
They're fun once in a while. I don't try to have a bunch of them or anything, and didn't there, but then I also try to name cards things that cards aren't already named.

Dominion General Discussion / Re: Interview with Donald X.
« on: March 29, 2024, 02:14:40 pm »
What's your favorite kind of strategy in Dominion? (e.g. trying to draw all of your cards in your deck every turn, noticing 2 cards that synergize too well with each other and using almost-exclusively those, etc.)

What portion of boards do you want that kind of strategy to be viable?
My favorite thing is for something exotic to come up, some experience I haven't had before, didn't know about. I'd like that to always happen! In all of my games, and also all games that aren't mine.

Dominion General Discussion / Re: Missing pieces in a new purchase
« on: March 22, 2024, 02:35:02 pm »
Many thanks to Rio Grande Game and Jay T.  Today I received the missing card pack.

It also came with Farm from Intrigue in a separate, individual pack?  Weirdly, that pack only has 10 cards + randomizer and not the 12 I would expect.  I don't currently have Intrigue so I'm not specifically concerned about it, but should I notify RG that I received it?  ...that it had the wrong number of cards? 

Or did I miss a rule change about kingdom victory cards (I checked the Wiki and it still says 12 cards for 3+ players)?
No rules change, just a mistake.

Dominion General Discussion / Re: Rising Sun
« on: March 21, 2024, 12:57:19 pm »
Per the discord post https:/

" ... I will know more in say February ... "

Any more to say about the details?
The art is taking longer than we'd hoped, and still isn't all done. My new optimistic guess is June.

Dominion General Discussion / Re: Interview with Donald X.
« on: March 20, 2024, 12:13:16 pm »
Is 'Shop' a noun or a verb?
Some people actually wanted me to never answer this for Duplicate. Maybe I should respect that here too. Something that can safely be left a mystery.

Dominion General Discussion / Re: Horizontal Card backs
« on: March 19, 2024, 01:49:01 pm »
The only landscape cards with different backs, iirc, are Boons and Hexes. The rest are designed to be chosen at random so have the generic back.

Dominion General Discussion / Re: Horizontal Card backs
« on: March 19, 2024, 01:48:29 pm »
My memory vaguely says that when landscapes were first added (Adventures), the intention was to have the backs printed in landscape, but there was some sort of production mix-up that caused them to not be. Then it was decided that it worked out fine that way because they worked along with the randomizer deck. Am I right?
No. Events did get the wrong back; they were supposed to have the randomizer back, the expectation being that you'd shuffle them in with other randomizers. They got the regular back instead so we've stuck with that. It doesn't so much matter for shuffling that deck, because well the randomizer deck is just to give you a way to pick out cards, there's no way to cheat with it. These days I think people prefer to keep Events (and Landmarks and Ways and Projects) separate, so they can always have 2 or something. So a different back for all of those (not including Allies as they're always paired with Liaisons) would have been fine. But here we are.

Dominion General Discussion / Re: Missing pieces in a new purchase
« on: March 09, 2024, 12:55:52 pm »
How do you know if its a knock-off?
It's unlikely that Amazon is selling many knock-offs these days. It was a thing that came up some years ago, Chinese knock-offs, and you could spot the path the boxes took to be clear that they were fakes. And Amazon tried to address it and there haven't been complaints for a while now. So I mean I would not worry about that. The issue with a knock-off anyway is going to be inferior cards, not having the wrong ones.

I'm sure it's just a routine mistake. Of course RGG will send you whatever you're missing.

Dominion General Discussion / Re: Interview with Donald X.
« on: March 09, 2024, 12:53:07 pm »
I really like when “setup:” and “overpay:” are bolded. I think this is especially helpful IRL games with newer players. Will this print of corn/guilds 2E have that bolded?

On a similar note, why don’t Charlatan and Footpad have some sort of visual reminder that they change the rules? A bolded “law:” for example. Their below the line texts are easy to overlook (especially IRL) and quite unprecedented/unexpected considering 99% of kingdom piles don’t modify rules. Did you consider other ways to implement those rules changes?
No-one in playtesting ever said "hey we should add a word to these cards." I mean it's that simple; lots of things never come up, that's one of them. Possibly the cards should have been a unique color, to draw your attention at the start of the game; it didn't come up, and they sure aren't.

The precedents are Baker and Young Witch! Two cards in the same box as Footpad. In the old days on isotropic, it was easy to miss Baker; one player would say "Baker Alarm!" And later Doug added that as an automatic thing. I can imagine online wanting a little box at the start of the game that reminds you of Baker / Footpad. And I mean maybe that will happen; not due to me going over there now and seeing "hey" but I sure don't need to rule it out.

From my perspective, everything modifies the rules. Woodcutter modifies the rules. It's easier to remember because you have to buy it to start getting the effect. But I broke this with a whole mechanic eventually, Landmarks, and no-one ever says, "we can't remember Tomb." So it seemed fair game. I think with Footpad the issue is that the bottom isn't sufficiently related to the top (it's related, but it's very mild). This in turn was due to, the bottom rule was different (an unforgettable "you have 6 cards hands this game"), and that didn't work out (it's not at its best on a Militia, would you believe).

Hey, I was wondering if anyone knew when the Second Edition of Cornucopia and Guilds will be available physically in the US.
Still on schedule, should be in the warehouse within a week, and propagate outwards from there.

Marchland will be slower because it goes to BoardGameGeek and then they release it on their own schedule. But it was on the same boat.

Dominion General Discussion / Re: What's the deal with TGG?
« on: March 05, 2024, 03:33:06 pm »
  • Is the plan for TGG and ShuffleIT to both continue to exist as independent products indefinitely?
Some of your questions are way too much "predict the future for me." No-one knows the future. I can't predict the future. Even saying what I expect, I have to heavily qualify it with "this is what I expect, to the best of my poor knowledge," to try to avoid people screaming at me that I lied to them.

You cleverly phrased this one though as just asking what the plan is.

ShuffleIT was doing a subscription-based web-based Dominion. TGG popped up and asked to do an app. This was negotiated and now, I think, to the best of my knowledge and I'm not looking up the contracts, that it's divided exactly this way, that ShuffleIT does web-based and TGG does app.

Either side could go bankrupt or die or turn supervillain or who knows what. No-one knows the future. But currently ShuffleIT does a web-based version and TGG does an app.

ShuffleIT's version doesn't let you subscribe for longer than they have the license (which has been repeatedly renewed). That doesn't mean Stef won't somehow quit ahead of that; it also doesn't mean that RGG will fail to renew with him when the time comes. But well it means that you don't have a subscription for longer than he has the license.

TGG's version has no such deadline to worry about; if they don't have the license they just can't keep selling it (I should clarify, that's just my understanding of things, which is necessarily imperfect in this crazy world). You could reasonably expect them to keep their servers running to support what I imagine is their agreement-of-some-kind with customers. That doesn't mean all servers won't be killed by solar flares though. You can just play the game against the bot without an online connection; no amount of TGG vanishing from the earth stops me from getting in those games (possibly useless to you, but great for me). Of course that doesn't mean you can play for forever either; I have bought lots of games over the years that I could no longer play even if I still had the disks, because I don't have a drive those disks would fit in, and backwards compatibility only goes so far back.

There is no plan on my part as of March 5 2024 to get rid of either version. That's actually relevant because in the long run I could kill them both, since I'm the ultimate rights-holder.

  • How do the interfaces compare? What are the pros and cons of each?
ShuffleIT's was made by a serious player for serious players. TGG's was made by casual players for casual players. Both are trying not to be so narrow but they have a certain initial perspective. TGG also was made to be an app, on tablets and phones, not just on computers; ShuffleIT's was made for computer screens.

Mic Qsenoch, a serious player, recently posted his thoughts on the interfaces, man let's have them. This is someone else's opinions, not mine, and only as of when they posted them, and all that. But I mean, seems interesting.

I spend basically 100% of my Dominion time nowadays on TGG, but it's just because of Hard AI / Daily Dominion. If those didn't exist, I would probably never use it outside of mobile maybe. I think both TGG and ShuffleIT are ugly (TGG has your basic generic polished look, but it doesn't do anything for me). But TGG is ugly and busy, while at least ShuffleIT mostly gets out of your eyes. The desktop TGG client is constrained by being identical to the mobile versions, and it suffers for it. There will be reveal window situations to manage that have you clicking on buttons about as far away as possible on the screen in succession just to check things. It's still not possible on TGG to turn the animations off so you don't have to sit and wait through chains of HP or Wandering Minstrel reveals or whatever where dozens of cards are flying around meaninglessly and some of them become giant on your screen. The side log on TGG truncates many lines so that it reads like "X buys a Y and a ...", you have to click to learn what Z is. There's a bunch of contexts where you have to make additional clicks in the log just to get information that you should be able to just read. The TGG UI is quite a bit worse in terms of seeing cards in play / set aside card information and other things like that. Navigating those interfaces generally just takes a lot more screen searching and mouse movement / clicking than on ShuffleIT. At the moment, I would never want to play a game I cared about the result of on TGG, finding relevant information is just way more annoying than it should be. I'm not actually sure there's any card play interface that I think is better on TGG, as far as I can remember. There are of course UI problems in both clients. The TGG hint icons are mostly nice. I think ShuffleIT autoplays are a bit better / less buggy at this point.
TGG's big advantage is just that someone is actually working on TGG, so it has a chance to get better. ShuffleIT will just be what it is indefinitely.

For contrast my experience is, I play 100% on TGG, because I want to play against a bot and it actually has one (also because I can pretend I'm playtesting, and also because I can playtest). The bot is a real opponent; JNails played 8 playtest games against it yesterday and only won 3 of them. Presumably he could have tried harder but you know. I don't have any issues with the TGG interface, which also keeps getting better. It has certain nice touches. Meanwhile I use the ShuffleIT version for spectating. There's no chat on TGG, and the whole point of spectating for me is chatting with other spectators. The chat is bugged, like sometimes it doesn't scroll, and I mean it's been like that for... years? Huh, why is this bug still there? But well, it's still fun.

I guess it's reasonable to mention, that is just not Stef's life, while TGG are 100% working on card game apps. The only thing to distract them from Dominion is other games. Hence Mic's last comment.

  • Are there general trends for who tends to play on each platform? What is the quality of competition? Are people migrating to TGG for the most part or staying on or some of both?
This we'll say is a question for someone else; I don't have any data at all here. Vocal people on the discord are on; the league is on I can't find the leaderboard on TGG, I guess because I haven't played any rated games. Someone could post it.

  • Is it worth continuing to pay for a ShuffleIT subscription, and also paying for sets on TGG?
That's a question for you really. Money isn't linear, for starters.

  • Will TGG ever use a subscription model or can I expect to play indefinitely if I shell out for each set?
Those two questions appear unrelated to me. The first is unknowable. The second, well if they switch to a subscription model and somehow say "that means you no longer have the stuff we sold you," probably there will be a class-action lawsuit against them? Unless their user agreement or whatever that is, is extremely tricky and evil. That's my best guess. But I don't actually know any law or anything about the future or anything relevant to any topic in any situation.

  • Will TGG ever run in a browser or on MacOS?
Unknowable future.

  • Other thoughts?
Nah, I'm good.

Dominion General Discussion / Re: Interview with Donald X.
« on: March 05, 2024, 02:14:27 pm »
I was looking into picking up a copy of cornucopia and guilds 2e when it releases but one thing kind of irked me. I was wondering why the rewards had a cost of zero. From my understanding most out of supply cards (ex. Horses, loot, ghost, ect) have a cost. The two explanations I have seen are that it emphasizes that they cannot be bought and that it is so that it never feels like the correct play to remodel your reward. However to me neither of these make much sense because most out of supply cards have a cost so if anything it costing zero adds confusion. Also I think remodeling a prize into a province is much less of an issue than having someone swindle it into a curse.
At the time they were the only non-supply cards; it was helpful to have them cost $0. It actually helped make it clear that you couldn't buy them. The Swindler vs. Remodel thing, that stuff doesn't weigh nearly as heavily for me. We thought it was more fun to not Remodel our Prizes, and it was always clear that this meant you could Swindler them.

As the years went by I learned that it was better to have costs reflect power level, for all the various things that interact with costs. So if the Prizes happened today, they'd have expensive costs, like Loot. At the same time people have gotten more used to non-supply piles, so there's less importance to trying to advertise that you can't buy the card. And the cards do still say "This is not in the Supply" (sometimes capitalized correctly), and you can put an asterisk by the cost.

But there I was making C&G2E, and well it's not like I would change the cost of Prizes, that's a functional change beyond what I do. Then they turned into Rewards and somehow didn't change from costing $0. For people who get expansions in order, the old reasons still contribute; it's not so bad. But it's not what I'd do with new cards.

I think there might be another error in the rulebook.  Under the description for Young Witch, it says that you may respond to it with Reaction cards like Horse Traders or Moat.

Since Horse Traders is no longer in the expansion, shouldn’t a different Reaction be used as an example?
Yes a different example would have been better.

Dominion General Discussion / Re: Interview with Donald X.
« on: February 24, 2024, 01:16:36 pm »
How do you feel about cards that sometimes have effects which will be irrelevant in some games? (Like Footpad, some games you wont be able to gain in action phase). Do you care about how small the chance is of this happening, do you look to not have many of these, or do you just not care at all (footpad is basically 2 way different cards in the 2 scenarios) Just your general thoughts
It's a concern when the card is absolutely nothing without the interaction, e.g. Tomb. For landscapes it seems sufficiently tolerable that I went ahead and made Tomb anyway. For kingdom cards, well they do something at least; Moat is relevant sometimes with no attacks. And of course cards that do everything they do are sometimes going to go untouched just because the board has something better to do.

For Footpad itself it's not much of a concern; it's always got the top, and that's what you buy it for anyway.

Dominion General Discussion / Re: Cornucopia & Guilds 2E
« on: February 22, 2024, 12:56:37 pm »
8 new kingdom cards (80+8 randomizers, since none are Victory cards), plus 2x of each new Reward (12 total) for an exactly 100 card update pack.

That means no 'Bane' card.
I'd still like to know what the 'box inlay' situation will be.
Ideally, two separate inlays would be nice, one each to accommodate the early separate prints, with one being double-sided to be used for either the big box or one small box.
There is no Bane card in this edition - not in the upgrade pack, not in the large box. There wasn't even one card slot available for it.

The inlay mixes both sets.

So that’s the story from my perspective. Only Donald X. knows why they asked me if I “played board games” (and/or if they even remember asking me that in spec chat).
Well I wasn't testing Dominion stuff right then. So it was relevant. If the answer had been no, I would have waited.

You've been great so far, saying a lot and playing a bunch of games, and printing out all those MCB cards to playtest with. The system works.

The Bible of Donald X. / The Secret History of Cornucopia & Guilds 2E
« on: February 21, 2024, 04:03:09 pm »
It was a real question, should I update this. Cornucopia just had one real dud, Harvest. Right? But I got update pack fever, and it was clear these sets could really benefit. So I went for it.

Let's look at all the cards that left.

Fortune Teller: This is weak, although if actions are plentiful it sometimes ends up in your deck, doing its thing. It's a fixed Spy; I could do even better, and the fixed Fortune Teller is Relic, in Adventures.

Harvest: The one complete dud in Cornucopia. The randomness isn't attractive, but since all it does is make $, whatever, it's easy to do better. $5 payload cards need to compete with Gold; it's in every game.

Horse Traders: This card is fine except that it has tons of tiny print. I eventually figured out how to do Reactions like Sheepdog, but I hadn't figured it out yet here, and the result is a mess. I replaced it with Guard Dog, which ended up in Hinterlands instead, freeing this slot for another card to tie into Cornucopia's variety theme.

Tournament: I thought there was no chance I'd replace this. All the playtesters wanted it gone. But well, it's a love-hate card, I wanted to preserve it for the love part. Then it turned out that the playtesters didn't hate the Black Market angle, where you get cards no-one else does; they hated Followers and blocking and how snowbally it is. I could address all of those things with a new card. And the original was also ludicrously complex, making you consider a 2x2 payoff grid. Just those words, "2x2 payoff grid," should make it clear how over-the-top complex it was. Plus I already wanted to change a bunch of the Prizes. So I went for it.

Farming Village: This one can be hard to see. Isn't this card great? Well it's a village, Village is great. It does almost nothing more though; game after game you just treat it like Village. A new card could actually do something.

Doctor: Over the years I grew disenchanted with how random this is. It's also more complicated than it had to be.

Masterpiece: This has a certain mild charm, but is pretty weak. Once in a while there's a game where it does something fun.

Taxman: You know, at first it was like, what do I even take out of Guilds, and in the end I am happy to see all three cards go. Taxman just doesn't do enough for a terminal. Sometimes it's the only trashing, but that's sure no reason to keep it.

And now, the new cards.

Carnival: An ancient concept, going back to the original Cornucopia, here in a form that finally seemed to work.

Farmhands: I tried a few different villages to replace Farming Village. One was "overpay to set aside cards for next turn." And it was a weak cheap village, +2 Actions +1 Coffers. I liked it but the cost seemed high and I thought mostly you set aside one card anyway. So now it's a full village and just sets aside one card.

Farrier: For a while this slot was a filtering card from Allies and then Hinterlands 2E. It was cool but not a great fit here (it was great in Hinterlands, but redundant). I ended up just doing a cantrip +Buy as a nice thing to pair with the bottom. The bottom tried to be overpay for Coffers, something that had seemed too strong in original Guilds testing. At first it seemed promising, but eventually it seemed strong, plus I was sick of it.  Then it was overpay for Silvers, just like Masterpiece, but I got sick of that one so fast. This idea seemed great immediately and just had to overcome people being scared of it. The art depicts Wei-Hwa Huang, since his previous card, Pearl Diver, got replaced.

Ferryman: Another ancient concept: a card that comes with a specific other card. The actual ancient concept was to make the second card a non-supply pile that was the same every game, but when I actually tried it I made it use an existing pile and vary from game to game.

Footpad: Kieran suggested doing another thing like Charlatan: an attack with a rules change on it that involves the attack. First we tried having a larger hand size, but well you never got to have it, because of the Militia. I tried making the attack conditional, so there was a window in the game where you actually got to have those 6-card hands. Then I gave up there and put in this card-drawing that happens on your own turn, so the Militia doesn't hit it.

Infirmary: A straight replacement for Doctor. The overpay that repeatedly plays the card is a delight. Less random than Doctor across the board, and simpler too.

Joust: The new Tournament. So you don't automatically have it in your deck, it costs $5. It has no blocking, since people didn't enjoy that part, and also it was complicated; now there's no payoff grid, you just get a Reward or don't. You set aside a Province so the same Province can't make you multiple Rewards in a turn, to reduce snowball-y-ness. And then, the Prizes are replaced with Rewards. Princess survives as Renown, and Courser is a slightly-simpler Trusty Steed. Demesne is a better Bag of Gold. And then Followers and Diadem are just gone, replaced with Housecarl (on-theme for Cornucopia), Huge Turnip (getting in Coffers from Guilds), and Coronet (just some new thing). There are 6 Rewards rather than 5, and also 2 copies of each for multiplayer. And then, instead of one being the only +Buy and one the only village, there are two with +Buy and three that can village.

Shop: Conclave and Imp have this mechanic already, but it just seemed perfect for Cornucopia, so I did a new one.

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