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1
Dominion General Discussion / Re: Interview with Donald X.
« on: March 10, 2024, 05:10:41 am »
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).

I would argue that there is a difference here.  The extra effect on Baker only occurs once during setup so it doesn't need to be remembered throughout the game.  And the presence of something extra on the table, like a Landmark or the Bane pile, is a reminder that there is something that affects the game.  However cards like Charlatan and Footpad are just one of the 10 piles in the kingdom so there is nothing extra on the table, but they affect the game at times when I'm not handling those cards which makes it easy to forget that those effects exist.

That said, even though I like the idea of a bold prefix for these effects, I don't think it would make enough of a difference for me.  I'm considering just printing the continuing effects on separate cards to put at the middle of the table as visual reminders.

2
Dominion General Discussion / Re: Summary of all errata
« on: November 20, 2022, 05:42:17 am »
On BuyOn buy effects happens when gaining.
This isn't quite right. On-buy effects technically happen at the same time they always have; there just aren't any on-buy effects anymore.

Technically yes, but shouldn't the result be the same? My idea here was that by using this phrasing I don't need to list individual cards like Haggler that changed from "buying" to "gaining a card you bought".
However, I realize now that it will actually be different since buying a card that isn't gained (due to exchanging or trashing it) would trigger the effect before but not now. So I still need to include the new phrasing for Haggler and whichever other card this mattered for.

I've updated the post include Haggler and Hoard changing "when you buy X" to "when you gain X, if you bought it".

The replaced cards with on-buy triggers that lacks an official updated text that I could find are Embargo, Noble Brigand, and Talisman. I'm guessing Embargo and maybe Talisman would be too strong if "buy" is simply changed to "gain" so unless an official update for these are made I think it's best to continuing playing with them as they are except for resolving the on-buy effects simultaneous with on-gain, so I'll leave that as a general rule change.

3
Dominion General Discussion / Re: Summary of all errata
« on: November 20, 2022, 03:34:53 am »
Stop-moving - An effect can't move a card that has already been moved from the expected location.

Slight correction. This doesn’t only apply to cards that have already moved; but also cards that simply aren’t where they are expected to be. Such as cards which are played from the supply and stay in the supply.

Good point, I forgot about that. But are there any such effects that doesn't include the wording "leaving it there" to explicitly state that the card can't be moved?


On BuyOn buy effects happens when gaining.

This isn't quite right. On-buy effects technically happen at the same time they always have; there just aren't any on-buy effects anymore.

(Personally I think "on-buy effects happen when gaining" probably would have been a simpler way to handle it, but I'm not Donald X.)

Technically yes, but shouldn't the result be the same? My idea here was that by using this phrasing I don't need to list individual cards like Haggler that changed from "buying" to "gaining a card you bought".
However, I realize now that it will actually be different since buying a card that isn't gained (due to exchanging or trashing it) would trigger the effect before but not now. So I still need to include the new phrasing for Haggler and whichever other card this mattered for.

4
Dominion General Discussion / Re: Summary of all errata
« on: November 19, 2022, 05:53:24 am »
This is my attempt to compile a list of all the rules changes.
The goal here was to include all changes that affects rules, no matter how small, and I haven't excluded replaced cards.


General rules:
ReshuffleFirst shuffle your discard pile and put in under your deck, then do the thing.
Stop-movingAn effect can't move a card that isn't in or has already been moved from the expected location.
Get from discardYou may look through your discard pile when you need to get a specific card from it.
OverpayOverpay effects happen when the card is gained.
CoffersCoffers can be spent at any time during your turn.
On BuyOn buy effects happens when gaining.

Added/removed words:
+mayDeath Cart, Mine, Moneylender, Throne Room
Trash +toDeath Cart, Embargo (place token), Pillage (gain and attack)
+non-DurationCointerfeit, Crypt, Mint (trashed), Procession (trashed)
+revealedOpulent Castle, Village Green
+non-CommandCaptain, Inheritance
Type +CommandBand of Misfits, Captain, Overlord, Prince
No separating lineAlchemist, Bridge Troll, Embargo, Herbalist, Hermit, Merchant Guild, Tracker, Treasury

Replaced phrases:
"buy"   Charm, Exploration, Farmland, Forum, Hovel, Mint, Plan, Port => "gain"
   Basilica, Colonnade, Defiled Shrine, Exploration, Messenger, Tax => "gain in your buy phase"
"buys"   Haunted Woods, Swamp Hag => "gains a card they bought"
"when you buy ..."   Haggler, Hoard => "when you gain ..., if you bought it"
"while this is in play"   Groundskeeper, Haggler, Highway, Hoard, Princess, Quarry, Sauna, Tracker => "this turn"
   Bridge Troll => "on this turn and your next turn"
   Lighthouse => "until the start of your next turn"
   Merchant Guild => "at the end of your Buy phase"
"when you discard this from play"   Alchemist => "at the start of Clean-up"
   Herbalist, Scheme => "once this turn"
   Hermit, Treasury => "at the end of your Buy phase"
"after that turn"   Donate => "at the start of your next turn, first"
   Mountain Pass => "now"
"Directly after resolving an Action"   Coin of the Realm, Royal Carriage => "After you play an Action card"
"+1 Buy, Once per turn"   Borrow, Save => "Once per turn: +1 Buy"

Other card changes:
Band of Misfits"Play a non-Command Action card from the Supply that costs less than this, leaving it there."
Bonfire"2 cards" => "2 Coppers"
Envoy"Draw the rest" => "Put the rest into your hand"
Farmland"Gain a card" => "Gain a non-Farmland card"
Hermit"trash a non-Treasure", "At the end of your Buy phase this turn, if you didn't gain any cards in it, exchange this for a Madman."
Inheritance"(...)" => "(During your turns, Estates are also Command Actions with "Play the card with your Estate token, leaving it there.")"
Innovation"Once during each of your turns, when you gain an Action card, you may play it."
Lantern"Your Border Guards" => "Border Guards you play"
Masquerade"player" => "player with any cards in hand"
Outpost"If this is the first time you played an Outpost this turn, and the previous turn wasn't yours, then take an extra turn after this one, and you only draw 3 cards for your next hand."
Overlord"Play a non-Command Action card from the Supply costing up to $5, leaving it there."
Patron"reveal this" => "reveal this in an action phase"
Peddler"you Buy phase" => "a player's Buy phase"
Possession"cards" => "cards or DEBT"
Prince (Duration)"You may set aside (on this) a non-Duration non-Command Action card from your hand costing up to $4. At the start of each of your turns, play that card, leaving it set aside."
Storyteller+1 Card after playing treasures instead of +$1 before.
Trade RouteTrash before producing coins.
Trader"When you gain a card, you may reveal this from your hand, to exchange the card for a Silver."

Edit 1: Added/Updated Haggler, Hermit, Hoard, Mint, Peddler, and Trader
Edit 2: Reprased general stop-moving rule.

5
Dominion General Discussion / Re: Interview with Donald X.
« on: October 29, 2022, 04:29:33 pm »
Speaking of shipping times, how does it work?
I'm still waiting for the 2nd edition of Seaside/Prosperity/Hinterlands and their update packs.
I think it takes around 3 months from an expansion is released until I can buy it here in Sweden and that time seems to have been consistent for many years now, although this time it seems to be over 4 months.
The actual effect is that I get to be excited about every expansion three times (when it is announced, when I see the previews, and when I get it) with enough time to forget about it in between to make the excitement bigger for each step.

Based on what I see on this forum obviously some people get access to new Dominion stuff immediately when it's released but which parts of the world are they in and why is the difference in time so long until it reaches the rest of us?

Please note that this is not intended as a complaint. I'm just curious to understand how the shipping works.
Is it logistics involving boats across the oceans that is slow, is it that production can't keep up with demand the first months, or is it just difficult to get deliveries through the hoards of vikings around our coasts?
I don't have any specific information for your particular country / product combination. Foreign editions are up to foreign publishers, who make their own schedules. I usually don't hear anything about those releases, unless they are the same time as the English release and Jay happens to mention it to me.

Cards are currently printed in Germany. And assembled, the box of stuff put together. They could thus come out faster in Europe... but RGG makes them wait until the cards are also in the US. They sit around in a warehouse waiting for a boat. Then they come over by boat, then wait for customs, then move around in trucks. In the US, Jay ships stuff first to the farther-away places (from Wisconsin), so that everyone will get it at around the same time.

The pandemic slowed everything down, and it's hard to say how much that effect still applies.

I forgot to specify that I was referring to the English edition. (I generally avoid translations if the original language is one I understand.)

I always assumed the delay was due to the game being shipped from another continent. It's strange that shipping withing Europe would take several months.
Or could it by some weird logistical or economical reason be that the distributor that imports games to Sweden actually receives them from a warehouse in the U.S. so the games are shipped twice across the Atlantic instead of getting them directly from Germany?

6
Dominion General Discussion / Re: Interview with Donald X.
« on: October 29, 2022, 03:35:49 am »
Speaking of shipping times, how does it work?
I'm still waiting for the 2nd edition of Seaside/Prosperity/Hinterlands and their update packs.
I think it takes around 3 months from an expansion is released until I can buy it here in Sweden and that time seems to have been consistent for many years now, although this time it seems to be over 4 months.
The actual effect is that I get to be excited about every expansion three times (when it is announced, when I see the previews, and when I get it) with enough time to forget about it in between to make the excitement bigger for each step.

Based on what I see on this forum obviously some people get access to new Dominion stuff immediately when it's released but which parts of the world are they in and why is the difference in time so long until it reaches the rest of us?

Please note that this is not intended as a complaint. I'm just curious to understand how the shipping works.
Is it logistics involving boats across the oceans that is slow, is it that production can't keep up with demand the first months, or is it just difficult to get deliveries through the hoards of vikings around our coasts?

7
Rules Questions / Re: Scheme / Highwayman
« on: July 22, 2022, 01:55:06 pm »
Follow up question: Can Scheme top deck the same Action card several times during a turn or just once?

The way it is phrased it could act on the chosen card throughout the turn without explicitly limiting it to only once, so the question is really whether it looses track of the card when it is top decked.

8
Dominion General Discussion / Summary of all errata
« on: July 03, 2022, 02:50:55 pm »
As someone with the first edition of everything, the amount of changes to keep track of is getting long. Is there somewhere a complete list of all errata and rule changes so I don't have to keep track of all the different pages and forum threads?
It would be convenient to have all the functional changes (both general rules and card texts) as a single sheet that can be printed and have at hand when playing, so if someone has already made that it would be really great.

9
Dominion General Discussion / Re: Seaside 2E Announced
« on: March 06, 2022, 03:36:24 am »
Based on the following image that shows all the 2E cards in the rulebook, it can be deduced which cards have been removed:
https://boardgamegeek.com/image/6638068/dominion-seaside

The removed cards are: Ambassador, Embargo, Explorer, Ghost Ship, Navigator, Pearl Diver, Pirate Ship, Sea Hag
And the new cards include 2 (white) action cards and 7 duraction cards
The removal of Embargo and Pirate Ship means that 2E comes without any tokens. But the rule book still shows the Island and Native Village mats.

Source:
https://www.reddit.com/r/dominion/comments/t6ehij/navigator_removed_in_seaside_2e_confirmed/hzbnjxa/?utm_source=reddit&utm_medium=web2x&context=3


10
Dominion General Discussion / Re: Dominion Paradoxes
« on: April 01, 2020, 02:38:44 am »
If instead you ended up with just BM and Mouse, and then got YW in the BM deck, it would be the same.

But what if there are no 2-3 cost cards left after setting up the BM deck (and YW was the last card added to the BM deck), do you play without a Bane card or randomly remove one of the cards already added to the BM deck?

11
Dominion General Discussion / Re: Dominion Paradoxes
« on: March 27, 2020, 02:56:10 am »
This makes me wonder about the following scenario:

If Black Market is in the kingdom and the Black Market deck includes Young Witch. What happens if the randomized Bane card is already present in the Black Market deck?
The rules and FAQ on the wiki for Young Which does not say anything about excluding cards already used in the Black Market deck when selecting the Bane card.
If cards in the Black Market deck are not excluded, the supply pile for Bane would then only contain 9 cards.

If the above is resolved by excluding cards from the Black Market deck when selecting a Bane card, what happens if there are no unused 2-3 cost cards left after the Black Market deck is created? (Since it's up to each group how many cards to put in the Black Market deck, this is a possibility.)
Should this be resolved by playing without the Bane pile, removing a card from the Black Market deck to make a complete supply pile for Bane, or treating the single copy of the card in the Black Market deck as the only Bane card in the game?

12
Dominion General Discussion / Re: Interview with Donald X.
« on: March 15, 2020, 04:08:24 am »
Since cards not in the supply in later expansions have non-zero costs, are there any plans to update or errata the earlier cards like Spoils, Mercenary, Madman, and the Prizes to also have costs reflecting their strengths?

13
Rules Questions / Re: Militia rule change
« on: March 10, 2020, 05:14:28 pm »
The examples I saw early in this thread was of drawing additional cards while resolving Militia and whether the increased hand size would require additional cards to be discarded.
The point of my earlier post was to show that it could also be the other way around, i.e. reactions can reduces the hand size. If drawing additional cards would force additional discards it also means that reducing the hand size by reactions will result in fewer discards due to the attack.
I'm not advocating whether it should be "discard one card at a time until reaching 3" or "discard all cards at once and then react". I just wanted to show another scenario that will also be affected by the ruling.

14
Rules Questions / Re: Militia rule change
« on: March 10, 2020, 03:24:36 pm »
I haven't seen anyone mention that the ruling here could force additional cards to be discarded after reaching the hand size.

Example:
I have bought Sewers and have five cards in hand, including Tunnel and Watchtower.
Opponent plays Militia.
I discard Tunnel.
I reveal Watchtower to trash the gained Gold.
I use Sewers to trash a card from my hand.
I now have three cards left in my hand.

If I discard until I have 3 cards left then I'm done, but if the number of cards to discard is decided when Militia is played I must still discard one more and will end up with just two cards left.

15
Dominion General Discussion / Re: Dominion: Menagerie
« on: February 16, 2020, 02:03:12 pm »
As I never expect to have more than 4 players, I also leave out the cards that are extra for 5-6 players (i.e. 20 Curses, 4 of each Ruin, 2 Goats, etc.).
Actually, if you want to play according to the official rules you need all 50 Ruins. You shuffle them all, then count out how many you need for the game.

True, using just 30 Ruins instead of 50 will have to be classified as a house rule but I think it won't make any major difference, especially in 2 player games which is what I mostly play.

16
Dominion General Discussion / Re: Dominion: Menagerie
« on: February 16, 2020, 04:28:19 am »
There are 400 cards, no more no less, and all of them are the usual size. There aren't any you would pass on sleeving.

As we already know that there are 30 kingdoms, it should be safe to assume that there are at least 30 cards that won't need sleeves for those of us that use a randomizer app (or any other method that won't include shuffling 366 cards).
As I never expect to have more than 4 players, I also leave out the cards that are extra for 5-6 players (i.e. 20 Curses, 4 of each Ruin, 2 Goats, etc.). Including the extra set of base cards from first edition Intrigue, that's almost 14% of the cards that I've left out and therefore haven't sleeved.

17
Rules Questions / Order of gaining card vs. on gain effects
« on: October 01, 2018, 01:48:24 pm »
When resolving an on gain effect, is the gained card already on the discard pile, does the effect happen first, or is it simultaneous (i.e. I can choose the order)?

Example:
I buy Cursed Village. The next Hex is Locusts but my deck is empty so resolving it triggers a shuffle.
Do I put Cursed Village in my discard pile before or after I shuffle?

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