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Variants and Fan Cards / Re: Mill: A spinoff of Workshop and Hamlet
« on: February 12, 2014, 03:11:56 pm »
It was just something I thought of that seemed like an interesting concept for a card.
The way it's written, you must discard a card, then gain a card, then discard another card, then gain another card. Why not just discard the 2 cards up front?The discards would be mandatory, if they were optional, it would say "you may discard a card..."
If the discards are meant to be optional and then you only get the gains if you discarded a card for each, that's better, but the card still seems…disjointed. Sometimes you can cobble two cards together and come up with something that feels coherent, but I don't understand the central idea behind Mill.
I'm…guessing it's too powerful? On any board where there are $4 components to load up on, anyway. Without other $4 cards, it's a weak Workshop.
Dates aren't set, you have a week to set up a match with your opponent, sending them a message through the forum's the easiest.
what you have is a combo that's immune to Knights and is capable of gaining Provinces ridiculously fast (like turns 3-5, I can't quite remember)No idea how he was doing this so fast.
The perfect setup for Poor House combo is having Workers' Village available. Even then, if you open Chapel/WV, then trash 4 Copper turn 3, use WV to buy 2 Poor Houses turn 4, you need a bit of shuffle luck to gain a Province turn 5 (as you end up drawing one leftover card and five cards from the deck shuffled after Poor House buys and you need to have WV, both PHs and no Copper among those).
The thing that he was probably getting a lot of was Fortress, and I don't remember if their were Knights in that game or not, it was a long time since we played that game and I may be forgetting a thing or two
Poor House + strong trashing + extra actions is decent, but rarely so powerful that it is clearly the dominant strategy.