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Dominion General Discussion / Re: Best Uninteresting Moments in Dominion
« on: March 01, 2017, 12:47:36 am »
Severe case of bad shuffle (I trained cultists, sixth cultist is one of two last cards)
Fortress might help a bitEdge case: Vineyard
Still has the problem of rats hitting vineyards unless you can pseudo-trash which is tricky to execute.
A parody is only as good as it is accurate, you know. I fail to see what or whom you'r making fun of here.There coulndn't be any making fun. The license for making fun had expired
What makes this a victory card?
haunted manor - action/victory 3$
+3$
Put two cards from your hand on top of your deck.
worth 1 vp
booze action 4$
+3 cards +1 actions. During your cleanup phase return this and gain a maid.
maid - action/victory/traveller 5*
+2$
each other player reveals top card of his deck and could discard or return it on top of their deck.
during your clean-up phase you may choose to exchange this for brewery or put it into your tavern mat
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worth 1vp when on tavern mat.
brewery - action/victory/traveller 6*
reveal top four cards from top of your deck. You may discard any of them, put victory card into your hand and return rest on top of your deck.
during your clean-up phase you may choose to exchange this for wine press or put it into your tavern mat or gain a booze.
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worth 3vp when on tavern mat.
wine press action/victory/traveller 7*
Choose one:
You may a gold, put it on your hand or put this on your tavern mat.
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worth 6vp when on tavern mat.
Is there really a functional difference between a Chapel / Workshop collision and a Chapel / Silver collision?Yes, but on turn 5/6, you could trash with chapel and buy village with silver but not with workshop. Problem is that with trimmed deck you don't have villages to support terminals, so gain workshop later.
I seen lot of games like these (with 2 nonbase cards). Trick is to open silver chapel to get witch, village and workshop and then build an engine that empties gardens in few turns with three workshops.
The trick is to make your deck an objectively worse Gardens deck in order to green by gaining what are essentially Tunnels in terms of VP allowed. Sounds solid.