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Dominion General Discussion / Re: Trading Post
« on: April 29, 2015, 12:00:51 am »
What's he doing? Something Intriguing I'm sure.
If the game ends normally, are duration cards which are in play counted for gardens?
I imagine they are. The instructions are very clear about what cards are returned to the deck at the end of the game. I assume this glitch only occurs because the game doesn't actually end, so it never tries to return those cards to the deck. I at least have never noticed an incorrect score for Alt VP cards.
I think the question was asking about more the actual rules of the game, than the online programming. Is that correct? I guess there are no rules for "resigning" IRL..
In any case, pure dictionary definitions aren't great for this discussion. If we do that, we can say any two cards make a combo whether they work together or not, because the definition of "combo" is "any combination".
Exactly. Pure dictionary definitions don't work.
Context matters.
Which is why I felt the need to explain what I thought the definition of combo was in the context of Dominion strategy.
Clearly my concept of that contextual definition differs from some other people's, which is fine.
The thing I have difficulty with is advocating the view that synergy should mean "any cards that work well together" and combo should mean "any cards that work well together".
Isn't it useful to the discussion to have different words mean different things?
(Again, in the context of Dominion strategy discussion, obviously it's okay for words to have synonyms generally).
Opening Ferry lets you get a $6-cost with a 3/4 open.
Rebuild+Oasis has positive synergy...but not so much that I would call it more than the sum of its parts
So now "combo" just means "a strategy that doesn't fit into the other four deck types recognized by f:ds"?
The cutoff point is a combo that's strong enough to almost always be the best strategy in the kingdom and cannot be substantially improved with the addition of other cards. Obviously this is an arbitrary point and the cutoff is not too clearly defined, but everyone knows that there's a difference between Hermit/MS and Plaza/Library.
There are tons of cards that have positive synergy. Death Cart/Fortress is a strong synergy. Death Cart/Ironworks is a weaker synergy but it still operates on the same principle as Death Cart/Rats. Death Cart/Magpie can also synergize this way. Not all of these synergies deserve combo articles, and in fact all of these synergies except for Death Cart/Fortress can be addressed in a Death Cart article with "works well with (non-terminal) Action gainers."
To elaborate on your Plaza/Library example, there are also Plaza/Jack, Plaza/Watchtower, Plaza/Minion, Hamlet/Library, Oasis/Library, Warehouse/Library, etc. Every single one of these is a combo, but there are so many of them that it's not worth thinking "oh I should look for this specific combo;" you should rather think "oh draw-to-X synergizes with cards that discard from hand."
Plan seems a little less valuable for trashing Copper just because it means you have to keep the Copper in hand (thus costing you $1 that turn).
If the game ends normally, are duration cards which are in play counted for gardens?
Okay so if someone plays Warrior, I actually discard the card before it's trashed? Which means that if it's Tunnel, I can reveal it to gain a Gold, covering it up so that it's lost track of, and it doesn't actually get trashed?
maaaaaybe Masterpiece/Feodum
As much as I like this combo, I've actually never gotten to play it unless I deliberately added both of them to a kingdom.
Really? It's come up pretty often for me. At least three times, I think. Probably more.