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Dominion: Dark Ages Previews / Re: The Feel of Dark Ages
« on: August 07, 2012, 01:39:39 pm »You've really got time to burn, don't you?
I'm on my lunch break.
You've really got time to burn, don't you?
Okay, the problem with Feodum is that you need 9 Silvers to get it up to Duchy level, which is always a good benchmark.
9 Silvers may be no problem with Trader, which can get you that by trashing a Platinum, but with cards that just gain one Silver at a time, it's going to be a real task.
What Feodum needs is to always appear in conjunction with a card that can net you 3 Silvers a pop.
(3) "Three ways to gain Ruins" -> I'll bet it's not "Three cards that give Ruins", but rather "Three ways"
Way #1: Other player gives them to you like a curse
Way #2: You give them to yourself as a penalty for a card that would otherwise be too good (We've seen lots of fan cards like this before that have been poo-poo'd. Just like $1 cards and card that take from the trash were poo-poo'd)
Way #3: Something else? Maybe you start with Ruins? Or cards get transformed into Ruins?
No, see my post above; Donald confirmed that there are 3 Looter cards.QuoteAnd it would mean overall if you played randomly you would barely ever play with Ruins -> 3 cards in ~200?According to the BGG thread, this gives you about a 15% chance of having Ruins in a completely random game. It's identical to the chance of needing VP tokens.
If Guilds gives 13 Kingdom cards, it will be exactly a 15% chance.
Are you including the promo cards in your count?
(3) "Three ways to gain Ruins" -> I'll bet it's not "Three cards that give Ruins", but rather "Three ways"
Way #1: Other player gives them to you like a curse
Way #2: You give them to yourself as a penalty for a card that would otherwise be too good (We've seen lots of fan cards like this before that have been poo-poo'd. Just like $1 cards and card that take from the trash were poo-poo'd)
Way #3: Something else? Maybe you start with Ruins? Or cards get transformed into Ruins?
No, see my post above; Donald confirmed that there are 3 Looter cards.QuoteAnd it would mean overall if you played randomly you would barely ever play with Ruins -> 3 cards in ~200?According to the BGG thread, this gives you about a 15% chance of having Ruins in a completely random game. It's identical to the chance of needing VP tokens.
Maybe shelters are like Native Villages for Ruins. Like if you get hit by a ruin, you can reveal a shelter to store it instead, and then use shelters to play them at will. Or maybe not.
I'll take a shot at predicting the other Ruins.
Ruined Smithy: +1 Card.
Ruined Village: +2 Actions.
Ruined Woodcutter: +1 Coin.
Ruined Chapel: Trash a card from your hand.
Ruined Smithy might be +2 Cards and still be sufficiently bad.
Ruined Village could be +1 Action, but that's a card you almost never have any incentive to play. It's incredibly uninteresting. I'd prefer +2 Actions; Discard a card.
Ruined Chapel seems like it would be much more powerful than the others, especially in a Dark Ages-heave setup, so it's the least likely.
Ruined Chapel: Gain a card from the Trash costing $0.
Wouldn't that be a Ruined Graverobber?
I'll take a shot at predicting the other Ruins.
Ruined Smithy: +1 Card.
Ruined Village: +2 Actions.
Ruined Woodcutter: +1 Coin.
Ruined Chapel: Trash a card from your hand.
Ruined Smithy might be +2 Cards and still be sufficiently bad.
Ruined Village could be +1 Action, but that's a card you almost never have any incentive to play. It's incredibly uninteresting. I'd prefer +2 Actions; Discard a card.
Ruined Chapel seems like it would be much more powerful than the others, especially in a Dark Ages-heave setup, so it's the least likely.
Bizarro question for the day:
Can Ruins show up in the Black Market deck? That'd suck almost as bad as getting Treasure Map.
They can't, because they are not part of the kingdom cards, just as Curses, Potions and Platinums can't.
If the Shelter is going to not be worth any points, what's the point of making it a Victory type card? Just to make it feel better replacing Estate or something?
Upgrade a Cultist into a Gold, Watchtower it, draw it along with 2 other cards.
I'm not sure if you can do that, actually... I think that when you play Upgrade, first you trash the Cultist. At that moment you have to choose to draw 3 cards; before you have gained anything from Upgrade. Then you gain a card, then you can reveal Watchtower.
And I still disagree that they would put in 36 extra victory cards that only have relevance in kingdoms with Barbarians.
There are 50 Ruin cards.
Hah.
So is Mint/PH now "the other good Mint opening"?
Love the artwork, by the way. The replication of the artwork on the Grand Market card is really clever, effective, and evocative.
Isn't there a risk of schemes blocking golems in the combo ? I mean, if you've one golem + one scheme in hand, if your golem immediately draws scheme + CH (or without discarding the whole of your deck), it is blocked, right ?
About an hour left!Still all the Alchemy cards sit crying in their little corner.
Also, I'm thinking that if these cards are any indication, there are going to be a lot of cards that specify exact costs or ranges of costs, which is going to make Highway a lot more powerful and a lot more relevant and a lot more strategic.
Sage/CH should be simulatable/testable decently easily though. Buy a CH or two ASAP, getting coppers until you can, otherwise (no silvers, and no sages yet, because you need to be able to grab that CH). Once you have a CH, prefer sage to copper, but get 1-2 more CHs when possible, and coppers when you can't get sage. At this point, buy provinces when you can.
I am guessing that this will be... maybe infinitesimally better than BM? Maybe you should still get a single silver, and maybe you should still get golds. I don't know.