Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - AJL828

Filter to certain boards:

Pages: 1 [2] 3 4 ... 6

$4 - Event

Discard up to 3 differently named Action cards. Gain a copy of each card discarded.

With a lot of love and care you can create a beautiful garden full of different cards. But of course, that means you aren't going to be playing those cards this turn.
I'm not 100% sure if this is underpriced, in comparison to Pilgrimage I think it's fine? (Pilgrimage requires 2 turns of spending $4, but can also gain Treasures, Nights, and still lets you play the stuff you wanna gain)


Treasure - Victory ($5)

Gain an Action card to your hand costing up to $1 per different card type you have in play. You may play an Action from your hand.
Worth 1 VP per 3 different card types you have (round down).

Treasures that do stuff other than just produce money have always been my favourite ones, so I figured I'd take that idea in hand with another of my favourite ideas in cards, type synergies!

Silk Route -
Treasure - Victory
This turn, Victory cards with only 1 type is also a Treasure worth .
Worth 1  for every 4 Victory cards you have (round down)
Make Silk Road sweety, of course it should be a Treasure card. Would it be overpowered?
I think it would probably be overpowered. This would allow quite a few other cards (off the top of my head: Changeling, Tools, Specialist, and Kiln) to directly gain Provinces or Colonies.


Action - Reaction ($5)

+1 Card
+1 Action
Trash a card from your hand.
When one of your cards is trashed, you may discard this from your hand to gain a card you have exactly 1 copy of in play.

Unfortunately not the 4th entry, but here's hoping it's still a good one!

Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: January 27, 2023, 06:19:44 pm »

Forsaken City
Action ($3)

+2 Cards
Discard 2 cards.
In games using this, when you discard an Action you don't have a copy of in play other than during Clean-up, you may reveal it to play it.

FAQ: When discarding multiple cards at once (such as with FC itself), you may choose the order they get played in (provided all discarded cards are not yet in play of course).

The top looks really bad for $3, but that's when the bottom sticks out to you. It essentially gives Weaver's/Village Green's reaction to anything you don't have in play. If you're able to discard 2 Actions you haven't played yet, this can act as a Lost City! But you'll quickly run out of differently named cards to play, and you always have to discard 2 cards. If anyone has a different wording to get the same idea across, that would be greatly appreciated (since I know the current one is a little long).

Is it intentional that if you discard 2 of the same Action you don't have copies of in play, you can play both of them, since you had no copies in play when they were discarded?
No, I had intended for them to be resolved separately, 1 at a time (which would prevent doubling up on the same action). I’m not sure how to reword it to reflect that though.

Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: January 27, 2023, 02:59:23 pm »

Forsaken City
Action ($3)

+2 Cards
Discard 2 cards.
In games using this, when you discard an Action other than in Clean-up, if you don't have a copy of it in play, you may play it.

FAQ: When discarding multiple cards at once (such as with FC itself), you may choose the order they get played in (provided all discarded cards are not yet in play of course).
Discarding multiple of the same Action will only let you play 1, as the first is already in play by the time you would resolve the second one.

The top looks really bad for $3, but that's when the bottom sticks out to you. It essentially gives Weaver's/Village Green's reaction to anything you don't have in play. If you're able to discard 2 Actions you haven't played yet, this can act as a Lost City! But you'll quickly run out of differently named cards to play, and you always have to discard 2 cards. If anyone has a different wording to get the same idea across, that would be greatly appreciated (since I know the current one is a little long).

EDIT: Slight rewording to clarify that you cannot play multiple of the same Action if they are discarded at the same time.


Action - Duration ($4)

+1 Card
+1 Action
The next time you gain a card on your turn, you may exchange it for a card costing up to $1 more than it.

A sort-of Peddler card that can stay out and wait for a better hand or trigger off of midturn gains. It does have some drawbacks though, it can't help you at all if you wanna buy a Project or Event, they'll all trigger at once if multiple are in play (and cannot stack), and it often won't be much use to you when scoring (unless there are $7 cards on the board). With this many drawbacks I feel that $4 is a fair price. I also included a "during your turns" clause so that cursers don't knock it out of play.


I may or may not think of something more interesting to submit instead.
I had something else in the works but it was kind of convoluted so I scrapped it, haha.
Notice that no Treasure worth $2 costs $4.
Also notice the Treasures worth $1 and cost at least $5 are about as powerful as Drachma, Pickaxe being an example.

With the release of Plunder, there actually is a card (Gondola) that acts as a Silver+ for $4, so that is no longer “forbidden” design space. But even before that, some Action cards came pretty close to acting as Silver+ for $4 as well (I’m thinking specifically of Patron and Clerk here)
The important thing to remember with Drachma is that it is not a Silver+ for $4. Sure, sometimes you will prefer a Silver that removes itself early on to speed up your deck cycling a little bit, but then in order to keep it in your deck as usable payload each turn you must always get a Victory card (which is something normal Silver wouldn’t have to deal with).
Additionally, as segura pointed out earlier, multiple copies of Drachma still only exile 1 Victory card, whereas multiple copies of Sanctuary can exile multiple cards. For these reasons I agree that the card is fairly priced at $4.

Weekly Design Contest / Re: Weekly Design Contest #172: Trait Me Right
« on: December 19, 2022, 01:27:05 am »

Traits that buff their card are cool, but I've especially liked ones that interact beyond the card with the trait. Inheritance is the inspiration here, obviously.  ;) It has some interesting differences, like it might be playing a Treasure, or maybe an expensive Action card. Who knows!
Thematically, the Refined card is visiting you in your wealthy Province.

Also I need help with the wording. I don't want Lurker to be able to trash it from the Supply, and ideally I wouldn't want Quarry to affect its price.
Could I do "Provinces in your hand..." or "Provinces not in the Supply....", perhaps?

I think that this would have problems with other cards as well. With this trait, Changeling, Kiln, Specialist, Tools, Disciple (and maybe others?) could outright gain provinces even with them only counting as actions in your hand.
Beyond that I think it messes with some of the interesting strategy of the game too much. Having Provinces not only no longer take up space in your deck, but also often having the ability to further increase your ability to draw pushes for super early greening.

Weekly Design Contest / Re: Weekly Design Contest #172: Trait Me Right
« on: December 19, 2022, 01:12:13 am »

When you gain a Thrifty card, gain a cheaper card that shares a type with it.

Thrifty cards get you really good bang for your buck, assuming they're cards you wanted in the first place.

Weekly Design Contest / Re: Weekly Design Contest #171: Gains Upon Gains
« on: December 17, 2022, 08:57:04 am »
Whoops, my bad! I corrected the last post (obviously meant to refer to the same person both times haha)

Weekly Design Contest / Re: Weekly Design Contest #171: Gains Upon Gains
« on: December 16, 2022, 11:16:49 pm »
Barter by Gubump
Event ($5)
Gain a card costing up to $4 and a Silver.
This is fine, although I find it a little bit too simplistic. I can definitely see getting this when the $5s are not so good or when you're aiming to add engine pieces and payload and are trying to maximize your spending money and buys. It also makes otherwise unfavourable 5/2 splits a little better, which is nice.

Testify by Will(ow|iam)
$10 Event
Gain all the Estates in the supply.
Considering this event will only ever be bought once per game, it actually changes up the endgame dynamic quite a bit. Normally when trying to cause a pileout, it's necessary to both have a high number of gains available, and still wiggle room to finish with a slight points lead. This event gives you the wiggle room gain wise, but requires you to hit a very high price point for it (which some gainer heavy decks can actually have difficulty with). It means that players will have to be much more mindful of a 3 pile ending, which I like. My one complaint with this is that it seems extremely frustrating to play with when Inheritance is also around, but that's a relatively small problem all things considered.

Atelier by czzzz
Action ($5)
Gain two differently named cards costing up to $3, then non-Victory cards cost $1 less this turn.
The restrictions on this actually make it quite different from other gainers in the game, and I do think they are necessary for the card to be balanced as well. With the recent revelation of Tools from Plunder, I suspect this card would be pretty strong. I also think the $4 down to $3 was a good change as it now makes it much harder for this to gain itself (which is a much bigger deal for a $5 card versus a $4 inventor). Overall I quite enjoy this one.

Pandora's Box by faust

Do this any number of times:
Gain a card that you haven't gained a copy of this turn costing less than the last card you've gained this turn.
This one looks very exciting and seems like it would have lots of synergies with other things that care about gains in a turn. I was going to comment about how I thought its ability to outright gain Provinces/Colonies was too strong, before re-reading it and realizing that it cannot actually do that (whoops :P). With the way it's worded I can't come up with any problematic/overpowered interactions with anything (good attention to detail there), so I think this is an very solid entry.

League by xyz123

Gain 3 differently named non-Victory cards that you do not have a copy of in play.
It's like a mini-Populate that can also gain Treasures or Night cards, which I think is pretty cool. I can see myself buying this 2 or 3 times on many boards for different purposes; first to add a lot of deck control, then to add some payload. I think the differently named restriction is definitely warranted here, otherwise you could gain things in triples and make it way too easy to avoid the second restriction on this. I also really like this one, so great work.

Foundry by kru5h
Action-Reaction ($4)
Gain a Copper and card costing up to $5.
When you gain a card, you may reveal this from your hand to trash any number of Coppers from your hand.
Very clever design. Normally a $5 gainer that also self junks would be a bit on the weaker side and depend on strong trashing also being present. However, through this card's reaction it manages to alleviate this problem and simultaneously serve a secondary role in the deck, a reaction based thinner, which somehow isn't an idea implemented officially yet? I guess Hovel and Watchtower do something sort of like that, but you get what I mean. Nevertheless, this is another very strong entry that looks like a lot of fun.

Choices by BryGuy
Choices ($6 Action)
Reveal cards from your deck until you reveal an Action card. Choose one: gain two copies of the revealed Action card; or gain a card costing $1 more and you may trash the revealed Action card. Discard all revealed cards.
There are two problems I see with this design. The first is that this is really, really susceptible to bad draw order. If you draw this at the end of a turn with no Actions left in your deck, then it's completely unable to do anything (Harvest also has a similar problem to this). A possible solution for this is to have it reveal something from your hand instead. The second (more minor) problem is that I don't see many cases when trashing the revealed card is going to be wanted (barring Ruins of course). I know it's an optional effect, but the card already has quite a lot of text as it is, so I think this part could stand to be removed.

Queen's Court by JW
Choose one: gain a card costing up to $4 and a differently-named card costing up to $3; or you may play a non-Queen’s Court action from your hand twice.
I think this one is a little weak as is. I do think having to gain differently named cards is a good restriction to help prevent piles draining too quickly, but I think it could gain two cards up to $4 and still not be too strong. I also don't see a big reason for it not to be able to play itself, most Throne Room variants don't gain any extra tempo from playing themselves beyond saving an extra Action, which from my experience you'll usually have plenty of anyways (the obvious exception here is King's Court, as you get 9 card plays instead of only 6 otherwise).

Factory by Nagdon
Action ($7)
Gain two cards, each costing up to $4. If they are differently named, +1 Action
Like with earlier submissions, the bonus on double gaining with this card allows it to stand out a little bit from standard heavy gain decks. I do think this one is a bit too expensive at $7 though. I don't think it needs to be bumped all the way down to $5 as a non-terminal double gainer is really good and there are often going to be multiple engine components cheap enough to fulfill the differently named bonus, but I would try this one at $6.

Redistrict by 4est
Event ($0)
Once per turn: You may return a Province from your hand to its pile to gain 2 Duchies or vice-versa.
Another really unique and interesting event that impacts the endgame, this time for the other endgame condition. This will require you to pay very close attention to your opponents' decks to make sure they don't slip through with a win. Additionally, it's got a few neat synergies including Groundskeeper and things that care about gains like Haggler or Garrison. Another great submission!

Gemstone Mine by n_sanity
Treasure ($5)
Gain two differently named cards each costing exactly $3.
While being non-terminal is nice, I think that this card feels a bit too restricted for a $5. Having to gain different cards that cost exactly $3 really restricts the engine pieces you can pick up with this, and with it being a Treasure you usually won't be able to use your new gains until the next turn. There's a lot of a different ways you could take this card, but I would suggest first removing one restriction at a time (the Treasure, the "exactly," the "differently named," or the "$3") and see which versions play best from there.

Dark Dealings by Xen3k
Night - Attack
Each other player may choose a non-Night card you have in play and gain a copy of it. They gain a Curse if they don't. For each card gained this way, you may gain a copy. If you don't gain anything, gain a Gold.
This card feels too political for Dominion in my opinion. The later player's decisions will be impacted by the decisions of the earlier ones (as you all obviously don't want your opponent playing DD to gain stuff, but better to make the others get cursed to minimize the damage) which I think breaks the whole "fairness" aspect of Dominion.

Summoner by Augie279
Action ($4)
Gain a card that isn't a Province or Colony. Per $ more than $4 it costs, gain a Curse.
I really like the idea you went for with this one, but I do think it comes with 2 problems. The first problem is that, as others have pointed out, this card is extremely strong (too strong) in the presence of Potion or Debt cost cards. If it were this strong with only 1 card I would consider it a niche combo, but with the number of otherwise difficult to obtain cards that it can outright gain by itself, I think it's just too good. The second problem is that I find the wording of "card that isn't Province or Colony" to be awkward. I think that by limiting it to non-Victory cards costing up to $X, both of these problems can be addressed.

Trainee by Erick648
$4 Action - Duration
Now and at the start of your next turn:  If this is in play, gain a card costing up to $3.
Until then, when another player gains an Action card, you may exchange this for a copy of that Action card.
I think the Duration double gaining is fine (again, another concept I'm surprised hasn't been utilized other than Amulet) but I think the bottom portion is a bit too swingy early on, as this only has 1 turn of its two turn stay to activate it, and there's likely goin to be a substantial difference in your deck quality if you do manage to activate it. My analysis here may be off though, I found this card in particular really hard to evaluate.

Potluck by NoMoreFun
Action - $4
For the rest of this turn, when you play an Action, if it's the first time you played a copy of it this turn, gain a Gold.
Similar to Choices from earlier, I think this card has too much dependence on when in your turn it is drawn. If you have to draw it at the start, you have the potential to gain upwards of 4 Gold with it, whereas drawing it at the end may lead to it just being a terminal Copper. In general though, I think this is going to be too strong for its price, as gaining even 1 Gold for $4 is going to be decent.

Forgers' Workshop by emtzalex
$4 • Night - Duration
Now and at the start of your next turn, reveal a card from your hand. If it costs $5 or less, gain a copy of it.
At first glance, this looks extremely strong, until you consider the fact that in order to gain a $5 on the first turn, you must withhold playing something useful to keep it in your hand (or gain a Duchy, which can be useful for extra scoring potential later on). Failing to gain something significant on the first turn essentially turns this into a more restricted, non-terminal Importer. My point with these comments being, I think you've done an excellent job balancing out this card's high rewards with the necessary costs. Great submission.

Workshop Student
cost $4 - Action
Gain a card costing up to $4.
Gain a cheaper card than it.
I think the restrictions of the double gaining here feel warranted, as this card only costs $4 rather than $5 like a lot of the other submissions. This seems reasonably strong, but definitely not too strong. I think it's pretty good.

Collector's Items by sumrex
Gain up to three cards that don't all have the same name that have at least 3 cards in their pile, each costing up to 5 or 4p.
I think the original version of this that you posted (assuming the same card types) was much better. Gaining three different $5 cost cards already seemed too strong, but by lightening the other restrictions the card is even more powerful. Also, allowing it to gain itself I feel defeats the point of having a potion cost in the first place, as Potions generally act as a way to limit gains of something. Admittedly a fair number of the official Potion cards don't utilize it the best either, but consider University, which can't gain itself due to its Potion cost. In its current form I feel that spiking $4P will allow the first player to do so to snowball way too quickly. I would suggest limiting the number of gains to 2 and to bring back its other restrictions. I do like the Action/Treasure consideration though.

Inundate by arowdok
Once per turn: Gain 5 Coppers. Set them aside. If you did, then at the start of your next turn, play them.
This looks wayyy too good in money strategies. Being able to pay $3 to receive $5 next turn makes it far too easy to hit $8 consistently (not 100% sure on this, but I think its quite likely you could achieve it every other turn starting on turn 2). This is also able to activate 9 times in a 2 player game, meaning that you shouldn't run out of Coppers in a non-mirror. I do like the concept of needing to take some junk to spike a price point, but in its current form this is definitely too strong.

Phew, that was more work than I was expecting. But now, time for the results!

Honorable Mentions: Atelier by czzzz, League by xyz123, Forgers' Workshop by emtzalex

3rd place: Redistrict by 4est
2nd place: Pandora's Box by faust

1st place: Foundry by kru5h

Thank you all for submitting and I hope you had fun! Happy Holidays!

Weekly Design Contest / Re: Weekly Design Contest #171: Gains Upon Gains
« on: December 16, 2022, 08:00:50 pm »
The contest is now closed!

Check back in a couple hours for my judgings!

Weekly Design Contest / Re: Weekly Design Contest #171: Gains Upon Gains
« on: December 15, 2022, 03:13:44 pm »
Just posting the (slightly more than) 24 hour warning! I wanted to post this a little early because I need things cleared up on a couple entries.

majiponi, it is unclear to me what you mean by "cheaper" in your submission. Is the second card gained supposed to be cheaper than the first card gained, or the Workshop Student itself? I know this will result in the same thing in a lot of cases, but with cost reduction in play these will have different outcomes.
sumrex, your submission needs a type on it. I'm assuming it's supposed to be an Action but it could also function as a Treasure or Night card, so please specify which one it is.

Besides that, if you haven't submitted yet, then be sure to get on that very soon! As a reminder, the contest closes at 8 PM EST tomorrow.

Weekly Design Contest / Re: Weekly Design Contest #171: Gains Upon Gains
« on: December 09, 2022, 09:17:19 am »
What about on Reaction?

Reaction gains are fine, as long as triggering the reaction is possible without needing another type of card to be present (ex. Attacks)

Weekly Design Contest / Re: Weekly Design Contest #170: 2/7 Offsuit
« on: December 09, 2022, 12:38:17 am »
Thank you for the win, this was an interesting prompt and there were a lot of cool submissions!

I just posted the next contest as well!

Weekly Design Contest / Weekly Design Contest #171: Gains Upon Gains
« on: December 09, 2022, 12:37:14 am »
Weekly Design Contest #171: Gains Upon Gains

I've noticed a bit of a trend in a lot of my favorite official cards. I love when gainers can go absolutely nuts. There's something about scooping up a whole boatload of cards in a single turn that really appeals to that synergistic-combo thrill inside me. So hey, why not make it into a contest?

Your mission, should you choose to accept it, is to design a card (shaped thing) that has the potential to gain at least 2 cards at a time without other assistance. That might be a bit of a vague description, so I'll clarify exactly what types of cards I'm thinking of.

- Cards that unconditionally gain you multiple cards (ex. Beggar, it gains you 3 Coppers to your hand)
- Cards that conditionally gain you multiple cards (ex. Trader, it can gain multiple Silvers if it trashes something costing at least $2)
- Cards that give you a choice to gain multiple cards (ex. Weaver, you can take 2 Silvers if you don't want a single $4 card)
- Events that give multiple cards when purchased (ex. Populate, it gains you 1 of every Action card in the Kingdom) or sometimes do (ex. Pilgrimage, can gain you up to 3 cards you have in play every other time it is bought)

You can choose whether you want your submissions to gain specific cards (like Coppers or Silvers) or have a more general criteria (like multiple $4 cost cards)

Here's some examples of things I will not be accepting:
- Horse gainers (ex. Paddock) as these feel more like draw cards than standard "gainers" to me
- On gain/on trash effects, in the cases of Kingdom card submissions I would like to have the gaining happen on play as opposed to being tied to only on gain/trash effects. (However your card can have one of these effects if it is also capable of gaining multiple cards when played)
- +Buys. I would like the card to gain directly on its own rather than just providing you with more Buys to have extra gains in the Buy Phase. (Same as above, your card can provide +Buy if it is also capable of gaining multiple cards when played)

I'll close the contest at 8 PM EST on Dec. 16th, and judging should follow shortly after that.
Good luck and have fun designing!

Weekly Design Contest / Re: Weekly Design Contest #170: 2/7 Offsuit
« on: December 01, 2022, 12:02:46 am »


Action - Attack ($2)

Revisiting an old idea with this one! Broomstick is a curser that throws all the stipulations of most other cursers out the window. You don't want it early as you won't be able to activate the attack portion, and even when Curses are being flung about, you oftentimes won't be giving out more than one a turn. Like Leprechaun, it works well with Throne variants, and also has interesting interactions with cost reduction.

Weekly Design Contest / Re: Weekly Design Contest #170: 2/7 Offsuit
« on: November 30, 2022, 11:57:04 pm »
Soldiers Village
cost $2 - Action - Attack
+1 Card
+1 Action
You may play an Attack card from your hand.
When you gain this, gain another Soldiers Village (that doesn't come with another).

Soldiers Village pile had 16 copies instead of 10.
This isn't really an "Attack" card as it doesn't do anything to other players. Being able to Village play other attacks is a pretty good idea, but the card itself is just that, a village. With a bottom split pile card this could work well though.

Weekly Design Contest / Re: Weekly Design Contest #168: Turkey Time
« on: November 15, 2022, 07:02:14 pm »
So i tried a few different names, but most were too complex so i settled for something simple.

Update 20221114: Yeah, i should have priced this at $5. I neglected to change the price from the last card i made.
Update 20221115: Ok, now it is $5 instead of the mistaken $3.

Even at $5 the card is still strictly better than a Lab, as it gives you choice between the exact Lab effect or something else. It still only stays in play for 1 turn when making the first choice. Therefore this needs to cost at least $6 (although I would instead recommend a different modification to add an extra gimmick to the card, as right now it’s just a choice between 2 sets of vanilla effects)

Weekly Design Contest / Re: Weekly Design Contest #168: Turkey Time
« on: November 12, 2022, 05:03:25 pm »

+2 Coffers
Simple, but good

This is far too strong for only $4. Both a $4 Silver+ and a $4 card that gives +2 Coffers have both been tested and been shown to be too good. Adding some negative effect to this card could help out and make it more interesting (something to play off the idea that sweets are bad for you?)

Weekly Design Contest / Re: Weekly Design Contest #168: Turkey Time
« on: November 11, 2022, 11:45:47 am »


Action - Treasure ($5)

Gain a card costing up to $1 per different card cost you have in play.

The old thanksgiving bird itself. Turkey is a gainer like Horn of Plenty, except that its gaining condition is more restrictive. To compensate, you can play it in the Action phase instead for gain-and-play or you can use it to gain Victory cards without needing to trash it. It can gain Provinces, but from my experience the majority of boards don't have 8 differently priced playable cards (and even if one did you would still need to first build a deck with all of those cards in it).
Also is the wording on this clear? Any suggestions for clarity would be appreciated. :)

I think the below-the-line effect is rather neat, an interesting way to deal with the prompt.
But the top is a problem. You just need 4 of those and then you probably have enough sifting to ensure that you can play all of them each turn and buy a Province. This is too powerful I think.
That's a fair critique.  Do you think I should have gone with my second instinct and made it an Oasis effect?  Or maybe even gone with my first instinct and made it a Peddler?

One thing is that I'm not super convinced this need the "if you bought it" restriction, it would be fine as an on-gain effect. Well maybe it would be a bit too good with stuff like Experiment. Oh and Horses. Ok never mind, I convinced myself that you actually need a restriction. Then this is just good.
I mean, Collection gets you the same effect when you gain any Action that turn.  I don't see how a significantly more narrow version of the same effect would be too broken.
Collection can also lead to stalemates with Stampede for that exact reason though.


Action ($5)

+1 Card
+1 Action
This turn, when you gain a card you bought, gain a card costing up to $4.

With just one buy, this is essentially a delayed version of a cantrip $4 gainer (not bad, but doesn't allow for gain and play barring Villa or Cavalry). With multiple buys though, it can get pretty nuts, but will still (usually) have the restriction of only being able to use your new cards next turn. It obviously needs the "when buy" trigger since otherwise it could auto pile anything costing $4 or less by itself.

1. I assume Terminal is the name of this card?
2. This can easily lead to infinite turns. In fact, it's guaranteed to if you play a Terminal during your extra turn.

1. No. I haven’t chosen a name, and meant a terminal action card. Will clarify. I always have trouble making cards that I first come up with the mechanics for. Suggestions would be nice.

2. Will fix, I forgot to the Previous turn clause.

To specify what you mean by terminal action on the card, you could try “you may play an Action card from your hand without +Actions in its text.” I would also recommend a clause to prevent throne variants and/or playing multiple of these in one turn, like outpost has.

Pages: 1 [2] 3 4 ... 6

Page created in 0.054 seconds with 18 queries.