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Author Topic: Dark Ages Preview #2: Feodum, Cultist, Ruined Market  (Read 185827 times)

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iMystic

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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #325 on: August 08, 2012, 08:10:27 am »
0

Ruined Workshop:
Gain a card costing up to 0

Ruined Warehouse:
+1 card, discard 1 card

Ruined Chancellor:
+1$
when you play this, you may discard your discard pile. (confusion card indeed)

Ruined Chancellor is pretty good with Tunnel.

damn right ... didn't think of that ~.~
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LastFootnote

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Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
« Reply #326 on: August 08, 2012, 08:14:18 am »
0

    50 are Ruins. It's likely that these too have randomizer cards, just as every other supply pile in the game.

    It's not true that every supply pile has a randomizer card:

    • Potion from Alchemy
    • Colony and Platinum from Prosperity
    • The base cards from Intrigue
    • The base cards from Base Cards

    Although the last two are functionally equivalent to the base cards from Dominion, so they don't really count.  It's also worth noting that the prize cards don't have randomizers, although they aren't supply cards.
    Fixed that for you.

    In fact, at least in the copy I have, the Province, Duchy, Estate, Gold, Silver, Copper and Curse piles all have randomizer cards. You need to be careful not to start with 13 Provinces. Don't know why it keeps putting that tag here ->[/list]

    Dude, you didn't fix that for him. You broke it. He wasn't referring to the Dominion base set, he was referring to Dominion: Base Cards, which contain the new artwork version of Copper, Silver, Gold, Estate, Duchy, Province, Platinum, Colony, Potion, and Trash. Hence why he capitalized "Base Cards". And he's right, it doesn't include randomizers for any of them.
    « Last Edit: August 08, 2012, 08:15:47 am by LastFootnote »
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    mborda

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    Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
    « Reply #327 on: August 08, 2012, 10:02:09 am »
    0

    I have a feeling that in the middle of the Ruins... you could maybe find a Hidden Treasure...
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    bedlam

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    Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
    « Reply #328 on: August 08, 2012, 11:12:48 am »
    0

    Is Feodom pronounced Feeodum or Fyodum?
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    werothegreat

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    Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
    « Reply #329 on: August 08, 2012, 11:14:36 am »
    0

    Is Feodom pronounced Feeodum or Fyodum?

    FEY-oh-dum.
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    eHalcyon

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    Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
    « Reply #330 on: August 08, 2012, 12:29:20 pm »
    0

    Shelter (replaces starting estates in a game with a looter):
    Victory Reaction Cost 2
    1 VP
    Reveal to be unaffected by a looter.

    This seems obsolete to me. Why not just write "Each other player may reveal an Estate from his hand. If he doesn’t..." on each of the Looters and save <however many Estates there are> cards for better uses?

    I don't think Shelter will just protect from Looters.  But if it did, the "reveal an Estate" wording would just take too much space on the cards.
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    Thisisnotasmile

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    Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
    « Reply #331 on: August 08, 2012, 03:41:39 pm »
    +1

    Shelter (replaces starting estates in a game with a looter):
    Victory Reaction Cost 2
    1 VP
    Reveal to be unaffected by a looter.

    This seems obsolete to me. Why not just write "Each other player may reveal an Estate from his hand. If he doesn’t..." on each of the Looters and save <however many Estates there are> cards for better uses?

    I don't think Shelter will just protect from Looters.  But if it did, the "reveal an Estate" wording would just take too much space on the cards.

    I copied the wording from Young Witch. If it's not too much space there, why would it be here?

    Not that it matters, because it's not what Shelters do (probably).
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    eHalcyon

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    Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
    « Reply #332 on: August 08, 2012, 03:43:09 pm »
    0

    I copied the wording from Young Witch. If it's not too much space there, why would it be here?

    Not that it matters, because it's not what Shelters do (probably).

    Because the Looters can have lots of other effects.  Cultist is far more complicated than YW.  Plus, YW is just one card and there are three Looters.
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    WheresMyElephant

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    Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
    « Reply #333 on: August 08, 2012, 04:11:04 pm »
    0

    I copied the wording from Young Witch. If it's not too much space there, why would it be here?

    Not that it matters, because it's not what Shelters do (probably).

    Because the Looters can have lots of other effects.  Cultist is far more complicated than YW.  Plus, YW is just one card and there are three Looters.

    But moving the text to another card doesn't reduce the complexity. It marginally improves legibility (although cards like Trade Route or Pirate Ship still contain a ton more text than Cultist with one extra sentence would) but it doesn't reduce the number of rules you have to memorize. That would be a pretty lousy reason to print 12 extra cards IMO.
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    eHalcyon

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    Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
    « Reply #334 on: August 08, 2012, 04:13:35 pm »
    0

    But moving the text to another card doesn't reduce the complexity. It marginally improves legibility (although cards like Trade Route or Pirate Ship still contain a ton more text than Cultist with one extra sentence would) but it doesn't reduce the number of rules you have to memorize. That would be a pretty lousy reason to print 12 extra cards IMO.

    But who knows how complex the other two Looters will be?  Maybe they don't have room.  Adding that Estate rule will clutter up not just Cultist but the other two cards as well.  You don't have to memorize any new rule because that rule would be printed on the Shelter card.

    I still don't think that's what Shelters will do though.
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    werothegreat

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    Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
    « Reply #335 on: August 08, 2012, 04:21:07 pm »
    +1

    But moving the text to another card doesn't reduce the complexity. It marginally improves legibility (although cards like Trade Route or Pirate Ship still contain a ton more text than Cultist with one extra sentence would) but it doesn't reduce the number of rules you have to memorize. That would be a pretty lousy reason to print 12 extra cards IMO.

    But who knows how complex the other two Looters will be?  Maybe they don't have room.  Adding that Estate rule will clutter up not just Cultist but the other two cards as well.  You don't have to memorize any new rule because that rule would be printed on the Shelter card.

    I still don't think that's what Shelters will do though.

    Also, Shelters may not be a supply pile.  They may just be in your deck, and you only get three.  So as your deck gets thicker, you're less able to block Looters, and gaining Estates won't do anything for you.  There will be a difference between Shelters and Estates.
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    Saucery

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    Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
    « Reply #336 on: August 08, 2012, 08:28:32 pm »
    0

    Ruined Treasure Map: Trash this and another Ruined Treasure Map. If you do, gain nothing. That didn't work out so well.

    Q: If you develop a cultist into a border village and a smithy (gaining a cultist), do you draw 3 cards first or put the BV/smithy on top first?
    « Last Edit: August 08, 2012, 08:32:31 pm by Saucery »
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    werothegreat

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    Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
    « Reply #337 on: August 08, 2012, 08:34:31 pm »
    +2

    Ruined Treasure Map: Trash this and another Ruined Treasure Map. If you do, gain nothing. That didn't work out so well.

    Q: If you develop a cultist into a border village and a smithy (gaining a cultist), do you draw 3 cards first or put the BV/smithy on top first?

    Draw 3 cards first.

    Easy enough to figure out:

    Develop is a series of steps - trash, gain, top-deck.

    Cultist has a "when" clause - it occurs simultaneously with the trashing.

    So Develop is thinking 1, 2, 3.  The Cultist's under-the-line activates on step 1.  The top-decking is step 3.
    « Last Edit: August 08, 2012, 08:36:05 pm by werothegreat »
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    PSGarak

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    Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
    « Reply #338 on: August 10, 2012, 12:17:28 am »
    0

    Ruined Treasure Map: Trash this and another Ruined Treasure Map. If you do, gain nothing. That didn't work out so well.

    I think you mean to say: Gain 4 copper, put them on the top of your deck.

    Ruined Jack of All Trades: Reveal the top card of your deck, and discard it. Gain a copper. Draw until you have 4 cards in hand. You may discard a card from your hand.

    Ruined Watchtower: Draw until you have 4 cards in hand. Reaction: When you gain a card, you may reveal Ruined Watchtower. If you do, you may choose to either trash the Ruined Watchtower, or put it on the top of your deck.

    Ruined Minion: +1 Action. All other players discard their hand and draw 5 cards.

    Ruined Duchess: +1$. If this card is on top of the Ruins pile, you may choose to gain it when you gain an Estate.

    Ruined Council Room: All players draw a card.

    Ruined Nobles: Choose one: +1 Action, or +1 Card.
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    aaron0013

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    Re: Dark Ages Preview #2
    « Reply #339 on: August 10, 2012, 05:17:02 pm »
    +1

    OHHHHHHHHHHHHHHHHH

    IT JUST DAWNED ON ME

    SHELTERS PROTECT YOU FROM LOOTERS





    i.e.

    Shelter
    Victory-Reaction
    $2
    0 VP

    When another player plays a Looter card, you may reveal this from your hand.  If you do, you are unaffected by that Looter.

    Lol......he currently has +9 for a false statement!  Wish I could do that....
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    werothegreat

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    Re: Dark Ages Preview #2
    « Reply #340 on: August 10, 2012, 06:18:03 pm »
    +2

    OHHHHHHHHHHHHHHHHH

    IT JUST DAWNED ON ME

    SHELTERS PROTECT YOU FROM LOOTERS





    i.e.

    Shelter
    Victory-Reaction
    $2
    0 VP

    When another player plays a Looter card, you may reveal this from your hand.  If you do, you are unaffected by that Looter.

    Lol......he currently has +9 for a false statement!  Wish I could do that....

    It was a guess that seemed right at the time.  :P
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    aaron0013

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    Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
    « Reply #341 on: August 10, 2012, 10:30:06 pm »
    0

    Yeah I don't blame you.  I was actually thinking the same thing ;D
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    feelingzwontfade

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    Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
    « Reply #342 on: August 14, 2012, 07:59:53 pm »
    +1

    If it's Ruined Chapel I would guess: You may trash a card from your hand costing $0. To prevent getting benefits from the new trash-for-gain cards and limiting you to Copper/Curse/Ruins(although, Highway..).
    « Last Edit: August 14, 2012, 08:01:10 pm by feelingzwontfade »
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    LastFootnote

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    Re: Dark Ages Preview #2
    « Reply #343 on: May 03, 2013, 05:09:59 pm »
    0

    Another random thought: I think Feoda might be a great defense against Governor.

    I just had a game where this proved correct. Please fill my deck with Silver and allow me to trash my Feoda for Governors/Duchies!
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    Kirian

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    Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
    « Reply #344 on: May 03, 2013, 05:15:27 pm »
    +3

    Another random thought: I think Feoda might be a great defense against Governor.

    I just had a game where this proved correct. Please fill my deck with Silver and allow me to trash my Feoda for Governors/Duchies!

    N-n-n-n-necro!
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    LastFootnote

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    Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
    « Reply #345 on: May 03, 2013, 05:30:32 pm »
    0

    Yeah, I did a search to see if this was something I'd just discovered. It wasn't, so credit where credit's due!
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    WanderingWinder

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    Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
    « Reply #346 on: May 03, 2013, 05:38:58 pm »
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    I think it's an attempt to get the post count of this thread back into the 'most popular' threads list.

    werothegreat

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    Re: Dark Ages Preview #2: Feodum, Cultist, Ruined Market
    « Reply #347 on: May 03, 2013, 05:47:14 pm »
    +1

    Stop posting here!  It highlights the Guilds Speculation subforum, and makes me think some new info has been released.
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    Re: Dark Ages Preview #2
    « Reply #348 on: May 03, 2013, 05:52:12 pm »
    0

    Another random thought: I think Feoda might be a great defense against Governor.

    I just had a game where this proved correct. Please fill my deck with Silver and allow me to trash my Feoda for Governors/Duchies!

    Yeah, I did a search to see if this was something I'd just discovered. It wasn't, so credit where credit's due!

    Cool, thanks. Could you post a log?
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