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Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD

golden bubble posted:

Does anyone else have a card you can't help buying, even when it appears to be a bad idea.

Unless the entire board is terminal, I will be trying to get Conspirator to work.

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Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD
Dominion agrees that matched openings are pretty good, that's why it matches your openings 72% of the time.

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD

Guy A. Person posted:

Well again, this is if you assume 3/4 is the equivalent to 4/3. Cards like Nomad Camp, the debt cards, certain events, etc make this not necessarily the case. A 4/3 with Nomad Camp can become a 4/5. With Overlord in play a 5/2 is loving phenomenal (since you can get a 5 and eat the debt the next turn) compared to a 2/5 where you're usually passing on the 2.

Most games aren't going to have those cards. There are a lot of Dominion cards.

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD
The Nocturne set icon is gold, that means the cards are rare.

Poopy Palpy fucked around with this message at 13:51 on Oct 23, 2017

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD

jivjov posted:

Well, that accounts for another 42 cards in the set just for Heirlooms. 6 each of 7 heirlooms.

Plus 6 Ghosts.

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD

jivjov posted:

Current Approximate Nocturne Card Composition:

33 Kingdom Cards -- ~332 Cards (Currently 1 known Victory Pile)
7 Heirlooms -- 42 cards (6 copies each)
3 Spirits -- 31 cards (12 Will O Wisps, 6 Ghosts, 13 Imps)
12 Boons -- 12 cards
1 State -- 1 card


So we currently know about 418 cards in the box.

33 randomizers brings the known cards to 451.

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD
Jack of all Dominion has everything I want in a randomizer and a few things I hadn't even realized I wanted, like limiting a kingdom to cards from n expansions.

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD
I was expecting the other kind of cardinal in the animal themed expansion.

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD

Mr. Squishy posted:

Also, rotate showing up a lot in card-text, which might mean something like tapping from Magic


The publisher's blurb mentions that rotating is something that you do to split piles, which makes me think that it means swapping which half of the split is available to purchase.

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD

Carpator Diei posted:

What cards do you think will be replaced? There's fewer obvious candidates in this one than in Seaside, Intrigue or the base game, I think; perhaps Counting House and Royal Seal? In any case I suspect many of the new cards will have effects related to Victory tokens, seeing how there's only three token-giving cards in the first edition.

From what I've seen, I don't think anything has mentioned cards being replaced in either Seaside or Prosperity second editions. Just new cards and minor errata.

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD
Yeah, in the "What I'd do with a Dominion Time Machine" retrospective Donald X. straight up said "Whatever cards could be improved, it would not worth spending time improving them." That was somehow a decade ago, though, and the time machine isn't hypothetical anymore so I guess he found some nits worth his time to pick.

Poopy Palpy fucked around with this message at 21:20 on May 23, 2022

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD

Apocron posted:

Will there be a Dominion 3rd edition with all these changes? Was thinking of buying it but maybe I'll wait if a bunch of errata is being released.

The errata aren't new things that would go into the sets that already have second editions, it's the changes that already went into the second editions and, for the convenience of the programmers handling the digital edition, changes that will go into the next printings of things that haven't been rereleased.

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD
Since the rest of the cards weren't in the first 5 places I looked:



http://forum.dominionstrategy.com/index.php?topic=21560.0 posted:

20 more Kingdom cards:

Cage
$2; Treasure-Duration
Set aside up to 4 cards from your hand face down (on this). The next time you gain a Victory card, trash this, and put the set aside cards into your hand at end of turn.

(The cards go to your hand after drawing your regular hand of 5 cards for next turn. For example you might set aside two Estates and two Coppers on a Cage on an early turn; then on a late turn, buy a Province, trash the Cage, and add the two Estates and two Coppers to your hand at end of turn.)

Grotto
$2; Action-Duration
+1 Action
Set aside up to 4 cards from your hand face down (on this). At the start of your next turn, discard them, then draw as many.

(For example you could set aside 3 cards from your hand, and at the start of your next turn, discard those 3 cards, then draw 3 cards.)

Search
$2; Action-Duration
+$2
The next time a Supply pile empties, trash this and gain a Loot.

(If you Throne Room a Search, Throne Room will stay out with Search until a pile empties, and then you'll trash Search once but gain two Loots (and discard Throne Room that turn).)

Cabin Boy
$4; Action-Duration
+1 Card
+1 Action
At the start of your next turn, choose one: +$2; or trash this to gain a Duration card.

(You can trash a Cabin Boy to gain another Cabin Boy.)

Crucible
$4; Treasure
Trash a card from your hand. +$1 per $1 it costs.

(For example if you trash an Estate, which costs $2, you get +$2. If you trash a card with debt or potion in its cost (from other expansions), you get nothing for those symbols.)

Fortune Hunter
$4; Action
+$2
Look at the top 3 cards of your deck. You may play a Treasure from them. Put the rest back in any order.

(Completely resolve playing the Treasure before putting the other cards back on top; for example if the Treasure is a Figurine, the two cards you draw won't be the other ones you looked at with Fortune Hunter.)

Gondola
$4; Treasure-Duration
Either now or at the start of your next turn, +$2.
[dividing line]
When you gain this, you may play an Action card from your hand.

(When playing Gondola, choose whether to get +$2 immediately, or at the start of your next turn. If you choose "immediately," Gondola will be discarded in the same turn’s Clean-up; if you choose "next turn," Gondola will be discarded that turn. If you play Gondola multiple times, such as with King's Cache, you choose each time whether to get the +$2 now or next turn, and Gondola only stays in play if at least one of the plays was for next turn (in which case the King's Cache also stays in play).)

Harbor Village
$4; Action
+1 Card
+2 Actions
After the next Action you play this turn, if it gave you $, +$1.

(This only cares if the Action itself gave you +$1 not if you otherwise got +$1 due to playing it (such as due to Training, from Adventures, or due to receiving Forest's Gift, from Nocturne). It's okay if you no longer have the $ (such as due to Storyteller). +Coffers (from Guilds and Renaissance) is not +$. +$0 doesn't get you the bonus. Using a Way (from Menagerie) to get +$ (e.g. Way of the Sheep) does get you the bonus. If you Throne Room a Harbor Village and then play a Militia, you played Harbor Village, then Harbor Village, then Militia, so you get nothing for the first play of Harbor Village and +$1 for the second play of it.)

Mapmaker
$4; Action-Reaction
Look at the top 4 cards of your deck. Put 2 into your hand and discard the rest.
[dividing line]
When any player gains a Victory card, you may play this from your hand.

(If you have fewer than four cards (after shuffling), you just look at what's left. You may play this when someone (including you) gains a Victory card due to buying it, or some other way. When you play Mapmaker in response to someone gaining a Victory card, you can immediately play another Mapmaker afterwards - even one you just got via the first Mapmaker.)

Maroon
$4; Action
Trash a card from your hand. +2 Cards per type it has (Action, Attack, etc.)

(Types are the words on the bottom banner of cards - Action, Attack, and so on. For example if you trash a Cage with Maroon, you'll draw 4 cards, since it's a Treasure and a Duration, 2 types.)

Crew
$5; Action-Duration
+3 Cards
At the start of your next turn, put this onto your deck.

(Putting this onto your deck isn't optional.)

Cutthroat
$5; Action-Duration-Attack
Each other player discards down to 3 cards in hand. The next time anyone gains a Treasure costing $5 or more, gain a Loot.

(Loot itself is a Treasure costing $5 or more, so a player gaining one will trigger Cutthroats.)

Enlarge
$5; Action-Duration
Now and at the start of your next turn: trash a card from your hand, and gain one costing up to $2 more.

(Once you've played Enlarge, trashing a card at the start of your next turn is mandatory.)

Figurine
$5; Treasure
+2 Cards
You may discard an Action for +1 Buy and +$1.

(This is a Treasure, and so is played in your Buy phase, but draws cards. This means that usually if it draws you an Action card, that card won't be useful that turn, except that Figurine itself lets you discard one Action card for +1 Buy and +$1.)

Frigate
$5; Action-Duration-Attack
+$3
Until the start of your next turn, each time another player plays an Action card, they discard down to 4 cards in hand afterwards.

(This applies each time another player plays an Action, until your next turn. That includes later on during your turn, if they manage to play an Action then (for example a Stowaway). They completely resolve playing the Action before discarding.)

Longship
$5; Action-Duration
+2 Actions
At the start of your next turn, +2 Cards.

(Playing this gives you +2 Actions then, and +2 Cards at the start of your next turn.)

Pilgrim
$5; Action
+4 Cards
Put a card from your hand onto your deck.

(The card you put on top doesn't have to be one of the 4 you just drew.)

Quartermaster
$5; Action-Duration
At the start of each of your turns for the rest of the game, choose one: gain a card costing up to $4, setting it aside on this; or put a card from this into your hand.

(Quartermaster stays in play for the rest of the game. Each turn you either gain a card and put it on the Quartermaster, or take one of the cards you've already gained with that Quartermaster and put it into your hand. If you play two Quartermasters, they each have their own set of cards. However if you Throne Room a Quartermaster, you just have one set of cards for it, and twice on each of your turns, either add one or take one.)

Silver Mine
$5; Treasure
Gain a Treasure costing less than this to your hand.

(This can gain Silver, but also other Treasures costing less than Silver Mine, when in the Supply: Gondola, Jewelled Egg, and so on.)


Trickster
$5; Action-Attack
Each other player gains a Curse. Once this turn, when you discard a Treasure from play, you may set it aside. Put it into your hand at end of turn.

(This is cumulative; if you play two Tricksters, then you can set aside up to two Treasures you discard from play and put them into your hand at end of turn, after drawing.)

7 more Traits:

Fated
When shuffling, you may look through the cards and reveal Fated cards to put them on top or bottom.

(Each time you shuffle, you can choose to put Fated cards on the top or bottom of your deck, while shuffling the other cards normally. If for example you had five Fated cards, you could put two on top, one on the bottom, and leave the other two to be shuffled in. In games with Fated, you can look through your deck before shuffling, even if you're sure you don't have any Fated cards.)

Friendly
At the start of your Clean-up phase, you may discard a Friendly card to gain a Friendly card.

(You may only discard one Friendly card per turn this way.)!

Inspiring
After playing an Inspiring card on your turn, you may play an Action from your hand that you don't have a copy of in play.

(When you play an Inspiring card, after resolving it, you can play an Action card from your hand, provided that you don't have a copy of that card in play. Duration cards that you played on previous turns that are still in play, are in play; cards that have left play somehow, like a Mining Village (from Intrigue) trashing itself, are not in play. An Inspiring card can sometimes play a different Inspiring card (when Inspiring is on a split pile, like those in Empires and Allies), but can't normally play another copy of itself.)

Nearby
When you gain a Nearby card, +1 Buy.

(Each time you gain a Nearby card, you get +1 Buy.)

Reckless
Follow the instructions of played Reckless cards twice. When discarding one from play, return it to its pile.

(Reckless does two things, at different times. When you play a Reckless card, you follow its instructions an extra time - follow them entirely, then follow them again - and when you discard one from play, you return it to its Supply pile. With Duration cards those may not happen on the same turn. If you skip following the instructions of the card - for example by using a Way (from Menagerie) instead - then you don't follow them an extra time, but still return the card when discarding it from play.)

Rich
When you gain a Rich card, gain a Silver.

(Each time you gain a Rich card, you also gain a Silver.)

Tireless
When you discard a Tireless card from play, set it aside, and put it onto your deck at end of turn.

(This is mandatory. You draw your next hand before putting the card onto your deck.)

8 more Events:

Avoid ($2)
+1 Buy
The next time you shuffle this turn, pick up to 3 cards to put into your discard pile.

(If you don't end up shuffling this turn, this does nothing. If you do shuffle, you first look through the cards and pick up to 3 to put into your discard pile. Shuffle the other cards normally, but don't shuffle those 3 in. Avoid is cumulative; if you Avoid 3 times, you will pick up to 9 cards to not shuffle in. You might leave so many cards in your discard pile that you don't have enough to draw; this does not trigger another shuffle, you just draw what you can.)

Deliver ($2)
+1 Buy
This turn, when you gain a card, set it aside, and put it into your hand at end of turn.

(Buying this more than once doesn't do anything extra. The set aside cards go into your hand after drawing your usual 5 cards.)

Foray ($3)
Discard 3 cards, revealing them. If they have 3 different names, gain a Loot.

(If you didn't have 3 cards to discard, you don't gain a Loot.)

Launch ($3)
Once per turn: Return to your Action phase. +1 Card, +1 Action, and +1 Buy.

(This ends your Buy phase and returns you to your Action phase. This does not cause "start of turn" abilities to repeat; however when your Buy phase happens again after that, "start of Buy phase" abilities can repeat.)

Mirror ($3)
+1 Buy
The next time you gain an Action card this turn, gain a copy of it.

(This is cumulative; if you buy Mirror three times and then buy an Action, you'll gain three extra copies of it.)

Scrounge ($3)
Choose one: trash a card from your hand; or gain an Estate from the trash, and if you did, gain a card costing up to $5.

(You may either trash a card from your hand, or may gain an Estate from the trash. If you gained an Estate, you then also gain a card costing up to $5 from the Supply.)

Looting ($6)
Gain a Loot.

(You simply gain a Loot.)

Invasion ($10)
You may play an Attack from your hand. Gain a Duchy. Gain an Action onto your deck. Gain a Loot; play it.

(You do the four things in that order. Playing an Attack card is optional; the rest are mandatory.)


Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD
Considering how rarely I want to spend $6 in-game for a silver worth 2VP, I'm not sure I'll be able to justify spending $5 + shipping on it.

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD
Thanks to all this Dominion chatter I will be lugging my four boxes of Dominion totaling 40 pounds of cards to game night. I hope you're happy.

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD
1. Make absolutely sure there's not something else to play with 5 players.
2. Have you considered playing a 3 and a 2? Hey, Dominion is good at those counts and you've got the base cards for two games at once.
3. Ok, fine. Set up as normal, but with twice the normal amount of treasure and 3 Provinces per player.
4. In theory you should set up extra curses (10 * one less than the number of players) but it's not going to be relevant because
5. Don't play with attack cards. You want this to end at some point. You might want to veto cantrips too.
6. The game ends when the provinces are depleted or any four supply piles are empty.

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD

Tenebrais posted:

Has Donald ever gone into what he felt went so badly wrong with Alchemy that he'd rather just scrap it?

People didn't like it and it sold poorly. He could fix it and release something with the same name and the baggage of an expansion with over a decade of people saying "this is the one to skip" or work on something new that will sell.

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Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD
I'd buy a promo that was Apprentice without the potions clause.

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