Rules for the original Dominion game can be found here.
Rules for the Intrigue expansion can be found here.
Rules for the Seaside expansion can be found here.
Sign-ups will close once I get 4 players. Everyone else will be put in the queue for upcoming games.
Every player has up to 48 hours (72-96 on weekends). After 24 (48-72) hours have passed, I will send out a prod.
To lock in your actions, simply type in
bold
.
Do NOT post your actions publicly. They must be done in private.
Everyone
can
play their turn at the same time (and is recommended for the first two turns), but if there are any action cards that need to be played, those will take precedence depending on when the player goes in the list. Everything will be resolved in player order, so if a kingdom is emptied before the round ends, no further player can obtain it.
This is the mod's color. Using this color is not allowed in this game. Doing so will result in punishment.
Note: The "Piles Remaining" and "Total Piles" do not count Provinces and Colonies.
Note #2: If Provinces/Colonies is gone before the fourth player is able to play for that turn, then that card will still be available until they finish their turn.
(Note: This is sorted by cheapest to most expensive, then alphabetical)
Kingdom
Description
Price (+ = potion)
Card Type (* = Bane card)
Cards Remaining
Copper
+$1
$0
Treasure
32
Curse
-1 VP
$0
Curse
1
Cellar
+1 Action || Discard any number of cards. +1 Card per card discarded.
$2
Action
8
Chapel
Trash up to 4 cards in your hand.
$2
Action*
7
Courtyard
+3 Cards || Put a card from your hand to the top of the deck.
$2
Action
9
Estate
+1 VP
$2
VP
12
Silver
+$2
$3
Treasure
24
Moneylender
Trash a copper from hand. If you do, +3.
$4
Action
9
Remake
Do this twice: Trash a card from your hand, then gain a card exactly $1 more than the trashed card.
$4
Action
5
Talisman
+$1 || While this is in play, when you buy a card that is $4 or less and is not a Victory card, gain a copy of it.
$4
Treasure
10
Young Witch
+2 cards || Discard 2 cards. Each player may reveal a Bane card from his hand. If he doesn't, he gains a Curse.
$4
Action - Attack
5
Duchy
3 VP
$5
Victory
12
Duke
Worth 1 VP for every Duchy you have.
$5
Victory
12
Horn of Plenty
+$0 || When you play this, gain a card costing up to $1 per differently named card you have in play, counting this. If it's a Victory card, trash this.
$5
Treasure
10
Tribute
The player to your left reveals then discards the top 2 cards of his deck. For each differently named card revealed, if it is a(n): Action Card, +2 Actions; Treasure Card, +$2; Victory Card, +2 Cards
$5
Action
5
Grand Market
+1 Card, +1 Action, +1 Buy, +$2 || You can't buy this if you have any Copper in play.
Last edited by swyellowtail on Wed Jul 10, 2013 2:51 am, edited 53 times in total.
The Swiftwolf Temple consists of 6 different dungeons: Luck, Cooperation, Risk, Strategy, Deceiving and Might. Click here to learn more about the temple and the dungeons.
The Swiftwolf Temple consists of 6 different dungeons: Luck, Cooperation, Risk, Strategy, Deceiving and Might. Click here to learn more about the temple and the dungeons.
Alright, then. Before we begin, I have a question to ask:
Would anyone mind playing with the First Game (Dominion)/Beginners (Prosperity)/Introduction (Hinterlands) scenario? Or should we just dive right in to the game?
The Swiftwolf Temple consists of 6 different dungeons: Luck, Cooperation, Risk, Strategy, Deceiving and Might. Click here to learn more about the temple and the dungeons.
Two things I would like to mention:
1: A couple things have been changed in the "Few Things" section.
2: For anyone that's wondering, the cards that are outside Intrigue and Dominion play similar to these cards. The only difference is Prosperity's more expensive cards and the Young Witch. (Oddly enough, it's a 1 in 10 chance to even get those two cards from this setup) I will explain how the Young Witch works when it's first played.
With that out of the way, DiplomatDC starts turn 1. (And yes, I didn't use a scenario, seeing how even orcinus doesn't mind jumping right in)
The Swiftwolf Temple consists of 6 different dungeons: Luck, Cooperation, Risk, Strategy, Deceiving and Might. Click here to learn more about the temple and the dungeons.
Yeah, I figured it was kinda dumb to have you PM me, so I changed that bit up. Besides, a lot of this is done publicly anyway. Especially with an attack card like Young Witch in the game.
The Swiftwolf Temple consists of 6 different dungeons: Luck, Cooperation, Risk, Strategy, Deceiving and Might. Click here to learn more about the temple and the dungeons.
Jeff: Whoops. This is what happens when you don't pay attention to what you're doing. Thanks for pointing that out.
Magua: Correct. Chapel is basically a Reaction card to Young Witch, but is classified as a Bane card to lessen the confusion (especially if the Bane card is an actual Reaction card, such as Moat).
The Swiftwolf Temple consists of 6 different dungeons: Luck, Cooperation, Risk, Strategy, Deceiving and Might. Click here to learn more about the temple and the dungeons.
Sorry bout this, but it's finals week and girlfriend is visiting. I have no problems keeping up with my mafia games, but you guys reckon you could give me until Saturday to understand this game and post?
Much appreciated
We are lazy people on an adventure, flirting with life but too shy to go all the way.
There's really nothing to understand for the first two turns (there's only four possible distributions for your first two hands). Tell us how many coppers you have.
(If you have 3 coppers, you can take a page from Diplomat and I who both bought a Silver.)
For Orc: Since your initial hand was 3 coppers and 2 estates, your second hand is going to be 4 coppers and 1 estate. Diplomat and Jeff chose to buy a Young Witch; I chose to buy a Remake.