RE: Let's Play Dominion: An Experiment in Deckbuilding???
11-26-2014, 02:59 AM
(This post was last modified: 11-26-2014, 03:01 AM by Robust Laser.)
For a new page, here are the cards for purchase, with updated amounts remaining
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Spoiler
Purchasing cost of all cards is displayed in the lower left.
Number in parentheses after the card names is how many cards of that type are available.
Copper (46), Silver (36), and Gold (30) - Gives more purchasing power. Its worth is hard to miss. Displayed right in the middle.
Estate (8), Duchy (8), and Province (8). - The goal of the game is to own huge tracts of land. These are for victory points. They can't be played if in your hand but give you the displayed number of points at the end of the game.
Chapel (9) - Trashed cards are removed from the game entirely. This card can be used to ditch cards you don't actually want in your deck. Can not be used on itself, because it's no longer in your hand once you play it.
Moneylender (10) - Removes one of your Coppers from the game, to essentially turn it into a one time use Gold. You have three additional purchasing power for the turn if you use this card.
Village - (9) - When you play this card, you immediately draw one more card for your hand, and you can play two more action cards this turn.
Smithy (10) - When you play this card, you immedately draw three more cards for your hand this turn.
Festival (7) - Upon playing this card, you can choose to play up to two more action cards this turn. During the buy phase, you can also buy two cards instead of one, and have 2 additional purchasing power to do so with.
Nobles (8) - When you play this card, you can choose to either immediately draw three cards, or play two more actions this turn. Furthermore, it's worth 2 points for having in your deck at the end of the game.
Duke (8) - Worth 0 points on its own at the end of the game, but value goes up by 1 for each Duchy victory card you have in your deck. Otherwise does nothing.
Pawn (9) - Either gain an extra purchasing power, an extra card this turn, an extra action this turn, or the ability to buy an extra card. And choose two of those options.
Scout (10) - Helps clear the less useful cards out of your next hand. You get to immediately play another action card this turn after playing this.
Coppersmith (9) - Essentially turns each Copper in your hand into a Silver for the turn.
Purchasing cost of all cards is displayed in the lower left.
Number in parentheses after the card names is how many cards of that type are available.
Copper (46), Silver (36), and Gold (30) - Gives more purchasing power. Its worth is hard to miss. Displayed right in the middle.
Estate (8), Duchy (8), and Province (8). - The goal of the game is to own huge tracts of land. These are for victory points. They can't be played if in your hand but give you the displayed number of points at the end of the game.
Chapel (9) - Trashed cards are removed from the game entirely. This card can be used to ditch cards you don't actually want in your deck. Can not be used on itself, because it's no longer in your hand once you play it.
Moneylender (10) - Removes one of your Coppers from the game, to essentially turn it into a one time use Gold. You have three additional purchasing power for the turn if you use this card.
Village - (9) - When you play this card, you immediately draw one more card for your hand, and you can play two more action cards this turn.
Smithy (10) - When you play this card, you immedately draw three more cards for your hand this turn.
Festival (7) - Upon playing this card, you can choose to play up to two more action cards this turn. During the buy phase, you can also buy two cards instead of one, and have 2 additional purchasing power to do so with.
Nobles (8) - When you play this card, you can choose to either immediately draw three cards, or play two more actions this turn. Furthermore, it's worth 2 points for having in your deck at the end of the game.
Duke (8) - Worth 0 points on its own at the end of the game, but value goes up by 1 for each Duchy victory card you have in your deck. Otherwise does nothing.
Pawn (9) - Either gain an extra purchasing power, an extra card this turn, an extra action this turn, or the ability to buy an extra card. And choose two of those options.
Scout (10) - Helps clear the less useful cards out of your next hand. You get to immediately play another action card this turn after playing this.
Coppersmith (9) - Essentially turns each Copper in your hand into a Silver for the turn.