Thomas Haver
United States Columbus Ohio
www.buckeyeboardgamers.org
www.buckeyeboardgamers.org
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With permission. . . the Alchemy cardlist:
P = Potion C = Coin
Vineyard Victory 1P Worth 1 VP for every three Action cards in your deck (rounded down).
Alchemist Action 1P3C +2 Cards, +1 Action. When you discard this from play, you may put this on top of your deck if you have a Potion in play.
Potion Treasure 4C Worth 1 Potion
Possession Action 1P6C The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any card he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at the end of turn.
Herbalist Action 2C +1 Coin, +1 Buy. When you discard this from play, you may put one of your Treasures from play on top of your deck.
Philosopher's Stone Treasure 1P3C When you play this, count your deck and discard pile. Worth 1 Coin per 5 Cards total between them (rounded down).
University Action 1P2C +2 Actions. You may gain an Action card costing up to 5 Coins.
Scrying Pool Action-Attack 1P2C +1 Action. Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until you reveal one that is not an Action. Put all of your revealed cards into your hand.
Transmute Action 1P Trash a card from your hand. If it is an. . . Action card, gain a Duchy; Treasure card, gain a Transmute; Victory card, gain a Gold.
Apothecary Action 1P2C +1 Card, +1 Action. Reveal the top 4 cards of your deck. Put the revealed Coppers and Potions into your hand. Put the other cards back on top of your deck in any order.
Apprentice Action 5C +1 Action. Trash a card from your hand. Plus 1 Card per Coin it costs. +2 Cards if it has a Potion in its cost.
Familiar Action-Attack 1P3C +1 Card, +1 Action. Each other player gains a Curse.
Golem Action 1P4C Reveal cards from your deck until you reveal 2 Action cards other than a Golem card. Discard the other cards, then play the Action cards in either order.
Discuss.
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That is not Depeche but rather
United States Grandville Michigan
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Cross-posted from the other thread with this info:
Cashtool wrote: Possession Action 1P6C The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any card he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at the end of turn. So, you finish your turn, you then gain control of your opponent's turn, and afterward said opponent gets a normal turn?
Presumably, unless there is something in the rules addressing it, you gain the benefit of any Durations in your opponent's play area for the turn you control their hand? And it follows to think that any durations you play from their hand grants the benefit on their normal turn immediately following the Possessed turn. I can see this being a very interesting (frustrating?) card.
I, for one, like it.
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The potion thingy as an extra treasure is kinda freaky.
Basically Possession costs 10 coin. 
Transmute is probably one of those cards which is going to get bought as soon as possible. Although it takes at least 5 turns to use it.
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Joseph Nall
United States Boca Raton Florida
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so to me... looking at it...it seems like alot of so called crazy fan made cards made it into the set lol
what do you guys think would have happened if someone like me would have posted possession lmao.
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I think this line's mostly filler
United States Takoma Park Maryland
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Undrdatree wrote: what do you guys think would have happened if someone like me would have posted possession lmao.
I had the same reaction. XD If this was anyone but Donald X. that created this card, they would've gotten screamed at on the forums for Possession.
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Andrew P
Australia Melbourne VIC
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If Potion-using cards are limited to this expansion, it's a pity that Herbalist has no direct connection to Potions.
I do like the way Vineyard, Philosopher's Stone and Scrying Pool allow for more action-heavy decks, and how Golem is a pseudo-Village (like Throne Room) that doesn't lead to giant 20-minute Village Idiot chains. Unfortunately University - shouldn't that be "University Village"? - fills that role.
Apothecary appears a good Coppersmith buff, which is great; Apprentice and Transmute are quite ingenious, introducing interesting conversions between the Dominion resources. Familiar looks very nasty if you can get a run of them but I'm sure that's the hard part.
I suspect Possession is a lot more sedate than it appears at first glance, ultimately similar in effect to Smugglers.
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Roger S. G. Sorolla
United Kingdom
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Ah Possession. Extra fun if whoever you are possessing also has a ton of deck-cycling actions and a Possession. Forget chaining actions ... chain whole turns!
Possession + Throne Room ...
I'm not this set was exactly designed to address the complaint that Dominion can boil down to long solitaire turns.
And actually, the way costs scale to value in treasure (0:1, 3:2, 6:3), Potions are worth a little over 2 coin (as revealed by the logic of Apprentice). They take a penalty for being a different "currency" than the other treasure.
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Seong-min Jeong
Korea Seoul
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Cashtool wrote: Scrying Pool Action-Attack 1P2C Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until you reveal one that is not an Action. Put all of your revealed cards into your hand. Discuss.
+1 Action effect has gone?
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Philip Thomas
United Kingdom London London
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Poession is certainly interesting. Since it doesn't change card texts, presumably while my Opponent is posessed if I play Witch for him I still get a Curse. Rather more interesting is if I play Swindler for him- I get to swap the top card of my deck for something of equal cost, quite nice!
I guess they chose "player to your left" for Posession because "player to your right" would make Masquerade too powerful. In a 2 player game you can still have fun making your opponent's Ambassador return his Province s to the Supply!
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Matt E
United States St. Paul Minnesota
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So while taking a Possession turn, if you play Mine or Trading Post and gain a card that goes directly into your hand, I assume that card goes into your current hand and not the hand you're playing with at the time.
Philip Thomas wrote: In a 2 player game you can still have fun making your opponent's Ambassador return his Province s to the Supply! I wouldn't be surprised if in the instructions, the 'return to the supply' effect was considered a trashing effect for the purposes of Possession.
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Carc >> BSG
United States Topeka Kansas
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So if you play a Possession, and your opponent's hand has a Possession, can you then Possess the person on his left?
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Matt E
United States St. Paul Minnesota
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ejcarter wrote: So if you play a Possession, and your opponent's hand has a Possession, can you then Possess the person on his left? By the text as it's written, the player on your left would get to control that turn, not you.
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Boian Spasov
Bulgaria Sofia
Real men roll d20s!
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Philosopher's Stone looks way too clunky for my taste... I will probably track my deck size throughout the whole game while playing with it. It is really the only card that disappointed me at first glance.
On the other side of the spectrum, Vineyard is the new Gardens and I am really excited about the idea of making an action-heavy deck with it!
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Jon Simantov
United States New York New York
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Possession. Ambassador Province.
Ouch.
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That is not Depeche but rather
United States Grandville Michigan
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LastFootnote wrote: ejcarter wrote: So if you play a Possession, and your opponent's hand has a Possession, can you then Possess the person on his left? By the text as it's written, the player on your left would get to control that turn, not you. This is how I read it.
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Drew Spencer
United States Tucson Arizona
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Do we still not know for sure how potions actually work, or did I miss that tidbit?
For example we're playing with Alchemy plus all other expansions and the base set mixed in, random set of 10 kingdom cards. One card has a potion in its cost, the rest don't. If potions work just like any other base treasure card, why would anyone clog their deck by buying potions that are only useful for buying that one card rather than another Silver which will help with buying the other 9?
This has been discussed ad nauseum elsewhere; I'm just curious if we have an actual solid answer yet.
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Matt E
United States St. Paul Minnesota
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blizzardb wrote: Philosopher's Stone looks way too clunky for my taste... I will probably track my deck size throughout the whole game while playing with it. It is really the only card that disappointed me at first glance. I suppose the assumption is that if you're playing with Alchemy cards, you're likely to be playing huge Action chains, so that most of your cards will be in hand or in play. Also, barring Black Market, you'll only have to count your cards once per turn, since you can only play Treasure cards during your Buy phase.
Still, it seems like it will be time-consuming.
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Seong-min Jeong
Korea Seoul
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jsimantov wrote: Possession. Ambassador Province.
Ouch.
Possession. Masquerade. (in 2 players game) Bravo?
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banyan wrote: Do we still not know for sure how potions actually work, or did I miss that tidbit?
For example we're playing with Alchemy plus all other expansions and the base set mixed in, random set of 10 kingdom cards. One card has a potion in its cost, the rest don't. If potions work just like any other base treasure card, why would anyone clog their deck by buying potions that are only useful for buying that one card rather than another Silver which will help with buying the other 9?
This has been discussed ad nauseum elsewhere; I'm just curious if we have an actual solid answer yet. A lot of these cards simply demand to be bought.
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Adam Smiles
United States Dedham Massachusetts
The ratio of people to cake is too big.
Excuse me, I believe you have my stapler...
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blizzardb wrote: Philosopher's Stone looks way too clunky for my taste... I will probably track my deck size throughout the whole game while playing with it. It is really the only card that disappointed me at first glance.
Remember that cards in your hand, and cards in play, and cards set aside, and cards on your native village mat and cards on your island mat, etc.... are not in your deck or your discards pile. It may actually be easier to simply count those cards when needed than try to track everything all game and then subtract what needs to not be counted.
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Adam Smiles
United States Dedham Massachusetts
The ratio of people to cake is too big.
Excuse me, I believe you have my stapler...
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banyan wrote: Do we still not know for sure how potions actually work, or did I miss that tidbit?
For example we're playing with Alchemy plus all other expansions and the base set mixed in, random set of 10 kingdom cards. One card has a potion in its cost, the rest don't. If potions work just like any other base treasure card, why would anyone clog their deck by buying potions that are only useful for buying that one card rather than another Silver which will help with buying the other 9?
This has been discussed ad nauseum elsewhere; I'm just curious if we have an actual solid answer yet.
I believe the rules actually suggest that you use 3-5 alchemy cards in your set of 10.
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Matt E
United States St. Paul Minnesota
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gf1024 wrote: A lot of these cards simply demand to be bought. Agreed. I suppose they have a right to be powerful, since you have to clog up your deck with Potions in order to buy them.
Possession/Masquerade does seem really powerful in a 2-player game and very kingmakery in a game with more players. I wonder if there will be a special ruling for it.
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Mike Young
United States Sterling Virginia
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Cashtool wrote: Philosopher's Stone Treasure 1P3C When you play this, count your deck and discard pile. Worth 1 Coin per 5 Cards total between them (rounded down).
Discuss.
Does anyone else think this might slow the game down a tad?
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Matt E
United States St. Paul Minnesota
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asmiles wrote: I believe the rules actually suggest that you use 3-5 alchemy cards in your set of 10. This is actually Alchemy's biggest disappointment for me, and something that I was worried about from the beginning. One of the biggest draws of Dominion is that you can throw together any random set of cards and have a reasonably good game. Potions really seem to throw a wrench in that.
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Drew Spencer
United States Tucson Arizona
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asmiles wrote: banyan wrote: Do we still not know for sure how potions actually work, or did I miss that tidbit?
For example we're playing with Alchemy plus all other expansions and the base set mixed in, random set of 10 kingdom cards. One card has a potion in its cost, the rest don't. If potions work just like any other base treasure card, why would anyone clog their deck by buying potions that are only useful for buying that one card rather than another Silver which will help with buying the other 9?
This has been discussed ad nauseum elsewhere; I'm just curious if we have an actual solid answer yet. I believe the rules actually suggest that you use 3-5 alchemy cards in your set of 10.
It does look like that's how Roger used them. That's a little annoying, but I guess it works.
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