Steven Yackel
United States Fridley Minnesota
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Hey my fellow gamers!
I was the first person to receive my copy at Gencon! A very cool feeling indeed. Here is the complete card list. Enjoy!
The game also comes with victory point chips in values of 1 and 5 (made of metal like in seaside). There are kingdom cards that give you these chips. They simply add to your score add the end of the game. You are allowed to make change as much as you need to and the supply of them is unlimited.
It also comes with a new mat for the card Trade Route as well as 8 mats for the new VP chips. The mats all have different art on them from Dominion, but they function identically to each other. As soon as you get a VP Chip, you pick out a mat to put them on. The mats are square, with size slightly smaller than the length of a Dominion card.
The game ends if any three piles are empty (4 player game), if provinces are gone OR if colonies are gone.
Basic Cards Colony: Victory - Cost 11 10 VP (12 copies available)
Platinum: Treasure - Cost 9 5 Coins (12 copies available)
Yes, you read that correctly. The next level treasure is worth 5 not 4.
Kingdom Cards:
Bank: Treasure - Cost 7 ? Coins When you play this, it is worth 1 Coin per Treasure you have in play (counting this)
Bishop: Action - Cost 4 +1 Coin +1 VP Chip Trash a card from your hand. +VP Chips equal to half its cost in coins, rounded down. Each other player may trash a card from his hand.
City: Action - Cost 5 +1 Card +2 Actions If there are one or more empty Supply piles, +1 card. If there are two or more, +1 Coin and +1 Buy.
Contraband: Treasure - Cost 5 3 Coins +1 Buy When you play this, the player to your left names a card. You can't buy that card this turn.
Counting House: Action - Cost 5 Look through your discard pile, reveal any number of Copper cards from it, and put them into your hand.
Expand: Action - Cost 7 Trash a card from your hand. Gain a card costing up to 3 more than the trashed card.
Forge: Action - Cost 7 Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost of the trashed cards.
Goons: Action - Attack - Cost 6 +1 Buy +2 Coins Each other player discards down to three cards in hand. While this is in play, when you buy a card, +1 VP Chip.
Grand Market: Action - Cost 6 +1 Card +1 Action +1 Buy +2 Coins You can't buy this card if you have any Copper in play.
Hoard: Treasure - Cost 6 2 Coins While this is in play, when you buy a victory card, gain a Gold.
King's Court: Action - Cost 7 You may choose an Action card in your hand. Play it three times.
Loan: Treasure - Cost 3 1 Coin When you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards.
Mint: Action - Cost 5 You may reveal a Treasure card from your hand. Gain a copy of it. When you buy this, trash all Treasures you have in play.
Monument: Action - Cost 4 +2 Coins +1 VP Chip
Mountebank: Action - Attack - Cost 5 +2 Coins Each other player may discard a Curse. If he doesn't, he gains a Curse and a Copper.
Peddler: Action - Cost 8* +1 Card +1 Action +1 Coin During your Buy phase, this costs 2 Coin less per Action card you have in play, but not less than 0.
Quarry: Treasure - Cost 4 1 Coin While this is in play, Action cards cost 2 Coin less, but not less than 0.
Rabble: Action - Attack - Cost 5 +3 Cards Each other player reveals the top 3 cards of his deck, discards the revealed Actions and Treasures, and puts the rest back on top in any order he chooses.
Royal Seal: Treasure - Cost 5 2 Coins While this is in play, when you gain a card, you may put that card on top of your deck.
Talisman: Treasure - Cost 4 1 Coin While this is in play, when you buy a card costing 4 Coin or less that is not a Victory card, gain a copy of it.
Trade Route: Action - Cost 3 +1 Buy +1 Coin per token on the Trade Route mat. Trash a card from your hand. Setup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the token to the Trade Route mat.
Vault: Action - Cost 5 +2 Cards Discard any number of cards. +1 Coin for each card discarded. Each other player may discard 2 cards. If he does, he draws a card.
Venture: Treasure - Cost 5 1 Coin When you play this, reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure.
Watchtower: Action - Reaction - Cost 3 Draw until you have 6 cards in hand. (Reaction) When you gain a card, you may reveal this from your hand. If you do, either trash that card or put it on top of your deck.
Worker's Village: Action - Cost 4 +1 Card +2 Actions +1 Buy
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THANKS
Have mah GG.
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Before any comments: these cards are incredibly good. I want this set aswell! Surprised that there are no 2-costers, but having a lot of treasures and several cost-7's, plus a REACTION is very satisfying. It seems to be an excellent defense against several cards, and also satisfying against Saboteur and Swindler.
Bank suggests that you play your treasure one by one. Is that true?
City's probably going to be my least favourite. I'm reading correctly that if at least 2 piles are out, this is a huge game-ender as in +2 cards +2 actions +1 coin +1 buy? Brilliant.
Expand. So we get a super Remodel. Interesting.
I like how Forge has limits and possibilites at the same time.
Goons smells like Heavy Militia. I do like a cost-6 attack though.
Grand Market. The buy limitation is written or is it displayed next to the cost on the bottom of the card? Love the concept AND the name aswell.
Hoard is just lovely.
King's court... oh s***. I am so happy about this, and uber-Throne Room! I'm glad this effect will be more frequent in my randomplays. And it isn't forced by Golem because it's optional.
Loan. I'm not sure why I'd want this apart from de-copperizing my deck, but I can do that with so many other things (usually).
Mind smells like an excellent tradeoff. I love how it isn't a good 5-2 start option.
Mountebank... not sure how useful this will be, but looking forward to trying!
Peddler only costs 8 because it costs 0 after a Market chain, after which you can grab 4 of these, which is a HUGE deal.
Quarry is extreme. I just love it.
Rabble is relatively simple and powerful but not game-killing, exactly what I expect from an attack of 5.
Royal Seal. Simple and everyone would want this in his deck.
Talisman seems like this set's Workshop variant. Interesting, would definitely be worth to grab a few so I can get multi-Caravans or Islands in a turn.
Trade Route: Clearify please: is it only gaining or buying aswell? Would seem awfully weak with only gaining.
I like how Vault looks like a complex Council Room. I'll just call it Complex Room then.
Venture is lovely. It's worth at least 2 coins despite the looks.
Watchtower. I'm in love. 'nuff said. On the second read, it protects against every attack in a way, due to its action part aswell.
Worker's Village. No set is full set without a Village and a vanilla card.
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Excellent work. RGG, hurry up and ship a few copies to Hungary NOW
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Drew Spencer
United States Tucson Arizona
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Cost 7 cards! Ahahahah!
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Jeremy Arcus-Goldberg
United States Watertown Massachusetts
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Thank you! Looks like a great set with fun new ways to get money and points!
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I think this line's mostly filler
United States Takoma Park Maryland
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I'm sure it's less overwhelming when you only have some of them on the table at a time, but I'm getting the same "Oof, this is fiddly" feeling I got when Duration cards were first introduced, particularly with cards like the Bishop.
That said, there are some seriously neat-sounding cards in here, and I'm excited to give it a try. It just may be a bit of a "sometimes food," like Alchemy.
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Tommy Occhipinti
United States Irvine California
Magic Fanboy
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Expand isn't a noun...
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Wow Wow Wow, all the card abilities sound fantastic!
Mountebank: Action - Attack - Cost 5 +2 Coins Each other player may discard a Curse. If he doesn't, he gains a Curse and a Copper.
Thank you, have a curse please. While you're at it, please take a copper too. 
King's Court: Action - Cost 7 You may choose an Action card in your hand. Play it three times.
Super throne room? 
Watchtower: Action - Reaction - Cost 3 Draw until you have 6 cards in hand. (Reaction) When you gain a card, you may reveal this from your hand. If you do, either trash that card or put it on top of your deck.
Thank you for the curse, I'll be throwing it away immediately. 
Love these cards, I'm pretty overwhelmed by them. Donald X works wonders with Dominion. Btw, are the metal VP tokens as good as the ones in Seaside. How's the art for all the cards?
Thanks for all your hard work for typing the cards out. Cheers.
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I think this line's mostly filler
United States Takoma Park Maryland
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dexter1984 wrote: King's Court: Action - Cost 7 You may choose an Action card in your hand. Play it three times. Super throne room? 
This could be make for some stupidly long turns. On the other hand, you can't get it until pretty late-game, so it probably won't be a big problem.
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With so many high coin costing cards, we might see a game where all the cards cost at least 6.
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Sean McCarthy
United States Seattle Washington
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Anyone disagree with me that this looks like the best expansion yet?
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Matt E
United States St. Paul Minnesota
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dexter1984 wrote: Watchtower: Action - Reaction - Cost 3 Draw until you have 6 cards in hand. (Reaction) When you gain a card, you may reveal this from your hand. If you do, either trash that card or put it on top of your deck. Thank you for the curse, I'll be throwing it away immediately.  Don't forget that this can be revealed on your turn as well. So if you choose not to play Watchtower during your turn, you can reveal it to put any of your buys right on top of your deck. Finally a Reaction card that's useful without Attack cards!
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I think this line's mostly filler
United States Takoma Park Maryland
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SevenSpirits wrote: Anyone disagree with me that this looks like the best expansion yet? 
I'll have to wait and see how it plays. Personally, part of the reason that I preferred Intrigue over Seaside was that it made for more interesting decisions without a large increase in game complexity. I'll have to see if the complexity increase (lots of if/then cards and the chips) evens out with the awesomeness on this one before I can declare "best ever" on it. It'll be great, don't get me wrong, but I feel like I'm getting a bit of Race for the Galaxy in my Dominion and I'm not sure those great tastes taste great together yet.
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Michael Brandt
United States
Colorado
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delirimouse wrote: Expand isn't a noun... Neither is Remodel. 
Quote: Cost 7 hahahahaha I guess all the fans who have proposed cost-7 cards have been vindicated.
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dale yu
United States Cincinnati Ohio
If you're not part of the soultion...
You're part of the precipitate!
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banyan wrote: Cost 7 cards! Ahahahah!
Yes. Now that the new cards are out - I can finally say it...
10 is the new 7.
Dale
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Jozxyqk
United States
Massachusetts
I spent HOW much GG on this?
GRR!
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What do the rules say about "how to play Treasure cards"? This was a question that came up in another thread.
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Peter Hendee
United States McKinney Texas
I do not think it means what you think it means.
Whenever you become anxious or stressed, outer purpose has taken over, and you have lost sight of your inner purpose. Your state of consciousness is primary. All else is secondary.
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spazard1 wrote: Contraband: Treasure - Cost 5 3 Coins +1 Buy When you play this, the player to your left names a card. You can't buy that card this turn.
What is the rule about playing your money. Do you have to show all coins or can you put this card out, make the player to your left name the unbuyable card, then put the rest of your coins out?
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Vince Herman
United States Seville Ohio
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In the Buy phase, you now must play all your treasure cards (one at a time) before making any buys. Once you have started buying, you cannot play any more treasure cards.
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Matt E
United States St. Paul Minnesota
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yudp wrote: banyan wrote: Cost 7 cards! Ahahahah! Yes. Now that the new cards are out - I can finally say it... 10 is the new 7. Dale How so? According to this list, Colony costs 10.
VinceHerman wrote: In the Buy phase, you now must play all your treasure cards (one at a time) before making any buys. Once you have started buying, you cannot play any more treasure cards. What are the rules about when to put out Platinum and Colony? Also, is there a recommendation concerning many Prosperity cards to use at a time, as there was with Alchemy?
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Tommy Occhipinti
United States Irvine California
Magic Fanboy
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michaeljb wrote: delirimouse wrote: Expand isn't a noun... Neither is Remodel. 
Remodel is actually a noun, albeit, like Upgrade, it is very rarely used as such. Expand is, as far as I can tell, the only Dominion card whose name is exclusively a verb.
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Jozxyqk
United States
Massachusetts
I spent HOW much GG on this?
GRR!
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VinceHerman wrote: In the Buy phase, you now must play all your treasure cards (one at a time) before making any buys. Once you have started buying, you cannot play any more treasure cards.
What about Black Market? Does it give you a separate entire Buy Phase for this purpose? Or is the Black Market Buy delayed until your actual Buy Phase? Or something else?
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Matt E
United States St. Paul Minnesota
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delirimouse wrote: Remodel is actually a noun, albeit, like Upgrade, it is very rarely used as such. Expand is, as far as I can tell, the only Dominion card whose name is exclusively a verb. I believe Transmute is exclusively a verb.
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Quote: How so? According to this list, Colony costs 10.
From another thread (started by Vince Herman):
Quote: Colony 10VP costs 11
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Tommy Occhipinti
United States Irvine California
Magic Fanboy
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LastFootnote wrote: delirimouse wrote: Remodel is actually a noun, albeit, like Upgrade, it is very rarely used as such. Expand is, as far as I can tell, the only Dominion card whose name is exclusively a verb. I believe Transmute is exclusively a verb.
Touché!
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dale yu
United States Cincinnati Ohio
If you're not part of the soultion...
You're part of the precipitate!
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Umm - you've got one important thing backwards here...
Colony (Victory) Cost: 11 Gives 10 VP
spazard1 wrote: Colony: Victory - Cost 10 11 VP (12 copies available)
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