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10

I have only played one game of Ascension, and I got the same idea. Here is the ruling directly from the download-able FAQ: Q: When does a card in the center row get replaced? If I defeat Mephit, do I banish a card in the center row before or after a new card replaces the Mephit? A: Whenever a card leaves the center row, the first thing that ...


9

You can buy 2 cards costing three runes each, but not because you get "change". When you play a card worth 2 runes, what that does is adds 2 runes to the pool of runes you have available to spend. So when you play 3 cards like that, you now have 6 runes in the pool of runes to spend. It no longer matters at all how the runes got there. You have 6 runes to ...


7

When, if ever, is it a good idea to buy 1-Rune cards? Almost always. If Chapel in Dominion has taught you anything, it is that trashing the chaff from your deck makes you much more likely to draw the good cards in your deck. For this reason, you should almost always buy Void Initiate. This is especially true early in the game, when you have a high density ...


5

The original faction is still applicable. Note the exact wording of Hedron Link Device. "You may treat all Constructs as Mechana Constructs." Both the "May" and the "Treat" here mean that the original faction is still applicable. First off, it is "May", so you can just choose to not count it as Mechana at the moment if it will make your Golem better. Second, ...


4

Late-game, it's a reliable way to get one honor for one rune. If you're not going to be cycling through your deck again, the goal of buying cards is to maximize the value of what's in your deck.


3

I own all of the Ascension blocks and personally play CotG the most since the minimal mechanics allow it to be more accessible to my wife. I find it as a good introduction into the world of Ascension and then once she becomes more comfortable with it, I'll pull out the other blocks :-)


3

The key thing with the Initiate is the flexibility. While often weaker than other choices, sometimes that's all you have available. I've seen some games where only the Mechana Initate player was able to afford some of the power cards due to that flexibility. It's true that he will increase the size of the deck, so if you're going for a power-combo deck, ...


2

I'm not sold on the Mechana Initiate as a good card. The flexibility IS nice, but you're choosing between making it a Militia or an Apprentice -- two cards you'd be well-advised to aggressively prune from your deck. It does very little to help you either purchase the big-ticket items or go big game hunting. In the early game, I suspect the correct move is ...


2

Not to be Captain Obvious, but you would buy CotG if you want the cards. I quickly glanced at the card list and a few "must-haves" stuck out: Enlightened: Master Dhartha, Twofold Askara, and Tablet of Time's Dawn (though you might NOT want the possibility of infinitely many turns...) Mechana: all the constructs in this set are valuable, Burrower Mark II ...


2

You simply skip the draw part of the instruction. According to Justin Gary, one of the designers of the game: If you have to draw a card and none are available in your deck or discard pile, you simply skip the draw.


1

When you buy the card in Example 1, you don't get 2 runes. Why would you think that "The next time you..." is applied? All of these things happen when you play the cards, not when you buy them. Many times, the order in which you play cards from your hand does not matter. Bt if you are planning to buy two cards in a turn after playing the card from Example ...



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