14

The cost of Spoils is 0. When you 'gain(s)' a card, unless it specifically names a card not in the supply, you can only choose for cards from the supply. Copper, Curse, and Ruins (when playing with them) are in the supply and cost 0. Making all valid choices for cards that can be gained when Swindler trashes Spoils. http://wiki.dominionstrategy.com/index....


12

The combo is what is known as a "pin", although the biggest problem with it has been somewhat fixed in the 2nd version of Intrigue, which changed how Masquerade works. For reference, the three cards are (using their 1st edition wordings): King's Court: You may choose an Action card in your hand. Play it three times. Goons: +1 Buy. +$2. Each other ...


12

The update pack serves two purposes: Replace 6 old cards with 7 newer ones Provide a new card strip; base cards are missing from the new strip. Replacing older cards The following 12 cards have been removed from their respective versions: Base game (6): Adventurer, Chancellor, Feast, Thief, Spy, Woodcutter Intrigue (6): Coppersmith, Great Hall, Saboteur, ...


7

Each player reveals, trashes, and gains in turn order. The relevant text of Swindler is: Each other player trashes the top card of his deck and gains a card with the same cost that you choose. In Dominion, you do each instruction in order. The convention is that each instruction is one sentence. For Swindler, the instruction is "trash and gain." Having ...


6

As you have seen, Minion is a powerful card that, unlike many other Dominion cards, "combos" well with itself: if you draw two you can play one for cash and one to get a new hand, possibly getting another Minion, and attacking the opponent as well! Minion is a card that's difficult to ignore. There are several ways you might consider to handle it: Probably ...


5

Go here for the divider cards for all the sets: http://boardgamegeek.com/filepage/73412/double-sided-horizontal-dividers-for-dominion-hint and for the perfect carrying case that you see in the first links picture: go to http://www.sciplus.com/p/STOREITALL-BOX_4254 - the STORE IT ALL BOX with removable dividers. We currently have the cards to: Dominion, ...


5

The Masquerade card wording is (emphasis mine) - Each player with any cards in hand passes one to the next such player to their left, at once. Then you may trash a card from your hand. The card says 'Each' which will mean every player including the one who played it. It does not say 'Other' Compare this with the wording on the Witch card Each ...


5

One thing to note is that Masquerade was updated for second edition Intrigue. Originally, if you had no cards in hand when it was time to pass cards; you simply didn’t pass one, but you still received one. In the new edition wording, if you don’t have a card to pass, then you don’t receive one either. On first edition, the idea was that you could use this ...


4

The Fool's Gold reveal is optional, but yes, the order is: Play Swindler. Resolve any cards that trigger on playing an attack. (Go in order around the table, each player revealing and resolving eligible cards until they are done) For each player, reveal and trash that card. Resolve anything that triggers from that trashing (gaining a gold from Tunnel, ...


4

Yes. If order matters, then resolve in turn order. From Intrigue Rulebook: Swindler - A player with no cards left in his Deck shuffles first; a player who still has no cards does not trash a card or gain a card. If the order matters (such as when piles are running low), resolve Swindler in turn order starting with the player to your left. Gained ...


3

You are correct in your assessment that in most Kingdoms, Coppersmith is a poor card and you would be better off with something else or just Silver. It has a couple of problems, as you have seen. It's terminal, so it doesn't play well with basic drawing cards that could give you a hand full of Copper, like say Smithy. It doesn't provide a +Buy, so if you do ...


3

The update packs are meant to replace cards from the original sets. No more Chancellor, Adventurer, etc., as these cards were generally under played. Of course you are free to mix and match whatever you will from the update and the original sets, but that is the intent. You should continue using the treasure cards and victory cards even though they aren't ...


2

Like most Dominion questions, it depends on the board, so only general advice is possible. The first principle is that Minion is simply a very good card — it lets you accumulate money while drawing more cards. The damage the discard does to the opponents is nice, but it’s not that significant. Frequently, the best counter to Minion is going to be getting ...


2

Whenever my group has 5 or 6 for Dominion, I try to split it into two groups, either 3+2 or 3+3. With Intrigue, there are enough basic Treasure, Victory, and Curses to go around. Then when both groups are finished, you can switch and play with the other Kingdom with no additional setup time; then compare notes as to how the different groups handled the ...


1

I bought a 1000 card box and used index card halves for dividers (longer than the card length). I have like 5-6 sets. I combined all the sets together and then separated first by purchase cost (6+ as one grouping) then by alphabet groupings like A-M, N-Z, etc. In this manner it cuts down on the time it takes to put cards away since you don't have to find ...


1

Necroing as there are several new expansions now. Adds the least complexity to the game: Base > Intrigue > Cornucopia > Guilds > Seaside > Prosperity > Hinterlands > Alchemy > Dark Ages Completely personal preference (subjective, obvi) Guilds > Dark Ages > Prosperity > Hinterlands > Seaside > Alchemy > Intrigue > Cornucopia > Base Most experienced ...


1

Basic Dominion has a few things that if you can master them, the additional complexity of Intrigue becomes easier to handle. First: Three Basic Strategys 1) Big Money: Get Silver when you can, then get gold. When the saturation of money in your deck is 1.6, you can regularly buy Provinces. If you have a province majority, try to remove as many as possible. ...


1

Masquerade is a powerful card, but buying it in a game with Possession is of course a big risk. (Even in a 3p game, if you get a lead, an opponent who Possesses you might have you pass a Province to an opponent who's not doing so well.) If there are Cursing attacks that will make it difficult to assemble the $6 + Potion cost, Masquerade can be worth that ...


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