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.
As always in Dominion, you do as much as you can of what the card instructs. Since there is no card to gain that has the same cost, your opponent gains nothing. You still trash the card that was turned over because you can do that part of the card's instructions.
This is explained in the Intrigue rules
Conspirator – You evaluate whether or not Conspirator gives you +1 Card and +1
Action when you play it. If later in the turn you play more Action cards, you do not go
back and reevaluate a Conspirator played earlier.
For the purposes of counting actions,
if you Throne Room an Action, that's one Action ...
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 ...
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, ...
Out of interest, how did you reach the position of having zero cards in hand, library and discard?
Anyway, the answer is fairly simple, I think. Consider the following section of the rules, qualifying the action of "draw 5 cards from your deck":
If there still aren't enough cards to draw/reveal, he just
draws/reveals what he can.
It seems clear that ...
The Silver Gained from Trader works exactly the same as any other Gain; as Trader's text doesn't specify anything to the contrary, the Gained card goes directly to your discard pile. This situation is explicitly mentioned on page 11 of the Hinterlands instructions:
If the card you were going to gain was not going to your discard pile, the Silver still ...
Your understanding is correct. You are just misinterpreting the article.
You would need something like Scout to combo more effectively. Draw 4 cards, at least two non-victory, put them back, draw one using WW and wish for the second.
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 ...
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:
First, you have a mistake in your question: Shanty can give +2 cards, but sometimes it will only give zero (not the 1 that say in your second sentence).
1) In a standard village+draw engine, the vanilla Village is more useful because you will expect to have other actions in your hand, and so Shanty Town's bonus won't trigger.
2) If there are lots of non-...
Remember - act out the card in order that it is written:
+1 Card, then +1 Action, then "Name a card...".
So any card that has you put (just) one card back on your deck (e.g. Spy, Bureaucrat, Lookout, Courtyard, Pearl Diver, etc.) will not be a good combo for Wishing well.
Scout, Navigator, and Apothecary are good for this.
This is an old question, but I'm going to leave the answer here in case anyone else comes here looking for it.
"Pass" has a specific meaning, defined in the Intrigue rulebook like this:
“Pass” – when a player passes a card to another player, he places that card face down
on the table between himself and the other player. The receiving player then takes the
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, ...
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 ...
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
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, ...
I dislike Saboteur because it makes the game less fun; it torpedoes the "building" aspect of deck-building, and my face-to-face group won't use it for that reason.
However, contrary to Isotropic's stats (which I believe are heavily biased towards 2-player games -- please correct me if I'm wrong), I've found that in a 3-4 player game, ignoring Saboteur only ...
As thesunneversets said, if you have no cards in hand and in your deck when you play dominion, you do not pass a card, but your opponent still has to. This is the key to the dreaded king's court / masquerade lock.
to quote dominionstrategy.com:
The key lies in trimming your deck down to where you have a four-card hand of King’s Court, King’s Court, Goons,...
To add on Jon's last point: I also consider taking the curse in a 3-4 player game if more than one other play with the Torturer, and the current Torturer got played by the player playing directly after me. Then there's a good likelihood more Torturers are coming in one round, so the curses I draw for the first 1-2 players, I can discard with the next ...
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 ...
I look at it this way:
In the early game, I'm unlikely to have many actions in my hand. Shanty is good early.
In the late game, the hands will start to fill up with victory cards, so your odds of triggering the draw increase.
Remember: if you have Village and Shanty in your hand, you can play the village and other actions first, then draw two cards with ...
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 ...
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 ...
Saboteur is undoubtedly more dangerous in a 4-player game, but that does not necessarily mean better.
4-player games can end on piles more frequently than 2-player games because you only have 3 Victory cards per person (rather than 4 in 2/3-player) and 2.5 cards/Kingdom pile/person (vs. 5 in 2-player and 3.33 in 3-player). Saboteur can result in up to 3 ...
I found that I started losing against Torturer a lot less once I started taking Curses more often. Here's why I think that is:
In the early game, you're going to use the card you buy, and soon, and repeatedly. Discarding 2 cards in the early game is often the difference between buying a 4-cost and a 5-cost card. Is it worth losing a VP and getting a ...
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 ...
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 ...
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 ...
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. ...