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2023.09.29 12:34
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--------------

https://forum.dominionstrategy.com/index.php?topic=21794.0

 

Errata to extra turns

« on: September 26, 2023, 03:34:37 pm »

+9


There's more errata coming up, it'll go up online uh soon.

List of cards:
Outpost, Possession, Mission, Voyage, Island Folk, Journey

Not getting changed:
Fleet, Seize the Day

New texts:
I'll compare the Old Outpost with the New Outpost, and then just post the new texts for the other extra turns.

Old Outpost (yuck):
If this is the first time you played an Outpost this turn, and the previous turn wasn't yours, then take an extra turn after this one, and you only draw 3 cards for your next hand.

New Outpost (wow it's so much shorter):
You only draw 3 cards for your next hand. Take an extra turn after this one (but not a 3rd turn in a row).

Possession:
The player to your left takes an extra turn after this one (but not a 2nd extra turn in a row), in which you can see all cards they can and make all decisions for them. Any cards or debt they would gain on that turn, you gain instead; any cards of theirs that are trashed are set aside and put in their discard pile at end of turn.

Mission:
Take an extra turn after this one (but not a 3rd turn in a row), during which you can't buy cards.

Voyage:
+1 Action
Take an extra turn after this one (but not a 3rd turn in a row), during which you can only play 3 cards from your hand.

Island Folk:
At the end of your turn, you may spend 5 Favors to take an extra turn after this one (but not a 3rd turn in a row).

Journey:
You don't discard cards from play in Clean-up this turn, and you take an extra turn after this one (but not a 3rd turn in a row).

What's the goal?
DXV has gotten sick of being able to take 3+ turns in a row, every single turn, for the whole game. Fleet and Seize the Day are only once a game, which is why they're safe.

How does this affect interactions?
Let's run through some examples:
* You buy 2 Journeys at once. you take 1 Journey turn, but now you've hit the "but not a 3rd turn" limit, so the 2nd Journey turn fails.
* You buy Mission on a Mission turn. you've hit the "but not a 3rd turn" limit, so the 2nd Mission turn fails.
* You play an Outpost and buy Mission. you draw a 3-card hand and then choose which extra turn to take (let's say Mission). now you've hit the limit, so the Outpost turn fails
* You play a Voyage, a Lich, and take Island Folk. you choose which extra turn to take (let's say Voyage). Lich skips the Voyage turn, then you take the Island Folk turn
* You Throne a Possession. you Possess the player to your left once, and then you hit the "not a 2nd extra turn in a row" limit, so they don't get Possessed again
* You take a Mission turn, and during it, you buy Seize the Day. Seize the Day doesn't have a restriction, so you get a 3rd turn in a row
* You play Possession. On their turn, you make them buy Journey. Their cards are stuck in play, and they take a Journey turn that's out of your control

Why is Donald X. ok with nerfing Voyage so hard?
The thing is: no one on this Earth thought Voyages were cumulative. and Odysseys has a banrate of 8.5%, I bet most of that is because people hate how Voyage chains can take forever. the errata fixes both those problems, hooray

Why was Voyage allowed to be cumulative in the first place?
no clue

« Last Edit: September 26, 2023, 07:21:39 pm by dz »

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