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| Sat, 04 Sep 2010 11:32
Related Item: Dominion: Prosperity S'alright. In the meantime, I had someone else who sleeves their cards say they worked just fine...
Sat, 04 Sep 2010 11:14
Sat, 04 Sep 2010 11:14
Sat, 04 Sep 2010 11:14
Sat, 04 Sep 2010 11:14
Sat, 04 Sep 2010 11:14
Fri, 03 Sep 2010 10:20
Harper Perennial Modern Classics (2006), Paperback, 538 pages
Thu, 02 Sep 2010 11:36
Roc (2010), Edition: Original, Paperback, 368 pages
Thu, 02 Sep 2010 10:00
Forge Books (2005), Edition: 1st, Mass Market Paperback, 368 pages
Thu, 02 Sep 2010 09:59
Roc (1991), Edition: First Edition, Paperback, 304 pages
Tue, 31 Aug 2010 21:49
Spectra (1996), Edition: First Thus, Mass Market Paperback, 448 pages
Tue, 31 Aug 2010 21:48
The exact wording for the rule mentioned in #1:
Cars are added to the train at one end of the meld (usually the right end), and the order may not be rearranged.
Bizarre, no?
Tue, 31 Aug 2010 16:51
I recently reintroduced myself to Express, and found it to be a surprisingly-enjoyable rummy game. The rulebook, however, is not the clearest, and as such I have a couple of rules questions.
1) The rulebook mentions that when train cards are added to a train already on the table, they're "usually added to one side". I've completely ignored this, in favor of playing cards strictly to the end of the train, since that makes the most sense given the cost/benefit design of cabooses and wilds. If one could play cars at the front of a train (after the loco, of course) that would make cabooses and wilds much more powerful, and the Express bonus for having your passenger cars in the right order much easier to attain! Maybe it's locos that they're referring to...? 2) The rules mention that if a Disaster results in a solitary loco, the loco is returned to its owner's hand. But no explanation is given for how this is handled in partnership play, where by the rules partners play all of their trains together. My solution is to have the abandoned loco go to the hand of the partner whose turn comes next. And because it seems to me that a Disaster is resolved after the turn in which it was discarded, that would mean that if I play a disaster that results in a lone loco, that loco goes to my partner's hand, because he will take his next turn before I do. 3) On the subject of playing Disasters to end a turn: The rules specifically say that when a player discards a Disaster to "go out", the Disaster does not take effect. But what if the resolution of a Disaster causes me to go out? (Example: the cards in my hand all play, and all of my trains score, except for one. I play all of my playable cards and end my turn by discarding the Wreck card, destroying my non-scoring train and meeting the "go out" requirements.) I'd argue that I do not, in fact, go out, because of the rule mentioned. But I could see this one go either way.
Tue, 31 Aug 2010 16:29
ackmondual wrote: It's like when someone says wine and beer are the same b/c they both have alcohol (yeah, that was another 'good' one). However, the similarities end there. Still, they're all the same to a teetotaler.
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