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Kym Wash

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Aug 4, 2024, 5:14:12 PM8/4/24
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Reactionis a card type. Reaction cards have blue frames, and appear in most expansions. "Reaction" is always a subtype, and the Reaction effect of a card is almost always detailed under a dividing line. As the name would suggest, Reactions have their effects triggered in response to something else happening; when its particular trigger occurs, a Reaction may be revealed by the player in order to get its effect. These triggers usually happen when the card is in its owner's hand or otherwise not visible to opponents; cards with when-gain or when-trash abilities are not considered to be Reactions.

There are no official rules for Reaction cards in general. How to use them is detailed in the FAQ for each individual card, and in the rules descriptions of the specific mechanics on those cards. But there are official rules for certain kinds of Reactions.


Using the Reaction effect of a card does not necessarily involve playing the card (or putting it in the play area or carrying out its on-play effects); for instance, when you reveal a Moat to protect yourself from an Attack, the Moat remains in your hand and does not give you +2 Cards. For Reaction cards that do cause themselves to be played as part of their Reaction effects, as listed above, their text specifically says that they may be played at that time.


Some Reaction cards' abilities instruct a player to discard them, trash them, play them, or set them aside when they are revealed for their Reaction effects. In the absence of such instructions, after being revealed, the card returns to wherever it was revealed from before the rest of its abilities are resolved. For instance, if one player plays an Attack card and another reveals a Moat as a Reaction, the Moat returns to the second player's hand and may be revealed again against future Attacks, and may be played (as an Action) on their next turn. If the second player reveals a Diplomat, whose effect involves discarding from hand, the Diplomat returns to their hand as soon as they reveal it and may be one of the cards they discard while resolving its effect.


For the Reaction cards that are revealed from hand and remain in hand after being resolved, it is permissible to reveal the same Reaction multiple times in response to the same event; however, Reaction abilities are balanced in such a way that doing so rarely has any additional effect.


It is permissible to reveal a Reaction from one's hand in response to an event even if the Reaction was not yet in hand when the triggering event took place, provided that the ability that puts the Reaction in hand was also triggered by the same event that triggered the Reaction. For instance, if you gain a Curse from another player, you may play a Sheepdog, draw another Sheepdog, and play it as well, and then draw a Watchtower and reveal it to trash the Curse.


If a player has multiple Reactions that react to the same event (e.g. if another player plays an Attack, you could react with both Caravan Guard and Diplomat), you can use those Reactions in any order. If multiple players have Reactions that react to the same event, players go in turn order, starting from the current player. For example, if player 1 gains a Mill on their turn, then they may react with a Sheepdog, player 2 may react with a Black Cat, and player 3 may react with a Falconer. In this case, player 1 goes first.


If another player uses a Reaction, any previous players in turn order get another chance to react (starting with the current player). However, once all players have declined to use a Reaction, no one may use Reactions anymore. Note that this only applies to Reactions and not other abilities. So if player 1 plays an Attack, then player 3 can reveal a Moat, and that would give player 2 a second chance to reveal their own Moat. But if player 1 didn't trash an Urchin for a Mercenary, they don't get a second chance to do so.


Many Reaction cards may be revealed in response to an opponent playing an Attack card, and offer some type of defense against some or all Attack cards. Several Reactions that react to events other than Attacks may also offer some protection from Attacks; for instance, Watchtower's Reaction ability protects a player against junking attacks, and its Action ability protects a player against handsize attacks. Since the first Reaction card that many players encounter is Moat, it is a common misconception among new players that all Reactions are revealed in response to Attacks being played, or even that all Reactions offer Moat-like cancellation of Attack effects. However, not all Reactions offer any protection against or interaction with Attacks at all (e.g., Fool's Gold), and not all cards that protect a player against attacks are Reactions (e.g., Lighthouse).


Fortress could have been a reaction. It was a decision to make back when. The argument for not making when-trashed cards reactions - and not making when-gain cards reactions too, or giving them their own color - is that the card is involved. You know. You play Militia; Moat isn't involved, but I could use it. You play Venture; Tunnel and Patron are just going by, but they matter. You buy or trash Silk Merchant; it's right there, in on the action. So we don't need to call attention to it as much as we do Moat / Patron / etc.


A reshuffle is when a player turns over their discard pile and shuffles it to replace their empty deck. The player has a limited amount of control over when that happens, and effectively exploiting that control to is an important element of tactical play.


In this (second) example, the timing of the reshuffle has real, practical consequences. If your opponent plays Witch (barring other conditions), you will gain a Curse to your discard pile; if your discard has already been reshuffled (when it shouldn't have been) into your new deck, you won't have the chance of drawing this Curse from Smithy. That's a distinct advantage to you.


Knowing when to reshuffle (or, perhaps more importantly, when not to) is a crucial part of advanced Dominion play. If you reshuffle during your Cleanup phase, then the all the cards you used that turn will be in the discard pile that gets reshuffled and will return to your draw pile immediately to be reused again relatively soon. If you reshuffle earlier in the turn, any cards currently in your hand or in play will be discarded after you shuffle, meaning they won't return to your draw pile until after the next reshuffle; cards this happens to are after described as missing the reshuffle. If you play draw cards unthinkingly, causing you to do this, you may wind up with a deck full of undesirable cards, and a couple turns where you aren't able to do anything useful. This is particularly true with a card like Cellar; if you discard too many cards, all the cards you discarded will be shuffled back into your deck, and you might draw them all back again anyway.


On the other hand, frequent reshuffling can mean playing your important cards more often, so long as they end up in your discard pile in time. Deck discarders like Chancellor are specifically intended to expedite that; the sometimes opaque benefit of shuffling more often leads to many new players underestimating such cards, or even not understanding their purpose. However, the mere act of shuffling every turn does not necessarily indicate a good deck; an Advisor player may shuffle often, but never even get to play their important cards.


Duration cards (and some Reserve cards) are rather notorious for missing the reshuffle, which is often cited as a drawback against them. On the one hand, the next-turn effects of Durations are typically quite powerful, but if that Duration is played right before a reshuffle, it's going to be sitting in your discard pile until the next reshuffle, doing nothing.


A few cards can get around the "one play per shuffle" idiom, or even rescue Durations from missing the reshuffle. Some cards, like Treasury and Alchemist, can top-deck themselves; others, like Scheme and Scavenger, can top-deck other cards. A few Durations (Champion, Hireling, Prince, Quartermaster) stay in play for the rest of the game and therefore don't care at all about reshuffles once they've been played. Also, any engine that can draw your entire deck every turn is similarly not impacted by shuffle control.


A few cards and card-shaped things have effects that depend on shuffling. Most of these (Stash, Star Chart, Order of Astrologers, Order of Masons, Avoid, Fated) allow you to manipulate the results of your shuffle, but Emissary just gives you an unrelated bonus if you shuffle while resolving it.


With all of the photos we take at games, its both fun and helpful to make entries grouping different types of pictures. We recently finished recategorizing all of our panoramic pictures. So now, its time to compile all of our pictures with MLB players (in chronological order). Here we go:




This was taken shortly after Felix finished playing catch with Erik Bedard. When Felix started signing autographs, Bedard tossed us their warm up baseball. Tim and I then met up with Felix for this photo and autograph. To cap it all off, the Mariners beat the Red Sox.


Brian Sanches. Shortly after crossing paths with Jay Buente, we ran into another Marlins pitcher, Brian Sanches. He was incredibly nice. He signed a baseball for us and posed for this picture with Tim:


Jack Zduriencik. On October 3, 2010, we closed out the season at Safeco Field. We ran into Mariners General Manager Jack Zduriencik in the centerfield SRO area before the game and got this wonderful picture of Jack Z. kissing Kellan:


Without exception, Tim and I always have a great time when we go to a baseball game. But whenever we drive to Camden Yards or Nationals Park, we pass a certain baseball/softball field on I-83 South, just a couple miles before Shrewsbury, PA, and I always look to see if a game is in progress. If a game is being played, I just know the day is going to be special.

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