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Cards that are done (158)
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Adventurer
Alchemist
Ambassador
Apothecary
Apprentice
Bag of Gold
Bank
Baron
Bazaar
Bishop
Border Village
Bridge
Bureaucrat
Cache
Caravan
Cartographer
Cellar
Chancellor
Chapel
City
Colony
Conspirator
Copper
Coppersmith
Council Room
Counting House
Courtyard
Crossroads
Curse
Cutpurse
Diadem
Duchess
Duchy
Duke
Embassy
Envoy
Estate
Expand
Explorer
Fairgrounds
Familiar
Farming Village
Farmland
Feast
Festival
Fishing Village
Followers
Fool's Gold
Fortune Teller
Gardens
Ghost Ship
Golem
Goons
Grand Market
Great Hall
Haggler
Hamlet
Harem
Haven
Herbalist
Highway
Hoard
Horn of Plenty
Horse Traders
Hunting Party
Ill-Gotten Gains
Ironworks
Island
Jack of All Trades
Jester
King's Court
Laboratory
Library
Lighthouse
Loan
Lookout
Mandarin
Market
Margrave
Masquerade
Menagerie
Merchant Ship
Militia
Mine
Mining Village
Minion
Mint
Moat
Monument
Moneylender
Mountebank
Navigator
Noble Brigand
Nobles
Nomad Camp
Oasis
Oracle
Outpost
Pawn
Pearl Diver
Peddler
Philosopher's Stone
Pirate Ship
Platinum
Potion
Princess
Province
Quarry
Rabble
Remake
Remodel
Royal Seal
Saboteur
Salvager
Scout
Scrying Pool
Sea Hag
Secret Chamber
Shanty Town
Silk Road
Silver
Smithy
Smugglers
Spice Merchant
Spy
Stables
Steward
Tactician
Talisman
Thief
Throne Room
Torturer
Tournament
Trade Route
Trader
Trading Post
Transmute
Treasure Map
Treasury
Tribute
Trusty Steed
Tunnel
University
Upgrade
Vault
Venture
Village
Vineyard
Walled Village
Warehouse
Watchtower
Wharf
Wishing Well
Witch
Woodcutter
Worker's Village
Workshop
Young Witch
Cards that still need to be coded (12)
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Possibly easy cards
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Though they will generally involve defining new decisions, there should be a
fair amount of code you can reuse for these cards.
Contraband
Governor
Swindler (probably needs a list of cards that are likely to suck, plus different strategies for the early/late game)
Not-so-easy cards
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These are likely to require new helper functions or decisions that are hard
to write.
Black Market (requires a new setup step)
Develop (the hard part is making the list of choices)
Embargo (the trick is guessing what your opponent wants)
Forge (exponentially increasing number of choices!)
Inn
Native Village
Difficult cards
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In estimated order of difficulty:
Scheme (adds a new sub-phase to cleanup)
Stash (requires a decision mid-shuffle)
Possession (will require entirely new kinds of AI decisions)