Dominion Strategy Forum
Archive => Archive => Dominion: Adventures Previews => Topic started by: GendoIkari on April 01, 2015, 03:46:13 pm
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So now that we know a few things, such as what reserve cards and travelers look like, what do you think will still be to come?
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I predict that there will be event cards of some sort. Also, tokens with player colours that modify cards!
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I predict that there will be more kingdom cards.
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I predict everyone who's play tested the cards will make joke predictions.
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I predict cost increasers. It's the only thing that can shock me anymore. Also i predict that you will own, play, and discuss this expansion months before it even comes up in german shelves. I also predict a Reserve-Buy. And i predict tokens in player colors will be put on piles in the supply to get something from it ("when another player plays a card from that pile, do something" - what do i know).
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I predict that there will be cards that do some, perhaps even all (although I also predict not at the same time!), of the following non-exhaustive list:
Grant +Actions
Grant +Draw
Grant +Coin
Grant +Buy
Trash
Be worth VP
Discard
Get set aside
Attack your opponents
Cause you to gain other cards
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Most of my guesses are here (http://forum.dominionstrategy.com/index.php?topic=12391.msg463157#msg463157).
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I predict everyone who's play tested the cards will make joke predictions.
I predict that the 2nd-player advantage card will be an Action that says, "If you are the 2nd player, gain a Province." It will cost $2.
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I predict that the time between the end of the previews and the release of the game will feel like a long time.
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I predict that the time between the end of the previews and the release of the game will feel like a long time.
I predict that it already does.
I further predict that it will take MF Goko 37.6 months to implement the cards from this expansion.
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Most of my guesses are here (http://forum.dominionstrategy.com/index.php?topic=12391.msg463157#msg463157).
Oh, also here (http://forum.dominionstrategy.com/index.php?topic=12371.msg453869#msg453869).
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I predict there will be a card that uses the Journey token for a somewhat weak effect, but allows you to set the Journey token any way you want it
That's the way you need it
Any way you want it
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I predict there will be a card that uses the Journey token for a somewhat weak effect, but allows you to set the Journey token any way you want it
That's the way you need it
Any way you want it
Hold on
are you really sure you want to make that prediction? Seems like a weird thing to have something be a support card where you usually won't have the thing it's supporting.
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I predict there will be a card that uses the Journey token for a somewhat weak effect, but allows you to set the Journey token any way you want it
That's the way you need it
Any way you want it
Hold on
are you really sure you want to make that prediction? Seems like a weird thing to have something be a support card where you usually won't have the thing it's supporting.
It could support itself! For example:
Midnight Train
$5 - Action
If your journey token is face up: +1 action, +1 Buy and +$2. If it is face down: +3 Cards. Either way, you may turn your journey token over.
The idea is that the card has two balanced effects rather than a card that flips between terrible and wonderful. You have to choose in advance, which is of course a drawback compared to choosing when you play the card. The drawback is mitigated when you play multiple on the same turn.
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I predict there will be a card that uses the Journey token for a somewhat weak effect, but allows you to set the Journey token any way you want it
That's the way you need it
Any way you want it
Hold on
are you really sure you want to make that prediction? Seems like a weird thing to have something be a support card where you usually won't have the thing it's supporting.
It could support itself! For example:
Midnight Train
$5 - Action
If your journey token is face up: +1 action, +1 Buy and +$2. If it is face down: +3 Cards. Either way, you may turn your journey token over.
The idea is that the card has two balanced effects rather than a card that flips between terrible and wonderful. You have to choose in advance, which is of course a drawback compared to choosing when you play the card. The drawback is mitigated when you play multiple on the same turn.
Are you sure you belong here? This doesn't feel callous enough to be an f.ds type card. We only do good-cop/bad-cop around here. Get this mediocre-cop out of here! :o
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I predict there will be a card that uses the Journey token for a somewhat weak effect, but allows you to set the Journey token any way you want it
That's the way you need it
Any way you want it
Hold on
are you really sure you want to make that prediction? Seems like a weird thing to have something be a support card where you usually won't have the thing it's supporting.
It could support itself! For example:
Midnight Train
$5 - Action
If your journey token is face up: +1 action, +1 Buy and +$2. If it is face down: +3 Cards. Either way, you may turn your journey token over.
The idea is that the card has two balanced effects rather than a card that flips between terrible and wonderful. You have to choose in advance, which is of course a drawback compared to choosing when you play the card. The drawback is mitigated when you play multiple on the same turn.
I really, really hate that song.
Also, apparently Steve Perry wrote the line "born and raised in South Detroit" without actually checking where South Detroit was (Hint: It's in Canada) and I'm always annoyed by this.
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Also, apparently Steve Perry wrote the line "born and raised in South Detroit" without actually checking where South Detroit was (Hint: It's in Canada)
(That's not quite it—it's that there is no place actually called "South Detroit", but if there were it'd be in Canada.)
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I hate that song and it seems to pop up no matter where I go, even f.ds forum.
Curse you Steve Perry!
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An idea i had today: How about a Reserve that does something nice on play but can only be called back into your deck by buying a VP card? Not necessarily for any great effect besides having it back. Could be a sifter, for example:
Ranger, $4, Action - Reserve
+1 Card
+1 Action
Look at the top two cards of your deck. Put one in your hand. Discard the other one. Put this on your Tavern Mat.
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When you buy a VP card, you may call this.
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An idea i had today: How about a Reserve that does something nice on play but can only be called back into your deck by buying a VP card? Not necessarily for any great effect besides having it back. Could be a sifter, for example:
Ranger, $4, Action - Reserve
+1 Card
+1 Action
Look at the top two cards of your deck. Put one in your hand. Discard the other one. Put this on your Tavern Mat.
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When you buy a VP card, you may call this.
The idea of using the Reserve Mat as simply a way of allowing more powerful cards (since you won't get to discard them after every play) is a good one. You could play with all sorts of triggers about what allows them to be called.
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An idea i had today: How about a Reserve that does something nice on play but can only be called back into your deck by buying a VP card? Not necessarily for any great effect besides having it back. Could be a sifter, for example:
Ranger, $4, Action - Reserve
+1 Card
+1 Action
Look at the top two cards of your deck. Put one in your hand. Discard the other one. Put this on your Tavern Mat.
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When you buy a VP card, you may call this.
The idea of using the Reserve Mat as simply a way of allowing more powerful cards (since you won't get to discard them after every play) is a good one. You could play with all sorts of triggers about what allows them to be called.
I thought about writing that post more generally, but struggled finding calling conditions where the kind of restriction made sense. Maybe when you shuffle, but that's all i got right now.